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What is Game Tree

Form, Function, and Style in Instructional Design: Emerging Research and Opportunities
A node-link diagram depicting various potential outcomes.
Published in Chapter:
Optimizing Static and Dynamic Visual Expressions of Time-Based Events, Processes, Procedures, and Future Projections for Instructional Design
Shalin Hai-Jew (Hutchinson Community College, USA)
DOI: 10.4018/978-1-5225-9833-6.ch007
Time-based visuals are used to depict time-based events, processes, procedures, and future projections, among others. These come in 2D, 3D, and 4D types, and they may be static or dynamic, non-interactive, or interactive. A simple process or procedure may be expressed visually as a timeline, a flowchart, a stacked diagram, a node-link game tree, a workflow diagram, dedicated-type sequence diagrams, or some other sequence-based visual. With the proliferation of more complex time-based sequences—with multiple paths, multiple actors, decision junctures, conditionals, and other forms of dimensionality, and with multimodal expressions and interactive digital interfaces, with processes as descriptions, theorized steps, directional procedures, projections, and other types—the visual depictions of processes and procedures have become much more complex and layered. This work describes some efforts to optimize these visual expressions through proper design, development, testing, and revision.
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Artificial Intelligence
A knowledge representation structure shaped like a decision tree. Nodes of the tree represent game positions possible through legal moves (from the position in the parent connecting node). The layers of the game tree expand or contract based on the possible legal moves at that point in the game. It has been estimated that the game of chess has 38 84 possible positions in its game tree ( Marsland & Campbell, 1982 ).
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Artificial Intelligence in Chess-Playing Automata: A Paradigm for the Quiescence Phase of a-ß Search
A graphical representation in game theory and artificial intelligence that shows every possible action and counteraction in a decision-making process that progresses sequentially as the game tree grows, allowing for algorithmic optimization and strategic analysis to occur.
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Board Games AI
It is a graph consisting of nodes and edges that represent all the possible legal moves of a (board) game. The nodes are positions in a game and the edges are moves.
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COTS Computer Game Effectiveness
A representation of the play of a game where the root or first node is the initial state of a game, the first level or ply is all the possible moves of the first player, and the content of the nodes are the resulting states of the game; the leaf nodes represent when the game is over.
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