Search in games with incomplete information: a case study using Bridge card play
Artificial Intelligence
Approximating game-theoretic optimal strategies for full-scale poker
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Game-tree search with combinatorially large belief states
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Efficient belief-state AND-OR search, with application to Kriegspiel
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Synthesis of strategies from interaction traces
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 2
Strategy generation in multi-agent imperfect-information pursuit games
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Strategy patterns prediction model (SPPM)
MICAI'11 Proceedings of the 10th Mexican international conference on Advances in Artificial Intelligence - Volume Part I
Hi-index | 0.00 |
We derive a recursive formula for expected utility values in imperfect- information game trees, and an imperfect-information game tree search algorithm based on it. The formula and algorithm are general enough to incorporate a wide variety of opponent models. We analyze two opponent models. The "paranoid" model is an information-set analog of the minimax rule used in perfect-information games. The "overconfident" model assumes the opponent moves randomly. Our experimental tests in the game of kriegspiel chess (an imperfect-information variant of chess) produced surprising results: (1) against each other, and against one of the kriegspiel algorithms presented at IJCAI-05, the overconfident model usually outperformed the paranoid model; (2) the performance of both models depended greatly on how well the model corresponded to the opponent's behavior. These results suggest that the usual assumption of perfect-information game tree search--that the opponent will choose the best possible move--isn't as useful in imperfect-information games.