Related papers: Knowledge-Based Paranoia Search in Trick-Taking
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…
Balanced knockout tournaments are ubiquitous in sports competitions and are also used in decision-making and elections. The traditional computational question, that asks to compute a draw (optimal draw) that maximizes the winning…
Predicting player behavior in strategic games, especially complex ones like chess, presents a significant challenge. The difficulty arises from several factors. First, the sheer number of potential outcomes stemming from even a single…
In machine learning tasks, especially in the tasks of prediction, scientists tend to rely solely on available historical data and disregard unproven insights, such as experts' opinions, polls, and betting odds. In this paper, we propose a…
The basis of the method proposed in this article is the idea that information is one of the most important factors in strategic decisions, including decisions in computer chess and other strategy games. The model proposed in this article…
The article describes a model of chess based on information theory. A mathematical model of the partial depth scheme is outlined and a formula for the partial depth added for each ply is calculated from the principles of the model. An…
This paper presents Generalized Proof-Number Monte-Carlo Tree Search: a generalization of recently proposed combinations of Proof-Number Search (PNS) with Monte-Carlo Tree Search (MCTS), which use (dis)proof numbers to bias UCB1-based…
The paper reports on an experiment, in which a Knowledge-Based Reinforcement Learning (KB-RL) method was compared to a Neural Network (NN) approach in solving a classical Artificial Intelligence (AI) task. In contrast to NNs, which require…
We consider the following game that has been used as a way of testing claims of extrasensory perception (ESP). One is given a deck of $mn$ cards comprised of $n$ distinct types each of which appears exactly $m$ times: this deck is shuffled…
Many poker systems, whether created with heuristics or machine learning, rely on the probability of winning as a key input. However calculating the precise probability using combinatorics is an intractable problem, so instead we approximate…
An important challenge in non-cooperative game theory is coordinating on a single (approximate) equilibrium from many possibilities - a challenge that becomes even more complex when players hold private information. Recommender mechanisms…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Bridge is among the zero-sum games for which artificial intelligence has not yet outperformed expert human players. The main difficulty lies in the bidding phase of bridge, which requires cooperative decision making under partial…
In simple card games, cards are dealt one at a time and the player guesses each card sequentially. We study problems where feedback (e.g. correct/incorrect) is given after each guess. For decks with repeated values (as in blackjack where…
Modern chess engines achieve superhuman performance through deep tree search and regressive evaluation, while human players rely on intuition to select candidate moves followed by a shallow search to validate them. To model this…
Game theory has been increasingly applied in settings where the game is not known outright, but has to be estimated by sampling. For example, meta-games that arise in multi-agent evaluation can only be accessed by running a succession of…
This paper introduces a new paradigm for minimax game-tree search algo- rithms. MT is a memory-enhanced version of Pearls Test procedure. By changing the way MT is called, a number of best-first game-tree search algorithms can be simply and…
Mastermind game is a two players zero sum game of imperfect information. The first player, called codemaker, chooses a secret code and the second player, called codebreaker, tries to break the secret code by making as few guesses as…
We consider the recently introduced knotting-unknotting game, in which two players take turns resolving crossings in a knot diagram which initially is missing all its crossing information. Once the knot is fully resolved, the winner is…
This paper suggests a forward-pruning technique for computer chess that uses 'Move Tables', which are like Transposition Tables, but for moves not positions. They use an efficient memory structure and has put the design into the context of…