Rochester Institute of Technology
RIT Scholar Works
Theses
Thesis/Dissertation Collections
1991
Bidding a bridge hand: a thesis on knowledge
acquisition and application
Gregg Silveira
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Recommended Citation
Abstract
Computerizing
the
game ofBridge has
not yet met with much success.The
effortsto
date
have fallen
short ofany
reasonable technical proficiency.The
gamedoes
appearto
be
perfectly
suitedfor
an expertsystem,
however,
sincethe
game canbe
segmentedinto
three
contexts
(Bidding,
Play
ofthe
Hand,
andDefense),
each context canbe described
by
a set ofrules,
and a series ofinferences
canbe
usedto
fire
those
rules.Each
ofthe
contextsis
reviewed,
thenBidding
is
chosenfor
further
research.This
thesis
claimsthat the
set of allhands
subdividesinto
1 1
bidding
classifications,based
on anumber of selection criteria.
One
ofthese subsets, Invitational
Hands,
is
studiedin detail
Classic knowledge
acquisitiontechniques
are usedto
define Invitational
Hands,
assimilatethe
knowledge,
then translate the
facts, inferences,
deductions
and suppositionsinto
aknowledge
base.
Changes in
the
state ofthe
auction asbidding
progresses are storedin
state variables.These
state variables are usedto
navigatethe
knowledge base
to
find
the
nextbid.
The
interaction
of state variable settings andfacts
firing
rulesin the
knowledge base implement
aTable
of
Contents
Section
1:
Introduction
An Introduction
to
Computers
andBridge
2
Section
2:
Background
Survey
ofExisting
Bridge-playing
Software
6
Components
ofthe
Game
Bidding
7
Play
ofthe
Hand
9
Defense
1
2
Summary
14
Section
3:
Description
ofthe
Domain
Overview
1
8
Preliminary
Observations
1
9
Hand Classification
19
Defining
the
State
ofthe
Auction
22
Auction Groupings
22
Bidding
Systems
24
Treatments
28
Establishing
the
Optimum
Contract
28
Analyzing
the
State
ofthe
Auction for Invitational Hands
30
Section
4:
Implementation
Details
System Architecture
36
Class Definitions
36
Knowledge
Acquisition,
Testing
andDebugging
42
Section
5:
Conclusions
Knowledge Base Construction
46
Enhancements
48
Final
Comments
50
Appendix A:
Glossary
ofBridge
Terms
52
Appendix
B: A Primer
onthe
Basics
ofBridge
60
Appendix C:
Bridge
World
Standard
64
Appendix D:
CLass Structure
andFrame
Diagram
69
Section
1
Introduction
1
Bidding
a
Bridge Hand
--a
Thesis
This
sectionintroduces
the
problem ofwhy
decent Bridge
playing
software programshave
yetto
be
written.It
points out thatthe
techniques neededto
encodethe
logic
already exist,
andquotes an example of an algorithm
to implement
squeeze play.It
identifies
the
three main partsof
the
game,Bidding,
Play
ofthe
Hand,
andDefense,
and establishesthat these
canbe
represented
in
software.The
audience ofthis
paperis
presumedto
have
aworking knowledge
ofthe
game ofBridge
and
its
terminology.
For
those whodon't,
Appendix A
containsthe
Glossary,
whichdefines
the
terms
usedin this
paperthat
have
a uniquedefinition in the
Bridge
vocabulary, andAppendix
B
contains a primer on
the
game.An Introduction
to
Computers
and
Bridge
Why
can't a computerplay bridge
at a competitivelevel?
Software
has
been
constructedthat
allows a machine
to
play
worldchampionship
chess.Other
games of skill such as 'Go' and'Othello'
have
alsobeen
programmedto
play
credibly.The
prevalence ofdeductive reasoning
techniques,
inferences,
reasoning
with uncertainty, andplanning
would seemto
makethe
gamea natural
for
a software application.The
domain
is
finite,
52
cards and a set of clear rulesgoverning
their play.The
solution spaceis
large, however,
sincethere
are over sixbillion
possible
deals
to
contend with.Additionally,
the
bids,
cardplay
anddefense
procedureshave
been
welldocumented
in the literature.
Indeed,
one ofthe
more complex cardplay
techniques,
the
squeezeplay,
wastranslated
into
a series ofPROLOG
predicates andsuccessfully
tested
against a number of card positions[1].
The
objective ofthis
system(referred
to
asPYTHON)
was
to
demonstrate
an applicationthat
encoded a set of rulesinto
alogic
programming format.
The
authors claimed ahigh
degree
of success with theirprogram, that
"...successfully
solves allthe
examples posedin textbooks
([1],
[2]).
It
performsbetter
on these examples than some expert players of national standard of our acquaintance.More
impressively, it discovered
an errorin
a complicated squeeze positiondiscussed
by
Goren
[1].
..."[1].2
Bidding
a
Bridge Hand
--a
Thesis
onKnowledge Acquisition
The
stepsfor
endplays,
trump
coups,
elimination plays,finesses
and other plays availableto
declarer,
as well asducking
plays,hold-ups,
unblocking
plays,
and various coupsin
thedefenders'
arsenal are
easily defined.
Bidding
contains a grammar of38
words with a specificordering
to their
usage.Clearly,
no component ofthe
problemis beyond
the
reach ofthe
normal procedures used
in Artificial Intelligence
applications.There
are no majorbreakthroughs
required
in hardware
or software.One
possible solutionbegins
to
materializeif
we viewthe
game ofBridge
as a set of3
interconnected
entities, each quitedifferent from
the
others.Bidding
classifieshands
anddescribes
them withinthe
rules andjudgements
of aBidding
system.The
purpose ofthe
Bidding
systemis
to
accurately forcast
the
trick-taking
potential ofthe
combined cards ofthe
partnership
withoutactually
looking
atboth
hands
simultaneously.Play
ofthe
Hand
usesthe
information
gainedfrom
the
bidding,
inferences
andfacts
from
the
way
the
defense
is
proceeding, and card
playing
techniques to
play
the
cardsin
such away
asto
makethe
contract.
Defense
usesthe
bidding,
inferences
aboutthe
way declarer is
playing
the
hand,
plussignals and
technique
to
attemptto
defeat
the
contract.Each
area ofthe
game requiresinferential
logic
analysis andtruth
maintenance asfacts
replaceinferences.
Since
each area ofthe
game emphasisesdifferent
skills,
selection and application of paradigms appropriateto the
particular phase of
the
gamebeing
exercisedbecomes
necessary.The
software constructiontask
becomes
one ofbuilding
structuresto
accomodatethe
basics
ofeach,
then
incrementally
adding knowledge
untilthe
software attainsthe
level
ofcompetency desired.
The
softwarestructures are well
documented.
The trick, then, is
acquiring,
translating
andimplementing
Bridge
knowledge.
The
skill ofaBridge
playeris
directly
proportionalto
his
expertise.Hugh
Kelsey
discusses
this
in his book
"Bridge:
The Mind
ofthe
Expert":
"Expertise in
the
play
ofthe
cardsis
a recognizablequality
although, paradoxically,
itmay
pass unnoticed
in
an averagebridge
game.As
a general rule ittakes
an expertto
3
Bidding
a
Bridge
Hand
appreciate expert
technique,
which canbe
sofar
removedfrom
the
practice of the averageplayeras
to
be
totally
incomprehensible to him.
..."[3]."A
bridge
expert canbe
described in
simpleterms
as a player who makes fewer mistakesthan
most.What
wehave
to
do,
clearly,
is
to
seek outthe
reasonswhy he
makesfewer
mistakes.There
are a couple of qualitiesin
particular without which no player canhope
to
become
an expert.The first
ofthese
is
whatis
known
as'card
sense'. ..."Success
atbridge
appears, in
fact,
to
require a certaintype
of mind--a mind capable ofassembling
a wide range ofdata,
analysing it
anddrawing
the
correctconclusions.It is
the
type
of mind possessedby
crossward enthusiasts, puzzle solvers and cypher experts.Bridge is
above allan analytical game. ..."In the expert,
card senseis
developed to
anunusually high
degree.
Analytical
powerincreases
with use, and experienceis
a great asset.In
most situations atthe
bridge
table
the
experthas
the
advantage of'having
been there
before'.
From
the
vastbacklog
ofbridge hands
storedin
his memory he
canusually
retrieve atleast
onethat
is
relevantto
the
problemthat
he faces
andapply
the
appropriate remedy."[4].
Card
sense and expertise canbe
encodedby
categorizing
the
differences
in
a number ofsimiliar
hands
andbuilding
a mechanismto discern
among
the
differences
as appropriate.Each
hand
offerssomething
different,
sothe
morehands
encountered, the
more casesthe
softwarehas
to
reference asit
comesup
withthe
nextbid
or play.Expertise is easily
encoded, givenenough exposure
to
experts andchallenging,
representativehands.
Since
a computerdoesn't
forget,
lessons from
past errors are always available.The
computer wouldbe
very
good atremembering,
because
the
rules wouldbecome
more complete as more cases are reviewed.Card
senseis
much moredifficult.
The
perceptivefactors
going
into
table
presence(timing,
observing
an opponent'smannerisms)
and the psychologicalfactors
(intimidation,
arrogance,anger,
frustration)
are tougherto
capture, evaluate, and exertinfluence.
It
makessense,
then,
to
program expertise and evaluatethe
expert system's performance priorto
undertaking
the
more elusive aspects.
This
parallelsthe human
experience atthe
cardtable.
One
mustfirst
learn how
to
play
the
cardsbefore he
playsthe
opponents.4
Bidding
a
Bridge Hand
Section
2
Background
5
Bidding
a
Bridge Hand
This
section quotes reviews ofBridge
software effortsto
date,
then
elaborates on each ofthe
areas of
the
game,Bidding,
Play
ofthe
Hand,
andDefense.
A
subset ofBidding
is
chosen asthe
areato
model sincethe time
involved
in
building
a completeBridge
systemis
wellbeyond
the
scope ofthis
work.Survey
ofexisting
Bridge-playing
softwareComputers
have
not playedthe
game well,to date.
Of
the
many
bridge-playing
programs outthere, only
afew
are mentionedin the literature.
Jeff
Reubens,
a coeditor ofBridge
World
writes
"Efforts
to
get a computerto
play bridge have been
abysmalfailures.
However,
no shame attachesto the
programmers.Writing
a programto
play
well, evento
play beyond
a novice'slevel,
seemsto
be
afiendishly
difficult
problem."Because
ofthis, many
programsthat
allowthe
userto
play
with one or more computers as partner or opponent willbe
technicaldisappointments
to
Bridge World
readers. ..."[12]In
August,
1986,
the American
Contract Bridge League
reviewed a product called 'Bridgebrain' .After
the
caveat"Like
other computer programs,Bridgebrain does
notplay
high-level
bridge.
Because
ofthe
intricacies
ofthe
game ofbridge,
primarily
the
partnership
angle,
no random-deal programto
date
playsthe
gamewell."
[5]
the
reviewerdescribes
some ofthe
programming
features,
none of which are ofinterest
to the
study
ofbuilding
seriousbridge
software.In the
review ofMicro Bridge
Companion
in the
November,
1
990
issue,
the
reviewerwrites"The
computer programthat
playsbridge
at ahigh level has
yetto
be
written.Some
say it
can't
be done
--that
acomputer cannot
be
programmedto
have
table
feel,
to
recognize a psychicbid
or evenlearn
advanced playslike
squeezes and coups."Time
will tell whetherthe
various computer expertsworking
onbridge
programs can producesomething
the
better-than-average
player wouldlike
to
have
as a partner.For
now, the
most advancedbridge-playing
program availableis
Bridge
Baron
IV,
part ofTom
Throop's Micro Bridge
Companion."[6].
He
mentionedthat the
software on occassion madedecent
plays,
andhad
some niceancillary
features.
Also
mentionedin
the
same article was avery
interesting
bridge
tool
calledBASE
II.
This
software merits attentionbecause
it
represents a significantadvance
in
the
currently
defined
state-of-the-art, eventhough
it does
not play, per se.The
review states:"BASE
II
can also solvedouble
dummy
problems,
create randomdeals
for
bidding
practiceand allow you
to
'film' yourfavorite hands
in
bridge
'movies'.
..."Their
creationis
the
first
of whatthey
expectto
be
increasingly
sophisticated
programs
leading
up to
onethat
willplay bridge
at alevel
unseenin computers to
date.
"The double
dummy
solveris
alsospeedy,
provided youdon't
giveit
too
many
cardsto
workwith. ..."[7].This
product uses a generate andtest
strategy
to
solvethe
double
dummy
problems,hence
therestriction on
the
number of cards.This is
the
first commercially
available productthat
usestechniques
more advancedthan
traditional serial programming.Also,
BASE
II
contains ahand
simulator and
generator,
a requiredtool
for any
seriousbridge-playing
software.Components
ofthe
Game
There
arethree
distinct
phasesto the
game.Bidding
There is
adefined
grammarin
bidding
consisting
of38 legal
bids
(spades, hearts,
diamonds,
clubs and no
trump
prefacedby
a numberfrom
1
to
7,
pass,
double,
andredouble)
andconstraints on
the
sequence ofthe
bids (pass may be bid
atany time, double may only be bid
by
the
opponent ofthe
bidder,
redouble canbe bid only
if
double
wasthe
last
non-passbid,
subsequent
bids
mustbe
greater thanpreceding bids (1
clubis
the
lowest,
7
notrump
the
highest)).
This
sparse grammar mustdefine
over6
billion
different
hands,
soclearly
there
is
considerable
overloading
ofthe
meaning
of eachbid.
This
requires an analysis ofthe
contextof each
bid
to
determine
its
meaning.For
instance,
"pass"may describe radically different
hands
in
different
contexts:1
heart
-pass pass
indicates
ahand
of extremeweakness;
1
heart
-1
spade -
3
hearts
(forcing)
-4
spadespass
is
playedby
some as aforcing
pass,requiring
partnerto
bid 5 hearts
ordouble
athis turn;
1
heart
-1
spade - pass
denies
sufficient values or sufficientinterest
to
bid
2
hearts,
1
notrump,
ordouble
(usually
played asshowing
the
othertwo
suits)
but
may
have
valuesto
make apenalty double later in
the auction;
3 hearts
passdenies
sufficient strength and shapeto
make an
immediate
bid
over a3
level
7
Bidding
a
Bridge Hand
preempt,
but may
stillhave
the valuesto
bid
gameor slamif
partner can act;and so on.
Additionally,
there
aremany different
bidding
systems,
each of whichdefines its
own
meaning
to
particular sequences.For instance:
1
clubin
'Standard
bidding
-4
cardmajors'
denies 22
high
card points anda
biddable
4
cardmajor,
unlessthe
clubs aresignificantly longer.
It
also
denies
holding
abalanced
hand in
the
opening
1
notrump
range
(the
range variesdepending
onpartnership
agreement);
in
5
card major systems(Standard,
2
over1)
it
alsodenies
a5
cardmajor suit
holding
unlessthe
clubs aresignificantly
longer
thanthe
major(by
partnership agreement);
in
strong
club systemsit
promises ahand
worth some minimumnumber of points
(usually
16-17)
with no referenceto
hand
pattern;
in
forcing
pass systemsit denies
the
value of anopening
bid.
Factor
in the
subsequentbids
andtheir
meaningsaccording
to system,
andthe
combinations ofhand
patternsto
bids increase
exponentially.Bidding
systemsby
design
seekto
reducethe
ambiguity
associated with asmany
sequences aspossible,
but
nobidding
systemhas
yetbeen
designed
that
clarifies allthe
combinations.Judgement
by
the
bidders
plays an enormous rolein
determining
whatthe
bids
mean asthe
auction progresses.Hands
are classified priorto
abid
being
utterred.The
classification processinvolves
accumulating
andstoring
a number offacts
aboutthe
hand,
such asthe
vulnerability,
whois
the
dealer,
high
cardpoints,
suit"texture",
and suitdistribution.
The
playerthen
usesthese
facts
to
determine
in
whatclassthe
hand
resides.The
classificationsI
have
identified
arevery
weak,
weak, minimum
response, invitational
response, minimumopener,
intermediate
opener, stronq
opener,
very
strong
opener,
forcing,
weaktwo,
and preemptive.He
then selects
bids
withinthe
context of
the
deduced
class.There is
nol-to-1
mapping
ofbids
to
class.Each bid has
adegree
ofambiguity
associated withit,
with clarificationscoming
onsubsequent
roundsFor
instance,
in
standardbidding,
abid
of1
club can mean anopening
bid
of12-14 HCP
without abiddable
5
card major,18-19
points without a5
cardmajor,
a 5+ card club suit with either a8
Bidding
a
Bridge Hand
balanced
or unbalancedhand,
or a16-19
pointtwo-suited
hand
with clubs as one ofthe
suits,5
different
hand
patternsin
all,
encompassing
a range of11-20
HCP.
A
t
least
1
otherbid
is
needed
to
removethe
ambiguity.Within
eachclassification,
abidding
systemdeals
with uncontestedauctions,
competitiveauctions,
and preemptive auctions.In
an uncontestedauction,
the partnership
usesonly
theirbidding
systemto
establishthe
final
contract.A
competitive auction addsthe
element of theopponents
competing for
the
contract, and a preemptive auction attemptsto
disrupt
the
normalbidding
communicationby
using
up
aninordinate
amount ofbidding
space.So
the
evaluationprocess
for
bidding
aBridge hand
starts withevaluating
a series offacts
to
establish aclassification, then uses
information from
the
auctionto
determine
the
state ofthe
auction.The
Bidding
System is
thenusedto
derive
abid
that
best describes
the
evaluationto that
point.This is
a value-added exercise.The knowledge
gainis incremental.
Each
new piece ofinformation
restrictsthe
numberof availablefinal
contracts andbids
available.Play
ofthe
Hand
Techniques
existto
manipulatethe
cardsin
such away
asto
reducethe
number oflosers
orincrease
the
number of winners.There
aremany
plays availablethat
adeclarer
can choosefrom,
giventhe
conditionsthat
existin
ahand
atany
moment.When declarer
evaluates ahand,
he develops
a planbased
onthe
opening
lead,
dummy's
thirteen cards,
andthe bidding.
He
counts winners(or
losers),
performs sometruth
maintenance("Was
partner'sbidding
accurate?
Does
the
opening lead
contradictinferences
gainedfrom
the
opponents'bidding?"),
then
establisheshis
first
ofpotentially many
plansto
play
the
cardsin
such away
so asto
maximize
his
gain.His
expertisein
cardplay dictates
the
number of availabletechniques
athis
disposal.
He
evaluatesthe
card combinationsin
eachsuit,
and usesthe
results ofthat
evaluation
to
form
alist
of attributesthat
summarizethe
characteristics ofhis
anddummy's
cards.
He
then usesthose
attributesto
choose which cardplay
techniques to
implement.
His
choice of plays
to
choosefrom include
cashing
winners,
simplefinesses,
double
finesses,
indirect
finesses,
obligatory
finesses,
long
suitestablishment,
developing
entries,hold
up
plays,conserving
entries,
unblocking,
ducking, trump
control,
ruffing,trump
postponement,
trump
substitutes,dummy
reversals,
safety
plays,
distribution
considerations, endplays,
eliminations,throw
ins,
Bath
coup,
Deschapelles
coup,trump
coup, simplesqueezes,
backward
squeeze,
pseudosqueeze,
progressive(three suit)
squeeze,double
squeeze,
Vienna
coup[8],
avoidance plays,removing
entriesto the danger
hand[10],
discovery
plays,scissors coup, and
Merrimac
coup.Also,
there
exist a number of card combinations which require special attention.Samples
ofthese
include
JlOx
oppositeAxx, Q10
oppositeAx, Q98
oppositeA7x,
A7xx
oppositeKJxx,
AKQ10
opposite xxx,
K10x
opposite xxx,Axx
oppositeJ9x[11],
andQ109
oppositeAJx[10].
When
straightforwardtechniques
areinsufficient,
a number ofdeceptive
plays are availableto
the
resourcefuldeclarer.
They
include
Inducing
adefender to
hold
up
akey
card;
ducking
atrick unnecessarily;falsecarding
to
avert aruff;
falsecarding
to
induce
amiscount;
encouraging
adefensive
continuation;
inducing
adefender
to
smotherhis
partner'shonor;
playing
side suitsearly before
a countofthe
hand is complete;
choosing
a cardfrom
a sequenceto
either encourageordiscourage
acovermisleading
discards;
winning
atrick with ahigher
card thannecessary;
persuading
an opponentto
surrender atrump
trick;
10
Bidding
aBridge Hand
-a
Thesis
onKnowledge
taking
criticalfinesses
early
[9];
inducing
adefender
to
ruff aloser.
So,
the
competentdeclarer has
a comprehensivelist
oftools
athis disposal,
some of which aremutually
exclusive.The ability
to
select a viablestrategy from
such a vastlist is entirely
dependent
onthe
declarer's ability
to
identify
the
attributes.Attribute identification
canbe
described
asthe
means neededto
discover
a piece ofknowledge
andfigure
outhow to
apply
it.
In
orderto
build
the
attributelist
and select which playsapply,
a series of evaluations mustbe
performed.These include
an evaluation of
the
soundness ofthe
contract andthe
subsequentapproach;
an analysis of
the
bidding;
an analysis of
the
opening
lead;
the
impact
the
opening lead has
onthe
rest ofthe play;
an evaluation of
the
cards playedby
the
defenders
to
date;
a construction of
the
unseenhand based
on evidence andinferences
available;
a considerationof
the
different
card combinationsthat
couldbe
containedin
the
unseenhands;
an evaluation of
making
the
wrong
choice when presented oneby
the
defense;
counting missing
high
cards anddistributions.
More
abstract evaluationsinclude
table presence;
examining
the
defense's
motives;
evaluating
the
evidence[2];camouflage;
communications[13];
the
time
neededfor
an opponentto
play
acard;
skill
level
ofthe
opponents.The
better the analysis, the
more accuratethe
play
control,
selection and execution.11
Bidding
a
Bridge Hand
-a
Thesis
onKnowledge
Acquisition
Defense
The
plays availableto
the
defenders
arethe
same asto the declarer.
The
mechanics ofinvoking
them are quite abit
different,
however.
Defenders
are at adisadvantage,
sincethe
opponents
have
been
ableto
land
the
contract, so properdefense
relies more onsupposition,
trickery
whenappropriate,
clearsignalling
and correct card selection moresothan
is
neededby
declarer.
The
defenders'prime
tasks
areto
confuse anddisrupt.
In the
foreward
to
theirbook
'The
Art
ofDefence
in
Bridge',
Reese
andTrezel
write"Defence
is
certainly
the
mostdifficult
part ofthe
game,
because
it
callsfor
moreimagination
and experience thandummy
play.It is
seldom possibleto
form
the
sort oflogical
and comprehensive planthat
is
madeby
declarer
who can seetwenty-six
cardsin
combination.Nevertheless,
defence
has
anextensivetechnique. ..."[16].The
defense
startsthe
play
ofthe
hand
withthe
opening
lead.
Opening
leads
aredictated
by
the
bidding,
and areeasily
quantifiable.They
include
activeleads,
passiveleads,
blind leads
against no
trump,
leading
partner'ssuit,
leads
againstslams[14],
attacking leads
against notrump, protecting leads
against notrump,
leading
when partnerdoubles, attacking
leads
againsttrumps,
protecting
leads
againsttrumps,
ruffing
leads
againsttrumps[l5],
aceleads,
suitpreference
leads.
The best lead is
selected afteranaylzing
the
bidding
andopening
leader's
hand.
After the
opening
lead,
dummy's
13
cards arein
viewfor
the
defenders,
sosubsequent
play
now
involves
moreimagination,
hypothesis
and creativity.The defender
assimilates
the
following
facts:
he
countsthe
high
card pointsin
his
anddummy's
hands;
he
computesthe
remaining
high
card pointsin the
othertwo
hands;
he
countsthe
suitdistributions
for
his
anddummy's
hands,
then
notesthe
cardsmissing in
each suit;
he
reviewsthe bidding.
He
then makesthe
following
inferences:
12
Bidding
aBridge Hand
- aThesison
Knowledge
he
translates the
message containedin
partner'sopening
lead;
he
hypothesizes
the
makeup
ofdeclarer's
hand;
he determines
whichkey
cards partner musthold to maximize the
gain.The defender
resolves conflictsarising from contradictory hypotheses
by
eliminating
thosewhich
fail
to
benefit his
side,then
playsthe
appropriate cardfrom his
hand.
Each
card played addsfacts
to the information
already
assimilated.Truth
maintenanceis
thenperformed on
the
inferences,
eliminating
the
ones provento
be
false,
andsubstituting
morecomplete
inferences
for the
ones remaining.There
are standard playsto
wintricks,
promote subsequenttricks,
showattitude,
count, or suitpreference
that
are used asdefaults
or when more sophisticated plays are not apparent.More
advanced, subtletechniques
include
choosing
between
agressiveleads;
determining
whento
cover anhonor;
ducking
to
preserve anentry;
ducking
to
preserve atempo;
ducking
to
preservecontrol;
refusing
to overruff;
hold up
combinations;controlling
the
trump
suit;
coercing
declarer
into using
a stopper;jettisoning
awinner;underruffing;
refusing
to
partwithcontrolling
cardsin declarer's
long
suit;
establishing
anentry
in
partner'shand;
blocking
plays;13
Bidding
aBridge
Hand
trump
promotions;hypothesising
a specific cardholding
for
partnerthenplaying for
thatholding;
choosing
alead
to
prepare an unblock;[16]
choosing
between the
safe exit andbreaking
a new suit;deducing
partner'sholding by
his play
of orfailure
to
play
acard;
cloaked suit
preference;
planning
the
play
ofa cardin tempo;
counting declarer's tricks;
promoting
atrump
trickby forcing
declarer to
ruff;constructing declarer's hand based
onthe
clues andinferences;
parting
withknown
cards;maintaining
communications andtiming;
taking
overthe
defense
whenthe
correctline is
notknown
to partner;
not
ruffing
losers;
ducking
an acewhena singletonis
led;
underloading
anace;
overtaking
andswitching;
evaluating
partner'stendencies
in
competitive situations.[17]
These
plays arereadily implemented
oncethe
conditionshave been
identified.
The
problemin
defense lies
in
recognizing
those
conditions.Summary
Expertise
in the
game ofBridge
requires adegree
of skillin
each ofthese
areas.In
orderto
play
the
game competently, one mustknow
as much as possible about each.When
startinq
off,
a novicebegins
with abasic
bidding
system,
knowledge
oflittle
morethan the mechanics
ofthe
finesse,
andrudimentary
defensive
techniques.
As
the
playermatures,
conventions
areadded,
treatments
discussed,
and alot
of work goes intoPlay
ofthe
Hand
andDefense.
Once
14
Bidding
aBridge
Hand
the
playerhas
establishedhimself
ascompetent,
educationin
Play
ofthe
Hand
andDefense
taper
off,
since most ofthe
common situations are nowhandled.
The
mechanicsin
Play
ofthe
Hand
become
rote,
andDefense becomes
muchless
opaque.Bidding, however,
remainsthe
biggest
mystery,
andthe
mostdifficult
areato
get right.Bidding
questionshaunt
players wellinto
the
expertlevels.
A
Bidding
System's
rules coveronly
a small percentage ofthe
actualhands
encountered.Judgement
and expertisetake
overfor
the
rest.The
successfulbidder
can wield a
bidding
systemlike
a scalpel,applying levels
of sophisticationin inference
andlogic
to
such adegree
so asto
elicitthe
most possibleinformation from
partner abouthis hand
whilegiving
the
maximum amount abouthis
ownin
orderto
arrive atprecisely
the
right contract,while
the
typical
bidder
uses a systemlike
ahammer,
bludgeoning
his way
to
average orincorrect
contracts,
using
pointcount,
suitdistribution
and afew
conventions.Although
building
softwareto
play
the
hand
anddefend
posesinteresting
challenges,time
and resourceconstraints
dictate concertrating
effortsin
one area.I
have,
as a result, chosenBidding
asthe
topic
ofmy
research.The
task this thesis
describes is
the
attemptto
capturethe
sophisticationneeded
to
attainalevel
ofbidding
expertise.15
Bidding
a
Bridge
Hand
--a
Thesis
onKnowledge Acquisition
16
Section
3
Description
of
the
Domain
17
Bidding
a
Bridge
Hand
-a
Thesis
onKnowledge
Acquisition
This
sectiondescribes
the
environmentfor
aBidding
System.
It introduces
two
conceptsneeded
to
analyze an auction(and
centralto this
thesis):the
Hand Classification
andthe
State
of
the Auction.
Examples
are providedto
showhow
different
systems usethe
same analyticalapproaches
to
arrive atintermediate bids
on theirway
to
afinal
contract.Illustrations
ofbidding
systems and conventions are supplied.
Treatments
aretouched
upon.The
contextpreceding
a
bid is discussed
to
showthe
impact
onthe
state ofthe
auction andhow
that
state affectssucceeding
bidding.
The
scope ofthe
softwareis
then
limited
to
invitational
hands
in
uncontested auctions.
Finally
,the
chosenbidding
system,
Bridge
World
Standard,
is
discussed.
Overview
I have
playedBridge
at atournament level
with adegree
of successfor
a number of years, soin preparing
the
descriptions
that
follow,
I
usedmy
evaluation metrics.For
purposes ofencoding Bridge logic into
an expertsystem,
I
have included
two
enhancementsto traditional
hand
evaluationmethods,
hand
classification and state variables.I
submitthat
ahand's
classification never changes
throughout
an auction.The
classification resultsfrom
collecting
the
facts concerning
the
thirteen cardsbeing
evaluated,
andplacing
the
hand
in
one of elevencategories ennumerated
later
in this
section.Once
classified, the
bids for
that
hand
comefrom
the
portion ofthe
rulebase
dedicated
to that
class.The internal
representation
of a class canbe
thought
of as aframe.
The bids
are chosenby
analyzing
the
context ofthe
auction, storing
that
contextin
slots,
andidentifying
the
existence of afilled
slotby
a state variablesettinq
The
state variable settings are then responsible
for
navigating
the
portion ofthe
knowledge
base
assigned
to that
class.When
the
appropriate spotis
reached, the
facts
andthe
context
areevaluated and
stored,
the
nextbid
is
generated,
and new statevariables
are setThe
evaluation
is
never repeated, sinceits
results are storedin the slot,
and aresummarized bv
thstate variable settings.
While
the
facts
anddeductions
storedin the
slotsserve
no purposefor
18
Bidding
a
Bridge
Hand
--a
Thesis
onKnowledge Acquisition
and
future
bidding, they
have
significant impact
onPlay
ofthe
Hand
andDefense.
The
hand
classifications
andthe
description for
each classification arearbitrary
andmay
meetwith somedisagreement,
but I
viewthat
as not relevantto this
work.The
classificationsmay
changefrom
player
to player,
ortheir
boundaries may
shift,depending
onthe
player.Preliminary
Observations
Certain
activitiesinitiate
eachhand.
Initially,
the
opponents'bidding
systemis
scrutinized, andunfamiliar
treatments
are reviewed.After the
hand is
dealt,
the
cards are pickedup
and sortedinto
suits.The
vulnerability is noted,
as well as whichhand
is
the
dealer.
In
Rubber Bridge,
part-scores are also considered.
Hand
Classification
The high
card points arecounted,
andthe distribution
is
observed.The
texture
of each suitis
considered, as well as
the
major suitholdings.
Quick
tricks
are counted.These factors
determine
which classificationthe
hand belongs
to.
A hand
can residein only
one class, andcannot move
to
adifferent
class.High
card points are countedfirst;
thenthe
other metrics arefactored
in to
arrive at a class.For
instance,
it is entirely
possiblefor
a12
HCP
hand
to
openwitha
forcing
bid,
if
the
hand holds 9 tricks,
or not open at allif
the
hand
contains asmattering
of
disconnected
Kings,
Queens
andJacks.
It is
also possibleto
adjust ahand
valuedownward
if
the
distribution,
suittexture
andhonor
cards warrantit.
I
proposethe
following
elevenclassifications:
1.
preemptive -This
classification
is
defined
by
a suitlength longer
than
6
cards,with an adjusted
HCP
rangebetween 0-10
pts,
and mostofthe high
card strength within
the
suit.The
bidding
withthese
types
is
usually
obstructive, sincethe
goals withthese
hands
areto a)
robthe
opponents ofthe
bidding
space neededto
conduct a scientific19
Bidding
a
Bridge
Hand
auction, and
b)
describe
to
partnerahand
with along
suit andlittle
defense
outsidethe suit;
2.
weaktwo
-This
classificationusually
has
a suitlength
of6
cards and anadjusted
HCP
range of3-10
points.A
structured weaktwo
usually
has
three
ofthe
top
5
honors,
andlittle
outsidethe
suit.An
unstructured weak
two
does
not requirethis
suit strength;3.
very
weakThis
classificationis
described
by
ahand
with0-4
adjustedHCP-The only
occassions wherethis
hand
wouldbid
wouldbe
whena)
partner openedwith a
forcing
bid,
b)
partneropened with a preemptand the
holding
in
partner's suitis
greaterthan
asingleton(
advancing the
preempt), orc)
partner opened a majorsuit,
the
holding
in that
suitis
atleast
5 cards,
andthere
is
an outsidesingleton or void.
In this case,
a gamebid
by
this
hand is
likely
to
succeed
because
ofthe
additionalruffing
tricks
available.If
it
fails,
the
bid
usually
preemptsthe
opponents out oftheirbest
spot;
4.
weak -This
classificationis described
by
ahand in
the
4-6
adjusted pointrange.
The
decision to
respondto
partner'sopening bid is based
on suit
texture
anddistribution.
With nothing
ofsignificance, this
hand
passes.Hands in
this
classification are never good enoughto
accept a game
invitation
in
an uncontestedauction,
and are goodenough
to
bid
in
competitive auctionsonly
whenvery
gooddistribution
exists;5.
minimum -This
classificationis described
by
ahand in
the
6-9
adjustedHCP
range.
It
will always respondto
partner'sopening
bid.
It may
accept a game
invitation
withdistributional
extras,
but
woulddecline
the invitation
most ofthe
time;
20
Bidding
aBridge Hand
- aThesis
onKnowledge Acquisition
6.
invitational
-This
classification
is described
by
ahand
in the 9-12
adjustedHCP
range
that
is
not good enoughto
openthe
bidding
in
first
or secondseat.
Some hands qualify for
third
seat openers,but
nonequalify
for fourth
seat openers.These hands invite
game, accept almostall game
invitations,
invite
slams opposite somestrong
hands,
mostvery strong
hands,
and allforcing
hands;
7.
minimum opener-This
classificationis described
by
ahand in
the
11-14
adjustedpoint range with a combination of quick
tricks,
major suitholdings,
suit
texture
andHCP to
warrantopening
the bidding.
The
fewer
HCP
in
thehand,
the
morethe
otherfactors
are considered.A
13
point
hand
is
always opened.An
1 1
pointhand
is
openedif
thereare
three
quicktricks
orthe
major suittexture
andlength
are good.This hand
pattern willrarely
accept a gameinvitation;
8.
intermediate
opener
9.
strong
opener1
0. very
strong
opener
1 1
.forcing
openerThis
classificationis described
by
ahand in
the
15-17
adjustedHCP
range.This
hand
makes a gametry
over a minimumresponse unless
the
auctiondictates
amisfit,
and always acceptsgame
tries;
This
classificationis described
by
ahand
in the 18-19
adjustedHCP
range.With
afit for
partner'shand,
this
hand
willbid
game.It
is
possiblefor
this
hand
to
stop
short ofgame,
but
rare;This
classificationis described
by
ahand in
the 20-21
adjustedHCP
range.This hand
will notbe in
gameonly if
partneris very
weak,
and cannot respondto the
opening
bid;
This
classificationis described
by
ahand
with atleast
22
HCP.
or ahand
that
has
atleast 9 playing
tricks.
This hand forces
partnerto
21
Bidding
a
Bridge
Hand
bid
atleast
twice
below the
level
of game.It
is
possible,but
extremely
rarefor
thishand to
stay
outof game.The
choice ofhand
classificationinfluences
the judgement
usedin
bidding
the
hand.
It,
like
the
other
ancillary
information
gatheredis
usedto
makedecisions
oncethe
auction commences.The preliminary
workis
nowcomplete,
andthe
auctionis ready
to
begin.
Defining
the State
ofthe
Auction
The
state ofthe
auctionis defined
asthe information
made availableaboutthe
characteristics ofhow the
cards aredistributed
after eachbid
is
made.The
state ofany
particulardeal includes
information
andinferences
aboutthe distribution
of suits and specific cards aroundthe
table.Auction
Groupings
A hand
changes stateevery
time
abid is
issued.
Initially,
the
stateis
undefined.Only
four
separate
preliminary
analysesexist,the
classificationfor
eachhand.
After
the
dealer begins
the
auction,
the
state ofthe
auctiontransforms
with each subsequentbid
until-thefinal
contractis
decided.
States
are setby
the
partnership
asthe
auction progresses(although
it
is
possiblefor
aplayer
to
make aunilateral actionto
set a state without regardfor
partner'sholding (opening
a7
level
bid,
for instance)).
There
arefour
groupingsthat
bidding
actionsfall into.
Each
ofthese
represents a path
to
reachthe
correctfinal
state:1
. uncontested auctions-This group
consists ofbids from only
one partnership.The
desired final
stateis
to
locate
the
properpart-score,
gameor slam contract.
State
changes areinitiated only
by
oneside, so more emphasis
is
placed onthe
accuracy
ofthe
bidding
system;
2.
contested auctionsThis group involves
the
participation ofboth
partnerships
Each
side strivesto
maximizethe
numberof pointstaken
orminimize
the
number of pointslost
on a givendeal.
This
Bidding
a
Bridge Hand
group
createsthe
most statechanges,
since eachbid
transforms
the
auction andrequires
additional evaluation.An
element of riskis
introduced
here.
Since
a goalin
competitive auctions
is
to
getthe
opponentstoo
high,
bids
are often made
to
coercethe
opponents intobidding
too
high.
The
risk occurs whenthe
opponentsdouble
correctly;
3.
defensive bids
This
group
consists ofbids
injected
into
an otherwiseuncontested auction
that
suggests adefense
to
partner orrequests a particular
opening lead.
This
addedinformation
transforms the
state ofthe
auctionby
calling
attentionto
acondition
that
would otherwisebe
unknown.This
actionis
a
double-edged
sword,
however,
sinceboth
sidesmay
usethe information
gainedto their
best
advantage;4.
disruptive bids
This
group
consists ofbids
designed
to
disrupt
the
opponents'
auction
by depriving
them
ofbidding
space.Bids
that
suggest a sacrificeto
partner residehere
as well.By
altering
the
state ofthe
auctionin
such away
so asto
remove available
bidding
space, the
opponents areforced
to
choosebetween
guessing
the
contract at ahigh level
ordoubling
the
disruptors.
Contracts
determined
by
disruptive
tactics
are almost alwaysdoubled,
almost always godown,
but
aredesigned
to take
advantage ofthe
scoring in
orderto
minimizethe
numberof pointslost.
23
Bidding
a
Bridge
Hand
-a
Thesis
Bidding
Systems
Each
partnership
uses aBidding
System.
These
systems rangefrom
very
simpleto
extremely
complex.
The
function
ofthe
Bidding
System
is
to
map bids
to
a set ofhand
attributes.This is
a one
to
many
relationship, since onebid
canbe
usedto
describe many different hand
patterns,yet each
hand
patternhas only
onebid
withinthe
context of a given auction.The bids
are,
as aresult,
context sensitive, since onebid
in isolation
does
notfully
describe
ahand,
and abid's
meaning
changesbased
on whatbids
precededit.
A
two
heart
opening bid describes
ahand
that
residesin
eitherthe
very
strong
classification or preemptive classification, or weaktwo
classification, orminimum opener classification, or
intermediate
opener classification,depending
on
how the
bid is defined
in the
Bidding
System.
A two
heart
responseto
partner's one-levelminor suit
opening is strong
in
somebidding
systems, weakin
others.Two hearts
overpartner's one spade
bid
shows a goodhand
in
most systems andusually forces
partnerto
bid
again.
In
some systemsthe
bid
is
gameforce,
in
others, gameinvitation.
A
two
heart
bid
afterthe
opponentshave
overcalled atthe
onelevel
usually
meanssomething different if
the
overcallwas
in
alower
ranking
suit(diamonds)
thanin
the
higher ranking
suit(spades).
Two hearts
over
the
opponentstwo level
preempt meanssomething
else as well.The complexity (and
the
uncertainty)
increase
the higher the
bidding
gets.Each
bidding
systemis
structuredby
using
an overall approach whichdefines
the
meaning
ofmost
basic bids.
Additionally,
conventions areincorporated
which give specialized meaningsto
certain sets of
bids,
andtreatments
are used whichfurther
elaboratethe
meaningsbehind
certain sequences.
Some
ofthe
more popularBidding
Systems
include
Standard American
-4
card majors
-a
bidding
system referedto
a"straight
Goren"or "Momma-Poppa"
bridge
because
it is
the
most common of
bidding
systemsby
casualplayers.
Highlights
ofthis
systeminclude
majorsuit openings at
the
onelevel
with atleast
4
24
Bidding
aBridge Hand
--a
Thesis
onKnowledge
Standard
American
5
card majorsTwo-over-one
Game Force
Big
Club
systemcards
to
anhonor,
two
level
openings asstrong
and
forcing,
invitational
two-over-oneresponses, andsound preempts;
the
samebasic
system as4
card majors withthe
additional requirementthat
a major suit1
level opening has
atleast
5
cardsin
the
suit;two
level bids
in
alower ranking
suit areforcing
to
game after partner's onelevel
opening, weaktwo
bids
exceptfor
two
clubs(which
is
the
forcing
bid
in
the
system),
many
othertreatments
such asbypassing
biddable
minorsuits
to
respondin
afour
cardmajor,
weakpreempts,
and elaborate conventions after aone no
trump
opening;
where one club
is
the
strong opening
bid,
andusually defines
ahand
with atleast
16
HCP
without regard
to
distribution,
atwo
clubopening describes
an1 1
-1
5 HCP
hand
withat
least
5 clubs,
andmany
other nuances.Bidding
systems canincorporate
zeroto
many
conventions.A
convention assigns nonstandard meanings
to
bids,
andis invoked
by
a certain sequence.Examples
of popularconventions
include
Blackwood
-a convention
that
requests partnerto tell
how
many
aces orhow many kings he holds.
The
purpose of
the
conventionis
to
verify
that
enough
first
and second round controls existto
25
Bidding
a
Bridge
Hand
--a
Thesis
onKnowledge Acquisition
Splinter bids
Inverted
minorsStayman
be
ableto
bid
either a small or grand slam.The
sequenceis
initiated
by
afour
notrump
bid
and
the
responses arefive
clubs(0-4
aces),five
diamonds
(1
ace),5
hearts
(2
aces),
5
spades
(three
aces),
5
notrump
(two
aces anda useful void), and
6
ofanything but
the
trump
suit
(1
ace and a voidin
the
suitbid).
If
thefour
notrump
bidder
nextbids
five
notrump,
the
respondertells how
many kings he holds (6
clubs =
0-4,
6 diamonds
=1,6
hearts
=2,
6
spades =
3).
There
aremany
variationsto
basic
Blackwood
that
alterthe
responses;a
double
jump
shiftby
responderindicating
asingleton or void
in
the
suitbid,
supportfor
partner's
suit,
gamegoing
and slaminvitational
values
(e.g.
1h-4c);
reversing
the
natural order ofraising
partner'sminor suit
opening, to
conservebidding
spaceand
investigate
the
possibility
ofplaying
3
notrump.
In
standardbidding,
1c-2c
is
a minimumraise,
1c-3c
is
alimit
raise.Inverted
minorsreverse
these meanings,
allowing
the two
level
for further
investigation;
a
two
clubbid
after a one notrump
opener,
or athree
clubbid
after atwo
notrump
opener,
asking
the
notrump
bidder if he holds
afour
card major.
The
purposeof thisbid is
to
play in
26
Bidding
a
Bridge Hand
Jacoby
transfers
Michaels
cuebid
Negative doubles
a
four-four
major suitfit,
sincethis
combinationusually
provides one more trick than a notrump
contract;
a
bid
usedto
uncover a5-3
major suitfif
after a notrump
opener.It
alsohas
the
addedfeature
ofkeeping
the
notrump
hand
hidden.
Over
a one notrump
opening,
atwo
diamond
responseforces
the
openerto
bid
two
hearts,
atwo heart
response
forces
the
openerto
bid
two
spades.Transfer
bids
are also used after atwo
notrump
opener onelevel
higher.
Extensions
to
this
conventioninclude
minor suittransfers;
a convention usedby
an opponent ofthe
opening
bidder
allowing
him
to
show a two-suitedhand.
In the
auction1c-2c
or1d-2d,
the
overcaller
is showing
the
majors.1h-2h
shows spades and one ofthe
minorsuits, 1s-2s
showshearts
and one ofthe
minor suits.The
purpose ofthis
bid is
to
allow partnerto
pickthe
proper spotfor
a sacrificeif his hand
warrants,
sincethe
Michaels
bidder
usually has few defensive
values;
a convention used
by
the
partner ofthe
opening
bidder
after an overcallhas
occurred,
showing
at
leat
one(and usually
two)
ofthe
other suits.For
instance,
1c-lh-double
would showfour
27
spades and
imply
four
diamonds
(at least),
and1c-1h-1s
would show5
spades.Treatments
Treatments
are more specificto the
partnership, andinvolve assigning
ameaning
to
certainbidding
sequences.Examples
oftreatments
usedinclude
suppressing
abiddable
diamond
suit when partner opens
1
clubif
a goodfour
card major exists, unlessthe
diamond
suit is atleast 6
cardslong,
treating
afour
card majorheaded
by
nohigher
thanthe
10
as a three cardsuit, and
treating
all4-3-3-3 distributions
as notrump-type
hands,
evenif the four
card suitis
amajor.
Establishing
the
Optimum Contract
The
goal ofbidding
ahand in
an uncontested auctionis
to
arrive at a contractthat (when
played
correctly)
maximizesthe
number of points gained.There
arebonus
points awardedfor
slams, games, part-scores and rubbers,
depending
onthe type
of game(Rubber
Bridge
orDuplicate).
This
maximumis
arrived atby
analyzing
each ofthe
state changethat
occurwhenever partner
bids.
Competitive
auctions addthe
additional consideration ofminimizing
the
numberof points
lost.
If the
opponents can makethe
vulnerablefour
spade contractthey
have
bid
they
would receive620
points a