Abstract
In this article, a new approach to solving selected two-person perfect information zero-sum games is proposed. This new approach involves dividing game board into smaller parts called partial boards. Every such partial board has an associated “border state” which is an information structure vital to the game solving process. Using partial boards, it is possible to generate partial board game trees. Such structures are sufficient for the purpose of searching complete game trees - in effect. The possibility of making different board divisions allows an entire partial board game tree to be stored in computer memory. As a result, tree search algorithms based on partial board game trees work very fast. This approach can be applied only for specific games. Examples of such games are Atari-Go, Hex, and Gomoku. Experimental results relating to the solving of the Atari-Go game are presented here.
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Notes
- 1.
Nodes, for which values are obtained from transposition table are not counted as visited.
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Appendix A
Appendix A
Pseudocode for partial board tree search algorithm using two OneSide partial board game trees is presented in Algorithm 1. Minimax algorithm works on two partial board game trees at the same time. Array represents two nodes, each from different OneSide partial board game tree. Border state connection matrix (
) holds values obtained from all possible connections between OneSide border states of analysed height. Recursive function
has two for loops. Inner loop iterates partial board game tree nodes. Outer loop (line 8) iterates partial board game trees, precisely partial board game nodes (
).
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Perlinski, R. (2018). Partial Board Tree Search. In: Gruca, A., Czachórski, T., Harezlak, K., Kozielski, S., Piotrowska, A. (eds) Man-Machine Interactions 5. ICMMI 2017. Advances in Intelligent Systems and Computing, vol 659. Springer, Cham. https://doi.org/10.1007/978-3-319-67792-7_50
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