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A Selective Move Generator for the Game Axis and Allies
Lupien St-Pierre, David; Winands, M.H.M.; Watt, D.A.
2010In Computational Intelligence and Games, p. 162-169
Peer reviewed
 

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Abstract :
[en] We consider the move generation in a modern board game where the set of all the possible moves is too large to be generated. The idea is to provide a set of simple abstract tactics that would allow enough combinations to provide strong opposition. The reduced search space is then traversed using the alpha beta search. We also propose a technique that allows us to remove the stochasticity from the search space. The model was tested in a game called Axis and Allies: a modern, turn-based, perfect information, non-deterministic, strategy board game. We first show that a tree search technique based on a restrained set of moves can beat the actual scripted AI engine --- E.Z. Fodder. We can conclude from the experiments that searching deeper generates complex maneuvers which in turn significantly increase the likelihood of victory.
Disciplines :
Computer science
Author, co-author :
Lupien St-Pierre, David ;  Université de Liège - ULiège > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Dép. d'électric., électron. et informat. (Inst.Montefiore)
Winands, M.H.M.
Watt, D.A.
Language :
English
Title :
A Selective Move Generator for the Game Axis and Allies
Publication date :
2010
Event name :
CIG 2010
Event date :
August 2010
Audience :
International
Journal title :
Computational Intelligence and Games
Pages :
162-169
Peer reviewed :
Peer reviewed
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