Conspiracy numbers for min-max search
Artificial Intelligence
Artificial Intelligence
One jump ahead: challenging human supremacy in checkers
One jump ahead: challenging human supremacy in checkers
Search in games with incomplete information: a case study using Bridge card play
Artificial Intelligence
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Generating and solving imperfect information games
IJCAI'95 Proceedings of the 14th international joint conference on Artificial intelligence - Volume 2
Total-order multi-agent task-network planning for contract bridge
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Exploiting graph properties of game trees
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Using probabilistic knowledge and simulation to play poker
AAAI '99/IAAI '99 Proceedings of the sixteenth national conference on Artificial intelligence and the eleventh Innovative applications of artificial intelligence conference innovative applications of artificial intelligence
IEEE Intelligent Systems
A Defense Model for Games with Incomplete Information
KI '01 Proceedings of the Joint German/Austrian Conference on AI: Advances in Artificial Intelligence
Automatic Bidding for the Game of Skat
KI '08 Proceedings of the 31st annual German conference on Advances in Artificial Intelligence
A Scrabble Heuristic Based on Probability That Performs at Championship Level
MICAI '09 Proceedings of the 8th Mexican International Conference on Artificial Intelligence
Algorithms for memory hierarchies: advanced lectures
Algorithms for memory hierarchies: advanced lectures
Virtual global search: application to 9×9 Go
CG'06 Proceedings of the 5th international conference on Computers and games
An exploitative Monte-Carlo poker agent
KI'09 Proceedings of the 32nd annual German conference on Advances in artificial intelligence
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
RVAB: rational varied-depth search in Siguo game
AICI'11 Proceedings of the Third international conference on Artificial intelligence and computational intelligence - Volume Part III
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Efficient control of selective simulations
CG'04 Proceedings of the 4th international conference on Computers and Games
Rediscovering *-MINIMAX search
CG'04 Proceedings of the 4th international conference on Computers and Games
Analysis of watson's strategies for playing Jeopardy!
Journal of Artificial Intelligence Research
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This paper describes GIB, the first bridge-playing program to approach the level of a human expert. (GIB finished twelfth in a handpicked field of thirty-four experts at an invitational event at the 1998 World Bridge Championships.) We give a basic overview of the algorithms used, describe their strengths and weaknesses, and present the results of experiments comparing GIB to both human opponents and other programs.