contract bridge
Recently Published Documents


TOTAL DOCUMENTS

18
(FIVE YEARS 3)

H-INDEX

6
(FIVE YEARS 0)

Author(s):  
Dharmalingam M

Contract Bridge is an intelligent game, which enhances the creativity with multiple skills and quest to acquire the intricacies of the game, because no player knows exactly what moves other players are capable of during their turn. The Bridge being a game of imperfect information is to be equally well defined, since the outcome at any intermediate stage is purely based on the decision made on the immediate preceding stage. One among the architectures of Artificial Neural Networks (ANN) is applied by training on sample deals and used to estimate the number of tricks to be taken by one pair of bridge players is the key idea behind Double Dummy Bridge Problem (DDBP) implemented with the neural network paradigm. This study mainly focuses on Cascade-Correlation Neural Network (CCNN) and Elman Neural Network (ENN) which is used to solve the Bridge problem by using Resilient Back-Propagation (R-prop) Algorithm and Work Point Count System.


2020 ◽  
Vol 34 (05) ◽  
pp. 7261-7268
Author(s):  
Zheng Tian ◽  
Shihao Zou ◽  
Ian Davies ◽  
Tim Warr ◽  
Lisheng Wu ◽  
...  

In situations where explicit communication is limited, human collaborators act by learning to: (i) infer meaning behind their partner's actions, and (ii) convey private information about the state to their partner implicitly through actions. The first component of this learning process has been well-studied in multi-agent systems, whereas the second — which is equally crucial for successful collaboration — has not. To mimic both components mentioned above, thereby completing the learning process, we introduce a novel algorithm: Policy Belief Learning (PBL). PBL uses a belief module to model the other agent's private information and a policy module to form a distribution over actions informed by the belief module. Furthermore, to encourage communication by actions, we propose a novel auxiliary reward which incentivizes one agent to help its partner to make correct inferences about its private information. The auxiliary reward for communication is integrated into the learning of the policy module. We evaluate our approach on a set of environments including a matrix game, particle environment and the non-competitive bidding problem from contract bridge. We show empirically that this auxiliary reward is effective and easy to generalize. These results demonstrate that our PBL algorithm can produce strong pairs of agents in collaborative games where explicit communication is disabled.


2018 ◽  
Vol 24 ◽  
pp. 157 ◽  
Author(s):  
Tihana Brkljačić ◽  
Ines Sučić ◽  
Barbara Brdovčak

Author(s):  
Xian Mei ◽  
Dianlong Zhang ◽  
Qijun Liao ◽  
Yanxin Jiang ◽  
Zhiguang Li

2001 ◽  
Vol 14 ◽  
pp. 303-358 ◽  
Author(s):  
M. L. Ginsberg

This paper investigates the problems arising in the construction of a program to play the game of contract bridge. These problems include both the difficulty of solving the game's perfect information variant, and techniques needed to address the fact that bridge is not, in fact, a perfect information game. GIB, the program being described, involves five separate technical advances: partition search, the practical application of Monte Carlo techniques to realistic problems, a focus on achievable sets to solve problems inherent in the Monte Carlo approach, an extension of alpha-beta pruning from total orders to arbitrary distributive lattices, and the use of squeaky wheel optimization to find approximately optimal solutions to cardplay problems. GIB is currently believed to be of approximately expert caliber, and is currently the strongest computer bridge program in the world.


Sign in / Sign up

Export Citation Format

Share Document