Nature of Attractive Multiplayer Games: Case Study on China's Most
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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. -
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. -
Hannah Arendt's Question and Human Rights Debates in Mao's
Human Rights and Their Discontents: Hannah Arendt’s Question and Human Rights Debates in Mao’s China Wenjun Yu Human Rights and Their Discontents: Hannah Arendt’s Question and Human Rights Debates in Mao’s China Het onbehagen over mensenrechten: het probleem van Hannah Arendt en het debat over mensenrechten in het China van Mao (met een samenvatting in het Nederlands) Proefschrift ter verkrijging van de graad van doctor aan de Universiteit Utrecht op gezag van de rector magnificus, prof.dr. G.J. van der Zwaan, ingevolge het besluit van het college voor promoties in het openbaar te verdedigen op dinsdag 4 juli 2017 des middags te 12.45 uur door Wenjun Yu geboren op 3 april 1986 te Hubei, China Promotor: Prof.dr. I. de Haan Acknowledgements Writing a PhD dissertation is not a lonely work, I cannot finish this job without the generous help and supports from my supervisor, fellow PhD students, colleagues, friends and family. Although I take the complete responsibility for the content of this dissertation, I would like to thank all accompanies for their inspiration, encouragement, and generosity in the course of my PhD research. First and foremost, I would like to express my sincere gratitude to my supervisor Prof. Ido de Haan for his continuous support of my PhD work at Utrecht University, for his great concern over my life in the Netherlands, for his generous encouragements and motivations when I was frustrated by many research problems, and particularly when I was stuck in the way of writing the dissertation during my pregnancy and afterwards. -
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. -
Juha Mikkola the CHINESE MOBILE GAME MARKET Thesis Kajaani
Juha Mikkola THE CHINESE MOBILE GAME MARKET Thesis Kajaani University of Applied Sciences School of Natural Sciences Business Information Technology 04.11.2014 THESIS ABSTRACT School Degree Programme School of Natural Sciences Business Information Technology Author(s) Juha Mikkola Title The Chinese Mobile Game Market vaihtoehtisetOptional Professiona l Studies Supervisor(s) Game Production and Business Veli-Pekka Piirainen Commissioned by - Date Total Number of Pages and Appendices 04.11.2014 60 Only a few Western companies have thus far succeeded in the Chinese mobile game market. Many companies do not even attempt entering the market because it is regarded as too difficult and not enough information is availa- ble. Yet a successfully launched hit mobile game has the potential generate several hundred thousand dollars per day from China alone. The goal of this thesis is to present comprehensive information on all key aspects of the Chinese market, specifically from the point of view of a Western game company planning to bring their mobile game(s) to China. Sources utilized for this thesis include latest reports and publications from the industry, as well as practical experiences shared by industry veterans in the form of blogs, articles and talks. The factors one should consider when launching and operating a game in China, as well as the challenges and possible solutions to them are looked into. The greatest challenge is to find a strong and trustworthy local part- ner. A partner is vital when it comes to, for example, battling piracy or building the necessary connections for operating a game. The massively popular instant messaging app WeChat, by Chinese internet service giant Ten- cent, is one of the most important elements to take into account, as it can aid tremendously in acquiring users. -
Scene, Make Up, and a Round of Cards He Wenchao.Pdf
SHIMAN - 018 - - 019 - ShiMan 叶甫纳根本不会玩“炸金花”,她甚至不知道这扑 克要几个人一块儿打,这是一件应该首先交代读者(观 众)诸君知道的事情;其次,诸君也有必要知道,我茨 满村的兄弟姐妹们也基本不玩这个,统治茨满村的牌戏, 其实是“斗地主”。 也因此,当叶甫纳宣布这一个展名字的时候,作为 她整个创作过程的见证者、帮闲、联络员,以及作品的 剧中人,我不是没有想过建议她换个名,但最后还是决 定按下不表⋯⋯ 说实话,“斗地主”三个字太刺激且写实,不特是 茨满村那些个手上还有那么一亩三分地的乡亲们,整个 中国的农民阶级都已经在被国家机器和资本魑魅当作残 余“地主”热火朝天地“斗”着,且到处传来它们胜利 的消息,连哄带骗软硬兼施,对这个阶级卓有成效地进 行着超肉体有时也连带着肉体的消灭。 为此,一局金灿灿或一盘香喷喷的“炸金花”,没 那么直白,不怎么惨烈,甚至还有点欢乐和喜感,是蛮 可以作为祭品献在这个进步时代灵前的,也可为各位大 神小鬼的中国梦做一面五彩缤纷的招魂幡,省得梦醒时 分大家找不着路回来。 以上,以及以下,关于“炸金花”这一个展的所有言论, 我希望自己都能以“村代表”自任然后出之,而不仅仅 是一个职业艺评人又一次叠床架屋的作品阐释,凡有后 者出来摇头晃脑之处,还请诸君一律自动删节。 文艺一点说,在这,我应该是个“蓝围巾男人”(man with a Blue scarf)。如果马丁 . 盖福特可以因为“为卢西 安 . 弗洛伊德做模特”而写一本书的话,作为艺术家叶甫 纳刀俎下的鱼肉,我和我的茨满村那些弟兄们,至少是 He Xiaoping being photographed Ariel Google Maps view of Shiman Village 应该努力凑出一些证词的。 - 020 - - 021 - ShiMan Scene, make up, and a round of cards: the thing about Ye Funa and our village He Wenchao Translator: Daniel HO Ye Funa doesn’t actually know how to play “Feint of the in hoodwinking sweet talk with both carrot and stick on Golden Flower” [a card game similar to “Three Card hand, undertaking a highly effectively extermination of this Brag”; the “” is a middling hand, hence the class—beyond physically, but sometimes physically, too. “feint”]. She doesn’t even know how many people are To this end, a dazzling or appetizing round of “Feint of the Golden Flower” is much less forthright or tragic, even a bit to the ladies and gentlemen reading this (or the audience). The second thing you must know, ladies and gentlemen, is offering for the spirit of this age of progress, or as a radiant that folks in my village, Ciman Village, don’t even play “banner to summon souls” [zhaohunfan] for the “Chinese this. -
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. -
Not Just in It to Win It: Inclusive Game Play in an MIT Dorm
Not Just in It to Win It: Inclusive Game Play in an MIT Dorm by Hillary Kolos B.F.A., Film and Television New York University, 2002 SUBMITTED TO THE PROGRAM IN COMPARATIVE MEDIA STUDIES IN PARTIAL FUFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMPARATIVE MEDIA STUDIES AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2010 © 2010 Hillary Kolos. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole of in part in any medium now known or hereafter created. Signature of Author: ___________________________________________________________________ Program in Comparative Media Studies May 07, 2010 Certified by: __________________________________________________________________________ Mia Consalvo Associate Professor & Director of Graduate Studies School of Telecommunications Ohio University Thesis Supervisor Accepted by: _________________________________________________________________________ William Charles Uricchio Professor of Comparative Media Studies Director, Comparative Media Studies 2 Not Just in It to Win It: Inclusive Game Play in an MIT Dorm by Hillary Kolos Submitted to the Program in Comparative Media Studies on May 7, 2010, in Partial Fulfillment of the Requirements for the Degree of Master of Science in Comparative Media Studies ABSTRACT The recent increase in digital gaming players and platforms does not imply that digital gaming is as inclusive as it could be. There are still gaps in participation that, if left unaddressed, will exclude groups who have been historically marginalized. Women are among those individuals most vulnerable to exclusion from gaming. In order to better understand the motivations and practices of female players, this study focuses on a group of undergraduates at the Massachusetts Institute of Technology who have created a community that plays digital and non-digital games together and includes women. -
Domesticating the Internet in a South-Western Chinese Town
This article was downloaded by: [University College London] On: 30 April 2015, At: 04:15 Publisher: Routledge Informa Ltd Registered in England and Wales Registered Number: 1072954 Registered office: Mortimer House, 37-41 Mortimer Street, London W1T 3JH, UK Information, Communication & Society Publication details, including instructions for authors and subscription information: http://www.tandfonline.com/loi/rics20 Affecting relations: domesticating the internet in a south-western Chinese town Tom McDonalda a Department of Anthropology, University College London, 14 Taviton Street, London WC1H 0BW, UK Published online: 10 Jun 2014. Click for updates To cite this article: Tom McDonald (2015) Affecting relations: domesticating the internet in a south-western Chinese town, Information, Communication & Society, 18:1, 17-31, DOI: 10.1080/1369118X.2014.924981 To link to this article: http://dx.doi.org/10.1080/1369118X.2014.924981 PLEASE SCROLL DOWN FOR ARTICLE Taylor & Francis makes every effort to ensure the accuracy of all the information (the “Content”) contained in the publications on our platform. Taylor & Francis, our agents, and our licensors make no representations or warranties whatsoever as to the accuracy, completeness, or suitability for any purpose of the Content. Versions of published Taylor & Francis and Routledge Open articles and Taylor & Francis and Routledge Open Select articles posted to institutional or subject repositories or any other third-party website are without warranty from Taylor & Francis of any kind, either expressed or implied, including, but not limited to, warranties of merchantability, fitness for a particular purpose, or non-infringement. Any opinions and views expressed in this article are the opinions and views of the authors, and are not the views of or endorsed by Taylor & Francis. -
Small Stakes Hold 'Em Winning Big with Expert Play by ED MILLER, DAVID SKLANSKY, and MASON MALMUTH
1 Small Stakes Hold 'em Winning Big with Expert Play By ED MILLER, DAVID SKLANSKY, and MASON MALMUTH A product of Two Plus Two Publishing FIRST EDITION SECOND PRINTING JANUARY 2005 Printing and Binding Creel Printers, Inc. Lbs Vegas, Nevada Printed in the United States of America 2 Ed Miller Devid Skalansky Mason Malmuth For today's poker players, Texas hold 'em is the game. Every day, tens of thousands of small stakes hold 'em games are played all over the world in homes, card rooms, and on the Internet. These games can be very profitable-if you play well. But most people don't play well and end up leaving their money on the table. Small Stakes Hold 'em: Winning Big with Expert Play explains everything you need to be a big winner. Unlike many other books about small stakes games, it teaches the aggressive and attacking style used by all professional players. However, it does not simply tell you to play aggressively; it shows you exactly how to make expert decisions through numerous clear and detailed examples. Small Stakes Hold 'em teaches you to think like a professional player. Topics include implied odds, pot equity, speculative hands, position, the importance of being suited, hand categories, counting outs, evaluating the flop, large pots versus small pots, protecting your hand, betting for value on the river, and playing overcards. In addition, after you learn the winning concepts, test your skills with over fifty hand quizzes that present you with common and critical hold 'em decisions. Choose your action, then compare it to the authors' play and reasoning. -
An AI for a Modification of Dou Di Zhu
San Jose State University SJSU ScholarWorks Master's Projects Master's Theses and Graduate Research Spring 5-20-2020 An AI for a Modification of Dou Di Zhu Xuesong Luo San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/etd_projects Part of the Artificial Intelligence and Robotics Commons Recommended Citation Luo, Xuesong, "An AI for a Modification of Dou Di Zhu" (2020). Master's Projects. 930. DOI: https://doi.org/10.31979/etd.aasa-cd8q https://scholarworks.sjsu.edu/etd_projects/930 This Master's Project is brought to you for free and open access by the Master's Theses and Graduate Research at SJSU ScholarWorks. It has been accepted for inclusion in Master's Projects by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. An AI for a Modification of Dou Di Zhu CS298 Report Presented to Professor Chris Pollett Department of Computer Science San José State University In Partial Fulfillment Of the Requirements for the Class CS 298 By Xuesong Luo April 2020 © 2020 Xuesong Luo ALL RIGHTS RESERVED II SAN JOSÉ STATE UNIVERSITY The Designated Project Committee Approves the Master’s Project Titled An AI for a Modification of Dou Di Zhu By Xuesong Luo APPROVED FOR THE DEPARTMENT OF COMPUTER SCIENCE Dr. Chris Pollett Department of Computer Science Dr. Mark Stamp Department of Computer Science Dr. Fabio Di Troia Department of Computer Science III ACKNOWLEDGEMENT I would like to express my sincere gratitude and appreciation to Dr. Chris Pollett for his guidance and support throughout the entire project. -
The Java Big Two Game
Deuce The Java Big Two Game by Xida Chen, Jeffrey Lo, and Felix Wong C r u x R e s e a r c h F a c i l i t y ii http://cx.freeshell.org/big2/ Copyright c 2000-2002 Crux Research Facility. All rights reserved. This document is free; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This document is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this document; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. Printed in Canada 10 9 8 7 6 5 4 3 2 1 To those who spent days and nights testing this game. Acknowledgments This project would not be possible without the enthusiasm and help of Sammy Leong, who was invaluable in ironing out the technical details of Java, testing the game, and providing suggestions on the design of the game. I am also in debt to Mr. Trudeau, who provided instructions and help throughout the development of this project and provided me with a Mac- OS-X-based lab facility. Finally, I would like to thank the following generous people for testing this game: Andy Lau, Jeffrey Lo, Felix Wong Preface Big Two is a simple and entertaining card game.