arXiv:2505.04525cs.AI2025-05被引 2

改进无界最优优先极小极大算法,提升搜索效率

On some improvements to Unbounded Minimax

  • 用置换表将游戏树转为有向无环图,减少重复状态
  • 修改回溯策略后,在值相等或使用置换表时性能微升
  • 优先处理已定胜负状态,适合追求效率的博弈场景

本文首次对无界最优优先极小极大算法的四种未测试改进进行了实验评估。该算法通过迭代扩展当前部分游戏树中最优的动作序列来探索游戏树。首先评估了置换表的应用,它通过合并重复状态将游戏树转换为有向无环图。其次,对比了Korf & Chickering提出的原始算法与Cohen-Solal提出的变体,后者在回溯时持续更新至根节点,而非在稳定值处停止;该改动在值相等或使用置换表时带来轻微性能提升。第三,评估了用学习启发式函数替代精确终止评估函数的效果,虽在精确评估代价高时有益,但在评估成本低时会降低性能。最后,考察了完成技术的影响,即优先处理已确定胜局状态并避免已确定败局状态,该技术亦提升了性能。总体表明,针对性改进可有效增强无界最优优先极小极大算法的效率。

原文摘要 · Abstract (English)

This paper presents the first experimental evaluation of four previously untested modifications of Unbounded Best-First Minimax algorithm. This algorithm explores the game tree by iteratively expanding the most promising sequences of actions based on the current partial game tree. We first evaluate the use of transposition tables, which convert the game tree into a directed acyclic graph by merging duplicate states. Second, we compare the original algorithm by Korf & Chickering with the variant proposed by Cohen-Solal, which differs in its backpropagation strategy: instead of stopping when a stable value is encountered, it updates values up to the root. This change slightly improves performance when value ties or transposition tables are involved. Third, we assess replacing the exact terminal evaluation function with the learned heuristic function. While beneficial when exact evaluations are costly, this modification reduces performance in inexpensive settings. Finally, we examine the impact of the completion technique that prioritizes resolved winning states and avoids resolved losing states. This technique also improves performance. Overall, our findings highlight how targeted modifications can enhance the efficiency of Unbounded Best-First Minimax.

博弈搜索算法优化极小极大

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