About: Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games     Goto   Sponge   NotDistinct   Permalink

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Description
  • We focus on solving two-player zero-sum extensive-form games with perfect information and simultaneous moves. In these games, both players fully observe the current state of the game where they simultaneously make a move determining the next state of the game. We solve these games by a novel algorithm that relies on two components: (1) it iteratively solves the games that correspond to a single simultaneous move using a double-oracle method, and (2) it prunes the states of the game using bounds on the sub-game values obtained by the classical Alpha-Beta search on a serialized variant of the game. We experimentally evaluate our algorithm on the Goofspiel card game, a pursuit-evasion game, and randomly generated games. The results show that our novel algorithm typically provides significant running-time improvements and reduction in the number of evaluated nodes compared to the full search algorithm.
  • We focus on solving two-player zero-sum extensive-form games with perfect information and simultaneous moves. In these games, both players fully observe the current state of the game where they simultaneously make a move determining the next state of the game. We solve these games by a novel algorithm that relies on two components: (1) it iteratively solves the games that correspond to a single simultaneous move using a double-oracle method, and (2) it prunes the states of the game using bounds on the sub-game values obtained by the classical Alpha-Beta search on a serialized variant of the game. We experimentally evaluate our algorithm on the Goofspiel card game, a pursuit-evasion game, and randomly generated games. The results show that our novel algorithm typically provides significant running-time improvements and reduction in the number of evaluated nodes compared to the full search algorithm. (en)
Title
  • Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games
  • Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games (en)
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  • Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games
  • Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games (en)
skos:notation
  • RIV/68407700:21230/13:00213277!RIV14-GA0-21230___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(GAP202/12/2054)
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
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http://linked.open...iv/duvernostUdaju
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  • 113110
http://linked.open...ai/riv/idVysledku
  • RIV/68407700:21230/13:00213277
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  • game theory; simultaneous move games; iterative algorithms (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...ontrolniKodProRIV
  • [BA2AF7A2CB4E]
http://linked.open...v/mistoKonaniAkce
  • Beijing
http://linked.open...i/riv/mistoVydani
  • Menlo Park, California
http://linked.open...i/riv/nazevZdroje
  • Proceedings of the Twenty-Third International Joint Conference on Artificial Intelligence
http://linked.open...in/vavai/riv/obor
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http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...iv/tvurceVysledku
  • Bošanský, Branislav
  • Lisý, Viliam
  • Pěchouček, Michal
  • Vítek, Roman
  • Čermák, Jiří
http://linked.open...vavai/riv/typAkce
http://linked.open.../riv/zahajeniAkce
number of pages
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  • AAAI Press
https://schema.org/isbn
  • 978-1-57735-633-2
http://localhost/t...ganizacniJednotka
  • 21230
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