コード例 #1
0
        public static void LogAIError(Exception ex, databaseCache cache)
        {
            //Save the cache for later checking and try again
            WebLogging.AddLog("GPA", WebLogging.LogCategory.AIError, "AI error logged - " + ex.ToString());

            string errorFileName = "pokerAIError " + DateTime.Now.Hour.ToString() + "." + DateTime.Now.Minute.ToString() + "." + DateTime.Now.Second.ToString() + "." + DateTime.Now.Millisecond.ToString() + " " + DateTime.Now.ToString("dd-MM-yyyy");

            using (System.IO.StreamWriter sw = new System.IO.StreamWriter(errorFileName + ".log", false))
            {
                sw.WriteLine("Hand Id: " + cache.getCurrentHandId().ToString() + " Player Id: " + cache.getPlayerId(cache.getCurrentActiveTablePosition()).ToString());

                if (ex.GetBaseException() != null)
                {
                    sw.WriteLine("Base Exception Type: " + ex.GetBaseException().ToString());
                }

                if (ex.InnerException != null)
                {
                    sw.WriteLine("Inner Exception Type: " + ex.InnerException.ToString());
                }

                if (ex.StackTrace != null)
                {
                    sw.WriteLine("");
                    sw.WriteLine("Stack Trace: " + ex.StackTrace.ToString());
                }

                File.WriteAllBytes(errorFileName + ".FBPcache", cache.Serialise());

                sw.Close();
            }
        }
コード例 #2
0
 /// <summary>
 /// Creates a new update item and creates a NEW COPY of the passed cache
 /// Can we quite slow ~ 1ms.
 /// </summary>
 /// <param name="cache"></param>
 public UpdateItem(databaseCache cache)
 {
     currentHandId = cache.getCurrentHandId();
     playerIds     = cache.getSatInPlayerIds();
     tableId       = cache.TableId;
     cache         = databaseCache.DeSerialise(cache.Serialise());
 }
コード例 #3
0
        private void PreDecisionErrorChecking(long playerId, databaseCache genericGameCache)
        {
            if (runInSafeMode)
            {
                #region Basic Error Checking
                if (!(genericGameCache.getCurrentHandId() > 0))
                {
                    throw new Exception("getCurrentHandId() returns an invalid value.");
                }

                byte[] positionsLeftToAct = genericGameCache.getActivePositionsLeftToAct();
                if (positionsLeftToAct.Length == 0)
                {
                    throw new Exception("Positions left to act contains no elements.");
                }

                if (positionsLeftToAct[0] != genericGameCache.getPlayerPosition(playerId))
                {
                    throw new Exception("First position left to act should always be the specified player - otherwise why are we trying to determine an action yet.");
                }

                if (!genericGameCache.getPlayerDetails(playerId).isBot)
                {
                    throw new Exception("Decision requested for player who is not marked as a bot.");
                }

                if (genericGameCache.TableId == 0)
                {
                    throw new Exception("Cache Table Id is 0 which cannot be correct!");
                }
                #endregion
            }
        }
コード例 #4
0
        public void Update(long playerId, databaseCache currentCache)
        {
            if (maintainRecentCacheHistory)
            {
                lock (updateQueue)
                    updateQueue.Enqueue(new UpdateItem(currentCache));
            }
            else
            {
                //We need to guarantee the table is in the cacheTracker for the winRatio provider before this method returns
                lock (locker)
                {
                    if (tableCaches.ContainsKey(currentCache.TableId))
                    {
                        tableCaches[currentCache.TableId].Refresh();
                    }
                    else
                    {
                        tableCaches.Add(currentCache.TableId, new tableCache(currentCache.TableId, currentCache));
                    }
                }

                lock (updateQueue)
                    updateQueue.Enqueue(new UpdateItem(currentCache.getSatInPlayerIds(), currentCache.TableId, currentCache.getCurrentHandId()));
            }
        }
コード例 #5
0
        /// <summary>
        /// Initiaties a decision but overrides the player config using the specified serverType and configStr
        /// </summary>
        /// <param name="handId"></param>
        /// <param name="playerId"></param>
        /// <param name="genericGameCache"></param>
        /// <returns></returns>
        public Play GetDecision(long playerId, databaseCache genericGameCache, AIGeneration serverType, string aiConfigStr)
        {
            try
            {
                //AIGeneration serverType;
                //string aiConfigStr;
                int selectedInstanceIndex;

                //Check for any simple errors
                PreDecisionErrorChecking(playerId, genericGameCache);

                //Determine which instance to use
                selectedInstanceIndex = DetermineAvailableInstance();

                //Enter the correct lock
                lock (instanceLocks[selectedInstanceIndex])
                {
                    //Update the infostore
                    //If anything in the InfoStore throws any error it will be caught by the catch
                    //in this method, and thus logged correctly.
                    UpdateInfoStore(playerId, genericGameCache, infoStoreCollection[selectedInstanceIndex], infoProviderCollection[selectedInstanceIndex]);

                    //Get the correct AI version and configuration for this player
                    if (serverType == AIGeneration.Undefined || aiConfigStr == null)
                    {
                        cacheTracker.playerAiConfig(playerId, genericGameCache.TableId, out serverType, out aiConfigStr);
                    }

                    //Pick that aiServer from the available list
                    var aiServer =
                        from server in aiCollection[selectedInstanceIndex]
                        where server.AiType == serverType
                        select server;

                    if (aiServer.Count() != 1)
                    {
                        throw new Exception("Unable to select correct AI from those avaialble.");
                    }

                    //Get the ai decision
                    Play aiAction = aiServer.First().GetDecision(playerId, aiConfigStr, genericGameCache, infoStoreCollection[selectedInstanceIndex]);

                    aiAction = SetDecisionTime(ValidatePlayerDecision(aiAction, genericGameCache));

                    //Signal this decision as finished and let another one through.
                    lock (idlelocker)
                    {
                        instancesIdle = instancesIdle | (1 << selectedInstanceIndex);
                        //aiAvailableEvent.Set();
                    }

                    return(aiAction);
                }
            }
            catch (Exception ex)
            {
                //Reset idle instances (the locks will protected and potential multithreading problems).
                instancesIdle = 0;
                for (int i = 0; i < numInstances; i++)
                {
                    instancesIdle = instancesIdle | (1 << i);
                }

                genericGameCache.readLockCounter = 0;

                LogAIError(ex, genericGameCache);

                return(new Play(PokerAction.GeneralAIError, 0, 0, genericGameCache.getCurrentHandId(), playerId, ex.ToString(), 3));
            }

            throw new Exception("Should never get here!");
        }
コード例 #6
0
            public void UpdatePlayerModels(databaseCache cache)
            {
                //First get hand details
                var handDetails = cache.getCurrentHandDetails();

                //If hand id has changed since last time then some reseting is needed
                if (cache.getCurrentHandId() != lastHandIdConsidered)
                {
                    //reset variables
                    lastHandIdConsidered   = cache.getCurrentHandId();
                    wasRaisedPot           = false;
                    wasHandState           = HandState.PreFlop;
                    lastActionIdConsidered = -1;

                    //get keys in players dictionary and players in cache who are sat in
                    //long[] keys = playersOld.Keys.ToArray();
                    long[] satInPlayerIds = cache.getSatInPlayerIds();

                    lastNumberActivePlayers = cache.PlayerIdsStartedHand().Length;

                    //Remove from players all items that don't correspond to sat in players
                    //long[] toRemove = keys.Except(satInPlayerIds).ToArray();

                    //for (byte i = 0; i < toRemove.Length; i++)
                    //    playersOld.Remove(toRemove[i]);

                    //Go through each seat
                    //for (int i = 0; i < satInPlayerIds.Length; i++)
                    //{
                    //    //Get player id for person in seat
                    //    long pid = satInPlayerIds[i];

                    //    //and the player is not in dictionary add them, otherwise reset their entry
                    //    if (!playersOld.ContainsKey(pid))
                    //        playersOld.Add(pid, new PlayerModel(tableId, lastHandIdConsidered, pid, wrProv));
                    //    else
                    //        playersOld[pid].ResetProbsToDefault(lastHandIdConsidered);

                    //    playersOld[pid].UpdateCardsWinPercentages(new Card[] { }, lastNumberActivePlayers);
                    //}

                    //get keys in players dictionary and players in cache who are sat in
                    long[] keys = playersNew.Keys.ToArray();

                    //Remove from players all items that don't correspond to sat in players
                    long[] toRemove = keys.Except(satInPlayerIds).ToArray();

                    for (byte i = 0; i < toRemove.Length; i++)
                    {
                        playersNew.Remove(toRemove[i]);
                    }

                    //Go through each seat
                    for (int i = 0; i < satInPlayerIds.Length; i++)
                    {
                        //Get player id for person in seat
                        long pid = satInPlayerIds[i];

                        //and the player is not in dictionary add them, otherwise reset their entry
                        if (!playersNew.ContainsKey(pid))
                        {
                            playersNew.Add(pid, new PlayerModelFixed(tableId, cache.BigBlind, lastHandIdConsidered, pid, wrProv));
                        }
                        else
                        {
                            playersNew[pid].ResetProbsToDefault(lastHandIdConsidered);
                        }

                        playersNew[pid].UpdateCardsWinPercentages(new Card[] { }, lastNumberActivePlayers);
                    }
                }

                //Setup cards array based on cards that were present at end of last update
                Card[] cards = new Card[0];

                switch (wasHandState)
                {
                case HandState.Flop:
                    cards = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3) };
                    break;

                case HandState.Turn:
                    cards = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3), (Card)(handDetails.tableCard4) };
                    break;

                case HandState.River:
                    cards = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3), (Card)(handDetails.tableCard4), (Card)(handDetails.tableCard5) };
                    break;
                }

                //Get all dealer and betting actions since last update
                var handActions = cache.getHandActions(lastHandIdConsidered);

                handActions =
                    (from a in handActions
                     where a.localIndex > lastActionIdConsidered && (a.actionType == PokerAction.Check ||
                                                                     a.actionType == PokerAction.Call ||
                                                                     a.actionType == PokerAction.Raise ||
                                                                     a.actionType == PokerAction.Fold ||
                                                                     a.actionType == PokerAction.DealFlop ||
                                                                     a.actionType == PokerAction.DealTurn ||
                                                                     a.actionType == PokerAction.DealRiver)
                     orderby a.localIndex
                     select a).ToArray();

                //Get a list of active players by the end of the hand actions above
                var activePlayers = cache.getActivePlayerIds();

                //Now go through each new hand action
                foreach (var handAction in handActions)
                {
                    //if the action is a dealer action then update hand state, change raised pot flag and for each active player update card probs change after deal
                    if (handAction.actionType == PokerAction.DealFlop)
                    {
                        wasHandState = HandState.Flop;
                        wasRaisedPot = false;
                        cards        = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3) };

                        foreach (var player in activePlayers)
                        {
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard1));
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard2));
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard3));

                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard1));
                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard2));
                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard3));
                        }

                        continue;
                    }
                    else if (handAction.actionType == PokerAction.DealTurn)
                    {
                        wasHandState = HandState.Turn;
                        wasRaisedPot = false;
                        cards        = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3), (Card)(handDetails.tableCard4) };

                        foreach (var player in activePlayers)
                        {
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard4));
                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard4));
                        }

                        continue;
                    }
                    else if (handAction.actionType == PokerAction.DealRiver)
                    {
                        wasHandState = HandState.River;
                        wasRaisedPot = false;
                        cards        = new Card[] { (Card)(handDetails.tableCard1), (Card)(handDetails.tableCard2), (Card)(handDetails.tableCard3), (Card)(handDetails.tableCard4), (Card)(handDetails.tableCard5) };

                        foreach (var player in activePlayers)
                        {
                            //playersOld[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard5));
                            playersNew[player].UpdateProbsAfterCardDealt((Card)(handDetails.tableCard5));
                        }

                        continue;
                    }
                    else if (handAction.actionType == PokerAction.Fold)
                    {
                        //if a player has folded set all their probabilities of having cards to zero and reduce number of active players
                        //if (playersOld.ContainsKey(handAction.playerId))
                        //    playersOld[handAction.playerId].SetAllProbsToZeroOnFold();

                        if (playersNew.ContainsKey(handAction.playerId))
                        {
                            playersNew[handAction.playerId].SetAllProbsToZeroOnFold();
                        }

                        lastNumberActivePlayers--;
                        continue;
                    }

                    //otherwise we're dealing with a betting action so they should be in active players
                    if (activePlayers.Contains(handAction.playerId))
                    {
                        //Update win percentages and indices in player model and update card probs based on action
                        //playersOld[handAction.playerId].UpdateCardsWinPercentages(cards, lastNumberActivePlayers);
                        playersNew[handAction.playerId].UpdateCardsWinPercentages(cards, lastNumberActivePlayers);

                        decimal ra = 0, ca = 0, pa = 0;
                        double  dd;

                        if (handAction.actionType == PokerAction.Raise)
                        {
                            ra = cache.getCurrentRoundLastRaiseAmount(handAction.localIndex + 1L);
                        }

                        if (wasRaisedPot)
                        {
                            ca = cache.getMinimumPlayAmount(handAction.localIndex) - cache.getPlayerCurrentRoundBetAmount(handAction.playerId, handAction.localIndex);
                        }

                        pa = cache.getPotUpToActionId(handAction.localIndex);
                        dd = (cache.getActivePlayerDistanceToDealer(handAction.playerId, handAction.localIndex) - 1.0) / (cache.getActivePositions(handAction.localIndex).Length - 1.0);

                        //playersOld[handAction.playerId].UpdateCardProbsBasedOnAction(handAction.actionType, wasHandState, ca, ra, pa, wasRaisedPot, dd < 0.5);
                        playersNew[handAction.playerId].UpdateCardProbsBasedOnAction(handAction.actionType, wasHandState, ca, ra, pa, wasRaisedPot, dd < 0.5);
                    }

                    //Finally if the action was a raise we now have a raised pot
                    if (handAction.actionType == PokerAction.Raise)
                    {
                        wasRaisedPot = true;
                    }
                }

                //for (int i = 0; i < activePlayers.Length; i++)
                //    playersOld[activePlayers[i]].UpdateCardsWinPercentages(cards, activePlayers.Length);

                for (int i = 0; i < activePlayers.Length; i++)
                {
                    playersNew[activePlayers[i]].UpdateCardsWinPercentages(cards, activePlayers.Length);
                }

                //finally update last action considered and last number players
                if (handActions.Count() > 0)
                {
                    lastActionIdConsidered = handActions.Last().localIndex;
                }

                lastNumberActivePlayers = activePlayers.Length;
            }
コード例 #7
0
            public TableModel(databaseCache cache, WinRatioProvider wrProv, bool useAllPlayersCards)
            {
                this.tableId    = cache.TableId;
                this.numPlayers = cache.NumSeats;
                this.wrProv     = wrProv;

                //playersOld = new Dictionary<long, PlayerModel>(numPlayers);
                playersNew = new Dictionary <long, PlayerModelFixed>(numPlayers);

                var satDownPositions = cache.getSatDownPositions();

                for (byte i = 0; i < numPlayers; i++)
                {
                    if (satDownPositions.Contains(i))
                    {
                        //playersOld.Add(cache.getPlayerId(i), new PlayerModel(tableId, cache.getCurrentHandId(), cache.getPlayerId(i), wrProv));
                        playersNew.Add(cache.getPlayerId(i), new PlayerModelFixed(tableId, cache.BigBlind, cache.getCurrentHandId(), cache.getPlayerId(i), wrProv));
                    }
                }
            }
コード例 #8
0
ファイル: AIManager.cs プロジェクト: MarcFletcher/OpenPokerAI
        /// <summary>
        /// Initiaties a decision but overrides the player config using the specified serverType and configStr
        /// </summary>
        /// <param name="handId"></param>
        /// <param name="playerId"></param>
        /// <param name="genericGameCache"></param>
        /// <returns></returns>
        public Play GetDecision(long playerId, databaseCache genericGameCache, AIGeneration serverType, string aiConfigStr)
        {
            try
            {
                //Sort out the cacheTracker
                CacheTracker.Instance.Update(playerId, genericGameCache);
                if (serverType == AIGeneration.Undefined || aiConfigStr == null)
                {
                    CacheTracker.Instance.PlayerAiConfig(playerId, genericGameCache.TableId, out serverType, out aiConfigStr);
                }

                DecisionRequest newRequest = new DecisionRequest(playerId, genericGameCache, serverType, aiConfigStr, AIManager.RunInSafeMode);
                PreDecisionErrorChecking(newRequest.PlayerId, newRequest.Cache);

                //For now we will just use the old method
                //Determine an available AIInstance
                int selectedInstanceIndex = DetermineAvailableInstance(newRequest);

                //This could be done in a seperate thread
                if (selectedInstanceIndex == -1)
                {
                    //There were no available instances so we join the queue and wait
                    newRequest.WaitForDecision();
                }
                else
                {
                    if (ConcurrencyMode.Concurrency == ConcurrencyMode.ConcurencyModel.MultiCore)
                    {
                        Task t = Task.Factory.StartNew(aiInstanceList[selectedInstanceIndex].HandleDecisionRequest, newRequest);
                        t.Wait();
                    }
                    else
                    {
                        aiInstanceList[selectedInstanceIndex].HandleDecisionRequest(newRequest);
                    }
                }

                Play aiAction = newRequest.DecisionPlay;
                aiAction = SetDecisionTime(ValidatePlayerDecision(aiAction, newRequest.Cache));

                return(aiAction);
            }
            catch (Exception ex)
            {
                instanceSelector.instancesIdle = 0;

                for (int i = 0; i < aiInstanceList.Count; i++)
                {
                    instanceSelector.instancesIdle = instanceSelector.instancesIdle | (1 << i);
                }

                genericGameCache.readLockCounter = 0;

                string fileName = LogError.Log(ex, "PokerAIError");
                genericGameCache.SaveToDisk("", fileName);

                return(new Play(PokerAction.GeneralAIError, 0, 0, genericGameCache.getCurrentHandId(), playerId, ex.ToString(), 3));
            }

            throw new Exception("This point should never be reached.");
        }