Working on AI
This commit is contained in:
@@ -11,7 +11,17 @@ const GAME_STRINGS = {
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'POKER_GAME_CARDS_RIVERED': 'Cards river',
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'POKER_GAME_CARDS_RIVERED': 'Cards river',
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'DEBUG_WINNER_DECIDED': 'DEBUG WINNER',
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'DEBUG_WINNER_DECIDED': 'DEBUG WINNER',
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'BURNOUT': 'Burnout gey\nlmao.'
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'DEBUG_PLAYER': 'DEBUG PLAYER',
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'POKER_GAME_AI_FOLD': 'AI Folding',
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'POKER_GAME_AI_RAISE': 'AI Raise',
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'POKER_GAME_AI_RAISE_BLUFF': 'AI Raise\nBut Bluffing',
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'POKER_GAME_AI_CALL': 'AI Calling',
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'POKER_GAME_AI_CALL_BLUFF': 'AI Calling\nBut Bluffing',
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'POKER_GAME_AI_ALL_IN': 'AI All In',
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'POKER_GAME_AI_ALL_IN_BLUFF': 'AI All In\nBut Bluffing',
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'POKER_GAME_AI_CHECK': 'AI Checking',
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'POKER_GAME_AI_CHECK_BLUFF': 'AI Checking\nBut Bluffing',
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};
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};
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module.exports = { GAME_STRINGS };
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module.exports = { GAME_STRINGS };
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@@ -33,19 +33,70 @@ void conversationQueueDealCards() {
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}
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}
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void conversationQueueBeginBetting() {
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void conversationQueueBeginBetting() {
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pokerturn_t turn;
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turn.chips = 0;
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// Begin the betting process. First we need to decide if the player or the
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// Begin the betting process. First we need to decide if the player or the
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// AI is betting, then based on that we decide what to do next.
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// AI is betting, then based on that we decide what to do next.
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// TODO: Actually bet.
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// TODO: Actually bet.
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if(POKER_PLAYER_BETTER == POKER_HUMAN_INDEX) {
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if(POKER_PLAYER_BETTER == POKER_HUMAN_INDEX) {
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// This is the human player.
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// This is the human player.
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BGB_MESSAGE("Player betting.");
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BGB_MESSAGE("Player folding.");
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conversationTextboxString(DEBUG_PLAYER);
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POKER_PLAYERS[POKER_PLAYER_BETTER].state |= POKER_PLAYER_STATE_FOLDED;
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} else {
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} else {
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// This is an AI player.
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// This is an AI player, get their turn.
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BGB_MESSAGE("AI turn to bet");
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BGB_MESSAGE("AI turn to bet");
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pokerAi(POKER_PLAYER_BETTER, &turn);
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BGB_printf("AI Decided to %u, with %u chips and %u confidence, bluffin: %u", turn.type, turn.chips, turn.confidence, turn.bluff);
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switch(turn.type) {
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case POKER_TURN_TYPE_FOLD:
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POKER_PLAYERS[POKER_PLAYER_BETTER].state |= POKER_PLAYER_STATE_FOLDED;
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conversationTextboxString(POKER_GAME_AI_FOLD);
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break;
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case POKER_TURN_TYPE_BET:
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if(turn.bluff) {
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conversationTextboxString(POKER_GAME_AI_RAISE_BLUFF);
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} else {
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conversationTextboxString(POKER_GAME_AI_RAISE);
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}
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break;
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case POKER_TURN_TYPE_CALL:
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if(turn.bluff) {
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conversationTextboxString(POKER_GAME_AI_CALL_BLUFF);
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} else {
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conversationTextboxString(POKER_GAME_AI_CALL);
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}
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break;
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case POKER_TURN_TYPE_ALL_IN:
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if(turn.bluff) {
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conversationTextboxString(POKER_GAME_AI_ALL_IN_BLUFF);
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} else {
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conversationTextboxString(POKER_GAME_AI_ALL_IN);
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}
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case POKER_TURN_TYPE_CHECK:
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if(turn.bluff) {
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conversationTextboxString(POKER_GAME_AI_CHECK_BLUFF);
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} else {
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conversationTextboxString(POKER_GAME_AI_CHECK);
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}
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break;
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}
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// Now we have their turn, decide what to say based on that.
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}
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}
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if(turn.chips > 0) {
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pokerBet(POKER_PLAYER_BETTER, turn.chips);
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}
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QUEUE_ITEM = QUEUE_NEXT_BETTER;
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QUEUE_ITEM = QUEUE_NEXT_BETTER;
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conversationPause(1);
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}
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}
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void conversationQueueNextBetter() {
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void conversationQueueNextBetter() {
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@@ -70,10 +121,7 @@ void conversationQueueNextBetter() {
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// If we reach this point then we either need to begin the betting round, or
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// If we reach this point then we either need to begin the betting round, or
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// we are going to move to the winning decider.
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// we are going to move to the winning decider.
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if(
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if(POKER_COMMUNITY_SIZE_MAX == POKER_COMMUNITY_SIZE) {
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i == POKER_PLAYER_COUNT_MAX ||
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POKER_COMMUNITY_SIZE_MAX == POKER_COMMUNITY_SIZE
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) {
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QUEUE_ITEM = QUEUE_WINNER_DECIDE;
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QUEUE_ITEM = QUEUE_WINNER_DECIDE;
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conversationQueueNext();
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conversationQueueNext();
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return;
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return;
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@@ -127,6 +175,12 @@ void conversationQueueWinnerDecide() {
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void conversationQueueAiFold() {
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}
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////////////////////////////////////////////////////////////////////////////////
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queuecallback_t *QUEUE_CALLBACKS[] = {
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queuecallback_t *QUEUE_CALLBACKS[] = {
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// 0
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// 0
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NULL,
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NULL,
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@@ -66,12 +66,12 @@ void pokerNewRound() {
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POKER_DECK_SIZE = CARD_DECK_SIZE;
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POKER_DECK_SIZE = CARD_DECK_SIZE;
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// Shuffle Deck
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// Shuffle Deck
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for(i = CARD_DECK_SIZE-1; i > 0; i--) {
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// for(i = CARD_DECK_SIZE-1; i > 0; i--) {
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k = POKER_DECK[i];
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// k = POKER_DECK[i];
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j = rand() % (i+1);
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// j = rand() % (i+1);
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POKER_DECK[i] = POKER_DECK[j];
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// POKER_DECK[i] = POKER_DECK[j];
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POKER_DECK[j] = k;
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// POKER_DECK[j] = k;
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}
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// }
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// Reset Players and decide new blinds.
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// Reset Players and decide new blinds.
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found = 0;
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found = 0;
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@@ -146,7 +146,6 @@ void pokerAi(uint8_t player, pokerturn_t *turn) {
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uint8_t i, cardNumber0, cardNumber1, suitNumber0, suitNumber1;
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uint8_t i, cardNumber0, cardNumber1, suitNumber0, suitNumber1;
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uint16_t callBet, maxBet, amount, bluffBet;
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uint16_t callBet, maxBet, amount, bluffBet;
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uint8_t random;// TODO: Determine type.
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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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uint16_t confidence, expectedGain, potOdds;
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pokerplayer_t *plyr = POKER_PLAYERS + player;
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pokerplayer_t *plyr = POKER_PLAYERS + player;
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@@ -157,7 +156,6 @@ void pokerAi(uint8_t player, pokerturn_t *turn) {
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// they are expected to win from those games, but I'm just going to use the
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// they are expected to win from those games, but I'm just going to use the
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// odds of the hand being the winning hand.
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// odds of the hand being the winning hand.
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// Is this preflop?
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// Is this preflop?
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if(POKER_COMMUNITY_SIZE == 0) {
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if(POKER_COMMUNITY_SIZE == 0) {
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// Get the hand weight
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// Get the hand weight
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@@ -211,34 +209,36 @@ void pokerAi(uint8_t player, pokerturn_t *turn) {
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// Now work out the pot odds, this is basically "how many times the callbet
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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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// 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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// expected gain much higher than the callbet.
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//TODO: not float
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potOdds = plyr->chips / 1000;
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potOdds = callBet / (callBet + expectedGain);
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potOdds = MATH_MAX((callBet + expectedGain), 1) / MATH_MAX(potOdds, 1);
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} else {
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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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// 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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// take the chances out of the remainig player count.
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potOdds = 1000 / pokerGetRemainingBetterCount();
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potOdds = 1000 / pokerGetRemainingBetterCount() * 2;// 0 - 1000
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}
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}
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// Now determine the expected ROI
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// Now determine the expected ROI
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// TODO: not float
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//TODO: I think these values are a bit odd.
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expectedGain = confidence / potOdds;
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expectedGain = (confidence*100) / (potOdds / 10);
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// Now get a random number 0-100.
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// Now get a random number 0-100.
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random = rand() % 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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// Determine the max bet that the AI is willing to make. The max bet is
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// "3/4 chips remaining - random(0-50)" and subtract the callbet. I will
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// basically how high the AI is willing to bet.
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// probably chance this since the random 0-50 is.. random
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maxBet = plyr->chips;// TODO: Replace with below code and test, just running
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// TODO: Rewrite this
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// With this for now.
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maxBet = plyr->chips - (random / 2);
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// maxBet = plyr->chips / MATH_MAX(random / 10, 1);
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maxBet -= callBet;
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// maxBet -= callBet;
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// BGB_printf("Rand %u, Max Bet %u", random, callBet);
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// Determine what's a good bluff bet.
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// Determine what's a good bluff bet.
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// TODO: not float
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// TODO: not float
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bluffBet = random * maxBet / 100 / 2;
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bluffBet = maxBet;
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// bluffBet = ((random * 100) / maxBet) * plyr->chips;
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// Now prep the output
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// Now prep the output
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isBluff = false;
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turn->bluff = false;
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amount = 0;
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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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// Now the actual AI can happen. This is basically a weight to confidence
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@@ -249,17 +249,17 @@ void pokerAi(uint8_t player, pokerturn_t *turn) {
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amount = 0;
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amount = 0;
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} else {
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} else {
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amount = bluffBet;
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amount = bluffBet;
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isBluff = true;
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turn->bluff = true;
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}
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}
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} else if ((expectedGain < 1000 && confidence < 850) || confidence < 100) {
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} else if ((expectedGain < 1000 && confidence < 850) || confidence < 100) {
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if (random < 80) {
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if (random < 80) {
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amount = 0;
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amount = 0;
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} else if(random < 5) {
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} else if(random < 5) {
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amount = callBet;
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amount = callBet;
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isBluff = true;
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turn->bluff = true;
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} else {
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} else {
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amount = bluffBet;
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amount = bluffBet;
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isBluff = true;
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turn->bluff = true;
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}
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}
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} else if ((expectedGain < 1300 && confidence < 900) || confidence < 500) {
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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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if (random < 60 || confidence < 500) {
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@@ -274,6 +274,7 @@ void pokerAi(uint8_t player, pokerturn_t *turn) {
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amount = maxBet;
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amount = maxBet;
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}
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}
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} else {
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} else {
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// TODO: check this
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amount = (plyr->chips - callBet) * 9 / 10;
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amount = (plyr->chips - callBet) * 9 / 10;
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}
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}
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@@ -282,21 +283,31 @@ void pokerAi(uint8_t player, pokerturn_t *turn) {
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if(random > 5) amount = callBet;
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if(random > 5) amount = callBet;
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}
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}
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// Did we actually bet?
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// Did we actually bet?
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if(amount > 0) {
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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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// 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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if(plyr->timesRaised >= POKER_TURN_MAX_RAISES) amount = callBet;
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amount = callBet;
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}
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amount = MATH_MAX(amount, callBet);
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amount = MATH_MAX(amount, callBet);
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// turn = pokerTurnBet(poker, playerIndex, amount);
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amount = MATH_MIN(amount, plyr->chips);
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turn->chips = amount;
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turn->confidence = confidence;
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turn->confidence = confidence;
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if(amount == plyr->chips) {
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turn->type == POKER_TURN_TYPE_ALL_IN;
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} else if(amount == callBet) {
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turn->type = POKER_TURN_TYPE_CALL;
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} else {
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turn->type == POKER_TURN_TYPE_BET;
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}
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} else if(pokerCanPlayerCheck(player)) {
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} else if(pokerCanPlayerCheck(player)) {
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// turn = pokerTurnBet(poker, playerIndex, 0);
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turn->type = POKER_TURN_TYPE_CHECK;
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turn->chips = 0;
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turn->confidence = 1000;
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turn->confidence = 1000;
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} else {
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} else {
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// turn = pokerTurnFold(poker, playerIndex);
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turn->type = POKER_TURN_TYPE_FOLD;
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turn->chips = 0;
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turn->confidence = 1000 - confidence;
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turn->confidence = 1000 - confidence;
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}
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}
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}
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}
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@@ -12,8 +12,9 @@
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#include "player.h"
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#include "player.h"
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#include "pot.h"
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#include "pot.h"
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#include "turn.h"
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#include "turn.h"
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#include "winner.h"
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#define POKER_COMMUNITY_SIZE_MAX 5
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#define POKER_COMMUNITY_SIZE_MAX 5
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#define POKER_HUMAN_INDEX 0x00
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#define POKER_HUMAN_INDEX 0x00
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#define POKER_COUNT_FLOP 0x03
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#define POKER_COUNT_FLOP 0x03
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@@ -10,11 +10,21 @@
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#define POKER_TURN_MAX_RAISES 0x02
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#define POKER_TURN_MAX_RAISES 0x02
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/** Turn Types */
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#define POKER_TURN_TYPE_OUT 0x00
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#define POKER_TURN_TYPE_FOLD 0x01
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#define POKER_TURN_TYPE_BET 0x02
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#define POKER_TURN_TYPE_CALL 0x03
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#define POKER_TURN_TYPE_ALL_IN 0x04
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#define POKER_TURN_TYPE_CHECK 0x05
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typedef struct {
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typedef struct {
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/** What type of action the turn is */
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/** What type of action the turn is */
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uint8_t type;
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uint8_t type;
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/** How many chips they did in their turn (if applicable) */
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/** How many chips they did in their turn (if applicable) */
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uint16_t chips;
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uint16_t chips;
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/** How confident the AI is about their turn. 0 = none, 1 = full */
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/** How confident the AI is about their turn. 0 = none, 1000 = full */
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uint16_t confidence;
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uint16_t confidence;
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/** Is this turn a bluff? */
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bool bluff;
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} pokerturn_t;
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} pokerturn_t;
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58
src/poker/winner.h
Normal file
58
src/poker/winner.h
Normal file
@@ -0,0 +1,58 @@
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/**
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* Copyright (c) 2022 Dominic Masters
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*
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||||||
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* This software is released under the MIT License.
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||||||
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* https://opensource.org/licenses/MIT
|
||||||
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*/
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||||||
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|
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#pragma once
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#include "../libs.h"
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#include "card.h"
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|
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/** Maximum number of cards a winning state can hold. */
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#define POKER_WINNING_FULL_SIZE 0x07
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/** How many cards in the winning set */
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#define POKER_WINNING_SET_SIZE 0x05
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/** Winning Types */
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#define POKER_WINNING_TYPE_NULL 0x00
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#define POKER_WINNING_TYPE_ROYAL_FLUSH 0x01
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#define POKER_WINNING_TYPE_STRAIGHT_FLUSH 0x02
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#define POKER_WINNING_TYPE_FOUR_OF_A_KIND 0x03
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||||||
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#define POKER_WINNING_TYPE_FULL_HOUSE 0x04
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|
#define POKER_WINNING_TYPE_FLUSH 0x05
|
||||||
|
#define POKER_WINNING_TYPE_STRAIGHT 0x06
|
||||||
|
#define POKER_WINNING_TYPE_THREE_OF_A_KIND 0x07
|
||||||
|
#define POKER_WINNING_TYPE_TWO_PAIR 0x08
|
||||||
|
#define POKER_WINNING_TYPE_PAIR 0x09
|
||||||
|
#define POKER_WINNING_TYPE_HIGH_CARD 0x0A
|
||||||
|
|
||||||
|
/** Confidences of winning based on the current hand type */
|
||||||
|
#define POKER_WINNING_CONFIDENCE_ROYAL_FLUSH 1000
|
||||||
|
#define POKER_WINNING_CONFIDENCE_STRAIGHT_FLUSH 990
|
||||||
|
#define POKER_WINNING_CONFIDENCE_FOUR_OF_A_KIND 900
|
||||||
|
#define POKER_WINNING_CONFIDENCE_FULL_HOUSE 850
|
||||||
|
#define POKER_WINNING_CONFIDENCE_FLUSH 800
|
||||||
|
#define POKER_WINNING_CONFIDENCE_STRAIGHT 700
|
||||||
|
#define POKER_WINNING_CONFIDENCE_THREE_OF_A_KIND 500
|
||||||
|
#define POKER_WINNING_CONFIDENCE_TWO_PAIR 400
|
||||||
|
#define POKER_WINNING_CONFIDENCE_PAIR 200
|
||||||
|
#define POKER_WINNING_CONFIDENCE_HIGH_CARD 100
|
||||||
|
|
||||||
|
/** Holds information about a player's winning state */
|
||||||
|
typedef struct {
|
||||||
|
/** The full set of both the dealer and player's hand */
|
||||||
|
uint8_t full[POKER_WINNING_FULL_SIZE];
|
||||||
|
uint8_t fullSize;
|
||||||
|
|
||||||
|
/** Holds the winning set */
|
||||||
|
uint8_t set[POKER_WINNING_SET_SIZE];
|
||||||
|
uint8_t setSize;
|
||||||
|
|
||||||
|
/** Winning Type */
|
||||||
|
uint8_t type;
|
||||||
|
|
||||||
|
/** If there was a kicker card it will be here, otherwise -1 for no kicker */
|
||||||
|
uint8_t kicker;
|
||||||
|
} pokerplayerwinning_t;
|
Reference in New Issue
Block a user