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Game tree

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203: 127: 182:: typically as many plies from the current position as it can search in the time available. Except for the case of "pathological" game trees (which seem to be quite rare in practice), increasing the search depth (i.e., the number of plies searched) generally improves the chance of picking the best move. 122:
representation. To be more specific, the complete game is a norm for the game in game theory. Which can clearly express many important aspects. For example, the sequence of actions that stakeholders may take, their choices at each decision point, information about actions taken by other stakeholders
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To better understand the game tree, it can be thought of as a technique for analyzing adversarial games, which determine the actions that player takes to win the game. In game theory, a game tree is a directed graph whose nodes are positions in a game (e.g., the arrangement of the pieces in a board
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if every node in the game tree has degree 2. Moreover, it is practical because randomized algorithms are capable of "foiling an enemy", meaning an opponent cannot beat the system of game trees by knowing the algorithm used to solve the game tree because the order of solving is random.
189:. For the first player to win a game, there must exist a winning move for all moves of the second player. This is represented in the and-or tree by using disjunction to represent the first player's alternative moves and using conjunction to represent all of the second player's moves. 144:. The rotations and reflections of positions are equivalent, so the first player has three choices of move: in the center, at the edge, or in the corner. The second player has two choices for the reply if the first player played in the center, otherwise five choices. And so on. 231:
Look at the next ply up. If there exists a node colored opposite as the current player, color this node for that player as well. If all immediately lower nodes are colored for the same player, color this node for the same player as well. Otherwise, color this node a
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With a complete game tree, it is possible to "solve" the game – that is to say, find a sequence of moves that either the first or second player can follow that will guarantee the best possible outcome for that player (usually a win or a tie). The
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such as chess, algorithms that are designed to play this class of games will use partial game trees, which makes computation feasible on modern computers. Various methods exist to solve game trees. If a complete game tree can be generated, a
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It is usually possible to solve a game (in this technical sense of "solve") using only a subset of the game tree, since in many games a move need not be analyzed if there is another move that is better for the same player (for example
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Color the final ply of the game tree so that all wins for player 1 are colored one way (Blue in the diagram), all wins for player 2 are colored another way (Red in the diagram), and all ties are colored a third way (Grey in the
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can be used in solving game trees. There are two main advantages in this type of implementation: speed and practicality. Whereas a deterministic version of solving game trees can be done in
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for a game is the game tree starting at the initial position and containing all possible moves from each position; the complete tree is the same tree as that obtained from the
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in the complete game tree is the number of possible different ways the game can be played. For example, the game tree for tic-tac-toe has 255,168 leaf nodes.
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Repeat for each ply, moving upwards, until all nodes are colored. The color of the root node will determine the nature of the game.
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is a graph representing all possible game states within such a game. Such games include well-known ones such as
831: 604: 170:. The game tree for tic-tac-toe is easily searchable, but the complete game trees for larger games like 38: 483: 324:"""Returns True if this node evaluates to a win, otherwise False""" 212: 158:
because one way to pick the best move in a game is to search the game tree using any of numerous
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game) and whose edges are moves (e.g., to move pieces from one position on a board to another).
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The diagram shows a game tree for an arbitrary game, colored using the above algorithm.
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when each stakeholder makes a decision, and the benefits of all possible game results.
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Pekař, Libor; Matušů, Radek; Andrla, Jiří; Litschmannová, Martina (September 2020).
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For game tree as it is used in game theory (not combinatorial game theory), see
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The following is an implementation of randomized game tree solution algorithm:
820: 628: 581: 254:, and the sizes of decision trees of various shapes are used as measures of 202: 702: 669: 711:. United States Naval Academy, Computer Science Department. Archived from 642:
Nau, Dana (1982). "An investigation of the causes of pathology in games".
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Combinatorial game theory concept to represent all possible game states
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Huang, Zishuo; Yu, Hang; Chu, Xiangyang; Peng, Zhenwei (2018-05-01).
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can be used in cases where a complete game tree is not feasible.
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Any subtree that can be used to solve the game is known as a
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Searching for Solutions in Games and Artificial Intelligence
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Zuckerman, Inon; Wilson, Brandon; Nau, Dana S. (2018).
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The first two plies of the game tree for tic-tac-toe
555: 206:An arbitrary game tree that has been fully colored 197: 498:; conversely, if the root node is considered an " 818: 779: 708:SI486D: Randomness in Computing, Game Trees Unit 261: 602: 105: 701: 668: 185:Two-person games can also be represented as 223:) can be described recursively as follows. 134:The diagram shows the first two levels, or 247:can be used in many deterministic games). 760: 750: 174:are much too large to search. Instead, a 695: 662: 482:The algorithm makes use of the idea of " 201: 125: 14: 819: 780:Hu, Te Chiang; Shing, Man-tak (2002). 486:": if the root node is considered an " 192: 506:is found, the root is classified as 494:is found, the root is classified as 641: 24: 773: 69:. This can be used to measure the 25: 843: 198:Deterministic algorithm version 786:. Courier Dover Publications. 726: 635: 596: 549: 13: 1: 542: 262:Randomized algorithms version 656:10.1016/0004-3702(82)90002-9 621:10.1016/j.energy.2018.02.091 154:Game trees are important in 7: 515: 215:(which is generally called 106:Understanding the game tree 10: 848: 752:10.3390/informatics7030034 562:Computational Intelligence 490:" operator, then once one 162:algorithms, combined with 41:, which typically studies 29: 827:Combinatorial game theory 502:" operator then once one 39:combinatorial game theory 783:Combinatorial Algorithms 297: 644:Artificial Intelligence 213:deterministic algorithm 156:artificial intelligence 140:, in the game tree for 80:deterministic algorithm 813:, Addison-Wesley, 1984 207: 131: 267:Randomized algorithms 205: 176:chess-playing program 129: 92:Randomized algorithms 832:Trees (graph theory) 71:complexity of a game 527:Extensive form game 221:retrograde analysis 120:extensive-form game 98:algorithms such as 88:retrograde analysis 47:perfect information 32:Extensive-form game 574:10.1111/coin.12162 522:Alpha-beta pruning 245:alpha-beta pruning 217:backward induction 208: 193:Solving game trees 132: 116:complete game tree 84:backward induction 37:In the context of 180:partial game tree 16:(Redirected from 839: 803: 801: 800: 767: 766: 764: 754: 730: 724: 723: 721: 720: 699: 693: 692: 680: 666: 660: 659: 639: 633: 632: 600: 594: 593: 553: 509: 505: 501: 497: 493: 489: 484:short-circuiting 478: 475: 472: 469: 466: 463: 460: 457: 454: 451: 448: 445: 442: 439: 436: 433: 430: 427: 424: 421: 418: 415: 412: 409: 406: 403: 400: 397: 394: 391: 388: 385: 382: 379: 376: 373: 370: 367: 364: 361: 358: 355: 352: 349: 346: 343: 340: 337: 334: 331: 328: 325: 322: 319: 316: 313: 310: 307: 304: 301: 290: 279: 43:sequential games 21: 18:Game-tree search 847: 846: 842: 841: 840: 838: 837: 836: 817: 816: 798: 796: 794: 776: 774:Further reading 771: 770: 731: 727: 718: 716: 700: 696: 689: 678: 667: 663: 640: 636: 601: 597: 554: 550: 545: 537:Game complexity 518: 507: 503: 499: 495: 491: 487: 480: 479: 476: 474:random_children 473: 470: 467: 464: 461: 459:"AND" 458: 455: 452: 449: 446: 443: 440: 438:random_children 437: 434: 431: 428: 425: 422: 419: 416: 413: 410: 407: 404: 401: 398: 395: 392: 389: 386: 383: 380: 377: 374: 371: 368: 365: 362: 360:random_children 359: 356: 353: 350: 347: 344: 341: 338: 335: 332: 329: 326: 323: 320: 317: 314: 311: 308: 305: 302: 299: 281: 270: 264: 256:game complexity 200: 195: 166:-like rules to 108: 35: 28: 23: 22: 15: 12: 11: 5: 845: 835: 834: 829: 815: 814: 804: 792: 775: 772: 769: 768: 725: 694: 687: 661: 650:(3): 257–278. 634: 595: 568:(2): 542–561. 547: 546: 544: 541: 540: 539: 534: 532:Shannon number 529: 524: 517: 514: 423:"OR" 298: 263: 260: 237: 236: 233: 229: 199: 196: 194: 191: 168:prune the tree 147:The number of 107: 104: 26: 9: 6: 4: 3: 2: 844: 833: 830: 828: 825: 824: 822: 812: 808: 805: 795: 793:0-486-41962-2 789: 785: 784: 778: 777: 763: 758: 753: 748: 744: 740: 736: 729: 715:on 2021-05-08 714: 710: 709: 704: 698: 690: 688:90-900748-8-0 684: 677: 676: 671: 665: 657: 653: 649: 645: 638: 630: 626: 622: 618: 614: 610: 606: 599: 591: 587: 583: 579: 575: 571: 567: 563: 559: 552: 548: 538: 535: 533: 530: 528: 525: 523: 520: 519: 513: 511: 485: 296: 293: 288: 284: 277: 273: 268: 259: 257: 253: 252:decision tree 248: 246: 240: 234: 230: 226: 225: 224: 222: 218: 214: 204: 190: 188: 183: 181: 177: 173: 169: 165: 161: 157: 152: 150: 145: 143: 139: 138: 128: 124: 121: 117: 112: 103: 101: 97: 93: 90:can be used. 89: 85: 81: 76: 75:complex games 72: 68: 64: 60: 56: 52: 48: 44: 40: 33: 19: 810: 797:. 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Retrieved 713:the original 707: 703:Daniel Roche 697: 674: 670:Victor Allis 664: 647: 643: 637: 612: 608: 598: 565: 561: 551: 512: 481: 390:random_order 369:gt_eval_rand 303:gt_eval_rand 294: 286: 282: 275: 271: 265: 251: 249: 241: 238: 209: 187:and-or trees 184: 179: 153: 146: 135: 133: 115: 113: 109: 50: 36: 807:Judea Pearl 739:Informatics 615:: 109–121. 178:searches a 160:tree search 142:tic-tac-toe 67:tic-tac-toe 821:Categories 811:Heuristics 799:2007-04-02 719:2013-04-29 543:References 149:leaf nodes 82:, such as 745:(3): 34. 629:0360-5442 582:1467-8640 228:diagram). 51:game tree 705:(2013). 672:(1994). 590:46926187 516:See also 402:children 59:checkers 164:minimax 790:  685:  627:  609:Energy 588:  580:  465:return 429:return 342:return 96:minmax 65:, and 679:(PDF) 586:S2CID 508:False 504:False 384:child 375:child 315:-> 172:chess 137:plies 55:chess 45:with 788:ISBN 683:ISBN 625:ISSN 578:ISSN 496:True 492:True 354:else 336:leaf 318:bool 232:tie. 114:The 100:MCTS 94:and 49:, a 757:hdl 747:doi 652:doi 617:doi 613:150 570:doi 500:AND 468:all 432:any 381:for 351:win 300:def 219:or 86:or 823:: 809:, 755:. 741:. 737:. 648:19 646:. 623:. 611:. 607:. 584:. 576:. 566:34 564:. 560:. 510:. 488:OR 456:== 453:op 444:if 420:== 417:op 408:if 405:)) 387:in 327:if 258:. 63:Go 61:, 57:, 802:. 765:. 759:: 749:: 743:7 722:. 691:. 658:. 654:: 631:. 619:: 592:. 572:: 477:) 471:( 462:: 450:. 447:u 441:) 435:( 426:: 414:. 411:u 399:. 396:u 393:( 378:) 372:( 366:( 363:= 357:: 348:. 345:u 339:: 333:. 330:u 321:: 312:) 309:u 306:( 289:) 287:n 285:( 283:θ 278:) 276:n 274:( 272:Îź 34:. 20:)

Index

Game-tree search
Extensive-form game
combinatorial game theory
sequential games
perfect information
chess
checkers
Go
tic-tac-toe
complexity of a game
complex games
deterministic algorithm
backward induction
retrograde analysis
Randomized algorithms
minmax
MCTS
extensive-form game

plies
tic-tac-toe
leaf nodes
artificial intelligence
tree search
minimax
prune the tree
chess
chess-playing program
and-or trees

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