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2021 ◽  
Vol 12 (2) ◽  
pp. 167
Author(s):  
Prastika Indriyanti ◽  
Muhamad Fazalika Hismawan ◽  
Mujiono Mujiono

Abstract Texas holdem poker is a popular poker game. This game is played by millions of people every day, both to find additional income or just for fun. But in fact not everyone who plays poker with these goals gets according to what they have planned. Some people actually experience losses after playing. They unconsciously develop the logic of gambler's fallacy that causes them to play poker without using strategy.  This research made a system that can prove the defect of gambler's fallacy and made a tool for playing poker. The processed dataset is a dataset containing information of cards used in poker and their probability of occurrence. The method used in this research are iterative deepening search tree and decision tree. The main results of this research is a tool that can provide insight as a basis for decision making. However, this tool has not been able to prove its capabilities in helping to increase the winning percentage, so that further study is needed. In addition, this study also shows that playing with gambler's fallacy logic only gives 48.13% wins of 6,000 trials. These results proved that using gambler's fallacy logic in playing poker is a mistake.Keywords – Tree, Poker, Probability, Gambler’s Fallacy Abstrak Texas holdem poker merupakan permainan poker yang populer. Permainan ini dimainkan oleh jutaan orang setiap harinya, baik untuk mencari penghasilan tambahan ataupun hanya untuk bersenang-senang. Namun pada kenyataanya tidak semua orang yang bermain poker dengan tujuan tersebut mendapatkan sesuai dengan apa yang mereka rencanakan. Sebagian orang justru mengalami kerugian pasca bermain. Mereka tanpa sadar mengembangkan logika berpikir gambler’s fallacy yang mengakibatkan bermain tanpa strategi. Makalah ini menyajikan hasil studi penerapan pohon keputusan dan pohon pencarian untuk membuktikan kecacatan gambler’s fallacy dan membantu dalam bermain poker. Dataset yang diolah adalah dataset yang berisi informasi kartu-kartu yang dipakai dalam permainan serta probabilitas kemunculannya. Metode yang digunakan pada penelitian ini adalah metode pencarian pada struktur tree dan metode pohon keputusan. Hasil utama dari penelitian ini adalah alat bantu yang mampu memberikan insight sebagai dasar pengambilan keputusan.  Namun, alat bantu ini belum bisa dibuktikan kapabilitasnya dalam membantu menaikkan persentase kemenangan sehingga diperlukan studi lanjutan. Selain itu, penelitian ini juga menunjukkan bahwa bermain dengan logika gambler’s fallacy hanya memberikan 48.13% kemenangan dari 6000 percobaan. Hasil tersebut membuktikan bahwa menggunakan logika gambler’s fallacy dalam bermain poker merupakan suatu kesalahan.Kata kunci – Tree, Poker, Probabilitas, Gambler’s Fallacy 


2021 ◽  
Vol 7 (01) ◽  
pp. 122-130
Author(s):  
Henry Bastian ◽  
Godham Eko Saputro

AbstrakDi Indonesia, salah satu permainan yang menjadi kegemaran adalah bermain game Poker. Poker merupakan permainan kartu aturan yang dapat dimainkan secara langsung maupun lewat internet. Game Poker online adalah salah satu sarana efektif untuk menghabiskan waktu sekaligus hiburan kesenangan bermain poker dengan banyak orang. Salah satu game Poker yang terkenal adalah Zynga Poker. Pencarian data yang ditemukan bahwasannya permainan tersebut mempunyai kekurangan pada bagian user interface yang berat saat digunakan sehingga penulis mencoba untuk membuat user interface game online sejenis menggunakan metode UCD (User-Centered Design) dengan nama game FairPlay Poker. Desain yang dihasilkan adalah desain ilustrasi 2D yang digunakan dengan lebih ringan. Kata kunci: Game, metode UCD, User interface, Poker, AbstractIn Indonesia, one of the favorite online games is poker. Poker is a card game with some rules that can be played directly or via the internet. Online Poker game is one of the effective media to spend time and amuse pleasure by playing poker with peoples. The Infamous Poker game is known as Zynga Poker. From the data search that had been done, the game still has a few weaknesses in the heavy User Interface that the authors try to develop a similar user interface poker game. Which name the Fairplay Poker using UCD (User-Centered Design) methodology. A design resulted in an illustration designed in 2D that can improve loading with lighter. Keywords: Game, UCD Method, User interface, Fairplay


2020 ◽  
Vol 8 (2) ◽  
pp. 1-3
Author(s):  
David S. Fowler ◽  
Jon Musgrave

Abstract This article is a response to Albert Carr’s business bluff compared to a poker game article in the Harvard Business Review “Is Business Bluffing Ethical? The Ethics of Business are not Those of Society, but Rather Those of the Poker Game”. Opinions are given on the ethical dilemmas which are deemed legal and acceptable in the business world by Carr.


Author(s):  
Michał Lubina
Keyword(s):  

2020 ◽  
Vol 20 (3) ◽  
pp. 154-164
Author(s):  
Chun-Miin (Jimmy) Chen
Keyword(s):  

Keyword(s):  

This paper proposes a new card game and dealing system, designed specifically for poker games. The proposed method benefits from two poker characteristics games that are ignored by public card systems. First, cards are dealt in poker games in the form of rounds, betting with them, instead of all at once. Second, the total number of cards dealt in poker game cards is depending on the number of players but is usually less than half the total. With these remarks in mind, the proposed method distributes the computing cost of dealing cards evenly across the rounds. Compared to systems that provide a full introduction to the deck, the proposed approach provides a significant reduction in the total cost of computing. Also, it’s fair and strong. It perfectly fits hardware such as smartphones. The presented system is fast and secure mental poker protocol. It is twice as fast as similar protocols.


Author(s):  
Lyubov Bobchynets

The aim of the research is to analize polysemy and homonymy in gambling terminology in the Spanish language. In modern linguistic terminological studies polysemy and homonymy are considered to be negative phenomena in terminological system, as terms should be clear, precise and monosemic to avoid misunderstanding or ambiguity in professional communication. The main methods of studies are lexical semantic analysis and contextual analysis. The homonymic terminological nominations in gambling in Spanish are conditioned by the existence of the same proper names and common names as in el triunfo (la carta de triunfo) and el triunfo (the name of the game), meanwhile polysemantic terms are mainly caused by the parallel usage of hyponymic and hyperonymic names, as in poker (game) and poker (the winning card combination in the game of poker). Very often the use of the definite article before the noun may serve as a distinctive feature, for example, el poker (game) and poker (game winning combination of cards). It is stated that the game is regulated by the rules and special game situation which help to understand the meaning of polysemantic terms, as each game situation requires the use of a special term. The illustrative material revealed the situational character of the game. Contextual analysis proved to be effective means of defining the meaning of polysemantic terminological nominations of gambling in the Spanish language. Situational usage of gambling terms contributes to avoid ambiguity and misunderstanding among the gamblers. The future studies may be dedicated to comparative analysis of terminological nominations of gambling in Spanish and other languages whether of the same language group or different language groups, which may be of practical value in terminological and translation studies.


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