国际象棋程序中动态树搜索算法的实现

Gerhard Wolf
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引用次数: 1

摘要

为象棋、跳棋等游戏搜索游戏树的算法必须具有两个特征:它们必须通过检查树的所有相关部分找到一个好的解决方案,并且必须在可接受的时间内完成。根据这一点,大多数现有算法都有两个主要弱点:不一致和冗余。通过不一致,我理解不是所有相关的部分都被考虑,或者部分被考虑或修剪是出于不正确的原因。典型的不一致是固定的深度限制,不正确的静态分析和普通的前向剪枝方法。一致性是正确结果的充分条件,但幸运的是并不总是必要条件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Implementation of a dynamic tree searching algorithm in a chess programme
Algorithms searching game trees for games like chess, checkers etc. must have two features: They must find a good solution by inspecting all relevant parts of the tree and they must do it within acceptable time. According to that, most existing algorithms have two principal weaknesses: inconsistency and redundancy. By inconsistency I understand that not all relevant parts of the tree are considered or that parts are considered or pruned for incorrect reasons. Typical inconsistencies are fixed depth limitations, incorrect quiescence analysis and the ordinary methods of forward pruning. Consistency is a sufficient, but fortunately not always necessary condition for correct results.
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