Search versus knowledge in game-playing programs revisited

被引:0
作者
Junghanns, A [1 ]
Schaeffer, J [1 ]
机构
[1] Univ Alberta, Dept Comp Sci, Edmonton, AB T6G 2H1, Canada
来源
IJCAI-97 - PROCEEDINGS OF THE FIFTEENTH INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, VOLS 1 AND 2 | 1997年
关键词
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Perfect knowledge about a domain renders search unnecessary and, likewise, exhaustive search obviates heuristic knowledge. In practise, a tradeoff is found somewhere in the middle, since neither extreme is feasible for interesting domains. During the last two decades, the focus for increasing the performance of two-player game-playing programs has been on enhanced search, usually by faster hardware and/or more efficient algorithms. This paper revisits the issue of the relative advantages of improved search and knowledge. It introduces a revised search-knowledge tradeoff graph that is supported by experimental evidence for three different games (chess, Othello and checkers) using a new metric: the "noisy oracle". Previously published results in chess seem to contradict our model, postulating a linear increase in program strength with increasing search depth. We show that these results are misleading, and are due to properties of chess and chess-playing programs, not to the search-knowledge tradeoff.
引用
收藏
页码:692 / 697
页数:6
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