No Limit Hold 'Em: Theory and Practice
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Aplikasi Permainan Capsah Banting Dengan Penerapan Algoritma Minimax
Aplikasi Permainan Capsah Banting dengan Penerapan Algoritma Minimax Hapnes Toba, Billy Kurniawan Program Studi D3 Teknik Informatika Fakultas Teknologi Informasi, Universitas Kristen Maranatha . Prof. Drg. Suria Sumantri No. 65 Bandung 40164 Email: [email protected], [email protected] Abstract Big-two card game, is one of well-known card climbing games which probably originated in coastal China around 1980. Soon it became very popular in Shanghai, Hong Kong, Taiwan and also in the Philippines and Singapore; it has also spread to some western countries. In climbing games, each player in turn must play a higher card (or combination of cards) than the previous player. A player who cannot or does not wish to beat the previous play can pass. This continues for as many rounds as necessary until someone makes a play which no one will beat. That player wins the "trick" and leads to another one. Because players can pass, their cards are not used at an equal rate and some will run out before others. This kind of strategy produces an imperfect information environment. In this article will be reported how the Big Two card game is implemented in computer with the application of Minimax Algorithm, to predict the information, i.e. the value of cards in hand, for the next player who has the turn to minimize the card “value” of the other players. Keywords : Big Two, Card Games, MíniMax Algortihm, Macromedia Flash 1. Pendahuluan Perkembangan teknologi saat ini kian berkembang pesat, komputerisasi pun merambah ke segala bidang. Game (aplikasi permainan) adalah sebagian kecil dari teknologi masa kini yang terus mengalami perkembangan. -
(12) Patent Application Publication (10) Pub. No.: US 2012/0214567 A1 Snow (43) Pub
US 20120214567A1 (19) United States (12) Patent Application Publication (10) Pub. No.: US 2012/0214567 A1 Snow (43) Pub. Date: Aug. 23, 2012 (54) METHOD AND APPARATUS FORVARIANT Publication Classification OF TEXAS HOLDEM POKER (51) Int. Cl. A63F I3/00 (2006.01) (75) Inventor: Roger M. Snow, Las Vegas, NV A63F I/00 (2006.01) (US) (52) U.S. Cl. ........................................... 463/13; 273/292 57 ABSTRACT (73) Assignee: SHUFFLE MASTER, INC., Las (57) Vegas, NV (US) A variant game of Hold Empoker allows for rules of play of one or all of players being allowed to remain in game with an option of checking or making specific wagering amounts in (21) Appl. No.: 13/455.742 first play wagers, being limited in the size of Subsequent available play wagers or prohibited from making additional (22) Filed: Apr. 25, 2012 play wagers ifa first play wager has been made, being limited in the size of available laterplay wagers ifa first or earlier play Related U.S. Application Data wager has been made, and having the opportunity for at least two and as many as three or four distinct opportunities in the (62) Division of application No. 1 1/156.352, filed on Jun. stages in the play of a hand to be able to make one or more 17, 2005. play wagers. 110 Patent Application Publication Aug. 23, 2012 Sheet 1 of 10 US 2012/0214567 A1 Patent Application Publication Aug. 23, 2012 Sheet 2 of 10 US 2012/0214567 A1 a. s&Os Patent Application Publication Aug. 23, 2012 Sheet 3 of 10 US 2012/0214567 A1 Patent Application Publication Aug. -
Dai Di Analysis
3 << 2: Dai-di Analysis Teo Kai Meng, Roddy Kok Yik Siong, Jeremy Ang Kay Yong and Ivan Lim Wen Chiang Abstract Chor Dai Di is a popular local card game played usually with four players. Unlike other popular card games like Bridge or Poker, Big Two, as it is also known as, has little formal study made on it. An attempt is therefore made here to employ a systematic approach, not unlike that for the other card games, to formalise the workings of the game, as well as provide an insight to more advance play. With the compilation of a set of useful probabilistic data of the game, heuristics for playing can then be verified and new ones created. Introduction Amongst local card players, Chor Dai Di has to rank as one of the most popular, as the game is easy to get started on, though deceptively difficult to master. For some, the appeal of the game lies in its reliance on skill and judgment, though one can of course throw the decisions of game play to chance. As such, we believe that since it is possible to master the game, it must be possible to devise some guidelines for better play. To better appreciate the game, we had hoped to find out its origins. Unfortunately, the exact history of the game is unavailable, as we have yet to come across any book or documentation of the game. We did find a website on the game, but it had only an outline on the rules. Perhaps, it is then fair for us to make an inference on this apparent lack of information. -
Approximating Game-Theoretic Optimal Strategies for Full-Scale Poker
Approximating Game-Theoretic Optimal Strategies for Full-scale Poker D. Billings, N. Burch, A. Davidson, R. Holte, J. Schaeffer, T. Schauenberg, and D. Szafron Department of Computing Science, University of Alberta Edmonton, Alberta, T6G 2E8, Canada Email: {darse,burch,davidson,holte,jonathan,terence,duane}@cs.ualberta.ca Abstract Due to the computational limitations involved, only simpli• fied poker variations have been solved in the past (e.g. [Kuhn, The computation of the first complete approxima• 1950; Sakaguchi and Sakai, 19921). While these are of the• tions of game-theoretic optimal strategies for full- oretical interest, the same methods are not feasible for real scale poker is addressed. Several abstraction tech• games, which are too large by many orders of magnitude niques are combined to represent the game of 2- ([Roller and Pfeffer, 1997J). player Texas Hold'em, having size O(1018), using 7 [Shi and Littman, 2001] investigated abstraction tech• closely related models each having size 0(1O ). niques to reduce the large search space and complexity of the Despite the reduction in size by a factor of 100 problem, using a simplified variant of poker. [Takusagawa, billion, the resulting models retain the key prop• 2000] created near-optimal strategies for the play of three erties and structure of the real game. Linear pro• specific Hold'em flops and betting sequences. [Selby, 1999] gramming solutions to the abstracted game are used computed an optimal solution for the abbreviated game of to create substantially improved poker-playing pro• 1 pre flop Hold em. grams, able to defeat strong human players and be Using new abstraction techniques, we have produced vi• competitive against world-class opponents. -
About David Sklansky
Table of Contents Foreword by Ray Zee .............................. v About David Sklansky .............................vii About Mason Malmuth ............................ ix Introduction ......................................1 Using This Book ................................... 5 Why Play Texas Hold 'em? ..........................7 A Note on the English ..............................9 Part One: The First Two Cards ..................... 11 Introduction .................................. 12 HandRankings ................................14 The First Two Cards: Early Position ............... 18 The First Two Cards: Middle Position .............. 27 The First Two Cards: Late Position ................ 32 The First Two Cards: Live Blinds ................. 40 The First Two Cards: Late-Position Blind ...........48 Afterthought .................................. 49 Part Two: Strategic Concepts ....................... 51 Introduction .................................. 52 Semi-Bluffing ................................. 53 The Free Card ................................. 62 Slowplaying .................................. 73 Check-Raising ................................ 76 Odds and Implied Odds ......................... 80 ii Table of Contents Bluffing .....................................84 Inducing Bluffs ................................87 Folding When the Pot is Big .....................90 Heads-Up Versus Multiway ......................92 Raising ......................................95 Heads-Up on Fifth Street .......................101 Afterthought -
Chimera-Rulescompressed.Pdf
OBJECT OF THE GAME Chimera is a 3-player card game of two against one. It is similar to climbing and shedding based card games like Tichu, The Great Dalmuti, Big Two and Beat the Landlord. Each hand one player is designated Chimera and the other two players team up as the Chimera Hunters to defeat the Chimera. Players compete for points in several hands of play and the winner is the player who scores the most points once the designated Score Limit is reached by one or more players. Chimera is normally played to 400 points although longer or shorter games may be played. COMPONENTS The game is played with a 54-card deck: • 4 cards each of ranks 1 through 12 (although suits are included, they have no effect on game play) 8 of these cards are Treasure cards and provide points 2 2 to the player who takes them in a trick. • 4 Rank 2 “Fortune Toads” worth +10 points each. 11 11 2 • 4 Rank 11 “Prosperity Cats” worth +5 points each. 2 11 • 4 Heroes, which rank higher than the cards ranked 1 11 through 12, but have no numerical value and so cannot H H be used in playing straigths, or ranked sequences (except as added cards). H • 1 Pi Ya card (P), which outranks all other single cards P H P except the Chimera and can optionally be used to substitute for any ranked card 1-12 to assist in making a P straight. For example, 8-9-10-Pi Ya-12. P • 1 Chimera card, which outranks all single cards. -
A Rule-Based AI Method for an Agent Playing Big Two
applied sciences Article A Rule-Based AI Method for an Agent Playing Big Two Sugiyanto , Gerry Fernando and Wen-Kai Tai * Department of Computer Science and Information Engineering, National Taiwan University of Science and Technology, Taipei 106, Taiwan; [email protected] (S.); [email protected] (G.F.) * Correspondence: [email protected] Abstract: Big Two is a popular multiplayer card game in Asia. This research proposes a new method, named rule-based AI, for an agent playing Big Two. The novel method derives rules based on the number of cards the AI agent has left and the control position. The rules for two to four cards left are used to select the card combination to discard based on the number of cards remaining in the agent’s hand. The rules for more than four cards left conditionally prioritize discarding the card combination in the classified cards with lower priority. A winning strategy provides guidelines to guarantee that the AI agent will win when a win is achievable within three moves. We also design the rules for the AI agent without control for holding cards and splitting cards. The experimental results show that our proposed AI agent can play Big Two well and outperform randomized AI, conventional AI, and human players, presenting winning rates of 89.60%, 73.00%, and 55.05%, respectively, with the capability of maximizing the winning score and minimizing the number of cards left when the chance of winning is low. Keywords: game bot; agent; rule-based AI; imperfect information; Big Two Citation: Sugiyanto; Fernando, G.; Tai, W.-K. -
Poker Phases: Draw, Stud and Hold’Em As Play-Forms of Capitalism
the author(s) 2011 ephemera articles ISSN 1473-2866 www.ephemeraweb.org theory & politics in organization volume 11(4): 450-465 Poker phases: Draw, Stud and Hold’Em as play-forms of capitalism Ole Bjerg abstract The subject of the article is the history of poker. It explores how different structural variations of the game have evolved and how different types of poker have been dominant at different periods in history. There are three main forms of poker: Draw, Stud and Hold’Em. In the article, it is demonstrated how the three forms emerge and become the most popular form of poker at three different periods in history. It identifies structural homologies between the historical development of poker and key elements in the manifestation of capitalism at different times in history. Introduction Poker is the laboratory of capitalism. (McDonald, 1950: 23) When we look at a piece of art, read a piece of literature, watch a film, or listen to a piece of music, it is commonplace to think of these as cultural expressions of the social and historical context in which they are created. Art, literature, film and music are readily recognized as mediums of the Zeitgeist. Poker and other gambling games are rarely thought of in the same fashion. At best, they are considered to be meaningless entertainment, at worst self-destructive vices. I would, however, argue that poker is a cultural expression in line with art, literature, film, etc. The sudden popularity of poker in recent years demonstrates the rich cultural resonance of the game. Poker is a game of money. -
Holdem Poker for Advanced Players PDF Book
HOLDEM POKER FOR ADVANCED PLAYERS PDF, EPUB, EBOOK David Sklansky,Mason Malmuth | 332 pages | 31 Jul 2001 | Two Plus Two | 9781880685228 | English | Nevada, United States HoldEm Poker for Advanced Players PDF Book David Sklansky. The book is very extensive and goes into details about how various game situations should be treated. I'd recommend it to experienced players looking to improve their skills. More information about this seller Contact this seller. It is now a new century, and the authors have again moved the state of the art forward by adding over pages of new material, including extensive sections on "loose games," and "short- handed games. Add to Basket. Nevertheless I'm glad I finally finished it. In , the material introduced readers to concepts that were only known to professional players. Buy New Learn more about this copy. Please gamble responsibly. Ultimately I should have taken the title more seriously or been a little less arrogant about my perceived skill. The intermediate reader will more closely read about advice on considering the types of players that they are playing against and how to adjust these requirements. Trivia About Hold'Em Poker for Details if other :. I have a couple complaints: 1 the book focuses primarily on Limit Hold Em, which has a very different strategy at times from No Limit, as pots must be built over the course of the hand rather than any bet on any street 2 the book was written in , the structure of the game hasn't changed but the quality of pla I've had this book following me around for months, just begging to be finished. -
Lawyers' Poker
University of Miami Law Review Volume 57 Number 2 Article 2 1-1-2003 Lawyers' Poker Steven Lubet Follow this and additional works at: https://repository.law.miami.edu/umlr Recommended Citation Steven Lubet, Lawyers' Poker, 57 U. Miami L. Rev. 283 (2003) Available at: https://repository.law.miami.edu/umlr/vol57/iss2/2 This Article is brought to you for free and open access by the Journals at University of Miami School of Law Institutional Repository. It has been accepted for inclusion in University of Miami Law Review by an authorized editor of University of Miami School of Law Institutional Repository. For more information, please contact [email protected]. University of Miami Law Review VOLUME 57 JANUARY 2003 NUMBER 2 ARTICLES Lawyers' Poker STEVEN LUBET* I. INTRODUCTION Neither history nor anthropology can tell us with certainty whether trials resemble games or games resemble trials. The similarities are often noted and beyond question. Both games and trials are contests in which winners are declared. Both depend upon formal rules and set pro- cedures, and both occur in separate, designated spaces where these spe- cial rules apply. Trials, of course, are deadly serious (for the participants, if not the observers), while games are, well, games-a combination these days of fun and commerce, but focused always on an irreducible core of entertainment (someone has to enjoy it or it isn't really a game). The Dutch cultural historian Johan Huizinga believed that games came first; indeed, that play actually precedes humanity: Play is older than culture, for culture, however inadequately defined, always presupposes human society, and animals have not waited for man to teach them their playing. -
(12) Patent Application Publication (10) Pub. No.: US 2005/0040601A1 Yoseloff Et Al
US 20050040601A1 (19) United States (12) Patent Application Publication (10) Pub. No.: US 2005/0040601A1 Yoseloff et al. (43) Pub. Date: Feb. 24, 2005 (54) INTERACTIVE SIMULATED STUD POKER Aug. 12, 1996, now abandoned, which is a continu APPARATUS AND METHOD ation-in-part of application No. 08/388,292, filed on Feb. 14, 1995, now Pat. No. 5,544,892, which is a (75) Inventors: Mark L. Yoseloff, Henderson, NV continuation-in-part of application No. 08/043,413, (US); R. Brooke Dunn, Henderson, NV filed on Apr. 6, 1993, now Pat. No. 5,417,430, which (US); Philip S. Smith, Las Vegas, NV is a continuation-in-part of application No. 08/023, (US); Roger M. Snow, Las Vegas, NV 196, filed on Feb. 5, 1993, now Pat. No. 5,288,081. (US) Continuation-in-part of application No. 10/764,827, filed on Jan. 26, 2004. Correspondence Address: Continuation-in-part of application No. 10/624,994, Mark A. Litman & Associates, P.A. filed on Jul. 22, 2003. York Business Center, Suite 205 Continuation-in-part of application No. 10/624,995, 3209 West 76th St. filed on Jul. 22, 2003. Edina, MN 55435 (US) Publication Classification (73) Assignee: Shuffle Master, Inc. (51) Int. Cl." ........................................................ A63F 1700 (21) Appl. No.: 10/938,484 (52) U.S. Cl. .............................................................. 273/292 (22) Filed: Sep. 10, 2004 (57) ABSTRACT Related U.S. Application Data A multi-player automated casino table card game platform (63) Continuation-in-part of application No. 10/602,015, enables play of casino table poker-type games according to filed on Jun. -
Championship No-Limit & Pot-Limit Hold'em (On the the Road to The
Championship No-Limit & Pot-Limit Hold'em (On the the Road to the World Series of Poker) by T.J. Cloutier and Tom McEvoy Copyright 1997 by T.J. Cloutier, Tom McEvoy and Dana Smith All rights reserved First printing: 1997 Second printing: 1999 Third printing: 2001 Library of Congress Catalog Card Number: 97-67348 ISBN 1884466311 Editorial Consultant: Dana Smith Cover Design: Jo Vogelsang Cover Photo of T.J. Cloutier at the 1996 World Series of Poker courtesy of Larry Grossman, author of You Can Bet On It! Title page photo: T.J. Cloutier and Tom McEvoy, winner and runner-up at Foxwoods Casino pot-limit hold'em tournament Cardsmith Publishing 4535 W.Sahara #105 Las Vegas, NV 89102 www.poker books, com TABLE OF CONTENTS Foreword, by Mansour Matloubi................................4 World Series of Poker Champion, 1990 Introduction, by Tom McEvoy....................................7 World Series of Poker Champion, 1983 A Conversation with T. J., by Dana Smith.................9 Chapter One Getting to Know Your Opponents......................... 28 Chapter Two Pot-Limit Hold'em Strategy................................. 40 Chapter Three How to Win Pot-Limit Hold'em Tournaments....... 84 Chapter Four How to Win No-Limit Hold'em Tournaments...... 104 Chapter Five No-Limit Hold'em Practice Hands.......................172 Chapter Six Tales From T. J................................................... 194 Cardsmith Publishing........................................ 210 FOREWORD by Mansour Matloubi, 1990 Champion, World Series of Poker T. J. Cloutier and Tom McEvoy have written a book that is very much needed by poker players. They may be giving too much away in Championship No-Limit Hold'em and Pot- Limit Ho Id'em ..