There are a number of commercial packages for playing the game of bridge, and even more papers on possible techniques for improving the quality of such systems. We examine some of the AI techniques that have proved successful for implementing bridge playing systems and discuss how they might be adapted for teaching the game. We pay particular attention to the issue of incomplete information and include some of our own research into the subject. © 2006 Springer-Verlag London.
CITATION STYLE
Kemp, R., McKenzie, B., & Kemp, E. (2006). Issues in designing tutors for games of incomplete information: A Bridge case study. In Research and Development in Intelligent Systems XXII - Proceedings of AI 2005, the 25th SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence (pp. 331–344). Springer London. https://doi.org/10.1007/978-1-84628-226-3_25
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