NeuralPlay

Kevin Binkley, Founder

Campbell, CA
Founder of NeuralPlay Kevin Binkley, who develops free-to-play card game apps, supported by ads NeuralPlay brings classic card games such as Spades to mobile gamers, powered by AI and designed with flexible rule options.
Pull up a chair

Growing up, Kevin Binkley had always gravitated toward the same idea, and that was… could a computer ever play card games well, as in, you’d feel like you were sitting right across from a worthy human opponent?

“In high school and college I played a lot of bridge,” he likes to say. “I’ve always liked card and board games.”

And that interest turned into a career for him, rather early, in fact.

Flash back to the 1990s, and you’d have found Kevin and his friend group starting a company, called Electric Gravity. It focused on making online versions of classic games, including bridge, chess, hearts, spades, etc.

The timing was spot on too. This thing called the internet was catching on, and naturally, multiplayer online games (also a new contraption at the time) lent themselves very well to this newfangled technology.

Eventually, all of their work caught the eye of Microsoft, which ended up acquiring Electric Gravity. Even so, that same question “how do you make an AI play smarter?” still nagged at Kevin.

So he did something about it… he went back to school.

Kevin would go on to conduct research for a PhD in computer science, spending years studying artificial intelligence, including topics like neural networks and evolutionary computing, just to name a couple.

He had built a neural network for the board game Reversi (also known as Othello, a classic strategy board game) and then realized it could be a great fit for mobile phones. That’s because it didn’t require too much computation; just enough for an early Android phone to handle.

“A neural network would not require extensive deep search, thus saving computing power,” Kevin explains.

So he did what a lot of serial entrepreneurs do: he shipped it.

First, there was the app on Android under the name “NeuralPlay,” a project that ended up also giving him his business’ name.

The company, NeuralPlay LLC, was established in 2017, though some of its apps had been on Google Play a lot earlier. In fact, one of them was called NeuralPlay Hearts, first made available in December 2010.

Then, as time went on, the mission began to crystallize for Kevin. He was building practice partners for people who love trick taking games.

“NeuralPlay’s mission is to create engaging and intelligent computer AIs for four-player, trick taking card games,” he says, referring to card games where players play cards in rounds (or tricks), “offering flexible rule options so players can enjoy the game in the kind of way they’re accustomed to playing it.”

Flexible-rule-options would turn into an important signature, a very intentional design choice for Kevin, showing up everywhere across his apps.

Just look at NeuralPlay Hearts. It lets players assign point values to specific cards. That way, they can simulate the same rules they had followed growing up. He even calls out the Hooligan Hearts variant as an example, where the 7 of Clubs is worth seven points.

And that’s the kind of detail his audience appreciates, the very same people emailing him all the time. “I receive emails from users who play the classic card games in person at community centers or other clubs,” he writes.

And they’re not shy when it comes to giving feedback either. There are some who’ve been emailing him for more than five years now, submitting a bug report and making suggestions here and there. And Kevin is happy to oblige; he’s implemented many of their ideas.

By his estimates, NeuralPlay’s most downloaded apps include Bridge, Spades, and Twenty-Nine, each boasting over a million downloads.

Kevin Binkley working at home on his AI-powered card games
Keeping the games free to play

When Kevin started pushing his apps into the big app stores, he had a simple philosophy: just. let. people. PLAY.

The way he explains it, in those early mobile days, the real point of those first apps was to “showcase the work and allow the world to play the games.” He even says he’d rather have “millions of people playing the app” than make money through some paywall.

And that’s why he chose ads, specifically provided through AdMob, to support his business model; something most users understand: yes, the apps are free, but it’s the ads that help fund the app maker’s work.

In Kevin’s words: “the primary revenue model has been advertising, with the goal of keeping apps free while minimizing disruption to gameplay.” And for anyone who so desires, there’s also an in-app purchase option to remove said ads.

The result is a business model that’s good for players and good for Kevin: the games stay accessible to more people, and the ad revenue funds all that work he puts into improving the AI behind the games.

And let’s not forget about that rather important concern of his: making sure there’s support for as many rule options as possible.

It’s only then that everyone who cares deeply about their own way of enjoying a game gets to feel seen; they get to feel included.

“The primary revenue model has been advertising, with the goal of keeping apps free while minimizing disruption to gameplay.”
A peek inside one of NeuralPlay's apps: Bridge, featuring customizable rules for card players familiar with different variations of the game
The next move

For years, NeuralPlay was only supposed to be Kevin’s night-and-weekend project. He was, after all, still holding down a full time job as an Android programmer. NeuralPlay was his side hustle. And while the bonus income didn’t hurt; it wasn’t enough to replace his day job… yet.

But then 2020 had other plans, and the company Kevin was working for ended up shuttering during the COVID-19 pandemic. And that’s when he decided he’d throw his lot in with NeuralPlay instead, full time.

Plus, it wasn’t like NeuralPlay’s Android apps were doing nothing either; they had been earning a bit of revenue from ads for years all along (even during periods when he wasn’t working on them).

On top of that, he felt the business could grow even more if he learned to port the games over to the other big platform out there: iOS.

So he sat down, and taught himself Swift (the language of iOS)… and fast. He’d watch online courses at 2x the speed, go through tutorials, and even jumped right into tasks like “displaying a card on the screen.”

That’s how his first Android-to-iOS conversion happened in only a few months, and once that was in place, a lot of the code could then be recycled for porting his other games over as well.

When you ask Kevin what he’s most proud of, he’ll point you toward what he calls his “Bridge AI.” As the name implies, he needed an AI to be smart enough in the game of Bridge, not to mention, quick enough to make plays so that the person on the other side wouldn’t be kept waiting.

To get there, Kevin turned to an approach in his field known as the Monte Carlo simulation (a method to figure out the odds of something happening by simulating a lot of randomized scenarios).

It helps because in a game such as bridge, the players don’t know what’s in each others’ hands. So to gain an edge, the AI runs thousands of randomized 'what-if' scenarios. It fills in the unknown hands with random cards, plays out each game and records the results, and then statistically identifies which move delivers the best average overall result.

Then there’s the other thing he’s really proud of: his connection with the players.

Some players write him with questions; others send in bug reports; while some become long distance colleagues of sorts. “Over the years, many users have been incredibly helpful, and continue to be,” he says.

One story always tends to stick with him, and it has to do with the card game Bid Euchre (another trick-taking game, but this time you’re working with a partner to win card tricks, and there’s some bidding done beforehand to see which suit is the “power suit” or “trump suit” for that round).

Kevin had never played it before, and sources online didn’t offer much help either. But then a player from Ontario, Canada came to his rescue, someone who even had a YouTube channel dedicated to the game, and offered to help him to understand the rules and strategies of the game.

That collaboration, that feeling of helping the community — they’re the reasons why Kevin gets up every morning and does what he does.

And Kevin didn’t stop at just the “Ontario rules” for the game either; he kept at it, combing through Wikipedia, search engine results, even a book he found on “Indiana Bid Euchre,” all so that he could be true to his word and offer support for as many rule sets as he could.

That philosophy can be a real differentiator at times. Sure, his graphics aren’t the spiffiest, but that’s not his real goal anyway. Rather, it’s to offer the greatest variety of rule options possible, so that players from all walks of life can play their own version of a game.

It makes sense too, especially when you can appreciate how so many card games have their own local flavors. Just take the card game Pitch. It’s got dozens of versions by itself. And Kevin’s Pitch app supports many of them (15 to 20 preset variations and counting).

Nowadays, as Kevin plots out what’s next for his card game empire, he intends to stay focused on this key notion: supporting more and more rule sets and building stronger and stronger AIs to play them.

Kevin even says that he’s glad to share any of the research he conducts, namely on how the AI “thinks.” Then the players can use the information to hone their own gameplay.

And, of course, none of this works without the help of the ad-based business model.

Ads help make this whole thing run at the end of the day: free apps for millions of card players and ad revenue for the game maker; round and round it goes, so that Kevin can keep adding more rule variants, building smarter AIs, creating better experiences, one hand at a time.

About the Publisher

Kevin Binkley is the founder of NeuralPlay, an indie game development studio focused on building out smarter AIs for classic card games. Based in Campbell, California, Kevin is the guy behind NeuralPlay’s portfolio of trick-taking card games, with customizable rules inspired by the many local varieties that people play at home and in clubs. With an ad-supported model that keeps his apps free, he continues to fine tune the AIs and research new rule options, often in partnership with NeuralPlay’s dedicated community of players.

NeuralPlay's Spades game, where flexible rules give players a chance to play the game like they had played it growing up