Abstract
Bridgecard is a classical trick-taking game utilizing a standard 52-card deck, in which four players in two competing partnerships attempt to “win” each round, i.e. trick. Existing theories and analysis have already attempted to show correlations between system designs and other technical issues with parts of the game, specifically the “Bidding” phase, but this paper will be the first to attempt to initiate a theoretical study on this game by formulating it into an optimization problem. This paper will provide both an analysis of the computational complexity of the problem, and propose exact, as well as, approximation algorithms.
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Acknowledgments
First and foremost, I would like to show my deepest gratitude to our first professor, Andrew Chichih Yao, who has provided me with good resource in learning and discussing. Without his help I cannot get the opportunity to walk deeply into theory of computer science. I shall extend my thanks to Prof Amy Wang for her guidance and encouragement for me to do deeper analysis on this project. I would also like to thank all my teachers who have helped me to develop the fundamental and essential academic competence: Prof Jian Li, Prof Iddo Tzameret and older student Hongyu Liang. Without their help I cannot gain deeper understanding of the problem. I would also thank Donna Dong for helping me in language. She managed to read the whole paper even if she was not familiar with the background knowledge. And I learned a lot on standard use of English and analytical writing under her guidance. Last but not least, I would like to thank all my friends, especially my three lovely roommates, for their encouragement and support.
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Tan, Z. On the computational complexity of bridgecard. J Comb Optim 31, 196–217 (2016). https://doi.org/10.1007/s10878-014-9725-1
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DOI: https://doi.org/10.1007/s10878-014-9725-1