Searching Game Trees Under Memory Constraints

Abstract

The best-first game-tree search algorithm SSS* has greater pruning power than the depth-first algorithm Alpha-Beta. Yet it is seldom used in practice because it is slow in execution and requires substantial memory. Variants of SSS* have been proposed in recent years that overcome some, but not all, of its limitations. The recursive controlled-memory best-first search scheme MemSSS* described here is a new derivative of SSS* that compares favourably with Alpha-Beta in respect of all three major performance measures, namely, pruning power, running time and memory needs. MemSSS* improves upon an earlier controlled-memory algorithm IterSSS* which has most of the desired properties but is slow in execution.

Cite

Text

Bhattacharya and Bagchi. "Searching Game Trees Under Memory Constraints." AAAI Conference on Artificial Intelligence, 1996.

Markdown

[Bhattacharya and Bagchi. "Searching Game Trees Under Memory Constraints." AAAI Conference on Artificial Intelligence, 1996.](https://mlanthology.org/aaai/1996/bhattacharya1996aaai-searching/)

BibTeX

@inproceedings{bhattacharya1996aaai-searching,
  title     = {{Searching Game Trees Under Memory Constraints}},
  author    = {Bhattacharya, Subir and Bagchi, Amitava},
  booktitle = {AAAI Conference on Artificial Intelligence},
  year      = {1996},
  pages     = {222-227},
  url       = {https://mlanthology.org/aaai/1996/bhattacharya1996aaai-searching/}
}