Do the right thing: studies in limited rationality
Do the right thing: studies in limited rationality
Artificial intelligence: a modern approach
Artificial intelligence: a modern approach
A Bayesian approach to relevance in game playing
Artificial Intelligence - Special issue on relevance
Probabilistic opponent-model search
Information Sciences: an International Journal - Heuristic Search and Computer Game Playing
Robust game play against unknown opponents
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
GIB: imperfect information in a computationally challenging game
Journal of Artificial Intelligence Research
Incorporating opponent models into adversary search
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Computer bridge based on multi-player model
AIAP'07 Proceedings of the 25th conference on Proceedings of the 25th IASTED International Multi-Conference: artificial intelligence and applications
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
An Analysis of UCT in Multi-player Games
CG '08 Proceedings of the 6th international conference on Computers and Games
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 1
Modeling social preferences in multi-player games
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Improving game-tree search by incorporating error propagation and social orientations
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 3
The adversarial activity model for bounded rational agents
Autonomous Agents and Multi-Agent Systems
Max-Prob: an unbiased rational decision making procedure for multiple-adversary environments
IJCAI'11 Proceedings of the Twenty-Second international joint conference on Artificial Intelligence - Volume Volume One
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Much of the work on opponent modeling for game tree search has been unsuccessful. In two-player, zero-sum games, the gains from opponent modeling are often outweighed by the cost of modeling. Opponent modeling solutions simply cannot search as deep as the highly optimized minimax search with alpha-beta pruning. Recent work has begun to look at the need for opponent modeling in n-player or general-sum games. We introduce a probabilistic approach to opponent modeling in n-player games called prob-maxn, which can robustly adapt to unknown opponents. We implement prob-maxn in the game of Spades, showing that prob-maxn is highly effective in practice, beating out the maxn and soft-max n algorithms when faced with unknown opponents.