Playing Texas Hold'Em PokerOnline Using CASE-Based Reasoning

Ian Watson and Jonathan Rubin

This paper investigates the use of the case-based reasoning methodology applied to the game of Texas hold’em. The development of a CASebased Poker playER (CASPER) is described. CASPER uses knowledge of previous poker scenarios to inform its betting decisions. CASPER improves upon previous case-based reasoning approaches to poker and is able to play evenly against the University of Alberta’s Pokibots and Simbots, from which it acquired its case-bases and updates previously published research by showing that CASPER plays profitably against human online competitors for play money. However, against online players for real money CASPER is not profitable. The reasons for this are discussed.

Collaborative Robot Agents For AIBO Soccer

E. Daman, I.J.J. Borm, Z. Yang and L.J.M. Rothkrantz

This paper describes how methods for collaborative agents can be applied to improve the soccer playing skills of the AIBO (Artificial Intelligence roBOt) of SONY Corporation. The technical details of our method for collaboration are explained in detail, and the design and implementation of a working prototype is presented. The software works on an ad-hoc wifi network where AIBOs can connect and disconnect at all times. Data is shared between the AIBOs in such a way that they can determine the right objectives for themselves and fine-tune their actions with the others. In addition a simulation framework has been developed to allow developers to test different collaboration strategies before they are deployed in the real AIBOs.

Serious Game Based Learning Creating a Triangle of Success: Play, Interact and Learn

Mostafa El-Said and Samah Mansour

As teachers tend to use new technologies to engage students in the learning process, game-based learning can offer a powerful approach for learning and skills development. This study examines how the integration of 3D-Online Multi-Players Role-Playing Educational Serious Games (MPRPG) would enhance students’ learning performance. Multiple game sessions are conducted for three times and promising results are obtained. This study found that the more students play the MPRPG, the higher perception of social interaction they will experience and the better learning performance they will achieve. Additionally, students who did not play any session of the game experienced the lowest perception of social interaction and performed the worst.

Adaptive Storytelling Based On Model-Checking Approaches

Nicolas Rempulski, Armelle Prigent, Pascal Estraillier, Vincent Courboulay and Matthieu Perreira

Interactive scenarios are often represented as branching-like systems. This representation complexity is increased as options left to players grow. Each fork in the story force designers to define all possible choices and their following situations. We propose a formal model of scenario to ease designers task while granting the same freedom to players. In this model each entity is modeled as an automaton. These automata are then combined to build the scenario as all entity's actions sequences. The right sequence is then unfolded on line, while the player experience the story. The structure of the narration is guaranteed by properties verification on the model. These properties are set by designers to provide an interesting narrative frame to players. We implemented this method on an interactive game prototype linked to an expert system in charge of unfolding the story.

Neuro Wii: Game As A Treatment For Attention Defecit And Hyperactivity Disorders

Begoña García Zapirain, Amaia Méndez Zorrilla, and Ibon Ruiz Oleagordia

This paper deals with the design and development of a multimedia game for the analysis and treatment of Attention Deficit Disorders with Hyperactivity (ADHD). The treatment has been planned at three levels. Each level treats a characteristic related to socialisation, integration and the expression of feelings. For this purpose, various scenarios have been described (the city, the college and the home) and the user has to pass the test related to social situations. To interact and play this game, people will use the Wiimote, chosen due to its simplicity and usability. The results produced by the game are saved in a database to be analysed by the instructors at a later date. The game contains different situations (leisure time, learning, physiotherapy) to work on the social abilities of the user. The validation of this new therapy will be carried out with the help of neuropsychology experts (from the University of Deusto), children and patients with this disorder.
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