Computer bridge
   HOME

TheInfoList



OR:

Computer bridge is the playing of the game
contract bridge Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions ...
using computer software. After years of limited progress, since around the end of the 20th century the field of computer bridge has made major advances. In 1996 the
American Contract Bridge League The American Contract Bridge League (ACBL) is a governing body for contract bridge in the United States, Canada, Mexico, and Bermuda. It is the largest such organization in North America having the stated mission ''"to promote, grow and sustain th ...
(ACBL) established an official World Computer-Bridge Championship, to be held annually along with a major bridge event. The first championship took place in 1997 at the North American Bridge Championships in Albuquerque. Since 1999 the event has been conducted as a joint activity of the American Contract Bridge League and the World Bridge Federation. Alvin Levy, ACBL Board member, initiated this championship and has coordinated the event annually since its inception. The event history, articles and publications, analysis, and playing records can be found at the official website.


World Computer-Bridge Championship

The World Computer-Bridge Championship is typically played as a round robin followed by a knock-out between the top four contestants. Winners of the annual event are: *1997 ''Bridge Baron'' *1998 ''GIB'' *1999 ''GIB'' *2000 ''Meadowlark Bridge'' *2001 ''Jack'' *2002 ''Jack'' *2003 ''Jack'' *2004 ''Jack'' *2005 ''Wbridge5'' *2006 ''Jack'' *2007 ''Wbridge5'' *2008 ''Wbridge5'' *2009 ''Jack'' *2010 ''Jack'' *2011 ''Shark Bridge'' *2012 ''Jack'' *2013 ''Jack'' *2014 ''Shark Bridge'' *2015 ''Jack'' *2016 ''Wbridge5'' *2017 ''Wbridge5'' *2018 ''Wbridge5'' *2019 ''Micro Bridge'' *2020 championship has been cancelled *2021 championship has been cancelled


Computers versus humans

In
Zia Mahmood Mir Zia Mahmood (born 7 January 1946) is a Pakistani-American professional bridge player. He is a World Bridge Federation and American Contract Bridge League Grand Life Master. As of April 2011 he was the 10th-ranked World Grand Master. Biograp ...
's book, ''Bridge, My Way'' (1992), Zia offered a £1 million bet that no four-person team of his choosing would be beaten by a computer. A few years later the bridge program ''GIB'' (which can stand for either "Ginsberg’s Intelligent Bridgeplayer" or " Goren In a Box"), brainchild of American computer scientist Matthew Ginsberg,Ginsberg profile
/ref> proved capable of expert declarer plays like winkle squeezes in play tests. In 1996, Zia withdrew his bet. Two years later, ''GIB'' became the world champion in computer bridge, and also had a 12th place score (11210) in declarer play compared to 34 of the top humans in the 1998 Par Contest (including Zia Mahmood). However, such a par contest measures technical bridge analysis skills only, and in 1999 Zia beat various computer programs, including ''GIB'', in an individual round robin match. Further progress in the field of computer bridge has resulted in stronger bridge playing programs, including ''Jack'' and ''Wbridge5''. These programs have been ranked highly in national bridge rankings. A series of articles published in 2005 and 2006 in the Dutch bridge magazine ''IMP'' describes matches between five-time computer bridge world champion ''Jack'' and seven top Dutch pairs including a
Bermuda Bowl The Bermuda Bowl is a biennial contract bridge world championship for national . It is contested every odd-numbered year under the auspices of the World Bridge Federation (WBF), alongside the Venice Cup (women), the d'Orsi Senior Bowl and the W ...
winner and two reigning European champions. A total of 196 boards were played. ''Jack'' defeated three out of the seven pairs (including the European champions). Overall, the program lost by a small margin (359 versus 385
IMPs IMPS or Imps may refer to: * ''Imps*'', a comedy film released in 2009 * OMA Instant Messaging and Presence Service * Infinite Monkey Protocol Suite, an April Fools' Day RFC * The Oxford Imps, an improvisational comedy troupe * Insensitive muni ...
). In 2009, Phillip Martin, an expert player, began a four-year project in which he played against the champion bridge program, Jack. He played one hand at one table, with Jack playing the other three; at another table, Jack played the same cards at all four seats, producing a comparison result. He posted his results and analysis in a blog he titled ''The Gargoyle Chronicles''. The program was no match for Martin, who won every contest by large margins.


Cardplay algorithms

Bridge poses challenges to its players that are different from board games such as
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
and go. Most notably, bridge is a stochastic game of incomplete information. At the start of a deal, the information available to each player is limited to just his/her own cards. During the bidding and the subsequent play, more information becomes available via the bidding of the other three players at the table, the cards of the partner of the declarer (the dummy) being put open on the table, and the cards played at each trick. However, it is only at the end of the play that full information is obtained. Today's top-level bridge programs deal with this probabilistic nature by generating many samples representing the unknown hands. Each sample is generated at random, but constrained to be compatible with all information available so far from the bidding and the play. Next, the result of different lines of play are tested against optimal defense for each sample. This testing is done using a so-called "double-dummy solver" that uses extensive search algorithms to determine the optimum line of play for both parties. The line of play that generates the best score averaged over all samples is selected as the optimal play. Efficient double-dummy solvers are key to successful bridge-playing programs. Also, as the amount of computation increases with sample size, techniques such as
importance sampling Importance sampling is a Monte Carlo method for evaluating properties of a particular distribution, while only having samples generated from a different distribution than the distribution of interest. Its introduction in statistics is generally at ...
are used to generate sets of samples that are of minimum size but still representative.


Comparison to other strategy games

While bridge is a game of incomplete information, a double-dummy solver analyses a simplified version of the game where there is perfect information; the bidding is ignored, the contract (trump suit and declarer) is given, and all players are assumed to know all cards from the very start. The solver can therefore use many of the
game tree In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, ch ...
search techniques typically used in solving two-player perfect-information win/lose/draw games such as
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, go and
reversi Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. It was invented in 1883. Othello, a variant with a fixed initial setup of the board, was patented in 1971. Basics There are sixty-four identical game pieces ...
. However, there are some significant differences. * Although double-dummy bridge is in practice a competition between two generalised players, each "player" controls two hands and the cards must be played in a correct order that reflects four players. (It makes a difference which of the four hands wins a trick and must lead the next trick.) * Double-dummy bridge is not simply win/lose/draw and not exactly
zero-sum Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is e ...
, but constant-sum since two playing sides compete for 13 tricks. It is trivial to transform a constant-sum game into a zero-sum game. Moreover, the goal (and the risk management strategy) in general contract bridge depends not only on the contract but also on the form of tournament (due to differences in scoring systems affecting the optimal general strategy). However, once the game has been reduced to deterministic double-dummy analysis, the goal is simple: one can without loss of generality aim to maximize the number of tricks taken. * Bridge is incrementally scored; each played trick contributes irreversibly to the final "score" in terms of tricks won or lost. This is in contrast to games where the final outcome is more or less open until the game ends. In bridge, the already determined tricks provide natural lower and upper bounds for
alpha-beta pruning Alphabeta is an Israeli musical group. Alphabeta or Alpha Beta may also refer to: *The Greek alphabet, from ''Alpha'' (Αα) and ''Beta'' (Ββ), the first two letters *Alpha Beta, a former chain of Californian supermarkets *Alpha and beta anomers ...
, and the interval shrinks naturally as the search goes deeper. Other games typically need an artificial
evaluation function An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a g ...
to enable alpha-beta pruning at limited depth, or must search to a leaf node before pruning is possible. * It is relatively inexpensive to compute "sure winners" in various positions in a double-dummy solver. This information improves the pruning. It can be regarded as a kind of
evaluation function An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a g ...
, however while the latter in other games is an approximation of the value of the position, the former is a definitive lower bound on the value of the position. * During the course of double-dummy game tree search, one can establish equivalence classes consisting of cards with apparently equal value in a particular position. Only one card from each equivalence class needs to be considered in the subtree search, and furthermore, when using a
transposition table {{no footnotes, date=November 2017 A transposition table is a cache of previously seen positions, and associated evaluations, in a game tree generated by a computer game playing program. If a position recurs via a different sequence of moves, the ...
, equivalence classes can be exploited to improve the hit rate. This has been described as ''partition search'' by Matthew Ginsberg. *Numerous strategy games have been proven hard in a
complexity class In computational complexity theory, a complexity class is a set (mathematics), set of computational problems of related resource-based computational complexity, complexity. The two most commonly analyzed resources are time complexity, time and spa ...
, meaning that any problem in that complexity class can be reduced in polynomial time to that problem. For example, generalized
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
has been proven -complete (both in and -hard), effectively meaning that it is among the hardest problems in . However, since there is no natural structure to exploit in double-dummy bridge towards a hardness proof or disproof, unlike in a board game, the question of hardness remains.


The future

In comparison to computer chess, computer bridge has not reached world-class level, but the top robots have demonstrated a consistently high level of play. (See analysis of the last few years of play a
www.computerbridge.com
) However see below the Philippe Pionchon's article (1984). Yet, whereas computer chess has taught programmers little about building machines that offer human-like intelligence, more
intuitive Intuition is the ability to acquire knowledge without recourse to conscious reasoning. Different fields use the word "intuition" in very different ways, including but not limited to: direct access to unconscious knowledge; unconscious cognition; ...
and probabilistic games such as
bridge A bridge is a structure built to span a physical obstacle (such as a body of water, valley, road, or rail) without blocking the way underneath. It is constructed for the purpose of providing passage over the obstacle, which is usually somethi ...
might provide a better testing ground. The question of whether bridge-playing programs will reach world-class level in the foreseeable future is not easy to answer. Computer bridge has not attracted an amount of interest anywhere near to that of computer chess. On the other hand, much progress has been made in the last decade by researchers working in the field. Regardless of bridge robots' level of play, computer bridge already has changed the analysis of the game. Commercially available double-dummy programs can solve bridge problems in which all four hands are known, typically within a fraction of a second. These days, few editors of books and
magazines A magazine is a periodical publication, generally published on a regular schedule (often weekly or monthly), containing a variety of content. They are generally financed by advertising, purchase price, prepaid subscriptions, or by a combination ...
will solely rely on humans to analyse bridge problems before publications. Also, more and more bridge players and coaches utilize computer analysis in the ''post-mortem'' of a match.


See also

* List of computer science awards *
Computer Olympiad The Computer Olympiad is a multi-games event in which computer programs compete against each other. For many games, the Computer Olympiads are an opportunity to claim the "world's best computer player" title. First contested in 1989, the majori ...
*
Monte Carlo method Monte Carlo methods, or Monte Carlo experiments, are a broad class of computational algorithms that rely on repeated random sampling to obtain numerical results. The underlying concept is to use randomness to solve problems that might be determi ...
*
Monte Carlo tree search In computer science, Monte Carlo tree search (MCTS) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games. In that context MCTS is used to solve the game tree. MCT ...
*
Importance sampling Importance sampling is a Monte Carlo method for evaluating properties of a particular distribution, while only having samples generated from a different distribution than the distribution of interest. Its introduction in statistics is generally at ...
* Hanabi (card game)


References


External links


World Computer-Bridge Championship – ACBL/WBF bridge-bot world championship
(official website) * * * * Classic analysis of AI applied to bridge. {{DEFAULTSORT:Computer Bridge Contract bridge Game artificial intelligence Computer science competitions