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Commercial poker solvers emerged around 2015, these are paid software used by poker players to study the game and improve their strategies and whose purpose is to find the best way to play in certain poker situations. Unfortunately for us, their implementation is a black box. As poker players and computer science students, we asked ourselves two questions. Why did the most popular poker solvers appear during this period? How to implement our own poker solver? We answer these questions in this thesis. We review the scientific literature and find that in 2015 the Heads-Up Limit Texas Hold’em poker variant has been weakly solved for the first time by a computer program called Cepheus. This poker variant contains 1014 decision points and has been a challenge for artificial intelligence for over 10 years. We find that the best poker AIs after this period face the same challenges and use techniques that have commonalities to solve them. We describe the challenges and techniques used to create a poker solver. The most common challenges are related to the size of a poker game, the computing power and memory required to solve and store a strategy for a game of this magnitude. We implement a poker solver capable of solving abstractions of different poker variants on a home computer using techniques such as Couterfactual Regret Minimization (CFR) and game abstractions. We also create tools to read and study the strategies calculated by our solver. At the end of this thesis, we show that our results are consistent with the results obtained by commercial poker solvers and we discuss ways to improve our implementation and to solve poker situations in games as big as No Limit Texas Hold’em.
poker --- solver --- counterfactual regret minimization --- cfr --- Nash equilibrium --- imperfect information games --- games theory --- Ingénierie, informatique & technologie > Sciences informatiques
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La littérature scientifique de la psychologie des joueurs de jeux de hasard et d’argent a déjà fait couler beaucoup d’encre concernant les joueurs pathologiques aux jeux de hasard pur. Peu d’auteurs ont porté leur attention sur les joueurs de poker, dans lequel le hasard et les stratégies sont intimement liés. À cet effet, nous avons décidé d’orienter notre étude sur le stress et les distorsions cognitives auprès de joueurs de poker réguliers faisant partie d’un club. L’échantillon est composé de 21 sujets non-consultants, âgés de 21 à 47 ans. Dès lors, nous avons tenté d’appréhender des facteurs inhérents aux joueurs. C’est-à-dire, le concept de stress et d’anxiété mais également les stratégies de coping mises en place. Nous nous sommes également intéressés aux facteurs inhérents aux jeux, en d’autres termes, aux caractéristiques structurelles et environnementales du poker dans lequel les sujets évoluent. Tout d’abord, nous observons des distorsions cognitives telles que le pouvoir de prédiction, les attentes liées aux jeux et l’incapacité de s’abstenir de jouer en lien avec la pratique régulière du poker. Le stress et l’anxiété ne semblent pas être significatifs en raison des différences individuelles : des stratégies de coping, la motivation à jouer, mais également l’influence du partage social des émotions dans le contexte d’affiliation. Ensuite, concernant les stratégies de coping privilégiées par notre échantillon, il semble que les stratégies orientées vers la tâche soient prépondérantes. L’hypothèse explicative pourrait résider en l’absence de joueurs pathologiques au sein de notre échantillon, mais également dans leurs sources de motivations et leurs objectifs. Enfin, nous ne rapportons pas de différence significative entre le genre et les fausses croyances ainsi qu’au niveau des stratégies de coping. En effet, la faible taille de l’échantillon ainsi que l’hétérogénéité du genre semble, en partie, expliquer nos résultats. Ajoutons également la possible influence des individus sur le groupe et inversement dans le contexte d’affiliation.
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The history of mathematics is filled with major breakthroughs resulting from solutions to recreational problems. Problems of interest to gamblers led to the modern theory of probability, for example, and surreal numbers were inspired by the game of Go. Yet even with such groundbreaking findings and a wealth of popular-level books exploring puzzles and brainteasers, research in recreational mathematics has often been neglected. The Mathematics of Various Entertaining Subjects brings together authors from a variety of specialties to present fascinating problems and solutions in recreational mathematics. Contributors to the book show how sophisticated mathematics can help construct mazes that look like famous people, how the analysis of crossword puzzles has much in common with understanding epidemics, and how the theory of electrical circuits is useful in understanding the classic Towers of Hanoi puzzle. The card game SET is related to the theory of error-correcting codes, and simple tic-tac-toe takes on a new life when played on an affine plane. Inspirations for the book's wealth of problems include board games, card tricks, fake coins, flexagons, pencil puzzles, poker, and so much more. Looking at a plethora of eclectic games and puzzles, The Mathematics of Various Entertaining Subjects is sure to entertain, challenge, and inspire academic mathematicians and avid math enthusiasts alike.
Mathematical recreations. --- Mathematical recreations --- Research. --- Mathematical puzzles --- Number games --- Recreational mathematics --- Recreations, Mathematical --- Puzzles --- Scientific recreations --- Games in mathematics education --- Magic squares --- Magic tricks in mathematics education --- Mathematics. --- Mathematic --- Amazing Asteroid. --- Atoll. --- Begird. --- Bernstein's Bijection. --- Chromatic Combat. --- Cookie Monster number. --- Cookie Monster. --- Devious Dice. --- Eluding Execution. --- EndGame. --- Fibonacci sequence. --- Flipping Fun. --- Flush. --- Full House. --- Get the Giraffe. --- Gilbreath numbers. --- Gilbreath permutations. --- Graeco-Latin squares. --- Hamming weight. --- Heartless Poker. --- Hex. --- Knop's puzzle. --- Leonhard Euler. --- Norman Gilbreath. --- SET. --- Sperner's Lemma. --- Straight. --- Super-n-nacci sequence. --- The Game of Y. --- The New York Times. --- Tower of Hanoi. --- Traveling Salesman Problem. --- Tribonacci sequence. --- Zeckendorf representation. --- advanced mathematics. --- affine plane. --- affine planes. --- algorithms. --- baseball. --- card effects. --- card games. --- card moves. --- card tricks. --- chess. --- coding theory. --- coin-weighing puzzles. --- connection games. --- continued fractions. --- cookies. --- coupling. --- crossword networks. --- crossword puzzle difficulty. --- crossword puzzles. --- decomposition. --- delta-to-wye transformation. --- dissection puzzles. --- divination puzzles. --- dualism. --- electrical power distribution. --- epidemics. --- error correction. --- error detection. --- error-correcting codes. --- find-and-label problem. --- flexagons. --- folding puzzles. --- game-theoretic perspective. --- generalizations. --- generator assignment. --- graphical objects. --- group structures. --- ice cream trick. --- infinite families. --- iterative stochastic process. --- just-find problem. --- linear code. --- magic tricks. --- mathematical exhibits. --- mathematical puzzles. --- maze design. --- mazes. --- minimum spanning tree. --- multiple-pans problem. --- museums. --- n-nacci sequence. --- network properties. --- network structure. --- one-move puzzles. --- packing puzzles. --- parallel scales. --- parallel weighing problem. --- period-four move. --- period-four principles. --- phyllotactic mazes. --- playing cards. --- poker. --- probability. --- random graph process. --- random moves. --- random walks. --- rearrangement puzzles. --- recreational mathematics. --- recreational problems. --- seeded stippling. --- simple objects. --- simplex. --- squash. --- surreal numbers. --- symmetries. --- tetraflexagons. --- tic-tac-toe. --- unique solutions. --- vortex tiles. --- weighing puzzles. --- winning strategies.
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This Special Issue presents some of the main emerging research on technological topics of health and education approaches to Internet use-related problems, before and during the beginning of coronavirus disease 2019 (COVID-19). The objective is to provide an overview to facilitate a comprehensive and practical approach to these new trends to promote research, interventions, education, and prevention. It contains 40 papers, four reviews and thirty-five empirical papers and an editorial introducing everything in a rapid review format. Overall, the empirical ones are of a relational type, associating specific behavioral addictive problems with individual factors, and a few with contextual factors, generally in adult populations. Many have adapted scales to measure these problems, and a few cover experiments and mixed methods studies. The reviews tend to be about the concepts and measures of these problems, intervention options, and prevention. In summary, it seems that these are a global culture trend impacting health and educational domains. Internet use-related addiction problems have emerged in almost all societies, and strategies to cope with them are under development to offer solutions to these contemporary challenges, especially during the pandemic situation that has highlighted the global health problems that we have, and how to holistically tackle them.
Humanities --- Social interaction --- smartphone use --- parental management --- scale validation --- attention deficit hyperactivity disorder (ADHD) --- smartphone addiction --- social media/messenger apps --- Facebook --- WhatsApp --- Internet addiction --- Internet use disorder --- smartphone use disorder --- internet gaming disorder --- stress --- resilience --- escape --- depression --- internet addiction --- PI --- EA --- self-identity --- social exclusion --- surveillance --- Facebook addiction --- online gambling --- self-exclusion --- responsible gambling --- comparative study --- poker --- public health model --- Internet game advertising --- accessibility --- environmental factors --- e-gambling --- e-gambling prevalence --- forms of e-gambling --- problem e-gambling --- problematic smartphone use --- pro-gamers --- Child Behavior Check List --- resting-state functional magnetic resonance imaging --- problematic pornography use --- internet pornography use --- problematic pornography consumption scale --- problematic pornography use scale --- the short internet addiction test adapted to online sexual activities --- problematic Internet use --- non-medical use of prescription drugs --- depressive symptoms --- adolescents --- anxiety --- mental well-being --- population-based study --- parental monitoring --- problematic mobile phone use --- escape motivation --- shyness --- cluster analysis --- video game --- video game addiction --- personality --- comorbidity --- Internet Gaming Disorder --- gaming disorder --- gaming addiction --- behavioral addiction --- Internet Gaming Disorder Scale-Short Form --- adolescent internet use --- excessive internet use --- family factors --- parenting styles --- gaming --- social media --- behavior addiction --- sleep quality --- psychological distress --- problematic use --- addiction --- Twitter --- psychopathology --- suicide --- suicide attempts --- intervention --- case management --- adolescence --- marketing --- unhook --- gamification --- social-networks-use disorder --- social media use --- social networking sites --- protective competences --- self-regulation --- social needs --- solution-focused group counseling --- college students --- scientific production --- bibliometric analysis --- scientific mapping --- internet --- Web of Science --- phone --- BMI percentile --- food addiction --- emotional eating --- impulsivity --- emotion regulation --- compulsive buying --- addictive shopping --- online shopping --- dissociation --- problematic usage of pornography --- manifesto --- problematic usage of the internet --- COST action network --- behavioural addiction research. --- generalized Internet addiction --- online gaming addiction --- online gambling addiction --- Europe --- policy option --- prevention --- public health --- confirmatory factor analysis --- Malay version --- medical student --- validation study --- smartphones --- self-perceived addiction --- ROC analysis --- cutoff point --- SPAI–Spain --- video games --- mixed methods research --- stakeholder engagement --- consensus development --- social networking --- body self-esteem --- personality traits --- fsQCA models --- problematic phone use --- pain --- dry eye --- quality of life --- recovery --- prognosis --- cohort --- college student --- distraction --- randomized controlled trial --- social media addiction --- autonomy need dissatisfaction --- boredom proneness --- mobile phone gaming --- multiple mediation --- university student --- MPPUSA --- internet addiction test --- university students --- Peruvian sample --- psychometric properties --- pathological Internet use --- Internet gaming disorder --- social networking site addiction --- problem drinking --- alcohol --- adolescent --- Internet problematic use --- Internet use-related addiction problems --- technologies --- education --- health --- treatment --- COVID-19
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