Brought over unfinished ai code.
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@@ -82,6 +82,7 @@ void pokerNewRound() {
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POKER_PLAYER_STATE_FOLDED |
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POKER_PLAYER_STATE_HAS_BET_THIS_ROUND
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);
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POKER_PLAYERS[i].timesRaised = 0;
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// Have we found the dealer, small blind, and big blind players?
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if(found != 3 && (POKER_PLAYERS[i].state & POKER_PLAYER_STATE_OUT) == 0){
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@@ -137,14 +138,16 @@ inline void pokerBet(uint8_t player, uint16_t amount) {
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inline uint8_t pokerGetCallBet(uint8_t player) {
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return (
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POKER_POTS[POKER_POT_CURRENT].call -
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POKER_POTS[POKER_POT_CURRENT].players[POKER_PLAYER_BETTER]
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POKER_POTS[POKER_POT_CURRENT].players[player]
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);
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}
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void pokerAi(uint8_t player) {
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void pokerAi(uint8_t player, pokerturn_t *turn) {
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uint8_t i, cardNumber0, cardNumber1, suitNumber0, suitNumber1;
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uint16_t callBet;
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uint8_t confidence;// TODO: Determine type.
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uint16_t callBet, maxBet, amount, bluffBet;
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uint8_t random;// TODO: Determine type.
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bool isBluff;
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uint16_t confidence, expectedGain, potOdds;
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pokerplayer_t *plyr = POKER_PLAYERS + player;
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// The following logic is heavily inspired by;
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@@ -180,12 +183,169 @@ void pokerAi(uint8_t player) {
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} else if(i > 2) {
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confidence -= i;
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}
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// Confidence is now a value between 0-30 (inclusive). Multiply by 1000
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confidence = (confidence * 1000) / 30;
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// Now do over 30 to get the value represented as 0-1000
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} else {
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// Simulate my hand being the winning hand, use that as the confidence
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// TODO: Repurpose old code lmao. Just take it from Dawn-C
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confidence = 0;
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}
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// Now we know how confident the AI is, let's put a chip value to that weight
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// How many chips to call?
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callBet = pokerGetCallBet(player);
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// Do they need chips to call, or is it possible to check?
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if(callBet > 0) {
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// Work out how many chips the player could possibly win. This is a number
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// between 0 and player count * initial chips, at the time of writing that
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// is around 50,000.
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expectedGain = 0;
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for(i = 0; i < POKER_POT_COUNT; i++) {
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if(POKER_POTS[i].players[player] == 0) break;
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expectedGain += POKER_POTS[i].chips;
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}
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// Now work out the pot odds, this is basically "how many times the callbet
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// could I win if I win this hand". e.g. Desirable hands will have an
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// expected gain much higher than the callbet.
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//TODO: not float
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potOdds = callBet / (callBet + expectedGain);
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} else {
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// If the call bet is zero then there's fairly equal odds, so let's just
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// take the chances out of the remainig player count.
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potOdds = 1000 / pokerGetRemainingBetterCount();
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}
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// Now determine the expected ROI
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// TODO: not float
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expectedGain = confidence / potOdds;
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// Now get a random number 0-100.
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random = rand() % 100;
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// Determine the max bet that the AI is willing to make. This is valued as
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// "3/4 chips remaining - random(0-50)" and subtract the callbet. I will
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// probably chance this since the random 0-50 is.. random
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// TODO: Rewrite this
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maxBet = plyr->chips - (random / 2);
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maxBet -= callBet;
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// Determine what's a good bluff bet.
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// TODO: not float
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bluffBet = random * maxBet / 100 / 2;
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// Now prep the output
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isBluff = false;
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amount = 0;
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// Now the actual AI can happen. This is basically a weight to confidence
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// ratio. The higher the gains and the confidence then the more likely the AI
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// is to betting. There are also bluff chances within here.
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if(expectedGain < 800 && confidence < 800) {
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if(random < 95) {
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amount = 0;
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} else {
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amount = bluffBet;
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isBluff = true;
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}
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} else if ((expectedGain < 1000 && confidence < 850) || confidence < 100) {
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if (random < 80) {
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amount = 0;
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} else if(random < 5) {
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amount = callBet;
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isBluff = true;
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} else {
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amount = bluffBet;
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isBluff = true;
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}
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} else if ((expectedGain < 1300 && confidence < 900) || confidence < 500) {
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if (random < 60 || confidence < 500) {
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amount = callBet;
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} else {
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amount = maxBet;
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}
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} else if (confidence < 950 || POKER_COMMUNITY_SIZE < 0x04) {
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if(random < 20) {
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amount = callBet;
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} else {
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amount = maxBet;
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}
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} else {
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amount = (plyr->chips - callBet) * 9 / 10;
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}
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// If this is the first round... make it a lot less likely I'll bet
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if(POKER_COMMUNITY_SIZE == 0x00 && amount > callBet) {
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if(random > 5) amount = callBet;
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}
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// Did we actually bet?
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if(amount > 0) {
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// Let's not get caught in a raising loop with AI.
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if(plyr->timesRaised >= POKER_TURN_MAX_RAISES) {
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amount = callBet;
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}
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amount = MATH_MAX(amount, callBet);
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// turn = pokerTurnBet(poker, playerIndex, amount);
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turn->confidence = confidence;
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} else if(pokerCanPlayerCheck(player)) {
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// turn = pokerTurnBet(poker, playerIndex, 0);
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turn->confidence = 1000;
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} else {
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// turn = pokerTurnFold(poker, playerIndex);
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turn->confidence = 1000 - confidence;
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}
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}
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inline bool pokerCanPlayerCheck(uint8_t player) {
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return (
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POKER_POTS[POKER_POT_CURRENT].players[player] ==
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POKER_POTS[POKER_POT_CURRENT].call
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);
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}
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inline bool pokerDoesPlayerNeedToBet(uint8_t playerIndex) {
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uint8_t i;
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pokerplayer_t *player = POKER_PLAYERS + playerIndex;
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// Can this player even participate?
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if(
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(player->state & (POKER_PLAYER_STATE_FOLDED|POKER_PLAYER_STATE_OUT)) != 0 ||
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player->chips == 0
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) {
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return false;
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}
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// Has the player bet? If so are they in the current pot?
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if((player->state & POKER_PLAYER_STATE_HAS_BET_THIS_ROUND) == 0) {
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return true;
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}
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//TODO: Refer to pokerbet function, but basically I can't let the player
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//bet if they have bet more money than the second richest player.
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// Check each pot, if the pot is inactive or the player is CALLED/CHECKED
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for(i = 0; i < POKER_POT_COUNT_MAX; i++) {
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// Is this pot active?
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if(POKER_POTS[i].chips == 0) break;
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// Is the player called into this pot all the way?
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if(POKER_POTS[i].players[playerIndex] == POKER_POTS[i].call) continue;
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return true;
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}
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return false;
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}
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inline uint8_t pokerGetRemainingBetterCount() {
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uint8_t i, count;
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count = 0;
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for(i = 0 ; i < POKER_PLAYER_COUNT_MAX; i++) {
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if(pokerDoesPlayerNeedToBet(i)) count++;
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}
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return count;
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}
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