Related papers: Computer Poker Research at LIACC
We introduce PokAR, an augmented reality (AR) application to facilitate poker play. PokAR aims to alleviate three difficulties of traditional poker by leveraging AR technology: (1) need to have physical poker chips, (2) complex rules of…
Excellent computer simulations are done for a purpose. The most valid purposes are to explore uncharted territory, to resolve a well-posed scientific or technical question, or to make a design choice. Stand-alone modeling can serve the…
Computer-aided design of molecules has the potential to disrupt the field of drug and material discovery. Machine learning, and deep learning, in particular, have been topics where the field has been developing at a rapid pace.…
The workshop will focus on the application of artificial intelligence to problems in cyber security. AICS 2020 emphasis will be on human-machine teaming within the context of cyber security problems and will specifically explore…
Over the past decade, crowdsourcing has emerged as a cheap and efficient method of obtaining solutions to simple tasks that are difficult for computers to solve but possible for humans. The popularity and promise of crowdsourcing markets…
Society is changing, has always changed, and will keep changing. However, changes are becoming faster and what used to happen between generations, now happens in the same generation. Computing Science is one of the reasons for this speed…
Cluster computing is not a new area of computing. It is, however, evident that there is a growing interest in its usage in all areas where applications have traditionally used parallel or distributed computing platforms. The growing…
This paper introduces the Poker Hand History (PHH) file format, designed to standardize the recording of poker hands across different game variants. Despite poker's widespread popularity in the mainstream culture as a mind sport and its…
As artificial intelligence (AI) grows in popularity and importance-both as a domain within broader computing research and in society at large-increasing focus will need to be paid to the ethical governance of this emerging technology. The…
Cybercrime is a growing threat to organizations and individuals worldwide, with criminals using sophisticated techniques to breach security systems and steal sensitive data. This paper aims to comprehensively survey the latest advancements…
Computational Social Choice is an interdisciplinary research area involving Economics, Political Science, and Social Science on the one side, and Mathematics and Computer Science (including Artificial Intelligence and Multiagent Systems) on…
Computer simulation of languages is an old subject, but since the paper of Abrams and Strogatz (2003) several physics groups independently took up this field. We shortly review their work and bring more details on our own simulations.
Matching algorithms have demonstrated great success in several practical applications, but they often require centralized coordination and plentiful information. In many modern online marketplaces, agents must independently seek out and…
Since the introduction of ChatGPT and GPT-4, these models have been tested across a large number of tasks. Their adeptness across domains is evident, but their aptitude in playing games, and specifically their aptitude in the realm of poker…
We present a simple model of Texas hold'em poker tournaments which retains the two main aspects of the game: i. the minimal bet grows exponentially with time; ii. players have a finite probability to bet all their money. The distribution of…
This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, including examples like Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games,…
Live action roleplay (larp) has a wide range of applications, and can be relevant in relation to HCI. While there has been research about larp in relation to topics such as embodied interaction, playfulness and futuring published in HCI…
The emerging progress of eSports lacks the tools for ensuring high-quality analytics and training in Pro and amateur eSports teams. We report on an Artificial Intelligence (AI) enabled solution for predicting the eSports player in-game…
Humans spend a significant part of their lives being a part of groups. In this document we propose research directions that would make it possible to computationally form productive groups. We bring to light several issues that need to be…
Videogames have been a catalyst for advances in many research fields, such as artificial intelligence, human-computer interaction or virtual reality. Over the years, research in fields such as artificial intelligence has enabled the design…