Skip to main content

Challenging Established Move Ordering Strategies with Adaptive Data Structures

  • Conference paper
  • First Online:
  • 2545 Accesses

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 9799))

Abstract

The field of game playing is a particularly well-studied area within the context of AI, leading to the development of powerful techniques, such as the alpha-beta search, capable of achieving competitive game play against an intelligent opponent. It is well known that tree pruning strategies, such as alpha-beta, benefit strongly from proper move ordering, that is, searching the best element first. Inspired by the formerly unrelated field of Adaptive Data Structures (ADSs), we have previously introduced the History-ADS technique, which employs an adaptive list to achieve effective and dynamic move ordering, in a domain independent fashion, and found that it performs well in a wide range of cases. However, previous work did not compare the performance of the History-ADS heuristic to any established move ordering strategy. In an attempt to address this problem, we present here a comparison to two well-known, acclaimed strategies, which operate on a similar philosophy to the History-ADS, the History Heuristic, and the Killer Moves technique. We find that, in a wide range of two-player and multi-player games, at various points in the game’s progression, the History-ADS performs at least as well as these strategies, and, in fact, outperforms them in the majority of cases.

Chancellor’s Professor; Fellow: IEEE and Fellow: IAPR. The second author is also an Adjunct Professor with the Department of ICT, University of Agder, Grimstad, Norway.

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

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   109.99
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

Learn about institutional subscriptions

Notes

  1. 1.

    The latter paper won the Best Paper Award of the IEA/AIE conference in 2015.

References

  1. Rimmel, A., Teytaud, O., Lee, C., Yen, S., Wang, M., Tsai, S.: Current frontiers in computer go. IEEE Trans. Comput. Intell. Artif. Intell. Games 2(4), 229–238 (2010)

    Article  Google Scholar 

  2. Russell, S.J., Norvig, P.: Aritificial Intelligence: A Modern Approach, 3rd edn. Prentice-Hall Inc., Upper Saddle River (2009)

    MATH  Google Scholar 

  3. Shannon, C.E.: Programming a computer for playing Chess. Phil. Mag. 41, 256–275 (1950)

    Article  MathSciNet  MATH  Google Scholar 

  4. Baudet, G.M.: An analysis of the full alpha-beta pruning algorithm. In: Proceedings of the Tenth Annual ACM Symposium on Theory of Computing, pp. 296–313 (1978)

    Google Scholar 

  5. Knuth, D.E., Moore, R.W.: An analysis of alpha-beta pruning. Artif. Intell. 6, 293–326 (1975)

    Article  MathSciNet  MATH  Google Scholar 

  6. Schaeffer, J.: The history heuristic and alpha-beta search enhancements in practice. IEEE Trans. Pattern Anal. Mach. Intell. 11, 1203–1212 (1989)

    Article  Google Scholar 

  7. Akl, S., Newborn, M.: The principal continuation and the killer heuristic. In: Proceedings of ACM 1977 the 1977 Annual Conference, pp. 466–473 (1977)

    Google Scholar 

  8. Sturtevant, N., Games, M.-P.: Algorithms and approaches. Ph.D. thesis, University of California (2003)

    Google Scholar 

  9. Luckhardt, C., Irani, K.: An algorithmic solution of n-person games. In: Proceedings of the AAAI 1986, pp. 158–162 (1986)

    Google Scholar 

  10. Schadd, M.P.D., Winands, M.H.M.: Best Reply Search for multiplayer games. IEEE Trans. Comput. Intell. AI Games 3, 57–66 (2011)

    Article  Google Scholar 

  11. Sturtevant, N., Bowling, M.: Robust game play against unknown opponents. In: Proceedings of AAMAS 2006, The 2006 International Joint Conference on Autonomous Agents and Multiagent Systems, pp. 713–719 (2006)

    Google Scholar 

  12. Sturtevant, N., Zinkevich, M., Bowling, M.,:Prob-Maxn: playing n-player games with opponent models. In: Proceedings of AAAI 2006, 2006 National Conference on Artificial Intelligence, pp. 1057–1063 (2006)

    Google Scholar 

  13. Gonnet, G.H., Munro, J.I., Suwanda, H.: Towards self-organizing linear search. In: Proceedings of FOCS 1979, The 1979 Annual Symposium on Foundations of Computer Science, pp. 169–171 (1979)

    Google Scholar 

  14. Hester, J.H., Hirschberg, D.S.: Self-organizing linear search. ACM Comput. Surv. 17, 285–311 (1985)

    Article  Google Scholar 

  15. Polk, S., Oommen, B.J.: On applying adaptive data structures to multi-player game playing. In: Proceedings of AI 2013, The Thirty-Third SGAI Conference on Artificial Intelligence, pp. 125–138 (2013)

    Google Scholar 

  16. Polk, S., Oommen, B.J.: Novel AI strategies for multi-player games at intermediate board states. In: Proceedings of IEA/AIE 2015, The Twenty-Eighth International Conference on Industrial, Engineering, and Other Applications of Applied Intelligent Systems, pp. 33–42 (2015)

    Google Scholar 

  17. Polk, S., Oommen, B.J.: Enhancing history-based move ordering in game playing using adaptive data structures. In: Núñez, M., et al. (eds.) ICCCI 2015. LNCS, vol. 9329, pp. 225–235. Springer, Heidelberg (2015). doi:10.1007/978-3-319-24069-5_21

    Chapter  Google Scholar 

  18. Polk, S., Oommen, B.J.: Space and depth-related enhancements of the history-ads strategy in game playing. In: Proceedings of CIG 2015, The 2015 IEEE Conference on Computational Intelligence and Games, pp. 322–327 (2015)

    Google Scholar 

  19. Polk, S., Oommen, B.J.: On enhancing recent multi-player game playing strategies using a spectrum of adaptive data structures. In: Proceedings of TAAI 2013, The 2013 Conference on Technologies and Applications of Artificial Intelligence (2013)

    Google Scholar 

  20. Schaeffer, J., Burch, N., Bjornsson, Y., Kishimoto, A., Muller, M., Lake, R., Lu, P., Sutphen, S.: Checkers is solved. Science 14, 1518–1522 (2007)

    Article  MathSciNet  MATH  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Spencer Polk .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Polk, S., Oommen, B.J. (2016). Challenging Established Move Ordering Strategies with Adaptive Data Structures. In: Fujita, H., Ali, M., Selamat, A., Sasaki, J., Kurematsu, M. (eds) Trends in Applied Knowledge-Based Systems and Data Science. IEA/AIE 2016. Lecture Notes in Computer Science(), vol 9799. Springer, Cham. https://doi.org/10.1007/978-3-319-42007-3_73

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-42007-3_73

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-42006-6

  • Online ISBN: 978-3-319-42007-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics