[1] S. Asmussen and H. Hering, Branching Processes, Birkauser, Boston (1983).
[2] Avron Barr and Edward A. Feigenbaum, The Handbook of Artificial Intelligence (Volume 1), HeurisTech Press, Standord, California (1981).
[3] G. M. Baudet, "On the branching factor of the Alpha-Beta prun­ing algorithm," AI Journal Vol. 10, pp.173-199 (1978).
[4] O.F. Beal, Recent progress in understanding minimax search, Queen Mary College, London E1 4NS, England (1983).
[5] Elwyn R. Berkelamp, John H. Conway, and Richard K. Guy, Winning Ways, Academic Press, New York (1982).
[6] Hans J. Berliner, "Experience in evaluation with BKG - A pro­gram that plays backgammon," IJCAI 5 pp.428-433 (1977).
[7] Hans J. Berliner, "Search and knowledge," IJCAI 5, pp.975-979 (1977).
[8] Hans J. Berliner, "The B* search algorithm: A best-first proof procedure," CMU-CS-78-1121 Department of Computer Science, Carnegie-Mellon University (1978).
[9] C.L. Bouton, "Nim, a game with a complete mathematical theory," Ann. Math. Princeton (2),3, pp.35-39 (1902).
[10] John H. Conway, On numbers and games, Academic Press, New York (1976).
[11] Manfred Eigen and Ruthild Winkler, Laws of The Game, Alfred A. Knopf, New York (1981). Translation of Das Spiel.
[12] Thomas S. Ferguson, "On sums of games with last player los­ing," International Journal of Game Theory 3, pp.159-167 (1974).
[13] Thomas S. Ferguson, "Misère annihilation games," TR No. NSF-­34, Statistics Center, MIT, Cambridge, Massachusetts (1981).
[14] Aviezri S. Fraenkel, "From Nim to Go," Annals of Discrete Mathematics 6, pp.137-156, North-Holland (1980).
[15] S.H. Fuller, J.G. Gashnig, and J.J. Gillogy, Analysis of the alpha-beta pruning algorithm, Dept. of Computer Science, Carnegie-Mellon University (1973).
[16] Douglas R. Hofstadter, "Strange attractors [Metamagical Themas]," Scientific American, pp.22-43 (November 1981).
[17] D.E. Knuth and R.M. Moore, "An analysis of alpha-beta prun­ing," AI Journal Vol. 6, pp.293-326 (1975).
[18] Robert M. May, "Simple mathematical models with very complicated dynamics," Nature Vol. 261 (June 10, 1976).
[19] Dana S. Nau, "The last player theorem," AI Journal Vol. 18(1), pp.53-65 (January 1982).
[20] Dana S. Nau, An investigation of the causes of pathology in games, CS Dept, Univers1ty ot Maryland (1982).
[21] Monroe Newborn, Computer Chess, Academic Press, New York (1975). ACM Monograph Series.
[22] Nils J. Nilsson, Principles of Artificial Intelligence, Tioga, Palo-Alto, California (1980).
[23] Judea Pearl, "Asymptotic properties of minimax trees and game-searching procedures," AI Journal Vol. 14(2), pp.113-138 (September 1980).
[24] Judea Pearl, "On the nature of pathology In game searching.," AI Journal Vol. 20(4), pp.427-453 (July 1983).
[25] Judea Pearl, Heuristics, Addison Wesley, Reading, Massachusetts (1984). (Manuscript).
[26] I. Roizen and J. Pearl, "A minimax algorithm better than alpha-beta? Yes and no," AI Journal Vol. 21(1-2) (1983).
[27] C. E. Shannon, "Programming a computer for playing chess," Philosophical Magazine (Series 7) Vol. 41, pp.256-275 (1950).
[28] David Singmaster, Almost all games are first person games, 1974. Unpublished.
[29] Michael Tarsi, "Optimal search on some game trees," Journal of the ACM Vol. 30(3), pp.389-396 (July 1983).
 [30]  David E. Wilkins, "Using knowledge to control tree searching," AI Journal Vol. 18(1), pp.1-51 (January 1982).

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