Poker Paradox Putting the game into computers

June 23, 2018 0 By Karl Istobias

Computer scientists are looking for the bridge to develop artificial intelligence further: Poker.

Poker is a game of chance and that is that something computer scientists aspire to be programming for many years. Creating a simulation of a poker player is essentially the same as creating a near-human computer mind. So, to do this, you must understand poker math. In recent years, scientists have placed the game of poker under computer labs to see if the dream of creating a simulated computer player is possible. Poking the Computer

It’s that computerized players in stock and they have named it Loki – the Norse god of mischief. Loki plays good poker, but is far from capable of winning the world championship. Loki, however, proved to be a solid test bed to further develop computer poker. It has been programmed very differently than scrabble, chess, checkers, or backgammon because here, you deal with incomplete information.

Chess players, for example, can see what their opponents are doing. They know what the other type is capable of. In poker, the information on who you are dealing with is the last part of the data you get. All you can do is read between the lines and make the guesses instructed by how your opponents’ expressions and movements. It’s all the odds, statistics and instincts.

This turns out to be a challenge for programmers and for the field of computer science itself. As far as we can tell, information technology has dealt only with the information that is known, accurate and complete. Programs intended for the computer should be developed on data that is uncertain and possibly incorrect. To put it simply, there has not been a computer that can bluff. All the computers we know are strictly robots. So in order for the computers to trick, we must make their hands dirty. The Loki imitations

Loki, developed by the University of Alberta in Edmonton, can evaluate the strength of its cards. It can also look like its opponents move from time to time so it can adjust its strategies accordingly. But the thing is, Loki evaluates its opponents as if they did not make mistakes. Thus the program makes its movement better. This point to the limitation of what Loki can do. He always bets when he has a strong hand and never holds back. Opponents can spot this model and take advantage of it. Computer scientists are now looking at this limitation and plans to have Loki make relevant judgments on how it bets so it can hide its strategies from its opponents.