A Decision Tree Analysis of a Multi-Player Card Game With Imperfect Information
This article describes how computer Daihinmin involves playing Daihinmin, a popular card game in Japan, by using a player program. Because strong player programs of Computer Daihinmin use machine-learning techniques, such as the Monte Carlo method, predicting the program's behavior is difficult...
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Published in | International journal of software innovation Vol. 6; no. 3; pp. 1 - 17 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Mount Pleasant
IGI Global
01.07.2018
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Subjects | |
Online Access | Get full text |
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Summary: | This article describes how computer Daihinmin involves playing Daihinmin, a popular card game in Japan, by using a player program. Because strong player programs of Computer Daihinmin use machine-learning techniques, such as the Monte Carlo method, predicting the program's behavior is difficult. In this article, the authors extract the features of the player program through decision tree analysis. The features of programs are extracted by generating decision trees based on three types of viewpoints. To show the validity of their method, computer experiments were conducted. The authors applied their method to three programs with relatively obvious behaviors, and they confirmed that the extracted features were correct by observing real behaviors of the programs. |
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ISSN: | 2166-7160 2166-7179 |
DOI: | 10.4018/IJSI.2018070101 |