Introduction

Introduction

There are many board and/or card games where the full game situation is known by all players. Chess is a good example of this. However, in many of these games there is a considerable amount of information that is known by an individual player that is not known by the others. In these games, players will generally want to increase their own knowledge as much as possible while increasing that of their opponents by as little as possible. This will lead to interesting choices for strategies, as these two goals will generally conflict with each other.

An example of a game where this is the case is "virtual quartet." This game is very similar to regular quartet (the rules will be explained in full later), but there is only one card for each group, while the rest are blanks that could be part of any group. These blanks will become actual cards when there is no way a particular player does not have a specific card. In this paper, I will present a structure to express game states and knowledge, along with some interesting ways in which knowledge changes as cards are asked for and a possible strategy.

The author:

This web page was created by Marko Doornbos as a part of the course Multi-Agent Systems at the University of Groningen, as a part of the Master Artificial Intelligence. Created in 2011.