Designing an Anti-swindle Mahjong Leisure Prototype System using RFID and ontology theory
Mahjong1 is the quintessential Chinese game. It is played with 144 tiles and each game has 16 rounds. Opportunities for cheating abound during each round of play. Video recording is the traditional method for preventing cheating, but it has significant flaws. These deficiencies are overcome by the Anti-swindle Mahjong Leisure System (AMLPS) which uses mature RFID technology and employs ontology to capture Mahjong playing knowledge from a focus group. Unlike current non-IT-based Mahjong systems, AMLPS has computing capabilities which make it applicable to other games such as bridge or chess. AMLPS has proven to be unique in the field of Mahjong games; it has two patents registered with Taiwans Intellectual Property Office. The low cost of AMLPS gives it significant potential market value.
anti-swindle mahjong prototype rfid ontology focus group