Abstract
This article lists a number of extension heuristics which will be evaluated in terms of the performance metric described in Anantharaman (1991), specifically that of line 11 in Table 2. The heuristics have all been implemented in the Deep Thought program used for the experiments, but not all are present in the (older) version of Deep Thought that was used to earn a USCF rating of 2551 in tournament games against human players. After describing each heuristic algorithmically, some implementation details are provided where appropriate, and finally the experimental result for the heuristic is discussed. All experimental results are tabulated in an Appendix.
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