TL;DR: It is shown that equilibrium point strategies for optimal play exist for this model, and an algorithm capable of computing such strategies is defined, and this model allows for clearly state the limitations of such architectures in producing expert analysis.
TL;DR: An overview of the planning techniques that are incorporated into the BRIDGE BARON and what the program's victory signifies for research on AI planning and game playing are discussed.
Abstract: A computer program that uses AI planning techniques is now the world champion computer program in the game of Contract Bridge. As reported in The New York Times and The Washington Post, this program -- a new version of Great Game Products' BRIDGE BARON program -- won the Baron Barclay World Bridge Computer Challenge, an international competition hosted in July 1997 by the American Contract Bridge League. It is well known that the game tree search techniques used in computer programs for games such as Chess and Checkers work differently from how humans think about such games. In contrast, our new version of the BRIDGE BARON emulates the way in which a human might plan declarer play in Bridge by using an adaptation of hierarchical task network planning. This article gives an overview of the planning techniques that we have incorporated into the BRIDGE BARON and discusses what the program's victory signifies for research on AI planning and game playing.
TL;DR: The bridge health index (HI) as discussed by the authors is an improved and more comprehensive numerical rating system that uses the element inspection data to determine the remaining asset value of a bridge or network of bridges.
Abstract: Bridge management has been a subject of intense interest and development for the past 10 years. In support of improved bridge management, FHWA funded the development of the Pontis bridge computer program, which is now in use by approximately 40 of the 50 states. In addition, many new guide specifications have been produced to assist bridge managers in their efforts to better manage the nation's aging bridge inventory. The AASHTO Subcommittee on Bridges and Structures has taken the lead along with FHWA in implementing the improved bridge management systems. California and a few other states have been critical of the current ranking system for bridge maintenance and have been working to develop an improved performance measure. The bridge health index (HI), an improved and more comprehensive numerical rating system that uses the element inspection data to determine the remaining asset value of a bridge or network of bridges, is discussed. The HI is more consistent with the element-level evaluation data colle...
TL;DR: The latest world-championship competition for computer bridge programs was the Baron Barclay World Bridge Computer Challenge, hosted in July 1997 by the American Contract Bridge League, and the winner was a new version of Great Game Products' Bridge Baron program, which uses Hierarchical Task-Network planning techniques.
Abstract: The latest world-championship competition for computer bridge programs was the Baron Barclay World Bridge Computer Challenge, hosted in July 1997 by the American Contract Bridge League. As reported in The New York Times and The Washington Post, the competition's winner was a new version of Great Game Products' Bridge Baron program. This version, Bridge Baron 8, has since gone on the market; and during the last three months of 1997 it was purchased by more than 1000 customers.The Bridge Baron's success also represents a significant success for research on AI planning systems, because Bridge Baron 8 uses Hierarchical Task-Network (HTN) planning techniques to plan its declarer play. This paper gives an overview of those techniques and how they are used.
TL;DR: A flexible and pioneering bridge-bidding system, which can learn either with or without the aid of human domain knowledge, based on a novel deep reinforcement learning model, which extracts sophisticated features and learns to bid automatically based on raw card data.
Abstract: Bridge is among the zero-sum games for which artificial intelligence has not yet outperformed expert human players. The main difficulty lies in the bidding phase of bridge, which requires cooperative decision making with partial information. Existing artificial intelligence systems for bridge bidding rely on, and are thus restricted by, human-designed bidding systems or features. In this work, we propose a flexible and pioneering bridge-bidding system, which can learn either with or without the aid of human domain knowledge. The system is based on a novel deep reinforcement learning model, which extracts sophisticated features and learns to bid automatically based on raw card data. The model includes an upper-confidence-bound algorithm and additional techniques to achieve a balance between exploration and exploitation. We further study how different pieces of human knowledge can be exploited to assist the model. Our experiments demonstrate the promising performance of our proposed model. In particular, the model can advance from having no knowledge on bidding to achieving a superior performance compared with a champion-winning computer bridge program that implements a human-designed bidding system. In addition, further synergies can be extracted by incorporating expert knowledge into the proposed model.