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Game tree

About: Game tree is a research topic. Over the lifetime, 1786 publications have been published within this topic receiving 32436 citations. The topic is also known as: game trees.


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Book ChapterDOI
J. Ross Quinlan1
01 Jan 1983
TL;DR: A series of experiments dealing with the discovery of efficient classification procedures from large numbers of examples is described, with a case study from the chess end game king-rook versus king-knight.
Abstract: A series of experiments dealing with the discovery of efficient classification procedures from large numbers of examples is described, with a case study from the chess end game king-rook versus king-knight. After an outline of the inductive inference machinery used, the paper reports on trials leading to correct and very fast attribute-based rules for the relations lost 2-ply and lost 3-ply. On another tack, a model of the performance of an idealized induction system is developed and its somewhat surprising predictions compared with observed results. The paper ends with a description of preliminary work on the automatic specification of relevant attributes.

1,271 citations

Journal ArticleDOI
TL;DR: The alpha-beta procedure for searching game trees is shown to be optimal in a certain sense, and bounds are obtained for its running time with various kinds of random data.

971 citations

Journal ArticleDOI
TL;DR: In this paper, the authors consider the centipede game as a game of incomplete information, in which there is some uncertainty over the payoff functions of the players, and investigate how well a version of this model explains the data observed in the Centipede experiments.
Abstract: We report on an experiment in which individuals play a version of the centipede game. In this game, two players alternately get a chance to take the larger portion of a continually escalating pile of money. As soon as one person takes, the game ends with that player getting the larger portion of the pile, and the other player getting the smaller portion. If one views the experiment as a complete information game, all standard game theoretic equilibrium concepts predict the first mover should take the large pile on the first round. The experimental results show that this does not occur. An alternative explanation for the data can be given if we reconsider the game as a game of incomplete information in which there is some uncertainty over the payoff functions of the players. In particular, if the subjects believe there is some small likelihood that the opponent is an altruist, then in the equilibrium of this incomplete information game, players adopt mixed strategies in the early rounds of the experiment, with the probability of taking increasing as the pile gets larger. We investigate how well a version of this model explains the data observed in the centipede experiments.

756 citations

Proceedings Article
02 Aug 2001
TL;DR: The main result is a provably correct and efficient algorithm for computing approximate Nash equilibria in one-stage games represented by trees or sparse graphs.
Abstract: We introduce a compact graph-theoretic representation for multi-party game theory. Our main result is a provably correct and efficient algorithm for computing approximate Nash equilibria in one-stage games represented by trees or sparse graphs.

693 citations

Journal ArticleDOI
TL;DR: Submodular games as mentioned in this paper are finite non-cooperative games in which the set of feasible joint decisions is a sublattice and the cost function of each player has properties of submodularity and antitone differences.
Abstract: A submodular game is a finite noncooperative game in which the set of feasible joint decisions is a sublattice and the cost function of each player has properties of submodularity and antitone differences. Examples of submodular games include 1) a game version of a system with complementary products; 2) an extension of the minimum cut problem to a situation where players choose from different sets of nodes and perceive different capacities, with special cases being a game with players choosing whether or not to participate in available economic activities and a game version of the selection problem; 3) the pricing problem of competitors producing substitute products; 4) a game version of the facility location problem; and 5) a game with players determining their optimal usage of available products. A fixed point approach establishes the existence of a pure equilibrium point for certain submodular games. Two algorithms which correspond to fictitious play in dynamic games generate sequences of feasible join...

658 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202313
202234
202126
202034
201936
201837