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1.
Internet gambling is a potential object of addictive behavior and consequently an important concern for public health. Epidemiological analyses of Internet gambling are necessary to determine the extent of public health threat. This paper reports the results of the first prospective epidemiological study of actual Internet poker gambling behavior. Participants were 3445 Internet gambling service subscribers who enrolled during February 2005. Data include two years of recorded poker outcomes (i.e., chips bought and sold) for each poker session played. Among our sample, we identified two subgroups of poker players. Approximately 95% of the sample bought a median of €12 worth of chips at each of two poker sessions per week during a median duration from first to last bet of six months. A smaller subgroup (i.e., 5%) of most involved poker players bought a median of €89 worth of chip at each of 10 sessions per week during a median duration from first to last bet of 18 months. In addition to level differences, we report the differences in patterns of behavior observed between these two subgroups. The analyses presented in this paper suggest that the majority of Internet poker players moderated their behavior based on their wins and losses. A minority of most involved players did not show such moderation. These results have important implications for both gambling-and addiction-related research.  相似文献   

2.
Bertsimas  Dimitris  Paskov  Alex 《Machine Learning》2022,111(8):3063-3083
Machine Learning - We address the problem of interpretability in iterative game solving for imperfect-information games such as poker. This lack of interpretability has two main sources: first, the...  相似文献   

3.
As the populations of most of the world’s developed nations experience an increase in average age, a similar trend is being observed in the population of computer and Internet users. In many cases, older adults are the fastest growing computer and Internet user group in both personal and workplace contexts. However, the needs and concerns of older adults as computer users differ from those of younger users as a result of the natural changes associated with the aging process. Much research has been conducted in a variety of fields in order to understand how these changes experienced by older adults impact their use of computers and the Internet. This article reviews this existing research and provides a holistic view of the field. Since the study of computer use by older adults is a multi-disciplinary topic by nature, we provide a synthesis of the findings across these many disciplines, and attempt to highlight any gaps that exist. We use Social Cognitive Theory as a lens to view and organize the literature, as well as illustrate means through which computer use by this user group can be encouraged. Finally, suggestions for future research are proposed, and implications for research and practice are discussed.  相似文献   

4.
《Artificial Intelligence》2002,134(1-2):201-240
Poker is an interesting test-bed for artificial intelligence research. It is a game of imperfect information, where multiple competing agents must deal with probabilistic knowledge, risk assessment, and possible deception, not unlike decisions made in the real world. Opponent modeling is another difficult problem in decision-making applications, and it is essential to achieving high performance in poker.This paper describes the design considerations and architecture of the poker program Poki. In addition to methods for hand evaluation and betting strategy, Poki uses learning techniques to construct statistical models of each opponent, and dynamically adapts to exploit observed patterns and tendencies. The result is a program capable of playing reasonably strong poker, but there remains considerable research to be done to play at a world-class level.  相似文献   

5.
For simplicity in calculation, previous analyses of blackjack poker have employed models which employ sampling with replacement. In order to assess what degree of error this may induce, the purpose here is to calculate results for a typical hand where sampling without replacement is employed. It is seen that significant error can result when long runs are required to complete the hand. The hand examined is itself of particular interest, as regards both its outstanding expectations of high yield and certain implications for pair splitting of two nines against the dealer’s seven. Theoretical and experimental methods are used in order to determine whether the calculation can be truncated after the dealer’s fifth card without significant loss of accuracy. Less than one tenth of one percent difference is observed between the fifth card truncated expectation and the experimentally obtained expectation.  相似文献   

6.
德州扑克是机器博弈领域中一种很好的研究对象,与国际象棋、西洋棋等不同,其涉及了诸如不完整信息抽象与处理、多智能体竞争、风险评估与管理、对手建模等多方面的问题研究。其中,不完备信息抽象与处理是其他问题研究的基础,抽象与处理信息就是要对当前牌局进行评估以供后续工作使用。针对牌局信息不完整的情况,讨论了一些评估牌力方法,分析了这些方法的利弊,并提出了一种新的牌力评估方法,以提升计算速度,减少资源占用。实验结果表明,新的方法摒弃了查找表,达到了节省空间的目的,同时也具备较快的计算速度。  相似文献   

7.
We present a review of the computer integrated construction (CIC) research space spanning approximately 20 years. This review reveals a strong focus on data and application integration for most of that time. We argue that whilst valuable in its own right, such research and the software solutions it yields fall short of the potential for CIC, giving our rationale for these beliefs. Thus we propose a re-focussing of CIC research on the relatively under-represented area of semantically described and coordinated process oriented systems to better support the kind of short term virtual organisation that typifies the working environment in the construction sector. Finally we present an outline vision for such a system, supported by a generic system architecture and a simple business model for its deployment, noting opportunities for future work in its realisation.  相似文献   

8.
刘镇  杨晓元  严波涛 《计算机应用》2009,29(7):1836-1838
安全多方计算是密码学中的一个重要研究领域,在保障信息安全中发挥着极其重要的作用。智力扑克游戏是指利用网络玩扑克牌,它可以视为一种特殊的安全多方计算。根据智力扑克游戏的有关要求,结合超椭圆曲线密码体制的优点,提出了一种恶意模型下安全的智力扑克协议,证明了协议的正确性,分析了在恶意模型下协议的安全性,给出了协议的计算复杂度和通信复杂度。  相似文献   

9.
Much is being written about computer anxiety and what to do about it. Little of what is written is supported by research. Research suggests that there is a relationship between computer anxiety and past computer experience. Research also suggests that there is some relationship between gender and computer anxiety, but this area has not been sufficiently examined to clearly define the relationship. The same holds true for the relationship between computer anxiety and age. Other relationships have been explored, with little in the way of clear helpful results. Beyond experience with computers, little is known about what to do to mediate computer anxiety. A model of the development of computer anxiety would be helpful in guiding future research.  相似文献   

10.
This paper reviews the most relevant literature dealing with the development of computer environments for the conceptual design of mechanical systems and assemblies. Selected literature is reviewed and discussed in relation to meeting the following requirements of such an environment: (1) representing and supporting top-down design, (2) representing and supporting multiple functional viewpoints, (3) representing functional knowledge, (4) representing spatial relationships and geometry, (5) maintaining consistency, and (6) providing analysis and other support. An appendix listing related readings is included.  相似文献   

11.
智力扑克是一种特定场景的安全多方计算,近些年来,学术界对智力扑克协议的研究基本都是基于可信第三方的.利用语义安全的加密体制,结合同时生效签名算法,巧妙地设计了一种不安全信道下无可信第三方的智力扑克协议.该协议能很好地确保游戏双方的公平性、能有效抵抗重放攻击,同时还具有不可否认性、不可伪造性和游戏过程可追踪性等优点.  相似文献   

12.
This paper focuses on the development of a competitive computer player for the one versus one Texas Hold’em poker using evolutionary algorithms (EA). A Texas Hold’em game engine is first constructed where an efficient odds calculator is programmed to allow for the abstraction of a player’s cards, which yield important but complex information. Effort is directed to realize an optimal player that will play close to the Nash equilibrium (NE) by proposing a new fitness criterion. Preliminary studies on a simplified version of poker highlighted the intransitivity nature of poker. The evolved player displays strategies that are logical but reveals insights that are hard to comprehend e.g., bluffing. The player is then benchmarked against Poki and PSOpti, which is the best heads-up Texas Hold’em artificial intelligence to date and plays closest to the optimal Nash equilibrium. Despite the much constrained chromosomal strategy representation, simulated results verified that evolutionary algorithms are effective in creating strategies that are comparable to Poki and PSOpti in the absence of expert knowledge.  相似文献   

13.
Uncertainty in poker stems from two key sources, the shuffled deck and an adversary whose strategy is unknown. One approach to playing poker is to find a pessimistic game-theoretic solution (i.e., a Nash equilibrium), but human players have idiosyncratic weaknesses that can be exploited if some model or counter-strategy can be learned by observing their play. However, games against humans last for at most a few hundred hands, so learning must be very fast to be useful. We explore two approaches to opponent modelling in the context of Kuhn poker, a small game for which game-theoretic solutions are known. Parameter estimation and expert algorithms are both studied. Experiments demonstrate that, even in this small game, convergence to maximally exploitive solutions in a small number of hands is impractical, but that good (e.g., better than Nash) performance can be achieved in as few as 50 hands. Finally, we show that amongst a set of strategies with equal game-theoretic value, in particular the set of Nash equilibrium strategies, some are preferable because they speed learning of the opponent’s strategy by exploring it more effectively. Electronic Supplementary Material  The online version of this article () contains supplementary material, which is available to authorized users.  相似文献   

14.
计算机博弈是人工智能领域的“果蝇”,备受人工智能领域研究者的关注,已然成为研究认知智能的有利平台。扑克类博弈对抗问题可建模成边界确定、规则固定的不完美信息动态博弈,计算机扑克 AI 需要具备不完全信息动态决策、对手误导欺诈行为识别以及多回合筹码和风险管理等能力。首先梳理了以德州扑克为代表的计算机扑克智能博弈的发展历程,其次针对计算机扑克智能博弈典型模型算法、关键技术以及存在的主要问题进行了综述分析,最后探讨了计算机扑克智能博弈的未来发展趋势和应用前景。  相似文献   

15.
Mental poker protocols are considered to be computationally and communicationally consuming. A secure and fast mental poker protocol was proposed by Wang and Wei (2009) [26]. The cost of communication (total length of message) can be considered as feasible, but is still relatively expensive for networks with lower bandwidths. A shuffle requires 64 MB of data transmission for a typical setting (9 players, 52 cards, 1024 bit keys, and security parameter L = 100). The most communicationally consuming part of Wang and Wei’s protocol is the shuffle verification protocol SV.In this paper, we propose a new method to verify the integrity of the shuffle, namely, NewSV which can be used as a drop-in replacement for SV. NewSV is slower than SV. The benefit of using NewSV is that the communication cost can be greatly reduced. Using the same settings, if NewSV is used instead of SV, then 70% of the communication cost can be saved. A shuffle requires only 20 MB of data transmission for L = 100. The computational overhead is 7-2% for security parameter L = 30-100.This technique can be applied to a similar mental poker protocol proposed by Castella-Roca (2004) [7]. The Castella-Roca’s shuffle requires 154 MB of data transmission for L = 100. By using NewSV, 87% of the communication cost can be reduced so that only 20 MB of data transmission is required. The computational overhead is also 7-2% for L = 30-100.  相似文献   

16.
The process of identifying and bringing to the fore people’s unsafe behaviour is a core function of implementing a behaviour-based safety (BBS) program in construction. This can be a labour-intensive and challenging process but is needed to enable people to reflect and learn about how their unsafe actions can jeopardise not only their safety but that of their co-workers. With advances being made in computer vision, the capability exists to automatically capture and identify unsafe behaviour and hazards in real-time from two-dimensional (2D) digital images/videos. The corollary developments in computer vision have stimulated a wealth of research in construction to examine its potential application to practice. Hindering the application of computer vision in construction has been its inability to accurately, and generalise the detection of objects. To address this shortcoming, developments in deep learning have provided computer vision with the ability to improve the accuracy, reliability and ability to generalise object detection and therefore its usage in construction. In this paper we review the developments of computer vision studies that have been used to identify unsafe behaviour from 2D images that arises on construction sites. Then, in light of advances made with deep learning, we examine and discuss its integration with computer vision to support BBS. We also suggest that future computer-vision research should aim to support BBS by being able to: (1) observe and record unsafe behaviour; (2) understand why people act unsafe behaviour; (3) learn from unsafe behaviour; and (4) predict unsafe behaviour.  相似文献   

17.
18.
While most studies in psychology and forecasting stress the possible hazards of group processes when predicting effort and schedule, agile software development methods recommend the use of a group estimation technique called planning poker for estimating the size of user stories and developing release and iteration plans. It is assumed that the group discussion through planning poker helps in identifying activities that individual estimators could overlook, thus providing more accurate estimates and reducing the over-optimism that is typical for expert judgment-based methods. In spite of the widespread use of agile methods, there is little empirical evidence regarding the accuracy of planning poker estimates. In order to fill this gap a study was conducted requiring 13 student teams to develop a Web-based student records information system. All teams were given the same set of user stories which had to be implemented in three Sprints. Each team estimated the stories using planning poker and the estimates provided by each team member during the first round were averaged to obtain the statistical combination for further comparison. In the same way the stories were estimated by a group of experts. The study revealed that students’ estimates were over-optimistic and that planning poker additionally increased the over-optimism. On the other hand, the experts’ estimates obtained through planning poker were much closer to actual effort spent and tended to be more accurate than the statistical combination of their individual estimates. The results indicate that the optimism bias caused by group discussion diminishes or even disappears as the expertise of the people involved in the group estimation process increases.  相似文献   

19.
Abstract

Recent technological developments have stimulated the use of computer aided manufacturing (CAM) machinery in industrial settings. Though managers typically consider technical and economic factors in the implementation of CAM, they rarely consider the psychological implications of work in CAM. Recent research indicates that work in CAM may have unintended negative impacts on worker well-being. This paper reviews and evaluates empirical research concerning the impacts of work in CAM on worker well-being, and suggests directions for future research in this area.  相似文献   

20.
When producing estimates in software projects, expert opinions are frequently combined. However, it is poorly understood whether, when, and how to combine expert estimates. In order to study the effects of a combination technique called planning poker, the technique was introduced in a software project for half of the tasks. The tasks estimated with planning poker provided: (1) group consensus estimates that were less optimistic than the statistical combination (mean) of individual estimates for the same tasks, and (2) group consensus estimates that were more accurate than the statistical combination of individual estimates for the same tasks. For tasks in the same project, individual experts who estimated a set of control tasks achieved estimation accuracy similar to that achieved by estimators who estimated tasks using planning poker. Moreover, for both planning poker and the control group, measures of the median estimation bias indicated that both groups had unbiased estimates, because the typical estimated task was perfectly on target. A code analysis revealed that for tasks estimated with planning poker, more effort was expended due to the complexity of the changes to be made, possibly caused by the information provided in group discussions.  相似文献   

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