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Game Of Chance
A game of chance is in contrast with a game of skill. It is a game whose outcome is strongly influenced by some randomizing device. Common devices used include dice, spinning tops, playing cards, roulette wheels, numbered balls, or in the case of digital games random number generators. A game of chance may be played as gambling if players wager money or anything of monetary value. Alternatively, a game of skill is one in which the outcome is determined mainly by mental or physical skill, rather than chance. While a game of chance may have some skill element to it, chance generally plays a greater role in determining its outcome. A game of skill may also may have elements of chance, but skill plays a greater role in determining its outcome. Gambling is known in nearly all human societies, even though many have passed laws restricting it. Early people used the knucklebones of sheep as dice. Some people develop a psychological addiction to gambling and will risk food and sh ...
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Gaming Law
Gambling law is the set of rules and regulations that apply to the gaming or gambling industry. Gaming law is not a branch of law in the traditional sense but rather is a collection of several areas of law that include criminal law, regulatory law, constitutional law, administrative law, company law, contract law, and in some jurisdictions, competition law. At common law, gambling requires consideration, chance and prize, legal terms that must be analyzed by gaming lawyers within the context of any gaming operation. Gaming law is enormously complex. In the United States, it involves federal and state law considerations.For federal law, see, e.g., In Canada, it involves federal and provincial law considerations, in a variety of legal disciplines. United States In the United States, each state has its own laws regarding the regulation or prohibition of gambling. States that permit such gaming usually have a gaming control board established to oversee the regulation of the indus ...
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Stochastic Process
In probability theory and related fields, a stochastic () or random process is a mathematical object usually defined as a family of random variables in a probability space, where the index of the family often has the interpretation of time. Stochastic processes are widely used as mathematical models of systems and phenomena that appear to vary in a random manner. Examples include the growth of a bacterial population, an electrical current fluctuating due to thermal noise, or the movement of a gas molecule. Stochastic processes have applications in many disciplines such as biology, chemistry, ecology Ecology () is the natural science of the relationships among living organisms and their Natural environment, environment. Ecology considers organisms at the individual, population, community (ecology), community, ecosystem, and biosphere lev ..., neuroscience, physics, image processing, signal processing, stochastic control, control theory, information theory, computer scien ...
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Russian Roulette
Russian roulette () is a potentially lethal game of chance in which a player places a single round in a revolver, spins the cylinder, places the muzzle against the head or body (their opponent's or their own), and pulls the trigger. If the loaded chamber aligns with the barrel after cocking (with a single-action revolver), or is in the position which will be rotated to the barrel upon pulling the trigger (double-action), the weapon fires. Etymology The term ''Russian roulette'' was possibly first used in a 1937 short story of the same name by Georges Surdez, published in the January 30, 1937, edition of ''Collier's'' magazine: References to the term in the context of the ''Collier's'' story appeared in some newspapers during 1937. The first independent appearances of the term in newspapers began in 1938 with the reports of young men being killed while playing it. The earliest instance appears to have been the death of a 21-year-old former journalism student in Austin, ...
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Parlour Game
A parlour or parlor game is a group game played indoors, named so as they were often played in a parlour. These games were extremely popular among the upper and middle classes in the United Kingdom and in the United States during the Victorian era. The Victorian age is sometimes considered the "Golden Age" of the parlour game.Beaver, Patrick (1978). ''Victorian Parlor Games'', p.14. T. Nelson. . During the 19th century, the upper and middle classes had more leisure time than people of previous generations. This led to the creation of a variety of parlour games to allow these gentlemen and ladies to amuse themselves at small parties. Boxed parlour games were very popular from around 1920 until into the 1960s, especially around Christmas. Parlour games competed for attention with the mass media, particularly radio, film, movies, and television. Though decreased in popularity, parlour games continue to be played. Some remain nearly identical to their Victorian ancestors; others h ...
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Move By Nature
In game theory a move by nature is a ''decision'' or ''move'' in an extensive form game made by a player who has no strategic interests in the outcome. The effect is to add a player, "Nature", whose practical role is to act as a random number generator. For instance, if a game of Poker requires a dealer to choose which cards a player is dealt, the dealer plays the role of the nature player. Moves by nature are an integral part of games of incomplete information. See also * Games of chance A game of chance is in contrast with a game of skill. It is a game whose outcome is strongly influenced by some randomizing device. Common devices used include dice, spinning tops, playing cards, roulette wheels, numbered balls, or in the case ... References * {{Game theory Game theory ...
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Monty Hall Problem
The Monty Hall problem is a brain teaser, in the form of a probability puzzle, based nominally on the American television game show ''Let's Make a Deal'' and named after its original host, Monty Hall. The problem was originally posed (and solved) in a letter by Steve Selvin to the ''The American Statistician, American Statistician'' in 1975. It became famous as a question from reader Craig F. Whitaker's letter quoted in Marilyn vos Savant's "Ask Marilyn" column in ''Parade (magazine), Parade'' magazine in 1990: Savant's response was that the contestant should switch to the other door. By the standard assumptions, the switching strategy has a probability of winning the car, while the strategy of keeping the initial choice has only a probability. When the player first makes their choice, there is a chance that the car is behind one of the doors not chosen. This probability does not change after the host reveals a goat behind one of the unchosen doors. When the host provides i ...
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Lotería
''Lotería'' (Spanish word meaning "lottery") is a traditional Mexican board game of chance, similar to bingo, but played with a deck of cards instead of numbered balls. Each card has an image of an everyday object, its name, and a number, although the number is usually ignored. Each player has at least one ', a board with a randomly created 4 × 4 grid selected from the card images. Players choose a ''tabla'' ("board") to play with, from a variety of previously created ', each with a different selection of images. The traditional ''Lotería'' card deck is composed of 54 different cards, each with a different picture. To start the game, the caller (''cantor'', "singer") shuffles the deck. One by one, the caller picks a card from the deck and announces it to the players by its name, sometimes using a verse before reading the card name. Each player locates the matching pictogram of the card just announced on their board and marks it off with a chip or other kind of marker. In Me ...
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Game Of Skill
A game of skill is a game where the outcome is determined mainly by mental or physical skill, rather than chance. Alternatively, a game of chance is one where its outcome is strongly influenced by some randomizing device, such as dice, spinning tops, playing cards, roulette wheels, or numbered balls drawn from a container. While a game of chance may have some skill element to it, chance generally plays a greater role in determining its outcome. A game of skill may also have elements of chance, but skill plays a greater role in determining its outcome. Some commonly played games of skill and chance include: poker, collectible card games, contract bridge, backgammon and mahjong. Most games of skill also involve a degree of chance, due to natural aspects of the environment, a randomizing device (such as dice, playing cards or a coin flip), or guessing due to incomplete information. For many games where skill is a component alongside chance, such as card games like poker ...
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Game Of Dares
A game of dares (or simply dare) is a game in which people dare each other to perform actions that they would not normally do. It is commonly played by children. The game's popularity is attributed to a person's need for recognition. Gameplay The game is played by two or more players. A player asks another to do something that one would not normally do or even think of doing themselves. The request may come in the form of "I dare you to..." or "Can you ...?". In order to stay in the game, one must perform the task they are dared to do. If a player refuses to do the challenge or fails to complete it, they lose and are out of the game. Often, losers are given nicknames like "loser" or "chicken". If the initial dare is declined, it is common to escalate to more elaborate variations, such as "double dare", "double dog dare", "triple dare", or "triple dog dog". "Double dog dare" originated from "double black dog dare" in the mid or late 1800s in England; "black dog" was slang fo ...
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Game Classification
Game classification is the classification of games, forming a game taxonomy. Many different methods of classifying games exist. Physical education There are four basic approaches to classifying the games used in physical education: ;Game categories: This is a classification scheme proposed by Nicols, who classifies games according to three major categories: the game's physical requirements (i.e. what the game requires in addition to the players — equipment, size and nature of playing field, and so forth), the structure of the game (i.e. number of players, groupings of players, strategies, and so forth), and the game's personal requirements (i.e. what the game requires of the player — motor skills, fitness levels, numeracy, social skills, and so forth). ;Games for understanding: This is a classification scheme proposed by Werner and Alomond that classifies games according to their strategies. It divides games into target games (e.g. archery); net or wall games (e.g. tennis ...
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Gambler's Ruin
In statistics, gambler's ruin is the fact that a gambling, gambler playing a game with negative expected value will eventually go Bankruptcy, bankrupt, regardless of their betting system. The concept was initially stated: A persistent gambler who raises his bet to a fixed fraction of the gambler's bankroll after a win, but does not reduce it after a loss, will eventually and inevitably go broke, even if each bet has a positive expected value. Another statement of the concept is that a persistent gambler with finite wealth, playing a fair game (that is, each bet has expected value of zero to both sides) will eventually and inevitably go broke against an opponent with infinite wealth. Such a situation can be modeled by a random walk on the real number line. In that context, it is probable that the gambler will, with virtual certainty, return to their point of origin, which means going broke, and is ruined an infinite number of times if the random walk continues forever. This is a c ...
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