On Optimal Game-Tree Search Using Rational Meta-Reasoning
Abstract
In this paper we outline a general approach to the study of problem-solving, in which search steps are considered decisions in the same sense as actions in the world. Unlike other metrics in the literature, the value of a search step is defined as a real utility rather than as a quasi-utility, and can therefore be computed directly from a model of the base-level problem-solver. We develop a formula for the expected value of a search step in a game-playing context using the single-step assumption, namely that a computation step can be evaluated as it was the last to be taken. We prove some meta-level theorems that enable the development of a low-overhead algorithm, MGSS*, that chooses search steps in order of highest estimated utility. Although we show that the single-step assumption is untenable in general, a program implemented for the game of Othello soundly beats an alpha-beta search while expanding significantly fewer nodes, even though both programs use the same evaluation function.
Cite
Text
Russell and Wefald. "On Optimal Game-Tree Search Using Rational Meta-Reasoning." International Joint Conference on Artificial Intelligence, 1989.Markdown
[Russell and Wefald. "On Optimal Game-Tree Search Using Rational Meta-Reasoning." International Joint Conference on Artificial Intelligence, 1989.](https://mlanthology.org/ijcai/1989/russell1989ijcai-optimal/)BibTeX
@inproceedings{russell1989ijcai-optimal,
title = {{On Optimal Game-Tree Search Using Rational Meta-Reasoning}},
author = {Russell, Stuart and Wefald, Eric},
booktitle = {International Joint Conference on Artificial Intelligence},
year = {1989},
pages = {334-340},
url = {https://mlanthology.org/ijcai/1989/russell1989ijcai-optimal/}
}