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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
101

Le jeu en ligne : une analyse comparative du statut juridique du jeu en ligne et des cadres juridiques adoptés pour règlementer et gérer ses risques

Aloe, Benito 08 1900 (has links)
No description available.
102

Marketing of the gambling industry / Marketing hazardniho průmyslu

Rožek, Jan January 2010 (has links)
This thesis is studying the current global as well as Czech gambling industry with the focus on internet gambling activities. The work begins with the description of various gambling activities. The focus is taken on the internet gambling activities with description of the specifics and the current European as well as US legal frame. Next part is dedicated to the psychology of gambling together with the pathological gambling addiction. In next part the thesis studies the current situation on the Czech market - history, main official legal providers as well as main grey market providers. Second part of the work is the case study of the launch of the internet lottery games by Fortuna Entertainment Group. This case study is based on a desk research of previous successful best practices in the internet gambling industry from all around the world.
103

Dynamic opponent modelling in two-player games

Mealing, Richard Andrew January 2015 (has links)
This thesis investigates decision-making in two-player imperfect information games against opponents whose actions can affect our rewards, and whose strategies may be based on memories of interaction, or may be changing, or both. The focus is on modelling these dynamic opponents, and using the models to learn high-reward strategies. The main contributions of this work are: 1. An approach to learn high-reward strategies in small simultaneous-move games against these opponents. This is done by using a model of the opponent learnt from sequence prediction, with (possibly discounted) rewards learnt from reinforcement learning, to lookahead using explicit tree search. Empirical results show that this gains higher average rewards per game than state-of-the-art reinforcement learning agents in three simultaneous-move games. They also show that several sequence prediction methods model these opponents effectively, supporting the idea of using them from areas such as data compression and string matching; 2. An online expectation-maximisation algorithm that infers an agent's hidden information based on its behaviour in imperfect information games; 3. An approach to learn high-reward strategies in medium-size sequential-move poker games against these opponents. This is done by using a model of the opponent learnt from sequence prediction, which needs its hidden information (inferred by the online expectation-maximisation algorithm), to train a state-of-the-art no-regret learning algorithm by simulating games between the algorithm and the model. Empirical results show that this improves the no-regret learning algorithm's rewards when playing against popular and state-of-the-art algorithms in two simplified poker games; 4. Demonstrating that several change detection methods can effectively model changing categorical distributions with experimental results comparing their accuracies to empirical distributions. These results also show that their models can be used to outperform state-of-the-art reinforcement learning agents in two simultaneous-move games. This supports the idea of modelling changing opponent strategies with change detection methods; 5. Experimental results for the self-play convergence to mixed strategy Nash equilibria of the empirical distributions of plays of sequence prediction and change detection methods. The results show that they converge faster, and in more cases for change detection, than fictitious play.
104

Vem är personen bakom pokerfejset? : En kvalitativ intervjustudie om hur spelberoende kan hålla människor på en genomgående destruktiv väg i livet och hur det kan hållas dolt för alla i sin omgivning under lång tid fram till tillfrisknandet / Who is the person behind the poker face? : A qualitative interview study on how gambling addiction can keep people on a consistently destructive path in life and keep it hidden from everyone around them for a long time until recovery

Assmar, Eva January 2022 (has links)
Bakgrund: Personer med spelproblem har betydligt oftare suicidtankar, suicidplaner och suicidförsök än den allmänna befolkningen. Spelproblem är ett folkhälsoproblem då det kan ge allvarliga sociala, hälsomässiga och ekonomiska konsekvenser för individen, för närstående och för samhället i stort. Syftet med den kvalitativa studien är att öka kunskapen om spelberoende samt få fördjupad förståelse för de spelfria spelberoendes upplevelser om deras väg till tillfrisknande. Metoden jag har använt mig av är kvalitativt inriktad forskning till följd av att jag vill förstå problemspelares upplevelser och syn på deras livsvärld och på så sätt få detaljrika berättelser. Resultatet av studien är att åtta kvalitativa forskningsintervjuer har genomförts med åtta spelfria spelberoende från tre ideella föreningar i tre olika städer i landet. Intervjumaterialet har därefter analyserats utifrån två teoretiska verktyg; Känsla av sammanhang (KASAM) och stigma. Slutsatsen av studien är att intervjupersonerna hade upplevt personlighetsförändringar där lögn, manipulationer och stjäla pengar blev deras vardag. De levde i sin bubbla för att de kände skam och skuld över att berätta för sina närstående om spelberoendet som orsakade förödande negativa konsekvenser för deras psykiska hälsa, sociala relationer och ekonomi. Vägen mot tillfrisknandet har varit i samband med kapitulationen och stödet från anhöriga men framförallt från självhjälpsgrupperna som har varit avgörande för upprätthållandet av återhållsamheten. / Background: People with gambling problems have significantly more frequent suicidal thoughts, plans and suicide attempts than the general population. Gambling problems are a public health problem as it can have serious social, health and economic consequences for the individual, for relatives and for society as a whole. The purpose of the qualitative study is to increase knowledge about gambling addiction and gain an in-depth understanding of the former gambling addicts´ perceptions and experiences about their path to recovery. The method I have used is qualitative research as a result of the fact that I want to understand problem players' experiences and views of their world of life and thus get detailed stories. The result of the study is that eight qualitative research interviews were conducted with eight former gambling addicts from three non-profit support groups in three different cities in the country. The interview material was then analyzed based on two theoretical tools; Sense of coherence (SOC) and stigma. The conclusion of the study is that the interviewees had experienced personality changes where lying, manipulation and stealing money became their everyday life. They lived in their bubble because they felt ashamed and guilty about telling their loved ones about gambling addiction that caused devastating negative consequences for their mental health, social relationships and finances. The path to recovery has been in connection with the capitulation and support from relatives, but above all from the self-help groups that have been crucial for maintaining restraint.
105

Mama's Boy

Berger, Jamie t 01 January 2010 (has links) (PDF)
"Mama's Boy" is a book of fiction and nonfiction by Jamie Berger. It deals with mothers and sons and feminism and pornography and poker and love and New York and San Francisco and Western Massachusetts.
106

[en] GAME THEORY AND MATHEMATICS IN SECONDARY EDUCATION: INTRODUCTION TO NASH EQUILIBRIUM / [pt] TEORIA DOS JOGOS E A MATEMÁTICA NO ENSINO MÉDIO: INTRODUÇÃO AO EQUILÍBRIO DE NASH

THIAGO OLIVEIRA NASCIMENTO 03 March 2015 (has links)
[pt] O objetivo deste trabalho é investigar como os alunos do Ensino Médio da rede pública estadual de ensino do Rio de Janeiro se comportam com a aplicação da Teoria dos Jogos como elemento motivador no ensino da Matemática, uma vez que apresentam, com grande frequência, dificuldades nesta disciplina. Para atingir o objetivo proposto elaboramos uma sequência didática que consistia na realização dos jogos Barganha com Ultimato e Dilema do Prisioneiro em sala de aula, sem qualquer explicação prévia sobre os conceitos básicos da Teoria dos Jogos. Nesta sequência didática, após a realização de cada jogo explicamos os resultados previstos pela teoria, introduzindo os conceitos de matriz de ganhos, estratégia dominante e equilíbrio de Nash, e explicamos o funcionamento do jogo Pôquer Simplificado com seus resultados teóricos. Ao término da aplicação da sequência didática, realizamos um teste de auto-avaliação simples, para que pudéssemos verificar o nível de aprendizado dos alunos envolvidos. Por fim, comparamos os resultados obtidos pelos pares de alunos que participaram do jogo Barganha com Ultimato (realizado quando ainda não possuíam qualquer experiência em Teoria dos Jogos) com aqueles obtidos por Bianchi, Carter e Irons e Castro e Ribeiro. / [en] The objective of this work is to investigate the effect of game theory as a motivator for mathematics education on those second year high school students in the state public schools of Rio de Janeiro who have already shown frequent difficulties with the discipline. In order to achieve the proposed goal, we develop a didactic sequence involving the application in the classroom of the games the Ultimatum Game and the Prisoner s Dilema without any prior introduction to the basic concepts of game theory. After the completion of each game, we explain the results predicted by the theory, introducing the concepts of the payoff matrix, the dominant strategy and the Nash Equilibrium. In addition, we explain the operation of the game of Simplified Poker along which its theoretical results. Upon completion of the application of this didactic sequence, we apply a simple self-evaluation test in order to verify the academic level of the students involved. Finally, we compare the results obtained by the pairs of students who participated in the game the Ultimatum Game (performed when the students still had no experience of Game Theory) with the results obtained by Bianchi, Carter e Irons and Castro e Ribeiro.
107

Les fausses croyances et les pertes perçues comme étant presque gagnantes à la loterie vidéo

Giroux, Isabelle 15 April 2021 (has links)
Deux articles examinent les perceptions erronées des joueurs d'appareils de loterie vidéo (ALV), dont les pertes qui sont perçues comme étant presque gagnantes (PPPG). Pour la première étude, 105 joueurs d'AVL furent questionnés sur leurs conceptions erronées et les PPPG. Contrairement aux hypothèses, les joueurs fréquents ne discernent pas davantage les PPPG que les joueurs occasionnels et ils front pas un plus grand nombre de perceptions erronées. Des analyses a posteriori révélèrent des différences significatives entre les joueurs pathologiques et non pathologiques sur ces variables. C'est donc la présence ou l'absence de pathologie qui font ici la différence plutôt que la fréquence de jeu. La deuxième étude examina en laboratoire l'influence des PPPG sur le choix d'un ALV. Dans un design intra-sujet, 28 joueurs pathologiques ont joué sur 2 AVL, un ayant des PPPG et l'autre non. Les résultats démontrent comme prévu qu'une majorité de joueurs choisissent de continuer à jouer sur l'appareil ayant les PPPG. Cependant, cette préférence ne se traduit pas par une somme d'argent mise plus élevée sur cet appareil. Ces résultats sont discutés à l'aide de la psychologie cognitive du jeu.
108

Implicit personality and leadership in stressful and dangerous situations: a first step

Smith, Daniel R. 05 April 2012 (has links)
Leadership in stressful and dangerous situations is vitally important in terms of lives, property, and national strategic objectives. But our understanding of effective leadership in these and other contexts is limited. Part of the problem is that interactionist theoretical perspectives are not reflected in contemporary leadership thinking. In addition, the impact of individual differences on leadership is often misrepresented or hidden by linear correlations and regressions conducted on continuous scores. This study employed new, innovative, indirect conditional reasoning measures to assess the personalities of 627 leaders entering the militaryâ s most challenging and stressful combat leader development course (the US Army Ranger School). These innovative measures predicted compelling differences in leadership, attrition, and in the peer evaluations made during the training. Analyses conducted on the continuous personality scores demonstrate that these findings are misrepresented or hidden by linear correlations and regressions. As an alternative, I present a configural scoring scheme, couched in a poker analogy, to explain how these individual differences combine to predict the odds of success for each of the 18 personality types studied.

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