Leaf-Value Tables for Pruning Non-Zero-Sum Games
Abstract
Algorithms for pruning game trees generally rely on a game being zero-sum, in the case of alpha-beta pruning, or constant-sum, in the case of multi-player pruning algorithms such as speculative pruning. While existing algorithms can prune non-zero-sum games, pruning is much less effective than in constant-sum games. We introduce the idea of leaf-value tables, which store an enumeration of the possible leaf values in a game tree. Using these tables we are can make perfect decisions about whether or not it is possible to prune a given node in a tree. Leaf-value tables also make it easier to incorporate monotonic heuristics for increased pruning. In the 3-player perfect-information variant of Spades we are able to reduce node expansions by two orders of magnitude over the previous best zero-sum and non-zero-sum pruning techniques. 1
Cite
Text
Sturtevant. "Leaf-Value Tables for Pruning Non-Zero-Sum Games." International Joint Conference on Artificial Intelligence, 2005. doi:10.1097/01.mpg.0000471451.55494.e4Markdown
[Sturtevant. "Leaf-Value Tables for Pruning Non-Zero-Sum Games." International Joint Conference on Artificial Intelligence, 2005.](https://mlanthology.org/ijcai/2005/sturtevant2005ijcai-leaf/) doi:10.1097/01.mpg.0000471451.55494.e4BibTeX
@inproceedings{sturtevant2005ijcai-leaf,
title = {{Leaf-Value Tables for Pruning Non-Zero-Sum Games}},
author = {Sturtevant, Nathan R.},
booktitle = {International Joint Conference on Artificial Intelligence},
year = {2005},
pages = {317-323},
doi = {10.1097/01.mpg.0000471451.55494.e4},
url = {https://mlanthology.org/ijcai/2005/sturtevant2005ijcai-leaf/}
}