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); }
/// <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); }
//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; }