Related papers: Recording and Describing Poker Hands
Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little…
In Texas hold'em, after an all-in bet is made and called before the flop, the turn, or the river, the two players sometimes agree to run it $n$ times, meaning that the remaining five, two, or one cards are dealt out not just once but $n$…
Hand orientation is an essential feature required to understand hand behaviors and subsequently support human activities. In this paper, we present a new method for estimating hand orientation in probability density form. It can solve the…
A co-evolutionary algorithm (CA) based chess player is presented. Implementation details of the algorithms, namely coding, population, variation operators are described. The alpha-beta or mini-max like behaviour of the player is achieved…
Between the poker hands of straight, flush, and full house, which hand is more common? In standard 5-card poker, the order from most common to least common is straight, flush, full house. The same order is true for 7-card poker such as…
This paper suggests a forward-pruning technique for computer chess that uses 'Move Tables', which are like Transposition Tables, but for moves not positions. They use an efficient memory structure and has put the design into the context of…
Automatic estimation of piano fingering is important for understanding the computational process of music performance and applicable to performance assistance and education systems. While a natural way to formulate the quality of fingerings…
To improve human-preference alignment training, current research has developed numerous preference datasets consisting of preference pairs labeled as "preferred" or "dispreferred". These preference pairs are typically used to encode human…
While Poker, as a family of games, has been studied extensively in the last decades, collectible card games have seen relatively little attention. Only recently have we seen an agent that can compete with professional human players in…
The process of hand washing involves complex hand movements. There are six principal sequential steps for washing hands as per the World Health Organisation (WHO) guidelines. In this work, a detailed description of an aluminium rig…
The tile-based multiplayer game Mahjong is widely played in Asia and has also become increasingly popular worldwide. Face-to-face or online, each player begins with a hand of 13 tiles and players draw and discard tiles in turn until they…
This paper proposes 12 multi-object grasps (MOGs) types from a human and robot grasping data set. The grasp types are then analyzed and organized into a MOG taxonomy. This paper first presents three MOG data collection setups: a human…
In this work, deep learning models are applied to a segment of a robust hand-washing dataset that has been created with the help of 30 volunteers. This work demonstrates the classification of presence of one hand, two hands and no hand in…
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to…
In multi-player card games such as Skat or Bridge, the early stages of the game, such as bidding, game selection, and initial card selection, are often more critical to the success of the play than refined middle- and end-game play. At the…
Address Event Representation is a thriving technology that could change digital image processing paradigm. This paper proposes a methodology to characterize the shape of objects using the streaming of asynchronous events. A new descriptor…
The authentic 3D hand avatar with every identifiable information, such as hand shapes and textures, is necessary for immersive experiences in AR/VR. In this paper, we present a universal hand model (UHM), which 1) can universally represent…
We analyzed nearly 460,000 AI model cards from Hugging Face to examine how developers report risks. From these, we extracted around 3,000 unique risk mentions and built the \emph{AI Model Risk Catalog}. We compared these with risks…
Across a growing number of domains, human experts are expected to learn from and adapt to AI with superior decision making abilities. But how can we quantify such human adaptation to AI? We develop a simple measure of human adaptation to AI…
A fundamental challenge in imperfect-information games is that states do not have well-defined values. As a result, depth-limited search algorithms used in single-agent settings and perfect-information games do not apply. This paper…