2006 ITI 4th International Conference on Information &Amp; Communications Technology 2006
DOI: 10.1109/itict.2006.358275
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An Investigation of Minimax Search for Evolving Ayo/Awari Player

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Cited by 3 publications
(6 citation statements)
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“…The problem with minimax search is that if the evaluator is applied at the leaves and backward induction is performed to compute the value of a game tree, there is no guarantee that a correct move.Also the issue of how to design a suitable evaluator and how to select a correct move without the rationality assumption [4] Studies have shown that improving the evaluation function does not still improve the results such as the six features considered for the design of an evaluation function [9] , also another agent was created using minimax search which was evolved using a genetic algorithm with the objective of showing that a better representation can lead to a deeper search [10].Six additional features were added to those used in [9] to improve performance of an Ayo agent. The result obtained at the strongest level (grandmaster level) of play is shown below in Table 1.…”
Section: Game Tree and Minimax Searchmentioning
confidence: 99%
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“…The problem with minimax search is that if the evaluator is applied at the leaves and backward induction is performed to compute the value of a game tree, there is no guarantee that a correct move.Also the issue of how to design a suitable evaluator and how to select a correct move without the rationality assumption [4] Studies have shown that improving the evaluation function does not still improve the results such as the six features considered for the design of an evaluation function [9] , also another agent was created using minimax search which was evolved using a genetic algorithm with the objective of showing that a better representation can lead to a deeper search [10].Six additional features were added to those used in [9] to improve performance of an Ayo agent. The result obtained at the strongest level (grandmaster level) of play is shown below in Table 1.…”
Section: Game Tree and Minimax Searchmentioning
confidence: 99%
“…Another program called Softwari[14]constructs large endgame databases. There is only one commonality, they all focus on searching and database utilization and gave little attention to evaluation functions [4]. Generally, endgame databases can only be computed when few pieces remain on board and they can require solution lengths that defy the capabilities of minimax based searches for optimal play.…”
Section: Endgame Databasementioning
confidence: 99%
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“…The basic idea behind the Refinement Assisted Minimax (RAM) algorithm [28] was to find a new strategy similar to the fictitious strategies where their efficiency depended on how efficient was the given strategy. Fictitious play was originally introduced in [20] and it is the most studied process for games [21] and a very good example is the End Game Tchoukailon (EGT) positions [22,23].…”
Section: A Refinement Assisted Minimax (Ram))mentioning
confidence: 99%