Beispiel #1
0
        PlayerList QuickSortBestHand(PlayerList myPlayers)
        {
            Player pivot;
            Random ran = new Random();

            if (myPlayers.Count() <= 1)
            {
                return(myPlayers);
            }
            pivot = myPlayers[ran.Next(myPlayers.Count())];
            myPlayers.Remove(pivot);

            var less    = new PlayerList();
            var greater = new PlayerList();

            // Assign values to less or greater list
            foreach (Player player in myPlayers)
            {
                if (HandCombination.getBestHand(new Hand(player.getHand())) > HandCombination.getBestHand(new Hand(pivot.getHand())))
                {
                    greater.Add(player);
                }
                else if (HandCombination.getBestHand(new Hand(player.getHand())) <= HandCombination.getBestHand(new Hand(pivot.getHand())))
                {
                    less.Add(player);
                }
            }
            // Recurse for less and greaterlists
            var list = new PlayerList();

            list.AddRange(QuickSortBestHand(greater));
            list.Add(pivot);
            list.AddRange(QuickSortBestHand(less));
            return(list);
        }
Beispiel #2
0
 /// <summary>
 /// Remove a player when the player busts out.
 /// </summary>
 /// <param name="player"></param>
 public void RemovePlayer(Player player)
 {
     if (player.ChipStack != 0)
     {
         throw new InvalidOperationException();
     }
     players.Remove(player);
 }
Beispiel #3
0
        //using the monte carlo method, calculate a hand value for the AI's current hand
        //this can be very hard on the computer's memory and processor and can result in lag time
        public void CalculateHandValue(int count)
        {
            double score = 0;
            PlayerList playerList = new PlayerList();
            for (int i = 0; i < count - 1; i++)
            {
                playerList.Add(new Player());
            }
            Hand bestHand = new Hand();
            int bestHandCount = 1;
            Deck deck = new Deck();
            Hand knownCommunityCards = new Hand();
            Hand remainingCommunityCards = new Hand();
            Hand myHoleCards = new Hand();
            //remove known cards from deck
            for (int i = 0; i < myHand.Count(); i++)
            {
                deck.Remove(myHand[i]);
            }
            //add known community cards
            for (int i = 2; i < myHand.Count(); i++)
            {
                knownCommunityCards.Add(myHand[i]);
            }
            myHoleCards.Add(this.getHand()[0]);
            myHoleCards.Add(this.getHand()[1]);
            //loop 100 times
            for (int i = 0; i < 100; i++)
            {
                //reset players and shuffle deck
                for (int j = 0; j < playerList.Count; j++)
                {
                    playerList[j].isbusted = false;
                    playerList[j].getHand().Clear();
                }
                myHand.Clear();
                remainingCommunityCards.Clear();
                deck.Shuffle();

                //generate remaining community cards
                if (knownCommunityCards.Count() < 5)
                {
                    remainingCommunityCards.Add(deck.Deal());
                    if (knownCommunityCards.Count() < 4)
                    {
                        remainingCommunityCards.Add(deck.Deal());
                        if (knownCommunityCards.Count() < 3)
                        {
                            remainingCommunityCards.Add(deck.Deal());
                            remainingCommunityCards.Add(deck.Deal());
                            remainingCommunityCards.Add(deck.Deal());
                        }
                    }
                }
                //add hole/community cards to the AI
                this.AddToHand(knownCommunityCards);
                this.AddToHand(remainingCommunityCards);
                this.AddToHand(myHoleCards);
                //add hole/community cards to other players
                for (int j = 0; j < playerList.Count; j++)
                {
                    playerList[j].AddToHand(knownCommunityCards);
                    if (remainingCommunityCards.Count() != 0)
                        playerList[j].AddToHand(remainingCommunityCards);
                    playerList[j].AddToHand(deck.Deal());
                    playerList[j].AddToHand(deck.Deal());
                    //if player is dealt hole cards of less than 5-5, and no pocket pairs the player drops out
                    if (playerList[j].getHand()[playerList[j].getHand().Count() - 1].getRank() + playerList[j].getHand()[playerList[j].getHand().Count() - 2].getRank() <= 10 && playerList[j].getHand()[playerList[j].getHand().Count() - 1].getRank() != playerList[j].getHand()[playerList[j].getHand().Count() - 2].getRank())
                    {
                        playerList[j].isbusted = true;
                    }
                }
                //add cards back to deck
                for (int j = 0; j < remainingCommunityCards.Count(); j++)
                {
                    deck.Add(remainingCommunityCards[j]);
                }
                for (int j = 0; j < playerList.Count; j++)
                {
                    deck.Add(playerList[j].getHand()[playerList[j].getHand().Count() - 1]);
                    deck.Add(playerList[j].getHand()[playerList[j].getHand().Count() - 2]);
                }
                //compare hands
                bestHandCount = 1;
                playerList.Add(this);
                bestHand = playerList[0].getHand();
                for (int j = 0; j <playerList.Count-1; j++)
                {
                    if (playerList[j].isbusted)
                        continue;
                    if (HandCombination.getBestHandEfficiently(new Hand(playerList[j+1].getHand())) > HandCombination.getBestHandEfficiently(new Hand(playerList[j].getHand())))
                    {
                        bestHandCount = 1;
                        bestHand = playerList[j+1].getHand();
                    }
                    else if (HandCombination.getBestHandEfficiently(new Hand(playerList[j+1].getHand())) == HandCombination.getBestHandEfficiently(new Hand(playerList[j].getHand())))
                        bestHandCount++;
                }
                playerList.Remove(this);
                //if my hand is the best, increment score
                if (myHand.isEqual(bestHand))
                    score = score + (1 / bestHandCount);
            }
            //reconstruct original hand
            myHand.Clear();
            this.AddToHand(myHoleCards);
            this.AddToHand(knownCommunityCards);
            //calculate hand value as a percentage of wins
            handValue = score / 100;
        }