NegaC*
C* and NegaC*,
an idea to turn a Depth-First to a Best-First search, like MTD(f) to utilize null window searches of a fail-soft Alpha-Beta routine, and to use the bounds that are returned in a bisection scheme. This yields in the C* algorithm, already proposed by Kevin Coplan in 1981 [2] and NegaC*, a Negamax implementation of C*, introduced by Jean-Christophe Weill in 1991 [3].
NegaC* Pseudo Code
int negaCStar (int min, int max, int depth) { int score = min; while (min != max) { alpha = (min + max) / 2; score = failSoftAlphaBeta (alpha, alpha + 1, depth); if ( score > alpha) min = score; else max = score; } return score; }
See also
- Alpha-Beta
- Fail-Soft
- MTD(f)
- Negamax
- NegaScout
- Null Window
- Principal Variation Search
- Scout
- SSS* and Dual* as MT
Publications
- Kevin Coplan (1982). A Special-Purpose Machine for an Improved Search Algorithm for Deep Chess Combinations. Advances in Computer Chess 3
- Kevin Coplan (1984). The experimental and theoretical validation of a new search algorithm with a note on the automatic generation of causal explanations. Ph.D. thesis, University of Edinburgh, pdf
- Wolfgang Nagl (1989). Best-Move Proving: A Fast Game Tree Searching Program. Heuristic Programming in AI 1
- Jean-Christophe Weill (1991). Experiments With the NegaC* Search - An Alternative for Othello Endgame Search. Heuristic Programming in AI 2
- Jean-Christophe Weill (1992). The NegaC* Search. ICCA Journal, Vol. 15, No. 1
Forum Posts
- Re: Interesting ideas by Dann Corbit, CCC, September 09, 2015
References
- ↑ Bisected Half Skull - Bronce from The Sculpture of Christopher Conte
- ↑ Kevin Coplan (1982). A special-purpose machine for an improved search algorithm for deep chess combinations. Advances in Computer Chess 3
- ↑ Jean-Christophe Weill (1991). Experiments With the NegaC* Search - An Alternative for Othello Endgame Search. Heuristic Programming in AI 2, zipped postscript and pdf from CiteSeerX