Search results for "Depth-first search"

showing 3 items of 3 documents

Quantum algorithm for tree size estimation, with applications to backtracking and 2-player games

2017

We study quantum algorithms on search trees of unknown structure, in a model where the tree can be discovered by local exploration. That is, we are given the root of the tree and access to a black box which, given a vertex $v$, outputs the children of $v$. We construct a quantum algorithm which, given such access to a search tree of depth at most $n$, estimates the size of the tree $T$ within a factor of $1\pm \delta$ in $\tilde{O}(\sqrt{nT})$ steps. More generally, the same algorithm can be used to estimate size of directed acyclic graphs (DAGs) in a similar model. We then show two applications of this result: a) We show how to transform a classical backtracking search algorithm which exam…

FOS: Computer and information sciencesQuantum PhysicsSpeedupBacktrackingFOS: Physical sciences0102 computer and information sciences02 engineering and technologyComputational Complexity (cs.CC)Directed acyclic graph01 natural sciencesSearch treeCombinatoricsComputer Science - Computational Complexity010201 computation theory & mathematicsSearch algorithm020204 information systemsComputer Science - Data Structures and AlgorithmsTernary search tree0202 electrical engineering electronic engineering information engineeringData Structures and Algorithms (cs.DS)Quantum algorithmDepth-first searchQuantum Physics (quant-ph)MathematicsProceedings of the 49th Annual ACM SIGACT Symposium on Theory of Computing
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Fuzzified Game Tree Search – Precision vs Speed

2012

Most game tree search algorithms consider finding the optimal move. That is, given an evaluation function they guarantee that selected move will be the best according to it. However, in practice most evaluation functions are themselves approximations and cannot be considered "optimal". Besides, we might be satisfied with nearly optimal solution if it gives us a considerable performance improvement. In this paper we present the approximation based implementations of the fuzzified game tree search algorithm. The paradigm of the algorithm allows us to efficiently find nearly optimal solutions so we can choose the "target quality" of the search with arbitrary precision --- either it is 100% (pr…

Mathematical optimizationSearch algorithmMonte Carlo tree searchBeam searchBest-first searchPerformance improvementEvaluation functionAlpha–beta pruningIterative deepening depth-first searchAlgorithmMathematics
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Fuzzified Tree Search in Real Domain Games

2011

Fuzzified game tree search algorithm is based on the idea that the exact game tree evaluation is not required to find the best move. Therefore, pruning techniques may be applied earlier resulting in faster search and greater performance. Applied to an abstract domain, it outperforms the existing ones such as Alpha-Beta, PVS, Negascout, NegaC*, SSS*/ Dual* and MTD(f). In this paper we present experimental results in real domain games, where the proposed algorithm demonstrated 10 percent performance increase over the existing algorithms.

Tree (data structure)Search algorithmPrincipal variation searchMonte Carlo tree searchPruning (decision trees)Alpha–beta pruningGame treeIterative deepening depth-first searchAlgorithmMathematics
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