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Success in spades: using AI planning techniques to win the world championship of computer bridge

TLDR
The latest world-championship competition for computer bridge programs was the Baron Barclay World Bridge Computer Challenge, hosted in July 1997 by the American Contract Bridge League, and the winner was a new version of Great Game Products' Bridge Baron program, which uses Hierarchical Task-Network planning techniques.
Abstract
The latest world-championship competition for computer bridge programs was the Baron Barclay World Bridge Computer Challenge, hosted in July 1997 by the American Contract Bridge League. As reported in The New York Times and The Washington Post, the competition's winner was a new version of Great Game Products' Bridge Baron program. This version, Bridge Baron 8, has since gone on the market; and during the last three months of 1997 it was purchased by more than 1000 customers.The Bridge Baron's success also represents a significant success for research on AI planning systems, because Bridge Baron 8 uses Hierarchical Task-Network (HTN) planning techniques to plan its declarer play. This paper gives an overview of those techniques and how they are used.

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Citations
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Optimization of an Evaluation Function of the Four-Sided Dominos Game Using a Genetic Algorithm

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Case-based task decomposition with incomplete domain descriptions

TL;DR: The implemented DInCaD (Dbomain Independent Case-based task Dbecomposition) system is the first case-based reasoning system that performs domain independent hierarchical task decomposition with incomplete domain descriptions, and semantics are defined and proven for analyzing the properties of the presented approach.
Journal ArticleDOI

Artificial Neural Network Architectures for Solving the Contract Bridge

TL;DR: This study mainly focuses on CascadeCorrelation Neural Network and Elman Neural Network which is used to solve the Bridge problem by using Resilient Back-Propagation Algorithm and Work Point Count System.
Book ChapterDOI

Issues in Designing Tutors for Games of Incomplete Information: a Bridge Case Study

TL;DR: Some of the AI techniques that have proved successful for implementing bridge playing systems are examined and how they might be adapted for teaching the game are discussed.
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Building Reactive Characters for Dynamic Gaming Environments.

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References
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Journal ArticleDOI

Planning in a hierarchy of abstraction spaces

TL;DR: Examples of the ABSTRIPS system's performance are presented that demonstrate the significant increases in problem-solving power that this approach provides, and some further implications of the hierarchical planning approach are explored.
Proceedings Article

HTN planning: complexity and expressivity

TL;DR: How the complexity of HTN planning varies with various conditions on the task networks is described.
Proceedings Article

Generating project networks

TL;DR: The planner (NONLIN) and the Task Formalism (TF) used to hierarchically specify a domain are described, which can aid in the generation of project networks.
Proceedings Article

Planning in a hierarchy of abstraction spaces

TL;DR: Examples of the ABSTRIPS system's performance are presented that demonstrate the significant increases in problem-solving power that this approach provides, and some further implications of the hierarchical planning approach are explored.
Proceedings Article

UMCP: a sound and complete procedure for hierarchical task-network planning

TL;DR: This paper presents a formal syntax and semantics for HTn planning and is able to define an algorithm for HTN planning and prove it sound and complete.