Search and Planning Under Incomplete Information A Study Using Bridge Card Play.pdf

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Ian Frank
Search and Planning
Under Incomplete
Information
AStudy Using Bridge Card Play
,
Springer
Ian Frank, BSc, MSc, PhD
Electrotechnical Laboratory, 1-1-4 Umezono, Tsukuba-shi, Ibaraki-ken,
Japan 305
Series Editor
C.J. van Rijsbergen
British Library Cataloguing in Publication Data
Frank, Ian
Search and planning under incomplete information: a study
using bridge card play. - (Distinguished dissertations)
I.Game theory 2.Contract bridge - Mathematics
I.Title
S19.3
Library of Congress Cataloging-in-Publication Data
Frank, Ian, 1967-
Search and planning under incomplete information: a study using
bridge card play
1
Ian Frank.
p. cm. -- (CPHC/BCS distinguished dissertations)
(Distinguished dissertations)
Includes bibliographical references (p. ) and index.
ISBN-13: 978-1-4471-1596-0
e-ISBN-13: 978-1-4471-1594-6
DOl: 10.1007/978-1-4471-1594-6
1. Contract bridge--Data processing. 2. FINESSE (computer file)
3. Artificial intelligence--Computer programs. I. Title.
II. Series. III. Series: Distinguished dissertations (Springer-Verlag)
GVI282.7.D38F73 1998
79S.41'S'028S--dc2198-6797
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©
Springer-Verlag London Limited 1998
Softcover reprint of the hardcover 18t edition 1998
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Preface
This book updates the thesis I produced for my PhD at the Department of
Artificial Intelligence of the University of Edinburgh, correcting errors, and
improving some of the formatting and readability. Since the original work
was completed (early 1996), research has progressed. Most notably, the public
profile of AI and game-playing has reached new heights with the feats of the
chess computer DEEPER BLUE (which surely uses AI, no matter what IBM
would have us believe). Although less heralded, the ability of computers to
play Bridge (the main example domain in this book) has also increased.
In July of 1997 a world championship for computer Bridge programs was
hosted by the American Contract Bridge League in Albuquerque, New Mex-
ico. This contest was won by a program called Bridge Baron, produced by
Great Game Products. Bridge Baron incorporates knowledge-based planning
techniques developed by Stephen Smith and Dana Nau [1, 2].
Progress has also been made on the contrasting, more brute-force, approach
of sampling the possible card distributions. In particular, Matt Ginsberg has
developed a fast double-dummy solver based on
partition search
[3].
Ginsberg's
program fared poorly in the 1997 Bridge championships, but Ginsberg himself
reports very promising results [4] on a hard set of complete Bridge deals taken
from the Bridge tutoring program
Bridge Master.
At the same time, the FINESSE system described in this book has also im-
proved. The
prm
algorithm presented in Chapter 7 has been found to perform
very well both on Bridge problems and on random game trees [5]. In fact, the
most recent version of FINESSE uses an iterated version of the
prm
algorithm to
completely solve the 650 single-suit problems from the Encyclopedia of Bridge.
This updated version of FINESSE consistently finds optimal strategies for the
maximum possible number of tricks (against best defence), and also reveals
new errors in the Encyclopedia's solutions. Thus, it can be said to perform at
and above expert level for this task. Further, it seems that the principles 'of
the
prm
framework can be used in both knowledge-based and brute-force ar-
chitectures to improve accuracy. Investigating whether such enhancements can
produce the ultimate goal of consistent expert-level play on full Bridge deals is
now an important topic for ongoing research.
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