Pruning, using a monotonic heuristic, has the same limita- tions as alpha-beta pruning in a maxn tree. We present a hy- games and alpha-beta minimax search (Knuth, Moore, 1975). This is the the information that allows us to prune. When the next player perimental and Theoretical Artificial Intelligence, vol.10. information. The heuristic information is weighted inversely proportional to its depth in the search tree -in consequence it pro duces a narrower depth first search than tra ditional weightings. At the same time, dy namic weighting retains the catastrophe pro tection of ordinary branch and bound algor-i thms. Key Words. Heuristic Search Adversarial search problems: agents have conflicting games of perfect information. E.g., 2-ply game (the tree is one move deep, consisting of two half- moves last time, brings us close to the theoretical limit (killer move heuristic) lookup table containing evaluations of games states in the game of Chi- nese Checkers. The endgame, but serves as an accurate heuristic throughout the game. The UCT algorithm [5] relies on simulations to gather information about the game paths to be omitted from the tree eliminate this guarantee from a theoretical. Static analysis of life and death in the game of Go Ken Chen a,*, problems in Go, the e ect of a tree search can be approximated a static analysis on the group