Difference between revisions of "Scout"
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[[FILE:Phoenix Lander small.jpg|border|right|thumb|[https://en.wikipedia.org/wiki/Phoenix_%28spacecraft%29 Phoenix] ([https://en.wikipedia.org/wiki/Mars_Scout_Program Mars Scout 1]) <ref>Artist's concept of the [https://en.wikipedia.org/wiki/Phoenix_%28spacecraft%29 Phoenix] Mars lander by [https://en.wikipedia.org/wiki/NASA NASA]/[https://en.wikipedia.org/wiki/Jet_Propulsion_Laboratory JPL]/[http://www.fourth-millennium.net/space-exploration/space-exploration.html Corby Waste], from [http://phoenix.lpl.arizona.edu/images.php?gID=66&cID=1 Phoenix Mars Mission - Gallery - Images], [https://en.wikipedia.org/wiki/Wikimedia_Commons Wikimedia Commons], [http://de.wikipedia.org/wiki/Mars-Scout-Programm Mars-Scout-Programm from Wikipedia.de]</ref> ]] | [[FILE:Phoenix Lander small.jpg|border|right|thumb|[https://en.wikipedia.org/wiki/Phoenix_%28spacecraft%29 Phoenix] ([https://en.wikipedia.org/wiki/Mars_Scout_Program Mars Scout 1]) <ref>Artist's concept of the [https://en.wikipedia.org/wiki/Phoenix_%28spacecraft%29 Phoenix] Mars lander by [https://en.wikipedia.org/wiki/NASA NASA]/[https://en.wikipedia.org/wiki/Jet_Propulsion_Laboratory JPL]/[http://www.fourth-millennium.net/space-exploration/space-exploration.html Corby Waste], from [http://phoenix.lpl.arizona.edu/images.php?gID=66&cID=1 Phoenix Mars Mission - Gallery - Images], [https://en.wikipedia.org/wiki/Wikimedia_Commons Wikimedia Commons], [http://de.wikipedia.org/wiki/Mars-Scout-Programm Mars-Scout-Programm from Wikipedia.de]</ref> ]] | ||
− | '''Scout''', | + | '''Scout''',<br/> |
an [[Alpha-Beta]] enhancement introduced by [[Judea Pearl]] in [[Timeline#1980|1980]] <ref>[[Judea Pearl]] ('''1980'''). ''Asymptotic Properties of Minimax Trees and Game-Searching Procedures.'' [https://en.wikipedia.org/wiki/Artificial_Intelligence_(journal) Artificial Intelligence], Vol. 14, No. 2</ref> <ref>[[Judea Pearl]] ('''1980'''). ''Scout: A Simple Game-Searching Algorithm with Proven Optimal Properties''. Proceedings of the First Annual National Conference on Artificial Intelligence. Stanford. [http://ftp.cs.ucla.edu/pub/stat_ser/scout.pdf pdf]</ref> . Scout was originally introduced by a [[Recursion|recursive]] function called EVAL, with <span style="background-color: #d6d6d6;">{MAX, MIN}</span>-parameter. A boolean function called TEST was used to prove all siblings of the first brother were either below or equal to MAX so far, or above or equal to MIN. If a condition did not hold, a re-search was necessary to get the real new MAX or MIN value. This was essentially a [[Null Window|null-window]] search, with the idea that the saved nodes of the TEST would outweigh re-searches in reasonable well-ordered [[Search Tree|search trees]]. Therefor Pearl expected Scout's superiority over [[Alpha-Beta]] in practical game trees, which was confirmed in 1985 by [[Rajjan Shinghal]] and [[Agata Muszycka-Jones]] <ref>[[Agata Muszycka-Jones]], [[Rajjan Shinghal]] ('''1985'''). ''An empirical comparison of pruning strategies in game trees''. [[IEEE#SMC|IEEE Transactions on Systems, Man, and Cybernetics]], Vol. 15, No. 3</ref> . | an [[Alpha-Beta]] enhancement introduced by [[Judea Pearl]] in [[Timeline#1980|1980]] <ref>[[Judea Pearl]] ('''1980'''). ''Asymptotic Properties of Minimax Trees and Game-Searching Procedures.'' [https://en.wikipedia.org/wiki/Artificial_Intelligence_(journal) Artificial Intelligence], Vol. 14, No. 2</ref> <ref>[[Judea Pearl]] ('''1980'''). ''Scout: A Simple Game-Searching Algorithm with Proven Optimal Properties''. Proceedings of the First Annual National Conference on Artificial Intelligence. Stanford. [http://ftp.cs.ucla.edu/pub/stat_ser/scout.pdf pdf]</ref> . Scout was originally introduced by a [[Recursion|recursive]] function called EVAL, with <span style="background-color: #d6d6d6;">{MAX, MIN}</span>-parameter. A boolean function called TEST was used to prove all siblings of the first brother were either below or equal to MAX so far, or above or equal to MIN. If a condition did not hold, a re-search was necessary to get the real new MAX or MIN value. This was essentially a [[Null Window|null-window]] search, with the idea that the saved nodes of the TEST would outweigh re-searches in reasonable well-ordered [[Search Tree|search trees]]. Therefor Pearl expected Scout's superiority over [[Alpha-Beta]] in practical game trees, which was confirmed in 1985 by [[Rajjan Shinghal]] and [[Agata Muszycka-Jones]] <ref>[[Agata Muszycka-Jones]], [[Rajjan Shinghal]] ('''1985'''). ''An empirical comparison of pruning strategies in game trees''. [[IEEE#SMC|IEEE Transactions on Systems, Man, and Cybernetics]], Vol. 15, No. 3</ref> . | ||
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* [[Parallel Search]] | * [[Parallel Search]] | ||
* [[Principal Variation Search]] | * [[Principal Variation Search]] | ||
− | * [[PVS and | + | * [[PVS and Aspiration]] |
=Publications= | =Publications= | ||
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* [[Alexander Reinefeld]] ('''1983'''). ''An Improvement to the Scout Tree-Search Algorithm.'' [[ICGA Journal#6_4|ICCA Journal, Vol. 6, No. 4]] | * [[Alexander Reinefeld]] ('''1983'''). ''An Improvement to the Scout Tree-Search Algorithm.'' [[ICGA Journal#6_4|ICCA Journal, Vol. 6, No. 4]] | ||
* [[Agata Muszycka-Jones]], [[Rajjan Shinghal]] ('''1985'''). ''An empirical comparison of pruning strategies in game trees''. [[IEEE#SMC|IEEE Transactions on Systems, Man, and Cybernetics]], Vol. 15, No. 3 | * [[Agata Muszycka-Jones]], [[Rajjan Shinghal]] ('''1985'''). ''An empirical comparison of pruning strategies in game trees''. [[IEEE#SMC|IEEE Transactions on Systems, Man, and Cybernetics]], Vol. 15, No. 3 | ||
+ | * [[Yanjun Zhang]] ('''1998'''). ''[https://www.sciencedirect.com/science/article/pii/S0196677498909282 The Variance of Two Game Tree Algorithms]''. [https://www.sciencedirect.com/journal/journal-of-algorithms Journal of Algorithms], Vol. 28, No. 1 | ||
=External Links= | =External Links= | ||
* [https://en.wikipedia.org/wiki/Scout Scout from Wikipedia] | * [https://en.wikipedia.org/wiki/Scout Scout from Wikipedia] | ||
− | * [[ | + | * [[:Category:Flat Earth Society|Flat Earth Society]] - Psychoscout, [https://en.wikipedia.org/wiki/John_F._Kennedy_Center_for_the_Performing_Arts John F. Kennedy Center for the Performing Arts], [https://en.wikipedia.org/wiki/Washington,_D.C. Washington D.C.], 2011, [https://en.wikipedia.org/wiki/YouTube YouTube] Video |
: {{#evu:https://www.youtube.com/watch?v=xuG5SB_d9pY|alignment=left|valignment=top}} | : {{#evu:https://www.youtube.com/watch?v=xuG5SB_d9pY|alignment=left|valignment=top}} | ||
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'''[[Search|Up one level]]''' | '''[[Search|Up one level]]''' | ||
+ | [[Category:Flat Earth Society]] |
Latest revision as of 15:09, 22 November 2018
Scout,
an Alpha-Beta enhancement introduced by Judea Pearl in 1980 [2] [3] . Scout was originally introduced by a recursive function called EVAL, with {MAX, MIN}-parameter. A boolean function called TEST was used to prove all siblings of the first brother were either below or equal to MAX so far, or above or equal to MIN. If a condition did not hold, a re-search was necessary to get the real new MAX or MIN value. This was essentially a null-window search, with the idea that the saved nodes of the TEST would outweigh re-searches in reasonable well-ordered search trees. Therefor Pearl expected Scout's superiority over Alpha-Beta in practical game trees, which was confirmed in 1985 by Rajjan Shinghal and Agata Muszycka-Jones [4] .
Enhancements
In 1983 Alexander Reinefeld turned Scout and Negamax with some fail-soft refinements into NegaScout [5] . Already in 1982, Tony Marsland and Murray Campbell introduced PVS [6] , based on Finkel's and Fishburn's routine Palphabeta [7] , in Fishburn's 1981 Thesis [8] called Calphabeta, which in turn is similar to Judea Pearl's Scout.
See also
- Alpha-Beta
- Iterative Deepening
- Jamboree
- Move Ordering
- MTD(f)
- NegaScout
- Null Window
- Parallel Search
- Principal Variation Search
- PVS and Aspiration
Publications
- Judea Pearl (1980). Asymptotic Properties of Minimax Trees and Game-Searching Procedures. Artificial Intelligence, Vol. 14, No. 2
- Judea Pearl (1980). Scout: A Simple Game-Searching Algorithm with Proven Optimal Properties. Proceedings of the First Annual National Conference on Artificial Intelligence. Stanford. pdf
- Raphael Finkel, John Philip Fishburn (1980). Parallel Alpha-Beta Search on Arachne. IEEE International Conference on Parallel Processing, pp. 235-243
- John Philip Fishburn (1981). Analysis of Speedup in Distributed Algorithms Ph.D. Thesis, University of Wisconsin-Madison, pdf
- Tony Marsland, Murray Campbell (1982). Parallel Search of Strongly Ordered Game Trees. ACM Computing Surveys, Vol. 14, No. 4, pdf
- Alexander Reinefeld (1983). An Improvement to the Scout Tree-Search Algorithm. ICCA Journal, Vol. 6, No. 4
- Agata Muszycka-Jones, Rajjan Shinghal (1985). An empirical comparison of pruning strategies in game trees. IEEE Transactions on Systems, Man, and Cybernetics, Vol. 15, No. 3
- Yanjun Zhang (1998). The Variance of Two Game Tree Algorithms. Journal of Algorithms, Vol. 28, No. 1
External Links
- Scout from Wikipedia
- Flat Earth Society - Psychoscout, John F. Kennedy Center for the Performing Arts, Washington D.C., 2011, YouTube Video
References
- ↑ Artist's concept of the Phoenix Mars lander by NASA/JPL/Corby Waste, from Phoenix Mars Mission - Gallery - Images, Wikimedia Commons, Mars-Scout-Programm from Wikipedia.de
- ↑ Judea Pearl (1980). Asymptotic Properties of Minimax Trees and Game-Searching Procedures. Artificial Intelligence, Vol. 14, No. 2
- ↑ Judea Pearl (1980). Scout: A Simple Game-Searching Algorithm with Proven Optimal Properties. Proceedings of the First Annual National Conference on Artificial Intelligence. Stanford. pdf
- ↑ Agata Muszycka-Jones, Rajjan Shinghal (1985). An empirical comparison of pruning strategies in game trees. IEEE Transactions on Systems, Man, and Cybernetics, Vol. 15, No. 3
- ↑ Alexander Reinefeld (1983). An Improvement to the Scout Tree-Search Algorithm. ICCA Journal, Vol. 6, No. 4
- ↑ Tony Marsland, Murray Campbell (1982). Parallel Search of Strongly Ordered Game Trees. ACM Computing Surveys, Vol. 14, No. 4, pdf
- ↑ Raphael Finkel, John Philip Fishburn (1980). Parallel Alpha-Beta Search on Arachne. IEEE International Conference on Parallel Processing, pp. 235-243
- ↑ John Philip Fishburn (1981). Analysis of Speedup in Distributed Algorithms Ph.D. Thesis, University of Wisconsin-Madison, pdf, Calphabeta at page 167