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Investigating Case Learning Techniques for Agents to Play the Card Game of Truco

机译:调查案例学习技巧用于演奏Truco的纸牌游戏

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Truco is a popular game in many regions of South America; however, unlike worldwide games, Truco still requires a competitive Artificial Intelligence. Due to the limited availability of Truco data and the stochastic and imperfect information characteristics of the game, creating competitive models for a card game like Truco is a challenging task. To approach this problem, this work investigates the generation of concrete Truco problem-solving experiences through alternative techniques of automatic case generation and active learning, aiming to learn with the retention of cases in case bases. From this, these case bases guide the playing actions of the implemented Truco bots permitting to assess the capabilities of each bot, all implemented with Case-Based Reasoning (CBR) techniques.
机译:特拉莫是南美许多地区的热门游戏;然而,与全球游戏不同,Truco仍然需要竞争的人工智能。由于Truco数据的可用性有限和游戏的随机和不完美信息特征,为特拉索等纸牌游戏创造竞争模型是一个具有挑战性的任务。为了解决这个问题,这项工作通过自动案例生成和主动学习的替代技术来研究具体的Truco问题解决经验,旨在在案例基础的情况下学习案件的保留。由此,这些案例基础指导所实现的Truco机器人的播放动作允许评估每个机器人的能力,所有这些都以基于案例的推理(CBR)技术实现。

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