Journal of Information and Communications Technology: Algorithms, Systems And Applications Cover
ISSN: 3107-8761

Journal of Information and Communications Technology: Algorithms, Systems And Applications

Dr. Eva Tuba
Editor-in-Chief
Dr. Eva Tuba

A single-blind peer-reviewed, quarterly, open-access journal committed to advancing cutting-edge research across the full spectrum of ICT.

Research Article* Open AccessCCBYNCPublished online: 22 December 2025

A Hybrid Search–Learning Framework for Artificial Intelligence in Board Games

Ganesh Jadhav, Parikshit N. Mahalle, Tejas Desale, Tejas Deshmukh, Shreya Dhaytonde, Swapnil Hajare, Varad Gheware

1 Department of Information Technology, Vishwakarma Institute of Technology, Pune, Maharashtra, 411037, India

2 Department of Artificial Intelligence and Data Science, Vishwakarma Institute of Technology, Pune, Maharashtra, 411037, India

*Email: jadhavganesh874@gmail.com

J. Inf. Commun. Technol. Algorithms Syst. Appl., 2025, 1(3), 25315 https://doi.org/10.64189/ict.25315

Received: 12 November 2025 | Revised: 19 December 2025 | Accepted: 21 December 2025

Cite article

G. Jadhav, P. N. Mahalle, T. Desale, T. Deshmukh, S. Dhaytonde, S. Hajare, V. Gheware, A hybrid search–learning framework for artificial intelligence in board games, Journal of Information and Communications Technology: Algorithms, Systems and Applications, 2025, 1(3), 25315, doi: . https://doi.org/10.64189/ict.25315

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(c) The Author(s) 2025.

CC BY-NC 4.0

Open Access

This article is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License, which permits the non-commercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as appropriate credit is given and changes are indicated. https://creativecommons.org/licenses/by-nc/4.0/

Abstract

Artificial Intelligence (AI) has played a transformative role in the evolution of board games by enabling machines to exhibit strategic reasoning, long-term planning, and adaptive decision-making. Board games such as Chess, Go, and Checkers provide well-defined environments with complex state spaces, making them ideal benchmarks for evaluating AI techniques. Early rule-based systems relied heavily on handcrafted heuristics and exhaustive search strategies, while recent advances leverage deep neural networks and reinforcement learning to achieve superhuman performance. This paper presents a hybrid study that combines a focused review of classical and modern AI approaches in board games with the design and evaluation of a proposed hybrid search–learning architecture. The proposed system integrates Minimax, Monte Carlo Tree Search (MCTS), and deep reinforcement learning within a modular four-layer framework to achieve scalability, adaptability, and efficient real-time decision-making. Extensive experimental evaluation on Chess, Go, and Checkers demonstrates that the proposed architecture achieves improved win rates, reduced inference latency, and measurable Elo rating gains compared to traditional and baseline AI systems.

Graphical Abstract

A Hybrid Search–Learning Framework for Artificial Intelligence in Board Games graphical abstract

Novelty Statement

A hybrid search–learning architecture integrating Minimax, MCTS, and deep reinforcement learning for scalable and adaptive AI in board games.