Journal of Computing and Information Technology - CIT 11, 2003, 3, 209-215 209
Intelligent System for Playing Tarok
Mitja Lustrekˇ and Matjazˇ Gams
“Jozefˇ Stefan” Institute, Ljubljana, Slovenia We present an advanced intelligent system for playing Tarok 7 is a very popular card game in several three-player tarok card game. The system is based countries of central Europe. There are some
on alpha-beta search with several enhancements such as fuzzy transposition table, which clusters strategically tarok-playing programs 2, 9 , but they do not similar positions into generalised game states. Unknown seem to be particularly good and little is known distribution of other players’ cards is addressed by Monte of how they work. This is why we have cho- Carlo sampling. Experimental results show an additional sen tarok for the subject of our research. The reduction in size of expanded 9-ply game-tree by a factor of 184. Human players judge the resulting program to resulting program, Silicon Tarokist, is available
play tarok reasonably well. online at http tarok bocosoft com.
Keywords: game playing, imperfect information, tarok, The paper is organised as follows. In section 2 alpha-beta search, transposition table, Monte Carlo rules of tarok and basic approaches to a tarok- sampling. playing program are presented. Section 3 gives the overview of Silicon Tarokist. Section 4 describes its game-tree search algorithm, i.e. an advanced version of alpha-beta search. In 1. Introduction section 5 Monte Carlo sampling is described, which is used to deal with imperfect informa- tion. Section 6 discusses the performance of Computer game playing is a well-developed the search algorithm and presents the results of area of artificial intelligence. However, the ma- testing against human players. Section 7 con- jority of research has focused on games of per- cludes the paper and lists some ideas that might fect information, where players have complete produce an even better tarok-playing program. knowledge of the entire game state. In chess and backgammon, computers can compete with top human players. For checkers, Othello and 2. Playing Tarok Scrabble programs exist that can consistently defeat any human, while some simpler games, such as connect-four, have actually been solved 2.1. Rules of the Game