Skip to main content

A Comparison of Algorithms for Multi-player Games

  • Conference paper
Computers and Games (CG 2002)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2883))

Included in the following conference series:

Abstract

The maxn algorithm for playing multi-player games is flexible, but there are only limited techniques for pruning maxn game trees. This paper presents other theoretical limitations of the maxn algorithm, namely that tie-breaking strategies are crucial to maxn, and that zero-window search is not possible in maxn game trees. We also present quantitative results derived from playing maxn and the paranoid algorithm (Sturtevant and Korf, 2000) against each other on various multi-player game domains, showing that paranoid widely outperforms maxn in Chinese checkers, by a lesser amount in Hearts and that they are evenly matched in Spades. We also confirm the expected results for the asymptotic branching factor improvements of the paranoid algorithm over maxn.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Hsu, F.: Behind Deep Blue. Princeton University Press, Princeton (2002)

    MATH  Google Scholar 

  2. Schaeffer, J., Culberson, J., Treloar, N., Knight, B., Lu, P., Szafron, D.: A world championship caliber checkers program. Artificial Intelligence 53, 273–290 (1992)

    Article  Google Scholar 

  3. Ginsberg, M.: GIB: Imperfect information in a computationally challenging game. Journal of Artificial Intelligence Research 14, 303–358 (2001)

    MATH  Google Scholar 

  4. Luckhardt, C., Irani, K.: An algorithmic solution of N-person games. In: Fifth National Conference of the American Association for Artificial Intelligence (AAAI 1986), pp. 158–162. AAAI Press, Menlo Park (1986)

    Google Scholar 

  5. Sturtevant, N., Korf, R.: On pruning techniques for multi-player games. In: Sixteenth National Conference of the American Association for Artificial Intelligence (AAAI 2000), pp. 201–207. AAAI Press, Menlo Park (2000)

    Google Scholar 

  6. Billings, D., Davidson, A., Schaeffer, J., Szafron, D.: The challenge of poker. Artificial Intelligence 134, 201–240 (2002)

    Article  MATH  Google Scholar 

  7. Hoyle, E., Frey, R., Morehead, A., Mott-Smith, G.: The Authoritative Guide to the Official Rules of All Popular Games of Skill and Chance. Doubleday (1991)

    Google Scholar 

  8. Korf, R.: Multiplayer alpha-beta pruning. Artificial Intelligence 48, 99–111 (1991)

    Article  MATH  MathSciNet  Google Scholar 

  9. Knuth, D., Moore, R.: An analysis of alpha-beta pruning. Artificial Intelligence 6, 293–326 (1975)

    Article  MATH  MathSciNet  Google Scholar 

  10. Pearl, J.: Asymptotic properties of minimax trees and game-searching procedures. Artificial Intelligence 14, 113–138 (1980)

    Article  MATH  MathSciNet  Google Scholar 

  11. Ginsberg, M.: Partition search. In: Thirteenth National Conference of the American Association for Artificial Intelligence (AAAI 1996), pp. 228–233. AAAI Press, Menlo Park (1996)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2003 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Sturtevant, N. (2003). A Comparison of Algorithms for Multi-player Games. In: Schaeffer, J., Müller, M., Björnsson, Y. (eds) Computers and Games. CG 2002. Lecture Notes in Computer Science, vol 2883. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-40031-8_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-40031-8_8

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-20545-6

  • Online ISBN: 978-3-540-40031-8

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics