A Data-Driven Approach for Gin Rummy Hand Evaluation

Total Page:16

File Type:pdf, Size:1020Kb

A Data-Driven Approach for Gin Rummy Hand Evaluation PRELIMINARY PREPRINT VERSION: DO NOT CITE The AAAI Digital Library will contain the published version some time after the conference. A Data-Driven Approach for Gin Rummy Hand Evaluation Sang T. Truong1, Todd W. Neller2 1DePauw University, 2Gettysburg College sangtruong [email protected], [email protected] Abstract Players need to make a series of non-trivial choices in Gin Rummy. This paper focuses on two play strategies that we We develop a data-driven approach for hand strength evalu- call “offensive” and “defensive”. Discarding offensively, the ation in the game of Gin Rummy. Employing Convolutional Neural Networks, Monte Carlo simulation, and Bayesian rea- player focuses on developing their hand while potentially soning, we compute both offensive and defensive scores of helping their opponent complete a meld. Discarding defen- a game state. After only one training cycle, the model was sively, the player focuses on discarding cards that are un- able to make sophisticated and human-like decisions with a likely to be used by their opponent at the cost of not improv- 55:4%0:8% win rate (90% confidence level) against a Sim- ing their hand. An expert player often alternates between ple player. these strategies (Shankar 2015). Determining when to play which strategy requires metrics to assert the goodness of a hand (offensive score) and the safeness of each discardable Introduction card (defensive score). Although Gin Rummy was one of the most popular card Other than some typical suggestions to build a good hand games of the 1930’s and 1940’s (Parlett 2008, 2020) (e.g. low deadwood points, high melds), developing patterns and remains one of the most popular standard-deck card is an empirical rule for constructing an offensive hand. For games (Ranker 2020; BoardGameGeek.com 2020), it has re- example, the player should try to form a triangle of three ceived relatively little Artificial Intelligence (AI) research at- cards (e.g. 4~ − 5~ − 5♠) as this pattern becomes a meld if tention. Here, we develop initial steps towards hand strength the player can draw a 3~, 6~, 5}, or 5|. Other patterns, evaluation in the game of Gin Rummy. such as a square of four cards, i.e. two pairs in adjacent Gin Rummy is a 2-player imperfect information card ranks, also have advantages (Shankar 2015; Rubl.com 2020; games played with a standard (a.k.a. French) 52-card deck. RummyTalk.com 2020). Looking for all possible patterns is Ranks run from aces low to kings high. The game’s object is a daunting task, as there might be many good patterns to fol- to be the first player to score 100 or more points accumulated low and bad ones to avoid. Playing offensively by balancing through the scoring of individual rounds. We follow standard between reducing deadwood, increasing melds, and assem- Gin Rummy rules (Pagat.com 2020) with North American bling patterns under time pressure is even more challenging. 25-point bonuses for both gin and undercut. Since we do not know any system for quantitatively com- A meld is either at least 3 cards of a rank or at least 3 puting offensive scores, building a model to accomplish the cards of a suit with consecutive ranks. Cards not in melds above task is our first goal. are deadwood. Cards have associated point values with aces The existing defensive score system relies on the basic being 1 point, face cards being 10 points, and other number counting principle. For example, without any other informa- cards having points according to their number. Deadwood tion, since a 10 (denoted “T”) can be used in six different points are the sum of card points from all deadwood cards. ways by the opponent to form a meld of three cards (e.g. At the beginning of each round, each player is dealt a 89T, 9TJ, TJQ, and 3×TTT), it has a discard risk score of hand of 10 cards, and one card is dealt face-up to start the 6. Similarly, a K has a discard risk score of 4. Thus, without discard pile. The rest of the cards form a face-down draw other information, it is safer to discard a K than to discard a pile. On each player’s turn, the player takes two actions: (1) T. The discard risk score can evolve as the game progresses. pick up a card (from either the face-up discard pile or the For example, if the player knows that the opponent does not face-down draw pile) and (2) discard a card to the face-up have any 9 or J, their T’s discard risk score is only 3. Hence, discard pile. A player with total deadwood points less than or it is now relatively safer to discard the T than the K. This ex- equal to 10 may also knock to end the round. Deferring rule isting defensive scoring system gives an upper bound to the details to (Pagat.com 2020), the player with less deadwood discard risk score of a card since it only considers the worst generally scores according to the deadwood difference. cases given the available information. Refining this scoring Copyright c 2021, Association for the Advancement of Artificial system is our second goal. Beyond an upper bound, we aim Intelligence (www.aaai.org). All rights reserved. to improve the estimation of each cards’ discard risk score to help defensive players make a more informed decision. “player”). Variable o 2 R1×4×13 is opponent hand estima- With the two aforementioned goals, we present a data- tion, which will be explained in more details in Defensive driven approach for hand evaluation. We show that a Con- Score section. Variable y 2 R represents the goodness of a volutional Neural Network (CNN) and a Monte Carlo (MC) hand. At the end of each round (through which both players’ simulation can be used to estimate the offensive score of a hands change), the winner scores s. For a game of r rounds hand and that Bayesian reasoning can be used to estimate with index counting down from r − 1 to 0, for a hand at the discard risk score of each discardable card. With only a round q with a discount factor γ: single training cycle, our player achieves 55:4%0:8% with s × γq if player wins a 90% confidence level (CL) winning rate against a Simple y = (2) player (SP), the baseline of our research provided by (Neller −s × γq if player loses 2020). The SP implements a simple strategy: Having γ = 1 implies no discount. The score of the last • Ignore opponent actions and cards that are not in play. hand is never discounted as its index q always equals 0. • Only draw a face-up to complete or improve a meld. Oth- erwise, draw face-down. A 2 3 4 5 6 7 8 9 T J Q K • Discard a highest-deadwood unmelded card, breaking ties ♠ 0 0 0 0 1 0 0 0 0 0 0 1 0 randomly and without regard to breaking up potential ~ 0 0 1 0 0 1 0 0 0 0 0 1 0 meld patterns (e.g. pairs). } • Knock as soon as possible. 0 0 0 0 0 1 1 0 0 0 0 0 0 Our data-driven approach helps the player make sophis- | 1 0 1 0 0 0 0 0 0 0 1 0 0 ticated and human-like decisions to improve play perfor- mance against a SP for baseline comparison. Figure 1: [ 5♠, Q♠, 3~, 6~, Q~, 6}, 7}, J|, A|, 3|] 2- dimensional binary hand representation, in which each row Related Work is a suit and each column is a rank. 1 = having a card. As previously mentioned, there is little prior AI research We employ neural network y^ = f^ to approximate y = f: on the game of Gin Rummy in particular. TD-Rummy and EVO-Rummy (Kotnik and Jugal Kalita 2003) perform y =y ^ + , ∼ N (0; σ2) (3) reinforcement learning using an artificial neural network (ANN). That study seeks to compare traditional temporal- where is Gaussian error. Since f^ is a parametric function, difference learning to an evolutionary learning of ANN finding f^ is equivalent to finding a set of weights that min- weights, and thus primarily serves as a comparison of two imizes a given loss (e.g. mean square error). From this per- learning methods. It does not fully implement the rules of spective, fitting a model through a dataset is summarizing Gin Rummy, e.g. there is no laying off of cards. The only information from that data into a set of parameters. Hence, baseline for comparison is a player with a randomly initial- the model trained from data collected from a player can only ized ANN, so it is unclear how the players would perform be as good as that player. For a model to yield superior play against a baseline SP with a reasonable strategy. performance against a SP, we would want to train that model More relevant is the literature on Poker AI. Like Gin on a dataset that features play superior to that of the SP. One Rummy, Poker is a stochastic, imperfect information card way to approach this is to explore possible lines of play with game, albeit with a significantly smaller number of infor- MC simulation. mation sets. DeepStack (Moravcˇ´ık et al. 2017) and Libra- We explore the state space to find superior lines of play to tus (Brown and Sandholm 2018) effectively solved Heads- that of the SP by using MC simulation on a game in which a up, no-limit Texas Hold ’Em Poker, but each require consid- Random player (RP) plays against a SP.
Recommended publications
  • RUMMY CONTENTS of the GAME 104 Playing Card Tiles
    RUMMY CONTENTS OF THE GAME 104 playing card tiles (Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen and King; two of each tile in four suits), 2 joker tiles, 4 tile racks. AIM OF THE GAME The aim is to be the first player to get rid of all the tiles on one’s tile rack. BEFORE THE GAME BEGINS Decide together, how many rounds you want to play. Place the tiles face down on the table and mix them. Each player takes one tile and the player with the highest number goes first. The turn goes clockwise. Return the tiles back to the table and mix all tiles thoroughly. After mixing, each player takes 14 tiles and places them on his rack, arranging them into either ”groups” or ”runs”. The remaining tiles on the table form the pool. SETS - A group is a set of either three or four tiles of the same value but different suit. For example: 7 of Spades, 7 of Hearts, 7 of Clubs and 7 of Diamonds. - A run is a set of three or more consecutive tiles of the same suit. For example: 3, 4, 5 and 6 of Hearts. Note! Ace (A) is always played as the lowest number, it can not follow the King (number 13). HOW TO PLAY Opening the game Each player must open his game by making sets of a ”group” or a ”run” or both, totalling at least 30 points. If a player can not open his game on his turn, he must take an extra tile from the pool.
    [Show full text]
  • Copyrighted Material
    37_599100 bindex.qxd 8/31/05 8:21 PM Page 353 Index basics of card games. See Ninety-Nine, 143–148 • A • also card games; cards Oh Hell!, 137–138 Accordion, 22–26 deck of cards, 10 Partnership Auction aces around, 205, 222 etiquette for playing, 17 Pinochle, 220–221 Alexander the Great (La playing a game, 14–17 Setback, 227–228 Belle Lucie), 31–35 preparing to play, 11–14 Spades, 163–169, 171 all pass (in President), 255 ranking card order, 11 big blind (in Poker), 285 allin (in Poker), 287 selecting a game, 17–19 Black Jack (Switch), American Contract Bridge Beggar My Neighbor (Beat 108–110 League (Web site), 185 Your Neighbor Out of Black Maria, 199 American Cribbage Con- Doors), 45–47 Black Peter card, 57 gress (Web site), 252 beggars (in President), 256 Blackjack Animals, 49–50 beginning to play. See basics aces and going high or announcement, 13 of card games low, 276–277 ante, 112, 285, 302 Benny (Best Bower), 154 betting in Casino auction (in Bridge), 13, 185 bets Blackjack, 271–272 Auction Pinochle anteing up (in Poker), 285 betting in Social bidding, 211–212, 213–214, bidding versus, 13 Blackjack, 265–266 218–219 calling (in Poker), 286 card values, 264 conceding your hand, 219 opening (in Poker), Casino Blackjack, 271–277 dealing, 212 294–296 croupiers, shoes, banks, discarding, 214–215 out of turn (in Poker), 288 pit bosses, 271 kitty, 212, 215–216 seeing (in Poker), 286 dealing in Casino Black- melds, 214–215 Bid Whist, 133–134 jack, 272–273 scoring, 216–218 bidding dealing in Social Black- strategies for play, betting versus, 13 jack, 263, 264–265 218–219 blind nil, 164, 167–168 doubling down, 275 Authors, 53–54 defined, 13 five or sixcard tricks, 269 dropping, 214 kibitzer, 271 listening to, 348 naturals, 267, 268 • B • for nil (zero), 164, origin of, 265 166–169, 171 paying players, 268 balanced hands (in COPYRIGHTED MATERIAL overbids, 214 selecting banker/ Spades), 166 safe, 214 dealer, 263 banker (in Blackjack), shooting the moon, Social Blackjack, 263–270 263–264, 266, 268, 271 196–197, 230, 234 splitting cards, 266, banking card games.
    [Show full text]
  • For the More Advanced Card Player, Rummy Can Be Played in a Number of Different Ways with Rules to Suit Different Age Groups
    Rummy For the more advanced card player, Rummy can be played in a number of different ways with rules to suit different age groups. Kids can beat their mates and then challenge the grown-ups. Rummy is a card game in which you try to improve the hand that you’re originally dealt. You can do this whenever it’s your turn to play, either by drawing cards from a pile (or stock) or by picking up the card thrown away by your opponent and then discarding a card from your hand. You can play Rummy with two or more players (for six or more players, you need a second deck of cards). You’ll also need a paper and pencil for scoring. The objective of Rummy Your aim is to put (or meld) your cards into two types of combinations: Runs: Consecutive sequences of three or more cards of the same suit Sets (or Books): Three or four cards of the same rank. If you are using two decks, a set may include two identical cards of the same rank and suit. REMEMBER In most Rummy games, unlike the majority of other card games, aces can be high or low, but not both. So, runs involving the ace must take the form A-2-3 or A-K-Q but not K-A-2 The first person who manages to make his whole hand into combinations one way or another, with one card remaining to discard, wins the game. How to play Rummy Follow the rules and instructions below to understand how to play Rummy from start to finish: 1.
    [Show full text]
  • Analysis of Rummy Games: Expected Waiting Times and Optimal Strategies
    ANALYSIS OF RUMMY GAMES: EXPECTED WAITING TIMES AND OPTIMAL STRATEGIES CHRISTOPHER FINKLE A SENIOR RESEARCH PAPER PRESENTED TO THE DEPARTMENT OF MATHEMATICS AND COMPUTER SCIENCE OF STETSON UNIVERSITY IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF BACHELOR OF SCIENCE STETSON UNIVERSITY 2017 Contents 1 Introduction 2 1.1 Background and Objective . 2 1.2 Games of the Rummy Family . 3 1.3 Expected Value and Expected Time . 4 1.4 Existing Literature . 6 2 A Computational Approach 6 2.1 The Combinatorial Explosion of Rummy . 6 2.2 The Strategy of Dynamic Programming . 7 2.3 Introduction of Simplifying Assumptions . 8 2.4 The Bellman Equation . 10 2.5 Modifying the Bellman Equation to Describe Rummy . 11 2.6 Iterating Over the Set of Hands . 12 3 Three-Card Rummy 14 3.1 A Combinatorial Implosion . 14 3.2 Results . 16 3.2.1 Analysis of Results for 3-Card Rummy with Aces Low 16 3.2.2 Analysis of Results for 3-Card Rummy with Aces High or Low . 18 3.2.3 Analysis of Results for 3-Card Continuity Rummy . 19 4 Four-Card Rummy 21 4.1 Combinatorial Regrowth . 21 4.2 Analysis of Results for 4-Card Continuity Rummy . 21 5 Approximation and Least Upper Bounds 23 5.1 An Illustration of the Bounding Process . 23 5.2 Implementation of the Approximation Algorithm . 24 5.3 Approximation of 3-Card Rummy with Aces Low . 26 5.4 Approximation of 4-Card Rummy with Aces Low . 29 5.5 Approximation of 4-Card Rummy with Aces High or Low .
    [Show full text]
  • The Penguin Book of Card Games
    PENGUIN BOOKS The Penguin Book of Card Games A former language-teacher and technical journalist, David Parlett began freelancing in 1975 as a games inventor and author of books on games, a field in which he has built up an impressive international reputation. He is an accredited consultant on gaming terminology to the Oxford English Dictionary and regularly advises on the staging of card games in films and television productions. His many books include The Oxford History of Board Games, The Oxford History of Card Games, The Penguin Book of Word Games, The Penguin Book of Card Games and the The Penguin Book of Patience. His board game Hare and Tortoise has been in print since 1974, was the first ever winner of the prestigious German Game of the Year Award in 1979, and has recently appeared in a new edition. His website at http://www.davpar.com is a rich source of information about games and other interests. David Parlett is a native of south London, where he still resides with his wife Barbara. The Penguin Book of Card Games David Parlett PENGUIN BOOKS PENGUIN BOOKS Published by the Penguin Group Penguin Books Ltd, 80 Strand, London WC2R 0RL, England Penguin Group (USA) Inc., 375 Hudson Street, New York, New York 10014, USA Penguin Group (Canada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario, Canada M4P 2Y3 (a division of Pearson Penguin Canada Inc.) Penguin Ireland, 25 St Stephen’s Green, Dublin 2, Ireland (a division of Penguin Books Ltd) Penguin Group (Australia) Ltd, 250 Camberwell Road, Camberwell, Victoria 3124, Australia
    [Show full text]
  • Training Techniques for Sequential Decision Problems
    TRAINING TECHNIQUES FOR SEQUENTIAL DECISION PROBLEMS BY CLIFFORD L. KOTNIK B.S., INDIANA UNIVERSITY, 1976 A THESIS SUBMITTED TO THE FACULTY OF THE GRADUATE FACULTY OF THE UNIVERSITY OF COLORADO AT COLORADO SPRINGS IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE DEPARTMENT OF COMPUTER SCIENCE 2003 2 Copyright © By Clifford L. Kotnik 2003 All Rights Reserved 3 This thesis for the Master of Science degree by Clifford L. Kotnik has been approved for the department of Computer Science by _________________________________________ Dr. Jugal Kalita, Advisor _________________________________________ Dr. Edward Chow, Committee Member _________________________________________ Dr. Marijke Augusteijn, Committee Member _______________ Date 4 CONTENTS LIST OF ILLUSTRATIONS .......................................................................................... 6 LIST OF TABLES.......................................................................................................... 7 CHAPTER I INTRODUCTION .................................................................................... 8 CHAPTER II RELATED RESEARCH........................................................................ 11 TD-Gammon ........................................................................................................ 11 Co-evolution and Self-play ................................................................................... 13 Specific Evolutionary Algorithms ........................................................................
    [Show full text]
  • Canasta by Meggiesoft Games
    Canasta by MeggieSoft Games User Guide Copyright © MeggieSoft Games 2004 Canasta Copyright ® 2004-2005 MeggieSoft Games All rights reserved. No parts of this work may be reproduced in any form or by any means - graphic, electronic, or mechanical, including photocopying, recording, taping, or information storage and retrieval systems - without the written permission of the publisher. Products that are referred to in this document may be either trademarks and/or registered trademarks of the respective owners. The publisher and the author make no claim to these trademarks. While every precaution has been taken in the preparation of this document, the publisher and the author assume no responsibility for errors or omissions, or for damages resulting from the use of information contained in this document or from the use of programs and source code that may accompany it. In no event shall the publisher and the author be liable for any loss of profit or any other commercial damage caused or alleged to have been caused directly or indirectly by this document. Printed: February 2006 Special thanks to: Publisher All the users who contributed to the development of Canasta by MeggieSoft Games making suggestions, requesting features, and pointing out errors. Contents I Table of Contents Part I Introduction 5 1 MeggieSoft.. .Games............ .Software............... .License............. ...................................................................................... 5 2 Other MeggieSoft............ ..Games........... ........................................................................................................
    [Show full text]
  • Opponent Hand Estimation in the Game of Gin Rummy
    PRELIMINARY PREPRINT VERSION: DO NOT CITE The AAAI Digital Library will contain the published version some time after the conference. Opponent Hand Estimation in the Game of Gin Rummy Peter E. Francis, Hoang A. Just, Todd W. Neller Gettysburg College ffranpe02, justho01, [email protected] Abstract can make a difference in a game play strategy. We conclude In this article, we describe various approaches to oppo- with a demonstration of a simple deterministic application of nent hand estimation in the card game Gin Rummy. We our hand estimation that produces a statistically significant use an application of Bayes’ rule, as well as both sim- advantage for a player. ple and convolutional neural networks, to recognize pat- terns in simulated game play and predict the opponent’s Gin Rummy hand. We also present a new minimal-sized construction for using arrays to pre-populate hand representation im- Gin Rummy is one of the most popular 2-player card games ages. Finally, we define various metrics for evaluating played with a standard (a.k.a. French) 52-card deck. Ranks estimations, and evaluate the strengths of our different run from aces low to kings high. The object of the game is to estimations at different stages of the game. be the first player to score 100 or more points accumulated through the scoring of individual hands. Introduction The play of Gin Rummy, as with other games in the In this work, we focus on different computational strate- Rummy family, is to collect sets of cards called melds. gies to estimate the opponent’s hand in the card game Gin There are two types of melds: “sets” and “runs”.
    [Show full text]
  • Gin Rummy (For 2 Players)
    Gin Rummy (for 2 players) The Deck One standard deck of 52 cards is used. Cards in each suit rank, from low to high: Ace 2 3 4 5 6 7 8 9 10 Jack Queen King. The cards have values as follows: Face cards (K,Q,J) 10 points Ace 1 point Number cards are worth their spot value . The Deal The first dealer is chosen randomly by drawing cards from the shuffled pack - the player who draws the lower card deals. Subsequently, the dealer is the loser of the previous hand (but see variations). In a serious game, both players should shuffle, the non-dealer shuffling last, and the non-dealer must then cut. Each player is dealt ten cards, one at a time. The twenty-first card is turned face up to start the discard pile and the remainder of the deck is placed face down beside it to form the stock. The players look at and sort their cards. Object of the Game The object of the game is to collect a hand where most or all of the cards can be combined into sets and runs and the point value of the remaining unmatched cards is low. •a run or sequence consists of three or more cards of the same suit in consecutive order, such as 4, 5, 6 or 8, 9, 10, J. •a set or group is three or four cards of the same rank, such as 7, 7, 7. A card can belong to only one combination at a time - you cannot use the same card as part of both a set of equal cards and a sequence of consecutive cards at the same time.
    [Show full text]
  • CASINO from NOWHERE, to VAGUELY EVERYWHERE Franco Pratesi - 09.10.1994
    CASINO FROM NOWHERE, TO VAGUELY EVERYWHERE Franco Pratesi - 09.10.1994 “Fishing games form a rich hunting ground for researchers in quest of challenge”, David Parlett writes in one of his fine books. (1) I am not certain that I am a card researcher, and I doubt the rich hunting-ground too. It is several years since I began collecting information on these games, without noticeable improvements in my knowledge of their historical development. Therefore I would be glad if some IPCS member could provide specific information. Particularly useful would be descriptions of regional variants of fishing games which have − or have had − a traditional character. Within the general challenge mentioned, I have encountered an unexpected specific challenge: the origin of Casino, always said to be of Italian origin, whereas I have not yet been able to trace it here. So it appears to me, that until now, it is a game widespread from nowhere in Italy. THE NAME As we know, even the correct spelling of the name is in dispute. The reason for writing Cassino is said to be a printing mistake in one of the early descriptions. The most probable origin is from the same Italian word casino, which entered the English vocabulary to mean “a pleasure-house”, “a public room used for social meetings” and finally “a public gambling-house”. So the name of the game would better be written Casino, as it was spelled in the earliest English descriptions (and also in German) towards the end of the 18th century. If the origin has to be considered − and assuming that information about further uses of Italian Casino is not needed − it may be noted that Italian Cassino does exist too: it is a word seldom used and its main meaning of ‘box-cart’ hardly has any relevance to our topic.
    [Show full text]
  • Finding Aid to the Sid Sackson Collection, 1867-2003
    Brian Sutton-Smith Library and Archives of Play Sid Sackson Collection Finding Aid to the Sid Sackson Collection, 1867-2003 Summary Information Title: Sid Sackson collection Creator: Sid Sackson (primary) ID: 2016.sackson Date: 1867-2003 (inclusive); 1960-1995 (bulk) Extent: 36 linear feet Language: The materials in this collection are primarily in English. There are some instances of additional languages, including German, French, Dutch, Italian, and Spanish; these are denoted in the Contents List section of this finding aid. Abstract: The Sid Sackson collection is a compilation of diaries, correspondence, notes, game descriptions, and publications created or used by Sid Sackson during his lengthy career in the toy and game industry. The bulk of the materials are from between 1960 and 1995. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open to research use by staff of The Strong and by users of its library and archives. Intellectual property rights to the donated materials are held by the Sackson heirs or assignees. Anyone who would like to develop and publish a game using the ideas found in the papers should contact Ms. Dale Friedman (624 Birch Avenue, River Vale, New Jersey, 07675) for permission. Custodial History: The Strong received the Sid Sackson collection in three separate donations: the first (Object ID 106.604) from Dale Friedman, Sid Sackson’s daughter, in May 2006; the second (Object ID 106.1637) from the Association of Game and Puzzle Collectors (AGPC) in August 2006; and the third (Object ID 115.2647) from Phil and Dale Friedman in October 2015.
    [Show full text]
  • Card-Playing and the Marriage Gamble in Pride and Prejudice
    Matthew Schneider Card-playing and the Marriage Gamble in Pride and Prejudice Henry Austen's casual observation that his novelist sister "was fond of dancing, and excelled in it" (Pride and Prejudice 308) has in recent years been invested by critics with a far-reaching metaphoric significance. Dancing, the argument goes, both figures the particular charm of Austen's style and provides an elegant symbolic matrix for much of the social interaction around which the novels are structured. A love of dancing was "the sort of thing one might expect," writes Stuart Tave, "that enjoyment and ability in moving with significant grace in good time in a restricted space" (1); and Langdon Elsbree observes that dancing provides a pri­ mary source for "action and speech in Jane Austen's fictional world and dramatize[s] the theme of courtship and marriage" (114). Celebrating the sexual passions in a ceremony that hints "at their power while keeping them safely contained in art" (Mansell 9), dancing embodies the tension between the struggle for individuality and polite society's prescribed gender identities and roles. As Henry Tilney tells Catherine Morland in Northanger Abbey: I consider a country-dance as an emblem of marriage .... [I]n both, man has the advantage of choice, woman only the power of refusal; that in both, it is an engagement between man and woman, formed for the advantage of each; and that when once entered into, they belong exclusively to each other till the moment of dissolution: that it is their duty, each to endeavour to give the ot11er no cause for wishing that he or she had bestowed themselves elsewhere, and their best interest to keep their own imaginations from wandering towards the perfections of their neighbors, or fancying that they should have been better off with anyone else.
    [Show full text]