Minimax with a-b prunning and transposition table
I'm trying to implement a minimax algorithm with alpha-beta prunning AND transposition table. This is for a pacman agent that may cycle, so special care must be taken about this. If a state (state of the game and turn (pacman or ghost)) is in the transposition table and the previous to be seen is a parent (grand-parent, ...) of the node, it can be discarded. This works for minimax without a-b prunning. From previous search, tt (transposition table) with a-b seems to be much much harder to implement. I'm trying to keep the code as clear as possible, it is based on this pseudo-code Artificial Intelligence: A Modern Approach. I would like to keep the final result as close as possible with this first approach.
Each pseudo-code I found was defined in a very diffrent way :
First pseudo-code ;
Second pseudo-code ; Third pseudo-code
Most of the differences seem cosmetic. But none of those codes has exactly the structure I'm looking for : a minimax divided with a minValue and a maxValue with a-b prunning
Thanks in advance,
Please ask for any futher explanation
algorithm artificial-intelligence chess minimax alpha-beta-pruning
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I'm trying to implement a minimax algorithm with alpha-beta prunning AND transposition table. This is for a pacman agent that may cycle, so special care must be taken about this. If a state (state of the game and turn (pacman or ghost)) is in the transposition table and the previous to be seen is a parent (grand-parent, ...) of the node, it can be discarded. This works for minimax without a-b prunning. From previous search, tt (transposition table) with a-b seems to be much much harder to implement. I'm trying to keep the code as clear as possible, it is based on this pseudo-code Artificial Intelligence: A Modern Approach. I would like to keep the final result as close as possible with this first approach.
Each pseudo-code I found was defined in a very diffrent way :
First pseudo-code ;
Second pseudo-code ; Third pseudo-code
Most of the differences seem cosmetic. But none of those codes has exactly the structure I'm looking for : a minimax divided with a minValue and a maxValue with a-b prunning
Thanks in advance,
Please ask for any futher explanation
algorithm artificial-intelligence chess minimax alpha-beta-pruning
add a comment |
I'm trying to implement a minimax algorithm with alpha-beta prunning AND transposition table. This is for a pacman agent that may cycle, so special care must be taken about this. If a state (state of the game and turn (pacman or ghost)) is in the transposition table and the previous to be seen is a parent (grand-parent, ...) of the node, it can be discarded. This works for minimax without a-b prunning. From previous search, tt (transposition table) with a-b seems to be much much harder to implement. I'm trying to keep the code as clear as possible, it is based on this pseudo-code Artificial Intelligence: A Modern Approach. I would like to keep the final result as close as possible with this first approach.
Each pseudo-code I found was defined in a very diffrent way :
First pseudo-code ;
Second pseudo-code ; Third pseudo-code
Most of the differences seem cosmetic. But none of those codes has exactly the structure I'm looking for : a minimax divided with a minValue and a maxValue with a-b prunning
Thanks in advance,
Please ask for any futher explanation
algorithm artificial-intelligence chess minimax alpha-beta-pruning
I'm trying to implement a minimax algorithm with alpha-beta prunning AND transposition table. This is for a pacman agent that may cycle, so special care must be taken about this. If a state (state of the game and turn (pacman or ghost)) is in the transposition table and the previous to be seen is a parent (grand-parent, ...) of the node, it can be discarded. This works for minimax without a-b prunning. From previous search, tt (transposition table) with a-b seems to be much much harder to implement. I'm trying to keep the code as clear as possible, it is based on this pseudo-code Artificial Intelligence: A Modern Approach. I would like to keep the final result as close as possible with this first approach.
Each pseudo-code I found was defined in a very diffrent way :
First pseudo-code ;
Second pseudo-code ; Third pseudo-code
Most of the differences seem cosmetic. But none of those codes has exactly the structure I'm looking for : a minimax divided with a minValue and a maxValue with a-b prunning
Thanks in advance,
Please ask for any futher explanation
algorithm artificial-intelligence chess minimax alpha-beta-pruning
algorithm artificial-intelligence chess minimax alpha-beta-pruning
asked Nov 19 '18 at 15:18
Baptiste Debes
92
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