Knowledge (XXG)

Proof-number search

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disproved in order to disprove the node. Because the goal of the tree is to prove a forced win, winning nodes are regarded as proved. Therefore, they have proof number 0 and disproof number ∞. Lost or drawn nodes are regarded as disproved. They have proof number ∞ and disproof number 0. Unknown leaf nodes have a proof and disproof number of unity. The proof number of an internal AND node is equal to the sum of its children's proof numbers, since to prove an AND node all the children have to be proved. The disproof number of an AND node is equal to the minimum of its children's disproof numbers. The disproof number of an internal OR node is equal to the sum of its children's disproof numbers, since to disprove an OR node all the children have to be disproved. Its proof number is equal to the minimum of its children's proof numbers.
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The procedure of selecting the most-proving node to expand is the following. We start at the root. Then, at each OR node the child with the lowest proof number is selected as successor, and at each AND node the child with the lowest disproof number is selected as successor. Finally, when a leaf node
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To each node of the partially expanded game tree the proof number and disproof number are associated. A proof number represents the minimum number of leaf nodes which have to be proved in order to prove the node. Analogously, a disproof number represents the minimum number of leaves which have to be
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The proof and disproof numbers represent lower bounds on the number of nodes to be evaluated to prove (or disprove) certain nodes. By always selecting the most proving (disproving) node to expand, an efficient search is generated.
114: 152: 48:. Maximizing nodes become OR-nodes, minimizing nodes are mapped to AND-nodes. For all nodes proof and disproof numbers are stored, and updated during the search. 63:
Some variants of proof number search like dfPN, PN, PDS-PN have been developed to address the quite big memory requirements of the algorithm.
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Using a binary goal (e.g. first player wins the game), game trees of two-person
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Searching for Solutions in Games and Artificial Intelligence. PhD Thesis
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A. Kishimoto, M.H.M. Winands, M. Müller, and J-T. Saito (2012)
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Game-tree search using proof numbers: The first twenty years
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is reached, it is expanded and its children are evaluated.
113:: CS1 maint: bot: original URL status unknown ( 128:Mark H.M. Winands, Jos W.H.M. Uiterwijk, and 8: 151:: CS1 maint: multiple names: authors list ( 135:PDS-PN: A New Proof-Number Search Algorithm 95:. Archived from the original on 2004-12-04 71: 37:, but also for sub-goals during games. 144: 106: 7: 141:. Lecture Notes in Computer Science. 14: 33:, with applications mostly in 1: 187:Game artificial intelligence 213: 16:Game tree search algorithm 42:perfect-information games 85:. Ponsen & Looijen. 22:(short: PN search) is a 171:, ICGA, 35(3):131–156, 130:H. Jaap van den Herik 44:can be mapped to an 20:Proof-number search 197:Search algorithms 79:Allis, L Victor. 204: 192:Graph algorithms 157: 156: 150: 142: 140: 125: 119: 118: 112: 104: 102: 100: 76: 27:search algorithm 212: 211: 207: 206: 205: 203: 202: 201: 177: 176: 165: 163:Further reading 160: 143: 138: 127: 126: 122: 105: 98: 96: 93: 78: 77: 73: 69: 35:endgame solvers 17: 12: 11: 5: 210: 208: 200: 199: 194: 189: 179: 178: 164: 161: 159: 158: 120: 91: 70: 68: 65: 15: 13: 10: 9: 6: 4: 3: 2: 209: 198: 195: 193: 190: 188: 185: 184: 182: 175: 174: 170: 162: 154: 148: 137: 136: 131: 124: 121: 116: 110: 94: 88: 84: 83: 75: 72: 66: 64: 61: 57: 53: 49: 47: 43: 38: 36: 32: 28: 25: 21: 168: 166: 134: 123: 97:. Retrieved 92:90-9007488-0 81: 74: 62: 58: 54: 50: 39: 31:Victor Allis 29:invented by 19: 18: 46:and–or tree 181:Categories 67:References 147:cite book 109:cite book 24:game tree 132:(2003). 99:24 Oct 89:  139:(PDF) 153:link 115:link 101:2014 87:ISBN 173:pdf 183:: 149:}} 145:{{ 111:}} 107:{{ 155:) 117:) 103:.

Index

game tree
search algorithm
Victor Allis
endgame solvers
perfect-information games
and–or tree
Searching for Solutions in Games and Artificial Intelligence. PhD Thesis
ISBN
90-9007488-0
cite book
link
H. Jaap van den Herik
PDS-PN: A New Proof-Number Search Algorithm
cite book
link
pdf
Categories
Game artificial intelligence
Graph algorithms
Search algorithms

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