


     HALSCRIB       (c)  1987      Hal Mueller    Page 1 of 7

The paper consists of the following sections:

     1.   Overview and approach of other computerized classic games

     2.   Elements and Rules of Cribbage

     3.   Optimal Strategy selection and deviation therefrom 
          employed during a game by the computer and the human 
          opponent

     4.   Preliminary results against human opponents of varying 
          skill levels

     5.   Summary and Conclusions 

     6.   Further Research


1.   Other Computerized Classic Games

     A   number  of  2-person  zero-sum  games  can  be   broadly 
     classified into those where 

     i.   all information is available to both players

     ii.  some information is available to both players

     iii. the element of chance plays no role whatsoever

     iv.  the element of chance plays some role in the outcome

     v.   the margin of victory may double the winner's payoff

Games such as CHESS, GO, and REVERSI/OTHELLO belong to categories 
i. and iii.  

POKER belongs to ii and iv.

BACKGAMMON belongs to categories i, iv, and v.

CRIBBAGE and DOMINOES belong to categories ii, iv, and v.

Typical  move  selection  heuristics for  Chess-playing  programs 
include  mini-max search (including alpha-beta  pruning),  search 
for  "killer"  moves,   and  iterative  deepening  based  on   an 
evaluation   function.    The  depth  and  width  of  the  search 
materially affect the strength of the program.

In  Go,  the size of the search tree precludes the approach taken 
in  Chess.    Pattern-matching  heuristics  in  conjunction  with 
massive  parallel processing probably will result  in  GO-playing 
programs that approach that of a human expert.












     HALSCRIB       (c)  1987      Hal Mueller    Page 2 of 7

Work  done in computer Poker indicates a weakness on the reliance 
on  expectations  and the use of measurements of  the  opponents' 
past  performance  for judging "Bluffing"  situations.   Programs 
written   by   Findler  et  al  implemented   different   playing 
strategies,  Mathematically Fair (static strategy - decides  when 
and  what to bet by equating expected values of wins and losses - 
bets  strictly  according  to  the  odds),   Statistically   Fair 
(dynamic strategy - includes a learning component that identifies 
opponents' extent and frequency of bluffing),  and several others 
(RH Player,  Bayesian Player,  Pattern Recognition Player, Advice 
Taker and Inquirer, Quasi-Optimizer Player, etc).

Backgammon programs by H.   Berliner,  Carnegie-Mellon, utilize a 
smoothing  approach to  strategy variation  as  dictated  by  the 
relative  status  of the  players' remaining men.   He classified
different  backgammon  positions such that the  evaluation  space 
provided  for  increased importance of particular  features.   He 
controlled  these  transitions (dependent on  other  features  as 
well)   by  "application  coefficients"  which  vary  slowly  and 
smoothly  avoiding the rough boundaries which exist  between  the 
different classified positions.   (This approach is called  SNAC, 
for smoothness, nonlinearity, and application coefficients).

Most  Cribbage  games encountered by the author follow  a  static 
strategy  based on heuristics,  regardless of the relative status 
of  the players' scores.   During the selection of the  discards, 
and  the play of the hands,  several opportunities exist to  vary 
strategical decisions.


2.   Elements and Rules of Cribbage

Cribbage  is one of the most enjoyable card games ever  developed 
for  two  players.   Not only  does it provide scope for informed
strategic  decisions,  but also offers numerous ways of  scoring, 
both in the play and in the count of the hands and crib.

Initially,  an  ordinary  deck of 52 playing cards  is  shuffled.  
Each  player  "cuts"  the  deck,  exposing  a  card.   By  mutual 
agreement beforehand, the player cutting the lower (or higher) is 
designated  as  the  "dealer"  for  the  first  deal.   The  deal 
alternates afterwards.

The  dealer shuffles the deck randomly and then deals  six  cards 
alternately,  one  at  a time,  face down to  each  player.   The 
players  examine  their  hands,  and decide which  two  cards  to 
discard  face down in the crib.   The crib belongs to the dealer.  

After  the crib has been formed,  the non-dealer cuts the  cards.  
The  dealer  then  turns face up the top card of the  lower  deck 
which  is then placed on top of the deck.   This top card is  the 
up-card (or "starter").  












     HALSCRIB       (c)  1987      Hal Mueller    Page 3 of 7

The remaining four cards are retained and become revealed  during 
the  play.   The non-dealer begins the play by laying out one  of 
his cards face up and announcing its value.   (Aces are 1,  face-
cards  are all 10,  remaining cards have a value equal  to  their 
pip-value).  The dealer then lays out a card in the same fashion, 
but  announces the cumulative sum - previous cumulative sum  plus 
the value of his card.

The  play  alternates until the cumulative sum is 31  or  neither 
player can play a card without exceeding 31.   The cumulative sum 
is  reset to 0 and play commences as before until all four  cards 
have been layed out by both players.

During  the  play either player can score points in a  number  of 
ways.   This  process  of obtaining points is  called  "pegging".  
After the hand has been played, the non-dealer computes the value 
of  his  hand  in   conjunction with the  up-card  which  can  be 
included  in the evaluation of each player's hand as well as  the 
crib.   

After  the non-dealer has scored his hand,  the dealer scores his 
hand  and then his crib.   The first player to reach  121  points 
wins  the game.   If the other player has less than 91 points but 
more than 60,  the value of the game is doubled  ("skunked"),  or 
the  loser  has  less  than 61 points the value of  the  game  is 
quadrupled ("double-skunk").

Points  can  be  scored in a number of ways,  some of  which  are 
similar to the way in which points during pegging may be scored.


Scoring During Pegging:

15 or 31:

If  a  player makes the cumulative sum = 15 or =  31,  then  that 
player pegs 2 points (increases his score by 2).


Pairs:

If  a  player plays a card of the same rank as the last  one  (in 
play), then that player pegs 2 points.  

If,  after  a pair has been made,  a card of the same rank can be 
legally  played,  then  that player pegs 6  points  (3-of-a-kind, 
triplets, or Pairs Royal).

If,  after a 3-of-a-kind has been made,  a card of the same  rank 
can  be legally played,  then that player pegs 12 points (4-of-a-
kind,  double pairs,  or double Pairs Royal).   (Can only  happen 
with cards whose rank is 7 or less.)












     HALSCRIB       (c)  1987      Hal Mueller    Page 4 of 7

Sequences or Runs:

If  3  or  more cards in uninterrupted  numerical  sequence,  not 
necessarily  of  the  same  suit  nor  in  strict  ascending   or 
descending  sequence  - eg  3-4-2-5  but not  3-4-6-2  have  been 
played, the player who completed the run or sequence pegs 1 point 
for  each  card  in the uninterrupted  sequence.   In  the  first 
example  the player who played the 2 pegs 3 points (run of 3) and 
the player who played the 5 pegs 4 points (run of 4).  Whereas in 
the  second example there are no runs at all,  but the player  on 
turn could peg 5 points by playing a 5 (run of 5).  


Last-card or Go:

If  a  player  on turn is unable to  play  another  card  without 
exceeding 31, he says Go and the other player must go on playing, 
if  he  can,  until  he reaches 31 or can not play  another  card 
without  exceeding 31 himself.  If he is also unable to play,  he 
also announces Go and pegs 1 point.   The last card played scores 
1  point unless it makes the cumulative sum = 31,  in which  case 
only 2 points are pegged.


Scoring of Hands and Crib:

After pegging has been completed, the non-dealer places his cards 
face  up and counts his hand including the up-card and  makes  as 
many  scoring combinations of  15's,  pairs,  runs,  flushes,  as 
possible.

15's:

Every  combination  of cards (with or without the  up-card)  that 
totals 15 scores 2 points.


Pairs:

Every combination of cards that forms a pair (with or without the 
up-card) scores 2 points.


Runs:

Every  combination  of cards (with or without the  up-card)  that 
forms a run of 3 or more,  regardless of suit, scores 1 point for 
each card in the run.


Flushes:

Four cards of the same suit in the hand or all cards of the  same 
suit  as  the  up-card scores 1 point for each card of  the  same 
suit.  (Score is 4 or 5).

However, the crib must have all cards of the same suit as the up-
card to score 5.  (Score of 4 is not possible.)






     HALSCRIB       (c)  1987      Hal Mueller    Page 5 of 7


His Nibs (His Nobs, Jack-in-the-Hand or Crib):

One point is scored for having a Jack in the hand or  in the crib
of the same suit as the up-card.


Up-card:

If  a Jack is the Up-card,  the dealer pegs 2 points  immediately 
after the cut has been made.


Optimal Strategy Selection

Hand Selection from 6 Dealt

There  are 15 different combinations of 4 cards (to be  retained  in
the hand) and 2 cards (to be discarded into the crib).

The program decides which of 7 different strategies it should adopt:
     max of 4-card scores (ignoring up-card and crib)
     max of max best 5-card score - min crib | dealer is opp
     max of max best 5-card score + max crib | dealer is comp
     max of expected 5-card score - expected crib | dealer is opp
     max of expected 5-card score + expected crib | dealer is comp 
     max of expected 5-card score - max crib | dealer is opp
     max of expected 5-card score + expected crib | dealer is comp

The strategy selected is dependent on the score and the deal.

Whenever  the  difference in score between the two players  is  less
than 16,  the strategy it adopts is the "optimal" (expected hand and
expected  crib  are utilized).   This strategy is "optimal"  in  the
sense that the player will maximize his points,  on average,  over a
large number of plays of a particular holding.

If it is behind by more than 15 points it adopts a "risky" strategy.
(Chooses  max of best 5-card hand + max crib or - min  crib).   This
strategy  is  risky  because  it  depends  on  obtaining  the   most
favourable up-card.  This up-card would not, in general, be the most
likely.

If  it is ahead by more than 15 points it adopts a "safe"  strategy.
(Chooses  max of expected hand + expected crib or - max  crib).   If
the  computer is the dealer,  its strategy is similar to the optimal
strategy (ties are broken differently).  However, if the opponent is
the dealer, then it will choose its discards so as to minimize their
benefit to the opponent given the most undesirable up-card.   Again,
this unfavourable up-card would not, in general, be the most likely.
 
If it can reach game, it adopts a "safe" strategy.  

If the opponent counts first and is expected to reach 121,  then  it
adopts a "risky" strategy.   









     HALSCRIB       (c)  1987      Hal Mueller    Page 6 of 7

If  it counts first and the opponent is expected to reach 121,  then
it adopts a "safe" strategy if it has less than 91 and can exceed 90
based  on its hand (to avoid a skunk) and similarly if it  has  less
than 61 and can exceed 60  (to avoid a double-skunk).

If  it  expects to reach game and the opponent counts first and  has
less than 91 (or 61) and expects the opponent to avoid the skunk (or
double-skunk), then it adopts a "risky" strategy.

During the play of the hand,  the current point differential is used
in selecting its strategy: safe, optimal, risky.
 
For  each  possible legal card,  it evaluates the  expected  pegging
score  (using  current  probabilities),  the  maximum  possible  net
pegging  score  (ignoring probabilities),  and the maximum  possible
opponent  pegging  score  (ignoring  probabilities).    The  optimal
strategy selects the max expected pegging score.   The safe strategy
selects  the min of opponent max pegging score.   The risky strategy
selects the max of net pegging score.

If it is on lead and there is no pair in its holding, it will select
that card which maximizes its expected value.   If there is a  pair,
the  expected value of always leading a card from a pair is  greater
than  from  any non-pair card playing against an unbiased  opponent.
Because a human opponent can easily detect this bias, it will forego
the mathematically  sound play of the pair and choose an  "inferior"
card  between 50-80% of the time.    (The percentage is dependent on
the  point  differential).  Similarly,  if it is on play  after  the
opening lead,  it will select that card which maximizes its expected
value.   Because  a  bias in always pairing if possible also can  be
detected easily,  it will forego the mathematically optimum play and
select an "inferior" card between 35-65% of the time.

These  percentages were derived from the following "Pay-off  Matrix"
and then adjusted to reflect actual frequencies of applicability.
             Table I (simplistic)      Table II (probabilistic)
         ||   4  -2 ||             ||  .40   -.23 ||
         ||  -2   2 ||             || -.25    .24 ||
Optimal  strategy is to lead a pair 40% (44%) of the time - pair the
first  card 40% (42%) of the time.    These ratios are  adjusted  to
allow  for  those  situations when no choice is  possible  (no  pair
available to lead - no card available to pair).



Preliminary Results

During  the  initial  trials  of  the  program  against  myself  and
knowledgable cribbage players,  it became obvious that when on  lead
it  invariably  led  from  a small pair  whenever  it  could.   This
selection is optimal if there is no bias in the play of its opponent
or  if the opponent also plays in  "optimal"  fashion.   However,  a
human  opponent  can take advantage of this prediliction  and  avoid
pairing  cards  immediately  at  some slight  risk  of  not  pegging
anything  or  being paired by the computer later in the play of  the
hand.








     HALSCRIB       (c)  1987      Hal Mueller    Page 7 of 7

A change was made whereby it deviated from the  (biased) optimum, so
that when it had a pair,  it made that selection 65% of the time  in
"optimal" situations,  80% of the time in "safe" situations, and 50%
of the time in "risky" situations.  (In "safe" situations, a pair by
the  risk-taking opponent would allow it to increase its lead.)  (In
"risky" situations, a cautious opponent would avoid pairing so as to
avoid having the computer peg 6 for 3-of-a-kind.   It would increase
the possibility of it pairing its own card later in the play.) 
 

This  made  the  computer  far  less  predictable  and  consequently
increased its playing strength. 

               Cumulative tally:

           Before (biased optimum)   -  20 wins by computer
                                        31 wins by opponents

           After (unbiased optimum)  -  72 wins by computer
                                        53 wins by opponents


Summary and Conclusions

Cribbage is a game where a knowledge of permutations and combinations
is   essential  to  optimal play.    A knowledge of  the  predictable
playing  style  of the opponent can materially affect the outcome  of
an  extended series of games.


Further Research

At present, the program adopts a "static" statistically optimum mixed
strategy  when leading and pairing (see Pay-off Matrix)  against  all
opponents.    The next step is  to monitor the pegging-style of  each
opponent  and  adjust its own pegging-style  ratios  accordingly.  In
addition, it should use  current probabilities in computing the value
of the pay-off matrix entries.   The result would be a "dynamic" sta-
tistical  optimal  mixed  strategy  for the initial lead  or  initial
response to the opening lead.
                                    
How  this  program  would fare against an opponent who  uses  "pure"
strategies only or against a "static" statistical mixed strategy  in
a match of 15 games would be interesting.



BIBLIOGRAPHY and REFERENCES

Anderson, Douglas, All About Cribbage, Winchester Press, NYC, 1971

Berliner, Hans, Computer Backgammon, Scientific American June 1980

Findler, Nicholas V., Computer Poker, Scientific American July 1978

Levy, David, Computer Gamesmanship, Century Publishing, London, 1983





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