Play

Play is a range of voluntary, intrinsically motivated activities normally associated with pleasure and enjoyment. Play is commonly associated with children, but positive psychology has stressed that play is imperative for all higher-functioning animals, even adult humans.

The rites of play are evident throughout nature and are perceived in people and animals, although generally only in those species possessing highly complex nervous systems such as mammals and birds. Play is most frequently associated with the cognitive development and socialization of those engaged in developmental processes and the young. Play often entertains props, tools, animals, or toys in the context of learning and recreation. That is, some hypothesize that play is preparation of skills that will be used later. Others appeal to modern findings in neuroscience to argue that play is actually about training a general flexibility of mind – including highly adaptive practices like training multiple ways to do the same thing, or playing with an idea that is good enough in the hopes of maybe making it better.

Some play has clearly defined goals and when structured with rules is called a game, whereas, other play exhibits no such goals nor rules and is considered to be unstructured in the literature. Play promotes broaden and build behaviors as well as mental states of happiness – including flow.

Play has traditionally been given little attention by behavioral ecologists. Edward O. Wilson wrote in Sociobiology that No behavior has proved more ill defined, elusive, controversial and even unfashionable than play. Though it received little attention in the early decades of ethnology, and instead only existed as a matter of study within human psychology, there is now a considerable body of scientific literature resulting from research on the subject. Play does not have the central theoretical framework that exists in other areas of biology.

Ethnologists frequently divide play into three general categories: Social play, locomotors play and object play. Locomotors play is the pretend playing that a very young animal participates in when alone. The jumping and spinning characteristic of locomotors play can best be seen in young goats. Researchers have theorized that locomotors play helps the cells in the cerebellum of the brain to develop connections. Types of play listed by psychiatrist Dr. Stuart Brown expand upon these basic categories to include fantasy and transformational play as well as body, object, social. The National Institute for Play describes the previous five play types, as well as the play types attunement and narrative.

The broaden and build behaviors it fosters may have even greater value for adults than children. The mental state of flow is also a major component of play, and has itself been associated with things like creativity and happiness. Brown often quotes Brian Sutton-Smith's insight: the opposite of play is not work, it is depression. 6] Examples of adult play abound e.g. the arts, but also curiosity driven science.

Tim Brown explains that a value like a bit of shamelessness during the creative process is extremely important in adult designers.

Play may allow people to practice useful habits like learned optimism, which might help manage existential fears. Play also offers the opportunity to learn things that may not have otherwise been explicitly or formally taught e.g. how to use, and deal with, deceit and misinformation. Thus, even though play is only one of many habits of an effective adult, it remains a necessary one.

Kuhn poker

 

Kuhn poker is a simplified form of poker developed by Dr. Harold W. Kuhn. It is a zero sum two player game. The deck includes only three playing cards, for example a King, Queen, and Jack. One card is dealt to each player, then the first player must bet or pass, then the second player may bet or pass. If any player chooses to bet the opposing player must bet as well "call" in order to stay in the round. After both players pass or bet the player with the highest card wins the pot. Kuhn demonstrated that there are many game theoretic optimal strategies for the first player in this game, but only one for the second player, and that, when played optimally, the first player should expect to lose at a rate of −1/18 per hand.

In more conventional poker terms:

Each player antes 1
Each player is dealt one of the three cards, and the third is put aside unseen
Player One can check or raise 1
If Player One checks then Player Two can check or raise 1
If Player Two checks there is a showdown for the pot of 2
If Player Two raises then Player One can fold or call
If Player One folds then Player Two takes the pot of 3
If Player One calls there is a showdown for the pot of 4
If Player One raises then Player Two can fold or call
If Player Two folds then Player One takes the pot of 3
If Player Two calls there is a showdown for the pot of 4

Pan

Pan is short for Panguingue

Playing Pan

Panguingue is a rummy-type game played with eight standard 52-card decks with the 8's, 9's, and 10's removed, for a total of 320 cards. No jokers are used. Cards in each suit rank king (high), queen, jack, seven, six, etc. with aces being low. The cards are dealt counterclockwise

Players strive to meld eleven cards in valid sets of three or more cards. There are two kinds of melds: a rope which must be string of cards of matching suits, squares consisting of the ranks 2, 3, 4, 5, 6, 7, Jack or Queen. Squares must be either all cards of different suits or all the same suit. Squares consisting of Kings or Aces qualify regardless of suit. There are no betting rounds in the game.

Each player is dealt 10 cards to meld into sets and sequences with certain cards having special values. Each player, in turn, draws either a card from the top of the remaining deck or from the top of an adjacent discard pile. This sequence of play continues until one player goes out with a total meld of eleven cards, including the card(s) just drawn. Melds (or spread) must be at least three cards, and it may be as many as eleven. The melds are classified as ropes and squares. The rope is any three cards in sequence of the same suit. A square is a set of three cards in the same rank and of different suits or of the same suit. All 3s, 5s and 7s are valle cards (cards of value). Cards of other rank are non-valle. Any three aces or any three kings form a set, regardless of the suit.

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