A Decision Tree Analysis of a Multi-Player Card Game With Imperfect Information

A Decision Tree Analysis of a Multi-Player Card Game With Imperfect Information

Masato Konishi (The University of Electro-Communications, Chofu, Tokyo, Japan), Seiya Okubo (University of Shizuoka, Shizuoka, Shizuoka, Japan), Tetsuro Nishino (The University of Electro-Communications, Chofu, Tokyo, Japan) and Mitsuo Wakatsuki (The University of Electro-Communications, Chofu, Tokyo, Japan)
Copyright: © 2018 |Pages: 17
DOI: 10.4018/IJSI.2018070101

Abstract

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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2. Rule Of Computer Daihinmin

In this study, we adopt the rules used for UECda-2015. The rules are almost the same as those in UECda-2007, and their details are as follows.

2.1. Basic Rule

For Daihinmin, the game is played by five players. Daihinmin uses 53 cards, which consist of 13 (A-K) Hearts, Clubs, Spades, and Diamonds, as well as a Joker. When beginning a round of the game, each player is dealt 10 or 11 cards. The card strength order is 2, A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3. The cards that a player has in the hand are called his “hand”, and the player submits cards from his hand during his turn. A round of the game ends when four players win; that is, they eliminate all of their cards (this is called “Agari”), and the titles are provided in the order of the winning players against the loser. The highest title is Daifugo (the grand millionaire), followed by Fugo (the millionaire), Heimin (the commoner), Hinmin (the needy), and Daihinmin (the extremely needy), in that order. After all the players' titles are determined, the cards are exchanged at the beginning of the next round in the following manner. Two cards are exchanged between the Daihinmin and Daifugo, and one card is exchanged between the Hinmin and Fugo. At this time, the Daihinmin and Hinmin must hand over their strongest cards in the hand.

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