On Pruning Techniques for Multi-Player Games
Abstract
Max n (Luckhardt and Irani, 1986) is the extension of the minimax backup rule to multi-player games. We have shown that only a limited version of alpha-beta pruning, shallow pruning, can be applied to a max n search tree. We extend this work by calculating the exact bounds needed to use this pruning technique. In addition, we show that branch-and-bound pruning, using a monotonic heuristic, has the same limitations as alpha-beta pruning in a max n tree. We present a hybrid of these algorithms, alpha-beta branch-and-bound pruning, which combines a monotonic heuristic and backed-up values to prune even more effectively. We also briefly discuss the reduction of a n-player game to a ‘paranoid’ 2-player game. In Sergeant Major, a 3-player card game, we averaged node expansions over 200 height 15 trees. Shallow pruning and branch-and-bound each reduced node expansions by a factor of about 100. Alpha-beta branch-and-bound reduced the expansions by an additional factor of 19. The 2-player reduction was a factor of 3 better than alpha-beta branchand-bound. Using heuristic bounds in the 2-player reduction reduced node expansions another factor of 12.
Cite
Text
Sturtevant and Korf. "On Pruning Techniques for Multi-Player Games." AAAI Conference on Artificial Intelligence, 2000.Markdown
[Sturtevant and Korf. "On Pruning Techniques for Multi-Player Games." AAAI Conference on Artificial Intelligence, 2000.](https://mlanthology.org/aaai/2000/sturtevant2000aaai-pruning/)BibTeX
@inproceedings{sturtevant2000aaai-pruning,
title = {{On Pruning Techniques for Multi-Player Games}},
author = {Sturtevant, Nathan R. and Korf, Richard E.},
booktitle = {AAAI Conference on Artificial Intelligence},
year = {2000},
pages = {201-207},
url = {https://mlanthology.org/aaai/2000/sturtevant2000aaai-pruning/}
}