2. Goals/Objectives
• Demonstrate understanding of poker strategy and tactics
by holding cards which maximize potential payout
• Recognize and avoid common mistakes made when
playing video poker
• Demonstrate mastery of strategy and tactics by scoring
100% at each of three training levels
4. Training:
• Card combinations which
hold potential for payout
are explained via scrolling
banner at the top of the
screen (cues)
• Odds chart is displayed
above the deal for reference
(cues)
5. • Player selects which card(s) to hold and taps
“Check” (response)
• Green check mark and pleasant chimes indicate
a correct answer
• Red “X” and buzz indicate an incorrect answer
Training
(positive reinforcement)
(punishment)
6. Training
• After player’s choice is
reinforced or punished,
the correct choice for
cards to hold blinks in
yellow (feedback)
• Correct choice is also
described in words
(feedback)
7. Training
• Player taps “Deal Next
Hand” to continue (next
practice opportunity)
• “Hand Details” screen
describes the odds for
winning the hand on the
screen (discriminative
stimuli)
10. Other Behaviorist Features:
• Players must demonstrate understanding of
individual scenarios before they are combined
(chaining)
“Go for the Flush”
“Keep the Suited High Cards”
“Go for the Royal Flush”
“Keep the High Pair”
11. Other Behaviorist Features:
• The game provides a
discriminative stimulus in that
it is appropriate training for
a specific type of poker
machine – 9/6 Jacks or Better
12. Other Behaviorist Features:
• Reinforcement schedules
Fixed Ratio:
– Clicks “check” for reinforcement
or punishment
Variable Ratio:
– Favorable hands dealt on an
unpredictable basis
13. Other Behaviorist Features:
• Frequent opportunities to
receive feedback
– The correct response is explained
for each hand dealt
14. Summary
• Applies Behaviorist principles to teach players
tactics and strategy
• Stimulus-Response-Stimulus framework
• Chaining, Shaping used to teach the new
behavior
• Behavior strengthened with varying
reinforcement schedules