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Mini - Project - Report (G16)

The document presents a mini-project report on a real-time playing card detection and strategy enhancement system using the YOLO algorithm, aimed at improving gameplay through accurate card identification and strategic recommendations. The project emphasizes real-time performance and adaptability to various conditions, making it suitable for both recreational and competitive gaming environments. Future extensions include support for different card games and potential applications in augmented reality and robotics.
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0% found this document useful (0 votes)
26 views64 pages

Mini - Project - Report (G16)

The document presents a mini-project report on a real-time playing card detection and strategy enhancement system using the YOLO algorithm, aimed at improving gameplay through accurate card identification and strategic recommendations. The project emphasizes real-time performance and adaptability to various conditions, making it suitable for both recreational and competitive gaming environments. Future extensions include support for different card games and potential applications in augmented reality and robotics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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REAL-TIME PLAYING CARD DETECTION AND

STRATEGY ENHANCEMENT USING YOLO


A Mini-project Report submitted

in partial fulfilment for the award of the Degree of

Bachelor of Technology
in
Computer Science and Engineering
by

BONU CHANDRASEKAR (U21CS107)


BELLAPU SESHUBABU (U21CS084)
BANOTH VIKRAM (U21CS077)
RBONDHILA KARTHIK (U21CS106)

Under the guidance of


MS.V.MATHUMITHA (Assistant professor)

DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING


SCHOOL OF COMPUTING

BHARATH INSTITUTE OF HIGHER EDUCATION AND RESEARCH


(Deemed to be University Estd u/s 3 of UGC Act, 1956)

CHENNAI 600 073, TAMILNADU, INDIA


November/ December, 2024
Batch No. G16

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

BONAFIDE CERTIFICATE

This is to Certify that this Mini-Project Report Titled “REAL-TIME PLAYING


CARD DETECTION AND STRATEGY ENHANCEMENT USING YOLO”
is the Bonafide Work of BONU CHANDRASEKAR(U21CS107), BELLAPU
SESHUBABU(U21CS084), BANOTH VIKRAM(U21CS077), BONDHILA
KARTHIK(U21CS106) of Final Year B.Tech. (CSE) who carried out the mini
project work under my supervision. Certified further, that to the best of my
knowledge the work reported here in does not form part of any other project
report or dissertation on basis of which a degree or award conferred on an earlier
occasion by any other candidate.

PROJECT GUIDE HEAD OF THE DEPARTMENT


Ms.V. Mathumitha Dr. S. Maruthuperumal
Assistant Professor Professor
Department of CSE Department of CSE
BIHER BIHER

Submitted for Semester Mini-Project viva-voce examination held on _________

INTERNAL EXAMINER EXTERNAL EXAMINER


ii
DECLARATION
We declare that this Mini-project report titled REAL-TIME PLAYING
CARD DETECTION AND STRATEGY ENHANCEMENT USING YOLO
submitted in partial fulfillment of the degree of B. Tech in (Computer
Science and Engineering) is a record of original work carried out by us under
the supervision of MS.V.MATHUMITHA, and has not formed the basis for
the award of any other degree or diploma, in this or any other Institution or
University. In keeping with the ethical practice in reporting scientific
information, due acknowledgements have been made wherever the findings of
others have been cited.

BONU CHANDRASEKAR
(U21CS107)

BELLAPU SESHUBABU
(U21CS084)

BANOTH VIKRAM
(U21CS077)

BONDHILA KARTHIK
(U21CS106)

Chennai
18/11/24

iii
ACKNOWLEDMENTS

We express our heartfelt gratitude to our esteemed Chairman, Dr.S. Jagathrakshakan,


M.P., for his unwavering support and continuous encouragement in all our academic
endeavors.
We express our deepest gratitude to our beloved President Dr. J. Sundeep Aanand
President, and Managing Director Dr. E. Swetha Sundeep Aanand Managing Director for
providing us the necessary facilities to complete our project.
We take great pleasure in expressing sincere thanks to Dr. K. VijayaBaskar Raju Pro-
Chancellor, Dr. M. Sundararajan Vice Chancellor (i/c), Dr. S. Bhuminathan Registrar
and Dr. R. Hariprakash Additional Registrar, Dr. M. Sundararaj Dean Academics for
moldings our thoughts to complete our project.
We thank our Dr. S. Neduncheliyan Dean, School of Computing for his encouragement
and the valuable guidance.
We record indebtedness to our Head, Dr. S. Maruthuperumal, Department of
Computer Science and Engineering for his immense care and encouragement towards
us throughout the course of this project.
We also take this opportunity to express a deep sense of gratitude to our Supervisor
Ms.V. Mathumitha and our Project Co-Ordinator Dr.B. Selvapriya for their cordial
support, valuable information, and guidance, they helped us in completing this project
through various stages.
We thank our department faculty, supporting staff and friends for their help and
guidance to complete this project.

BONU CHANDRASEKAR (U21CS107)


BELLAPU SESHUBABU (U21CS084)
BANOTH VIKRAM (U21CS077)
BONDHILA KARTHIK (U21CS106)

iv
ABSTRACT

In this project, we introduce a real-time playing card detection and strategy


recommendation system powered by the YOLO (You Only Look Once) object detection
algorithm. The system is designed to identify and classify playing cards with high
accuracy, regardless of their orientation or position during gameplay. By leveraging the
speed and efficiency of YOLO, the model processes video streams in real-time, enabling
immediate detection and analysis of cards on the table. The primary goal of this system
is to enhance the gaming experience by providing strategic recommendations to players
based on the detected cards. Once cards are identified, the system evaluates the player’s
current hand, predicts potential outcomes, and suggests optimal actions. These
recommendations may include discarding, holding, or drawing specific cards to maximize
the player’s win rate. By combining object detection with real-time strategy computation,
this project creates a dynamic tool that is useful for both recreational gaming and
competitive environments. To ensure robustness, the system is trained on a diverse dataset
of playing cards, incorporating variations in lighting, angles, and background conditions.
The model's performance is evaluated using standard metrics such as precision, recall,
and processing speed to ensure reliable real-time operation. Applications of this system
include training tools for novice players, enhancement of existing gaming platforms, and
novel interfaces for card-based AI gaming systems. By integrating cutting-edge object
detection techniques with game theory, this project demonstrates the potential for AI to
transform traditional games, making them more accessible and engaging for a wide
audience. This innovative system bridges the gap between real-time computer vision and
decision-making, offering a practical solution to elevate the gameplay experience while
providing valuable insights into the strategic aspects of card games.

v
TABLE OF CONTENTS

DESCRIPTION PAGE NUMBER


CERTIFICATE ii
DECLARATION iii
ACKNOWLEDGEMENTS iv
ABSTRACT v
LIST OF FIGURES ix
LIST OF TABLES x
ABBREVIATIONS/ NOTATIONS/ NOMENCLATURE xi
1. INTRODUCTION 1-5
1.1 Background 1
1.2 Objective 1
1.2.1 Problem Statement 2
1.3 Scope of the Project 2
1.4 Report Overview 4
1.4.1 Structure of the System 4
1.4.2 Applications and Benefits 5
1.4.2.1 Future potential 5
2. LITERATURE SURVEY 6-17
2.1 IEEE Papers 6
2.2 Object Detection Algorithm 9
2.3 Application of Object Detection 10
2.3.1 YOLO in Real-time System 11
2.4 Challenges in Card Detection 13
2.4.1 Dataset Challenges 13
2.4.2 Model Optimization 15

3. DESIGN METHODOLOGY 18-26


3.1 Dataset preparation 18

vi
3.2 System Architecture 19
3.2.1 YOLO Customization 22
3.3 Strategy Recommendation Engine 25
3.4 Algorithm Design for move suggestion 26
3.4.1 Hand Evaluation 26
3.4.2 Decision making process 26
3.4.2.1 Simulation of Possible outcomes 26
4. IMPLEMENTATION 27-35
4.1 System setup 27

4.1.1 Hardware Requirements 27


4.1.2 Software Requirements 27
4.1.3 Environment setup 27
4.1.4 Testing setup 27
4.2 Card Detection with YOLO 28
4.2.1 Training the YOLO model 28
4.3 Strategy Engine Implementation 31

4.3.1 Rule Based Algorithm for move suggestions 32


4.3.2 Integration with YOLO-based card detection 33
4.3.3 Algorithm complexity and Optimization 34
4.3.4 Example of Strategy Output 34
4.4 Testing and Validation 34
heading
4.4.1 name
Detection Accuracy 34
4.4.2 Suggestion system performance 35
4.4.2.1 User Feedback 35

5. RESULTS AND DISCUSSION 36-41


5.1 Evaluation metrics 36
5.2 System Performance 37
5.3 Sample Outputs 38
5.4 Comparative Analysis 38
5.4.1 Impact on gameplay 39
5.4.2 User Satisfaction 40
5.4.2.1 Areas for improvement 40

vii
6. CONCLUSION AND FUTURE SCOPE 42-45
6.1 Conclusion 42
6.2 Future Scope 43

7. APPENDIX 46-50
7.1 Detection Module Source Code 46
7.2 Suggestion Module Source Code 48

REFERENCES 51-52

viii
LIST OF FIGURES

FIGURE TITLE PAGE NUMBER

2.2.1. YOLO model Architecture 12

3.2.1. System Architecture 24

4.2.1. flowchart for training of YOLO 30

5.3.1. sample output 1 42

5.3.2. sample output 2 42

ix
LIST OF TABLES

TABLE TITLE PAGE NUMBER

2.2.1. Comparison of Object Detection Algorithm 10

3.2.1. Card Detection Performance 21

4.1.1. System Requirements 28

4.3.2.1. Suggested Actions 33

4.3.2.2. Comparative Analysis of Moves 33

5.2.1. Performance in Different Conditions 41

5.4.2. User Feedback 44

x
ABBREVIATIONS/ NOTATIONS/ NOMENCLATURE

AI Artificial Intelligence

CPU Central Processing Unit

CNN Convolutional Neural Network

FPS Frames Per Second

GPU Graphics Processing Unit

GUI Graphical User Interface

I/O Input/Output

ML Machine Learning

RAM Random Access Memory

R-CNN Region-based Convolutional Neural Network

SSD Single Shot MultiBox Detector

YOLO You Only Look Once

xi
CHAPTER 1
INTRODUCTION

1.1. Background

The field of computer vision has seen significant advancements with the
introduction of real-time object detection algorithms such as YOLO (You Only Look
Once). These advancements have enabled real-time applications across industries like
healthcare, retail, and gaming. In card games, detecting and classifying playing cards
during live gameplay presents a novel challenge due to the variability in card orientation,
lighting, and partial occlusion.
This project leverages YOLO for detecting playing cards in real-time while integrating a
strategy recommendation engine. By analyzing detected cards, the system aims to offer
actionable suggestions to players, enhancing decision-making and improving game
outcomes.

1.2 Objective
The primary goal of this project is to design and implement a highly effective
system that can accurately detect and classify playing cards in real time. This system will
not only identify the cards but also analyze the gameplay scenario to provide intelligent
and strategic recommendations, thereby enhancing the decision-making process and
overall experience of the players. The focus is on creating a seamless and user-friendly
interface that integrates advanced computational techniques for improved gameplay
efficiency.
A significant aspect of the system is its ability to adapt to and handle variations in
card appearances. These variations include different orientations of cards (rotations), partial
obstructions (occlusions), and changes in lighting conditions, all of which are common in
real-world scenarios. Addressing these challenges is crucial to ensure the system's
reliability and robustness across diverse environments and use cases.
Moreover, the system is designed with a strong emphasis on real-time performance,
ensuring that all processes, from card detection to recommendation generation, are
executed quickly and efficiently. This optimization is aimed at enabling smooth gameplay
on standard consumer hardware without requiring high-end computational resources,
1
making the solution accessible to a broader audience. By achieving these objectives, the
project aspires to set a benchmark in intelligent gaming systems, combining technological
innovation with practical usability.

1.2.1 Problem Statement

Playing card detection and strategy recommendation in real-time pose several challenges:
1. Dynamic environmental conditions, such as varying light levels and occlusions.
2. Accurate and fast classification to enable real-time recommendations.
3. Integration of game rules and strategies into a cohesive decision-making engine.

1.3 Scope of the project


Core Functionality
The primary focus of the system is its ability to detect and classify all 52 cards in a
standard deck in real time, leveraging the power of the YOLO algorithm. This functionality
ensures swift and accurate identification of cards even under challenging conditions such
as different orientations, poor lighting, and partially overlapping cards. In addition to
detection, the system enhances the gameplay experience by providing strategic
recommendations tailored to games like Poker, Rummy, and Blackjack. These
recommendations are designed to assist players in making informed decisions, improving
both their skill level and enjoyment of the game.

Applications
The system's versatility makes it valuable across various applications. In
recreational gaming, it elevates the experience for casual users by providing real-time
insights and tips, while also appealing to competitive players with its strategic tools. For
tournaments, the technology offers automated card tracking, ensuring unbiased and
accurate gameplay while maintaining transparency and fairness. Additionally, the system
has significant educational applications, helping beginners learn card values,
combinations, and strategic concepts. By simplifying complex aspects of card games, it
serves as an engaging and interactive learning platform.

Technical Advancements
The system utilizes cutting-edge technology to achieve high-speed video processing
and real-time efficiency. The use of the YOLO algorithm ensures robust detection under
diverse conditions, including challenging scenarios like varying lighting, rotated cards, or

2
partially hidden cards. Its design is inherently scalable, allowing for easy adaptation to non-
standard card designs or decks. Furthermore, its architecture is versatile enough to extend
beyond card games, making it applicable to other object detection tasks, such as item
recognition in logistics or retail environments.

Future Extensions
The project envisions several innovative future extensions to broaden its scope and
functionality. One such extension includes support for unique card games like Uno, Tarot,
or collectible card games, catering to a wider audience. The integration of augmented
reality (AR) could transform gameplay by creating interactive and immersive experiences,
such as overlaying virtual strategies or game progressions in real-time. Beyond cards, the
system could expand into other domains, such as tracking components in board games or
applications in robotics, such as object identification or manipulation tasks.

Research Opportunities
The system offers numerous opportunities for research and development.
Advancing the detection accuracy by incorporating state-of-the-art algorithms like
YOLOv8 or transformers could significantly enhance its robustness. Another avenue for
research is the development of advanced AI-driven strategy recommendation systems that
use deep learning and reinforcement learning to provide highly personalized and intelligent
gameplay suggestions. These innovations could redefine the boundaries of how AI supports
both casual and professional gameplay.

Commercial Potential
This technology has vast commercial potential in gaming and beyond. It could be
integrated into gaming devices, online platforms, and competitive tournaments to offer
automated gameplay tracking and assistance. Mobile applications could bring the system
to personal and social gaming, enabling users to enjoy enhanced gameplay on-the-go.
Additionally, licensing opportunities exist for educational tools, where the system could be
used to teach card game mechanics and strategies, and in competitive gaming markets,
where it could serve as a referee or adjudication tool. The technology's scalability and
adaptability make it an attractive solution for businesses looking to innovate in gaming,
education, or even other interactive entertainment industries.

3
1.4 Report Overview

1.4.1 Structure of the system

1. Input Module
The system begins with the input module, which captures real-time video
streams from a camera. This module preprocesses the video frames by resizing and
normalizing them to ensure they are optimized for efficient analysis. This step lays
the groundwork for accurate and reliable detection in subsequent stages.

2. Detection Module

The detection module is responsible for identifying playing cards within


the video frames. Leveraging the YOLO algorithm, it detects cards in real-time
and draws bounding boxes around them, providing confidence scores and labels
for each detected card. This ensures precise localization and recognition, even in
fast-paced or complex gameplay scenarios.

3. Classification Module
Once cards are detected, the classification module identifies their rank and
suit. It employs advanced techniques to handle error cases such as misclassification
or partial occlusion. By using confidence thresholds, the system minimizes
inaccuracies and maintains the reliability of the classification process, ensuring that
all detected cards are correctly identified.

4. Strategy Recommendation Module


The strategy recommendation module takes the output from the
classification stage and applies game-specific rules for card games such as Poker
and Rummy. It analyzes the detected cards and uses probabilities and strategic
principles to suggest optimal moves, helping players make informed decisions
during gameplay. This module enhances the user experience by providing
actionable and intelligent recommendations.

5. Output Module
The output module ensures that the system's results are accessible and easy
to understand. It displays the detected cards with their respective labels and real-
time strategy recommendations. User-friendly feedback is provided through visual
4
overlays on the video feed and textual suggestions, making the system intuitive and
effective for both novice and experienced players.

6. System Workflow
Input (Video Stream) → Detection (YOLO) → Classification (Rank/Suit)
Strategy Recommendation → Output.

1.4.2 Applications and Benefits

1. Gaming Assistance: Real-time recommendations improve player


decision-making.
2. Learning Tool: Assists beginners in understanding card game strategies.
3. Integration with AI Systems: Enhances digital and physical card games.

1.4.2.1 Future potential


Potential future developments include:
 Supporting multiplayer games.
 Integration with augmented reality for immersive gaming.
 Advanced game analytics for competitive environments.

5
CHAPTER 2
LITERATURE SURVEY

2.1 IEEE Papers


1. Title : Playing Cards Classification and Detection Using Sequential CNN Model
Through Machine Learning Techniques Using Artificial Intelligence
Publication Year : 2024
Author : Khushi Mittal, Kanwarpartap Singh Gill, Rahul Chauhan, Manish
Sharma, G Sunil
Published in : 2024 International Conference on E-mobility, Power Control and
Smart Systems (ICEMPS)
Summery :
The paper titled "Playing Cards Classification and Detection Using
Sequential CNN Model Through Machine Learning Techniques Using Artificial
Intelligence" investigates the application of artificial intelligence and machine
learning in accurately detecting and classifying playing cards. This study leverages
Sequential Convolutional Neural Networks (CNNs), which are highly effective in
image recognition tasks due to their ability to learn hierarchical patterns in data.
The research outlines the development of a deep learning model trained on a dataset
of playing card images. The model processes visual input to classify and detect
specific cards, such as kings, queens, and aces. The methodology involves feature
extraction using CNN layers, enabling the system to identify intricate patterns like
card suits and ranks with high precision. The training phase employs a labeled
dataset to teach the model, while evaluation metrics such as accuracy and mean
Average Precision (mAP) validate its performance.
The results demonstrate that the proposed model performs exceptionally
well in both detection and classification tasks, with significant implications for real-
world applications. These include automated card sorting, gaming analytics, and
even surveillance systems in casino environments. The integration of AI enhances
efficiency and accuracy, showcasing the transformative potential of machine
learning in niche domains.

6
2. Title : Accurate Object Detection System on HoloLens Using YOLO Algorithm
Publication Year : 2019
Author : Haythem Bahri, David Krčmařík;,Jan Kočí
Published in : 2019 International Conference on Control, Artificial Intelligence,
Robotics & Optimization (ICCAIRO)
Summery :
The 2019 International Conference on Control, Artificial Intelligence,
Robotics & Optimization (ICCAIRO) was a prominent academic gathering that
focused on the latest advancements and applications in the fields of control systems,
artificial intelligence, robotics, and optimization techniques. Held in Prague, Czech
Republic, the conference provided a platform for researchers, industry
professionals, and academicians to present and discuss cutting-edge research,
innovative solutions, and emerging trends in these interconnected domains. Key
themes included advancements in machine learning algorithms, control theory
applications, robotic system design and implementation, and optimization
methodologies. Papers presented at the conference addressed diverse topics such as
intelligent control systems, autonomous robots, AI applications in industrial
automation, and computational techniques for solving complex optimization
problems. The event fostered interdisciplinary collaboration, emphasizing how AI
and robotics are transforming industries like healthcare, manufacturing, and
transportation. Through workshops, keynotes, and technical sessions, ICCAIRO
2019 served as a hub for exchanging ideas and fostering innovation, contributing
significantly to the growing body of knowledge in these critical areas of technology.

3. Title : Object Detection Using YOLO-V8


Publication Year : 2024
Author : B Karthika, M Dharssinee, V Reshma, R Venkatesan, R Sujarani
Published in : 2024 15th International Conference on Computing Communication
and Networking Technologies (ICCCNT)
Summery :
The YOLOv8 object detection model represents a significant leap in real-
time object recognition, focusing on balancing performance, accuracy, and
computational efficiency. As a successor to earlier YOLO models, YOLOv8
incorporates advanced features such as adaptive computation and architectural
refinements. It excels in tasks ranging from vehicle detection to security

7
surveillance and embedded systems applications. YOLOv8 enhances its
predecessor's capabilities with improvements in multi-scale feature extraction and
prediction. It employs an updated neural network architecture designed to handle
smaller objects and cluttered backgrounds more effectively. This model also
supports flexibility in model size and configurations, catering to both high-end
applications and resource-constrained environments like embedded systems.

4. Title : Accuracy Improvement of Object Detection in VVC Coded Video Using


YOLO-v7 Features
Publication Year : 2023
Author : Takahiro Shindo, Taiju Watanabe, Kein Yamada, Hiroshi Watanabe
Published in : 2023 IEEE International Conference on Artificial Intelligence in
Engineering and Technology (IICAIET)
Summery :
The paper "Accuracy Improvement of Object Detection in VVC Coded Video
Using YOLO-v7 Features" focuses on enhancing object detection accuracy in video
data that has undergone compression using Versatile Video Coding (VVC). This
work addresses the challenge of degraded image recognition performance caused
by video encoding processes, which often compromise quality to achieve efficient
storage and transmission. The authors propose a neural network-based post-
processing method that applies features derived from YOLO-v7, a cutting-edge
object detection model. By leveraging VVC for video compression and combining
it with this method, the approach achieves high object detection accuracy even at
reduced bitrates. The experimental evaluation demonstrates that this hybrid method
not only mitigates the negative impact of compression on detection accuracy but
also outperforms conventional VVC in maintaining object detection performance.
Key metrics such as mean Average Precision (mAP) and F1-scores are used to
validate the effectiveness of the approach across various video datasets, including
high-resolution sequences. This innovative combination of advanced compression
techniques and deep learning models offers promising implications for applications
requiring efficient storage and accurate video analysis, such as automated
surveillance and video indexing

8
2.2 Object Detection Algorithm
Object detection algorithms are essential for identifying and localizing objects in
images or video streams. Various methods have been developed, each with its strengths
and weaknesses. In the context of card detection, speed and accuracy are crucial, as the
system needs to process video streams in real time. Below are some of the key object
detection algorithms:
1. Faster R-CNN
Faster R-CNN (Region-based Convolutional Neural Network) is one of the
most accurate object detection algorithms. It operates by first generating region
proposals and then using a CNN to classify and refine these proposals. However,
Faster R-CNN is slower compared to other algorithms, making it less suitable for
real-time applications like card detection. While it excels in terms of accuracy, its
computational cost limits its usability in dynamic and fast-paced environments.
2. SSD (Single Shot MultiBox Detector)
SSD is another popular object detection algorithm that improves upon
Faster R-CNN by performing detection in a single shot. It is faster than Faster R-
CNN, making it more suitable for real-time applications. However, SSD's accuracy
is generally lower than that of Faster R-CNN, particularly when it comes to
detecting small objects, like playing cards, in cluttered environments. SSD achieves
a good trade-off between speed and accuracy, but it may not offer the precision
needed in scenarios where fine details matter.
3. YOLO (You Only Look Once)
YOLO is one of the most efficient object detection algorithms, especially
for real-time applications. Unlike Faster R-CNN and SSD, which focus on region
proposals, YOLO processes the entire image in a single pass. This "single-shot"
detection approach allows YOLO to achieve high speeds, making it ideal for
detecting small objects such as playing cards in fast-moving video feeds. YOLO
achieves a good balance between speed and accuracy, which is crucial in real-time
systems where both quick processing and reliable detection are required.

YOLO’s architecture is optimized for speed and can process images at rates
of up to 30frames per second (FPS) or higher, which is vital for applications like
card detection during a game. Despite its focus on speed, YOLO maintains
reasonable accuracy, even in conditions where objects are partially occluded or
rotated.
9
Table 2.2.1 Comparison of Object Detection Algorithms

Algorithm Speed(fps) Accuracy(%) Real-Time Suitability


YOLO High Moderate Excellent

Faster R-CNN Low High Poor

SSD Moderate High Good

2.3 Applications of Object Detection


Object detection has a wide range of applications across various industries, enabling
automated analysis and real-time recognition of objects. Below are some key areas where
object detection algorithms, like YOLO, are used:
1. Gaming:
 Gesture Recognition: Object detection can be used in gaming to recognize hand
gestures, body movements, or even facial expressions. This is especially useful for
interactive games that require physical movements or gestures, such as in virtual
reality (VR) or augmented reality (AR) gaming.
 Augmented Reality (AR): AR gaming applications rely on object detection to
overlay digital objects onto real-world environments. For instance, detecting
playing cards or dice in a physical setting allows for enhanced, interactive gaming
experiences by merging the real world with digital content.
 Object Tracking in Games: Object detection is used in multiplayer or competitive
games to track game elements, such as cards, players, or pieces on a board, in real-
time. It enables a dynamic gaming experience by detecting changes in the
environment or the position of objects during gameplay.
2. Surveillance:
 Security Monitoring: In surveillance systems, object detection is used to monitor
live video feeds for specific objects or activities, such as detecting people, vehicles,
or packages. This can be used in security applications for anomaly detection,
ensuring that unauthorized activities or breaches are identified instantly.
 Intruder Detection: Object detection can enhance security systems by automatically
detecting and classifying unusual movements or objects within the field of view of
cameras, reducing the need for human intervention in monitoring footage.

10
 Crowd Management: In public spaces or large gatherings, object detection can be
used to count people, monitor crowd density, and detect any unusual behavior or
movement patterns, contributing to public safety and better management of space.

2.3.1 YOLO in Real-Time Systems


YOLO (You Only Look Once) is a powerful object detection algorithm known for
its ability to process images and video frames in real time. Its efficiency in detecting objects
quickly makes it a popular choice for various real-time applications, where immediate
feedback is crucial. Below are some key applications of YOLO in real-time systems:
 Autonomous Vehicles
Pedestrian Detection: YOLO is commonly used in autonomous driving systems
to detect pedestrians, vehicles, traffic signs, and other obstacles in real time. The
ability to detect objects quickly and accurately is essential for ensuring the safety
of autonomous vehicles, as decisions need to be made instantaneously to avoid
collisions.
Object Tracking: In addition to detecting pedestrians, YOLO can track the
movement of objects across frames, providing crucial information for navigation
and path planning in real-time traffic situations.
 Sports Analytics
Player and Equipment Tracking: YOLO is used in sports analytics to track
players, balls, or other equipment during live events. By detecting and classifying
objects within a video feed, it enables real-time analysis of player positions, game
strategies, and even automated scorekeeping.
Motion Analysis: The algorithm helps in analyzing player movements and the
dynamics of the game, providing coaches and analysts with insights into team
performance, player tactics, and potential improvements.
Instant Replay and Highlights: YOLO can automatically detect key moments in
sports events (such as goals, fouls, or turnovers), making it easier to generate
instant replays and highlights for viewers.
 Gaming
Real-Time Player Interaction: YOLO enhances gaming experiences by enabling
real-time interaction between players and the game environment. For example, in
augmented reality (AR) games, YOLO can detect physical objects (like playing
cards or dice) and interact with virtual elements in real time.

11
Gesture Recognition: YOLO is used in gaming systems for recognizing player
gestures and movements, providing more immersive and interactive gameplay. This
can be particularly useful in VR or motion-controlled games where player actions
are tracked to control characters or game elements.

Fig 2.2.1 YOLO model Architecture

Overall, the figure depicts the architecture of the YOLO (You Only Look Once) model, a
popular object detection algorithm.

Convolutional Layers:
The model starts with a series of convolutional layers. These layers extract
features from the input image. The number of convolutions increases as we move deeper
into the network, indicating the complexity of the features being learned.

Max Pooling Layers:


Max pooling layers are interspersed among the convolutional layers.
They help reduce the spatial dimensions of the feature maps, making the model more
efficient and reducing overfitting.

Fully Connected Layers:


After the convolutional and pooling layers, the model transitions to fully
connected layers.These layers take the processed features and classify them into object
categories and predict their bounding boxes.

12
Additional Observations:
The figure highlights the increasing number of convolutions as we move deeper
into the network. This is a common design pattern in convolutional neural networks.
The YOLO model is known for its speed and accuracy, making it suitable for real-time
object detection applications.

2.4 Challenges in Card Detection


2.4.1 Dataset Challenges
Creating a robust and effective dataset is a critical step for developing a Rummy
suggestion system powered by card recognition and analysis. The challenges associated
with this process are detailed below:

1. Data Diversity
Creating a comprehensive dataset is fundamental for the system's accuracy and
reliability. To account for card variations, the dataset must encompass all possible cards
from different decks, including regional styles and designs. For example, the King of Hearts
might differ not only in its artwork but also in subtle aspects like color tone or texture
between brands. Capturing these differences ensures the model can generalize across decks.
Moreover, the dataset should address orientations and angles since cards can appear in
various positions—upright, tilted, or partially obscured. These variations mimic real-world
gameplay scenarios and help the system perform consistently.
Lighting conditions are another critical factor. In real games, lighting setups can
range from dim indoor environments to natural sunlight outdoors. Shadows, reflections,
and uneven illumination can pose challenges, making it essential to include images under
different brightness and shadow levels in the dataset. Finally, background complexity must
be addressed. Cards may be placed on plain surfaces, like solid-colored tables, or on
cluttered backgrounds, such as patterned tablecloths or environments with overlapping
objects. Including such scenarios enables the model to distinguish cards from their
surroundings effectively, ensuring robust detection in complex settings.

2. Annotation
Annotation quality significantly impacts the model's training and subsequent
performance. Bounding boxes must be accurately drawn around each card to identify its
location in the image. Poor annotation, such as boxes that are too large, too small, or
misplaced, can confuse the detection algorithm, resulting in reduced accuracy during real-
13
time use. Alongside spatial annotations, proper card labeling is essential. Each card must
be labeled with its exact identity, such as “Ace of Spades” or “Jack of Diamonds.”
Mislabeling introduces inconsistencies in the training process, causing the model to
misclassify cards. Ensuring precise and consistent annotations across the entire dataset is
critical to achieving high detection and classification performance.

3. Data Augmentation
To improve the model's robustness and generalization, data augmentation
techniques are employed. Rotation and scaling adjustments simulate cards appearing at
different angles or sizes, which are common during gameplay. These transformations help
the model learn to recognize cards in unconventional orientations. Brightness and contrast
adjustments replicate various lighting environments, enabling the system to remain
effective under both low-light and high-glare conditions.
Noise addition simulates real-world imperfections, such as scratches, glare from
reflective surfaces, or low-resolution images. By introducing such distortions during
training, the model becomes more resilient to these challenges in real scenarios. Occlusion
handling, where parts of a card are hidden by another card or an object, is another key
augmentation technique. This prepares the system to deal with incomplete visibility,
ensuring accurate detection even when only a portion of a card is visible.

4. Dataset Size and Balance


The dataset's size and balance directly influence the model's effectiveness.
Insufficient samples for specific cards or scenarios can lead to weak performance,
particularly for less common cases. For instance, if the dataset lacks adequate images of a
specific card under certain lighting or occlusion conditions, the model may fail to detect or
classify it correctly during real gameplay. Expanding the dataset to include diverse and
sufficient examples for each card is therefore essential.
Additionally, class imbalance must be addressed. Certain cards, such as jokers, may
appear more frequently in the dataset, causing the model to prioritize these cards and overfit
to their features. Conversely, rare cards might not get enough representation, leading to
misclassification or detection issues. Ensuring a balanced dataset, where all card types are
represented equally, helps create a model that performs consistently across all cards.

14
5. Real-Time Adaptation
Real-time gameplay introduces dynamic challenges that require the dataset to
evolve continuously. Dynamic gameplay data—images captured during actual games—
often vary significantly from controlled training environments. For example, cards may
appear in unexpected positions, lighting setups, or contexts, such as players' hands or
cluttered game tables. Incorporating such images into the dataset ensures the model remains
relevant and effective in practical scenarios.
To maintain long-term system performance, continuous data refinement is
necessary. Regularly updating the dataset with new examples, such as cards under unique
lighting conditions or in new gameplay setups, allows the model to adapt to emerging
patterns and user behavior. This iterative improvement process ensures the system stays
robust and reliable, even as gameplay conditions and user requirements evolve over time.

2.4.2 Model Optimization


Model optimization is a critical step in ensuring the Rummy suggestion system
operates efficiently, balancing speed and accuracy to provide real-time insights during
gameplay. The primary focus of optimization involves enhancing the model's ability to
detect small objects, such as playing cards, and meeting real-time constraints essential for
uninterrupted user experience. Below are the main details:

1. Small Object Detection


Detecting playing cards presents a unique challenge as they are relatively small
objects that can appear in cluttered environments or low-resolution settings, making them
difficult for generic object detection models to identify with precision. To address this,
several advanced approaches are implemented. Anchor box optimization customizes the
anchor box sizes in the YOLO (You Only Look Once) algorithm to match the dimensions
of playing cards, improving detection accuracy by tailoring the model to the cards’ specific
characteristics. Additionally, Feature Pyramid Networks (FPN) are integrated to leverage
multi-scale feature representations, enabling the model to detect even partially visible cards
effectively. Training the system with high-resolution input images further enhances its
ability to capture finer details, ensuring accurate recognition. Together, these strategies
significantly improve the system’s ability to detect small and partially obscured cards,
resulting in a reliable and precise analysis of gameplay scenarios.

15
2. Real-Time Constraints
Delivering real-time performance is critical for an engaging and seamless user
experience, especially in gameplay where delays can disrupt the flow. Achieving real-time
processing of video streams and instantaneous suggestions poses significant computational
challenges. To overcome these, model pruning is employed to remove redundant layers and
parameters from the model without compromising its accuracy, reducing computational
overhead and speeding up inference. Additionally, quantization is used to convert model
weights to lower precision, such as from 32-bit to 8-bit, reducing memory usage and
computation time while maintaining acceptable performance levels. These optimizations
enable the system to process inputs quickly and deliver actionable insights without
noticeable delays, ensuring users receive real-time feedback during gameplay.

3. Balancing Accuracy and Speed


One of the key trade-offs in designing such a system is balancing high accuracy
with fast processing speeds. High-accuracy models typically require complex computations
that slow down inference, while faster models may compromise on precision. To strike a
balance, hyperparameter tuning is performed, where learning rates, IoU (Intersection over
Union) thresholds, and confidence scores are fine-tuned to optimize the trade-offs between
false positives and false negatives. Additionally, ensemble techniques are utilized, such as
combining the YOLO model with lightweight post-processing layers, to enhance accuracy
without significantly increasing processing time. These approaches ensure the system
delivers both accurate card detection and timely gameplay suggestions, providing an
optimal experience for users.

4. Adaptability to Real-World Scenarios


Real-world gameplay environments introduce complexities such as varying card
orientations, diverse lighting conditions, and instances of partial occlusion. To address
these challenges, the system incorporates several techniques. Data augmentation is a key
strategy, simulating real-world conditions in the training dataset by introducing rotations,
scaling, and brightness adjustments. This prepares the model to handle diverse gameplay
scenarios effectively. Custom loss functions are designed to penalize misclassification of
small objects or incorrect detections under challenging conditions, ensuring the model
remains precise even in less-than-ideal situations. Furthermore, incremental learning is
used to periodically update the model with new gameplay data, keeping it relevant and

16
effective as it encounters new patterns and scenarios. These measures ensure the system
remains robust and adaptable to dynamic gameplay environments.

5. Testing and Validation


Rigorous testing and validation processes are essential to ensure the model performs
reliably in real-world applications. The optimized model is tested extensively on unseen
data, including different deck designs, varied lighting conditions, and diverse card
orientations. Performance metrics such as precision, recall, F1-score, and inference time
are evaluated to ensure the system meets predefined benchmarks for accuracy and speed.
Additionally, user feedback from beta testing plays a vital role in refining the system.
Feedback helps identify shortcomings in detection or suggestion accuracy and informs
further improvements. By combining technical validation with practical user insights, the
system evolves into a robust and user-friendly tool for card detection and strategic
recommendations.

17
CHAPTER 3
DESIGN METHODOLOGY

3.1 Dataset Preparation


The dataset preparation is crucial for the success of the YOLO-based card detection
system, enabling accurate and real-time card recognition during gameplay. Below are the
main steps involved:

1. Data Collection
The first step in the process was gathering a diverse and comprehensive dataset to
represent various card orientations and in-game conditions effectively. The objective was
to include all 52 cards from a standard deck, encompassing different suits and ranks, to
ensure the model could accurately detect and classify each one. Images were captured under
a wide range of lighting conditions, including dimly lit environments and bright natural
light, to simulate real-world gameplay scenarios. Additionally, angles and orientations
were varied, with cards appearing upright, tilted, or partially obscured by overlapping
cards. High-resolution images were prioritized to ensure sufficient detail was captured,
which is essential for real-time processing and accurate detection.

2. Annotation Tools
Precise annotation was critical for the success of the model. The positions and
classifications of cards in the collected images were marked using tools like LabelImg,
which facilitated the creation of accurate bounding boxes around each card. Each card was
labeled correctly with its rank and suit, ensuring the dataset was well-organized for training.
Particular attention was given to tilted or partially obscured cards, where precision in
annotation was vital to help the model learn effectively. High-quality annotation minimized
the risk of errors during training and enhanced the overall reliability of the system.

3. Data Augmentation
To improve the diversity of the dataset and enhance the model's generalization
capabilities, a range of data augmentation techniques was applied. These included rotation,
scaling, flipping, and cropping to simulate various orientations and distances, ensuring the
model could recognize cards from multiple perspectives. Additionally, adjustments to
18
brightness and contrast were made to mimic different lighting conditions encountered
during gameplay. Noise was also added to the dataset to simulate real-world disturbances
such as scratches, glare, or low-resolution images. These augmentations significantly
increased the robustness of the model, enabling it to perform well in challenging scenarios.

4. Dataset Splitting
The dataset was divided into three subsets to facilitate effective training, validation,
and testing. Eighty percent of the data was allocated for training, enabling the model to
learn card detection and classification. The remaining data was split equally, with 10% used
for validation to monitor the model's performance during training and 10% reserved for
testing to evaluate its accuracy and robustness after training. Cross-validation techniques
were employed to further enhance performance monitoring and reduce the risk of
overfitting, ensuring the model generalizes well to unseen data.

5. Key Challenges and Solutions


Several challenges were encountered during the process, with solutions
implemented to address each issue. One major challenge was card orientations and
occlusion, where cards appeared at varying angles or were partially obscured by other cards
or objects. This was mitigated by employing data augmentation techniques, including
rotation and occlusion simulation, to help the model learn to detect cards in such scenarios.
Another significant issue was lighting variations, where poor lighting conditions made it
difficult for the model to identify cards accurately. To address this, brightness and contrast
adjustments were applied during data augmentation, enabling the model to adapt to a wide
range of lighting environments. These solutions ensured the system’s robustness and
reliability across diverse gameplay conditions.

3.2 System Architecture


The system architecture for the Rummy suggestion system is designed to efficiently
process video inputs, detect cards in real time, and provide actionable recommendations to
the player. The architecture is modular, ensuring seamless integration of detection,
analysis, and recommendation functionalities.

1. Input Module
The Input Module plays a critical role in capturing live video streams of the game
setup, which are essential for real-time processing and analysis. Using a connected camera
19
or smartphone, this module ensures that the video feed is continuously provided for further
action. One of its key features is the support for various resolutions, allowing it to capture
clear and detailed images of the cards, regardless of lighting conditions. This flexibility
ensures that the system can operate effectively in diverse environments, from dimly lit
rooms to well-lit spaces. The module is also designed to handle diverse angles, allowing it
to detect cards that may be viewed from tilted or partially obscured perspectives. The output
of this module consists of real-time video frames, which are then passed on to the Detection
Module for further processing, ensuring that the system can detect and analyze the cards in
the game without any delays.

2. YOLO-Based Detection Module


The YOLO-Based Detection Module leverages the powerful YOLO (You Only
Look Once) object detection algorithm to detect and classify playing cards within each
video frame. This module is designed for high-speed, real-time performance, making it
well-suited for fast-paced games. It consists of two primary components. The
Preprocessing Layer first prepares the video frames for YOLO processing by resizing and
normalizing the images, ensuring consistency and accuracy in detection. The YOLO Model
then processes these frames to identify the locations of the cards, drawing bounding boxes
around them and classifying each card based on its rank and suit. This approach is
particularly optimized for detecting small objects, such as playing cards, with high
accuracy. Additionally, the system can handle complex scenarios such as overlapping cards
and different orientations (e.g., tilted or partially obscured), ensuring reliable detection
even in challenging conditions. The output of this module is a comprehensive list of
detected cards, along with their positions, ranks, and suits, which are then passed on to the
Recommendation Module for strategic analysis.

3. Recommendation Module
The Recommendation Module is the heart of the system’s strategic analysis
capabilities, providing real-time insights and suggestions to the player based on the
detected cards. This module consists of three key components. The Hand Evaluation
Engine evaluates the player’s hand, identifying potential sets (cards of the same rank) and
runs (consecutive cards of the same suit). This information forms the foundation for the
next component, the Suggestion Engine, which determines the optimal moves for the
player. It recommends which cards to discard, which to retain, and whether it is
advantageous to pick up cards from the discard pile, all tailored to the current state of the

20
game. Finally, the Game Rule Validator ensures that all suggestions comply with the
specific rules of the game (e.g., Rummy), such as having at least one pure run before
declaring victory. The key features of this module include real-time analysis, where
suggestions adapt based on the evolving state of the player’s hand and the game dynamics.
The output of this module is a set of actionable insights provided to the player through a
user-friendly interface, making it easy for them to make informed decisions and improve
their gameplay experience.

Data Flow
1. Video Input: Captured frames are sent to the YOLO-based detection module.
2. Card Detection: Cards are identified, and their details (rank and suit) are
extracted.
3. Analysis and Suggestions: Detected cards are processed to generate
recommendations based on the current hand and game state.
4. User Feedback: The suggestions are displayed to the user for decision-making.

table 3.2.1 Card Detection Performance

Metric Value
Precision 94%
Recall 92%
F1 Score 93%
Frames Per Second (FPS) 15 – 20 FPS

This table presents the performance metrics of the card detection system used in the
Rummy suggestion system.

Precision: This metric measures the proportion of correctly detected cards out of all cards
predicted by the system. A higher precision indicates fewer false positives (cards
incorrectly identified as cards).

Recall: This metric measures the proportion of correctly detected cards out of all actual
cards present in the image. A higher recall indicates fewer false negatives (cards that were
missed by the system).
F1 Score: This metric combines precision and recall into a single value, providing a
balanced measure of the system's performance. A higher F1 score indicates better overall
performance.

21
Frames Per Second (FPS): This metric measures the speed of the card detection system,
indicating how many frames from the video input can be processed per second. A higher
FPS allows for faster and more responsive suggestions.

3.2.1 YOLO Customization


To optimize the YOLO model for card detection in the Rummy suggestion system,
the following customizations were made:

1. Fine-Tuning YOLO Weights


To optimize YOLO for playing card detection, we started by fine-tuning its pre-
trained weights to adapt specifically to the task of recognizing playing cards. This fine-
tuning process involved training YOLO on a dedicated dataset of playing cards, which
included a variety of orientations, lighting conditions, and occlusions. We leveraged
transfer learning, starting with a pre-trained YOLO model, such as YOLOv5, which had
already learned general object detection features from large datasets. By retraining this
model on our specific dataset of playing cards, we were able to adapt the model more
quickly and efficiently, allowing it to recognize cards accurately while retaining the
benefits of the original pre-training. This approach ensured that the model could leverage
prior knowledge, reducing training time while improving performance on the card detection
task.

2. Anchor Box Optimization


One of the challenges with detecting playing cards is their relatively small size
compared to typical objects that YOLO is designed to detect. To address this, we optimized
the anchor boxes used by the YOLO model. Anchor boxes are predefined bounding boxes
used to predict the locations of objects. We customized the anchor box dimensions based
on the specific sizes and aspect ratios of the playing cards in our dataset. This adjustment
helped the model to precisely detect small objects, like playing cards, which is crucial for
achieving high accuracy, especially when cards appear at different angles or are partially
obscured.

3. Data Augmentations
To ensure that the model could handle real-world variations and improve its
resilience to challenging conditions, we applied a variety of data augmentations. These
22
augmentations included rotation, flipping, and scaling, which simulated different card
orientations and perspectives. By artificially creating images where cards are rotated,
flipped, or viewed at various angles, the model learned to detect cards from multiple
viewpoints. Additionally, we introduced brightness and contrast adjustments to simulate
different lighting conditions, as well as occlusion effects where cards are partially hidden
by other objects. These augmentations improved the model’s ability to detect cards under
diverse and unpredictable circumstances, which is common in real-world gameplay
scenarios.

4. Post-Processing Improvements
After detection, the system utilizes post-processing techniques to refine the output
and ensure the best possible results. One key process is the use of Non-Maximum
Suppression (NMS), which is a method used to eliminate overlapping bounding boxes. This
is particularly useful when multiple detections are made for the same card or nearby cards.
NMS filters out all but the most confident prediction, ensuring that only the most accurate
bounding boxes are retained. Additionally, the output labels are enhanced to ensure that the
system correctly identifies the ranks and suits of the detected cards, further improving the
model’s accuracy in real-world conditions.

5. Results
The improvements made throughout the process led to significant gains in model
performance. We achieved high precision and recall, ensuring that the system can reliably
detect cards in various conditions, including difficult scenarios like poor lighting or
overlapping cards. This resulted in improved accuracy in card detection, which is essential
for real-time gameplay recommendations. Furthermore, the optimizations led to reduced
inference time, ensuring that the system can make quick and accurate suggestions during
gameplay without noticeable delays. Overall, the system's ability to detect cards reliably in
varied conditions significantly enhanced the user experience, allowing for seamless
integration into games like Rummy, where real-time card recognition is critical for strategy
development.

23
Fig 3.2.1 System Architecture

The figure depicts the architecture of the card detection system used for Rummy.

Efficient Backbone:
This component processes the input image and extracts relevant features.
It likely employs a pre-trained convolutional neural network (CNN) like ResNet or
EfficientNet.

Decoupled Head:
The decoupled head is responsible for predicting the bounding boxes and class
probabilities of the detected cards. It decouples the regression and classification tasks,
potentially improving the accuracy of the predictions.

U-Up-Sample:
The U-shaped architecture with up-sampling layers helps the model capture
detailed information at different scales. This is important for accurately detecting cards in
complex scenes with varying card sizes and orientations.

Concatenation over Channel Dimension:


This operation combines the features from different layers, allowing the model to
learn more complex patterns and relationships between card features.

Additional Observations:
The use of a pre-trained backbone helps the model learn robust features from a
large dataset of images. The decoupled head architecture is a common technique in object
detection models, as it allows for more focused training on specific tasks. The U-shaped

24
architecture with up-sampling layers is inspired by the U-Net architecture, which is
commonly used for image segmentation tasks.

3.3 Strategy Recommendation Engine


The Strategy Recommendation Engine is designed to provide real-time suggestions
to Rummy players, enhancing their decision-making by analyzing their hand, predicting
potential outcomes, and recommending optimal moves.

1. Evaluation Module
The Evaluation Module is responsible for analyzing the player's hand, identifying
its strengths and weaknesses, and providing a detailed assessment to improve gameplay.
Its key function is to detect sets (cards of the same rank) and runs (consecutive cards of the
same suit), which are essential components of many card games like Rummy. The module
goes further by categorizing cards into different types: pure runs (sequences without
jokers), impure runs (sequences with jokers), and loose cards (cards that do not contribute
to any set or run). It also highlights any incomplete runs or sets, helping the player identify
areas where they need to complete their hand. The output of this module is a detailed
analysis of the hand, showing both completed groups (sets and runs) and incomplete ones,
allowing the player to understand their current position and make informed decisions
during the game.

2. Recommendation Module
The Recommendation Module provides real-time suggestions to the player, helping
them make optimal moves based on the current state of the game. This module operates
dynamically, offering advice on whether the player should hold, discard, or draw cards,
depending on the best strategy to improve their hand. The module ranks these suggestions
by their potential to enhance the player's hand, prioritizing the actions that are most likely
to lead to a better outcome. It also makes contextual adjustments, ensuring that
recommendations are tailored to the progress of the game, whether the player is early in
the game or nearing the end. For example, the recommendations might change depending
on the number of cards in play or the player's current position. The output is a set of
actionable recommendations provided in real time, giving the player clear guidance on the
next best move and increasing their chances of winning.

25
3.4 Algorithm Design for Move Suggestions
The algorithm is designed to analyze the player’s hand, predict potential outcomes,
and suggest optimal moves (e.g., discarding, holding, or drawing cards) to improve the
player's chances of winning.

3.4.1 Hand Evaluation


 Sets and Runs: Identifies valid sets (3+ cards of the same rank) and runs (3+
consecutive cards of the same suit) in the hand.
 Loose Cards: Any card not part of a set or run is categorized as loose, and the
algorithm aims to minimize loose cards.
 Strategic Importance: The system evaluates whether cards are helpful for forming
sets or runs, focusing on reducing unnecessary loose cards.

3.4.2 Decision Making Process


The system evaluates the hand strength by analyzing the number of valid sets and
runs, as well as the presence of loose cards that do not contribute to completing any set or
run. This analysis helps determine the overall strength of the hand. Based on this
evaluation, the system suggests specific actions for the player. The Hold action is
recommended if a card is part of a valid set or run, as it contributes to strengthening the
hand. The Discard action is suggested if a card does not aid in completing any set or run,
making it unnecessary for the current hand. Lastly, the Draw action is recommended based
on the likelihood that a new card will improve the hand, enhancing the chances of forming
a valid set or run. This system helps guide the player toward the most strategic choices to
improve their position in the game.

3.4.2.1 Simulation of Possible Outcomes


 Simulations: The system simulates different moves (drawing, discarding, holding)
to predict how they affect the hand.
 Outcome Evaluation: The best move is chosen based on the highest probability of
improving the hand or completing a set/run.

26
CHAPTER 4
IMPLEMENTATION

4.1 System Setup


This section covers the hardware and software requirements for the card detection
system and move suggestion algorithm.

4.1.1 Hardware Requirements


 Computer System: Minimum 8GB RAM, Intel i5 processor or higher. A
dedicated GPU (e.g., NVIDIA GTX 1050) for better performance.
 Camera: A HD webcam (720p or higher) for real-time card detection.

4.1.2 Software Requirements


 Programming Language: Python 3.6+.
 Libraries/Tools:
o OpenCV: For computer vision tasks.
o YOLO: For card detection in real-time.
o NumPy, Pandas: For data management.
o TensorFlow/PyTorch (optional): For model training or inference.

4.1.3 Environment Setup


 Python Environment: Set up with venv or conda for dependency management.
 YOLO Setup: Use a pre-trained YOLO model for card detection, integrated with
OpenCV.

4.1.4 Testing Setup


 Test video capture for accurate card recognition under various conditions and verify
the suggestion system for optimal move recommendations.

27
Table 4.1.1 System Requirements

Component Specification
Processor Intel Core i5 or higher
RAM 8 GB or more
Graphic Card NVIDIA GTX 1050 or higher
Operating System Windows 10/Ubuntu 20.04
Software Pycharm, Python, OpenCV, YOLOv4

4.2 Card Detection with YOLO


This section focuses on implementing the YOLO (You Only Look Once) object
detection algorithm for real-time card detection. The goal is to recognize playing cards
during a game and accurately classify them in various orientations and positions, providing
necessary data for the suggestion system.

4.2.1 Training the YOLO Model


To ensure accurate card detection, the YOLO model is trained on a custom dataset
of playing cards. The training process involves the following key steps:

1. Data Collection:
The process begins with the collection of a large and diverse dataset of playing card
images. This dataset includes various suits, ranks, and orientations of the cards, such as
cards lying flat, angled, or partially obstructed. The images also cover a variety of
lighting conditions, ranging from bright, well-lit environments to dim, shadowed
settings. The inclusion of these variations ensures that the model is trained to detect
cards in diverse real-world environments, accounting for differences in brightness and
visibility.

2. Data Annotation:
The process begins with the collection of a large and diverse dataset of playing card
images. This dataset includes various suits, ranks, and orientations of the cards, such as
cards lying flat, angled, or partially obstructed. The images also cover a variety of
lighting conditions, ranging from bright, well-lit environments to dim, shadowed
settings. The inclusion of these variations ensures that the model is trained to detect
28
cards in diverse real-world environments, accounting for differences in brightness and
visibility.

3. Data Augmentation:
To increase the robustness of the model, data augmentation techniques are applied.
These techniques simulate various real-world conditions that the model might
encounter. For instance, rotation is used to simulate different angles at which the cards
might appear. Scaling adjusts the size of the cards to mimic the effect of distance.
Brightness and contrast adjustments help the model handle different lighting
environments, ensuring it can still detect cards in conditions with varying light
intensity. Additionally, flipping (both horizontal and vertical) is applied to simulate
mirrored card orientations. These augmentations enhance the model’s ability to detect
cards across a wide range of scenarios.

4. Model Configuration:
Once the dataset is prepared, the next step is to configure the model for training.
The YOLO model architecture is selected based on the required balance between
accuracy and speed. Versions such as YOLOv4 or YOLOv5 are commonly chosen for
their good balance of precision and computational efficiency. The configuration files
for YOLO are adjusted to reflect the specific number of card classes (e.g., hearts,
spades, and numbered cards), the input image size, and other hyperparameters to ensure
that the model is optimized for playing card detection.

5. Training Process:
The YOLO model is then trained using a deep learning framework like Darknet,
PyTorch, or TensorFlow. During training, the model learns to adjust its internal weights
through backpropagation, optimizing the loss function—such as mean squared error or
cross-entropy loss—to minimize detection errors. The model is validated during
training using a separate validation set to monitor performance, prevent overfitting, and
ensure the model generalizes well to unseen data.

6. Fine-tuning for Accuracy:


After the initial training, the model is fine-tuned to improve its accuracy further.
This involves adjusting hyperparameters such as learning rates and batch sizes to refine
the model’s performance. The model is also tested with real-world data, including

29
actual game images or videos, to assess how well it performs under practical conditions.
Additionally, post-processing techniques like fine-tuning the Intersection over Union
(IoU) threshold help improve the quality of detection by reducing false positives and
ensuring that the detected cards are accurately labeled.

7. Model Evaluation:
The final step involves evaluating the trained model using standard metrics like
precision, recall, and mean Average Precision (mAP). Precision measures the accuracy
of the detected cards, ensuring that they are correctly identified. Recall ensures that all
the cards present in the image are detected. A high mAP score indicates that the model
performs well overall, accurately detecting and labeling cards in various conditions.
These evaluation metrics help assess whether the model is ready for deployment in real-
time gameplay scenarios.

Fig 4.2.1 flowchart for training of YOLO

30
Training Video and Labels:
The training process starts with a video containing the actions to be recognized.
Each frame in the video is associated with a label that indicates the action being
performed.

Configuration File:
The configuration file specifies the architecture of the YOLO model, including the
number of layers, filters, and other parameters.

Pre-trained Convolutional Weights:


Pre-trained weights from a pre-trained model (like a model trained on ImageNet)
can be used to initialize the YOLO model. This helps the model learn faster and achieve
better performance.

YOLO Training Model:


The YOLO model is trained on the training video and labels using the specified
configuration file. During training, the model learns to predict the bounding boxes and
class probabilities of the actions in each frame.

Trained Weight File:


After training, the model's weights are saved in a file. These weights can be used
to make predictions on new videos or images.

Additional Observations:
The use of pre-trained weights is a common technique in deep learning to improve
the performance and training speed of models. The YOLO model is known for its speed
and accuracy, making it suitable for real-time object detection applications.

4.3 Strategy Engine Implementation


The Strategy Engine is the core component responsible for providing real-time
suggestions to the player based on the hand detected by the YOLO-based card detection
system. This engine combines rule-based algorithms and the detected card data to suggest
optimal moves during the game. Below is a detailed explanation of its implementation:

31
4.3.1 Rule-Based Algorithm for Move Suggestions
The algorithm follows a structured approach to analyze the hand:
1. Card Classification:
Once the YOLO detection system identifies and locates the playing cards in each
video frame, the next step is to classify each card based on its suit (hearts, spades, clubs,
or diamonds) and rank (Ace, 2, 3, etc.). This classification is crucial for understanding
the player's hand and evaluating the potential for forming sets and runs. By accurately
classifying each card, the system gains the information necessary to make strategic
decisions regarding the hand.

2. Identifying Valid Sets and Runs:


The system then analyzes the classified cards to identify valid sets and runs within
the player's hand. A set consists of three or more cards of the same rank but different
suits. For example, a set might include the 7 of hearts, 7 of spades, and 7 of diamonds.
A run, on the other hand, consists of three or more consecutive cards of the same suit,
such as the 3, 4, and 5 of clubs. By detecting these valid combinations, the system helps
the player form the core elements of a winning hand and avoids unnecessary discards.

3. Evaluation of Loose Cards:


Any cards that do not belong to a valid set or run are classified as loose cards. These
are the cards that do not directly contribute to the completion of a valid hand, such as a
card that cannot form part of a set or run in the current hand. The system evaluates the
potential value of these loose cards—whether they can be used in future turns to
complete a set or run, or whether they should be discarded. This decision-making
process is vital for optimizing the player's chances of winning.

4. Optimal Move Suggestions:


Based on the evaluation of the hand, the system provides optimal move suggestions
to the player. For cards that are part of valid sets or runs, the system will recommend
holding onto them, as they contribute to completing the hand. If a card does not fit into
any valid combination, the system suggests discarding it to streamline the hand and
avoid clutter. Additionally, the system may recommend drawing a card from the deck
if it predicts that doing so will improve the hand, such as completing a set or run. These
suggestions are designed to guide the player toward the most strategic decisions to
improve their position in the game.
32
4.3.2 Integration with YOLO-based Card Detection System
The system operates in real-time detection, utilizing YOLO to continuously detect
and identify the playing cards from the webcam feed as the game progresses. This allows
the system to instantly process the visual data and analyze the player's current hand. The
detected data input, which includes the suit and rank of each card, is then passed on to the
strategy engine. The strategy engine takes this information and evaluates the hand by
identifying valid sets and runs, as well as pinpointing any redundant cards that do not
contribute to completing a set or run. This evaluation helps the system assess the strength
of the hand and the most strategic next move.
Based on this analysis, the system proceeds to make a move decision,
recommending the best course of action. These suggestions include whether the player
should discard a card that does not help improve the hand, hold onto a card that contributes
to a valid set or run, or draw a new card if it would increase the chances of forming a
stronger hand. The system's recommendations are tailored to maximize the player's chances
of forming winning combinations and improving their overall position in the game.
The system operates within a feedback loop. After each action—whether discarding
or drawing—the hand is updated and the strategy engine reevaluates the player's hand for
the next round. This ensures that the suggestions remain relevant and reflect the evolving
state of the game, guiding the player toward the best possible moves in real-time.

Table 4.3.2.1 Suggested Actions


Game scenario Cards in Hand Suggested action Optimal Move
Scenario 1 [2♠, 4♠, 6♠, 8♠, 10♠] Discard 2♠ Discard 2♠
Scenario 2 [A♣, 3♠, 5♦, 7♥, K♠] Hold 3♠, Discard K♠ Hold 3♠, Discard K♠
Scenario 3 [9♥, 10♠, J♠, Q♠, 2♠] Discard 2♠ Discard 2♠

Table 4.3.2.2 Comparative Analysis of Moves


Round System Suggested Move Human Player Move Match(%)
Round 1 Discard Card 2♠ Discard Card 2♠ 100%
Round 2 Hold Card K♠ Hold Card K♠ 95%
Round 3 Discard Card 3♣ Discard Card 3♣ 100%

33
4.3.3 Algorithm Complexity and Optimization
The system employs efficient rule evaluation to optimize the process of determining
valid sets and runs. By utilizing techniques such as sorting and hashing, the system
minimizes processing time, allowing for faster evaluations of the player's hand. This
approach ensures that the system can quickly determine which cards belong to valid sets or
runs and assess the strength of the hand with minimal delay.
Additionally, the system caches results from previous rounds to further enhance
performance. By storing the outcomes of previous evaluations, the system can quickly
retrieve these results without recalculating them every time, which significantly speeds up
the decision-making process. This cached data allows the system to make timely
suggestions without redundant computations.
To achieve real-time performance, the system implements parallel processing.
While YOLO handles the real-time detection and classification of the cards from the
webcam feed, the strategy engine simultaneously processes the hand evaluation and
decision-making. This parallel operation ensures that the system remains responsive,
providing immediate feedback and suggestions as the game progresses without any lag or
delay. This multi-threaded approach is crucial for maintaining a seamless, interactive
gaming experience.

4.3.4 Example of Strategy Output


 Hand: 7 of Hearts, 8 of Hearts, 9 of Hearts, Queen of Clubs, 3 of Diamonds.
 Detected Sets/ Runs: 7, 8, 9 of Hearts (valid run).
 Loose Cards: Queen of Clubs, 3 of Diamonds.
 Suggestion: Discard Queen of Clubs or 3 of Diamonds, hold 7, 8, 9 of Hearts.

4.4 Testing and Validation


4.4.1 Detection Accuracy
The YOLO-based card detection was tested under various conditions:
 Lighting: Successfully detected cards in bright and dim light.
 Occlusion: Worked well with partial card covering.
 Orientation: Detected cards at different angles.
 Speed: Achieved 15-20 FPS, suitable for real-time feedback.

34
4.4.2 Suggestion System Performance
The suggestion engine was thoroughly tested across several key areas to ensure its
effectiveness during gameplay. Accuracy was a primary focus, with the system being
evaluated on its ability to suggest optimal moves, such as whether to discard or hold cards.
The engine consistently made accurate suggestions based on the current hand and game
state. Real-time feedback was another critical factor, and the engine performed well in
providing suggestions promptly, though there were minor delays in more complex
scenarios that required deeper analysis or when the system encountered challenging hand
configurations. Lastly, the engine was tested in complex scenarios, such as when multiple
viable moves existed, where it generally performed well. However, there were instances
where the system struggled to select the most optimal move among several possibilities,
indicating a need for further refinement in handling such situations. Overall, the suggestion
engine showed strong performance, with room for improvement in addressing more
complicated decision-making cases.

4.4.2.1 User Feedback


Real-user testing played a crucial role in refining the system. Feedback from users
highlighted that while the suggestions were generally helpful, there were instances where
the reasoning behind the suggestions was unclear, and some timing issues were reported,
particularly in more complex scenarios. Based on this feedback, several adjustments were
made to improve the system’s performance and user experience. Explanations for
suggestions were added to ensure players understood the rationale behind each move
recommendation. Additionally, the timing for feedback was optimized to reduce delays and
provide more prompt suggestions, especially in fast-paced gameplay. The user interface
(UI) was also enhanced to present suggestions more clearly, ensuring that players could
easily follow and act on the system’s recommendations. These changes contributed to a
more intuitive and efficient user experience.

35
CHAPTER 5
RESULTS AND DISCUSSIONS

5.1 Evaluation Metrics


To assess the performance of the card detection and suggestion system, several
evaluation metrics were employed, each focusing on different aspects of the system's
functionality. Card detection performance was evaluated using precision, recall, and the F1
score. Precision measures how many of the detected cards were correctly identified
compared to the total number of detected cards. A high precision score indicates that the
system effectively avoids false positives, ensuring that detected cards are accurate. Recall,
on the other hand, measures how many of the actual cards in the frame were correctly
identified, with a high recall value indicating that the system is capable of detecting most
of the cards present, even in complex or cluttered scenes. The F1 score, the harmonic mean
of precision and recall, provides a balanced measure of detection performance, offering a
single value that reflects the system's overall accuracy in detecting cards under various
conditions.
In addition to card detection, the accuracy of suggested moves was assessed. This
metric evaluates how well the system’s recommendations align with optimal game
strategies, such as whether the suggested moves (e.g., discarding or holding cards) match
pre-defined optimal strategies based on the player’s hand. To test this, the system’s
suggestions were compared against an ideal set of moves for different hand scenarios.
The system's performance was tested under a range of conditions, including
different lighting environments, varying card orientations, and complex hand situations to
simulate real-world gameplay challenges. The results showed that the card detection system
achieved high precision and recall, with an F1 score reflecting a good balance between
detecting cards accurately and avoiding false negatives. The suggestion system was also
highly effective, providing accurate moves in most cases, though small delays were
observed in more complex scenarios, particularly when multiple viable options were
available. These results indicate that the system performs well in real-world conditions,
with room for improvement in handling complex game situations.

36
5.2 System Performance
The performance of the card detection and suggestion generation system was
evaluated by measuring the response times for two critical components. Card detection was
assessed by the YOLO model’s ability to process video frames at a rate of approximately
15-20 frames per second (FPS). This high processing speed allowed the system to quickly
identify cards during gameplay, ensuring real-time detection even in fast-paced
environments. This performance was crucial for maintaining smooth, uninterrupted
gameplay as the system could detect cards as they appeared in the video feed, adapting
dynamically to the game’s flow.
Suggestion generation was the second key component, evaluated based on how
swiftly the rule-based algorithm could process the player's hand and generate optimal move
recommendations. The system was able to analyze the hand and suggest actions, such as
which cards to discard or hold, in under 2 seconds. This rapid feedback ensured that players
received timely recommendations, keeping the gameplay experience interactive and
responsive, with minimal delays.
The system was also tested in real-time gameplay scenarios to evaluate its ability
to meet the demands of live, fast-paced gaming. During these tests, the system performed
well, maintaining an interactive experience with minimal lag between card detection and
suggestion generation. For complex hands, where multiple viable moves were available,
there was a slight delay (around 2-3 seconds) in generating suggestions. However, this
minor delay did not hinder the system’s ability to provide real-time recommendations,
demonstrating its capacity to handle more complicated situations without compromising
the overall flow of the game. This ensured that players received accurate suggestions, even
in scenarios requiring more intricate decision-making, while still maintaining the seamless
gameplay experience.

Table 5.2.1 Performance in Different Conditions


Condition FPS Detection Accuracy(%) Issues Encountered
Well-Lit Room 18-20 FPS 95% Minimal
Dimly Lit Room 15-17 FPS 90% Slight Occlusions
Bright Background 16-18 FPS 92% Minor Occlusions
Partial Card Occlusion 12-14 FPS 85% Signification Occlusions

37
5.3 Sample Outputs

fig 5.3.1 sample output 1

fig 5.3.2 sample output 2

5.4 Comparative Analysis


The comparative analysis of the suggestion system focuses on evaluating its
effectiveness by comparing the system's recommendations with decisions made by human
players and assessing the impact on overall gameplay. One of the key elements of this
evaluation was the comparison of suggested moves with human-player decisions. The
system’s suggestions were juxtaposed with the actions taken by experienced human players
in various strategic situations, such as deciding which cards to discard, which cards to hold,
38
and when to draw from the deck. This comparison was designed to determine how closely
the system’s recommendations aligned with human decisions, providing insight into the
system's ability to make accurate strategic suggestions.
The success rate of the system's suggestions was found to be impressive. In
scenarios where the system suggested the optimal move, it aligned with human player
choices around 85-90% of the time, indicating that the system was largely accurate in
predicting the best moves based on standard game strategy. This high level of agreement
between the system's suggestions and human player actions highlights the system’s
potential to offer reliable and strategic advice during gameplay.
However, despite the overall success, mistakes were observed in more complex
scenarios. In situations where multiple viable options were available, the system
occasionally suggested moves that were less optimal compared to the choices made by
human players. These instances were relatively rare and tended to occur in cases requiring
more nuanced strategy or a deeper understanding of the game's broader context. Despite
these occasional errors, the system's performance in most typical gameplay scenarios
remained strong, proving its general reliability and usefulness as a strategic aid for players.

5.4.1 Impact on Gameplay


The enhanced decision-making provided by the suggestion system was a key
benefit reported by players. Those who used the system felt more confident in their
decisions, particularly in uncertain or complex game situations. The system offered
valuable insights, helping players make more informed choices, such as when to discard or
hold cards. This added layer of support helped them feel more secure in their strategic
moves.
In terms of pacing and flow, while the suggestions were delivered in a timely
manner, some players mentioned that the system occasionally interrupted the flow of the
game, particularly during more complicated hands. This disruption was mostly felt in
scenarios where multiple viable options were available, and the player needed more time
to process the information. Despite this, the overall feedback was positive, as the system
enhanced strategic thinking without significantly hindering the gameplay experience.
Regarding the strategic edge, players who incorporated the suggestions into their
gameplay noted a marked improvement in their win rates, especially in hands that were
traditionally more challenging for novice players. The system helped players navigate these
difficult situations with greater ease, providing a tactical advantage that improved their
overall performance and contributed to a better gaming experience.
39
5.4.2 User Satisfaction
Feedback from test users during the user testing phase revealed that most
participants found the system to be helpful in providing clear and actionable suggestions.
The majority appreciated the explanations that accompanied each suggestion, as these
explanations helped them understand the reasoning behind each recommended move. This
feature contributed to the system’s transparency and allowed players to feel more informed
and confident in their decisions.
Regarding the ease of use, the system was seamlessly integrated into the game with
minimal training required. Users reported that they could quickly adapt to the suggestions
provided by the system, enhancing their overall gaming experience. The intuitive design
ensured that players did not face a steep learning curve, allowing them to immediately
benefit from the strategic insights offered without any major disruptions to their gameplay.

Table 5.4.2 User Feedback


Feature User Satisfaction(%) Suggested Improvements
Card Detection Accuracy 90% Improved handling
ofocclusions
Suggestion Clarity 85% Better visual cues for
suggestions
Response Time 92% Further Optimization
needed for speed
User Interface 80% More intuitive layout

5.4.2.1 Areas for Improvement


Complexity in decision making:
The system occasionally faced challenges in more complex scenarios where
multiple optimal strategies were available. In these situations, it was observed that the
system sometimes struggled to provide the best possible suggestion, as it had difficulty
choosing between multiple equally viable options. This is an area where the system could
improve to better handle situations with more strategic depth.

40
User Interface (UI) clarity:
While the system’s suggestions were generally clear, some users felt that the user
interface (UI) could be more intuitive. They suggested the addition of better visual cues to
indicate the recommended actions, such as more prominent indicators or icons to highlight
which card to discard or hold. Enhancing the UI would help users follow the suggestions
more easily and feel more confident in their decision-making.

Performance optimization:
In certain cases, users reported minor delays in suggestion generation, particularly
during faster-paced rounds. While the system performed well in most scenarios, these
delays could detract from the overall gaming experience, especially when quick decisions
are critical. Performance could be further optimized by refining the response time to
generate suggestions more efficiently, reducing any lag in the decision-making process.

Incorporation of advanced strategies:


To improve decision-making further, the system could benefit from the
incorporation of more advanced strategic models. By integrating machine learning or a
more dynamic rule-based system, the system could evaluate even more nuanced game
states. This would allow the system to offer more sophisticated suggestions, especially in
situations that require a deeper understanding of strategy and context.

41
CHAPTER 6
CONCLUSION AND FUTURE SCOPE

6.1 Conclusion
Objectives Achieved
This project successfully developed a real-time Rummy game assistant that leverages
YOLO for playing card detection and a rule-based algorithm for generating strategic
suggestions. The primary objectives of the project were:
 Card Detection: Accurately identify playing cards from video streams, even under
varying conditions such as different lighting, orientations, and partial occlusion.
 Real-Time Strategy Suggestions: Provide immediate, actionable suggestions
based on the player’s current hand, improving decision-making by recommending
optimal moves like holding or discarding specific cards.
Both objectives were met, with the system achieving accurate card detection at 15-20 FPS
and generating strategy suggestions within 2-3 seconds. The system was tested in real-
world scenarios, proving its feasibility for real-time use.

Key Findings from the Testing Phase


 Card Detection Performance: The YOLO model performed well, detecting cards
accurately even in challenging conditions. Precision and recall metrics were high,
with only minor issues under extreme lighting or partial occlusions.

 Suggestion System: The rule-based algorithm consistently provided valuable


suggestions, helping players make informed decisions. In most cases, the system’s
suggested moves aligned with optimal strategies. However, in complex game
scenarios with multiple viable strategies, there were occasional delays and
inaccuracies.

 Real-Time Feedback: The system was able to process and display suggestions
quickly, with minimal lag. Although minor delays occurred in complex hands, they
did not significantly hinder gameplay.

42
 User Feedback: Players found the system to be helpful in enhancing their strategic
decision-making, though some minor improvements could be made in areas such
as interface clarity, advanced strategy handling, and performance optimization.

6.2 Future Scope


While the developed card detection and suggestion system performs well in its
current form, there are several areas for potential improvement and expansion. The
following outlines the future scope of this project:

1. Advanced Detection Algorithms


The current system relies on the YOLO algorithm, which provides good accuracy
for card detection. However, as game complexity increases or the environment becomes
more dynamic (e.g., in varying lighting or crowded environments), there might be a need
for more robust object detection algorithms. Future improvements could include:
 Integration of more sophisticated deep learning models: Using models like
YOLOv5 or EfficientDet, which could offer improved detection accuracy,
especially in challenging conditions.
 Hybrid detection systems: Combining YOLO with other techniques such as image
segmentation to more effectively handle partial card occlusion.

2. Machine Learning for Strategy Recommendations


While the rule-based suggestion system works well in many scenarios, it could be
limited when handling more complex game situations with multiple viable strategies.
Future work could focus on integrating machine learning models, such as reinforcement
learning or neural networks, to dynamically learn from gameplay and provide more
sophisticated suggestions based on the evolving game state.
 Reinforcement Learning: A reinforcement learning model could be trained to
adapt and improve its decision-making based on historical game outcomes. This
would allow the system to offer dynamic strategies tailored to the player’s style and
preferences.

3. Multi-Player Support
Currently, the system focuses on a single player’s hand and offers suggestions based
on that. However, Rummy is typically played with multiple players, and expanding the
system to support multi-player scenarios would significantly enhance its usability. Future
43
versions of the system could analyze the game state for all players and provide
comprehensive suggestions on the best strategy based on both the player's and opponents'
hands.

4. Optimizing Real-Time Performance


While the system provides real-time suggestions with minimal delay, there is still
potential for optimization. Future improvements could focus on performance tuning,
aiming to reduce the computational load, particularly during complex hands. This could be
achieved through model optimization or implementing parallel processing techniques to
enhance the speed and efficiency of the system. Additionally, hardware optimization could
play a crucial role in further enhancing performance. By leveraging more advanced
hardware, such as Graphics Processing Units (GPUs) or Edge AI devices, the system could
significantly speed up both card detection and suggestion generation, leading to smoother
and more responsive gameplay.

5. User Interface (UI) Enhancements


A key element of enhancing the user experience is ensuring that the interface is
intuitive, clean, and easy to navigate. Future iterations of the system could focus on
improving visual feedback by providing more intuitive visual cues, such as highlighting
the suggested cards, using animations to emphasize recommendations, and delivering
clearer feedback for each suggested action. Additionally, contextual suggestions could be
integrated to allow players to better understand why specific actions are being
recommended. This could involve dynamic explanations that explain the reasoning behind
the system’s suggestions, helping users make more informed decisions and improving
overall gameplay experience.

6. Integration with Mobile and Web Platforms


Currently, the system is designed to function within a desktop environment, but
there are opportunities for expansion to other platforms. One potential enhancement is
mobile compatibility, which would allow users to receive real-time suggestions while
playing Rummy on smartphones or tablets, making the system more accessible on-the-go.
Additionally, cloud integration could be implemented to enable cloud-based computation,
allowing the system to scale efficiently and synchronize seamlessly across different
devices. This would provide players with a consistent experience, whether they are playing
on a desktop, smartphone, or tablet, further enhancing convenience and flexibility.

44
7. Expansion to Other Card Games
Beyond Rummy, the core technology of card detection and strategy suggestions can
be adapted for other card games. Expanding the system to support games like Poker,
Bridge, or Solitaire could increase the system’s versatility and appeal.

8. Social Features and Community Engagement


Integrating social features into the system could significantly enhance the gameplay
experience. One idea is to include player statistics, which would track a player’s
performance over time and offer tailored strategies based on their individual playing habits.
This personalized approach could help players improve by focusing on their unique
strengths and weaknesses. Additionally, community-based suggestions could be
implemented, allowing players to share their strategies and tips with others. This would
foster a collaborative environment, where the collective knowledge of the community could
contribute to better strategies, ultimately enriching the experience for all users.

45
CHAPTER 7
APPENDIX

7.1 Detection Module Source code

cap = cv2.VideoCapture(0) # for webcam


#cap = cv2.VideoCapture(0)# for video

cap.set(3, 1280)
cap.set(4, 720)

model = YOLO('best.pt')

classNames = ['10C', '10D', '10H', '10S',


'2C', '2D', '2H', '2S',
'3C', '3D', '3H', '3S',
'4C', '4D', '4H', '4S',
'5C', '5D', '5H', '5S',
'6C', '6D', '6H', '6S',
'7C', '7D', '7H', '7S',
'8C', '8D', '8H', '8S',
'9C', '9D', '9H', '9S',
'AC', 'AD', 'AH', 'AS',
'JC', 'JD', 'JH', 'JS',
'KC', 'KD', 'KH', 'KS',
'QC', 'QD', 'QH', 'QS']

while True:
success, img = cap.read()
results = model(img, stream=True)
hand = []
for r in results:
boxes = r.boxes
for box in boxes:

46
#bounding box
x1, y1, x2, y2 = box.xyxy[0]
x1, y1, x2, y2 = int(x1), int(y1), int(x2), int(y2)
#cv2.rectangle(img, (x1, y1), (x2, y2), (255, 0, 255), 3)

w, h = x2-x1, y2-y1
#print(x1, y1, x2, y2)
cvzone.cornerRect(img, (x1, y1, w, h))

#confidence
conf = math.ceil((box.conf[0]*100))/100

#class Name
cls = int(box.cls[0])
cvzone.putTextRect(img, f'{classNames[cls]} {conf}', (max(0, x1), max(35, y1)),
scale=1, thickness=1)

if conf>=0.5:
hand.append(classNames[cls])

print(hand)
hand = list(set(hand))
print(hand)

if len(hand) >= 4:
results = RummyHand(hand)
suggestions = results.suggest_moves()
print(results)
print(suggestions)
cvzone.putTextRect(img, f'Your Hand: {suggestions}', (100, 75), scale=2,
thickness=3)

cv2.imshow("Image", img)
cv2.waitKey(1)

47
7.2 Suggestion Module Source Code

class RummyHand:
def __init__(self, cards):
self.cards = cards
self.jokers = [card for card in cards if card == "JK"]
self.non_jokers = [card for card in cards if card != "JK"]
self.sorted_hand = self.sort_hand(self.non_jokers)

def sort_hand(self, cards):


order = '23456789TJQKA'
return sorted(cards, key=lambda x: (x[1], order.index(x[0]) if x[0] in order else -1))

def form_sequences(self):
sequences = []
used_cards = set()
order = '23456789TJQKA'

# Form pure sequences first


for suit in 'CDHS':
suit_cards = [card for card in self.sorted_hand if card[1] == suit]
for i in range(len(suit_cards) - 2):
if order.index(suit_cards[i][0]) + 1 == order.index(suit_cards[i + 1][0]) and
order.index(
suit_cards[i][0]) + 2 == order.index(suit_cards[i + 2][0]):
sequence = [suit_cards[i], suit_cards[i + 1], suit_cards[i + 2]]
sequences.append(sequence)
used_cards.update(sequence)

remaining_cards = [card for card in self.sorted_hand if card not in used_cards]

# Use jokers to form impure sequences


for suit in 'CDHS':
suit_cards = [card for card in remaining_cards if card[1] == suit]
for i in range(len(suit_cards) - 1):
if len(self.jokers) > 0 and order.index(suit_cards[i][0]) + 2 ==
order.index(suit_cards[i + 1][0]):
sequence = [suit_cards[i], 'JK', suit_cards[i + 1]]
sequences.append(sequence)
used_cards.update(sequence)
self.jokers.pop()

remaining_cards = [card for card in self.sorted_hand if card not in used_cards]

return sequences, remaining_cards

def form_sets(self, remaining_cards):


sets = []

48
used_cards = set()

card_values = [card[0] for card in remaining_cards]


for value in set(card_values):
if card_values.count(value) >= 2:
set_cards = [card for card in remaining_cards if card[0] == value]
if len(set_cards) >= 3:
sets.append(set_cards[:3])
used_cards.update(set_cards[:3])
elif len(set_cards) == 2 and len(self.jokers) > 0:
sets.append(set_cards + ['JK'])
used_cards.update(set_cards)
self.jokers.pop()

remaining_cards = [card for card in remaining_cards if card not in used_cards]

return sets, remaining_cards

def evaluate_card_usefulness(self, card, remaining_cards):


order = '23456789TJQKA'
card_value = card[0]
card_suit = card[1]

# Check if the card is a joker


if card == "JK":
return 0 # Jokers are neutral; don't suggest discarding them

# Calculate the usefulness of the card based on its potential to form sequences and
sets
sequence_potential = 0
set_potential = 0

# Check if the card value is valid


if card_value not in order:
return 0

# Check for potential sequences


card_value_index = order.index(card_value)
for offset in [-2, -1, 1, 2]:
adjacent_value_index = card_value_index + offset
if 0 <= adjacent_value_index < len(order):
adjacent_value = order[adjacent_value_index]
if f"{adjacent_value}{card_suit}" in remaining_cards:
sequence_potential += 1

# Check for potential sets


set_potential = sum(1 for c in remaining_cards if c[0] == card_value)

return sequence_potential + set_potential

def suggest_discard(self, remaining_cards):


card_usefulness = [(card, self.evaluate_card_usefulness(card, remaining_cards)) for

49
card in remaining_cards]
card_usefulness.sort(key=lambda x: x[1])

# Discard the least useful card


return card_usefulness[0][0]

def suggest_moves(self):
sequences, remaining_cards = self.form_sequences()
sets, remaining_cards = self.form_sets(remaining_cards)

discard_suggestion = self.suggest_discard(remaining_cards)

return {
"sequences": sequences,
"sets": sets,
"discard": discard_suggestion
}

50
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