Topic
Computer bridge
About: Computer bridge is a research topic. Over the lifetime, 37 publications have been published within this topic receiving 617 citations.
Papers
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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.
Abstract: 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.
184 citations
TL;DR: It is shown that equilibrium point strategies for optimal play exist for this model, and an algorithm capable of computing such strategies is defined, and this model allows for clearly state the limitations of such architectures in producing expert analysis.
Abstract: We examine search algorithms in games with incomplete information, formalising a best defence model of such games based on the assumptions typically made when incomplete information problems are analysed in expert texts. We show that equilibrium point strategies for optimal play exist for this model, and define an algorithm capable of computing such strategies. Using this algorithm as a reference we then analyse search architectures that have been proposed for the incomplete information game of Bridge. These architectures select strategies by analysing some statistically significant collection of complete information sub-games. Our model allows us to clearly state the limitations of such architectures in producing expert analysis, and to precisely formalise and distinguish the problems that lead to sub-optimality. We illustrate these problems with simple game trees and with actual play situations from Bridge itself.
112 citations
TL;DR: An overview of the planning techniques that are incorporated into the BRIDGE BARON and what the program's victory signifies for research on AI planning and game playing are discussed.
Abstract: A computer program that uses AI planning techniques is now the world champion computer program in the game of Contract Bridge. As reported in The New York Times and The Washington Post, this program -- a new version of Great Game Products' BRIDGE BARON program -- won the Baron Barclay World Bridge Computer Challenge, an international competition hosted in July 1997 by the American Contract Bridge League. It is well known that the game tree search techniques used in computer programs for games such as Chess and Checkers work differently from how humans think about such games. In contrast, our new version of the BRIDGE BARON emulates the way in which a human might plan declarer play in Bridge by using an adaptation of hierarchical task network planning. This article gives an overview of the planning techniques that we have incorporated into the BRIDGE BARON and discusses what the program's victory signifies for research on AI planning and game playing.
97 citations
TL;DR: The bridge health index (HI) as discussed by the authors is an improved and more comprehensive numerical rating system that uses the element inspection data to determine the remaining asset value of a bridge or network of bridges.
Abstract: Bridge management has been a subject of intense interest and development for the past 10 years. In support of improved bridge management, FHWA funded the development of the Pontis bridge computer program, which is now in use by approximately 40 of the 50 states. In addition, many new guide specifications have been produced to assist bridge managers in their efforts to better manage the nation's aging bridge inventory. The AASHTO Subcommittee on Bridges and Structures has taken the lead along with FHWA in implementing the improved bridge management systems. California and a few other states have been critical of the current ranking system for bridge maintenance and have been working to develop an improved performance measure. The bridge health index (HI), an improved and more comprehensive numerical rating system that uses the element inspection data to determine the remaining asset value of a bridge or network of bridges, is discussed. The HI is more consistent with the element-level evaluation data colle...
47 citations
Proceedings Article•
01 Jul 1998
TL;DR: 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.
32 citations