110,809 research outputs found

    BridgeHand2Vec Bridge Hand Representation

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    Contract bridge is a game characterized by incomplete information, posing an exciting challenge for artificial intelligence methods. This paper proposes the BridgeHand2Vec approach, which leverages a neural network to embed a bridge player's hand (consisting of 13 cards) into a vector space. The resulting representation reflects the strength of the hand in the game and enables interpretable distances to be determined between different hands. This representation is derived by training a neural network to estimate the number of tricks that a pair of players can take. In the remainder of this paper, we analyze the properties of the resulting vector space and provide examples of its application in reinforcement learning, and opening bid classification. Although this was not our main goal, the neural network used for the vectorization achieves SOTA results on the DDBP2 problem (estimating the number of tricks for two given hands)

    Improving Search with Supervised Learning in Trick-Based Card Games

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    In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how well the sampling distribution corresponds the true distribution. Despite this, recent work in trick-taking card game AI has mainly focused on improving evaluation algorithms with limited work on improving sampling. In this paper, we focus on the effect of sampling on the strength of a player and propose a novel method of sampling more realistic states given move history. In particular, we use predictions about locations of individual cards made by a deep neural network --- trained on data from human gameplay - in order to sample likely worlds for evaluation. This technique, used in conjunction with Perfect Information Monte Carlo (PIMC) search, provides a substantial increase in cardplay strength in the popular trick-taking card game of Skat.Comment: Accepted for publication at AAAI-1

    Code Creation in Endogenous Merger Experiments

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    We study the conflict that can occur in a merger due to firms’ use of specialized language, or “code,” and whether participants accurately forecast this difficulty. After creating a shared code to describe different pictures accurately, subjects bid for extra payments to join a merged group. The two lowest bidders are placed in the merged group. Values inferred from two different bidding procedures indicate fairly accurate general appraisals of the cost of the merger, but the values of those subjects who bid the least, and choose to join the merged group, are too optimistic, reflecting an “organizational winner’s curse.
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