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Proceedings ArticleDOI

Bridge Bidding with Imperfect Information

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TLDR
It is shown that a special form of a neural network, called a self-organizing map (SOM), can be used to effectively bid no trump hands and is an ideal mechanism for modeling the imprecise and ambiguous nature of the game.
Abstract
Multiplayer games with imperfect information, such as Bridge, are especially challenging for game theory researchers. Although several algorithmic techniques have been successfully applied to the card play phase of the game, bidding requires a much different approach. We have shown that a special form of a neural network, called a self-organizing map (SOM), can be used to effectively bid no trump hands. The characteristic boundary that forms between resulting neighboring nodes in a SOM is an ideal mechanism for modeling the imprecise and ambiguous nature of the game

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Citations
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Posted Content

Automatic Bridge Bidding Using Deep Reinforcement Learning

TL;DR: In this paper, a deep reinforcement learning model was proposed to learn to bid automatically based on the raw card data for bridge zero-sum games without the aid of human domain knowledge.
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Proceedings ArticleDOI

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Journal ArticleDOI

Automatic Bridge Bidding Using Deep Reinforcement Learning

TL;DR: A flexible and pioneering bridge-bidding system, which can learn either with or without the aid of human domain knowledge, based on a novel deep reinforcement learning model, which extracts sophisticated features and learns to bid automatically based on raw card data.
References
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Book

Self-Organizing Maps

TL;DR: The Self-Organising Map (SOM) algorithm was introduced by the author in 1981 as mentioned in this paper, and many applications form one of the major approaches to the contemporary artificial neural networks field, and new technologies have already been based on it.
Book

Self-Organizing Maps

Yeuvo Jphonen
TL;DR: The mathematical preliminaries, background, basic ideas, and implications are expounded in a clear, well-organized form, accessible without prior expert knowledge, and the contents are handled with theoretical rigor.
Journal ArticleDOI

GIB: imperfect information in a computationally challenging game

TL;DR: 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.
Journal ArticleDOI

Uncovering hierarchical structure in data using the growing hierarchical self-organizing map

TL;DR: The main feature of this novel architecture is its capability of growing both in terms of map size as well as in a three-dimensional tree-structure in order to represent the hierarchical structure present in a data collection during an unsupervised training process, which makes it an ideal tool for data analysis and exploration.
Journal Article

A comparison of algorithms for multi-player games

TL;DR: Quantitative results derived from playing max n and the paranoid algorithm against each other on various multi-player game domains are presented, showing that paranoid widely outperforms max n in Chinese checkers, by a lesser amount in Hearts and that they are evenly matched in Spades.
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