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Abstract:
Computer game-playing is a challenging topic in artificial
intelligence. The recent results by the computer programs
Deep Blue (1996, 1997) and Deep Junior (2002) against Kasparov show the power of current game-tree search algorithms in
Chess. This success is owed to the fruitful combination of the
theoretical development of algorithms and their practical
application. As an example of the theoretical development we
discuss a game-tree algorithm called Opponent-Model search. In
contrast to most current algorithms, this algorithm uses an
opponent model to predict the opponent's moves and uses these
predictions to lure the opponent into uncomfortable positions. We concentrate on the time complexity of two different
implementations of the algorithm and show how these are derived. Moreover, we discuss some possible dangers when applying Opponent-Model search in practice.