PickPocket: A computer billiards shark
Artificial Intelligence
An Analysis of UCT in Multi-player Games
CG '08 Proceedings of the 6th international conference on Computers and Games
Last-branch and speculative pruning algorithms for max
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Feature construction for reinforcement learning in hearts
CG'06 Proceedings of the 5th international conference on Computers and games
Player modeling, search algorithms and strategies in multi-player games
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Current challenges in multi-player game search
CG'04 Proceedings of the 4th international conference on Computers and Games
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Historically, much work in Artificial Intelligence research has gone into designing computer programs to play two-player perfect-information games such as Chess, Checkers, Backgammon, and Othello. Comparatively little work, however, has gone into multi-player games such as Chinese Checkers, Abalone, Cribbage, Hearts, and Spades. As a result, we have highly optimized techniques for two-player games, but very little knowledge of how they work in multi-player games. In this thesis we extend many of the standard techniques from two-player games to multi-player games. We present two decision rules, maxn [Luckhardt and Irani, 1986] and paranoid, examining their theoretical properties. For maxn we also introduce several pruning techniques, including Alpha-Beta Branch-and-Bound pruning and Speculative pruning. Speculative pruning is the first multi-player pruning algorithm that can prune any constant-sum multi-player game, and provides an order of magnitude reduction in node expansions over previous search techniques in games like Chinese Checkers. We also analyze the properties of common two-player game techniques, such as zero-window search and iterative deepening, showing how their properties change in multi-player games. Finally, we present results of all these techniques in a variety of multi-player domains, including Chinese Checkers, Abalone, Cribbage, Hearts and Spades. These methods have allowed us to write state-of-the-art programs for playing Hearts and a version of Chinese Checkers on a smaller board.