PROOF-NUMBER SEARCH

Citation
Lv. Allis et al., PROOF-NUMBER SEARCH, Artificial intelligence, 66(1), 1994, pp. 91-124
Citations number
42
Categorie Soggetti
Computer Sciences, Special Topics","Computer Science Artificial Intelligence",Ergonomics
Journal title
ISSN journal
00043702
Volume
66
Issue
1
Year of publication
1994
Pages
91 - 124
Database
ISI
SICI code
0004-3702(1994)66:1<91:PS>2.0.ZU;2-7
Abstract
Proof-number search (pn-search) is designed for finding the game-theor etical value in game trees. It is based on ideas derived from conspira cy-number search and its variants, such as applied cn-search and alpha beta-cn search. While in cn-search the purpose is to continue searchin g until it is unlikely that the minimax value of the root will change, pn-search aims at proving the true value of the root. Therefore, pn-s earch does not consider interim minimax values. Pn-search selects the next node to be expanded using two criteria: the potential range of su btree values and the number of nodes which must conspire to prove or d isprove that range of potential values. These two criteria enable pn-s earch to treat efficiently game trees with a non-uniform branching fac tor. It is shown that in non-uniform trees pn-search outperforms other types of search, such as alpha-beta iterative-deepening search, even when enhanced with transposition tables, move ordering for the full pr incipal variation, etc. Pn-search has been used to establish the game- theoretical values of Connect-Four, Qubic, and Go-Moku. There pn-searc h was able to find a forced win for the player to move first. The expe riments described here are in the domain of Awari, a game which has no t yet been solved. The experiments are repeatable for other games with a non-uniform branching factor. This article describes the underlying principles of pn-search, presents an appropriate implementation, and provides an analysis of its strengths and weaknesses.