Exemplo n.º 1
0
 def __init__(self, hand, player):
     self.hand = hand
     self.player = player
     self.nCards = len(hand)
     if self.nCards <= 3:
         self.type = 1
     elif self.nCards == 4:
         if gameLogic.isFourOfAKind(hand):
             self.type = 2
         else:
             self.type = 1
     elif self.nCards == 5:
         if gameLogic.isStraight(hand):
             if gameLogic.isFlush(hand):
                 self.type = 4
             else:
                 self.type = 1
         elif gameLogic.isFlush(hand):
             self.type = 2
         else:
             self.type = 3
Exemplo n.º 2
0
def fiveCardOptions(handOptions, prevHand=[], prevType=0):
    #prevType = 0 - no hand, you have control and can play any 5 card
    #         = 1 - straight
    #         = 2 - flush
    #         = 3 - full house
    #         = 4 - straight flush

    validInds = np.zeros((nActions[4], ), dtype=int)
    c = 0
    cardInds = np.zeros((5, ), dtype=int)  #reuse

    #first deal with straights
    if prevType == 2 or prevType == 3 or prevType == 4:
        pass
    else:
        if len(handOptions.straights) > 0:
            for straight in handOptions.straights:
                nC = straight.size
                for i1 in range(nC - 4):  #first index of hand
                    val1 = handOptions.cards[straight[i1]].value
                    cardInds[0] = handOptions.cards[straight[i1]].indexInHand
                    for i2 in range(i1 + 1, nC - 3):
                        val2 = handOptions.cards[straight[i2]].value
                        if val1 == val2:
                            continue
                        if val2 > val1 + 1:
                            break
                        cardInds[1] = handOptions.cards[
                            straight[i2]].indexInHand
                        for i3 in range(i2 + 1, nC - 2):
                            val3 = handOptions.cards[straight[i3]].value
                            if val3 == val2:
                                continue
                            if val3 > val2 + 1:
                                break
                            cardInds[2] = handOptions.cards[
                                straight[i3]].indexInHand
                            for i4 in range(i3 + 1, nC - 1):
                                val4 = handOptions.cards[straight[i4]].value
                                if val4 == val3:
                                    continue
                                if val4 > val3 + 1:
                                    break
                                cardInds[3] = handOptions.cards[
                                    straight[i4]].indexInHand
                                for i5 in range(i4 + 1, nC):
                                    val5 = handOptions.cards[
                                        straight[i5]].value
                                    if val5 == val4:
                                        continue
                                    if val5 > val4 + 1:
                                        break
                                    #import pdb; pdb.set_trace()
                                    cardInds[4] = handOptions.cards[
                                        straight[i5]].indexInHand
                                    if prevType == 1:
                                        if handOptions.cHand[
                                                cardInds[4]] < prevHand[4]:
                                            continue
                                    validInds[c] = fiveCardIndices[
                                        cardInds[0]][cardInds[1]][cardInds[2]][
                                            cardInds[3]][cardInds[4]]
                                    c += 1

    #now deal with flushes (easier)
    if prevType == 4:
        pass
    else:
        if len(handOptions.flushes) > 0:
            for flush in handOptions.flushes:
                #all combinations of flush are allowable
                nC = flush.size
                for i1 in range(nC - 4):
                    cardInds[0] = handOptions.cards[flush[i1]].indexInHand
                    for i2 in range(i1 + 1, nC - 3):
                        cardInds[1] = handOptions.cards[flush[i2]].indexInHand
                        for i3 in range(i2 + 1, nC - 2):
                            cardInds[2] = handOptions.cards[
                                flush[i3]].indexInHand
                            for i4 in range(i3 + 1, nC - 1):
                                cardInds[3] = handOptions.cards[
                                    flush[i4]].indexInHand
                                for i5 in range(i4 + 1, nC):
                                    cardInds[4] = handOptions.cards[
                                        flush[i5]].indexInHand
                                    if prevType == 2:
                                        if prevHand[4] > handOptions.cHand[
                                                cardInds[4]]:
                                            handBeingPlayed = handOptions.cHand[
                                                cardInds]
                                            if gameLogic.isStraight(
                                                    handBeingPlayed
                                            ):  #its a straight flush so wins
                                                pass
                                            else:
                                                continue
                                    if prevType == 3:  #needs to be a straight flush to beat
                                        handBeingPlayed = handOptions.cHand[
                                            cardInds]
                                        if gameLogic.isStraight(
                                                handBeingPlayed
                                        ):  #its a straight flush so wins
                                            pass
                                        else:
                                            continue
                                    validInds[c] = fiveCardIndices[
                                        cardInds[0]][cardInds[1]][cardInds[2]][
                                            cardInds[3]][cardInds[4]]
                                    c += 1

    #now deal with full houses
    if prevType == 4:
        pass
    else:
        if prevType == 3:
            threeVal = gameLogic.cardValue(prevHand[2])
        nPairs = handOptions.nPairs
        nThree = handOptions.nThreeOfAKinds
        if nPairs > 0 and nThree > 0:
            for pair in handOptions.pairs:
                pVal = handOptions.cards[pair[0]].value
                for three in handOptions.threeOfAKinds:
                    tVal = handOptions.cards[three[0]].value
                    if tVal == pVal:
                        continue
                    if pVal > tVal:
                        cardInds[0] = handOptions.cards[three[0]].indexInHand
                        cardInds[1] = handOptions.cards[three[1]].indexInHand
                        cardInds[2] = handOptions.cards[three[2]].indexInHand
                        cardInds[3] = handOptions.cards[pair[0]].indexInHand
                        cardInds[4] = handOptions.cards[pair[1]].indexInHand
                    else:
                        cardInds[0] = handOptions.cards[pair[0]].indexInHand
                        cardInds[1] = handOptions.cards[pair[1]].indexInHand
                        cardInds[2] = handOptions.cards[three[0]].indexInHand
                        cardInds[3] = handOptions.cards[three[1]].indexInHand
                        cardInds[4] = handOptions.cards[three[2]].indexInHand
                    if prevType == 3:
                        if threeVal > tVal:
                            continue
                    validInds[c] = fiveCardIndices[cardInds[0]][cardInds[1]][
                        cardInds[2]][cardInds[3]][cardInds[4]]
                    c += 1
    if c > 0:
        return validInds[0:c]
    else:
        return -1
Exemplo n.º 3
0
    def returnAvailableActions(self):

        currHand = self.currentHands[self.playersGo]
        availableActions = np.zeros((enumerateOptions.nActions[5] + 1, ))

        if self.control == 0:
            #allow pass action
            availableActions[enumerateOptions.passInd] = 1

            prevHand = self.handsPlayed[self.goIndex - 1].hand
            nCardsToBeat = len(prevHand)

            if nCardsToBeat > 1:
                handOptions = gameLogic.handsAvailable(currHand)

            if nCardsToBeat == 1:
                options = enumerateOptions.oneCardOptions(
                    currHand, prevHand, 1)
            elif nCardsToBeat == 2:
                options = enumerateOptions.twoCardOptions(
                    handOptions, prevHand, 1)
            elif nCardsToBeat == 3:
                options = enumerateOptions.threeCardOptions(
                    handOptions, prevHand, 1)
            elif nCardsToBeat == 4:
                if gameLogic.isFourOfAKind(prevHand):
                    options = enumerateOptions.fourCardOptions(
                        handOptions, prevHand, 2)
                else:
                    options = enumerateOptions.fourCardOptions(
                        handOptions, prevHand, 1)
            else:
                if gameLogic.isStraight(prevHand):
                    if gameLogic.isFlush(prevHand):
                        options = enumerateOptions.fiveCardOptions(
                            handOptions, prevHand, 4)
                    else:
                        options = enumerateOptions.fiveCardOptions(
                            handOptions, prevHand, 1)
                elif gameLogic.isFlush(prevHand):
                    options = enumerateOptions.fiveCardOptions(
                        handOptions, prevHand, 2)
                else:
                    options = enumerateOptions.fiveCardOptions(
                        handOptions, prevHand, 3)

            if isinstance(options, int):  #no options - must pass
                return availableActions

            for option in options:
                index = enumerateOptions.getIndex(option, nCardsToBeat)
                availableActions[index] = 1

            return availableActions

        else:  #player has control.
            handOptions = gameLogic.handsAvailable(currHand)
            oneCardOptions = enumerateOptions.oneCardOptions(currHand)
            twoCardOptions = enumerateOptions.twoCardOptions(handOptions)
            threeCardOptions = enumerateOptions.threeCardOptions(handOptions)
            fourCardOptions = enumerateOptions.fourCardOptions(handOptions)
            fiveCardOptions = enumerateOptions.fiveCardOptions(handOptions)

            for option in oneCardOptions:
                index = enumerateOptions.getIndex(option, 1)
                availableActions[index] = 1

            if not isinstance(twoCardOptions, int):
                for option in twoCardOptions:
                    index = enumerateOptions.getIndex(option, 2)
                    availableActions[index] = 1

            if not isinstance(threeCardOptions, int):
                for option in threeCardOptions:
                    index = enumerateOptions.getIndex(option, 3)
                    availableActions[index] = 1

            if not isinstance(fourCardOptions, int):
                for option in fourCardOptions:
                    index = enumerateOptions.getIndex(option, 4)
                    availableActions[index] = 1

            if not isinstance(fiveCardOptions, int):
                for option in fiveCardOptions:
                    index = enumerateOptions.getIndex(option, 5)
                    availableActions[index] = 1

            return availableActions
Exemplo n.º 4
0
 def randomOption(self):
     cHand = self.currentHands[self.playersGo]
     if self.control == 0:
         prevHand = self.handsPlayed[self.goIndex - 1].hand
         nCards = len(prevHand)
         if nCards > 1:
             handOptions = gameLogic.handsAvailable(cHand)
         if nCards == 1:
             options = enumerateOptions.oneCardOptions(cHand, prevHand, 1)
         elif nCards == 2:
             options = enumerateOptions.twoCardOptions(
                 handOptions, prevHand, 1)
         elif nCards == 3:
             options = enumerateOptions.threeCardOptions(
                 handOptions, prevHand, 1)
         elif nCards == 4:
             if gameLogic.isFourOfAKind(prevHand):
                 options = enumerateOptions.fourCardOptions(
                     handOptions, prevHand, 2)
             else:
                 options = enumerateOptions.fourCardOptions(
                     handOptions, prevHand, 1)
         else:
             if gameLogic.isStraight(prevHand):
                 if gameLogic.isFlush(prevHand):
                     options = enumerateOptions.fiveCardOptions(
                         handOptions, prevHand, 4)
                 else:
                     options = enumerateOptions.fiveCardOptions(
                         handOptions, prevHand, 1)
             elif gameLogic.isFlush(prevHand):
                 options = enumerateOptions.fiveCardOptions(
                     handOptions, prevHand, 2)
             else:
                 options = enumerateOptions.fiveCardOptions(
                     handOptions, prevHand, 3)
         if isinstance(options, int):
             nOptions = -1
         else:
             nOptions = len(options)
         ind = random.randint(0, nOptions)
         if ind == nOptions or isinstance(options, int):
             return -1  #pass
         else:
             return (options[ind], nCards)
     else:
         #we have control - choose from any option
         handOptions = gameLogic.handsAvailable(cHand)
         oneCardOptions = enumerateOptions.oneCardOptions(cHand)
         twoCardOptions = enumerateOptions.twoCardOptions(handOptions)
         threeCardOptions = enumerateOptions.threeCardOptions(handOptions)
         fourCardOptions = enumerateOptions.fourCardOptions(handOptions)
         fiveCardOptions = enumerateOptions.fiveCardOptions(handOptions)
         if isinstance(oneCardOptions, int):
             n1 = 0
         else:
             n1 = len(oneCardOptions)
         if isinstance(twoCardOptions, int):
             n2 = 0
         else:
             n2 = len(twoCardOptions)
         if isinstance(threeCardOptions, int):
             n3 = 0
         else:
             n3 = len(threeCardOptions)
         if isinstance(fourCardOptions, int):
             n4 = 0
         else:
             n4 = len(fourCardOptions)
         if isinstance(fiveCardOptions, int):
             n5 = 0
         else:
             n5 = len(fiveCardOptions)
         nTot = n1 + n2 + n3 + n4 + n5
         ind = random.randint(0, nTot - 1)
         if ind < n1:
             return (oneCardOptions[ind], 1)
         elif ind < (n1 + n2):
             return (twoCardOptions[ind - n1], 2)
         elif ind < (n1 + n2 + n3):
             return (threeCardOptions[ind - n1 - n2], 3)
         elif ind < (n1 + n2 + n3 + n4):
             return (fourCardOptions[ind - n1 - n2 - n3], 4)
         else:
             return (fiveCardOptions[ind - n1 - n2 - n3 - n4], 5)
Exemplo n.º 5
0
    def updateNeuralNetworkInputs(self, prevHand, cPlayer):
        self.fillNeuralNetworkHand(cPlayer)
        nPlayer = cPlayer - 1
        if nPlayer == 0:
            nPlayer = 4
        nnPlayer = nPlayer - 1
        if nnPlayer == 0:
            nnPlayer = 4
        nnnPlayer = nnPlayer - 1
        if nnnPlayer == 0:
            nnnPlayer = 4
        nCards = self.currentHands[cPlayer].size
        cardsOfNote = np.intersect1d(prevHand, np.arange(45, 53))
        nPlayerInd = 22 * 13
        nnPlayerInd = nPlayerInd + 27
        nnnPlayerInd = nnPlayerInd + 27
        #next player
        self.neuralNetworkInputs[nPlayer][nPlayerInd:(nPlayerInd + 13)] = 0
        self.neuralNetworkInputs[nPlayer][nPlayerInd + nCards -
                                          1] = 1  #number of cards
        #next next player
        self.neuralNetworkInputs[nnPlayer][nnPlayerInd:(nnPlayerInd + 13)] = 0
        self.neuralNetworkInputs[nnPlayer][nnPlayerInd + nCards - 1] = 1
        #next next next player
        self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd:(nnnPlayerInd +
                                                          13)] = 0
        self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd + nCards - 1] = 1
        for val in cardsOfNote:
            self.neuralNetworkInputs[nPlayer][nPlayerInd + 13 + (val - 45)] = 1
            self.neuralNetworkInputs[nnPlayer][nnPlayerInd + 13 +
                                               (val - 45)] = 1
            self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd + 13 +
                                                (val - 45)] = 1
        #prevHand
        phInd = nnnPlayerInd + 27 + 16
        self.neuralNetworkInputs[nPlayer][phInd:] = 0
        self.neuralNetworkInputs[nnPlayer][phInd:] = 0
        self.neuralNetworkInputs[nnnPlayer][phInd:] = 0
        self.neuralNetworkInputs[cPlayer][phInd:] = 0
        nCards = prevHand.size

        if nCards == 2:
            self.neuralNetworkInputs[nPlayer][nPlayerInd + 21] = 1
            self.neuralNetworkInputs[nnPlayer][nnPlayerInd + 21] = 1
            self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd + 21] = 1
            value = int(gameLogic.cardValue(prevHand[1]))
            suit = prevHand[1] % 4
            self.neuralNetworkInputs[nPlayer][phInd + 19] = 1
            self.neuralNetworkInputs[nnPlayer][phInd + 19] = 1
            self.neuralNetworkInputs[nnnPlayer][phInd + 19] = 1
        elif nCards == 3:
            self.neuralNetworkInputs[nPlayer][nPlayerInd + 22] = 1
            self.neuralNetworkInputs[nnPlayer][nnPlayerInd + 22] = 1
            self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd + 22] = 1
            value = int(gameLogic.cardValue(prevHand[2]))
            suit = prevHand[2] % 4
            self.neuralNetworkInputs[nPlayer][phInd + 20] = 1
            self.neuralNetworkInputs[nnPlayer][phInd + 20] = 1
            self.neuralNetworkInputs[nnnPlayer][phInd + 20] = 1
        elif nCards == 4:
            self.neuralNetworkInputs[nPlayer][nPlayerInd + 23] = 1
            self.neuralNetworkInputs[nnPlayer][nnPlayerInd + 23] = 1
            self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd + 23] = 1
            value = int(gameLogic.cardValue(prevHand[3]))
            suit = prevHand[3] % 4
            if gameLogic.isTwoPair(prevHand):
                self.neuralNetworkInputs[nPlayer][phInd + 21] = 1
                self.neuralNetworkInputs[nnPlayer][phInd + 21] = 1
                self.neuralNetworkInputs[nnnPlayer][phInd + 21] = 1
            else:
                self.neuralNetworkInputs[nPlayer][phInd + 22] = 1
                self.neuralNetworkInputs[nnPlayer][phInd + 22] = 1
                self.neuralNetworkInputs[nnnPlayer][phInd + 22] = 1
        elif nCards == 5:
            #import pdb; pdb.set_trace()
            if gameLogic.isStraight(prevHand):
                self.neuralNetworkInputs[nPlayer][nPlayerInd + 24] = 1
                self.neuralNetworkInputs[nnPlayer][nnPlayerInd + 24] = 1
                self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd + 24] = 1
                value = int(gameLogic.cardValue(prevHand[4]))
                suit = prevHand[4] % 4
                self.neuralNetworkInputs[nPlayer][phInd + 23] = 1
                self.neuralNetworkInputs[nnPlayer][phInd + 23] = 1
                self.neuralNetworkInputs[nnnPlayer][phInd + 23] = 1
            if gameLogic.isFlush(prevHand):
                self.neuralNetworkInputs[nPlayer][nPlayerInd + 25] = 1
                self.neuralNetworkInputs[nnPlayer][nnPlayerInd + 25] = 1
                self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd + 25] = 1
                value = int(gameLogic.cardValue(prevHand[4]))
                suit = prevHand[4] % 4
                self.neuralNetworkInputs[nPlayer][phInd + 24] = 1
                self.neuralNetworkInputs[nnPlayer][phInd + 24] = 1
                self.neuralNetworkInputs[nnnPlayer][phInd + 24] = 1
            elif gameLogic.isFullHouse(prevHand):
                self.neuralNetworkInputs[nPlayer][nPlayerInd + 26] = 1
                self.neuralNetworkInputs[nnPlayer][nnPlayerInd + 26] = 1
                self.neuralNetworkInputs[nnnPlayer][nnnPlayerInd + 26] = 1
                value = int(gameLogic.cardValue(prevHand[2]))
                suit = -1
                self.neuralNetworkInputs[nPlayer][phInd + 25] = 1
                self.neuralNetworkInputs[nnPlayer][phInd + 25] = 1
                self.neuralNetworkInputs[nnnPlayer][phInd + 25] = 1
        else:
            value = int(gameLogic.cardValue(prevHand[0]))
            suit = prevHand[0] % 4
            self.neuralNetworkInputs[nPlayer][phInd + 18] = 1
            self.neuralNetworkInputs[nnPlayer][phInd + 18] = 1
            self.neuralNetworkInputs[nnnPlayer][phInd + 18] = 1
        self.neuralNetworkInputs[nPlayer][phInd + value - 1] = 1
        self.neuralNetworkInputs[nnPlayer][phInd + value - 1] = 1
        self.neuralNetworkInputs[nnnPlayer][phInd + value - 1] = 1
        if suit == 1:
            self.neuralNetworkInputs[nPlayer][phInd + 13] = 1
            self.neuralNetworkInputs[nnPlayer][phInd + 13] = 1
            self.neuralNetworkInputs[nnnPlayer][phInd + 13] = 1
        elif suit == 2:
            self.neuralNetworkInputs[nPlayer][phInd + 14] = 1
            self.neuralNetworkInputs[nnPlayer][phInd + 14] = 1
            self.neuralNetworkInputs[nnnPlayer][phInd + 14] = 1
        elif suit == 3:
            self.neuralNetworkInputs[nPlayer][phInd + 15] = 1
            self.neuralNetworkInputs[nnPlayer][phInd + 15] = 1
            self.neuralNetworkInputs[nnnPlayer][phInd + 15] = 1
        elif suit == 0:
            self.neuralNetworkInputs[nPlayer][phInd + 16] = 1
            self.neuralNetworkInputs[nnPlayer][phInd + 16] = 1
            self.neuralNetworkInputs[nnnPlayer][phInd + 16] = 1
        #general - common to all hands.
        cardsRecord = np.intersect1d(prevHand, np.arange(37, 53))
        endInd = nnnPlayerInd + 27
        for val in cardsRecord:
            self.neuralNetworkInputs[1][endInd + (val - 37)] = 1
            self.neuralNetworkInputs[2][endInd + (val - 37)] = 1
            self.neuralNetworkInputs[3][endInd + (val - 37)] = 1
            self.neuralNetworkInputs[4][endInd + (val - 37)] = 1
        #no passes.
        self.neuralNetworkInputs[nPlayer][phInd + 26] = 1
        self.neuralNetworkInputs[nnPlayer][phInd + 26] = 1
        self.neuralNetworkInputs[nnnPlayer][phInd + 26] = 1
        self.neuralNetworkInputs[nPlayer][phInd + 27:] = 0
        self.neuralNetworkInputs[nnPlayer][phInd + 27:] = 0
        self.neuralNetworkInputs[nnnPlayer][phInd + 27:] = 0