DocumentCode
2539013
Title
Learning to bluff
Author
Hurwitz, Evan ; Marwala, Tshilidzi
Author_Institution
Univ. of Witwatersrand, Johannesburg
fYear
2007
fDate
7-10 Oct. 2007
Firstpage
1188
Lastpage
1193
Abstract
The act of bluffing confounds game designers to this day. The very nature of bluffing is even open for debate, adding further complication to the process of creating intelligent virtual players that can bluff, and hence play, realistically. Through the use of intelligent, learning agents, and carefully designed agent outlooks, an agent can in fact learn to predict its opponents\´ reactions based not only on its own cards, but on the actions of those around it. With this wider scope of understanding, an agent can in learn to bluff its opponents, with the action representing not an "illogical" action, as bluffing is often viewed, but rather as an act of maximising returns through an effective statistical optimisation. By using a TD(lambda) learning algorithm to continuously adapt neural network agent intelligence, agents have been shown to be able to learn to bluff without outside prompting, and even to learn to call each other\´s bluffs in free, competitive play.
Keywords
computer games; learning (artificial intelligence); multi-agent systems; neural nets; optimisation; statistical analysis; TD(lambda) learning algorithm; bluff learning; game designers; intelligent agent; intelligent virtual players; learning agents; neural network agent intelligence; statistical optimisation; Clocks; Competitive intelligence; Costing; Design engineering; Heart; Intelligent agent; Intelligent networks; Neural networks; Testing;
fLanguage
English
Publisher
ieee
Conference_Titel
Systems, Man and Cybernetics, 2007. ISIC. IEEE International Conference on
Conference_Location
Montreal, Que.
Print_ISBN
978-1-4244-0990-7
Electronic_ISBN
978-1-4244-0991-4
Type
conf
DOI
10.1109/ICSMC.2007.4413589
Filename
4413589
Link To Document