Heuristics: intelligent search strategies for computer problem solving
Heuristics: intelligent search strategies for computer problem solving
Artificial Intelligence
Best-first fixed-depth minimax algorithms
Artificial Intelligence
Representations and solutions for game-theoretic problems
Artificial Intelligence - Special issue on economic principles of multi-agent systems
Search in games with incomplete information: a case study using Bridge card play
Artificial Intelligence
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Artificial Intelligence - Special issue on heuristic search in artificial intelligence
GIB: Steps Toward an Expert-Level Bridge-Playing Program
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Automatic Bidding for the Game of Skat
KI '08 Proceedings of the 31st annual German conference on Advances in Artificial Intelligence
Improving state evaluation, inference, and search in trick-based card games
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Searching with partial belief states in general games with incomplete information
KI'12 Proceedings of the 35th Annual German conference on Advances in Artificial Intelligence
On the complexity of trick-taking card games
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
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We apply Monte-Carlo simulation and alpha-beta search to the card game of Skat, which is similar to Bridge, but sufficiently different to require some new algorithmic ideas besides the techniques developed for Bridge. Our Skat-playing program, called DDS (Double Dummy Solver), integrates well-known techniques such as move ordering with two new search enhancements. Quasi-symmetry reduction generalizes symmetry reductions, disseminated by Ginsberg's Partition Search algorithm, to search states which are "almost equivalent". Adversarial heuristics generalize ideas from single-agent search algorithms like A* to two-player games, leading to guaranteed lower and upper bounds for the score of a game position. Combining these techniques with state-of-the-art tree-search algorithms, our program determines the game-theoretical value of a typical Skat hand (with perfect information) in 10 milliseconds.