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Games, Theory and Applications

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SOFSEM 2004: Theory and Practice of Computer Science (SOFSEM 2004)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2932))

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Abstract

Computer game-playing is a challenging topic in artificial intelligence. The recent results by the computer programs Deep Blue (1996, 1997) and Deep Junior (2002) against Kasparov show the power of current game-tree search algorithms in Chess. This success is owed to the fruitful combination of the theoretical development of algorithms and their practical application. As an example of the theoretical development we discuss a game-tree algorithm called Opponent-Model search. In contrast to most current algorithms, this algorithm uses an opponent model to predict the opponent’s moves and uses these predictions to lure the opponent into uncomfortable positions. We concentrate on the time complexity of two different implementations of the algorithm and show how these are derived. Moreover, we discuss some possible dangers when applying Opponent-Model search in practice.

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References

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© 2004 Springer-Verlag Berlin Heidelberg

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van den Herik, H.J., Donkers, H.H.L.M. (2004). Games, Theory and Applications. In: Van Emde Boas, P., Pokorný, J., Bieliková, M., Štuller, J. (eds) SOFSEM 2004: Theory and Practice of Computer Science. SOFSEM 2004. Lecture Notes in Computer Science, vol 2932. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-24618-3_1

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  • DOI: https://doi.org/10.1007/978-3-540-24618-3_1

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-20779-5

  • Online ISBN: 978-3-540-24618-3

  • eBook Packages: Springer Book Archive

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