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'''SSS*''' is a [[search algorithm]], introduced by George Stockman in 1979, that conducts a [[state space search]] traversing a [[game tree]] in a [[Best-first search|best-first]] fashion similar to that of the [[A* search algorithm]].
 
SSS* is based on the notion of [[solution tree]]s. Informally, a solution tree can be formed from any arbitrary game tree by pruning the number of branches at each [[minimax|MAX]] node to one. Such a tree represents a complete strategy for MAX, since it specifies exactly one MAX action for every possible sequence of moves might be made by the opponent. Given a game tree, SSS* searches through the space of partial solution trees, gradually analyzing larger and larger subtrees, eventually producing a single solution tree with the same root and Minimax value as the original game tree. SSS* never examines a node that [[alpha-beta pruning]] would prune, and may prune some branches that alpha-beta would not. Stockman speculated that SSS* may therefore be a better general algorithm than alpha-beta. However, [[Judea Pearl|Igor Roizen]] and [[Judea Pearl]] have shown<ref>{{cite journal|last=Roizen|first=Igor|coauthors=Judea Pearl|title=A minimax algorithm better than alpha-beta?:  Yes and No|journal=Artificial Intelligence|year=1983|month=March|volume=1-2}}</ref> that the savings in the number of positions that SSS* evaluates relative to alpha/beta is limited and generally not enough to compensate for the increase in other resources (e.g., the storing and sorting of a list of nodes made necessary by the best-first nature of the algorithm). However, [[Aske Plaat]], [[Jonathan Schaeffer]], Wim Pijls and Arie de Bruin have shown that a sequence of null-window alpha-beta calls is equivalent to SSS* (i.e., it expands the same nodes in the same order) when alpha-beta is used with a [[transposition table]], as is the case in all game-playing programs for chess, checkers, etc. Now the storing and sorting of the OPEN list were no longer necessary. This allowed the implementation of (an algorithm equivalent to) SSS* in tournament quality game-playing programs. Experiments showed that it did indeed perform better than [[Alpha-Beta]] in practice, but that it did not beat [[NegaScout]].<ref>{{cite journal|last=Plaat|first=Aske|coauthors=Jonathan Schaeffer, Wim Pijls, and Arie de Bruin|title=Best-first Fixed-depth Minimax Algorithms|journal=Artificial Intelligence|year=1996|month=november|volume=87|issue=1-2}}</ref>
 
The reformulation of a best-first algorithm as a sequence of depth-first calls prompted the formulation of a class of null-window alpha-beta algorithms, of which [[MTD-f]] is the best known example.
 
==Algorithm==
There is a [[priority queue]] OPEN that stores states <math>(J, s, h)</math> or the nodes, where <math>J</math> - node identificator ([[Dewey's notation]] is used to identify nodes, <math>\epsilon</math> is a root), <math>s\in\{L,S\}</math> - state of the node <math>J</math> (L - the node is live, which means it's not solved yet and S - the node is solved), <math>h\in(-\infty, \infty)</math> - value of the solved node. Items in OPEN queue are sorted descending by their <math>h</math> value. If more than one node has the same value of <math>h</math>, a node left-most in the tree is chosen.
 
    OPEN := { (e,L,inf) }
    while (true)  // repeat until stopped
        pop an element p=(J,s,h) from the head of the OPEN queue
        if J == e and s == S
            STOP the algorithm and return h as a result
        else
            apply Gamma operator for p
 
<math>\Gamma</math> operator for <math>p=(J,s,h)</math> is defined in the following way:
 
    if s == L
        if J is a terminal node
            (1.) add (J,S,min(h,value(J))) to OPEN
        else if J is a MIN node
            (2.) add (J.1,L,h) to OPEN
        else
            (3.) for j=1..number_of_children(J) add (J.j,L,h) to OPEN
    else
        if J is a MIN node
            (4.) add (parent(J),S,h) to OPEN
                remove from OPEN all the states that are associated with the children of parent(J)
        else if is_last_child(J)  // if J is the last child of parent(J)
            (5.) add (parent(J),S,h) to OPEN
        else
            (6.) add (parent(J).(k+1),L,h) to OPEN  // add state associated with the next child of parent(J) to OPEN
 
==External links==
*[http://chessprogramming.wikispaces.com/SSS*+and+Dual* Chess Programming Wiki]
*[http://www.cse.msu.edu/~stockman/ George Stockman's website]
*[http://plaat.nl/mtdf.html introduction to the MTD-f algorithm]
 
==References==
{{Reflist}}
<references />
 
[[Category:Search algorithms]]

Latest revision as of 18:32, 7 February 2014

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