Example #1
0
 //determine the hole cards of the player and the community cards to be dealt
 //determines who will win the showdown at the end
 public void CalculateHandValueHard(Hand otherHand,Deck deck)
 {
     Hand knownCommunityCards = new Hand();
     Hand remainingCommunityCards = new Hand();
     //add known community cards
     for (int i = 2; i < myHand.Count(); i++)
     {
         knownCommunityCards.Add(myHand[i]);
     }
     //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 the remaining cards
     this.AddToHand(remainingCommunityCards);
     otherHand += remainingCommunityCards;  
     otherHand += knownCommunityCards;
     
     //compare hands
     if (HandCombination.getBestHandEfficiently(new Hand(myHand)) > HandCombination.getBestHandEfficiently(new Hand(otherHand)))
         handValue = 1;
     else if (HandCombination.getBestHandEfficiently(new Hand(myHand)) < HandCombination.getBestHandEfficiently(new Hand(otherHand)))
         handValue = 0;
     else
         handValue = 0.5;
     for (int i = 0; i < remainingCommunityCards.Count(); i++)
     {
         myHand.Remove(remainingCommunityCards[i]);
     }
 }
Example #2
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;
        }