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MULTIPLAYER ALPHA-BETA PRUNING

delete1991-02-01
delete28
PRE
AI
K
KORF, RE *
DOI:10.1016/0004-3702(91)90082-Udelete
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摘要

摘要

En 中文
We consider the generalization of minimax search with alpha-beta pruning to non-cooperative, perfect-information games with more than two players. The minimax algorithm was generalized in [2] to the maxn algorithm applied to vectors of n-tuples representing the evaluations for each of the players. If we assume an upper bound on the sum of the evaluations for each player, and a lower bound on each individual evaluation, then shallow alpha-beta pruning is possible, but not deep pruning. In the best case, the asymptotic branching factor is reduced to (1 + square-root 4b - 3)/2. In the average case, however, pruning does not reduce the asymptotic branching factor. Thus, alpha-beta pruning is found to be effective only in the special case of two-player games. In addition, we show that it is an optimal directional algorithm for two players.
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