Video poker training


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Video poker training

  1. 1. Video Poker Trainer: An Example of Applied Behaviorism
  2. 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
  3. 3. Training: • Player is dealt 5 cards (stimulus)
  4. 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. 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. 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. 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)
  8. 8. Training • Hand Details Screen:
  9. 9. Other Behaviorist Features: • Three Levels of training which move from easy to most difficult (shaping)
  10. 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. 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. 12. Other Behaviorist Features: • Reinforcement schedules Fixed Ratio: – Clicks “check” for reinforcement or punishment Variable Ratio: – Favorable hands dealt on an unpredictable basis
  13. 13. Other Behaviorist Features: • Frequent opportunities to receive feedback – The correct response is explained for each hand dealt
  14. 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