Bounded Suboptimal Game Tree Search

Finding the minimax value of a game is an important problem in a variety of fields, including game theory, decision theory, statistics, philosophy, economics, robotics, and security. Classical algorithms such as the Minimax algorithm can be used to find the minimax value, but require iterating over the entire game tree, which is in many cases too large. Alpha-Beta pruning identifies portions of the game tree that are not necessary for finding the minimax value, but in many cases the remaining part of the game tree is still too large to search in reasonable time. For such cases, we propose a class of algorithms that accepts a parameter e and returns a value that is guaranteed to be at most e away from the true minimax value. We lay the theoretical foundation for building such algorithms and present one such algorithm based on Alpha-Beta. Experimentally, we show that our algorithm allows controlling this runtime/solution quality tradeoff effectively.

[1]  Jonathan Schaeffer,et al.  New advances in Alpha-Beta searching , 1996, CSC '96.

[2]  Nathan R. Sturtevant,et al.  Evaluating Strategies for Running from the Cops , 2009, IJCAI.

[3]  Nicolas Jouandeau,et al.  Solving breakthrough with Race Patterns and Job-Level Proof Number Search , 2011, ACG.

[4]  Bruce W. Ballard,et al.  The *-Minimax Search Procedure for Trees Containing Chance Nodes , 1983, Artif. Intell..

[5]  Jonathan Schaeffer,et al.  Checkers Is Solved , 2007, Science.

[6]  Donald E. Knuth,et al.  The Solution for the Branching Factor of the Alpha-Beta Pruning Algorithm , 1981, ICALP.

[7]  Christopher Archibald,et al.  Monte Carlo *-Minimax Search , 2013, IJCAI.

[8]  Peter Norvig,et al.  Artificial Intelligence: A Modern Approach , 1995 .

[9]  Joel Veness,et al.  Effective Use of Transposition Tables in Stochastic Game Tree Search , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.

[10]  Wheeler Ruml,et al.  Bounded Suboptimal Search: A Direct Approach Using Inadmissible Estimates , 2011, IJCAI.

[11]  Alexander Reinefeld,et al.  An Improvement to the Scout Tree Search Algorithm , 1983, J. Int. Comput. Games Assoc..

[12]  Jos Uiterwijk,et al.  Solving Kalah , 2000, J. Int. Comput. Games Assoc..

[13]  Rémi Coulom,et al.  Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search , 2006, Computers and Games.

[14]  Csaba Szepesvári,et al.  Bandit Based Monte-Carlo Planning , 2006, ECML.

[15]  A. Wald Statistical Decision Functions Which Minimize the Maximum Risk , 1945 .

[16]  Roni Stern,et al.  Dynamic Potential Search - A New Bounded Suboptimal Search , 2016, SOCS.

[17]  Jonathan Schaeffer,et al.  Rediscovering *-Minimax Search , 2004, Computers and Games.

[18]  Judea Pearl,et al.  SCOUT: A Simple Game-Searching Algorithm with Proven Optimal Properties , 1980, AAAI.

[19]  Jos W. H. M. Uiterwijk,et al.  CHANCEPROBCUT: Forward pruning in chance nodes , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.

[20]  Ira Pohl,et al.  Heuristic Search Viewed as Path Finding in a Graph , 1970, Artif. Intell..

[21]  D. Michie GAME-PLAYING AND GAME-LEARNING AUTOMATA , 1966 .

[22]  Tim Roughgarden,et al.  Algorithmic Game Theory , 2007 .