The History Heuristic and Alpha-Beta Search Enhancements in Practice
IEEE Transactions on Pattern Analysis and Machine Intelligence
Multi-player alpha-beta pruning
Artificial Intelligence
A world championship caliber checkers program
Artificial Intelligence
The multi-player version of minimax displays game-tree pathology
Artificial Intelligence
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
Probabilistic opponent-model search
Information Sciences: an International Journal - Heuristic Search and Computer Game Playing
On Pruning Techniques for Multi-Player Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
N-person game playing and artificial intelligence
N-person game playing and artificial intelligence
Multiplayer games: algorithms and approaches
Multiplayer games: algorithms and approaches
GIB: imperfect information in a computationally challenging game
Journal of Artificial Intelligence Research
IJCAI'89 Proceedings of the 11th international joint conference on Artificial intelligence - Volume 1
On optimal game-tree search using rational meta-reasoning
IJCAI'89 Proceedings of the 11th international joint conference on Artificial intelligence - Volume 1
Last-branch and speculative pruning algorithms for max
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Incorporating opponent models into adversary search
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Geogames: Designing Location-Based Games from Classic Board Games
IEEE Intelligent Systems
An Analysis of UCT in Multi-player Games
CG '08 Proceedings of the 6th international conference on Computers and Games
CG '08 Proceedings of the 6th international conference on Computers and Games
Artificial Intelligence
On strictly competitive multi-player games
AAAI'06 Proceedings of the 21st 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
Potential AI strategies to solve the commons game: a position paper
AI'10 Proceedings of the 23rd Canadian conference on Advances in Artificial Intelligence
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Years of work have gone into algorithms and optimizations for two-player perfect-information games such as Chess and Checkers. It is only more recently that serious research has gone into games with imperfect information, such as Bridge, or game with more than two players or teams of players, such as Poker. This work focuses on multi-player game search in the card games Hearts and Spades, providing an overview of past research in multi-player game search and then presents new research results regarding the optimality of current search techniques and the need for good opponent modeling in multi-player game search. We show that we are already achieving near-optimal pruning in the games Hearts and Spades.