Related papers: Recording and Describing Poker Hands
Contemporary chess engines offer precise yet opaque evaluations, typically expressed as centipawn scores. While effective for decision-making, these outputs obscure the underlying contributions of individual pieces or patterns. In this…
Estimating 3D interacting hand pose from a single RGB image is essential for understanding human actions. Unlike most previous works that directly predict the 3D poses of two interacting hands simultaneously, we propose to decompose the…
The existing piano fingering labeling statistical models usually consider the constraints among the fingers and the correlation between fingering and notes, and rarely include the relationship among the notes directly. The limited learned…
In this paper, we introduce a new benchmark dataset named IPN Hand with sufficient size, variety, and real-world elements able to train and evaluate deep neural networks. This dataset contains more than 4,000 gesture samples and 800,000 RGB…
Chessboard and chess piece recognition is a computer vision problem that has not yet been efficiently solved. However, its solution is crucial for many experienced players who wish to compete against AI bots, but also prefer to make…
We introduce a compact probabilistic model for two-player and two-team (four-player) squash matches, along with a practical skill-comparison rule derived from point-scoring probabilities. Using recorded shot types and court locations, we…
Handwritten character recognition is a challenging research in the field of document image analysis over many decades due to numerous reasons such as large writing styles variation, inherent noise in data, expansive applications it offers,…
In this paper we introduce a large-scale hand pose dataset, collected using a novel capture method. Existing datasets are either generated synthetically or captured using depth sensors: synthetic datasets exhibit a certain level of…
This paper presents a numerical method to conceive and design the kinematic model of an anthropomorphic robotic hand used for gesturing and grasping. In literature, there are few numerical methods for the finger placement of human-inspired…
Articulated hand pose estimation is a challenging task for human-computer interaction. The state-of-the-art hand pose estimation algorithms work only with one or a few subjects for which they have been calibrated or trained. Particularly,…
Modern AI agents are powerful but often fail to align with the idiosyncratic, evolving preferences of individual users. Prior approaches typically rely on static datasets, either training implicit preference models on interaction history or…
We study a simplified version of full street, three player Kuhn poker, in which the weakest card, J, must be checked and/or folded by a player who holds it. The number of nontrivial betting frequencies that must be calculated is thereby…
The Counterfactual Regret Minimization (CFR) algorithm and its variants have enabled the development of pokerbots capable of beating the best human players in heads-up (1v1) cash games and competing with them in six-player formats. However,…
Poker is an imperfect information game that has served as a long-standing benchmark for decision-making under uncertainty. To maximize utility beyond the Nash equilibrium, an agent can deviate from Nash-equilibrium policies to exploit…
Markerless tracking of hands and fingers is a promising enabler for human-computer interaction. However, adoption has been limited because of tracking inaccuracies, incomplete coverage of motions, low framerate, complex camera setups, and…
Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the…
Reconstructing 3D hand meshes from monocular RGB images has attracted increasing amount of attention due to its enormous potential applications in the field of AR/VR. Most state-of-the-art methods attempt to tackle this task in an anonymous…
We present the HOH (Human-Object-Human) Handover Dataset, a large object count dataset with 136 objects, to accelerate data-driven research on handover studies, human-robot handover implementation, and artificial intelligence (AI) on…
Detecting hand actions from ego-centric depth sequences is a practically challenging problem, owing mostly to the complex and dexterous nature of hand articulations as well as non-stationary camera motion. We address this problem via a…
We introduce a generalization of "Solo Chess", a single-player variant of the game that can be played on chess.com. The standard version of the game is played on a regular 8 x 8 chessboard by a single player, with only white pieces, using…