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Representing and Reducing Uncertainty for Enumerating the Belief Space to Improve Endgame Play in Skat

机译:代表和减少枚举信仰空间的不确定性,以改善滑板中的最终游戏

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In most fully observable board games, current AIs outperform expert play. For partially observable trick-taking card games, however, human experts still play consistently better. This paper proposes efficient knowledge representation and reasoning algorithms for the internationally played three-player card game Skat by representing, progressing, enumerating, evaluating and voting for the possible worlds, each player refers to as his/her knowledge about the other players' and the Skat cards. By using expert rules, elicited from statistical information in millions of games, this knowledge is accumulated in the first few tricks in order to reduce the uncertainty in the players' belief. In the so-called endgame, after five to six rounds of trick play, refined exploration algorithms suggest cards that lead to improved play. The proposed AIs have been tested both in reconsidering recorded human games, and in interactive play.
机译:在最完全可观察的棋盘游戏中,当前的AIS优于专家播放。 然而,对于部分可观察到的娱乐卡游戏,人类专家仍然始终如一。 在可能的世界中,通过代表,进展,枚举,评估和投票,为国际播放的三人纸牌游戏滑雪提供有效的知识表示和推理算法,每个玩家都指的是他/她对其他球员的了解 斯卡拉卡。 通过使用专家规则,从数百万游戏中汲取统计信息,这知识在最初的几个技巧中积累,以减少球员信仰的不确定性。 在所谓的终端名中,在五到六轮特技比赛之后,精致的探索算法建议牌导致播放改善。 建议的AIS在重新考虑录制的人类奥运会上以及互动戏剧中进行了测试。

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