DocumentCode
578132
Title
A new pruning algorithm for game tree in Chinese Chess Computer Game
Author
Liu, Hal-Tao ; Guo, Bao-En
Author_Institution
Dept. of Inf. Sci. & Technol., Xingtai Univ., Xingtai, China
Volume
2
fYear
2012
fDate
15-17 July 2012
Firstpage
538
Lastpage
542
Abstract
In the endgame stage of Chinese Chess Computer Game (CCCG), the complexity and diversity of positions make the endgame database always very huge. Thus, it is unsuitable and inefficient to develop an intelligent search engine based on the learning for the master players´ endgame database. In addition, the master players will stop the search of the best move for the current position if it can match with a remembered endgame pattern. However, the existing search engines select the best move based on the position values of leaf nodes of game tree, without considering the endgame patterns. Inspired by this process, we design a new pruning algorithm to select the best move for CCCG in the endgame stage. In this new algorithm, the refined master players endgame patterns have been fused into the search engine to prune the game tree. The experimental results demonstrate that our designed pruning algorithm is feasible and effective.
Keywords
computer games; database management systems; decision trees; learning (artificial intelligence); search engines; CCCG; Chinese chess computer game; endgame database; endgame stage; game tree; intelligent search engine; position complexity; position diversity; pruning algorithm; remembered endgame pattern; Abstracts; Computers; Educational institutions; Games; Chinese chess computer game; Endgame database; Games tree; Pruning algorithm;
fLanguage
English
Publisher
ieee
Conference_Titel
Machine Learning and Cybernetics (ICMLC), 2012 International Conference on
Conference_Location
Xian
ISSN
2160-133X
Print_ISBN
978-1-4673-1484-8
Type
conf
DOI
10.1109/ICMLC.2012.6358980
Filename
6358980
Link To Document