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Heuristic Methods

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Abstract

The goal of a game-playing program is to recommend a move in every position presented to it. The recommended move need not be the best, for instance in the sense defined in the preceding chapter, but it should have the highest quality possible, as seen by the professional player, and must be chosen within a preselected time limit. An arbitrary algorithm for choosing a move in the positions of a given game may be looked on as an algorithm for choosing the best move in the base position of the game tree of another game, which we shall call a model game. The tree for the model game is a subtree of the original game tree.

Keywords

  • Heuristic Method
  • Base Position
  • Terminal Position
  • Game Tree
  • Good Move

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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© 1988 Springer-Verlag New York Inc.

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Adelson-Velsky, G.M., Arlazarov, V.L., Donskoy, M.V. (1988). Heuristic Methods. In: Algorithms for Games. Springer, New York, NY. https://doi.org/10.1007/978-1-4612-3796-9_2

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  • DOI: https://doi.org/10.1007/978-1-4612-3796-9_2

  • Publisher Name: Springer, New York, NY

  • Print ISBN: 978-1-4612-8355-3

  • Online ISBN: 978-1-4612-3796-9

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