The research is descriptive qualitative . The data are of the register used in card game in the form words and compound word . To collect the data , the writer uses observation and documentation method . Next , we describe the top-level architecture of our double-dummy solver ( dds ) , followed by a number of implementation techniques we employed in our dds . Finally we present experimental results , draw our conclusion and describe some future work toward automating card-playing in real bridge . manufacturers the world of playing cards when movies radio and television first appeared playing card manufacturers were worried but people still had plenty of leisure time and card playing continued to increase today s electronic devices computers the internet and online gaming have changed everything and many former playing card manufacturers have closed down or been taken over by larger corporations , bibme free bibliography citation maker mla apa bibme free bibliography citation maker mla apa chicago harvard , history of wargaming project fletcher pratt s naval wargame wargaming with model ships 190 Methods for playing card games and modified blackjack games wherein players may wager based on point values , colors , and/or suits associated with individual or pairs of playing cards . Wager zones are provided which correspond to predicted point values(ltl ) , color ( 102 ) ( 103 ) , and/or suits ( 105 ) . Applications of computer technologies to various entertainments have been researched , known as “ entertainment computing ” ( e.g. , kinds of researches have been reported in annual international conferences on this topic , ICEC ( Stephane & Jerome , 2009 ; Scott & Shirley , 2008 ; Ma et al. , 2007 ) ) . The aim of our research is to evaluate the effectiveness of augmented reality ( AR ) user interface for playing card games . Players of a card game need to know rules of the game , so beginners can not play by themselves until they learn the rules well ( or , need help from experienced players ) . The automation is demonstrated in automating the game play of Rummy . However , this approach can be adapted to automate any card based game . The unique approach is discussed and evaluated in achieving this objective . Building A Gaming Education Program . Players pool gaming has existed in many jurisdictions in connection with card game operations . It has also being proposed for use in slot machine operations in jurisdictions where full Class III gaming is not fully legalized . Trust in human-robot interactions during card game playing . Robots are currently being developed to enter our lives and interact with us in different tasks . It is important to have present the epis- temic formal notions of that logic to fully understand the epistemic func- tions developed here . Secure protocols found in this card game scenario may be a good starting point for developing some aspects towards uncon- ditional information security . Hill-Climbing and Genetic Algorithms are studied as searching techniques aimed to find optimal announcements that can be part of a secure communication protocol . How to decompose the management platform and the contents of the mobile network is explores;and how to combine these services in the application needed in the mobile network games is achieved . The card games case which based on the J2ME and J2EE technology are developed , the MVC design model framework are used to improve the maintainability of the system and it is conducive to the redevelopment of the secondary system . The developed system which coded by Java has a high remigration . Primary emotions reflect the continuous progression of bodily feelings , while secondary emotions reflect the cognitive appraisal of events in the light of current experiences and expectations . An evaluation study in a card playing game scenario shows that the inclusion of secondary emotions affects the user ’s impression of the agent . Moving into the modeling of interactional behavior , the paper by Lance & Marsella considers expressive gaze shifts as a signal to enhance the believability of a simulated character . Shows that monetary goals are strongly interwoven with play dynamics and experiences . Online Poker has become an increasingly popular form of gambling . In this study , the qualitative method of laddering interviews based on means-end chain theory was used to offer new insights in online Poker players ' psychological motives , and the way in which Poker website characteristics shape gambling preferences . Since many of us spend a good amount of time on-line , it was only a matter of time before some of us put the two interests together . This is the story of how our interests in online poker and software security mixed to create a spectacular security exploit . At the end of the project , there were developed four agents capable of , without previous knowledge of hand ranking , learn how to play and manage to win against agents of a basic/intermediate level , in a table with any number of players , with different playing styles . With these results it is possible to conclude that reinforcement learning is a viable approach to the game of Poker . Autonomous agent research divides a problem into small parts and uses separate competence modules to solve each sub-task . We describe a learning architecture using autonomous agents that is suitable for designing computer poker players-we identify several important principles of playing poker and use these as the basis of our competence modules . We report experiments using this model to learn a simplified version of poker . Event Driven Programming20 . A Case Study : Video Poker RevisitedAppendix A : Java KeywordsAppendix B : The ASCII Character SetAppendix C : Operator PrecedenceAppendix D : JavadocAppendix E : Package Video poker is a card game that starts each round with five cards dealt face up . The player chooses to keep 0 - 5 of the cards and the others are replaced on a second deal . Finding optimal game strategy is not enough to win poker game . As in real life as in online poker game , the most time of it consists of opponent analysis . This paper illustrates a development of poker agent using reinforcement learning with neural networks . There has been a substantial interest recently in privacy preserving problems in various application domains , including data publishing , data mining , classication , secret voting , private querying of database , playing mental poker , and many others . The main constraint is that entities involved in the system are unwilling to reveal the data they hold or make them public . In this paper , we will give precise formulation of this general problem and describe three ways of solving it by use of one-way functions ( i.e. , functions which are easy to evaluate but hard to invert ) . These results have applications to secret voting , private querying of database , oblivious negotiation , playing mental poker , etc . We will also discuss the complexity question “ This paper proposes a new protocol for shuffling and dealing cards , that is designed specifically for games of mental poker . Our protocol takes advantage of two features of poker games that are overlooked by generic card-shuffling protocols : 1 ) cards in poker games are dealt in rounds , with betting in-between , rather than all at once and 2 ) the total number of cards dealt in a game of poker is small ( it depends on the number of players but is typically less than half the deck ) . Using recent advances in cryptocurrencies and blockchain techniques , Kumaresan et al. ( CCS 2015 ) and Bentov et al. ( ASIACRYPT 2017 ) were able to solve those problems for the general case of secure multiparty computation . However , in the specific case of secure poker , they leave major open problems in terms of efficiency and security . This work tackles these problems by presenting the first full-fledged simulation-based security definition for secure poker and the first fully-simulatable secure poker protocol that provably realizes such a security definition . We describe the hands corresponding to each of the remaining 387 values of the optimal conditional expected return ( sorted from largest to smallest ) and show how this leads readily to an optimal strategy hand-rank table for Jacks or Better . Of course , the method applies to other video poker games as well . Starting Klondike . Stopping Klondike . Rules of the Game . Solving Solitaire is a problem of computer game-playing , which belong to the research area of artificial intelligence . This paper proposes a conception of solving Solitaire problem based on genetic algorithm and realizes it in Java . This upper bound saves much time at the next stage of backtrack searching . While solving the relaxed problems , we can prove many peg solitaire problems are infeasible . We proposed two types of backtrack searching , forward-only searching and forward-backward searching . The performance of these two methods highly depends on the symmetricity and the length of the sequence of required jumps . Our algorithm can solve all the peg solitaire problem instances we tried and the total computational time is less than 20 minutes on an ordinary notebook personal computer . With this in mind , this paper explores one-person solitaire-like game . The key to understanding solutions to solitaire-like games is the identification of invariant properties of polynomial arithmetic . We demonstrate this via three case studies : solitaire itself , tiling problems and a collection of novel one-person games . The paper introduces the method of solitaire game soft ware programming with C language under Windows . The joseph algorithm is put into execution in the design for the solitaire random distributing . The features of input sequences can be effectively obtained in two ways of breadth and depth . The experimental results of solitaire forecast show that , when the number of input nodes is close to the length of sequences , the training set recognition rate of the proposed model increases about 8 % than the common neural networks , which reveals the effectiveness of the quantum computation for enhancing the approximation capability of the common neural networks . MACLEARN is embedded in a supporting system that carries out best-first search . Experiments in macro learning were conducted for two classes of problems : peg solitaire ( generalized “ Hi-Q puzzle ” ) , and tile sliding ( generalized “ Fifteen puzzle ” ) . The results indicate that MACLEARN 'S filtering heuristics all improve search performance , sometimes dramatically . We address the parallelization of a Monte-Carlo search algorithm . On a cluster of 64 cores we obtain a speedup of 56 for the parallelization of Morpion Solitaire . An algorithm that behaves better than a naive one on heterogeneous clusters is also detailed .
The research is descriptive qualitative . The data are of the register used in card game in the form words and compound word . To collect the data , the writer uses observation and documentation method .
Next , we describe the top-level architecture of our double-dummy solver ( dds ) , followed by a number of implementation techniques we employed in our dds . Finally we present experimental results , draw our conclusion and describe some future work toward automating card-playing in real bridge .
manufacturers the world of playing cards when movies radio and television first appeared playing card manufacturers were worried but people still had plenty of leisure time and card playing continued to increase today s electronic devices computers the internet and online gaming have changed everything and many former playing card manufacturers have closed down or been taken over by larger corporations , bibme free bibliography citation maker mla apa bibme free bibliography citation maker mla apa chicago harvard , history of wargaming project fletcher pratt s naval wargame wargaming with model ships 190
Methods for playing card games and modified blackjack games wherein players may wager based on point values , colors , and/or suits associated with individual or pairs of playing cards . Wager zones are provided which correspond to predicted point values(ltl ) , color ( 102 ) ( 103 ) , and/or suits ( 105 ) .
Applications of computer technologies to various entertainments have been researched , known as “ entertainment computing ” ( e.g. , kinds of researches have been reported in annual international conferences on this topic , ICEC ( Stephane & Jerome , 2009 ; Scott & Shirley , 2008 ; Ma et al. , 2007 ) ) . The aim of our research is to evaluate the effectiveness of augmented reality ( AR ) user interface for playing card games . Players of a card game need to know rules of the game , so beginners can not play by themselves until they learn the rules well ( or , need help from experienced players ) .
The automation is demonstrated in automating the game play of Rummy . However , this approach can be adapted to automate any card based game . The unique approach is discussed and evaluated in achieving this objective .
Building A Gaming Education Program . Players pool gaming has existed in many jurisdictions in connection with card game operations . It has also being proposed for use in slot machine operations in jurisdictions where full Class III gaming is not fully legalized .
Trust in human-robot interactions during card game playing . Robots are currently being developed to enter our lives and interact with us in different tasks .
It is important to have present the epis- temic formal notions of that logic to fully understand the epistemic func- tions developed here . Secure protocols found in this card game scenario may be a good starting point for developing some aspects towards uncon- ditional information security . Hill-Climbing and Genetic Algorithms are studied as searching techniques aimed to find optimal announcements that can be part of a secure communication protocol .
How to decompose the management platform and the contents of the mobile network is explores;and how to combine these services in the application needed in the mobile network games is achieved . The card games case which based on the J2ME and J2EE technology are developed , the MVC design model framework are used to improve the maintainability of the system and it is conducive to the redevelopment of the secondary system . The developed system which coded by Java has a high remigration .
Primary emotions reflect the continuous progression of bodily feelings , while secondary emotions reflect the cognitive appraisal of events in the light of current experiences and expectations . An evaluation study in a card playing game scenario shows that the inclusion of secondary emotions affects the user ’s impression of the agent . Moving into the modeling of interactional behavior , the paper by Lance & Marsella considers expressive gaze shifts as a signal to enhance the believability of a simulated character .
Shows that monetary goals are strongly interwoven with play dynamics and experiences . Online Poker has become an increasingly popular form of gambling . In this study , the qualitative method of laddering interviews based on means-end chain theory was used to offer new insights in online Poker players ' psychological motives , and the way in which Poker website characteristics shape gambling preferences .
Since many of us spend a good amount of time on-line , it was only a matter of time before some of us put the two interests together . This is the story of how our interests in online poker and software security mixed to create a spectacular security exploit .
At the end of the project , there were developed four agents capable of , without previous knowledge of hand ranking , learn how to play and manage to win against agents of a basic/intermediate level , in a table with any number of players , with different playing styles . With these results it is possible to conclude that reinforcement learning is a viable approach to the game of Poker .
Autonomous agent research divides a problem into small parts and uses separate competence modules to solve each sub-task . We describe a learning architecture using autonomous agents that is suitable for designing computer poker players-we identify several important principles of playing poker and use these as the basis of our competence modules . We report experiments using this model to learn a simplified version of poker .
Event Driven Programming20 . A Case Study : Video Poker RevisitedAppendix A : Java KeywordsAppendix B : The ASCII Character SetAppendix C : Operator PrecedenceAppendix D : JavadocAppendix E : Package
Video poker is a card game that starts each round with five cards dealt face up . The player chooses to keep 0 - 5 of the cards and the others are replaced on a second deal .
Finding optimal game strategy is not enough to win poker game . As in real life as in online poker game , the most time of it consists of opponent analysis . This paper illustrates a development of poker agent using reinforcement learning with neural networks .
There has been a substantial interest recently in privacy preserving problems in various application domains , including data publishing , data mining , classication , secret voting , private querying of database , playing mental poker , and many others . The main constraint is that entities involved in the system are unwilling to reveal the data they hold or make them public .
In this paper , we will give precise formulation of this general problem and describe three ways of solving it by use of one-way functions ( i.e. , functions which are easy to evaluate but hard to invert ) . These results have applications to secret voting , private querying of database , oblivious negotiation , playing mental poker , etc . We will also discuss the complexity question “
This paper proposes a new protocol for shuffling and dealing cards , that is designed specifically for games of mental poker . Our protocol takes advantage of two features of poker games that are overlooked by generic card-shuffling protocols : 1 ) cards in poker games are dealt in rounds , with betting in-between , rather than all at once and 2 ) the total number of cards dealt in a game of poker is small ( it depends on the number of players but is typically less than half the deck ) .
Using recent advances in cryptocurrencies and blockchain techniques , Kumaresan et al. ( CCS 2015 ) and Bentov et al. ( ASIACRYPT 2017 ) were able to solve those problems for the general case of secure multiparty computation . However , in the specific case of secure poker , they leave major open problems in terms of efficiency and security . This work tackles these problems by presenting the first full-fledged simulation-based security definition for secure poker and the first fully-simulatable secure poker protocol that provably realizes such a security definition .
We describe the hands corresponding to each of the remaining 387 values of the optimal conditional expected return ( sorted from largest to smallest ) and show how this leads readily to an optimal strategy hand-rank table for Jacks or Better . Of course , the method applies to other video poker games as well .
Starting Klondike . Stopping Klondike . Rules of the Game .
Solving Solitaire is a problem of computer game-playing , which belong to the research area of artificial intelligence . This paper proposes a conception of solving Solitaire problem based on genetic algorithm and realizes it in Java .
This upper bound saves much time at the next stage of backtrack searching . While solving the relaxed problems , we can prove many peg solitaire problems are infeasible . We proposed two types of backtrack searching , forward-only searching and forward-backward searching . The performance of these two methods highly depends on the symmetricity and the length of the sequence of required jumps . Our algorithm can solve all the peg solitaire problem instances we tried and the total computational time is less than 20 minutes on an ordinary notebook personal computer .
With this in mind , this paper explores one-person solitaire-like game . The key to understanding solutions to solitaire-like games is the identification of invariant properties of polynomial arithmetic . We demonstrate this via three case studies : solitaire itself , tiling problems and a collection of novel one-person games .
The paper introduces the method of solitaire game soft ware programming with C language under Windows . The joseph algorithm is put into execution in the design for the solitaire random distributing .
The features of input sequences can be effectively obtained in two ways of breadth and depth . The experimental results of solitaire forecast show that , when the number of input nodes is close to the length of sequences , the training set recognition rate of the proposed model increases about 8 % than the common neural networks , which reveals the effectiveness of the quantum computation for enhancing the approximation capability of the common neural networks .
MACLEARN is embedded in a supporting system that carries out best-first search . Experiments in macro learning were conducted for two classes of problems : peg solitaire ( generalized “ Hi-Q puzzle ” ) , and tile sliding ( generalized “ Fifteen puzzle ” ) . The results indicate that MACLEARN 'S filtering heuristics all improve search performance , sometimes dramatically .
We address the parallelization of a Monte-Carlo search algorithm . On a cluster of 64 cores we obtain a speedup of 56 for the parallelization of Morpion Solitaire . An algorithm that behaves better than a naive one on heterogeneous clusters is also detailed .
A SOCIOLINGUISTIC STUDY ON REGISTERS USED IN CARD GAME(A CASE STUDY OF REGISTER IN SIDOMULYO) Building a Fast Double-Dummy Bridge Solver A History of Playing Cards and a Bibliography of Cards and Gaming Method of playing blackjack with wagering options Augmented Reality Applied to Card Games Multi-game automation approach for Cocos-2dx based card game Using Benchmarking Techniques In Academia: Building A Gaming Education Program Just follow the suit! Trust in human-robot interactions during card game playing Small Steps in Heuristics for the Russian Cards Problem Protocols Development of Mobile Network Games Based on J2ME Guest editorial of the special issue on intelligent virtual agents Motivation profiles of online Poker players and the role of interface preferences: A laddering study among amateur and (semi-) professionals How we Learned to Cheat in Online Poker: A Study in Software Security Poker Learner: Reinforcement Learning Applied to Texas Hold'em Poker Evolving adaptive play for simplified poker Java Programming: From The Ground Up Nifty tools & assignments Building Poker Agent Using Reinforcement Learning with Neural Networks Privacy preserving car-parking: adistributed approach Protocols for secure computations Dealing cards in poker games Kaleidoscope: An Efficient Poker Protocol with Payment Distribution and Penalty Enforcement Optimal conditional expectation at the video poker game Jacks or Better UNIX Book Of Games Using Genetic Algorithm to Solve Solitaire Chess Problem Integer Programming Based Algorithms for Peg Solitaire Problems The Algorithmics of Solitaire-Like Games Design of Solitaire Game Software under Windows The Design and Implementation of Quantum-Inspired Neural Networks A Heuristic Approach to the Discovery of Macro-Operators Parallel Nested Monte-Carlo search
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RO-MAN ITCC (1) MPC IPDPS
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