Security Implementation Of Online Poker Computer Science Essay

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The Secure Online Poker project is an attractive game of cards with a complicated artificial intelligence. The program accomplishes all tasks relating to the game of poker, such as checking for card combinations, determining winners, dealing cards, handling bets, and handling funds. This program also has much complicated artificial intelligence. When designing Secure Online Poker, I wanted to create a dynamic Artificial Intelligence that would not be recurring. Many online poker games that have artificial intelligence those are very fixed. Secure Online Poker was designed to get rid of boring thinking patterns of the computer. The main goal of Secure Online Poker was to create an artificial intelligence that thinks like a human brain, and not to create a game of poker. The game itself is just a channel for this artificial intelligence, nicknamed Lucricia. The security is maintained by the user authentication for which a data base will be maintained. Each user will be given separate username and password for login and play the game.

Lucricia ultimately attempts to imitate a human brain. At the most base level, Lucricia tries to replicate human neurons. Within the artificial intelligence, these neurons work together to dynamically think of an action. This kind of "neural artificial intelligence" provides some dynamic game play, because of which for any given situation the probability of all the neurons acting in the same way are very slight. Lucricia also tries to memorize player patterns. The artificial intelligence will notice certain patterns and use them. If a player begins to change this pattern, the artificial intelligence will also change. This keeps Lucricia constantly morphing. Furthermore, this artificial intelligence is able of learning from its mistakes. The brain of the artificial intelligence keeps track of statistics. Periodically, Lucricia will look at how it is playing and if it is not playing good then immediately it changes its thinking towards how to increase the chances of winning more. All these features, among many more, make Lucricia a very dynamic and interesting artificial intelligence to play against.

Chapter 1

Introduction:

The main goal of Secure Online Poker was to create an artificial intelligence that thinks like a human brain, and not to create a game of poker. The game itself is just a channel for this artificial intelligence, nicknamed Lucricia. The security is maintained by the user authentication for which a data base will be maintained. Each user will be given separate username and password for login and play the game.

The program accomplishes all tasks relating to the game of poker, such as checking for card combinations, determining winners, dealing cards, handling bets, and handling funds.

To know the how the artificial intelligence will work mostly in all cases similar to the human brain one has to know about the artificial intelligence channel used in this project called Lucricia.

As mentioned in the abstract, Secure Online Poker is a game that is actually designed to home a great artificial intelligence system. This Artificial Intelligence is called Lucricia. The goal of Lucricia is to make an extremely dynamic Artificial Intelligence that can in some ways parallel to the human brain. Lucricia includes a multitude of features that try to complete this goal.

One of the most attractive features of Lucricia is the mood creating capabilities. Both the bot and the player are given moods (0 <= mood <= 10; 10 being bad mood). This mood is used to help the neurons make their choices. When calculating the temper of either the player or the bot, the program looks at the history of the player. Any repeated loses or wins affect the mood, along with the amount the player lost in the last round. For example, a player who lost 3 rounds in a row and lost $1000 in the last round is going to be in a bad mood.

Lucricia uses a recursive method to make a decision how it shall act during game play. Every pass through the recursive think () method represents a neuron making its individual decision. The whole recursive process is designed to represent a human brain making a decision using neural pathways. The neurons have an option to either make their own choice, or to copy the alternative of the last neuron. Lucricia has a community of 500 neurons to make the overall choice, which is based on the average choice of the individual neurons. Each neuron determines an aggression factor (0 <= x <= 100), which represents how aggressive that particular neuron acts. The aggression average is then used to decide if Lucricia will fold, match, or raise. If the Artificial Intelligence raises, it will do so proportional to the aggression average.

The aggression reason of each neuron is subdivided into 3 more categories. These three categories have different weights and fluctuate during game play. These three categories represent the three base conditions the Artificial Intelligence considers to make its choice. Each of these three conditions relies on more detailed conditions that relate to them. The three base categories are conservatism, the player's bet, and the bot's hand (conservatism weight + player's bet weight + bot's hand weight = 100).

Conservatism is an indicator of how conservative the player is. Lucricia will find how often the player folds over games played and create a fold ratio. If the Artificial Intelligence notices that this player is traditionalist and that only plays if he has a good hand, it will be more cautious when the player does follow through with a hand. Lucricia constantly recalculates this fold ratio so if the player starts to play more aggressively, the Artificial Intelligence will recognize the change in conservatism and change its tactics accordingly. For this category, Lucricia also looks at how much money the player has left and the player's mood. If a player has low funds remaining, Lucricia will guess that the player will take more risks, so the conservative factor is overwritten slightly. Similarly, the mood of the player also affects this category. If a player is in a bad mood, the Artificial Intelligence will guess that the player is taking more risks. Inversely, a player in a good mood is more likely to follow their patterns, so the conservative factor gets a boost in importance.

The second major factor the Artificial Intelligence aggression considers is the player's bet. Lucricia will put the last bet on a scale and bet accordingly. Many other categories affect this factor. Firstly, Lucricia will look at how much money the player has left. If the player is low on money, the Artificial Intelligence will be more likely to call the player's bet. The reasoning is that a player low on cash is required to make bigger bets to regain lost money. Secondly, Lucricia will look at mood. If Lucricia thinks that the player is in a bad mood, it will assume that the player is taking more risks than usual and is a little more daring in its aggression. Finally the Artificial Intelligence will look at the community cards. If Lucricia notices a potential card combination on the table and a higher bet, it will be more cautious in betting. For example, if Lucricia sees a Straight drawn on the table (1 card minus a straight) and sees the player betting a large amount, it will be conservative in its aggression. Here Lucricia attempts to catch bluffs by the player. If the Artificial Intelligence notices a bad mood, potential card combination, and a high bet, it will greatly consider if the player is bluffing.

The final factor that the Artificial Intelligence aggression looks at is the Bot's own hand. Lucricia can see full card combinations within its hand and the current set of community cards. This also includes incomplete card combinations. Obviously, Lucricia will be more aggressive if a good combination is present on the table. This factor has a huge weight of imitating a brain. The mood of the bot is calculated in this section. If the bot is in a bad mood, there is a bigger chance of the Artificial Intelligence overriding logic with something risky. In this way it tries to imitate a human mind. Furthermore, Lucricia will analyze the money it has left and will bet significantly more if it is low. Based on those two sub-factors, Lucricia will sometimes dare to bluff. In these ways, Lucricia will sometimes ignore logic to be more realistic as a human player.

The weight of these three main categories is dynamic. As the game progresses the weighting changes based on the circumstances of the game. The three weights are referred to as thinking patterns. Lucricia's memory is filled with 20 different thinking paths. Before any neuron looks at anything, Lucricia analyses the number of games played and the amount of money the player has left and chooses a new thinking pattern. For example, in the first several games, the conservation factor is worth nothing because the player hasn't developed any patterns yet, but as the game progresses, the weight of conservatism grows. In this way, Lucricia can analyze the circumstances of a game and choose a thinking pattern that it feels is most beneficial.

As mentioned above, each particular neuron has the option of copying its predecessor. Each neuron has the option to copy the earlier neuron three times, one for each of the three main factors in the Artificial Intelligence choice. This means that repetition of neural choices is limited. It becomes very improbable for two neurons to have the exact same aggression factor. Another key ingredient in the dynamics of Lucricia is its capability to learn from it's mistakes. How often a neuron copies its predecessor is held in a variable called neural dependence (0 <= x <=100). Neural dependence determines the chances of any given neuron copying the previous neuron. This factor is occasionally checked against the win ratio of the bot. If Lucricia notices that the current win ratio is low, it will change the neural dependence. Lucricia will literally change the way it thinks in hopes of winning more games. In this way, Lucricia learns from its mistakes and changes to try and fix them.

Finally, Lucricia has a tries to imitate spur of the moment actions. Lucricia tries to be unprompted. After each component is evaluated, each neuron has a chance to swing up to 10% up or down from its base action. This not only makes Lucricia more dynamic, but it further prevents reiteration among the neurons.

All these factors contribute into making the Artificial Intelligence of this poker game as close to a real player as possible. This kind of dynamic Artificial Intelligence is a lot more interesting to play against than an Artificial Intelligence that simply looks at its chances of winning.

Chapter 2

Literature Review:

Background:

Gaming has been a major computer application with its own distinct characteristics, and in fact, online gaming is now one of the most popular applications on the Internet. Poker is a game with a predominance of skill. Like chess, poker is a "thinking man's" game which relies on mathematics, psychology and money management. Online poker is a game of cards that was speculated by many researchers that it was originated from a 16th century Persian card game called as Nas. It is an attractive game of cards with a complicated artificial intelligence which is played with a 25 card deck containing five suits which is similar to today's five card stud. This game gained popularity just because of professional gamblers. In a match of true intelligence like poker, a skilled player will always win over time against a lucky player (Bob Braun, 2009). The first online poker game was launched during 1970's which was at the time when computers were invented. This game was introduced to provide enjoyment to those who want to enjoy playing online casino games and poker which became a new form of entertainment. Computer games have also become a part of popular culture and have changed many people's life styles (Poker Administrator, 2009). Its popularity was fueled by a combination of television, software enhancement and also to draw big profits. In order to play this game one has to start at the poker source website which is an important step to build bankroll. Poker Source is one of the largest poker affiliates and will provide additional gifts, perks and bonuses that will be essential in a step by step process of building bankroll. Patience is the key to being a successful and profitable poker player and a person with less patience will definitely lose money very fast (Bob Braun, 2009).

Nowadays, gaming still leads the development of consumer graphics hardware and software, and the computer game industry occupies a multi-billion dollar market. Online gaming has become one of the relatively few profit-making e-commerce applications. Security for online games includes security for game hosting systems in a networked environment, and it covers issues such as privacy and access control. For commercial online games, security also concerns the payment mechanism. Any behavior that a player uses to gain an advantage or achieve a target in an online game is cheating if, according to the game rules or at the discretion of the game operator. Online cheating is widely considered a new security concern in computer games (Jeff Yan and Brian Randell, 2005). Hence it can be understood that poker has gained popularity over a wide range right from the time when it was introduced.

2.2 About the Game:

Secure Online Poker is a game of Texas Hold 'Em poker with a great dynamic artificial intelligence. The rules are the same as any other Texas Hold 'Em game. Secure Online Poker is a one player game where the human player goes in opposition to a computer player.

SPSPoker-scr1

6.2 Game Play:

The game of poker is a great psychological card game. Texas Hold 'Em is a branch of Poker where players receive 2 cards each and try to shape card combinations with 5 cards on the table, which every player can have access to.

In Secure Online Poker, both players receive two hand cards each. You cannot see the computers hand cards, but of course you can see your own.

SPSPoker-scr2

After the hand cards are dealt, the first round of betting commences. Enter your bet in the text box and hit one of the three buttons below the text box based on what you wish to do (see below).

SPSPoker-scr4 - This button will let you bet whatever amount is entered in the text box.

SPSPoker-scr4 - This button will let you continue to the next round without betting, but if the bot decides to bet, you will have to competition his bet to continue

SPSPoker-scr4 - This button will exit the present round. You will lose to current pot.

SPSPoker-scr3

Sometimes it is better to fold if you do not have great cards, than it is to play through and lose a lot more money.

After betting, the bot will enter its own bet. If it chooses to bet an amount that is higher than your bet, you will be forced to either call him on his bet, or to fold. If you want to fold, hit the fold button. If you want to call him, enter the increase amount that you are prompted and hit bet. Make sure that you match his bet exactly if you wish to call.

SPSPoker-scr4

In this case you should either bet $112.50 or fold.

After the first round of betting is done, three cards are drawn to the table. These three cards are suggested to as the flop. By combining these 3 cards and your own 2 hand cards, you can attempt to make a card combination.

SPSPoker-scr4

In this case the player has a two pair; a pair of 3's and a pair of 8's.

After the flop is dealt, one more round of betting starts. When this is done the fourth community card is drawn. This license is called the Turn card. Now you may form a five card combination with any of the cards on the table.

After the turn, another betting round begins. After this is completed, the final card is dealt. This tag is called the River. With this final card, you may form a 5 card combinations using any of the 7 cards (the five community cards and the two hand cards). There is a final round of betting, and then the winner is determined based on the following hand combinations. In case of a tie, the player with the highest card that is involved in a combination wins the round.

Royal Flush

A 10, Jack, Queen, King, and Ace, all in the same suit.

Straight Flush

5 consecutive cards of the same suit

Four of a Kind

4 of the same card by value (i.e. 4 Aces)

Full House

A Pair and a Three of a Kind

Flush

5 cards of the same suit

Straight

5 consecutive cards

Three of a Kind

3 of the same cards by value(i.e. 3 Jacks)

Two Pair

2 individual Pairs (i.e. 2 Kings, and 2 Aces)

Pair

2 of the same card by value (i.e. 2 Queens)

High Card

When a player doesn't have a combination, his high card can be compared with the computer's high card if the computer also doesn't have a card combination.

SPSPoker-scr4

In this case, the player has a full house with the cards highlighted in purple. The computer has no card combinations. The player wins this about.

After a winner is determined, choose the Start New Round button to start the next round of play. All the cards will be cleared and the pot will be transferred to the winner.

Playing poker is really the only way to learn poker! Before one can jump into a game, take a look at poker guide. The Poker Guide will give the information that is needed to start the game, from basic tips to rules and strategies.

Chapter 3:

Problem and Analysis

2.1 Case Study:

Most of the researchers prefer case study as it is used to improve the quality management and support's the entire system. This is effectively used as each and every case study ends with the lessons learned section and makes the study easier to understand. Case study attempts to reduce cost without degrading quality. This study supports the importance of inter disciplinary point of view for evaluation (David H. Gustafson, 1998). As it enables to isolate and make the researcher to think more on key issues involved in the case study and has gained lot of popularity. It helps to identify appropriate strategies for the resolution of the case. With the help of this case study the researcher can identify both benefits and drawbacks of the research. This is widely used to identify the competitors, mechanisms and the process of production or service delivery (Study Guides and Strategies, 2009). There are many companies worldwide that are providing various betting opportunities via online, retail, tele betting and also through mobile. William Hill was founded in 1934. This company was first to get listed on London stock exchange. In 2005 it bought 624 betting offices in UK. William Hill is one of the companies that provide all betting services. This company employs more than 25000 and has above 4000 retail outlets all over England, Scotland, Wales and Ireland (Linked In, 2009). Case study not only improves the quality and service but also improves the ability to understand the topic by the researcher. This makes the study topic simpler and easier to know and understand by all the standards of people. It not only refers to the study but also with the outside things and provides other information's also.   

Problem:

The online poker game is involves large industries and millions of dollars. the online poker game sites they offered lot of variety of the poker rooms and different type of the gamming methods and rules so that so that everyone want to join the rooms and have fun with games, if u r win that will gives u lot of fun. but is important to take the necessary precautions to make sure you are safe and secure while doing so online.

In any online game providers there faced a one big challenge is security concerns. if the consumes have the any doubts on his personal and the financial information, they will be hesitant to do business at best. So online games like the online poker game as the same problem about the security on the consumers details like name, address and bank details if the online poker gamming rooms are the fail to provide the security for their consumers it will be easy to the cyber crammers to hake the date of the consumers so that login credentials are protected by a global industry-wide security technology known as encryption.  These operators take all the necessary steps to make sure cyber criminals do not have access to your information.

The players must also play a key role in protecting themselves as well.  If you choose to play somewhere that you have not thoroughly researched, you stand the chance of downloading

http://onlinecasinospotlight.com/2009/12/security-in-online-poker/

2.2 What is different in this poker application?

Poker application is an online game with poker rooms along with full tilt poker academy that provides education tools so that it can offer the opportunity to learn, chat and play poker online with the experts. Full tilt poker academy offers tips and strategies on a wide variety of online poker games. Poker provides various opportunities, offers and technologies that make it unique among other games and they are:

A player gets an online gaming experience with cards from an actual deck.

The exclusion of inside or outside handling or pre-determination of cards and results is assured.

Players can cut the deck prior to the deal.

Separate digital and video records are maintained for every deal.

Poker games can be authenticated by an independent third party.

Gaming authorities receive auditable results.

The game pace is not compromised.

This game has higher priority and enables 32,400 decks to be dealt per minute per system (Global Gaming Business, 2006).

Not only these another great benefit is that Poker Online scores for the top online poker rooms and also gives description of these rooms to know why the guys have scored the poker sites they have. This is a great source for the poker player in initial stages to start with. This game also provides free money when any one joins the online poker site (24-7 Press Release, 2006). From the above context it can be understood that poker game has many facilities, opportunities and benefits which attracts an individual. Apart from this poker game also helps in earning money at time of joining and also by betting's in advancements of stages.

Chapter 3

Technology:

3.1 Software Requirements:

Java, Swings, Net (socket)

Operating System: Windows

Design Considerations:

Certain considerations should affect the design of the module.

Accuracy. 2. Efficiency 3.Potability.

Modules: 1.GUI-Design 2.Algorithms implementations 3.Reporting.

3.3 Hardware Requirements:

PIII 500MHZ or above

128MB RAM

Minimum 1GB Hard disk space

Standard I/O Peripherals

Chapter 4

Class Description:

SPSPoker: This class controls the flow of the poker game. It also contains methods that establish card combinations and round winners. Finally this class is responsible for making the GUI.

Hippocampas: This class acts as the brain and database of the Artificial Intelligence. The word Hippocampas refers to the part of the human brain that is responsible for memory. All of the information held in this class is eventually passed to the Artificial Intelligence to help it make its choice.

Bot: This class holds all the information of the bot. This class inherits Player, but adds a method that calls to the Artificial Intelligence. Apart from that adding, this class houses the same information as Player.

Card: This class represents a card. This class creates a card on creation, and has the ability to restore itself if it is a duplicate.

Neuron: This class houses the Artificial Intelligence. This class is responsible for determining a bot bet, by determining mood, card combinations and partial card combinations.

Player: This class holds information about the player. This includes the player's cards, the player's funds remaining, and the player's default ante.

PokerTable: This class holds all the information that would be on a poker table including the pot and the community cards. This class also contains the system to prevent card redraws.

Chapter 5

Security Implementation of Online Poker

5.1. Design of Security Aspects:

This Online Secure Poker System allows authenticated users to access the system. Here we are achieving the security by imposing the user identification and password. That means new users has to be registered with the system by giving some user identification and password, so that this users can login into the system later by using this user identification and password. Here the user identification should be unique.

While registering the user the user details will be stored in the database. Afterwards if certain user tries to login into the system, at that time the system will check whether the user identification and password are available in the database or not. If this user identification number and password is available then the system will allow the user to login otherwise this system will reject the user from login. After login into the system the user can happily play the game. So by providing the user name and password we are achieving the security of the system. This type of security can be broken by the hackers or the password can be traced by the some other else so that they can play the game on your account.

5.2. Implementation:

5.2.1 Security of Accounts:

The first aspect that has to be considered is account security and the need for account security. Account security in secure online poker was implemented so as to eliminate the problems given like unauthorized access, hacking of personalized information, illegal usage of the account information, credit card details etc..,. The next important area is cryptography.

5.2.2 Cryptography:

Cryptography is an area within the field of Cryptology which is implemented in secure online pocker. The word Cryptology is a combination of the Greek word 'cruptos' (=hidden) and logos (= study, science). Therefore the word Cryptology literally implies the science of concealing. It comprises the development of methods for encrypting messages and signals, as well as methods for decrypting messages and signals. Thus Cryptology can be divided into two areas: Cryptography and Cryptanalysis.

Suppose the player wishes to encrypt the password what he provided while at the time of registration and his account number and some other personal information then he uses any of the encryption algorithms. The secure online poker is internally dealt with the encryption algorithm, through which the user confidential information will be stored in the database in the encrypted format. So that any intruder in the network wants to hack the confidential information of any player of the game then he can't get the original information. The hacker will get the information which is available in encrypted format. The only way to know the account information and any details of the player who is playing the game, the hacker has to compulsorily know the key. The key that is used by the player at the time of registration will match with the key that is given by the hacker in order to get the confidential information.

Now, even though the intruder may try to play the game in the name of the current player, and he wants to make transactions with the player's account, he understands nothing. Thus, in this way the password can be hidden in the database. Again when the player wants to decrypt the information, he should provide the same password as that of encryption.

5.2.3 Private-Key-Encryption:

In private key encryption, the same key is used for both encryption and decryption. The key must be kept in secret so that unauthorized players cannot play the game, even with knowledge of the algorithm, complete the decryption process. A person trying to share encrypted information with another person has to solve the problem of communicating the encryption key without compromising it. This is normally achieved by programming keys into all encrypt prior to deployment, and the keys should be stored securely within the devices. In a relatively small network of encrypts, the task of key management (including key changes) is easily handled for a private key system. Private Key encryption is a commonly used method of key management, and is used for standard algorithms such as DES and Triple DES.

5.2.4 Key Management:

There are three basic elements in any encryption system. 1. A Means of changing information into code (the algorithm). 2. A Secret starting point for the algorithm (the Key). And 3.A system to control the key(Key management).

The key determines how the algorithm - the encryption process - will be applied to a particular message, and matching keys must be used to encrypt and decrypt messages.

The algorithm used in an encryption system normally remains the same for the life of the equipment, so it is necessary to change keys frequently in order that identical encryption is not applied. It is generally desirable to change the keys on an irregular but managed basis. Key management deals with the generation, storage, distribution, selection, destruction and archiving of the key variables. Two basic types of encryption in use today are known as private key (also called single or symmetrical key) encryption and public (or asymmetrical) key encryption.

Steps Involved:

Implementing the algorithm (Rijndeal)

Encryption

Decryption

5.3 Implementing Rijndeal:

5.3.1 Notation and Conventions:

5.3.2 Rijndael Inputs and Outputs:

The input, the output and the cipher key for Rijndael are each bit sequences containing 128, 192 or 256 bits with the constraint that the input and output sequences have the same length. A bit is a binary digit, 0 or 1, while the term 'length' refers to the number of bits in a sequence. In general the length of the input and output sequences can be any of the three allowed values but for the Advanced Encryption Standard (AES) the only length allowed is 128. However, both Rijndael and AES allow cipher keys of all three lengths. The individual bits within sequences will be enumerated starting at zero and increasing to one less than the length of the sequence. The number i associated with a bit, called its index, is hence in one of the three ranges 0 £ i < 128, 0 £ i < 192 or 0 £ i < 256 depending on the length of the particular sequence in question.

5.3.3 Bytes:

A byte in Rijndael is a group of 8 bits and is the basic data unit for all cipher operations. Such bytes are interpreted as finite field elements using polynomial representation, where a byte b with bits b0 b1 … b7 represents the finite field element:

The values of bytes will be presented in binary format i.e., (0 or 1) between braces.

Hence the value {011000011} can also be written as {63}, where the character denoting the 4-bit group containing the higher numbered bits is again to the left. Some finite field operations utilize a single additional bit (b8) to the left of an 8-bit byte. Where this bit is present it will appear immediately to the left of the left brace, for example, as in 1{1b}.

5.3.4 Arrays of Bytes:

All input, output and cipher key bit sequences are represented as one-dimensional arrays of bytes where byte n consists of bits 8n to 8n+7 from the sequence with bit 8n+i in the sequence mapped to bit 7-i in the byte for 0 <= i < 8. For a sequence denoted by the symbol a, the nth byte will be referred to using either of the two notations or a[n], with n in one of the ranges 0 <=n < 16, 0 <=n < 24 or 0 <=n < 32.

5.3.5 The Rijndael State:

Internally Rijndael operates on a two dimensional array of bytes called the state that contains 4 rows and Nc columns, where Nc is the input sequence length divided by 32. In this state array, denoted by the symbol s, each individual byte has two indexes: its row number r, in the range 0 <=r < 4, and its column number c, in the range 0 <=c < Nc, hence allowing it to be referred to either as c r s , or s[r, c]. For AES the range for c is 0 <=c < 4 since Nc has a fixed value of 4.

At the start (end) of an encryption or decryption operation the bytes of the cipher input (output) are copied to (from) this state array.

Hence at the start of encryption or decryption the input array in is copied to the state array according to the scheme:

s[r, c] = in[r + 4c] for 0 £ r < 4 and 0 £ c < Nc

and when the cipher is complete the state is copied to the output array out according to:

out[r + 4c] = s[r, c] for 0 £ r < 4 and 0 £ c < Nc

5.4.6 Arrays of 32-bit Words:

The four bytes in each column of the state can be thought of as an array of four bytes indexed by the row number r or as a single 32-bit word (bytes within all 32-bit words will always be enumerated using the index r). The state can hence be considered as a one dimensional array of words for which the column number c provides the array index. The key schedule for Rijndael, described below, is an array of 32-bit words, denoted by the symbol k, with the lower elements initialized from the cipher key input so that byte 4i+r of the key is copied into byte r of key schedule word k[i]. The cipher iterates through a number of cycles, called rounds, each of which uses Nc words from this key schedule. Hence the key schedule can also be viewed as an array of round keys, each of which consists of an Nc word sub-array. Hence word c of round key n, which is k[Nc * n + c], will also be referred to using two dimensional array notation as either k[n,c] or kn,c . Here the round key for round n as a whole, an Nc word sub-array, will sometimes be referred to by replacing the second index with '-' as in k[n,-] and - , n k .

5.5 Evaluation:

Even though there are so many different card games are available in the market, the Secure Online Poker gains its own importance, because of the security aspects. The project Secure Online Poker implements the encryption and decryption techniques in order to make the data in the network more secure. Even the hacker/intruder is not capable of breaking the key with in short period. So the Secure Online Poker provides the players who plays this game more security about their confidential information and includes much critical encryption algorithms. Thus the Secure Online Poker is better and secure compare to other card games in the market.

Chapter 7

UML Diagrams:

Diagram-1:

This is the first diagram of use case where the complete representation is exhibited how the player is interacting with all the three models like as: 1.GUI implementation 2.Algorithm presentation 3.Reporting.

Diagram:2

This diagram is representing with the task of SPS poker and bot, card, reporting,etc. By which the reporting must be performed. As well as the poker plays the role on assuming the final amount .This is the winning position of the game.

Diagram:3

In this diagram the player registers in the game how he bets the amount and increases the amount as well as the player(poker)increases the amount. And this amount is well versed as the winning amount.

Diagram:4

This Online Secure Poker System allows authenticated users to access the system. Here we are achieving the security by imposing the user identification and password. That means new users has to be registered with the system by giving some user identification and password so that this users can login into the system later by using this user identification and password. Here the user identification should be unique.

Diagram:5

This is the sequence diagram, where the user is having authentication . While registering the user the user details will be stored in the database. After words if certain user tries to login into the system at that time the system will check whether the user identification and password are available in the database or not. If this user identification number and password is available then the system will allow the user to login other wise this system will reject the user from login. After login into the system the user can happily play the game. So by providing the user name and password we are achieving the security of the system.

Diagram:6

The second major factor in the diagram considers is the player's bet. Lucricia will put the last bet on a scale and bet accordingly. Many other categories affect this factor. Firstly, Lucricia will look at how much money the player has left. If the player is low on money, the Artificial Intelligence will be more likely to call the player's bet. The reasoning is that a player low on cash is required to make bigger bets to regain lost money.

Diagram:7

This Online Secure Poker System allows authenticated users to access the system. Here we are achieving the security by imposing the user identification and password. That means new users has to be registered with the system by giving some user identification and password so that this users can login into the system later by using this user identification and password. While registering the user the user details will be stored in the database. After words if certain user tries to login into the system at that time the system will check whether the user identification and password are available in the database or not. If this user identification number and password is available then the system will allow the user to login other wise this system will reject the user from login. After login into the system the user can happily play the game.

Chapter 8

Importance of Poker Applications:

Playing cards are essential elements of poker games. This game attracts many people as it is the game of cards. Materials are very important for this game as players cannot enjoy without them. Because of its popularity many gambling companies have risen with different designs to attract customers and develop their business. There may be different cards that are used in poker events but they just have the same function in the game. These cards contain cards numbered from 2 to 10, face cards including jack, queen and king an ace. These cards also have symbols on them which can be a clover, spade, heart and diamond (Best Poker Book, 2009). Poker cards are important to poker players. With the use of these cards, they can master their skills and they can try the different techniques that are used in poker even on their own.

8.1 Effectiveness of developed poker application :

Poker provides an interesting environment among the players to investigate how to handle uncertain knowledge and issues such as dealing with chance and trickery in an unfriendly environment. Games in general offer a well suited domain for investigation and experimentation due to the fact that a game is unusually composed of several well defined rules which players must stick on to. Most games have precise goals and objectives which players must meet to succeed. For a large majority of games the rules imposed are quite simple and still the game play involves large number of very complex strategies (Jonathan Rubin and Ian Watson, 2006). Success can be easily measured by factors such as the amount of games won, the ability to beat certain opponents or as in the game of poker, the amount of money won.

8.2 Recommendations:

As poker is game of social and psychological information, online card room interfaces do not support the restrained communication between players that is integral to the psychological aspect of the game. This makes the game less authentic and less enjoyable than they could be (Scott A. Golder and Judith Donath, 2004). So there should be scope of communication between the players to make the game more interesting.

Chapter 9:

Conclusion:

Poker has gained popularity in the present generation. This game was started in 16th century. It is an attractive game of cards with artificial intelligence which is played with 25 cards deck containing five suits which is similar to today's games. This game requires lot of patience to get success or else they may lose their money. Online gaming industry has become a profitable industry. Security is the main factor that should be provided for all online games as online cheating is widely considered as a new security concern in computer games. Many companies are using this game as their source of income. This game enables to chat, play and learn online with the experts at a time. These companies are providing various opportunities, features and tools to attract the customers.

Our Online Poker system has achieved the major requirements of a complete poker system. The protocol is secure, efficient and is suitable for any number of players. Our protocol gets rid of the Card Salesman entity completely and there is minimal effective to collusion of players. With the introduction of a Dealer, the strategies of players can be made confidential to other people except the Dealer. In this case, the Dealer only becomes aware of the strategies of players at the end of the game. However, there are some open problems which are not solved by our protocol, for example, how to return a card to the deck. With the growth of popularity of the Internet, the Internet has become an important marketplace for online gambling.

On-line betting over the Internet. The gambling process requires actions such as placing bets and dealing with payments. Our protocol is based on personal cards. It is easy to combine this protocol with the management protocols of the whole gambling processes. A fair on-line gambling scheme has been proposed by the authors of this paper to guarantee the fairness of on-line gambling. Based on this fair on-line gambling scheme and the card protocol presented here, efficient, fair and secure solution of using card games in on-line gambling can be achieved.

Chapter 10

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