Game AI & search
Search and decision-making for agents in games and other adversarial settings: game trees, imperfect information, game characters.
Game-tree search
Choosing the best action against an opponent under a time budget.
Alpha-beta search
mediumMinimax that skips branches which cannot change the result; with iterative deepening, PVS and aspiration windows it is the core of classical adversarial search.
Monte Carlo tree search
mediumGrows a search tree one simulation at a time, picking visits by a bandit rule (UCT or PUCT) and backing up averages; the search behind AlphaZero.
Transposition table
lowA fixed-size, lossy hash table of search results keyed by a state hash; gives ordering and cutoffs for repeated states, shared lock-free between threads.
Candidate ordering and pruning
lowThe heuristics that make alpha-beta and branch-and-bound fast: try likely-best candidates first (TT, captures, killers, history) and skip or reduce the rest (null move, LMR, futility).
evaluation functions
Planned.
NNUE incremental evaluation
lowEfficiently updatable neural network: a huge sparse first layer whose output (the accumulator) is patched per move, then tiny int8 layers; fast neural eval.
Batched MCTS inference
mediumFeed an accelerator from tree search driven by a learned evaluator: virtual loss gathers leaves within a tree, parallel searches fill batches, an async queue overlaps CPU and GPU.
gumbel mcts
Planned.
parallel tree search
Planned.
search time management
Planned.
expectimax
Planned.
proof number search
Planned.
decision quality scoring
Planned.
State representation
Encoding game states so moves, lookups and solved positions are fast.
Bitboards
lowOne 64-bit word per set of up to 64 items, so set algebra becomes shifts, ANDs and table lookups; magic bitboards give ray queries in one multiply.
Zobrist hashing
lowA state's hash is the XOR of one random 64-bit key per (item, slot) fact that holds in it, updated in a few XORs per change.
Compact state encoding
lowPack a state of a sparse grid into a few fixed bytes (24 for chess: occupancy bitmap plus nibbles) for training data and dedupe, with canonical symmetric forms.
hand evaluator lookup
Planned.
retrograde analysis
Planned.
Imperfect-information games
Playing well when part of the state is hidden: cards, fog of war, private plans.
counterfactual regret minimization
Planned.
information set mcts
Planned.
opponent modeling
Planned.
best response exploitability
Planned.
game abstraction bucketing
Planned.
subgame solving
Planned.
Game characters
Deciding and moving for non-player characters in video games and simulations.
behavior trees
Planned.
utility ai
Planned.
goap
Planned.
htn planning
Planned.
steering behaviors
Planned.
influence maps
Planned.