Alpha-beta pruning is an efficient search strategy for two-player game trees. It was invented in the late 1950s and is at the heart of most implementations of combinatorial game playing programs. We have formalized and verified a number of variations of alpha-beta pruning, in particular fail-hard and fail-soft, and valuations into linear orders, distributive lattices and domains with negative values.
@InProceedings{nipkow:LIPIcs.ITP.2024.1, author = {Nipkow, Tobias}, title = {{Alpha-Beta Pruning Verified}}, booktitle = {15th International Conference on Interactive Theorem Proving (ITP 2024)}, pages = {1:1--1:4}, series = {Leibniz International Proceedings in Informatics (LIPIcs)}, ISBN = {978-3-95977-337-9}, ISSN = {1868-8969}, year = {2024}, volume = {309}, editor = {Bertot, Yves and Kutsia, Temur and Norrish, Michael}, publisher = {Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik}, address = {Dagstuhl, Germany}, URL = {https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.ITP.2024.1}, URN = {urn:nbn:de:0030-drops-207294}, doi = {10.4230/LIPIcs.ITP.2024.1}, annote = {Keywords: Verification, Algorithmic Game Theory, Isabelle} }
Feedback for Dagstuhl Publishing