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The Surprising Role of Card Games in Early AI Research

Long before large language models could writeย poetryย or neural networks couldย identifyย tumoursย in X-rays, AI researchers were obsessed with something far simpler. Card games.ย 

Not as a hobby. As a proving ground.ย 

The quest to build machines that could play cards, bluff opponents, and calculate odds under uncertainty shaped artificial intelligence in ways most people never hear about. And the lessons learned from shuffled decks still echo through the AI systems we use today.ย 

When Machines First Learned to Think Through Gamesย 

Claude Shannon published โ€œProgramming a Computer for Playing Chessโ€ in 1950, laying out the mathematical framework for how a machine could evaluate positions and choose moves.ย ย 

Shannonย wasnโ€™tย just building a chess player. He was testing whether computers could mimic strategic thought, believing that cracking games would open the door to attacking more significant problems.ย 

Chess was perfect information. Both players see the entire board. But Shannonโ€™s framework planted a seed: if machines could handle strategy in a controlled environment,ย maybe theyย could eventually handle messier ones.ย 

In 1952, Arthur Samuel at IBM beganย workย on a checkers program thatย didnโ€™tย just follow rules.ย It learned from its own games, adjusting its strategy after thousands of matches against itself. By 1959, Samuel published โ€œSome Studies in Machine Learning Using the Game of Checkers,โ€ย popularisingย a term we now use constantly: machine learning. His program eventually defeated Robert Nealey, one of Americaโ€™s top-ranked checkers players, in a landmark 1961 match.ย 

These early game-playing programsย werenโ€™tย about entertainment. They were building blocks for a question that would haunt AI research for decades. What happens when the machineย canโ€™tย see all the cards?ย 

The Imperfect Information Problem That Changed Everythingย 

Chess and checkers are transparent. Every piece sits visible on the board. Card games broke that model completely.ย 

Poker, in particular, forcedย researchers to grapple with hidden information, deception, and probability in ways board games never did. Youย donโ€™tย know your opponentโ€™s hand. Youย donโ€™tย know what cards are coming next. Youย have toย make decisions with incomplete data and somehow still win.ย 

This is where game theory entered the picture. Mathematicians and computer scientistsย realisedย that pokerย wasnโ€™tย just a gambling game. It was a formal model for decision-making under uncertainty. The strategies that worked in pokerย (mixing actions unpredictably, reading patterns in opponentsโ€™ย behaviour, balancing risk against potential reward)ย mapped directly onto real-world problems from military strategy to economic negotiations.ย 

For AI researchers, card games became the frontier. Perfect information wasย solvedย territory. Imperfect information was where the hard problems lived.ย 

Solitaire and the Hidden Depths of Computational Complexityย 

Not every card game involves bluffing an opponent. Single-player games like Klondike solitaire posed a different kind of challenge, one rooted in pure computational complexity.ย 

Hereโ€™sย a fact that surprises most people:ย determiningย whether a given Klondike deal is winnable has been proven NP-complete. That means as the problem scales, no known algorithm can solve it efficiently in every case.ย Roughly 82%ย of standard deals are solvable, but figuring out which ones, with certainty,ย isย computationally brutal.ย 

Spider Solitaire takes this complexity even further. The game comes in one-suit, two-suit, and four-suit variants, and each additional suit doesnโ€™t just add difficulty for human players. It expands the decision space exponentially. The four-suit version has a win rate of around 5 to 8%, and a generalised version of Spider Solitaire has been formally proven NP-complete by researcher Jesse Stern in 2011 using reduction from 3-SAT. For complexity theorists, these games became compact, elegant testbeds for studying problems that resist efficient solutions.ย 

Solitaire variants taught researchers something practical too. Sometimes the most interesting computational problems arenโ€™t adversarial. Theyโ€™re structural puzzles hiding inside seemingly simple systems.ย 

How Poker AI Cracked the Code on Superhuman Playย 

The real breakthrough came in the 2010s, when decades of theoretical work finally produced machines that could outplay the best humans at poker.ย 

In January 2017,ย Libratusย entered a 20-day heads-up no-limit Texasย holdโ€™emย competition against four top professional players at Rivers Casino in Pittsburgh. Built by Carnegie Mellonโ€™s Tuomas Sandholm and his PhD student Noam Brown,ย Libratusย played 120,000 hands and finished with a collective lead of over $1.76 million in chips. What madeย Libratusย remarkable was its overnight learning. Each night itย analysedย its own losses from the day, patching weaknesses in its strategy before the next session began.ย 

Two years later, Brown and Sandholm (now collaborating with Facebook AI Research) unveiled Pluribus, the first AI to beat professionals in six-player no-limitย holdโ€™em. This was a leap. Handling five opponents simultaneously, each with hidden cards and unpredictable strategies, was exponentially harder than heads-up play. Pluribus trained by playing against copies of itself and computed its base strategy in just eight days on modest hardware costingย roughly $144ย in cloud compute time.ย 

Meanwhile, the card game bridge attracted its own milestone. In 2022,ย NukkAIโ€™sย NooKย system defeated eight world champion bridge players, winning 67 out of 80 sets โ€“ anย 83% winย rate. Bridge adds cooperative play on top of hidden information โ€“ players must communicate through bidding conventions with a partner โ€“ making it a unique AI challenge.ย 

From Card Tables to the AI That Reasons Under Uncertaintyย 

Theย through-lineย from Shannonโ€™s 1950 chess paper to todayโ€™s large language models runs directly through card game research.ย 

Hereโ€™sย why that matters.ย Perfect-informationย games taught machines to search and evaluate. Card games taught them to reason under uncertainty, model what opponents might be thinking, and make good decisions without complete data.ย ย 

Modern LLMs face a version of this same problem constantly. When a language model generates a response, itโ€™s working with incomplete context, ambiguous prompts, and no guarantee that any single answer is correct. The mathematical tools that Sandholm, Brown, and others developed for poker AI โ€“ techniques like counterfactual regret minimisation โ€“ overlap with the broader challenge of building systems that handle ambiguity gracefully.ย 

Card gamesย didnโ€™tย just entertain AI researchers. They forced a fundamental shift in how we think about machine intelligence โ€“ from systems that calculate perfect answers to systems that navigate an uncertain world. Every time you interact with an AI that hedges, qualifies, or weighs competing possibilities,ย youโ€™reย seeing the legacy of researchers who sat down and asked a deceptively simple question.ย 

Can a machine play cards?ย 

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