• Title/Summary/Keyword: Poker

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Reality and Problem of AI in Poker Game: Focus on Texas Hold'em (포커 게임에서의 인공지능의 현실과 문제점: 텍사스 홀덤(Texas Hold'em)을 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.101-108
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    • 2017
  • This study explores how Artificial Intelligence (AI), which is tremendously developed these days, applies to the game and advances. It analyzes the reality of AI and provides reasonable suggestion in Poker, one of the most popular games. Specifically, this study focuses on Texas Hold'em, the most favored kind in the world among various kinds of Poker games and deals with two AIs, Libratus and DeepStack that have applied to the game. Several news media report the growth of AI, but this study will multi-dimensionally discusses how and why AI works in Poker, the real problems of AI, and suggestions for advancement.

A Learning AI Algorithm for Poker with Embedded Opponent Modeling

  • Kim, Seong-Gon;Kim, Yong-Gi
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.3
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    • pp.170-177
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    • 2010
  • Poker is a game of imperfect information where competing players must deal with multiple risk factors stemming from unknown information while making the best decision to win, and this makes it an interesting test-bed for artificial intelligence research. This paper introduces a new learning AI algorithm with embedded opponent modeling that can be used for these types of situations and we use this AI and apply it to a poker program. The new AI will be based on several graphs with each of its nodes representing inputs, and the algorithm will learn the optimal decision to make by updating the weight of the edges connecting these nodes and returning a probability for each action the graphs represent.

Development of Artificial Intelligence Simulator of Seven Ordinary Poker Game (7포커 인공지능 시뮬레이터 구현)

  • Hur, Jong-Moon;Won, Jae-Yeon;Cho, Jae-hee;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.277-283
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    • 2018
  • Some innovative researchers have had a dream of self-thinking intelligent computer. Alphago, at last, showed its possibility. With it, most computer engineers including even students can learn easily how to do it. As the interest to the deep learning has been growing, people's expectation is also naturally growing. In this research, we tried to enhance the game ability of a 7-poker system by applying machine learning techniques. In addition, we also tried to apply emotion analysis of a player to trace ones emotional changes. Methods and outcomes are to be explained in this paper.

Game Developer / 리딩 에지 디자인’의 창립자 레리 데마르

  • Everard Strong
    • Digital Contents
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    • no.12 s.127
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    • pp.149-150
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    • 2003
  • 비디오 기반의 카지노게임 시장은 그 규모가 수십만 혹은 수백만달러에 이를 정도로 성장하고 있기 때문에 경쟁이 치열하다. 레리 데마르(Larry DeMar)가 창립한‘리딩에지디자인(Leading Edge Design)’은‘멀티 스트라이크 포커(Multi-Strike Poker)’를 출시해 상을 수상한 바 있다. 레리가 이 시장에서 어떻게 살아남았는지, 그리고 어떤 성장을 이뤄낼 수 있었는지, 그의 비디오게임과 핀볼, 카지노 도박 디자인에 대한 경험담을 들어봤다.

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Simulation of the Poker Hand in Seven Card Stud (모의실험을 이용한 일곱장포커 약(約)의 계산)

  • 김진효
    • The Korean Journal of Applied Statistics
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    • v.12 no.1
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    • pp.213-223
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    • 1999
  • 이 글에서는 일곱장포커에서 생기는 약(約)의 분포에 관하여 기존의 확률계산이 필요없는 모의실험을 하였다. 속칭 오디라 불리우는 일곱장포커의 high-only 경우로, 3장을 가지고 시작함을 가정한다. 3, 4, 5, 6장째의 각 상황하에서 여러 선수가 가지는 상대적 우위를 구하는 프로그램을 완성하고, 실제로 수치결과를 보여주었다.

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Development of the Poker Game Achievement Engine for Artificial Intelligence (인공지능 포커게임수행엔진 개발)

  • Park, Jong-Beom
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.41-52
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    • 2009
  • This thesis proposed the poker game achievement engine that makes it possible to execute a game against a gamer and embodied an engine clone that can perform a game on behalf of a gamer by cloning a gamer's game capability, disposition and habits by using the proposed engine. It could be a factor in making a game more intriguing if there would be a game achievement engine that is equipped with the game capability and disposition similar to a gamer. In addition, if a gamer's achievement robot were to be created by a gamer's game achievement capability, disposition for a game and habits, etc. through such a game achievement engine, it could be possible to use it for several sorts of game in a variety of forms.

Characteristics of power switching semiconductors for high voltage power converters (고압 전력변환장치를 위한 전력용 스윗칭 반도체 소자의 특성)

  • Seo, Beom-Seok;Shim, Eun-Yong;Cho, Sun-Bong;Hyun, Dong-Seok
    • Proceedings of the KIEE Conference
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    • 1990.07a
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    • pp.409-412
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    • 1990
  • Series connection of power switching semiconductor elements is unavoidable when a high voltage convertor is aimed. However, it is important to equalize distribution of turn-off voltage because the switching elements have different characteristics. In this paper optimal switching control algorithm is proposed so that series connected poker switching semiconductor elements can be always switched simultaneous turn-on and turn-off.

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Analysis of Genre-specific Competition Patterns in Korean Online Game Market using Market Dominance Assessment of Major Game Contents (주요 게임 콘텐츠의 시장 지배력 평가를 통한 한국 온라인 게임 시장의 장르별 경쟁 유형 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.145-151
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game contents market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. First, to analyze the market power of the rank 1 and 2 game contents in each genre, using the play time share ratio and standard deviation statistics values in the genre, ANOVA analysis and Cluster analysis were carried out for each genre. According to ANOVA analysis result, in the rank 1 game share ratio in each genre, there was a relationship of 'FPS/Racing > RST/Sports > Poker > Go-stop > RPG > Arcade > Board', and in the play time total share ratio of rank 1 and 2 games, the relationship of 'RTS > FPS/Racing > Sports > RPG > Go-stop > Poker > Arcade > Board' was verified. And in Cluster analysis, the groups of the genres with the degree of market power tendency and the variability at similar level were classified and stated.

A Reproduction of Amusement With Prize(AWP) in perspective of Game Graphic and Game System (게임그래픽과 게임시스템적인 측면에서 사행성유기기구 모사)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.525-526
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    • 2014
  • Currently many people are concerned about 'Amusement With Prize(AWP)', together with the starting of Game Rating and Administration Committee (hereafter 'GRAC'). The mature-rated arcade games reproduced in reel game like the sea story in addition to main game and sub-game, causing social confusion in 2006, are waited for the reviewing of 'GRAC'. Although the game is reproduced in poker style as game system, in reel method as game graphic like 'AWP', the Supreme Court's decision is considered as a poker game May 23, 2013 in the past. Moreover, the Supreme Court said that it is not illegal because they decide that game users do not make a great loss in their possessions, without money change. The research tries to find the direction of the reviewing the mature-rated arcade game for guarantee of objectivity and reliability.

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Implementation of Trump Card Detection and Identification using Template Matching (템플릿 매칭을 이용한 트럼프 카드 검출 및 인식 구현)

  • Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.4
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    • pp.112-115
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    • 2020
  • Trump cards are used in variable games in households such as poker and blackjack. In many cases, it is able to be helpful to algorithmically identify the playing cards from camera views. In this paper, we provide an approach that detects and identifies the playing card using template matching scheme, and evaluate the results of the provided implementation. For ideal cases, the implemented system provides a 100% success rate for card identification correct. However, non-ideal case of perspective distortion is estimated with 70% success ratio. This work aims to evaluate the effectiveness of augmented reality user interface for an entertainment application like playing card games.