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FINESSE

MIKE


Search and Planning under Incomplete Information: A Study Using Bridge Card Play

Ian Frank

PhD Thesis, Department of Artificial Intelligence, University of Edinburgh, 1996.

(Joint winner of the UK 1997 Distinguished Dissertations Award.)

Copies available from Springer-Verlag --- See this page

Abstract:

This thesis investigates problem-solving in domains featuring incomplete information and multiple agents with opposing goals. In particular, we describe FINESSE --- a system that forms plans for the problem of declarer play in the game of Bridge.

We begin by examining the problem of search. We formalise a best defence model of incomplete information games in which equilibrium point strategies can be identified, and identify two specific problems that can affect algorithms in such domains. In Bridge, we show that the best defence model corresponds to the typical model analysed in expert texts, and examine search algorithms which overcome the problems we have identified.

Next, we look at how planning algorithms can be made to cope with the difficulties of such domains. This calls for the development of new techniques for representing uncertainty and actions with disjunctive effects, for coping with an opposition, and for reasoning about compound actions. We tackle these problems with an architecture that identifies and resolves conflicts on the basis of probabilistic reasoning about resources. The prime contribution of this architecture is that it can construct plans which succeed under a large number of possible world states without having to consider each world state separately. By casting our algorithm within the classical plan-space planning paradigm we show how our techniques differ from, yet may be incorporated into, existing planning architectures.

The original motivation for this work came from the field of mathematical reasoning. In Edinburgh, a technique known as proof-planning has been developed to control the search for the proofs of mathematical theorems. The defining feature of this paradigm is that it restricts the available options at any stage of planning to a pre-determined set of possibilities. By applying proof-planning techniques to the domain of Bridge (although currently only in the sub-problem of play without a trump suit), FINESSE becomes capable of constructing plans that look ahead right to the end of the tree of possible actions. Against human players it is therefore less prone to the short-sightedness that afflicts the traditional look-ahead approach. This allows it to solve problems that are beyond the range of previous systems.

We also describe two useful side-effects of formalising the way in which Bridge can be played. Firstly, the high-level nature of the objects in FINESSE's plans, combined with the utilisation of a qualitative uncertainty representation language, gives the system the ability to produce meaningful textual explanations for its actions. Secondly, by distilling the large diversity of card-play examples found in the Bridge literature into a manageable number of concrete and distinct manoeuvres we arrive at a deeper understanding of the game itself.

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