This paper proposes a new mechanism for pruning a search game tree in computer chess. The algorithm stores and then reuses\r\nchains or sequences of moves, built up fromprevious searches. Thesemove sequences have a built-in forward-pruningmechanism\r\nthat can radically reduce the search space. A typical search process might retrieve a move from a Transposition Table, where the\r\ndecision of what move to retrieve would be based on the position itself. This algorithm stores move sequences based on what\r\nprevious sequences were better, or caused cutoffs. The sequence is then returned based on the current move only. This is therefore\r\nposition independent and could also be useful in games with imperfect information or uncertainty, where the whole situation is\r\nnot known at any one time. Over a small set of tests, the algorithm was shown to clearly out perform Transposition Tables, both in\r\nterms of search reduction and game-play results. Finally, a completely new search process will be suggested for computer chess or\r\ngames in general.
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