A satisfying tour through the mathematics and computing of gambling, some games of chance, and brief tour of "recent" (circa 2015) attempts to apply computing and AI to mastering those games. The author's premise is that there has been a bidirectional influence on gambling and games of chance on one end, and mathematics, computing, and statistics on the other. One would suspect the science to gambling direction, the book convincingly demonstrates the other direction. In demonstrating the direction from gambling to math, the author helps the reader understand the motivation for some of the "bread and butter" statistical tools she may have learned or currently use in practice. Therefore this book serves as a good supplementary text in an instructional setting for a basic probability or statistics course.
The book starts off with a survey of some casino games like roulette, blackjack etc., and describes how mid-18th-century statisticians attempted to analyze these games. The author does a good job of showing how these analyses as a type of informal multi-generational research program that motivated a lot of rich advances in the computing fields. From Pearson's classical distributional/tests, which drove statistical analysis that helped demonstrate bias in the game of roulette in the 19th century, to Poincare's analysis of the mechanics of the roulette ball, leading to insights in his "3-bodies problem", to yet a further evolution in the mid 20th century to study the roulette wheel using Monte-Carlo Markov Chain (MCMC) simulation techniques in the early history of statistical computing in the 60s, at each step, the understanding of these games have helped refine and expand techniques in statistics and computer science.
The most interesting topics for me were the analysis of gambling on horse races or sports games, namely soccer, baseball, football, and basketball. As the author shows, modelling a horse race could be a matter of a straightforward regression from physical characteristics of the horse and jockey. However, a basketball or soccer game is much more intricate. Soccer, in particular, is a relatively low scoring game, thus offering little objective variation from a scores-standpoint for games that could be dramatically different in reality. This sort of thing would pose a challenge to a technique like simple regression analysis.
The last section of the book is the weakest, which is a small intro to the use of AI in gambling, specifically the building of bots and agents to compete in different versions of Poker, including card-games like 21. The treatment is standard, the book mentions Edward Thorpe, and his innovations in the study of 21, and more recent attempts at solving various games combinatorially (chess, checkers etc.). This section has less technical material and more history. It also missed the innovation of applying deep neural networks, accomplished by a team at CMU just a year or so after this book was published (perhaps a 2nd edition will include that?), a shame. I would say there are better books to read for card-games in particular if you're interested, including Thorpe's own book, "Beat the Dealer" and his autobiography.
Overall, the book is still pretty good and serves as a great unofficial sequel to the Drunkards Walk, dealing with topics that are "post-classical", whereas that book stopped with statistics developed in the 1700s. Like that book, this one goes more in depth into the material, although the Drunkards Walk probably more so. Yet, that material has a more elementary subject matter, so I guess it's a "toss-up". Definitely a recommend.