This is the exact text of a 1983 UCLA dissertation. The page layout has not been preserved, but the original page breaks and page numbers appear in the right margin (see HTML code). Some pictures were scanned from the original submission. © 1983 Gérard P. Michon, Ph.D. |
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The dissertation of Gerard Philippe Michon is approved |
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University of California, Los Angeles
1983
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Table of contents | iii | |
Index to definitions, theorems and figures | iv | |
Abstract |
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0. | Preface and Summary | 1 |
1. | Introduction | 11 |
2. | Impartlal recursive random games | 15 |
3. | Matched statistics and inert structures | 29 |
4. | Analyzing the complexity of game solving | 41 |
5. | Partisan games | 57 |
6. | Error propagation and pathology analysis | 67 |
7. | Quiescence analysis | 77 |
8. | Estimating the winning probability after a truncated search | 94 |
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A. | Strange non-inert internal structures | 101 |
B. | Necessary and sufficient conditions for inertness | 105 |
C. | Standard pruning transforms N and M | 107 |
References |
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(c) Copyright by Gerard Philippe Michon 1983
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VITA
March 29, 1956--Born, Talence (Gironde), France 1976-1979-- Ecole Polytechnique, Paris, France 1979-1980-- Ecole Nationale Supérieure des Télécommunications 1980-1981-- M.S., University of California, Los Angeles 1981-1983-- Research Assistant, Department of Computer Science University of California, Los Angeles |
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ABSTRACT OF THE DISSERTATION
by
Gerard Philippe Michon
Doctor of Philosophy in Computer Science
University of California, Los Angeles, 1983
Professor Judea Pearl, Chair
A simple probabilistic model for game trees is described which exhibits features likely to be found in realistic games. The model allows any node to have n offsprings (including n=0) with probability fn and assigns each terminal node a WIN status with probability p and a LOSS status with probability q = 1-p. Our model may include infinite game trees and/or games that never end when played perfectly. The statistical properties of games and the computational complexities of various game solving approaches are quantified and compared. A simple analysis of game pathology and quiescence is also given. The model provides a theoretical justification for the observed good behavior of game-playing programs whose search horizon is not rigid. Pathological features that were recently found to be inherent in some former game models are put in a new perspective. |
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