Estimation of Rates Arriving at the Winning Hands in Multi-Player Games with Imperfect Information

Size: px
Start display at page:

Download "Estimation of Rates Arriving at the Winning Hands in Multi-Player Games with Imperfect Information"

Transcription

1 2016 4th Intl Conf on Applied Computing and Information Technology/3rd Intl Conf on Computational Science/Intelligence and Applied Informatics/1st Intl Conf on Big Data, Cloud Computing, Data Science & Engineering Estimation of Rates Arriving at the Winning Hands in Multi-Player Games with Imperfect Information Kenshi Yoshimura Teruhisa Hochin Hiroki Nomiya Graduate School of Information Science Kyoto Institute of Technology Kyoto, Japan {hochin, Abstract In multi-player games with imperfect information, e.g., Poker and Mahjong, they have imperfect information differing from Shogi and Reversi. Therefore, it is difficult to decide optimal movements. In Mahjong, fold is very important, and it is necessary to check predominance between a player s hand and other players hands. To this end, it is required to estimate the rate arriving at a winning hand. This paper proposes the estimation methods of rates arriving at the winning hands. The proposed methods use random simulation taking the discarded tiles in consideration, and tabu search without using the record of a game. In the experiment of evaluating the rate arriving at the winning hands, it can be estimated to some extent depending on the state by using tabu search. As the result, the possibility of the effective search of the estimation of the rate of tenpai by using tabu search is indicated. An application of the proposed method to other games with imperfect information is expected because these methods don t use the record of a game. Index Terms meta-heuristics; multi-player games with imperfect information; Mahjong; tabu search; winning hands; I. INTRODUCTION In multi-player games with imperfect information, e.g., Poker [1] and Mahjong [2] [6], they have imperfect information differing from Shogi and Reversi. Therefore, it is difficult to decide optimal movements. Multi-player games mean the number of players is over two. Mahjong is a four-player, zerosum game with imperfect information. So, it is a multi-player game. In these games, the movement of getting maximum profit is not always the best. This is different from two-player games. From these properties, it is hard to decide optimal movements in Mahjong. The method deciding optimal movements for the state of discarding tiles and naki is proposed [2]. This method uses tabu search [7]. This research shows that the decision of the movement by using tabu search is presumably effective. In Mahjong, fold is very important, and it is necessary to check predominance between a player s hand and other players hands. Some researches for fold are conducted [3] [6], but a successful case not using the record is not reported yet. It is important to estimate the rates arriving at winning hands of the opponents in order to decide to do fold or not. The rate arriving at a winning hand, however, is not estimated well yet. This paper proposes the estimation methods of rates arriving at a winning hand (hereinafter, this is called rates of tenpai) in order to implement a Mahjong player exceeding human top players. The proposed methods use random simulation taking the discarded tiles in consideration, and use tabu search. In the experiment of evaluating the rate arriving at the winning hands, it can be estimated to some extent depending on the state by using tabu search. As the result, the possibility of the effective search of the estimation of the rate of tenpai by using tabu search is indicated. An application of the proposed method to other games with imperfect information is expected because these methods don t use the record of a game. The reminder of the paper is as follows. Section 2 describes Mahjong. Section 3 surveys related works. Section 4 and Section 5 proposes estimation methods of rates of tenpai, and evaluates the proposed methods, respectively. Finally, Section 6 concludes the paper. II. MAHJONG Mahjong [8] is a four-player, zero-sum game with imperfect information. A snapshot of a Mahjong game is shown in Fig tiles are used in Mahjong. Suits tiles are three types, numbered from one to nine. Honor tiles are two types: winds (east, south, west, and north) and dragons (red, green, and white). Each tile has four identical copies. Every player can take the following actions: draw: getting one tile in the player s turn. discard: throwing one tile in the player s turn. naki: using the tile when an other player discarded it. Using these actions, the score is made by arriving at a winning hand. A winning action is as follows: ron: winning by picking up a discarded tile. tsumo: winning by drawing the tile. A winning hand consists of four melds (a specific pattern of 3 pieces) and the eyes (a pair of two identical pieces). Melds are as follows: pung: a set of three identical tiles. kong: a set of four identical tiles. chow: a set of three suited tiles in sequence. The terminology of Mahjong used in this paper is as follows: tenpai: the state that a hand is one tile short of a winning hand. shanten: the number of tiles required to tenpai. fold: to give up own winning and not discard effective tiles of opponents /16 $ IEEE DOI /ACIT-CSII-BCD

2 Fig. 1. a snapshot of Mahjong game naki: using the tile an other player discarded in order to complete a meld. effective tile: a tile decreasing shanten. drawn game: a finished round no player has won. A player of being tenpai get a score from a player of not being tenpai. yama: a set of rest tiles which are not drawn yet. In Fig. 1, the yama is a set of blind tiles. river: a set of discarded tiles. In Fig. 1, the river appears at the center on the board. flush: a winning hand consisted of one type of suited tiles, or one type of suited tiles and honor tiles. dora: a tile increasing the score. Dora is not a part of special patterns. Red fives are the same as dora. dealer: player discarding a tile in the first. pre-meld: the state which is one tile short a meld. isolation tile: the tile which is not a meld, the eyes, or a pre-meld. tedashi: discarding a tile except for the drawn tile in this turn. In Fig. 1, tedashi tiles are shown as bright tiles in the river. tsumo-giri: discarding the drawn tile in this turn. In Fig. 1, tsumo-giri tiles are shown as dark tiles in the river. III. RELATED WORK Yoshimura et al. [2] proposed the search method of optimal movements using tabu search. In this research, the method was applied to the state of discarding tiles and naki, and the movement is decided. In the experiment of evaluating the rate of concordance of discarding tile, the maximum rate of concordance reached to 83%. This means effective winning hands could be found in the initial states. In the experiment of playing a game with benchmark players, it is shown that the proposed method is better than benchmark players. From these results, the possibility of the effective search of optimal solution by using tabu search was indicated. Mizukami et al. proposed a one-player Mahjong player adding naki and fold better than average human players. Moreover, a predicting model was created by using an opponent s model consisted of tenpai, finishing tiles, and winning score [3]. By combining this model with a one-player Mahjong player [3], and Monte Carlo simulation, the player having similar performance to intermediate players was implemented [4]. Here, the model of tenpai was created by the binary logistic regression model. As the result, the accuracy of prediction is the same degree as advanced. However, this player doesn t play in proportion to the current rank and the number of rounds. Moreover, in the final round, this player makes the hand determining the lowest rank. To improve this, the model predicting the final rank was created from the situation of scores appearing on the record. As the result, the player acts based on the final rank by usage as the reward in Monte Carlo simulation. The player gets higher performance than intermediate players [5]. Nemoto et al. [6] estimated an opponent s hand to use CRF (Conditional Random Fields), which is a recognition model for the sequence labeling problem. As the result of the experiment, the rate of concordance of the hand obtained by the proposed method was 42 %, and the rate of concordance was increasing as the game proceeds. It was shown that shanten is lower than that of the real player. IV. THE RANDOM SIMULATION TAKING THE DISCARDED TILES IN CONSIDERATION In Mahjong, fold is very important. It is necessary to check predominance between a player s hand and other players hands. Therefore, the rates arriving at winning hands of the opponents are strongly required to be estimated in order to decide to do fold or not. A. Proposed Method The first method searches by focusing opponent s tedashi tiles. When the discarded tile is a tedashi tile, if the hand of opponent heads for a winning hand by the optimal method, it is considered that a better tile is added in the opponent hand. Therefore, if the number of tedashi tiles increases, the hand is considered to be approaching to the winning hand. The search uses the following algorithm. 1) The naki tiles and the tedashi tiles are added into the opponent initial hand. Next, the tiles in the yama are randomly selected and added until the hand has thirteen tiles. 2) The initial hand becomes the best hand. Set the index of the tedashi tile k = 0. 3) Set the number of iterations i = 0. Select the tedashi tile having the current index, select a possible tile in the yama, exchange those tiles, and evaluate the new hand. 4) Update the best hand if the current hand is better than the best hand. Set i = i + 1. If the number of iterations does not reach to the value decided apriori, return to Step 3. Otherwise, set the new hand to the current hand. 5) If there is no tedashi tile, or reach to the end of execution time, then stop. Otherwise, return to Step 1. The maximum number of tedashi tiles is set to six. The reason is as follows. Though this tile was included in the 100

3 opponent hand in one or more turns, it is finally discarded. So, the search should not excessively depend on the tile. However, if the number is too small, arriving at a winning hand is difficult because the number of changes is the same as the number of tedashi tiles. Therefore, the maximum number is set to six, which is equal to the maximum depth of the previous work [2]. If the number of tedashi tiles is over six, recent six tiles are used. The number of iterations is seven. Only shanten is used as the evaluation criteria. B. Experiment The rate of tenpai in the record of a game is examined to evaluate the proposed method. Records of top players in Tenhou [9] are used. These players are top 0.1% players. Therefore, the accuracy of the estimation can be checked because it is considered that the human player s movement is mostly optimal. The rate of tenpai R is calculated by Eq. (1). the number of hands arriving at tenpai R = *100 [%] (1) the number of initial hands generated The records using red fives are not used because this research does not consider them. In this experiment, the input is the chosen state, and the output is the rate of tenpai. The search is done at the first turn, the sixth turn, and the twelfth turn. Every search time is one second. Ten operations are conducted. It is assumed that the opponent player don t adopt fold. 1) Experiment 1: The tiles in the yama are randomly added to the hand one by one until the hand includes thirteen tiles. The result is shown in TABLE I. The number in the test data name is the number of tiles discarded by every player (A, B, C). The rate of tenpai does not improve as the game progresses. It is considered that this result is not good. TABLE I RATE OF TENPAI OF EXPERIMENT 1 test data the rate of tenpai R[%] the number of the number of tedashi tiles naki 1-A B C A B C A B C ) Experiment 2: In the result of Experiment 1, the rate of tenpai is very low. In order to improve the rate of tenpai, the isolation tile, the eyes and pre-melds, and melds are randomly added as units until the hand has thirteen tiles. Here, we conduct the experiment by varying the ratio of the generation probabilities of an isolation tile, a pre-meld or the eyes, and a meld as 1 :1:1to5:5:5.Thereason why these values are chosen is that these values are needed to satisfy the condition that the probability of a pre-meld or the eyes generated is the probability of the isolation tile generated and over, and the probability of a meld generated is over the probability of a pre-meld or the eyes generated. The result is shown in TABLE II. Although the minimum rate of tenpai becomes high as the game progresses, the maximum rate of tenpai becomes low as the game progresses. The expected result could not be obtained. TABLE II RATE OF TENPAI OF EXPERIMENT 2 test data the minimum rate the maximum rate of tenpai R[%] (the proportion) of tenpai R[%] (the proportion) 1-A 1.895(5:1:1) (1:1:5) 1-B 1.775(5:1:1) (1:1:5) 1-C 1:754(5:1:1) (1:1:5) 6-A 5.070(5:1:1) (1:3:5) 6-B 3.301(5:1:1) (1:1:5) 6-C 3.372(5:2:1) (1:1:5) 12-A 6.494(5:2:1) (1:1:5) 12-B 3.624(5:2:1) (1:2:5) 12-C 4.474(5:1:1) (1:1:5) C. Discussion TABLE I shows that the rate of tenpai tends to be affected by the number of tedashi tiles. Therefore, it is considered that the number of tedashi tiles has a relationship with the rate of tenpai. As for, 12-A, which is the unique player doing naki, estimated the high rate of tenpai can be. It is considered that the number of states decreases by doing naki. The result of 6-A is better than those of 6-B and 6-C because the number of tedashi tiles is five, so the number of the tiles randomly chosen is few. Although the number of tedashi tiles of 12-A and 12-C is similar to that of 12-B, the rate of tenpai tends to have big difference. Hence, it is considered that the search is conducted to take which tile the opponent discarded in consideration. TABLE II shows that the rate of tenpai improves by adding units of tiles rather than adding tiles one by one. Moreover, the result shows that if the proportion of isolation tiles generated is high, the rate of tenpai becomes low, and if the proportion of melds generated is high, the rate of tenpai becomes high. Therefore, if the rate of tenpai becomes high as the game progresses, the probability of tenpai must become high as the game progresses. The maximum rate of tenpai, however, becomes low as the game progresses. This is because the number of melds increases if the number of tedashi tiles and naki decreases. Hence, the maximum rate of tenpai at the twelfth turn is slightly over 10%, and the rate of tenpai of the player doing naki is lower than that of the player not doing naki. For the above reason, it may be difficult to use this proposed method. V. ESTIMATION OF THE RATE OF TENPAI USING TABU SEARCH In the previous proposed method, the rate of tenpai decreases as the game progresses. This is because a pre-meld, the eyes, and a meld form by using tedashi tiles which will 101

4 be discovered later, and because isolation tiles increase as the number of the tedashi tiles increase. Therefore, the whole tiles of an initial hand consists of the tiles randomly chosen from tiles in the yama. As the result, tabu search can be used in the estimation of the rate of tenpai. See Appendix for the detail of tabu search. Tabu search is effective to some extent in movement decision of Mahjong [2]. We propose a method of estimating the rate of tenpai by using tabu search. A. Evaluation Function The evaluation function, which is important for tabu search, consists of four evaluation criteria. These are shanten, the number of effective tiles, the degree of similarity, and the score. They are applied according to the priority. After all evaluation criteria are applied, the evaluation value of the current solution is compared with that of the best solution. The best solution is updated if the evaluation value of the current solution is better than that of the best solution, and other evaluation values having higher priority are the same. In this paper, the degree of similarity is defined as how similar is the winning hand to the initial hand. It is obtained by multiplying probabilities that the changed tiles are drawn to compare a winning hand with the initial hand. The probability P(i, x) that player i draws a tile x is represented as Eq. (2) by using the number of tiles N(i, x), which is the number of tiles x the player i has, and T(x), which is the number of visible tiles x by all players. 4 N(i, x) T(x) P(i, x) = 136 i x N(i, x) (2) x T(x) If the change does not occur, the degree of similarity becomes the maximum value 1. B. Method Using Tabu Search to Mahjong To use tabu search, the number of iterations, neighborhood values, the number of moves in a tabu list, and how to discard tiles are necessary to be decided [2]. The number of iterations is set to the number of tedashi tiles in order that the player discarding a lot of tedashi tiles has predominance. Hence, the maximum number of iterations is eighteen. A neighborhood value should be similar to the pre-value. In Mahjong, neighborhood values can be obtained by changing one tile with another one. Evaluating several searched neighborhood values, the solution is moved to the best value. The current hand and the best neighborhood value are recorded in a tabu list and the move to these tiles is prohibited. As the current hand is close to a winning hand, the effective tiles decrease in Mahjong. If the number of neighborhood values generated is small, the probability of finding a winning hand by search becomes low. So, the number of neighborhood values generated is necessary to be large in order to arrive at a winning hand. Therefore, in this method, a neighborhood value is set to the number of tiles the target player discards. The number of moves in a tabu list is set to six. The value is the same as the previous work [2]. Moreover, it is said that the effective size of a tabu list is in the range from 5 to 12, and 7 is the best [7]. The whole tiles of the initial hand consists of the tiles chosen randomly from blind tiles differing from the first method. C. Experiment The experimental method is the same as that of the first method. 1) Experiment 3: The blind tile is randomly added one by one until the hand has thirteen tiles. The tedashi tile is not added. The result is shown in TABLE III. As the result, the rate of tenpai doing naki is higher than that of tenpai not doing naki. Moreover, the result is similar to that of Experiment 2. The estimation is possible even if the blind tile is randomly added one by one. TABLE III RATE OF TENPAI OF EXPERIMENT 3 test data the rate of tenpai R[%] 1-A 0 1-B 0 1-C 0 6-A B C 0 12-A B C ) Experiment 4: This experiment changes the ratio of the generation probability. Here, we conduct the experiment by varying the ratio of the generation probabilities of an isolation tile, a pre-meld or the eyes, and a meld as max (5-D, 1) : T : D. The value D is the number of tiles the target player discards, and the value T is the number of tsumo-giri tiles. The result is shown in TABLE IV. The number added to the tail of the test data name is the serial number of the game. The data of 12-F-2 do not exist because the game is over. As the result, the rate of tenpai tends to be high as the game progresses. D. Discussion Comparing TABLE I with TABLE III, the result at the sixth turn was not improved, while the result at the twelfth turn was much improved. The reason why the result is improved is that the deeper the number of iterations is, the better the probability arriving at the winning hand is. In the first turn, it is considered that the result is good because the probability of tenpai is much low. The rates of tenpai that a one-player Mahjong player only approaches the winning hand have been calculated to 0.08% at the first turn, 6.36% at the sixth turn, and 34.76% at the twelfth turn [9]. Comparing TABLE IV with them, the tendency of the rates is quite similar. It is considered that the rates of tenpai could be estimated well. It is considered that the rate of tenpai could be estimated depending on the state represented only with the proportion of the number of the tedashi tiles and that 102

5 TABLE IV RATE OF TENPAI OF EXPERIMENT 4 test data the rate of the number of the number the number tenpai R[%] tedashi tiles of shanten of naki 1-A B C D E F G H I J K L A B C D E F G H I J K L A B C D E F G H I J K L consisted of tiles in the yama because the hand of an objective player (opponent player) is blind. From this difference, it is considered that it is difficult to estimate the optimal movement for opponent player, while the estimation of rates arriving at a winning hand is effective to some extent. VI. CONCLUSION In multi-player games with imperfect information, e.g., Poker and Mahjong, they have imperfect information differing from Shogi and Reversi. Therefore, it is difficult to decide optimal movements. In Mahjong, fold is very important, and it is necessary to check predominance between a player s hand and other players hands. To this end, it is required to estimate the rate arriving at a winning hand. This paper proposed the estimation method of the rate of tenpai in order to implement Mahjong players exceeding human top players. The proposed methods used random simulation taking the discarded tiles in consideration, and tabu search to decide optimal movement not using the record of a game. The experiments were carried out in order to evaluate the proposed methods. In the experiment of evaluating the rate of tenpai, the rate of tenpai can be estimated to some extent depending on the state by using tabu search. As the result, the possibility of the effective search of the estimation of the rate of tenpai by using tabu search was indicated. The proposed method does not consider shanten of the opponent s hand. Estimating shanten of the opponent s initial hand is in future work. Adding test data, and experimenting for a lot of states are also in the future work. Estimating the dangerous tile and proposing the method of fold by using the rate of tenpai are included in the future issues. of the tsumo-giri tiles, which is obtained by subtracting the number of tedashi tiles from that of the drawn tiles. Moreover, the rate of tenpai tends to be high when the player does naki, so the probability arriving at the winning hand increases by using tabu search according to the decrease of the number of states. For the above reason, the proposed method using tabu search is effective to some extent in the estimation of the rate of tenpai. However, the issue is that the hand whose shanten is low makes the rate of tenpai low, and the hand whose shanten is high makes the rate of tenpai high because the search only depends on the number of tedashi tiles and tumo-giri tiles, and does not consider the opponent s initial hand and the number of effective tiles opponent s player draws. For example, if the opponent s initial hand is extremely good, e.g., Player E, shanten becomes low when the number of tedashi tiles is small. In order to improve this, if the number of tedashi tiles is small in middle stage, it is necessary to make shanten of the initial hand low. Comparing previous work [2] with the proposed method, the proposed method is similar to the previous one. The major difference is an initial hand of every search. In the previous work, all initial hands become the hand of an objective player. In contrast, in the proposed method, an initial hand is randomly REFERENCES [1] N. A. Risk and D. Szafron, Using counterfactual regret minimization to create competitive multiplayer poker agents, Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems, volume 1-Volume 1, International Foundation for Autonomous Agents and Multiagent Systems, pp , [2] K. Yoshimura, T. Hochin H. Nomiya, Searching Optimal Movements in Multi-Player Games with Imperfect Information, Proceedings of 15th IEEE/ACIS International Conference on Computer and Information Science (ICIS 2016), pp , [3] N. Mizukami, R. Nakahari, A. Ura, M. Miwa, Y. Tsuruoka, T. Chikayama, Adapting One-Player Mahjong Players to Four-Player Mahjong by Recognizing Folding Situations, Proceedings of the 18th Game Programming Workshop, pp. 1-7, (in Japanese) [4] N. Mizukami, Y. Tsuruoka, Building computer mahjong players by modeling opponent players using game records and a Monte Carlo method, Proceedings of the 19th Game Programming Workshop, pp , (in Japanese) [5] N. Mizukami, Y. Tsuruoka, Building Computer Mahjong Players Based on Expected Final Ranks, Proceedings of the 20th Game Programming Workshop, pp , (in Japanese) [6] Y. Nemoto, K. Komiya, Y. Kotani, Estimation of Imperfect Information using CRF in Mahjong, Proceedings of the 17th Game Programming Workshop, pp , (in Japanese) [7] F. Glover, Tabu Search PartI, ORSA Journal on Computing, Vol. 1, No. 3, pp , 1989 [8] European Mahjong Association, [9] S. Tsunoda, Tenhou, [10]

6 A. Tabu Search APPENDIX 1) Outline: Tabu search is meta-heuristics used for solving combinatorial optimization, and devised by Glover in 1989 [7]. Traveling salesman problem, graph coloring, and scheduling problems are part of combinatorial optimization. This algorithm searches several neighborhoods of one state and moves it to the best one. At the same time, this move is recorded to a set called a tabu list. By prohibiting moves in the tabu list, it can search a path with preventing a loop. Tabu search can prevent a solution from converging to local optimum because no matter how bad things get, all moves except for the moves in a tabu list can be used. 2) Notation: Combinatorial optimization is represented as Eq. (3). From Eq. 7, T is represented as Eq. (8). T = {s 1 : s = s h for h k t} (8) The effective number of moves in a tabu list is experimentally obtained. This is from 5 to 12, especially 7. Minimize c(x) :x X. (3) The objective function c(x) may be linear or nonlinear, and x is a discrete value and a member of X. To solve this problem, a move s that leads from x to another is necessary to be defined. A move s is defined as a mapping defined on a subset X(s) ofx as shown in Eq. (4). s : X(s) X. (4) Using s S on x, the set S (x) is defined as Eq. (5). S (x) = {s S : x X(s)}. (5) The set S (x) is referred to as a neighborhood function. 3) Algorithm: The algorithm of tabu search consists of four steps as follows. 1) Select an initial x X and let x := x. Set the iteration counter k = 0 and begin with T empty. 2) If S (x) T is empty, go to Step 4. Otherwise, set k := k + 1 and select s k S (x) T such that s k (x) = OPTIMUM(s(x) :s S (x) T). 3) Let x := s k (x). If c(x) < c(x ), where x denotes the best solution currently found, let x := x. 4) If a chosen number of iterations has elapsed either in total or since x was the last improved, or if S (x) T = φ upon reaching this step directly from Step 2, stop. Otherwise, update T and return to Step 2. s(x) is obtained from a move s and x. Now, OPTIMUM and a tabu list T is necessary to be defined. Using s k (x), OPTIMUM is defined as Eq. (6). c(s k (x)) = Minimum(c(s(x)) : s S (x) T). (6) The update of T is defined as Eq. (7). T := T s 1 k t + s 1 k (7) where criterion s 1 is the inverse of the move s; i.e., s 1 (s(x)) = x. The variable t is the number of moves in a tabu list. When k t, the reference to s 1 k t is disregarded. 104

Searching Optimal Movements in Multi-Player Games with Imperfect Information

Searching Optimal Movements in Multi-Player Games with Imperfect Information 1 Searching Optimal Movements in Multi-Player Games with Imperfect Information Kenshi Yoshimura Teruhisa Hochin Hiroki Nomiya Department of Information Science Kyoto Institute of Technology Kyoto, Japan

More information

Building a Computer Mahjong Player Based on Monte Carlo Simulation and Opponent Models

Building a Computer Mahjong Player Based on Monte Carlo Simulation and Opponent Models Building a Computer Mahjong Player Based on Monte Carlo Simulation and Opponent Models Naoki Mizukami 1 and Yoshimasa Tsuruoka 1 1 The University of Tokyo 1 Introduction Imperfect information games are

More information

Balsall Common U3A Mahjong Rules

Balsall Common U3A Mahjong Rules A Mahjong set contains 144 tiles: Suits: Bamboo, Characters and Circles (36 x 3 = 108) Honours: Winds (East, South, West and North) (4 x 4 = 16) Dragons (White, Green and Red) (4 x 3 = 12) Flowers: Red

More information

CS221 Final Project Report Learn to Play Texas hold em

CS221 Final Project Report Learn to Play Texas hold em CS221 Final Project Report Learn to Play Texas hold em Yixin Tang(yixint), Ruoyu Wang(rwang28), Chang Yue(changyue) 1 Introduction Texas hold em, one of the most popular poker games in casinos, is a variation

More information

Decision Tree Analysis in Game Informatics

Decision Tree Analysis in Game Informatics Decision Tree Analysis in Game Informatics Masato Konishi, Seiya Okubo, Tetsuro Nishino and Mitsuo Wakatsuki Abstract Computer Daihinmin involves playing Daihinmin, a popular card game in Japan, by using

More information

DeepStack: Expert-Level AI in Heads-Up No-Limit Poker. Surya Prakash Chembrolu

DeepStack: Expert-Level AI in Heads-Up No-Limit Poker. Surya Prakash Chembrolu DeepStack: Expert-Level AI in Heads-Up No-Limit Poker Surya Prakash Chembrolu AI and Games AlphaGo Go Watson Jeopardy! DeepBlue -Chess Chinook -Checkers TD-Gammon -Backgammon Perfect Information Games

More information

Achieving Desirable Gameplay Objectives by Niched Evolution of Game Parameters

Achieving Desirable Gameplay Objectives by Niched Evolution of Game Parameters Achieving Desirable Gameplay Objectives by Niched Evolution of Game Parameters Scott Watson, Andrew Vardy, Wolfgang Banzhaf Department of Computer Science Memorial University of Newfoundland St John s.

More information

Riichi. Rules for Japanese Mahjong

Riichi. Rules for Japanese Mahjong Riichi Rules for Japanese Mahjong 2 Contents 1 The tiles 5 1.1 The three suits................................... 5 1.2 Honours...................................... 5 1.3 Additional tiles..................................

More information

SCRABBLE ARTIFICIAL INTELLIGENCE GAME. CS 297 Report. Presented to. Dr. Chris Pollett. Department of Computer Science. San Jose State University

SCRABBLE ARTIFICIAL INTELLIGENCE GAME. CS 297 Report. Presented to. Dr. Chris Pollett. Department of Computer Science. San Jose State University SCRABBLE AI GAME 1 SCRABBLE ARTIFICIAL INTELLIGENCE GAME CS 297 Report Presented to Dr. Chris Pollett Department of Computer Science San Jose State University In Partial Fulfillment Of the Requirements

More information

Speeding-Up Poker Game Abstraction Computation: Average Rank Strength

Speeding-Up Poker Game Abstraction Computation: Average Rank Strength Computer Poker and Imperfect Information: Papers from the AAAI 2013 Workshop Speeding-Up Poker Game Abstraction Computation: Average Rank Strength Luís Filipe Teófilo, Luís Paulo Reis, Henrique Lopes Cardoso

More information

TABLE OF CONTENTS TEXAS HOLD EM... 1 OMAHA... 2 PINEAPPLE HOLD EM... 2 BETTING...2 SEVEN CARD STUD... 3

TABLE OF CONTENTS TEXAS HOLD EM... 1 OMAHA... 2 PINEAPPLE HOLD EM... 2 BETTING...2 SEVEN CARD STUD... 3 POKER GAMING GUIDE TABLE OF CONTENTS TEXAS HOLD EM... 1 OMAHA... 2 PINEAPPLE HOLD EM... 2 BETTING...2 SEVEN CARD STUD... 3 TEXAS HOLD EM 1. A flat disk called the Button shall be used to indicate an imaginary

More information

An Adaptive Intelligence For Heads-Up No-Limit Texas Hold em

An Adaptive Intelligence For Heads-Up No-Limit Texas Hold em An Adaptive Intelligence For Heads-Up No-Limit Texas Hold em Etan Green December 13, 013 Skill in poker requires aptitude at a single task: placing an optimal bet conditional on the game state and the

More information

Playing Othello Using Monte Carlo

Playing Othello Using Monte Carlo June 22, 2007 Abstract This paper deals with the construction of an AI player to play the game Othello. A lot of techniques are already known to let AI players play the game Othello. Some of these techniques

More information

Mah Jongg Tiles Page Card

Mah Jongg Tiles Page Card Handout 1 Mah Jongg Tiles Page 1 2017 Card National Mah Jongg League: www.nationalmahjonggleague.org (212) 246-3052 Suits Each suit has numbers 1 through 9. There are 4 sets of each suit, so four 3's,

More information

After receiving his initial two cards, the player has four standard options: he can "Hit," "Stand," "Double Down," or "Split a pair.

After receiving his initial two cards, the player has four standard options: he can Hit, Stand, Double Down, or Split a pair. Black Jack Game Starting Every player has to play independently against the dealer. The round starts by receiving two cards from the dealer. You have to evaluate your hand and place a bet in the betting

More information

Al-Jabar A mathematical game of strategy Cyrus Hettle and Robert Schneider

Al-Jabar A mathematical game of strategy Cyrus Hettle and Robert Schneider Al-Jabar A mathematical game of strategy Cyrus Hettle and Robert Schneider 1 Color-mixing arithmetic The game of Al-Jabar is based on concepts of color-mixing familiar to most of us from childhood, and

More information

Comparison of Monte Carlo Tree Search Methods in the Imperfect Information Card Game Cribbage

Comparison of Monte Carlo Tree Search Methods in the Imperfect Information Card Game Cribbage Comparison of Monte Carlo Tree Search Methods in the Imperfect Information Card Game Cribbage Richard Kelly and David Churchill Computer Science Faculty of Science Memorial University {richard.kelly, dchurchill}@mun.ca

More information

CS440/ECE448 Lecture 11: Stochastic Games, Stochastic Search, and Learned Evaluation Functions

CS440/ECE448 Lecture 11: Stochastic Games, Stochastic Search, and Learned Evaluation Functions CS440/ECE448 Lecture 11: Stochastic Games, Stochastic Search, and Learned Evaluation Functions Slides by Svetlana Lazebnik, 9/2016 Modified by Mark Hasegawa Johnson, 9/2017 Types of game environments Perfect

More information

Experiments on Alternatives to Minimax

Experiments on Alternatives to Minimax Experiments on Alternatives to Minimax Dana Nau University of Maryland Paul Purdom Indiana University April 23, 1993 Chun-Hung Tzeng Ball State University Abstract In the field of Artificial Intelligence,

More information

Monte Carlo based battleship agent

Monte Carlo based battleship agent Monte Carlo based battleship agent Written by: Omer Haber, 313302010; Dror Sharf, 315357319 Introduction The game of battleship is a guessing game for two players which has been around for almost a century.

More information

Automatic Public State Space Abstraction in Imperfect Information Games

Automatic Public State Space Abstraction in Imperfect Information Games Computer Poker and Imperfect Information: Papers from the 2015 AAAI Workshop Automatic Public State Space Abstraction in Imperfect Information Games Martin Schmid, Matej Moravcik, Milan Hladik Charles

More information

Section Summary. Finite Probability Probabilities of Complements and Unions of Events Probabilistic Reasoning

Section Summary. Finite Probability Probabilities of Complements and Unions of Events Probabilistic Reasoning Section 7.1 Section Summary Finite Probability Probabilities of Complements and Unions of Events Probabilistic Reasoning Probability of an Event Pierre-Simon Laplace (1749-1827) We first study Pierre-Simon

More information

A Factorial Representation of Permutations and Its Application to Flow-Shop Scheduling

A Factorial Representation of Permutations and Its Application to Flow-Shop Scheduling Systems and Computers in Japan, Vol. 38, No. 1, 2007 Translated from Denshi Joho Tsushin Gakkai Ronbunshi, Vol. J85-D-I, No. 5, May 2002, pp. 411 423 A Factorial Representation of Permutations and Its

More information

Poker Rules Friday Night Poker Club

Poker Rules Friday Night Poker Club Poker Rules Friday Night Poker Club Last edited: 2 April 2004 General Rules... 2 Basic Terms... 2 Basic Game Mechanics... 2 Order of Hands... 3 The Three Basic Games... 4 Five Card Draw... 4 Seven Card

More information

CS 229 Final Project: Using Reinforcement Learning to Play Othello

CS 229 Final Project: Using Reinforcement Learning to Play Othello CS 229 Final Project: Using Reinforcement Learning to Play Othello Kevin Fry Frank Zheng Xianming Li ID: kfry ID: fzheng ID: xmli 16 December 2016 Abstract We built an AI that learned to play Othello.

More information

Derive Poker Winning Probability by Statistical JAVA Simulation

Derive Poker Winning Probability by Statistical JAVA Simulation Proceedings of the 2 nd European Conference on Industrial Engineering and Operations Management (IEOM) Paris, France, July 26-27, 2018 Derive Poker Winning Probability by Statistical JAVA Simulation Mason

More information

arxiv: v1 [cs.gt] 23 May 2018

arxiv: v1 [cs.gt] 23 May 2018 On self-play computation of equilibrium in poker Mikhail Goykhman Racah Institute of Physics, Hebrew University of Jerusalem, Jerusalem, 91904, Israel E-mail: michael.goykhman@mail.huji.ac.il arxiv:1805.09282v1

More information

Biased Opponent Pockets

Biased Opponent Pockets Biased Opponent Pockets A very important feature in Poker Drill Master is the ability to bias the value of starting opponent pockets. A subtle, but mostly ignored, problem with computing hand equity against

More information

Using Sliding Windows to Generate Action Abstractions in Extensive-Form Games

Using Sliding Windows to Generate Action Abstractions in Extensive-Form Games Using Sliding Windows to Generate Action Abstractions in Extensive-Form Games John Hawkin and Robert C. Holte and Duane Szafron {hawkin, holte}@cs.ualberta.ca, dszafron@ualberta.ca Department of Computing

More information

Mahjong British Rules

Mahjong British Rules Mahjong British Rules The Tiles... 2 Sets Of Tiles... 5 Setting up the Game... 7 Playing the game... 9 Calculating Scores... 12 Mahjong Bonus... 14 Basic Scoring... 15 Special Hands... 19 Variations of

More information

Optimal Yahtzee performance in multi-player games

Optimal Yahtzee performance in multi-player games Optimal Yahtzee performance in multi-player games Andreas Serra aserra@kth.se Kai Widell Niigata kaiwn@kth.se April 12, 2013 Abstract Yahtzee is a game with a moderately large search space, dependent on

More information

Move Evaluation Tree System

Move Evaluation Tree System Move Evaluation Tree System Hiroto Yoshii hiroto-yoshii@mrj.biglobe.ne.jp Abstract This paper discloses a system that evaluates moves in Go. The system Move Evaluation Tree System (METS) introduces a tree

More information

Distributed Collaborative Path Planning in Sensor Networks with Multiple Mobile Sensor Nodes

Distributed Collaborative Path Planning in Sensor Networks with Multiple Mobile Sensor Nodes 7th Mediterranean Conference on Control & Automation Makedonia Palace, Thessaloniki, Greece June 4-6, 009 Distributed Collaborative Path Planning in Sensor Networks with Multiple Mobile Sensor Nodes Theofanis

More information

MAHJONG COMPETITION RULES

MAHJONG COMPETITION RULES Contents Preface Chapter One General Rules 1. Tenets MAHJONG COMPETITION RULES 2. About the Rule System Chapter Two Notice Regarding Behavior During Competitions 3. Notices Chapter Three The General Rules

More information

Let s Make. Math Fun. Volume 19 January/February Dice Challenges. Telling the Time. Printable Games. Mastering Multiplication.

Let s Make. Math Fun. Volume 19 January/February Dice Challenges. Telling the Time. Printable Games. Mastering Multiplication. Let s Make Volume 19 January/February 2013 Math Fun Dice Challenges Printable Games Telling the Time Mastering Multiplication Bingo Math Fun Help Them to Fall in Love with Math THE LET S MAKE MATH FUN

More information

1. A factory makes calculators. Over a long period, 2 % of them are found to be faulty. A random sample of 100 calculators is tested.

1. A factory makes calculators. Over a long period, 2 % of them are found to be faulty. A random sample of 100 calculators is tested. 1. A factory makes calculators. Over a long period, 2 % of them are found to be faulty. A random sample of 0 calculators is tested. Write down the expected number of faulty calculators in the sample. Find

More information

Programming an Othello AI Michael An (man4), Evan Liang (liange)

Programming an Othello AI Michael An (man4), Evan Liang (liange) Programming an Othello AI Michael An (man4), Evan Liang (liange) 1 Introduction Othello is a two player board game played on an 8 8 grid. Players take turns placing stones with their assigned color (black

More information

By David Anderson SZTAKI (Budapest, Hungary) WPI D2009

By David Anderson SZTAKI (Budapest, Hungary) WPI D2009 By David Anderson SZTAKI (Budapest, Hungary) WPI D2009 1997, Deep Blue won against Kasparov Average workstation can defeat best Chess players Computer Chess no longer interesting Go is much harder for

More information

CS221 Project Final Report Gomoku Game Agent

CS221 Project Final Report Gomoku Game Agent CS221 Project Final Report Gomoku Game Agent Qiao Tan qtan@stanford.edu Xiaoti Hu xiaotihu@stanford.edu 1 Introduction Gomoku, also know as five-in-a-row, is a strategy board game which is traditionally

More information

Pengju

Pengju Introduction to AI Chapter05 Adversarial Search: Game Playing Pengju Ren@IAIR Outline Types of Games Formulation of games Perfect-Information Games Minimax and Negamax search α-β Pruning Pruning more Imperfect

More information

ultimate texas hold em 10 J Q K A

ultimate texas hold em 10 J Q K A how TOPLAY ultimate texas hold em 10 J Q K A 10 J Q K A Ultimate texas hold em Ultimate Texas Hold em is similar to a regular Poker game, except that Players compete against the Dealer and not the other

More information

Free Cell Solver. Copyright 2001 Kevin Atkinson Shari Holstege December 11, 2001

Free Cell Solver. Copyright 2001 Kevin Atkinson Shari Holstege December 11, 2001 Free Cell Solver Copyright 2001 Kevin Atkinson Shari Holstege December 11, 2001 Abstract We created an agent that plays the Free Cell version of Solitaire by searching through the space of possible sequences

More information

Final Exam, Math 6105

Final Exam, Math 6105 Final Exam, Math 6105 SWIM, June 29, 2006 Your name Throughout this test you must show your work. 1. Base 5 arithmetic (a) Construct the addition and multiplication table for the base five digits. (b)

More information

Rummikub Competition Start-up Kit

Rummikub Competition Start-up Kit Rummikub Competition Startup Kit Rummikub Competition / Event Set Up Wellorganized Rummikub events can attract many people. Keep in mind that competitors may not always be from a homogenous group (i.e.

More information

AI Approaches to Ultimate Tic-Tac-Toe

AI Approaches to Ultimate Tic-Tac-Toe AI Approaches to Ultimate Tic-Tac-Toe Eytan Lifshitz CS Department Hebrew University of Jerusalem, Israel David Tsurel CS Department Hebrew University of Jerusalem, Israel I. INTRODUCTION This report is

More information

Learning from Hints: AI for Playing Threes

Learning from Hints: AI for Playing Threes Learning from Hints: AI for Playing Threes Hao Sheng (haosheng), Chen Guo (cguo2) December 17, 2016 1 Introduction The highly addictive stochastic puzzle game Threes by Sirvo LLC. is Apple Game of the

More information

5.4 Imperfect, Real-Time Decisions

5.4 Imperfect, Real-Time Decisions 5.4 Imperfect, Real-Time Decisions Searching through the whole (pruned) game tree is too inefficient for any realistic game Moves must be made in a reasonable amount of time One has to cut off the generation

More information

COMP3211 Project. Artificial Intelligence for Tron game. Group 7. Chiu Ka Wa ( ) Chun Wai Wong ( ) Ku Chun Kit ( )

COMP3211 Project. Artificial Intelligence for Tron game. Group 7. Chiu Ka Wa ( ) Chun Wai Wong ( ) Ku Chun Kit ( ) COMP3211 Project Artificial Intelligence for Tron game Group 7 Chiu Ka Wa (20369737) Chun Wai Wong (20265022) Ku Chun Kit (20123470) Abstract Tron is an old and popular game based on a movie of the same

More information

Alberta 55 plus Cribbage Rules

Alberta 55 plus Cribbage Rules General Information The rules listed in this section shall be the official rules for any Alberta 55 plus event. All Alberta 55 plus Rules are located on our web site at: www.alberta55plus.ca. If there

More information

Learning to Play like an Othello Master CS 229 Project Report. Shir Aharon, Amanda Chang, Kent Koyanagi

Learning to Play like an Othello Master CS 229 Project Report. Shir Aharon, Amanda Chang, Kent Koyanagi Learning to Play like an Othello Master CS 229 Project Report December 13, 213 1 Abstract This project aims to train a machine to strategically play the game of Othello using machine learning. Prior to

More information

SEARCHING is both a method of solving problems and

SEARCHING is both a method of solving problems and 100 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 3, NO. 2, JUNE 2011 Two-Stage Monte Carlo Tree Search for Connect6 Shi-Jim Yen, Member, IEEE, and Jung-Kuei Yang Abstract Recently,

More information

The Game of Mah Jongg

The Game of Mah Jongg The Game of Mah Jongg These instructions are based on the American version of Mah Jongg. The set includes 8 Jokers and players refer to a card that shows the sequences that are needed to complete a Mah

More information

Poker Hand Rankings Highest to Lowest A Poker Hand s Rank determines the winner of the pot!

Poker Hand Rankings Highest to Lowest A Poker Hand s Rank determines the winner of the pot! POKER GAMING GUIDE Poker Hand Rankings Highest to Lowest A Poker Hand s Rank determines the winner of the pot! ROYAL FLUSH Ace, King, Queen, Jack, and 10 of the same suit. STRAIGHT FLUSH Five cards of

More information

Mah Jongg FAQs. Answers to Frequently Asked Questions with hints. Q. How do we exchange seats when we are playing a four-player game?

Mah Jongg FAQs. Answers to Frequently Asked Questions with hints. Q. How do we exchange seats when we are playing a four-player game? Mah Jongg FAQs Answers to Frequently Asked Questions with hints Playing the Game: Q. How do we exchange seats when we are playing a four-player game? A. The original East is the Pivot for the Day. After

More information

ARTIFICIAL INTELLIGENCE (CS 370D)

ARTIFICIAL INTELLIGENCE (CS 370D) Princess Nora University Faculty of Computer & Information Systems ARTIFICIAL INTELLIGENCE (CS 370D) (CHAPTER-5) ADVERSARIAL SEARCH ADVERSARIAL SEARCH Optimal decisions Min algorithm α-β pruning Imperfect,

More information

AL-JABAR. Concepts. A Mathematical Game of Strategy. Robert P. Schneider and Cyrus Hettle University of Kentucky

AL-JABAR. Concepts. A Mathematical Game of Strategy. Robert P. Schneider and Cyrus Hettle University of Kentucky AL-JABAR A Mathematical Game of Strategy Robert P. Schneider and Cyrus Hettle University of Kentucky Concepts The game of Al-Jabar is based on concepts of color-mixing familiar to most of us from childhood,

More information

CMS.608 / CMS.864 Game Design Spring 2008

CMS.608 / CMS.864 Game Design Spring 2008 MIT OpenCourseWare http://ocw.mit.edu / CMS.864 Game Design Spring 2008 For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms. DrawBridge Sharat Bhat My card

More information

Introduction. 1st North American Riichi Open 3

Introduction. 1st North American Riichi Open 3 Introduction This is the tournament guidebook for the 1st North American Riichi Open (NARO-1). Some of the information is venue-specific, some of it is rule-specific. Please understand that this rulebook

More information

Heads-up Limit Texas Hold em Poker Agent

Heads-up Limit Texas Hold em Poker Agent Heads-up Limit Texas Hold em Poker Agent Nattapoom Asavareongchai and Pin Pin Tea-mangkornpan CS221 Final Project Report Abstract Our project aims to create an agent that is able to play heads-up limit

More information

BLUFF WITH AI. CS297 Report. Presented to. Dr. Chris Pollett. Department of Computer Science. San Jose State University. In Partial Fulfillment

BLUFF WITH AI. CS297 Report. Presented to. Dr. Chris Pollett. Department of Computer Science. San Jose State University. In Partial Fulfillment BLUFF WITH AI CS297 Report Presented to Dr. Chris Pollett Department of Computer Science San Jose State University In Partial Fulfillment Of the Requirements for the Class CS 297 By Tina Philip May 2017

More information

Computing Science (CMPUT) 496

Computing Science (CMPUT) 496 Computing Science (CMPUT) 496 Search, Knowledge, and Simulations Martin Müller Department of Computing Science University of Alberta mmueller@ualberta.ca Winter 2017 Part IV Knowledge 496 Today - Mar 9

More information

Adversarial Search. Human-aware Robotics. 2018/01/25 Chapter 5 in R&N 3rd Ø Announcement: Slides for this lecture are here:

Adversarial Search. Human-aware Robotics. 2018/01/25 Chapter 5 in R&N 3rd Ø Announcement: Slides for this lecture are here: Adversarial Search 2018/01/25 Chapter 5 in R&N 3rd Ø Announcement: q Slides for this lecture are here: http://www.public.asu.edu/~yzhan442/teaching/cse471/lectures/adversarial.pdf Slides are largely based

More information

HEADS UP HOLD EM. "Cover card" - means a yellow or green plastic card used during the cut process and then to conceal the bottom card of the deck.

HEADS UP HOLD EM. Cover card - means a yellow or green plastic card used during the cut process and then to conceal the bottom card of the deck. HEADS UP HOLD EM 1. Definitions The following words and terms, when used in the Rules of the Game of Heads Up Hold Em, shall have the following meanings unless the context clearly indicates otherwise:

More information

2048: An Autonomous Solver

2048: An Autonomous Solver 2048: An Autonomous Solver Final Project in Introduction to Artificial Intelligence ABSTRACT. Our goal in this project was to create an automatic solver for the wellknown game 2048 and to analyze how different

More information

Richard Gibson. Co-authored 5 refereed journal papers in the areas of graph theory and mathematical biology.

Richard Gibson. Co-authored 5 refereed journal papers in the areas of graph theory and mathematical biology. Richard Gibson Interests and Expertise Artificial Intelligence and Games. In particular, AI in video games, game theory, game-playing programs, sports analytics, and machine learning. Education Ph.D. Computing

More information

5.4 Imperfect, Real-Time Decisions

5.4 Imperfect, Real-Time Decisions 116 5.4 Imperfect, Real-Time Decisions Searching through the whole (pruned) game tree is too inefficient for any realistic game Moves must be made in a reasonable amount of time One has to cut off the

More information

CS510 \ Lecture Ariel Stolerman

CS510 \ Lecture Ariel Stolerman CS510 \ Lecture04 2012-10-15 1 Ariel Stolerman Administration Assignment 2: just a programming assignment. Midterm: posted by next week (5), will cover: o Lectures o Readings A midterm review sheet will

More information

Grey Wolf Optimization Algorithm for Single Mobile Robot Scheduling

Grey Wolf Optimization Algorithm for Single Mobile Robot Scheduling Grey Wolf Optimization Algorithm for Single Mobile Robot Scheduling Milica Petrović and Zoran Miljković Abstract Development of reliable and efficient material transport system is one of the basic requirements

More information

Simple Poker Game Design, Simulation, and Probability

Simple Poker Game Design, Simulation, and Probability Simple Poker Game Design, Simulation, and Probability Nanxiang Wang Foothill High School Pleasanton, CA 94588 nanxiang.wang309@gmail.com Mason Chen Stanford Online High School Stanford, CA, 94301, USA

More information

Equipment for the basic dice game

Equipment for the basic dice game This game offers 2 variations for play! The Basic Dice Game and the Alcazaba- Variation. The basic dice game is a game in its own right from the Alhambra family and contains everything needed for play.

More information

Virtual Global Search: Application to 9x9 Go

Virtual Global Search: Application to 9x9 Go Virtual Global Search: Application to 9x9 Go Tristan Cazenave LIASD Dept. Informatique Université Paris 8, 93526, Saint-Denis, France cazenave@ai.univ-paris8.fr Abstract. Monte-Carlo simulations can be

More information

Sequential Placement Optimization Games: Poker Squares, Word Squares, and Take It Easy! Todd W. Neller

Sequential Placement Optimization Games: Poker Squares, Word Squares, and Take It Easy! Todd W. Neller Sequential Placement Optimization Games: Poker Squares, Word Squares, and Take It Easy! Todd W. Neller Outline Learn and play Poker Squares Generalize game concepts (sequential placement optimization games)

More information

November 6, Chapter 8: Probability: The Mathematics of Chance

November 6, Chapter 8: Probability: The Mathematics of Chance Chapter 8: Probability: The Mathematics of Chance November 6, 2013 Last Time Crystallographic notation Groups Crystallographic notation The first symbol is always a p, which indicates that the pattern

More information

TRAFFIC SIGNAL CONTROL WITH ANT COLONY OPTIMIZATION. A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo

TRAFFIC SIGNAL CONTROL WITH ANT COLONY OPTIMIZATION. A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo TRAFFIC SIGNAL CONTROL WITH ANT COLONY OPTIMIZATION A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree

More information

CHASE THE FLUSH. Ante wager-- means a wager required by the game to initiate the start to the round of play.

CHASE THE FLUSH. Ante wager-- means a wager required by the game to initiate the start to the round of play. CHASE THE FLUSH 1. Definitions The following words and terms, when used in the Rules of the Game of Chase the Flush, shall have the following meanings unless the context clearly indicates otherwise: Ante

More information

Game Theory and Algorithms Lecture 19: Nim & Impartial Combinatorial Games

Game Theory and Algorithms Lecture 19: Nim & Impartial Combinatorial Games Game Theory and Algorithms Lecture 19: Nim & Impartial Combinatorial Games May 17, 2011 Summary: We give a winning strategy for the counter-taking game called Nim; surprisingly, it involves computations

More information

How to Make the Perfect Fireworks Display: Two Strategies for Hanabi

How to Make the Perfect Fireworks Display: Two Strategies for Hanabi Mathematical Assoc. of America Mathematics Magazine 88:1 May 16, 2015 2:24 p.m. Hanabi.tex page 1 VOL. 88, O. 1, FEBRUARY 2015 1 How to Make the erfect Fireworks Display: Two Strategies for Hanabi Author

More information

Roll & Make. Represent It a Different Way. Show Your Number as a Number Bond. Show Your Number on a Number Line. Show Your Number as a Strip Diagram

Roll & Make. Represent It a Different Way. Show Your Number as a Number Bond. Show Your Number on a Number Line. Show Your Number as a Strip Diagram Roll & Make My In Picture Form In Word Form In Expanded Form With Money Represent It a Different Way Make a Comparison Statement with a Greater than Your Make a Comparison Statement with a Less than Your

More information

Checkpoint Questions Due Monday, October 7 at 2:15 PM Remaining Questions Due Friday, October 11 at 2:15 PM

Checkpoint Questions Due Monday, October 7 at 2:15 PM Remaining Questions Due Friday, October 11 at 2:15 PM CS13 Handout 8 Fall 13 October 4, 13 Problem Set This second problem set is all about induction and the sheer breadth of applications it entails. By the time you're done with this problem set, you will

More information

Artificial Intelligence

Artificial Intelligence Artificial Intelligence Jeff Clune Assistant Professor Evolving Artificial Intelligence Laboratory AI Challenge One 140 Challenge 1 grades 120 100 80 60 AI Challenge One Transform to graph Explore the

More information

Fictitious Play applied on a simplified poker game

Fictitious Play applied on a simplified poker game Fictitious Play applied on a simplified poker game Ioannis Papadopoulos June 26, 2015 Abstract This paper investigates the application of fictitious play on a simplified 2-player poker game with the goal

More information

10, J, Q, K, A all of the same suit. Any five card sequence in the same suit. (Ex: 5, 6, 7, 8, 9.) All four cards of the same index. (Ex: A, A, A, A.

10, J, Q, K, A all of the same suit. Any five card sequence in the same suit. (Ex: 5, 6, 7, 8, 9.) All four cards of the same index. (Ex: A, A, A, A. POKER GAMING GUIDE table of contents Poker Rankings... 2 Seven-Card Stud... 3 Texas Hold Em... 5 Omaha Hi/Low... 7 Poker Rankings 1. Royal Flush 10, J, Q, K, A all of the same suit. 2. Straight Flush

More information

Set 4: Game-Playing. ICS 271 Fall 2017 Kalev Kask

Set 4: Game-Playing. ICS 271 Fall 2017 Kalev Kask Set 4: Game-Playing ICS 271 Fall 2017 Kalev Kask Overview Computer programs that play 2-player games game-playing as search with the complication of an opponent General principles of game-playing and search

More information

Basic Bidding. Review

Basic Bidding. Review Bridge Lesson 2 Review of Basic Bidding 2 Practice Boards Finding a Major Suit Fit after parter opens 1NT opener, part I: Stayman Convention 2 Practice Boards Fundamental Cardplay Concepts Part I: Promotion,

More information

Artificial Intelligence

Artificial Intelligence Artificial Intelligence CS482, CS682, MW 1 2:15, SEM 201, MS 227 Prerequisites: 302, 365 Instructor: Sushil Louis, sushil@cse.unr.edu, http://www.cse.unr.edu/~sushil Non-classical search - Path does not

More information

Ar#ficial)Intelligence!!

Ar#ficial)Intelligence!! Introduc*on! Ar#ficial)Intelligence!! Roman Barták Department of Theoretical Computer Science and Mathematical Logic So far we assumed a single-agent environment, but what if there are more agents and

More information

A Quoridor-playing Agent

A Quoridor-playing Agent A Quoridor-playing Agent P.J.C. Mertens June 21, 2006 Abstract This paper deals with the construction of a Quoridor-playing software agent. Because Quoridor is a rather new game, research about the game

More information

Research Article A New Iterated Local Search Algorithm for Solving Broadcast Scheduling Problems in Packet Radio Networks

Research Article A New Iterated Local Search Algorithm for Solving Broadcast Scheduling Problems in Packet Radio Networks Hindawi Publishing Corporation EURASIP Journal on Wireless Communications and Networking Volume 2010, Article ID 578370, 8 pages doi:10.1155/2010/578370 Research Article A New Iterated Local Search Algorithm

More information

STEFAN RISTHAUS. A game by. for 2 4 players. 12 years and up

STEFAN RISTHAUS. A game by. for 2 4 players. 12 years and up A game by STEFAN RISTHAUS for 2 4 players 12 years and up Contents 1.0 Introduction 2.0 Game components 3.0 Winning the game 4.0 Setting up the game 5.0 Sequence of Play 6.0 End of Turn Phase 7.0 Emergency

More information

Al-Jabar A mathematical game of strategy Designed by Robert P. Schneider and Cyrus Hettle

Al-Jabar A mathematical game of strategy Designed by Robert P. Schneider and Cyrus Hettle Al-Jabar A mathematical game of strategy Designed by Robert P. Schneider and Cyrus Hettle 1 Color-mixing arithmetic The game of Al-Jabar is based on concepts of color-mixing familiar to most of us from

More information

Rules for Japanese Mahjong

Rules for Japanese Mahjong R CHI Rules for Japanese Mahjong 2016 edition 1 Content page Preface 4 Acknowledgements 4 Revision notes 5 1 The tiles 6 1.1 The three suits 6 1.2 Honours 6 1.3 Additional tiles 6 1.4 Additional equipment

More information

E190Q Lecture 15 Autonomous Robot Navigation

E190Q Lecture 15 Autonomous Robot Navigation E190Q Lecture 15 Autonomous Robot Navigation Instructor: Chris Clark Semester: Spring 2014 1 Figures courtesy of Probabilistic Robotics (Thrun et. Al.) Control Structures Planning Based Control Prior Knowledge

More information

LEARN HOW TO PLAY MINI-BRIDGE

LEARN HOW TO PLAY MINI-BRIDGE MINI BRIDGE - WINTER 2016 - WEEK 1 LAST REVISED ON JANUARY 29, 2016 COPYRIGHT 2016 BY DAVID L. MARCH INTRODUCTION THE PLAYERS MiniBridge is a game for four players divided into two partnerships. The partners

More information

YEW TEE SCRABBLE OPEN CHAMPIONSHIP 2010 Primary / Secondary School Student Category

YEW TEE SCRABBLE OPEN CHAMPIONSHIP 2010 Primary / Secondary School Student Category Venue: Yew Tee Community Club, 20 Choa Chu Kang St 52 #01-01 Singapore 689286 Eligibility: Open to primary and secondary school students only DETAILS Category D Secondary School Student Category E Primary

More information

CS 387/680: GAME AI BOARD GAMES

CS 387/680: GAME AI BOARD GAMES CS 387/680: GAME AI BOARD GAMES 6/2/2014 Instructor: Santiago Ontañón santi@cs.drexel.edu TA: Alberto Uriarte office hours: Tuesday 4-6pm, Cyber Learning Center Class website: https://www.cs.drexel.edu/~santi/teaching/2014/cs387-680/intro.html

More information

The Game of Mah Jongg

The Game of Mah Jongg The Game of Mah Jongg These instructions are based on the American version of Mah Jongg. The set includes 8 Jokers and players refer to a card that shows the sequences that are needed to complete a Mah

More information

Meta-Heuristic Approach for Supporting Design-for- Disassembly towards Efficient Material Utilization

Meta-Heuristic Approach for Supporting Design-for- Disassembly towards Efficient Material Utilization Meta-Heuristic Approach for Supporting Design-for- Disassembly towards Efficient Material Utilization Yoshiaki Shimizu *, Kyohei Tsuji and Masayuki Nomura Production Systems Engineering Toyohashi University

More information

A Probability Work Sheet

A Probability Work Sheet A Probability Work Sheet October 19, 2006 Introduction: Rolling a Die Suppose Geoff is given a fair six-sided die, which he rolls. What are the chances he rolls a six? In order to solve this problem, we

More information

Game Playing for a Variant of Mancala Board Game (Pallanguzhi)

Game Playing for a Variant of Mancala Board Game (Pallanguzhi) Game Playing for a Variant of Mancala Board Game (Pallanguzhi) Varsha Sankar (SUNet ID: svarsha) 1. INTRODUCTION Game playing is a very interesting area in the field of Artificial Intelligence presently.

More information

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence Adversarial Search CS 486/686: Introduction to Artificial Intelligence 1 Introduction So far we have only been concerned with a single agent Today, we introduce an adversary! 2 Outline Games Minimax search

More information