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A Monte-Carlo Hearts Engine

datacite.rightsrestricted
dc.contributor.advisorKincaid, Zachary
dc.contributor.authorBendory, Eden R.
dc.date.accessioned2025-08-06T14:51:20Z
dc.date.available2025-08-06T14:51:20Z
dc.date.issued2025-04
dc.description.abstractThe card game Hearts is a stochastic, sequential, non-zero sum, 4-player, partial information game. Such qualities of the game prevent standard game algorithms from finding optimal play in reasonable time. The Monte-Carlo tree search partially addresses this issue by offering an approximation of the payoff resulting from optimal play, so that every potential move in the game does not have to be searched for an action’s value to be evaluated. However, a standard Monte-Carlo tree search does not address imperfect information, stochastic, or N-Player games. My approach aims to close this gap by integrating other algorithms such as maxn [2] and Monte-Carlo sampling [3] to address these aspects of the game that Monte-Carlo tree search does not. The combination of these techniques results in a Hearts engine that is able to beat many base-level algorithms, existing Hearts engines, and advanced human Hearts players.
dc.identifier.urihttps://theses-dissertations.princeton.edu/handle/88435/dsp01zc77st579
dc.language.isoen_US
dc.titleA Monte-Carlo Hearts Engine
dc.typePrinceton University Senior Theses
dspace.entity.typePublication
dspace.workflow.startDateTime2025-04-21T21:48:17.186Z
pu.contributor.authorid920277113
pu.date.classyear2025
pu.departmentComputer Science

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