Aplikasi Permainan Capsah Banting Dengan Penerapan Algoritma Minimax
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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. -
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. -
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. -
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. -
PLAYING CARDS 1 Perceptual and Cognitive Characteristics Of
Running head: PLAYING CARDS 1 Perceptual and Cognitive Characteristics of Common Playing Cards Jay A. Olson Simon Fraser University Alym A. Amlani University of British Columbia Ronald A. Rensink University of British Columbia Author Note Address correspondence to J. Olson (email: [email protected]); or R. Rensink, Department of Psychology, University of British Columbia, 2136 West Mall, Vancouver BC, V6T 1Z4, Canada (email: [email protected]). We would like to thank Friderike Moller,¨ Ray Wong, Kevin Ho, Curtis Lim, and Emily Cramer for their support, and Benjamin Shear, Thomas Fraps, Viktoriya Fedorchuk, Gustav Kuhn, and two anonymous reviewers for their comments. PLAYING CARDS 2 Abstract We examined the perceptual and cognitive characteristics of the playing cards commonly used in the Western world. Specifically, we measured their visibility, memorability, likability, and verbal and visual accessibility. Based on visibility and memorability, four groups of cards were distinguished: the Ace of Spades, other Aces, number cards, and face cards. Within each of these groups, there were few differences due to value or suit. Based on likability and accessibility, three additional groups were distinguished: the Ace of Hearts, Queen of Hearts, and King of Hearts. Several interesting relations were found between how people remember, like, and access cards; some of these were similar to effects found in studies of visual perception, while others seemed entirely new. Our results demonstrate that rigorous examination of real-world stimuli can shed light on the perception of ordinary objects, as well as help us understand why magic works in the mind. Keywords: magic, playing cards, visual perception, object perception, memory. -
Viet Nam Generation, Volume 4, Number Article 1 1-2
Vietnam Generation Volume 4 Number 1 Viet Nam Generation, Volume 4, Number Article 1 1-2 4-1992 Viet Nam Generation, Volume 4, Number 1-2 Follow this and additional works at: http://digitalcommons.lasalle.edu/vietnamgeneration Part of the American Studies Commons Recommended Citation (1992) "Viet Nam Generation, Volume 4, Number 1-2," Vietnam Generation: Vol. 4 : No. 1 , Article 1. Available at: http://digitalcommons.lasalle.edu/vietnamgeneration/vol4/iss1/1 This Complete Volume is brought to you for free and open access by La Salle University Digital Commons. It has been accepted for inclusion in Vietnam Generation by an authorized editor of La Salle University Digital Commons. For more information, please contact [email protected]. Viet Nam Generation, Volume 4, Number 1-2 Cover Page Footnote Edited by Dan Duffy. Contributing editors: Renny Christopher. David DeRose, Alan Farrell. Cynthia Fuchs, William M. King. Bill Shields, Tony Williams, and David Willson. This complete volume is available in Vietnam Generation: http://digitalcommons.lasalle.edu/vietnamgeneration/vol4/iss1/1 Viet N am Generation A Journal of Recent History and Contemporary Issues Volume A Number 1-2 David Luebke illustrations, from the Vietnam Generation, Inc. & Burning Cities Press reprint of Asa Baber's novel, Land of a Million Elephants. Contents In This Is s u e ........................................................................................ 5 Poetry by Rod McQuearey.................................................... 79 PublishER's Sta tem en t.................................................................4 -
Three Stories & Ten Poems 1923 Ernest Hemingway Le Flâneur Des
Three Stories & Ten Poems 1923 Ernest Hemingway Le Flâneur des Deux Rives 1918 Guillaume Apollinaire Les Aventures De Télémaque 1922 Louis Aragon Ιδανικός Σύζυγος 1895 Oscar Wilde Ένα σκοτεινό αίνιγμα 1934 Agatha Christie Ο άνθρωπος που σκότωσε τον εαυτό του 1936 Edgar Allan Poe A collection of literary works from the 19th and 20th century typeset in Miasma, a new type family designed by George Triantafyllakos for the Atypical Type Foundry. The goal of the publication is to showcase the main variants of the type family and its potential as a text and display type family. You can find more information about the typeface at atypical.gr/fonts/Miasma All the texts are available on the public domain. The book was designed by George Triantafyllakos on December 2020 in Thessaloniki, Greece. Three Stories & Ten Poems 1923 Ernest Hemingway Le Flâneur des Deux Rives 1918 Guillaume Apollinaire Les Aventures De Télémaque 1922 Louis Aragon Ιδανικός Σύζυγος 1895 Oscar Wilde Ένα σκοτεινό αίνιγμα 1934 Agatha Christie Ο άνθρωπος που σκότωσε τον εαυτό του 1936 Edgar Allan Poe Three Stories & Ten Poems, by Ernest Hemingway ����������������������������������������������������������������������������������������������������������������������������������������������������������������� 8 Le Flâneur des Deux Rives, par Guillaume Apollinaire ���������������������������������������������������������������������������������������������������������������������������������������������������������� 38 Les Aventures De Télémaque, par Louis Aragon �������������������������������������������������������������������������������������������������������������������������������������������������������������������� -
Pydealer Documentation Release 1.4.0
PyDealer Documentation Release 1.4.0 Alex Crawford January 12, 2015 Contents 1 Quick Usage Example 3 2 Table of Contents 5 2.1 Getting Started..............................................5 2.2 API Documentation........................................... 14 2.3 License.................................................. 22 2.4 Indices and tables............................................ 33 Python Module Index 35 i ii PyDealer Documentation, Release 1.4.0 PyDealer is a simple to use Python package for “simulating” decks of standard playing cards (also known as a French deck). PyDealer let’s you easily create Deck instances, each containing a full 52 card deck of playing cards. Each card is a separate Card instance, with a name, value, suit, and abbreviation. There is also the Stack class, which is useful for creating hands, or discard piles, etc. It is the backbone of the PyDealer package, and actually the Deck class is just a subclass of the Stack class. PyDealer could possibly be used as part of a CLI (command line interface) card-based game, or even a graphical game as well, I suppose. It may also be of interest to beginner Python programmers, since it’s a relatively simple package, which I created as a way to learn Python, packaging, testing, documentation (Sphinx), etc. I even ended up learning how to use Git a bit, which I must say was slightly frustrating at first. This package has taught me a lot, and maybe someone else can benefit from it as well. Or maybe not. Either way, here it is. Contents 1 PyDealer Documentation, Release 1.4.0 2 Contents CHAPTER 1 Quick Usage Example Here is a quick example, using IDLE, demonstrating how to construct a new Deck instance, representing a full French deck of cards, as well as how to shuffle the deck, and deal some cards (7 of them) from it, to a hand. -
A Critical Study of Hemingway^S Short Stories in Relation to His Novels
A CRITICAL STUDY OF HEMINGWAY^S SHORT STORIES IN RELATION TO HIS NOVELS THESIS SUBMITTED FOR THE AWARD OF THE DEGREE OF Bottor of pi)iIogopI)p I M English Literature BY SHAHbA GHAURI UNDER THE SUPERVISION OF PROFESSOR S. WIQAR HUSAIN DEPARTMENT OF ENGLISH ALIGARH MUSLIM UNIVERSITY ALIGARH (INDIA) 1997 K'^P^ T6176 TO THE MEMOR OF MY LO¥Me FATHEE CONTENTS Acknowledgment Preface Page No Chapter 1 1 Introduction Hemingway and His Cntics Chapter II 16 Hemingway's Short Stories Distinct Features Chapter III 48 Hemingway's Novels Taking on From the Short Stones Chapter IV Interrelatedness of the Short Stories and the Novels (a) Themes 94 (b) Characterization 125 (c) Vision of Life 158 (d) Methods and Techniques 186 Conclusion 237 Bibliography 246 ACKNOWLEDGEMENT / am highly indebted to my supervisor Professor S Wiqar Husain for his guidance and inspiration throughout my work My obligation and gratitude to him cannot be expressed in words Without his encouragement and support it would not have been possible to complete my work I must also thank Professor Maqbool H Khan, the Chairman, Department of English under whose patronage the study was earned out Thanks are also due to all my teachers as well as the non-teaching staff of the Department of English, AMU Aligarh I sincerely thank all the members of my family for their co-operation dunng the preparation of my thesis I express my heartfelt gratitude to my mother Mrs Ruqaiya Ghauri whose encouragement and blessings have enabled me to do my humble bit to partially fulfill my late father's wishes -
Nature of Attractive Multiplayer Games: Case Study on China's Most
information Article Nature of Attractive Multiplayer Games: Case Study on China’s Most Popular Card Game—DouDiZhu Yuexian Gao 1 , Wanxiang Li 1, Yuhao Xiao 1 and Mohd Nor Akmal Khalid 1,2,* and Hiroyuki Iida 1,2 1 School of Information Science, Japan Advanced Institute of Science and Technology, Nomi 923-1211, Japan; [email protected] (Y.G.); [email protected] (W.L.); [email protected] (Y.X.); [email protected] (H.I.) 2 Research Center for Entertainment Science, Japan Advanced Institute of Science and Technology, Nomi 923-1292, Japan * Correspondence: [email protected] Received: 13 January 2020; Accepted: 28 February 2020 ; Published: 2 March 2020 Abstract: DouDiZhu, a multiplayer game with incomplete information, is the most popular card game in China. Although there are many DouDiZhu card games in the world, the specific characteristics of classical DouDiZhu card games are a harmonious combination of player numbers, player characters (landlords and peasants), deck numbers, and scoring systems. However, research on the complexity and attractiveness of DouDiZhu has not established. Therefore, in this paper, artificial intelligence (AI) players of different levels of DouDiZhu game were constructed for research, self-game simulation was conducted for DouDiZhu AI players, and game refinement measures were used to evaluate and identify the best Settings of the game. The results show that classical DouDiZhu provides the most complex game setup for all types of DouDiZhu AI players, while also clarifying its popularity. Keywords: multiplayer game; incomplete information game; game refinement theory; card game; DouDiZhu 1. Introduction Games predate human culture [1]. -
Makalah Stima
Dynamic Greedy Algorithm for Big Two Card Game’s AI Matthew - 13507012 Informatics Engineering School of Electrical dan Informatics Engineering Bandung Institute of Technology Ganesa Street 10 E-mail: [email protected] ABSTRACT Big two or sometimes known as Cap Sah (used in Hokkien and Indonesia) is one of most popular card games in the world. Usually this card game is played by four people (although two people still enough to play the game). Recently there’s big two game played in computer or phone application so the player can play with other player or with the AI (Artificial Intelligence) from the application. Even there’s some AI for big two games, but a lot of AI is still too easy to be defeated, and sometimes the AI still have bug on it, making the player easier to win the game. This paper will represent a dynamic greedy algorithm, that will make a very powerful (a.k.a. hard level) AI in big two games. The word ‘dynamic’ here means the AI can decide how the greedy algorithms will work which will be used next turn with noticing Figure 1. 4 player card game, each 13 cards the game environment. The card rank is its name, that 2 is the highest card, The keys to win the games will be based on the author followed by A K Q J 10 9 8 7 6 5 4 and the lowest value is great experience of playing big two games and based 3; the suit rank is ♠ (Spades) > ♥ (Hearts) > ♣ on some online literatures.