UINT CIteratorThread::IteratorThreadFunction(LPVOID pParam) {
	CIteratorThread *pParent = static_cast<CIteratorThread*>(pParam);
  // Loop-variables j, k get used inside and outside loops.
	// It is a bit messy, nearly impossible to fix it.
	// At least the outer loops ("f$prwin_number_of_iterations" and "i") could be improved.
	unsigned int	pl_pokval = 0, opp_pokval = 0, opp_pokvalmax = 0;
	HandVal		pl_hv = 0, opp_hv = 0;
	int				dummy = 0, enhanced_dealing_return=0;
	bool			hand_lost;

	ResetGlobalVariables();
	// Seed the RNG
	srand((unsigned)GetTickCount());
  while (true) {
    // Check event for thread stop signal once per main iterator loop
    // (and additionally once every 1000 iterations later)
		if(::WaitForSingleObject(pParent->_m_stop_thread, 0) == WAIT_OBJECT_0) {
			// Set event
			::SetEvent(pParent->_m_wait_thread);
			AfxEndThread(0);
		}
    Sleep(500);
    if (!p_symbol_engine_autoplayer->ismyturn()) {
      // Not my turn;
      // Nothing to simulate
      continue;
    }
    if (IteratorThreadComplete()) {
      // No longer anything to do
      continue;
    }

	write_log(preferences.debug_prwin(), "[PrWinThread] Start of main loop.\n");
    // "f$prwin_number_of_iterations" has to be declared outside of the loop,
	// as we check afterwards, if the loop terminated successfully.
    _nopponents = p_symbol_engine_prwin->nopponents_for_prwin();
	AdjustPrwinVariablesIfNecessary();

	LARGE_INTEGER frequency;        // ticks per second
	LARGE_INTEGER t1, t2;           // ticks
	double elapsedTime = 0;
	QueryPerformanceFrequency(&frequency); // get ticks per second

	CalculateTotalWeights();
	//
	// Main iterator loop
	//
	  for (_iterations_calculated=0; _iterations_calculated < _iterations_required; ++_iterations_calculated) {
		  // Check event for thread stop signal once every 1000 iterations
      if ((_iterations_calculated % 1000 == 0)
          && (_iterations_calculated > 0)
          && (::WaitForSingleObject(pParent->_m_stop_thread, 0) == WAIT_OBJECT_0)) {
			  // Set event
			  ::SetEvent(pParent->_m_wait_thread);
			  AfxEndThread(0);
		  }
      CardMask_OR(usedCards, pParent->_plCards, pParent->_comCards);
		  if (UseEnhancedPrWin())	{
			  QueryPerformanceCounter(&t1);	// start timer		  
			  enhanced_dealing_return = EnhancedDealingAlgorithm();
			  if (enhanced_dealing_return < 0) {
				  _prwin = enhanced_dealing_return;
				  _prtie = enhanced_dealing_return;
				  _prlos = enhanced_dealing_return;
				  _iterations_calculated = _iterations_required;
				  write_log(preferences.debug_prwin(), "[PrWinThread] Chair's %i range consists of dead cards only.\n",enhanced_dealing_return);
				  break;
			  }
			  QueryPerformanceCounter(&t2); // stop timer
			  elapsedTime = elapsedTime + (t2.QuadPart - t1.QuadPart) * 1000.0 / frequency.QuadPart; // compute the elapsed time in millisec
		  }	else { 
			  QueryPerformanceCounter(&t1);	// start timer
			  StandardDealingAlgorithm(_nopponents);
			  QueryPerformanceCounter(&t2); // stop timer
			  elapsedTime = elapsedTime + (t2.QuadPart - t1.QuadPart) * 1000.0 / frequency.QuadPart; // compute the elapsed time in millisec
		  }
      // Get my handval/pokerval
		  CardMask_OR(evalCards, pParent->_plCards, pParent->_comCards);
		  CardMask_OR(evalCards, evalCards, addlcomCards);
		  pl_hv = Hand_EVAL_N(evalCards, 7);
		  pl_pokval = p_symbol_engine_pokerval->CalculatePokerval(pl_hv, 7, &dummy, CARD_NOCARD, CARD_NOCARD);//??
      // Scan through opponents' handvals/pokervals
		  // - if we find one better than ours, then we are done, increment los
		  // - for win/tie, we need to wait until we scan them all
		  opp_pokvalmax = 0;
		  hand_lost = false;
		  for (int i=0; i<_nopponents; i++) {
			  CardMask_RESET(opp_evalCards);
			  CardMask_OR(opp_evalCards, pParent->_comCards, addlcomCards);
			  CardMask_SET(opp_evalCards, ocard[i*2]);
			  CardMask_SET(opp_evalCards, ocard[(i*2)+1]);
			  opp_hv = Hand_EVAL_N(opp_evalCards, 7);
			  opp_pokval = p_symbol_engine_pokerval->CalculatePokerval(opp_hv, 7, &dummy, CARD_NOCARD, CARD_NOCARD);
				write_log(preferences.debug_prwin(), "[PrWinThread] PlayerPV: %i OppPV: %i\n",
				pl_pokval, opp_pokval);
			  if (opp_pokval > pl_pokval) {
				  write_log(preferences.debug_prwin(), "[PrWinThread] Lost\n");
				  _los++;
				  hand_lost = true;
				  break;
			  }	else {
				  if (opp_pokval > opp_pokvalmax)	
				  {
					  opp_pokvalmax = opp_pokval;
				  }
			  }
		  }
		  if (!hand_lost)	{
			  if (pl_pokval > opp_pokvalmax) {
          write_log(preferences.debug_prwin(), "[PrWinThread] Won\n");
				  _win++;
			  }	else {
          write_log(preferences.debug_prwin(), "[PrWinThread] Tie\n");
				  _tie++;
			  }
		  }
		  UpdateIteratorVarsForDisplay();
	  }
	  write_log(preferences.debug_prwin(), "[PrWinThread] End of main loop.\n");
    if (!IteratorThreadComplete()) {
      // Computation stopped with some kind of error.
      // Reset vars to avoid bogus data
		  ResetIteratorVars();
	  }

	if(enhanced_dealing_return == 0)
	{
		UpdateIteratorVarsForDisplay(); //calculates _prwin, _prtie, _prlos
	}

	  if(UseEnhancedPrWin())
	  {			
			write_log(preferences.debug_prwin(), "EnhancedDealingAlgorithm elapsed time in millisec: %.3f Iterations: %d prwin: %.3f prtie: %.3f prlos: %.3f vanilla.limit: %i \n",
				elapsedTime,_iterations_calculated, _prwin, _prtie, _prlos, _prw1326.vanilla_chair.limit );
	  }
	  else
	  {
			write_log(preferences.debug_prwin(), "StandardDealingAlgorithm elapsed time in millisec: %.3f Iterations: %d prwin: %.3f prtie: %.3f prlos: %.3f\n",
				elapsedTime,_iterations_calculated, _prwin, _prtie, _prlos);
	  }

    ::SetEvent(pParent->_m_wait_thread);
  }
	return 0;
}
Exemple #2
0
 Hand(CardMask firstHoleCard, CardMask secondHoleCard, CardMask common, int size): firstHoleCard(firstHoleCard),
 secondHoleCard(secondHoleCard), common(common), size(size)
 {
     CardMask_OR(ours, firstHoleCard, secondHoleCard);
     CardMask_OR(dead, ours, common);
 }
Exemple #3
0
bool CVersus::GetCounts(void) 
{
	if (_versus_fh == k_undefined)
		return false;

	int				i = 0, j = 0;
	CardMask		plCards, oppCards, deadCards, comCardsScrape, comCardsEnum, comCardsAll, usedCards;
	unsigned int	wintemp = 0, tietemp = 0, lostemp = 0, offset = 0;
	unsigned int	nhiwin = 0, nhitie = 0, nhilos = 0, ntiwin = 0, ntitie = 0, ntilos = 0, nlowin = 0, nlotie = 0, nlolos = 0;
	unsigned int	nhinowwin = 0, nhinowtie = 0, nhinowlos = 0, ntinowwin = 0, ntinowtie = 0, ntinowlos = 0, nlonowwin = 0, nlonowtie = 0, nlonowlos = 0;
   unsigned int	c0rank = 0, c1rank = 0, temprank = 0;
	BYTE			byte[8] = {0};
	long			pos = 0;
	int				listnum = 0;
	int				card0_offset[52] = { 0, 62475, 123725, 183750, 242550, 300125, 356475, 411600, 465500, 518175, 569625,
								619850, 668850, 716625, 763175, 808500, 852600, 895475, 937125, 977550, 1016750,
								1054725, 1091475, 1127000, 1161300, 1194375, 1226225, 1256850, 1286250, 1314425,
								1341375, 1367100, 1391600, 1414875, 1436925, 1457750, 1477350, 1495725, 1512875,
								1528800, 1543500, 1556975, 1569225, 1580250, 1590050, 1598625, 1605975, 1612100,
								1617000, 1620675, 1623125, 1624350
							  };
	int betround = p_betround_calculator->betround();
	int sym_userchair = (int) p_symbol_engine_userchair->userchair();

	unsigned int	pcard[2] = {0};
	for (i=0; i<=1; i++)
		pcard[i] = CARD_NOCARD;

	unsigned int	card_player[2] = {0}, card_common[5] = {0};
	for (i=0; i<=1; i++)
		card_player[i] = p_scraper->card_player(sym_userchair, i);
	for (i=0; i<=4; i++)
		card_common[i] = p_scraper->card_common(i);

	// Get the lock
	CSLock lock(m_critsec);

	if (!p_symbol_engine_userchair->userchair_confirmed())
		return false;


	if (card_player[0] == CARD_NOCARD || card_player[0] == CARD_BACK ||
		card_player[1] == CARD_NOCARD || card_player[1] == CARD_BACK)
	{
		return false;
	}

	_nwin = _ntie = _nlos = _nhands = 0;
	_nhandshi = _nhandsti = _nhandslo = 0;
	_nhandshinow = _nhandstinow = _nhandslonow = 0;
	_vsprwinhi = _vsprtiehi = _vsprloshi = 0;
	_vsprwinti = _vsprtieti = _vsprlosti = 0;
	_vsprwinlo = _vsprtielo = _vsprloslo = 0;
	_vsprwinhinow = _vsprtiehinow = _vsprloshinow = 0;
	_vsprwintinow = _vsprtietinow = _vsprlostinow = 0;
	_vsprwinlonow = _vsprtielonow = _vsprloslonow = 0;
	nhiwin = nhitie = nhilos = ntiwin = ntitie = ntilos = nlowin = nlotie = nlolos = 0;

	// Clear counters
	for (listnum=0; listnum<MAX_HAND_LISTS; listnum++)
		_nlistwin[listnum] = _nlisttie[listnum] = _nlistlos[listnum] = 0;

	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	// PREFLOP
	if (betround == k_betround_preflop)
	{
		// order cards properly
		if (card_player[0] < card_player[1])
		{
			pcard[0] = card_player[0];
			pcard[1] = card_player[1];
		}

		else
		{
			pcard[0] = card_player[1];
			pcard[1] = card_player[0];
		}

		// figure out offset into file
		offset = 0;
		//for (i=1; i<pcard[0]; i++)  offset += (52-i)*1225;
		offset += card0_offset[pcard[0]];
		offset += (pcard[1]-pcard[0]-1)*1225;
		offset *= sizeof(byte);

		// seek to right position in file
		if ((pos = _lseek(_versus_fh, offset, SEEK_SET)) == long(k_undefined))
		{
			return false;
		}

		wintemp = lostemp = 0;

		for (i=0; i<(k_number_of_cards_per_deck - 1); i++)
		{
			for (j=i+1; j<k_number_of_cards_per_deck; j++)
			{
				if (i!=pcard[0] && i!=pcard[1] && j!=pcard[0] && j!=pcard[1])
				{
					_read(_versus_fh, &byte, sizeof(byte));
					memcpy(&wintemp, &byte[0], sizeof(unsigned int));
					memcpy(&lostemp, &byte[4], sizeof(unsigned int));

					_nwin += wintemp;
					_ntie += 1712304 - wintemp - lostemp;
					_nlos += lostemp;
					_nhands = _nhands + 1;

					if (wintemp<lostemp)
					{
						_nhandshi = _nhandshi + 1;
						nhiwin += wintemp;
						nhitie += 1712304 - wintemp - lostemp;
						nhilos += lostemp;
					}
					else if (wintemp>lostemp)
					{
						_nhandslo = _nhandslo + 1;
						nlowin += wintemp;
						nlotie += 1712304 - wintemp - lostemp;
						nlolos += lostemp;
					}
					else
					{
						_nhandsti = _nhandsti + 1;
						ntiwin += wintemp;
						ntitie += 1712304 - wintemp - lostemp;
						ntilos += lostemp;
					}

					// Calculations for vs$xx$prwin, vs$xx$prtie, vs$xx$prlos
					c0rank = StdDeck_RANK(i);
					c1rank = StdDeck_RANK(j);
					if (c0rank < c1rank)
					{
						temprank = c0rank;
						c0rank = c1rank;
						c1rank = temprank;
					}

					for (listnum=0; listnum<MAX_HAND_LISTS; listnum++)
					{
						if ((StdDeck_SUIT(i)==StdDeck_SUIT(j) && p_formula->formula()->inlist[listnum][c0rank][c1rank]) ||
								(StdDeck_SUIT(i)!=StdDeck_SUIT(j) && p_formula->formula()->inlist[listnum][c1rank][c0rank]))
						{
							_nlistwin[listnum] += wintemp;
							_nlisttie[listnum] += 1712304 - wintemp - lostemp;
							_nlistlos[listnum] += lostemp;
						}
					}
				}
			}
		}
	}

	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	// FLOP, TURN, RIVER
	else if (betround >= k_betround_flop) 
	{
      CardMask		playerEvalCardsNow, oppEvalCardsNow;
	   HandVal		player_hv_now = 0, opp_hv_now = 0; 
         
		// Common cards
		CardMask_RESET(comCardsScrape);
		if (betround >= k_betround_flop)  CardMask_SET(comCardsScrape, card_common[0]);
		if (betround >= k_betround_flop)  CardMask_SET(comCardsScrape, card_common[1]);
		if (betround >= k_betround_flop)  CardMask_SET(comCardsScrape, card_common[2]);
		if (betround >= k_betround_turn)  CardMask_SET(comCardsScrape, card_common[3]);
		if (betround >= k_betround_river) CardMask_SET(comCardsScrape, card_common[4]);

		// player cards
		CardMask_RESET(plCards);
		CardMask_SET(plCards, card_player[0]);
		CardMask_SET(plCards, card_player[1]);

		// all used cards
		CardMask_OR(usedCards, comCardsScrape, plCards);

		// eval player hand now
		CardMask_OR(playerEvalCardsNow, plCards, comCardsScrape);
		player_hv_now = Hand_EVAL_N(playerEvalCardsNow, betround+3);
	   
		// Enumerate through all possible opponent hands (excludes already used cards)
		for (i=0; i<=50; i++)
		{
			for (j=i+1; j<=51; j++)
			{
				if (!CardMask_CARD_IS_SET(usedCards, i) && !CardMask_CARD_IS_SET(usedCards, j))
				{
					CardMask_RESET(oppCards);
					CardMask_SET(oppCards, i);
					CardMask_SET(oppCards, j);

					// Enumerate through all possible river situations (exclude player cards and opponent cards)
					CardMask_OR(deadCards, usedCards, oppCards);
					wintemp = tietemp = lostemp = 0;

					if (betround==k_betround_flop || betround==k_betround_turn)
					{
						ENUMERATE_N_CARDS_D(comCardsEnum, betround==k_betround_flop ? 2 : 
							betround==k_betround_turn ? 1 : 0, deadCards,
						{
							CardMask_OR(comCardsAll, comCardsScrape, comCardsEnum);
							DoCalc(plCards, oppCards, comCardsAll, &wintemp, &tietemp, &lostemp);
						});
					}
UINT CIteratorThread::IteratorThreadFunction(LPVOID pParam)
{
	CIteratorThread *pParent = static_cast<CIteratorThread*>(pParam);

	// Loop-variables j, k get used inside and outside loops.
	// It is a bit messy, nearly impossible to fix it.
	// At least the outer loops ("f$prwin_number_of_iterations" and "i") could be improved.
	int				j = 0, k = 0;
	int				randfix = 0;
	CardMask		addlcomCards = {0}, evalCards = {0}, opp_evalCards = {0}, usedCards = {0}, temp_usedCards = {0};
	unsigned int	ocard[MAX_OPPONENTS*2] = {0}, card = 0, pl_pokval = 0, opp_pokval = 0, opp_pokvalmax = 0;
	HandVal			pl_hv = 0, opp_hv = 0;
	int				dummy = 0;
	int				deck[k_number_of_cards_per_deck] = {0}, x = 0;
	int				numberOfCards = 0;

	int				betround = p_betround_calculator->betround();
	int				sym_playersplayingbits = p_symbol_engine_active_dealt_playing->playersplayingbits();
	double			sym_nbetsround = p_symbol_engine_history->nbetsround(betround);
	int				sym_bblindbits = p_symbol_engine_blinds->bblindbits();
	bool			sym_didcall = p_symbol_engine_history->didcall(betround);
	int				sym_nopponents = p_symbol_engine_prwin->nopponents_for_prwin();

	int				nopp = sym_nopponents <= MAX_OPPONENTS ? sym_nopponents : MAX_OPPONENTS;
	bool			hand_lost;

	// Seed the RNG
	srand((unsigned)GetTickCount());

	//
	// Main iterator loop
	//
	write_log(prefs.debug_prwin(), "[PrWinThread] Start of main loop.\n");

	// "f$prwin_number_of_iterations" has to be declared outside of the loop,
	// as we check afterwards, if the loop terminated successfully.
	unsigned int nit;
	for (nit=0; nit < iter_vars.nit(); nit++)
	{
		// Check event for thread stop signal
		if(::WaitForSingleObject(pParent->_m_stop_thread, 0) == WAIT_OBJECT_0)
		{
			// Set event
			::SetEvent(pParent->_m_wait_thread);
			AfxEndThread(0);
		}

		CardMask_OR(usedCards, pParent->_plCards, pParent->_comCards);
		//Correct the protection aganst low f$willplay/f$wontplay - Matrix 2008-12-22
		if (pParent->_willplay && (pParent->_willplay<nopp*2+1) )
		{
			write_log(prefs.debug_prwin(), "[PrWinThread] Adjusting willplay (too low)\n");
			pParent->_willplay=nopp*2+1; //too low a value can give lockup
		}
		if (pParent->_wontplay<pParent->_willplay)
		{
			write_log(prefs.debug_prwin(), "[PrWinThread] Adjusting wontplay (too low)\n");
			pParent->_wontplay=pParent->_willplay; //wontplay cannot safely be less than willplay
		}


		if (_prw1326.useme==1326 && (betround>=k_betround_flop || _prw1326.preflop==1326))
		{
			write_log(prefs.debug_prwin(), "[PrWinThread] Using Matrix's enhanced prwin.\n");

			//prw1326 active  Matrix 2008-05-08
			k = nopp = 0; //k is used as an index into ocard[] 

			// loop through active opponents
			for(int i=0; i<k_max_number_of_players; i++) 
			{
				if (i==(int) p_symbol_engine_userchair->userchair())
					continue; //skip our own chair!

				if (!((sym_playersplayingbits) & (1<<i)))
					continue; //skip inactive chairs 

				nopp++; //we have to use actual opponents for prw1326 calculations

				// first deal with the special non-weighted cases
				// player who is marked 'ignore' or one who is BB and has not VPIP'd
				if (_prw1326.chair[i].ignore || 
					(_prw1326.bblimp && sym_nbetsround<1.1 && (sym_bblindbits&(1<<i))) )
				{
					do 
					{
						card = rand() & 63;
					}
					while (card>51 || CardMask_CARD_IS_SET(usedCards, card));
					
					CardMask_SET(usedCards, card);
					ocard[k++] = card;

					do 
					{
						card = rand() & 63;
					}
					while (card>51 || CardMask_CARD_IS_SET(usedCards, card));
					
					CardMask_SET(usedCards, card);
					ocard[k++] = card;

					continue;
				} // end of special non-weighted cases

				randfix=(RAND_MAX/_prw1326.chair[i].limit) * _prw1326.chair[i].limit;


				while (true)
				{ //find a possible hand for this chair NOTE: may want to put in loop limits to prevent hanging
					do 
					{
						j=rand();
					} while (j>=randfix);

					j = j % _prw1326.chair[i].limit; //j is now any one of the allowed hands

					if(CardMask_CARD_IS_SET(usedCards, _prw1326.chair[i].rankhi[j] ))
						continue; //hand contains dead card

					if(CardMask_CARD_IS_SET(usedCards, _prw1326.chair[i].ranklo[j] ))
						continue; //hand contains dead card

//					if(symbols.prw1326.chair[i].ignore)break; //chair marked as not to be weighted

					if(_prw1326.chair[i].level <= _prw1326.chair[i].weight[j])
						break; //hand marked as always uae

					//check if we want a player who is BB and has not VPIP'd to be analysed further
//					if(symbols.prw1326.bblimp)
//					{
//					if ((symbols.sym.nbetsround[0]<1.1) && ((int)symbols.sym.bblindbits&(1<<i)))break;
//					}

					//we should really do a 'randfix' here for the case where RAND_MAX is not an integral
					//multiple of .level, but the bias introduced is trivial compared to other uncertainties.
					if(rand() % _prw1326.chair[i].level < _prw1326.chair[i].weight[j])
						break; //allowable

					//if we reach here we will loop again to find a suitable hand
				} //end of possible hand find

				ocard[k++] = _prw1326.chair[i].rankhi[j];
				ocard[k++] = _prw1326.chair[i].ranklo[j];

				CardMask_SET(usedCards, ocard[k-2]);
				CardMask_SET(usedCards, ocard[k-1]);

			} //end of active opponent loop

			// additional common cards
			CardMask_RESET(addlcomCards);
			for (int i=0; i<(k_number_of_community_cards - pParent->_ncomCards); i++)
			{
				do 
				{
					card = rand() & 63;
				}
				while (card>51 ||CardMask_CARD_IS_SET(usedCards, card));
				CardMask_SET(usedCards, card);
				CardMask_SET(addlcomCards, card);
			}
		} //end of prw1326 code
		
		else
		{ 
			// normal prwin opponent card selection
			write_log(prefs.debug_prwin(), "[PrWinThread] Using standard prwin.\n");

			// if f$prwin_number_of_opponents<=13 then deal with random replacement algorithm, otherwise deal with swap algorithm
			if (nopp <= 13)
			{
				write_log(prefs.debug_prwin(), "[PrWinThread] Using random algorithm, as f$prwin_number_of_opponents <= 13\n");
				// random replacement algorithm
				// opponent cards
				if (nopp < 1)
				{
					write_log(prefs.debug_prwin(), "[PrWinThread] No opponents.\n");
				}
				for (int i=0; i<nopp*2; i+=2)
				{
					temp_usedCards=usedCards;
					do
					{
						usedCards=temp_usedCards; //reset the card mask to clear settings from failed card assignments

						do {
							card = rand() & 63;
						}
						while (card>51 || CardMask_CARD_IS_SET(usedCards, card));
						CardMask_SET(usedCards, card);
						ocard[i] = card;

						do {
							card = rand() & 63;
						}
						while (card>51 || CardMask_CARD_IS_SET(usedCards, card));
						CardMask_SET(usedCards, card);
						ocard[i+1] = card;

						if (!pParent->_willplay)
						{
							write_log(prefs.debug_prwin(), "[PrWinThread] Weighting disabled. Willplay is 0.\n");
							break; //0 disables weighting
						}

						//put break for i=0 and opponent unraised BB case (cannot assume anything about his cards)
						//In round 1 we should really do an analysis of chairs to find out how many have still to
						//place a bet. Not implemented since accuracy of prwin pre-flop is less critical.
						if (!i)
						{
							//if we called then we are not BB, BB limped to flop,
							//BB still playing, so do not weight his cards
							if (sym_nbetsround<1.1 && sym_didcall && (sym_playersplayingbits&sym_bblindbits) )
							{
								break;
							}
						}
					}
					while (!pParent->InRange(ocard[i], ocard[i+1], pParent->_willplay, 
							pParent->_wontplay, pParent->_topclip, pParent->_mustplay));
				}
				// additional common cards
				CardMask_RESET(addlcomCards);
				for (int i=0; i<(k_number_of_community_cards - pParent->_ncomCards); i++)
				{
					do {
						card = rand() & 63;
					}
					while (card>51 ||CardMask_CARD_IS_SET(usedCards, card));
					CardMask_SET(usedCards, card);
					CardMask_SET(addlcomCards, card);
				}
			}

			else
			{
				write_log(prefs.debug_prwin(), "[PrWinThread] Useing swap-algorithm, as f$prwin_number_of_opponents > 13\n");
				// swap alogorithm
				//weighted prwin not implemented for this case
				numberOfCards=52;
				for (int i=0; i<numberOfCards; i++)
					deck[i] = i;

				while (numberOfCards>=1)
				{
					x = rand() % numberOfCards;
					numberOfCards--;
					if (x != numberOfCards)
					{
						SwapInts(&deck[x], &deck[numberOfCards]);
					}
				}

				// opponent cards
				x = 0;
				for (int i=0; i<nopp*2; i++)
				{
					while (CardMask_CARD_IS_SET(usedCards, deck[x]) && x<=51) {
						x++;
					}
					ocard[i] = deck[x++];
				}

				// additional common cards
				CardMask_RESET(addlcomCards);
				for (int i=0; i<(k_number_of_community_cards - pParent->_ncomCards); i++)
				{
					while (CardMask_CARD_IS_SET(usedCards, deck[x]) && x<=51) {
						x++;
					}
					CardMask_SET(addlcomCards, deck[x++]);
				}
			}
		}

		// Get my handval/pokerval
		CardMask_OR(evalCards, pParent->_plCards, pParent->_comCards);
		CardMask_OR(evalCards, evalCards, addlcomCards);
		pl_hv = Hand_EVAL_N(evalCards, 7);
		pl_pokval = p_symbol_engine_pokerval->CalculatePokerval(pl_hv, 7, &dummy, CARD_NOCARD, CARD_NOCARD);

		// Scan through opponents' handvals/pokervals
		// - if we find one better than ours, then we are done, increment los
		// - for win/tie, we need to wait until we scan them all
		opp_pokvalmax = 0;
		hand_lost = false;
		for (int i=0; i<nopp; i++)
		{
			CardMask_RESET(opp_evalCards);
			CardMask_OR(opp_evalCards, pParent->_comCards, addlcomCards);
			CardMask_SET(opp_evalCards, ocard[i*2]);
			CardMask_SET(opp_evalCards, ocard[(i*2)+1]);
			opp_hv = Hand_EVAL_N(opp_evalCards, 7);
			opp_pokval = p_symbol_engine_pokerval->CalculatePokerval(opp_hv, 7, &dummy, CARD_NOCARD, CARD_NOCARD);

			if (opp_pokval>pl_pokval)
			{
				pParent->_los++;
				hand_lost = true;
				break;
			}
			else
			{
				if (opp_pokval > opp_pokvalmax)
					opp_pokvalmax = opp_pokval;
			}
		}
		if (!hand_lost)
		{
			if (pl_pokval > opp_pokvalmax)
				pParent->_win++;
			else
				pParent->_tie++;
		}

		// Update display once every 1000 iterations
		if ((nit % 1000 == 0) && nit >= 1000)
		{
			write_log(prefs.debug_prwin(), "[PrWinThread] Progress: %d %.3f %.3f %.3f\n", nit, pParent->_win / (double) nit, pParent->_tie / (double) nit, pParent->_los / (double) nit);
			iter_vars.set_iterator_thread_progress(nit);
			iter_vars.set_prwin(pParent->_win / (double) nit);
			iter_vars.set_prtie(pParent->_tie / (double) nit);
			iter_vars.set_prlos(pParent->_los / (double) nit);
		}
	}

	write_log(prefs.debug_prwin(), "[PrWinThread] End of main loop.\n");

	if (nit >= iter_vars.nit())
	{
		iter_vars.set_iterator_thread_running(false);
		iter_vars.set_iterator_thread_complete(true);
		iter_vars.set_iterator_thread_progress(nit);
		iter_vars.set_prwin(pParent->_win / (double) iter_vars.nit());
		iter_vars.set_prtie(pParent->_tie / (double) iter_vars.nit());
		iter_vars.set_prlos(pParent->_los / (double) iter_vars.nit());
	}
	else
	{
		iter_vars.set_iterator_thread_running(false);
		iter_vars.set_iterator_thread_complete(false);
		iter_vars.set_iterator_thread_progress(0);
		iter_vars.set_nit(0);
		iter_vars.set_f$p(0);
		iter_vars.set_br(0);

		for (int i=0; i<k_number_of_cards_per_player; i++)
			iter_vars.set_pcard(i, CARD_NOCARD);

		for (int i=0; i<k_number_of_community_cards; i++)
			iter_vars.set_ccard(i, CARD_NOCARD);

		iter_vars.set_prwin(0);
		iter_vars.set_prtie(0);
		iter_vars.set_prlos(0);
	}

	::SetEvent(pParent->_m_wait_thread);
	delete p_iterator_thread;
	p_iterator_thread = NULL;

	return 0;
}
void CSymbolEnginePrwin::CalculateNhands() {
	CardMask		plCards = {0}, comCards = {0}, oppCards = {0}, playerEvalCards = {0}, opponentEvalCards = {0};
	HandVal			hv_player = 0, hv_opponent = 0;
	unsigned int	pl_pokval = 0, opp_pokval = 0;
	int				dummy = 0;
	int				nplCards, ncomCards;

	_nhandshi = 0;
	_nhandsti = 0;
	_nhandslo = 0;

	// player cards
	CardMask_RESET(plCards);
	nplCards = 0;
	for (int i=0; i<NumberOfCardsPerPlayer(); i++) {
    Card* card = p_table_state->User()->hole_cards(i);
    if (card->IsKnownCard()) {
      CardMask_SET(plCards, card->GetValue());
			nplCards++;
		}
	}
  // common cards
	CardMask_RESET(comCards);
	ncomCards = 0;
	for (int i=0; i<kNumberOfCommunityCards; i++) {
    Card *card = p_table_state->CommonCards(i);
    if (card->IsKnownCard()) {
      CardMask_SET(comCards, card->GetValue());
			ncomCards++;
		}
	}
  // player/common cards and pokerval
	CardMask_OR(playerEvalCards, plCards, comCards);
	hv_player = Hand_EVAL_N(playerEvalCards, nplCards+ncomCards);
	pl_pokval = p_engine_container->symbol_engine_pokerval()->CalculatePokerval(hv_player, 
		nplCards+ncomCards, &dummy, CARD_NOCARD, CARD_NOCARD);
	for (int i=0; i<(kNumberOfCardsPerDeck-1); i++) {
		for (int j=(i+1); j<kNumberOfCardsPerDeck; j++)	{
			if (!CardMask_CARD_IS_SET(plCards, i) 
				  && !CardMask_CARD_IS_SET(plCards, j) 
				  && !CardMask_CARD_IS_SET(comCards, i) 
				  && !CardMask_CARD_IS_SET(comCards, j)) {
				// opponent cards
				CardMask_RESET(oppCards);
				CardMask_SET(oppCards, i);
				CardMask_SET(oppCards, j);
        CardMask_OR(opponentEvalCards, oppCards, comCards);
				hv_opponent = Hand_EVAL_N(opponentEvalCards, 2+ncomCards);
				opp_pokval = p_engine_container->symbol_engine_pokerval()->CalculatePokerval(hv_opponent,
					(NumberOfCardsPerPlayer() + ncomCards), 
					&dummy, CARD_NOCARD, CARD_NOCARD);

				if (pl_pokval > opp_pokval)
				{
					_nhandslo++;
				}
				else if (pl_pokval < opp_pokval)
				{
					_nhandshi++;
				}
				else
				{
					_nhandsti++;
				}
			}
		}
	}
  AssertRange(_nhandshi, 0, nhands());
	AssertRange(_nhandsti, 0, nhands());
	AssertRange(_nhandslo, 0, nhands());
	assert((_nhandshi + _nhandsti + _nhandslo) == nhands());
  _prwinnow = pow(((double)_nhandslo/nhands()), _nopponents_for_prwin);
	_prlosnow = 1 - pow((((double)_nhandslo + _nhandsti)/nhands()), _nopponents_for_prwin);

	AssertRange(_prwinnow, 0, 1);
	AssertRange(_prlosnow, 0, 1);
}
Exemple #6
0
    void GetHandState(const Hand& shand, PostFlopState* state)
    {
        ZeroPostFlopState(state);

        if (!CollaspeCardMask(shand.common))
            return; //This shouldn't be called pre flop.

        {
            CardMask first, second;

            CardMask_OR(first, shand.firstHoleCard, shand.common);
            CardMask_OR(second, shand.secondHoleCard, shand.common);

            unsigned int bothRank = Hand_EVAL_N(shand.dead, shand.size);
            unsigned int firstRank = Hand_EVAL_N(first, shand.size - 1);
            unsigned int secondRank = Hand_EVAL_N(second, shand.size - 1);
            unsigned int boardRank = Hand_EVAL_N(shand.common, shand.size - 2);

            if (bothRank > firstRank && bothRank > secondRank)
                state->UsesBoth = true;
            else if (firstRank > boardRank || secondRank > boardRank)
                state->UsesOne = true;
            else
                state->UsesNone = true;

        }

        int currentType = Hand_EVAL_TYPE(shand.dead, shand.size);
        switch (currentType)
        {
            case StdRules_HandType_NOPAIR: state->IsNoPair = true; break;
            case StdRules_HandType_ONEPAIR: state->IsOnePair = true; break;
            case StdRules_HandType_TWOPAIR: state->IsTwoPair = true; break;
            case StdRules_HandType_TRIPS: state->IsTrips = true; break;
            case StdRules_HandType_STRAIGHT: state->IsStraight = true; break;
            case StdRules_HandType_FLUSH: state->IsFlush = true; break;
            case StdRules_HandType_FULLHOUSE: state->IsFullHouse = true; break;
            case StdRules_HandType_QUADS: state->IsQuads = true; break;
            case StdRules_HandType_STFLUSH: state->IsStFlush = true; break;
        }


        if (state->IsNoPair || state->IsOnePair) //Attempt to find out what kind of one pair or nothing.
        {
            uint32 board = CollaspeCardMask(shand.common); //Board cards.
            uint32 h1Rank = CollaspeCardMask(shand.firstHoleCard); //Grab the first card.
            uint32 h2Rank = CollaspeCardMask(shand.secondHoleCard); //second card.


            //Loop through all the board card ranks until we find the highest card.
            uint32 highestBoardCard;
            for (uint32 i = 0x1000; true; i >>= 1) //Start with the 13th bit set for an ace.
                if (board & i)
                {
                    highestBoardCard = i;
                    break;
                }

            //Loop through all the board card ranks until we find the lowest card.
            uint32 lowestBoardCard;
            for (uint32 i = 1; true; i <<= 1) //Start with the 1 bit set for a duece.
                if (board & i)
                {
                    lowestBoardCard = i;
                    break;
                }


            if (h1Rank == highestBoardCard || h2Rank == highestBoardCard)
                state->IsTopPair = true;

            if (h1Rank == lowestBoardCard || h2Rank == lowestBoardCard)
                state->IsBottomPair = true;

            if (h1Rank == h2Rank && h1Rank > highestBoardCard)
                state->IsOverPair = true;
            else if (h1Rank > highestBoardCard && h2Rank > highestBoardCard)
                state->IsOverCards = true;
            else if (state->IsOnePair && !state->IsTopPair && !state->IsBottomPair)
                state->IsMiddlePair = true;
        }