1996
DOI: 10.1111/j.1467-8640.1996.tb00255.x
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A Planning Approach to Declarer Play in Contract Bridge

Abstract: Although game-tree search works well in perfect-information games, it is less suitable for imperfect-information games such as contract bridge. The lack of knowledge about the opponents' possible moves gives the game tree a very large branching factor, making it impossible to search a significant portion of this tree in a reasonable amount of time.This paper describes our approach for overcoming this problem. We represent information about bridge in a task network extended to represent multi-agency and uncerta… Show more

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Cited by 13 publications
(11 citation statements)
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“…A commercial computer bridge program [3,4] was used as the opponent in order to make the evaluation objective. Figure 3 shows the hands, and Table 1 the auction results and the scores.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…A commercial computer bridge program [3,4] was used as the opponent in order to make the evaluation objective. Figure 3 shows the hands, and Table 1 the auction results and the scores.…”
Section: Methodsmentioning
confidence: 99%
“…GIB [3], the current computer bridge champion, utilizes this database. Bridge Baron [4], a two-time champion in the past, has a detailed flowchart for bidding which will be made available on request.…”
Section: Introductionmentioning
confidence: 99%
“…Smith and Nau analyzed the game-tree search algorithms for games with imperfect information and created the Tignum system using the hierarchical task-network planning, which was able to generate significantly reduced game trees [38]- [40]. Their ideas were successfully incorporated into Bridge Baron [41], [42], the best computer bridge program in the mid 1990s.…”
Section: Previous Workmentioning
confidence: 99%
“…With very few exceptions, including the Bridge Baron R and F.E.A.R. R systems, both of which use AI planning techniques [13,11], there have been very few fielded applications of these techniques into modern commercial games. Our work showcases some of these difficulties:…”
Section: Final Remarksmentioning
confidence: 99%