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Poker Programming – Step 4 (Knowing the Game in Depth)


Poker provides an excellent benchmark to study and evaluate cognitive models in tractable yet naturalistic settings that are simple and formal yet reproduce much of the complexity of real life. It is probably the most widely played card game, with endless variations played by millions of adherents from casual players gambling pennies to professionals competing in million-dollar tournaments. Unlike other games that emphasize one particular aspect of cognition, poker involves a broad range ofcognitive activities, including:

1.Reasoning under uncertainty (opponents’ cards)
2.Dealing with probabilistic outcomes (future cards)
3.Decision-making with multiple options (chips used for bets)
4.Individual differences (different styles of play)
5.Inference of intent (from opponents’ bets)
6.Intentional deception (bluffing, sandbagging)
7.Pattern recognition (detecting trends from flow of game)
8.Economic behavior (factoring impact of amount of bets)

Because of the range of cognitive activities involved, poker provides a broader and more challenging test for cognitive modelling than other games such as chess that focus on a more restricted range of mechanisms (e.g. search). Despite the complexity of aspects involved, it remains a highly tractable domain, partly because it abstracts away from computationally demanding perception and interaction problems. Poker is increasingly being played in online gaming communities where the need for challenging, cognitively plausible agents is increasing. Poker therefore provides a challenging domain at the intersection of fundamental research questions and
potential mass application.

To this end, it is desirable to build a no limit poker game, playing Texas Hold’em, which displays evidence of these cognitive activities. Our project attempts to build such a poker application, with the hopes of competing to the best of poker platforms built to this date.

Popularity: 39% [?]

Connecting to Flash Media Server Using ActionScript 3.0

September 29th, 2009 Posted in ActionScript 2.0 and 3.0, Flash Tags: ,

A lot of times you will need to connect to Flash Media Server , where there is lot of code avialable for AS 2.0 , I was not able to find much code on AS 3.0 . I hope this helps other fellow Action Script programmers out there.

package
{
import flash.net.NetConnection;
import flash.display.Sprite;
import flash.text.TextField;
import flash.events.NetStatusEvent;

public class FMSManager extends Sprite
{
private var nc:NetConnection;
private var rtmpNow:String;
private var msg:String;
private var connectText:TextField;
private var posX:Number;

public function FMSManager ()
{
nc=new NetConnection();
nc.addEventListener (NetStatusEvent.NET_STATUS,checkConnect);
rtmpNow=”rtmp://timfuzos.rtmphost.com/one2oneChat/room1″; //change the host name to your host
//rtmpNow=”rtmpe:/one2oneChat/room1″;  // if your FMS is hosted in local use this
nc.connect (rtmpNow,”sumit”);
}
private function checkConnect (event:NetStatusEvent):void
{
connectText=new TextField();
msg=event.info.code;
trace(msg);
connectText.width=250;
connectText.text=msg;
addChild (connectText);
posX=connectText.stage.stageWidth;
connectText.x=(posX/2)-((msg.length/2)*(6));
connectText.y=175;
}
}
}

The screen would look like this

Connection Screen

Connection Screen



Download code from here.

FMSConnect

Popularity: 18% [?]