This is a temporary, read-only recovery of the chessprogrammingwiki while a longer-term plan is worked out. Editing is not possible right now, but will be again soon.
Chess Programming Wiki All pages Other namespaces

Scout

Home * Search * Scout

Phoenix (Mars Scout 1) 1Phoenix (Mars Scout 1) 1


  1. Artist's concept of the Phoenix Mars lander by NASA/JPL/Corby Waste, from Phoenix Mars Mission - Gallery - Images, Wikimedia Commons, Mars-Scout-Programm from Wikipedia.de↩︎

Scout,
an Alpha-Beta enhancement introduced by Judea Pearl in 1980 1 2 . Scout was originally introduced by a recursive function called EVAL, with {MAX, MIN}-parameter. A boolean function called TEST was used to prove all siblings of the first brother were either below or equal to MAX so far, or above or equal to MIN. If a condition did not hold, a re-search was necessary to get the real new MAX or MIN value. This was essentially a null-window search, with the idea that the saved nodes of the TEST would outweigh re-searches in reasonable well-ordered search trees. Therefor Pearl expected Scout's superiority over Alpha-Beta in practical game trees, which was confirmed in 1985 by Rajjan Shinghal and Agata Muszycka-Jones 3 .

Contents
  1. Enhancements
  2. See also
  3. Publications
  4. External Links
  5. References

Enhancements

In 1983 Alexander Reinefeld turned Scout and Negamax with some fail-soft refinements into NegaScout 4 . Already in 1982, Tony Marsland and Murray Campbell introduced PVS 5 , based on Finkel's and Fishburn's routine Palphabeta 6 , in Fishburn's 1981 Thesis 7 called Calphabeta, which in turn is similar to Judea Pearl's Scout.

See also

Publications

Watch on YouTube

References

Up one level


  1. Judea Pearl (1980). Asymptotic Properties of Minimax Trees and Game-Searching Procedures. Artificial Intelligence, Vol. 14, No. 2↩︎

  2. Judea Pearl (1980). Scout: A Simple Game-Searching Algorithm with Proven Optimal Properties. Proceedings of the First Annual National Conference on Artificial Intelligence. Stanford. pdf↩︎

  3. Agata Muszycka-Jones, Rajjan Shinghal (1985). An empirical comparison of pruning strategies in game trees. IEEE Transactions on Systems, Man, and Cybernetics, Vol. 15, No. 3↩︎

  4. Alexander Reinefeld (1983). An Improvement to the Scout Tree-Search Algorithm. ICCA Journal, Vol. 6, No. 4↩︎

  5. Tony Marsland, Murray Campbell (1982). Parallel Search of Strongly Ordered Game Trees. ACM Computing Surveys, Vol. 14, No. 4, pdf↩︎

  6. Raphael Finkel, John Philip Fishburn (1980). Parallel Alpha-Beta Search on Arachne. IEEE International Conference on Parallel Processing, pp. 235-243↩︎

  7. John Philip Fishburn (1981). Analysis of Speedup in Distributed Algorithms Ph.D. Thesis, University of Wisconsin-Madison, pdf, Calphabeta at page 167↩︎

Categories: Flat Earth Society

What links here

Contributors: GerdIsenberg.