3.1Role of Imperfect Information

[1]  Kellogg S. Booth,et al.  A director for Kriegspiel, a variant of chess , 1972, Comput. J..

[2]  V. S. Subrahmanian,et al.  Game-Tree Search with Combinatorially Large Belief States , 2005, IJCAI.

[3]  Dana S. Nau,et al.  Computer Bridge - A Big Win for AI Planning , 1998, AI Mag..

[4]  Donald A. Waterman,et al.  Generalization Learning Techniques for Automating the Learning of Heuristics , 1970, Artif. Intell..

[5]  Matthew L. Ginsberg,et al.  GIB: Steps Toward an Expert-Level Bridge-Playing Program , 1999, IJCAI.

[6]  Brian Sheppard,et al.  World-championship-caliber Scrabble , 2002, Artificial Intelligence.

[7]  Avi Pfeffer,et al.  Representations and Solutions for Game-Theoretic Problems , 1997, Artif. Intell..

[8]  F. Hsu,et al.  A Grandmaster Chess Machine , 1990 .

[9]  Paolo Ciancarini,et al.  Searching over Metapositions in Kriegspiel , 2004, Computers and Games.

[10]  Ian Frank,et al.  Search in Games with Incomplete Information: A Case Study Using Bridge Card Play , 1998, Artif. Intell..

[11]  Norman Zadeh,et al.  Computation of Optimal Poker Strategies , 1977, Oper. Res..

[12]  Jonathan Schaeffer,et al.  Approximating Game-Theoretic Optimal Strategies for Full-scale Poker , 2003, IJCAI.

[13]  Stuart J. Russell,et al.  Efficient belief-state AND-OR search, with application to Kriegspiel , 2005, IJCAI.

[14]  Jonathan Schaeffer,et al.  The challenge of poker , 2002, Artif. Intell..

[15]  Stephen F. Smith,et al.  Flexible Learning of Problem Solving Heuristics Through Adaptive Search , 1983, IJCAI.

[16]  David Carmel,et al.  Incorporating Opponent Models into Adversary Search , 1996, AAAI/IAAI, Vol. 1.

[17]  Kevin B. Korb,et al.  Bayesian Poker , 1999, UAI.

[18]  Nicholas V. Findler,et al.  Studies in machine cognition using the game of poker , 1977, CACM.

[19]  David Sklansky,et al.  Hold'Em Poker for Advanced Players , 1999 .