2006
DOI: 10.1007/s10994-006-6225-2
|View full text |Cite
|
Sign up to set email alerts
|

Learning to bid in bridge

Abstract: Bridge bidding is considered to be one of the most difficult problems for gameplaying programs. It involves four agents rather than two, including a cooperative agent. In addition, the partial observability of the game makes it impossible to predict the outcome of each action. In this paper we present a new decision-making algorithm that is capable of overcoming these problems. The algorithm allows models to be used for both opponent agents and partners, while utilizing a novel model-based Monte Carlo sampling… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
24
0

Year Published

2011
2011
2018
2018

Publication Types

Select...
5
1
1

Relationship

0
7

Authors

Journals

citations
Cited by 27 publications
(24 citation statements)
references
References 26 publications
0
24
0
Order By: Relevance
“…Besides, the subproblem is related to a two-player process rather than to a four-player one. Automatic bidding has been studied in [1,6] where a PIDM (Partial Information Decision Making) algorithm has been designed in order to predict reasonable auctions. In [6], a self-organizing map neural network has been used to effectively bid no trump hands.…”
Section: Related Workmentioning
confidence: 99%
“…Besides, the subproblem is related to a two-player process rather than to a four-player one. Automatic bidding has been studied in [1,6] where a PIDM (Partial Information Decision Making) algorithm has been designed in order to predict reasonable auctions. In [6], a self-organizing map neural network has been used to effectively bid no trump hands.…”
Section: Related Workmentioning
confidence: 99%
“…It is played with a standard deck of 52 playing cards, where one of the players deals all of the cards, 13 to each player, in clockwise rotation, beginning with the player to the left of the dealer. In bridge games, basic representation includes value of each card as (Ace (A), King (K), Queen (Q), Jack (J ), 10,9,8,7,6,5,4,3,2) and suit as (Ƅ (Spades), the highest, Ɔ (Hearts), Ƈ (Diamonds), ƅ(Clubs), the lowest) for assignment of cards into particular hands and into public or hidden subsets, depending on the game rules. The ranking is for 'bidding' purposes only and in 'play' all suits are equal, unless one suit has been named as 'trumps', then it beats all the other cards.…”
Section: Problem Descriptionmentioning
confidence: 99%
“…In the standard 52-card deck used in bridge, the ace is ranked the highest followed by the king, queen, and jack and the spot-cards from ten down through two. The suit denominations 2 also have a rank order with no-trump being the highest followed by spades, hearts, diamonds and clubs.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…They apply a simplified version to the Bridge-playing program GIB. Amit and Markovitch (2006) use MC sampling, but for each player, information unknown to them is masked out. The technique is applied to improved bidding in Bridge.…”
Section: Dealing With Missing Informationmentioning
confidence: 99%