public static void GameContext_NewFlop(DecisionMakingContext dmContext, Board board, HoleCards heroHoleCards) { GameContext_NewFlop(dmContext.GC, board.Flop[0].ToString(), board.Flop[1].ToString(), board.Flop[2].ToString(), (heroHoleCards != null) ? heroHoleCards.ToString() : null); }
public void CutRange(ActionType actionType, Street currentStreet, Board board, float betRaiseChance, float checkCallChance, DecisionMakingContext dmContext) { if (actionType == ActionType.Check || actionType == ActionType.Bet) { Range.CutCheckBet(actionType, currentStreet, board, betRaiseChance, dmContext); } else if (actionType == ActionType.Call || actionType == ActionType.Raise || actionType == ActionType.AllIn) { Range.CutFoldCallRaise(actionType, currentStreet, board, betRaiseChance, checkCallChance, dmContext); } }
public void CutFoldCallRaise(ActionType actionType, Street street, Board board, float raiseChance, float callChance, DecisionMakingContext dmContext) { CuttingParams.Add(new CuttingParamsT { ActionType = actionType, Street = street, Value1 = raiseChance, Value2 = callChance, Forced = true }); DecisionMakingDll.CutRange_FoldCallRaise(this, actionType, street, board, raiseChance, callChance, dmContext); }
public void CutCheckBet(ActionType actionType, Street street, Board board, float betChance, DecisionMakingContext dmContext) { CuttingParams.Add(new CuttingParamsT { ActionType = actionType, Street = street, Value1 = betChance, Forced = false }); DecisionMakingDll.CutRange_CheckBet(this, actionType, street, board, betChance, dmContext); }
public static void Holdem_EstimateEV(out float checkCallEV, out float betRaiseEV, int buttonInd, int heroIndex, HoleCards heroHoleCards, List <Player> playerList, Board board, Street street, int numBets, int numCallers, int bigBlindSize, DecisionMakingContext dmContext) { Unmanaged_HoleCards uHoleCards = new Unmanaged_HoleCards(heroHoleCards); Unmanaged_Player[] players = new Unmanaged_Player[playerList.Count]; for (int i = 0; i < playerList.Count; i++) { players[i] = new Unmanaged_Player(playerList[i], i); } Unmanaged_Card[] cards = BoardToUnmanaged(board); checkCallEV = 0.0f; betRaiseEV = 0.0f; EstimateEV(ref checkCallEV, ref betRaiseEV, buttonInd, heroIndex, ref uHoleCards, players, playerList.Count, cards, (int)street, numBets, numCallers, bigBlindSize, dmContext.GC); }
public static void PredictAction_FoldCallRaise(ref float toFold, ref float toCall, ref float toRaise, Range range, Street street, Board board, float raiseChance, float callChance, DecisionMakingContext dmContext) { Unmanaged_Range unmanagedRange = new Unmanaged_Range(range); Unmanaged_Card[] cards = BoardToUnmanaged(board); PredictAction_FoldCallRaise(ref toFold, ref toCall, ref toRaise, ref unmanagedRange, (int)street, cards, raiseChance, callChance, dmContext.GC); }
public static void PredictAction_CheckBet(ref float toCheck, ref float toBet, Range range, Street street, Board board, float betChance, DecisionMakingContext dmContext) { Unmanaged_Range unmanagedRange = new Unmanaged_Range(range); Unmanaged_Card[] cards = BoardToUnmanaged(board); PredictAction_CheckBet(ref toCheck, ref toBet, ref unmanagedRange, (int)street, cards, betChance, dmContext.GC); }
public static void CutRange_FoldCallRaise(Range range, ActionType actionType, Street street, Board board, float raiseChance, float callChance, DecisionMakingContext dmContext) { Unmanaged_Range unmanagedRange = new Unmanaged_Range(range); Unmanaged_Card[] cards = BoardToUnmanaged(board); CutRange_FoldCallRaise(ref unmanagedRange, (int)actionType, (int)street, cards, raiseChance, callChance, dmContext.GC); unmanagedRange.ToManaged(range); }
public static void CutRange_CheckBet(Range range, ActionType actionType, Street street, Board board, float betChance, DecisionMakingContext dmContext) { Unmanaged_Range unmanagedRange = new Unmanaged_Range(range); Unmanaged_Card[] cards = BoardToUnmanaged(board); CutRange_CheckBet(ref unmanagedRange, (int)actionType, (int)street, cards, betChance, dmContext.GC); unmanagedRange.ToManaged(range); }
public static void Range_GetSortedHoleCards(Range range, Street street, Board board, DecisionMakingContext dmContext) { Unmanaged_Range unmanagedRange = new Unmanaged_Range(range); Unmanaged_Card[] cards = BoardToUnmanaged(board); Range_GetSortedHoleCards(ref unmanagedRange, (int)street, cards, dmContext.GC); unmanagedRange.ToManaged(range); }