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Improving Search with Supervised Learning in Trick-Based Card Games

Artificial Intelligence · Submitted 22 Mar 2019

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim 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.

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arXiv ID1903.09604 (version 1)
Pith IDLSMYWHSO, Pith's permanent record of this paper and its review
CitationChristopher Solinas, Douglas Rebstock, Michael Buro. "Improving Search with Supervised Learning in Trick-Based Card Games." arXiv:1903.09604 (2019). https://pith.science/paper/LSMYWHSO
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What the abstract itself states, as probabilities: claims first 0.09 · states limitation 0.09 · human participants 0.18 · controlled comparison 0.23 · randomized assignment 0.01 · states quantitative result 0.06 · compares with prior results 0.45 · mentions code or data availability 0.03.

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arXiv listing abstract v1. Results and the main claim are underlined; .

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.

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What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. background 1.00 0.05 0.02 asserted 1.00
s1 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. background 0.98 0.08 0.03 asserted 1.00
s2 Despite this, recent work in trick-taking card game AI has mainly focused on improving evaluation algorithms with limited work on improving sampling. gap 0.99 0.05 0.03 asserted 1.00
s3 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. contribution 1.00 0.80 0.14 asserted 0.84
s4 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. method 0.99 0.89 0.06 asserted 0.98
s5 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. result 1.00 0.92 0.86 asserted 1.00

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Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

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.

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2 arXiv papers cite this in 3 sentences

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  • It also offers a controlled counterpoint to the learning-based body of work on trick-taking card games [ref] : the gap between a deterministic policy and a learned policy such as the one reported by [ref] is not primarily a gap in briscola management but a gap in the handling of the draw sequence, which is exactly the ingredient that Information-Set MCTS [ref] is able to reason about via opponent-inference and that a deterministic rule-based policy cannot recover.

    Beyond the briscola advantage: a Monte Carlo dominance test for deterministic strategies in two-player Briscola Game · Discussion · 0.95

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