Esempio n. 1
0
        public static double[] HandStrength(Hand hand, Hand boardCards)
        {
            var ahead        = 0.00;
            var tied         = 0.00;
            var behind       = 0.00;
            var unknownCards = HandEvaluator.GetUnknownCards(hand);

            foreach (var unknownHand in HandEvaluator.GetHandCombinations(unknownCards, 2))
            {
                foreach (var card in boardCards)
                {
                    unknownHand.Add(card);
                }
                unknownHand.Evaluate();
                if (hand > unknownHand)
                {
                    ahead++;
                }
                else if (hand == unknownHand)
                {
                    tied++;
                }
                else
                {
                    behind++;
                }
            }

            return(new[] { ahead, tied, behind });
        }
Esempio n. 2
0
        public static Hand Evaluate(Hand hand, Hand boardCards)
        {
            hand.Evaluate();
            if (hand.Fold == false)
            {
                hand.HandStrength = HandEvaluator.GetHandStrength(hand, boardCards);
                var potential = HandEvaluator.GetHandPotential(hand, boardCards);
                hand.EffectiveHandStrength = HandEvaluator.GetEffectiveHandStrength(hand, potential);
                hand.WinningProbability    = HandEvaluator.GetWinningProbability(hand, potential);
            }

            return(hand);
        }
Esempio n. 3
0
        public static double[][,] HandPotential(Hand hand, Hand boardCards)
        {
            var unknownCards = HandEvaluator.GetUnknownCards(hand);

            var handPotentialTotal = new[, ] {
                { 0.00, 0.00, 0.00 }
            };
            var handPotential = new[, ] {
                { 0.00, 0.00, 0.00 }, { 0.00, 0.00, 0.00 }, { 0.00, 0.00, 0.00 }
            };

            foreach (var unknownHand in HandEvaluator.GetHandCombinations(unknownCards, 2))
            {
                var ahead  = 0;
                var tied   = 1;
                var behind = 2;

                foreach (var card in boardCards)
                {
                    unknownHand.Add(card);
                }
                int index;
                unknownHand.Evaluate();

                if (hand > unknownHand)
                {
                    index = ahead;
                }
                else if (hand == unknownHand)
                {
                    index = tied;
                }
                else
                {
                    index = behind;
                }
                var deckAfterFlop = HandEvaluator.GetUnknownCards(hand, unknownHand);
                if (boardCards.Count > 2 && boardCards.Count < 5)
                {
                    var processedCards = new Hand();
                    foreach (var card in deckAfterFlop)
                    {
                        processedCards.Add(card);
                        var possibleTurnHand         = hand.Copy();
                        var opponentPossibleTurnHand = unknownHand.Copy();
                        possibleTurnHand.Add(card);
                        opponentPossibleTurnHand.Add(card);

                        if (boardCards.Count == 3)
                        {
                            var deckAfterTurn =
                                HandEvaluator.GetUnknownCards(possibleTurnHand, opponentPossibleTurnHand, processedCards);
                            foreach (var secondCard in deckAfterTurn)
                            {
                                handPotentialTotal[0, index]++;
                                var possibleRiverHand         = possibleTurnHand.Copy();
                                var opponentPossibleRiverHand = opponentPossibleTurnHand.Copy();
                                possibleRiverHand.Add(secondCard);
                                opponentPossibleRiverHand.Add(secondCard);
                                possibleRiverHand.Evaluate();
                                opponentPossibleRiverHand.Evaluate();
                                if (possibleRiverHand > opponentPossibleRiverHand)
                                {
                                    handPotential[index, ahead]++;
                                }
                                else if (possibleRiverHand == opponentPossibleRiverHand)
                                {
                                    handPotential[index, tied]++;
                                }
                                else if (possibleRiverHand < opponentPossibleRiverHand)
                                {
                                    handPotential[index, behind]++;
                                }
                            }
                        }
                        else if (boardCards.Count == 4)
                        {
                            handPotentialTotal[0, index]++;
                            possibleTurnHand.Evaluate();
                            opponentPossibleTurnHand.Evaluate();
                            if (possibleTurnHand > opponentPossibleTurnHand)
                            {
                                handPotential[index, ahead]++;
                            }
                            else if (possibleTurnHand == opponentPossibleTurnHand)
                            {
                                handPotential[index, tied]++;
                            }
                            else if (possibleTurnHand < opponentPossibleTurnHand)
                            {
                                handPotential[index, behind]++;
                            }
                        }
                    }
                }
            }
            return(new double[2][, ] {
                handPotential, handPotentialTotal
            });
        }