On Fri, May 14, 2010 at 7:45 PM, Isaac Deutsch <[email protected]> wrote:
>
>>> In Tichu, there seem to be bids ( Tichu and Grand Tichu ) which also reveal 
>>> something about the bidder's hands.
>
> Yes, from these bids you are able to tell that a player's hand is good. I can 
> see it being helpful to give these players better cards in MC simulations. 
> There are of course other signs that may hint at which players has which 
> cards, which may be useful for biasing the simulation, too.
>
>
>> Bidding actions are not different from any other actions when it comes
>> to biasing distributions. At least the Math involved is the same. You
>> need to consider each MC simulation with a weight that is the
>> conditional probability that all the actions taken would have been
>> taken, given this distribution (this is an application of Bayes'
>> theorem). In order to make something like this work in practice, you
>> sometimes need to find clever tricks to make sure you don't miss the
>> distributions that have high weights. This is very important in poker,
>> but I don't expect it to be a big deal in Tichu.
>>
>> So it looks like it would be very important to have a model that will
>> quickly map a game situation to a probability distribution over the
>> possible actions, which could then be used both as an MC policy and as
>> a way to assign "likelihood" weights to the simulations.
>>
>> Álvaro.
>
> Can you elaborate how this model would work? So this would also tell which 
> distribution of cards was likely given the current situation, in addition to 
> telling which cards are likely to be played?

Yes, precisely. Perhaps this would be easier to explain with an
example. Imagine we are playing Texas Hold'em, and we want to figure
out the probability distribution over the possible hands that an
opponent has. At the beginning of the round, he may have any 2 cards,
and all combinations are equally likely (except that we have seen our
own two cards, so we know he doesn't have those). Imagine now that it
is his turn to play, he happens to raise. Now my estimate of what he
is likely to have should change. For instance, how likely is he to
have two aces? Before he raised, if we don't have an ace ourselves, we
would believe the probability of him having two aces is 4/50*3/49, or
about 0.005. After he raises, we have more information. Following
Bayes' theorem:

P(two_aces | raise) = P(two_aces) * P(raise | two_aces) / P(raise)

We just said that P(two_aces) = 0.005. Imagine that our quick
probabilistic model says that someone with two aces raises 80% of the
time. And the probability of raising in general is 10%. Plug
everything in the formula, and you'll get 0.04, which is the new
probability for two aces.

Notice that P(raise) = Sum_over_all_possible_hands ( P(raise | hand) ).

So you don't need a separate model for that. You simply multiply the
probability of each hand by the probability of the action given the
hand, and when you have done it for each hand, you rescale everything
so the sum continues to be 1.

SInce in MC we are trying to compute the expected value of our utility
function after each one of our possible actions, you should compute
the average utility, weighted by the probability of each scenario (see
the formal definition of "expected value" in Wikipedia). You could do
this by biasing the dealing to give that opponent two aces 4% of the
time, instead of the natural 0.5%. Since doing this will get
complicated quickly (as other people take actions that further change
the probabilities), it is easier to deal the cards normally, but then
scale each scenario with its actual probability of being what happened
(this is the method the formal definition of "expected value"
suggests).

Does that make it clear enough?
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