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ai.cpp
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/**
***************************************************
* @Author :消逝中的寒光
* @Date :2023/12/14
* @Copyright (c) 消逝中的寒光 All rights reserved.
***************************************************
*/
#include "ai.h"
#include <cmath>
#include <cstdlib>
#include <algorithm>
#include <ctime>
//TODO 完善AI决策与当前bet的逻辑关系
bool Ai::isHoldLessThanFour() {
vector<Poker> &card = getHandCard().getPokerHeap();
if (card[0].getPoint() == 14 || card[1].getPoint() == 14) {
return abs(card[0].getPoint() - card[1].getPoint()) % 13 <= 4;
}
return abs(card[0].getPoint() - card[1].getPoint()) <= 4;
}
bool Ai::isHoldBig() {
vector<Poker> &card = getHandCard().getPokerHeap();
return (card[0].getPoint() >= 10) && (card[1].getPoint() >= 10);
}
bool Ai::isHoldSameColor() {
vector<Poker> &card = getHandCard().getPokerHeap();
return card[0].getSuit() == card[1].getSuit();
}
vector<int> Ai::getHoldPubPairValue(PokerHeap &publicPoker) {
vector<int> res;
for (auto &i: getHandCard().getPokerHeap()) {
for (auto &j: publicPoker.getPokerHeap()) {
if (i.getPoint() == j.getPoint()) {
res.push_back(i.getPoint());
}
}
}
return res;
}
vector<int> Ai::getPubPairValue(PokerHeap &publicPoker) {
vector<int> ct(15, 0), res;
for (auto &x: publicPoker.getPokerHeap()) ct[x.getPoint()]++;
for (int i = 2; i < 15; i++) {
if (ct[i] == 2) res.push_back(i);
}
return res;
}
void Ai::thinkAfterHold(Table &desk, int bet) {
getHandCard().sortByPoint();
vector<Poker> &card = getHandCard().getPokerHeap();
// 如果手牌是大对:AA, KK, QQ, JJ, 1010等
if (isHoldBigPair()) {
//加注
this->addBet(desk, bet);
}
// 手牌是小对:2~9中的一对
else if (isHoldSmallPair()) {
//跟注
this->followBet(desk, bet);
}
// 手牌不相等且都大于10
else if (isHoldBig()) {
if (isHoldSameColor()) {
//加注
this->addBet(desk, bet);
} else {
//跟注
this->followBet(desk, bet);
}
}
// 手牌其中有一个大于10
else if (card[0].getPoint() > 10) {
if (isHoldSameColor() || isHoldLessThanFour()) {
//跟注
this->followBet(desk, bet);
}
}
// 手牌都小于10
else {
// 手牌同花色或者相差小于4
if (isHoldSameColor() || isHoldLessThanFour()) {
//跟注
this->followBet(desk, bet);
} else {
//弃牌
this->outGame();
}
}
}
void Ai::thinkAfterFlop(Table &desk, int bet) {
this->getHandCard().sortByPoint();
PokerHeap card = this->getHandCard(), pp = desk.getpublicPoker();
CardGroup maxGroup = (new MaxCardComputer(card, pp))->getMaxCardGroup();
long long power = maxGroup.getPower();
long long p = std::pow(10, 10);
vector<Poker> hand = this->getHandCard().getPokerHeap();
// 两对
if (power > 3 * p && power < 4 * p) {
// 获取手牌与公共牌组成对子的value
vector<int> holdPairValues = getHoldPubPairValue(desk.getpublicPoker());
// 手牌中只有一张与公共牌组成对子,说明另一对是在公共牌里的
if (holdPairValues.size() == 1) {
// 大对
if (hand[0].getPoint() >= 10) {
//加注
this->addBet(desk, bet);
} else {
//跟注
this->followBet(desk, bet);
}
}
// 手牌中的两张分别与公共牌中的一张组成对子
else if (holdPairValues.size() == 2) {
//其中一个为大对,就加注
if (holdPairValues[0] >= 10 || holdPairValues[1] >= 10) {
this->addBet(desk, bet);
} else {
//跟注
this->followBet(desk, bet);
}
}
// std::srand(static_cast<unsigned int>(time(0)));
// int random_number = rand();
// //诈唬
// if (random_number % 2) {
// //加注
// this->addBet(desk, bet);
// }
// //跟注
// else {
// this->followBet(desk, bet);
// }
}
// 三条
else if (power > 4 * p && power < 5 * p) {
// 手牌相等
if (hand[0].getPoint() == hand[1].getPoint()) {
this->addBet(desk, bet);
}
// 手牌不相等
else {
vector<int> pairValues = getPubPairValue(desk.getpublicPoker());
// 公共牌中有一对,说明三条中有两个是在公共牌里的
if (pairValues.size() == 1) {
if (pairValues[0] >= 10) {
this->addBet(desk, bet);
} else {
this->followBet(desk, bet);
}
}
// 说明三条是出现在公共牌里
else if (pairValues.size() == 0) {
// 手牌都是大牌
if (isHoldBig()) {
this->addBet(desk, bet);
}
//有大牌
else if (hand[0].getPoint() >= 10) {
this->followBet(desk, bet);
}
//只有小牌
else {
this->outGame();
}
}
}
}
// 顺子及以上
else if (power > 5 * p) {
this->addBet(desk, bet);
}
// 一对
else if (power > 2 * p && power < 3 * p) {
// 手牌是大对
if (isHoldBigPair()) {
this->addBet(desk, bet);
}
// 手牌是小对,跟注
else if (isHoldSmallPair()) {
this->followBet(desk, bet);
} else {
// 获取公共牌中的对子的值
vector<int> pubPair = getPubPairValue(pp);
// 公共牌中有一对,说明手牌没有和公共牌中的某一张组成对子 ,这种情况跟高牌差不多
if (pubPair.size() == 1) {
if (isHoldBig()) {
this->followBet(desk, bet);
}
// 手牌中有一个大牌
else if (hand[0].getPoint() >= 10) {
this->followBet(desk, bet);
} else {
this->outGame();
}
}
// 说明手牌中的一张牌与公共牌中的一张牌组成对子
else if (pubPair.size() == 0) {
// 在这里,pairValues中有且只有一个值
vector<int> pairValues = getHoldPubPairValue(pp);
// 大对
if (pairValues[0] >= 10) {
this->addBet(desk, bet);
} else {
this->followBet(desk, bet);
}
}
}
}
// 同花或顺子差一张
else if (computeFlush(pp) <= 1 || computeStraight(pp) <= 1) {
if (isHoldBig()) {
this->addBet(desk, bet);
} else {
this->followBet(desk, bet);
}
}
// 高牌
else if (isHoldBig()) {
this->followBet(desk, bet);
}
//纯粹诈唬
else {
std::srand(static_cast<unsigned int>(time(0)));
int random_number = rand() % 10;
//诈唬
if (random_number < 3) {
//加注
this->addBet(desk, bet);
}
//跟注
else {
this->followBet(desk, bet);
}
}
}
void Ai::thinkAfterTurn(Table &desk, int bet) {
getHandCard().sortByPoint();
PokerHeap hp = getHandCard(), pp = desk.getpublicPoker();
CardGroup maxGroup = (new MaxCardComputer(hp, pp))->getMaxCardGroup();
vector<Poker> hand = hp.getPokerHeap();
long long power = maxGroup.getPower(), p = std::pow(10, 10);
// 两对
if (power > 3 * p && power < 4 * p) {
// 获取手牌与公共牌组成对子的value
vector<int> holdPairValues = getHoldPubPairValue(pp);
// 手牌中只有一张与公共牌组成对子,说明另一对是在公共牌里的
if (holdPairValues.size() == 1) {
// 大对
if (holdPairValues[0] >= 10) {
this->addBet(desk, bet);
}
// 小对
else {
this->followBet(desk, bet);
}
}
// 手牌中的两张分别与公共牌中的一张组成对子
else if (holdPairValues.size() == 2) {
// 两对都是大对
if (holdPairValues[0] >= 10 && holdPairValues[1] >= 10) {
this->addBet(desk, bet);
}
// 其中一个为大对
else if (holdPairValues[0] >= 10 || holdPairValues[1] >= 10) {
this->followBet(desk, bet);
} else {
this->outGame();
}
}
}
// 三条
else if (power > 4 * p && power < 5 * p) {
// 手牌相等
if (hand[0].getPoint() == hand[1].getPoint()) {
this->addBet(desk, bet);
}
// 手牌不相等
else {
vector<int> pairValues = getPubPairValue(pp);
// 公共牌中有一对,说明三条中有两个是在公共牌里的
if (pairValues.size() == 1) {
if (pairValues[0] >= 10) {
this->addBet(desk, bet);
} else {
this->followBet(desk, bet);
}
}
// 说明三条是出现在公共牌里
else if (pairValues.size() == 0) {
// 手牌都是大牌
if (isHoldBig()) {
this->followBet(desk, bet);
} else {
this->outGame();
}
}
}
}
// 顺子及以上
else if (power > 5 * p) {
this->addBet(desk, bet);
}
// 一对
else if (power > 2 * p && power < 3 * p) {
// 手牌是大对
if (isHoldBigPair()) {
this->addBet(desk, bet);
}
// 手牌是小对
else if (isHoldSmallPair()) {
this->followBet(desk, bet);
} else {
// 获取公共牌中的对子的值
vector<int> pubPair = getPubPairValue(pp);
// 公共牌中有一对,说明手牌没有和公共牌中的某一张组成对子 ,这种情况跟高牌差不多
if (pubPair.size() == 1) {
if (isHoldBig()) {
this->addBet(desk, bet);
}
// 手牌中有一个大牌
else if (pubPair[0] >= 10 || pubPair[1] >= 10) {
this->followBet(desk, bet);
}
// 说明手牌中的一张牌与公共牌中的一张牌组成对子
else if (pubPair.size() == 0) {
// 在这里,pairValues中有且只有一个值
vector<int> pairValues = getHoldPubPairValue(pp);
// 大对
if (pairValues[0] >= 10) {
this->followBet(desk, bet);
}
// 小对,跟注
else {
this->followBet(desk, bet);
}
}
}
}
}
// 同花或顺子差一张
else if (computeFlush(pp) <= 1 || computeStraight(pp) <= 1) {
if (isHoldBig()) {
this->addBet(desk, bet);
} else {
this->followBet(desk, bet);
}
}
// 高牌
else if (isHoldBig()) {
this->followBet(desk, bet);
}
//纯粹诈唬
else {
std::srand(static_cast<unsigned int>(time(0)));
int random_number = rand() % 10;
//诈唬
if (random_number < 2) {
//加注
this->addBet(desk, bet);
}
//跟注
else if (random_number < 5) {
this->followBet(desk, bet);
} else {
this->outGame();
}
}
}
void Ai::thinkAfterRiver(Table &desk, int bet) {
getHandCard().sortByPoint();
PokerHeap hp = getHandCard(), pp = desk.getpublicPoker();
CardGroup maxGroup = (new MaxCardComputer(hp, pp))->getMaxCardGroup();
vector<Poker> hand = hp.getPokerHeap();
long long power = maxGroup.getPower(), p = std::pow(10, 10);
// 两对
if (power > 3 * p && power < 4 * p) {
// 获取手牌与公共牌组成对子的value
vector<int> holdPairValues = getHoldPubPairValue(pp);
// 手牌中只有一张与公共牌组成对子,说明另一对是在公共牌里的
if (holdPairValues.size() == 1) {
// 大对
if (holdPairValues[0] >= 10) {
this->addBet(desk, bet);
}
// 小对
else {
this->followBet(desk, bet);
}
}
// 手牌中的两张分别与公共牌中的一张组成对子
else if (holdPairValues.size() == 2) {
// 两对都是大对
if (holdPairValues[0] >= 10 && holdPairValues[1] >= 10) {
this->addBet(desk, bet);
}
// 其中一个为大对
else if (holdPairValues[0] >= 10 || holdPairValues[1] >= 10) {
this->followBet(desk, bet);
} else {
this->outGame();
}
}
}
// 三条
else if (power > 4 * p && power < 5 * p) {
// 手牌相等
if (hand[0].getPoint() == hand[1].getPoint()) {
this->addBet(desk, bet);
}
// 手牌不相等
else {
vector<int> pairValues = getPubPairValue(pp);
// 公共牌中有一对,说明三条中有两个是在公共牌里的
if (pairValues.size() == 1) {
if (pairValues[0] >= 10) {
this->addBet(desk, bet);
} else {
this->followBet(desk, bet);
}
}
// 说明三条是出现在公共牌里
else if (pairValues.size() == 0) {
// 手牌都是大牌
if (isHoldBig()) {
this->followBet(desk, bet);
} else {
this->outGame();
}
}
}
}
// 顺子及以上
else if (power > 5 * p) {
this->addBet(desk, bet);
}
// 一对
else if (power > 2 * p && power < 3 * p) {
// 手牌是大对
if (isHoldBigPair()) {
this->addBet(desk, bet);
}
// 手牌是小对
else if (isHoldSmallPair()) {
this->outGame();
} else {
// 获取公共牌中的对子的值
vector<int> pubPair = getPubPairValue(pp);
// 公共牌中有一对,说明手牌没有和公共牌中的某一张组成对子 ,这种情况跟高牌差不多
if (pubPair.size() == 1) {
if (isHoldBig()) {
this->followBet(desk, bet);
}
// 手牌中有一个大牌
else if (pubPair[0] >= 10 || pubPair[1] >= 10) {
this->followBet(desk, bet);
}
// 说明手牌中的一张牌与公共牌中的一张牌组成对子
else if (pubPair.size() == 0) {
this->outGame();
}
}
}
}
// // 高牌
// else if (isHoldBig()) {
// this->followBet(desk, bet);
// }
//纯粹诈唬
else {
std::srand(static_cast<unsigned int>(time(0)));
int random_number = rand() % 10;
//诈唬
if (random_number < 1) {
//加注
this->addBet(desk, bet);
}
//跟注
else if (random_number < 4) {
this->followBet(desk, bet);
} else {
this->outGame();
}
}
}
bool Ai::isHoldBigPair() {
vector<Poker> &card = getHandCard().getPokerHeap();
return (card[0].getPoint() == card[1].getPoint()) && (card[0].getPoint() >= 10);
}
bool Ai::isHoldSmallPair() {
vector<Poker> &card = getHandCard().getPokerHeap();
return (card[0].getPoint() == card[1].getPoint()) && (card[0].getPoint() < 10);
}
int Ai::computeFlush(PokerHeap &publicPoker) {
vector<int> ct(4, 0);
for (auto &x: getHandCard().getPokerHeap()) ct[x.getSuitSize()]++;
for (auto &x: publicPoker.getPokerHeap()) ct[x.getSuitSize()]++;
int mx = 0;
for (int i = 0; i < 4; i++) {
if (ct[i] > mx) mx = ct[i];
}
return 5 - mx;
}
int Ai::computeStraight(PokerHeap &publicPoker) {
vector<bool> vis(15, false);
for (auto &x: getHandCard().getPokerHeap()) {
if (x.getPoint() == 14) vis[1] = true;
vis[x.getPoint()] = true;
}
for (auto &x: publicPoker.getPokerHeap()) {
if (x.getPoint() == 14) vis[1] = true;
vis[x.getPoint()] = true;
}
int mx = 0;
for (int i = 1; i < 15; i++) {
int ct = 0;
for (int j = 0; j < 5; j++) {
if (vis[i + j]) ct++;
else break;
}
if (ct > mx) mx = ct;
}
return 5 - mx;
}
void Ai::MaxCardComputer::computeMaxCardGroup() {
int size = this->pokers.getPokerHeap().size();
if (size == 5) {
CardGroup group = *new CardGroup(pokers);
this->maxGroup = group;
} else if (size == 6) {
vector<CardGroup> groups;
for (int i = 0; i < 6; i++) {
vector<Poker> card = this->pokers.getPokerHeap();
card.erase(card.begin() + i);
groups.push_back(*new CardGroup(card));
}
std::sort(groups.begin(), groups.end(), [](CardGroup &a, CardGroup &b) {
return a.getPower() < b.getPower();
});
this->maxGroup = groups[0];
} else if (size == 7) {
vector<CardGroup> groups;
for (int i = 0; i < 7; i++) {
for (int j = 0; j < 7; j++) {
if (i == j) continue;
vector<Poker> card = this->pokers.getPokerHeap();
Poker t1 = card[i], t2 = card[j];
card.erase(card.begin() + i);
card.erase(card.begin() + j);
groups.push_back(*new CardGroup(card));
}
}
std::sort(groups.begin(), groups.end(), [](CardGroup &a, CardGroup &b) {
return a.getPower() < b.getPower();
});
this->maxGroup = groups[0];
}
}
void Ai::MaxCardComputer::computeMaxCardGroup_New(Poker poker) {
int size = this->pokers.getPokerHeap().size();
if (size == 5) {
vector<CardGroup> groups;
for (int i = 0; i < 5; i++) {
vector<Poker> card = this->pokers.getPokerHeap();
card.erase(card.begin() + i);
groups.push_back(*new CardGroup(card));
}
std::sort(groups.begin(), groups.end(), [](CardGroup &a, CardGroup &b) {
return a.getPower() < b.getPower();
});
this->maxGroup = groups[0];
} else if (size == 6) {
vector<CardGroup> groups;
for (int i = 0; i < 6; i++) {
for (int j = 0; j < 6; j++) {
if (i == j) continue;
vector<Poker> card = this->pokers.getPokerHeap();
Poker t1 = card[i], t2 = card[j];
card.erase(card.begin() + i);
card.erase(card.begin() + j);
groups.push_back(*new CardGroup(card));
}
}
std::sort(groups.begin(), groups.end(), [](CardGroup &a, CardGroup &b) {
return a.getPower() < b.getPower();
});
this->maxGroup = groups[0];
}
}
Ai::MaxCardComputer::MaxCardComputer(PokerHeap &handCard, PokerHeap &publicCard) {
pokers.clear();
pokers.getPokerHeap().insert(pokers.getPokerHeap().end(), handCard.getPokerHeap().begin(),
handCard.getPokerHeap().end());
pokers.getPokerHeap().insert(pokers.getPokerHeap().end(), publicCard.getPokerHeap().begin(),
publicCard.getPokerHeap().end());
}
Ai::MaxCardComputer::MaxCardComputer(Ai::MaxCardComputer
oldComputer, Poker
poker) {
pokers.clear();
pokers.getPokerHeap().insert(pokers.getPokerHeap().end(), oldComputer.getPokers().getPokerHeap().begin(),
oldComputer.getPokers().getPokerHeap().end());
computeMaxCardGroup_New(poker);
pokers.getPokerHeap().push_back(poker);
}
PokerHeap Ai::MaxCardComputer::getPokers() {
return this->pokers;
}
Ai::CardGroup Ai::MaxCardComputer::getMaxCardGroup() {
return this->maxGroup;
}
long long Ai::CardGroup::computePower() {
long long p = (long long) std::pow(10, 10);
//同花顺
if (isFlush() && isStraight()) {
this->type = 8;
return (9 * p) + computeCardPoint();
}
//同花
if (isFlush()) {
this->type = 5;
return (6 * p) + computeCardPoint();
}
//顺子
if (isStraight()) {
this->type = 4;
return (5 * p) + computeCardPoint();
}
//其他牌型
this->type = getOtherType();
switch (this->type) {
case 7:
return (8 * p) + computeCardPoint();
case 6:
return (7 * p) + computeCardPoint();
case 3:
return (4 * p) + computeCardPoint();
case 2:
return (3 * p) + computeCardPoint();
case 1:
return (2 * p) + computeCardPoint();
case 0:
return (1 * p) + computeCardPoint();
default:
break;
}
return 0;
}
long long Ai::CardGroup::computeCardPoint() {
long long res = 0;
for (Poker &x: this->pokers.getPokerHeap()) {
res = res * 100 + x.getPoint();
}
return res;
}
bool Ai::CardGroup::isFlush() {
for (int i = 1; i < 5; i++) {
if (pokers.getPokerHeap()[i].getSuit() != pokers.getPokerHeap()[i - 1].getSuit()) {
return false;
}
}
return true;
}
bool Ai::CardGroup::isStraight() {
bool flag = true;
pokers.sortByPoint();
vector<Poker> &card = pokers.getPokerHeap();
for (int i = 1; i < 5; i++) {
if (card[i].getPoint() != card[i - 1].getPoint() - 1) {
flag = false;
break;
}
}
//A5432特殊情况
if (card[0].getPoint() == 14 && card[1].getPoint() == 5 && card[2].getPoint() == 4 && card[3].getPoint() == 3 &&
card[4].getPoint() == 2) {
flag = true;
//将A移动到最后,方便比较
Poker tmp = card[0];
for (int i = 0; i < 4; i++) card[i] = card[i - 1];
card[4] = tmp;
}
return flag;
}
int Ai::CardGroup::getOtherType() {
vector<Poker> &card = pokers.getPokerHeap();
int ct = 0;
for (int i = 0; i < 5; i++) {
for (int j = i + 1; j < 5; j++) {
if (card[i].getPoint() == card[j].getPoint()) {
ct++;
}
}
}
if (ct == 6) {
changeCardPositionForFourKind();
return 7;
} else if (ct == 4) {
changeCardPositionForFullHouse();
return 6;
} else if (ct == 3) {
changeCardPositionForThreeKind();
return 3;
} else if (ct == 2) {
changeCardPositionForTwoPair();
return 2;
} else if (ct == 1) {
changeCardPositionForOnePair();
return 1;
}
return 0;
}
void Ai::CardGroup::changeCardPositionForFourKind() {
vector<Poker> &card = pokers.getPokerHeap();
if (card[0].getPoint() != card[1].getPoint()) {
Poker tmp = card[0];
card[0] = card[4];
card[4] = tmp;
}
}
void Ai::CardGroup::changeCardPositionForFullHouse() {
vector<Poker> &card = pokers.getPokerHeap();
if (card[1].getPoint() != card[2].getPoint()) {
Poker tmp = card[0];
card[0] = card[3];
card[3] = tmp;
tmp = card[1];
card[1] = card[4];
card[4] = tmp;
}
}
void Ai::CardGroup::changeCardPositionForThreeKind() {
vector<Poker> &card = pokers.getPokerHeap();
if (card[0].getPoint() != card[2].getPoint()) {
Poker tmp = card[0];
card[0] = card[3];
card[3] = tmp;
}
if (card[1].getPoint() != card[2].getPoint()) {
Poker tmp = card[1];
card[1] = card[4];
card[4] = tmp;
}
}
void Ai::CardGroup::changeCardPositionForTwoPair() {
vector<Poker> &card = pokers.getPokerHeap();
if (card[0].getPoint() != card[1].getPoint()) {
Poker tmp = card[0];
card[0] = card[2];
card[2] = tmp;
}
if (card[2].getPoint() != card[3].getPoint()) {
Poker tmp = card[2];
card[2] = card[4];
card[4] = tmp;
}
}
void Ai::CardGroup::changeCardPositionForOnePair() {
vector<Poker> &card = pokers.getPokerHeap();
int c = 0;
for (; c < 4; c++) {
if (card[c].getPoint() == card[c + 1].getPoint()) {
break;
}
}
Poker t1 = card[c], t2 = card[c + 1];
for (int i = c - 1; i >= 0; i--) {
card[i + 2] = card[i];
}
card[0] = t1;
card[1] = t2;
}
Ai::CardGroup::CardGroup(PokerHeap pokers) {
this->pokers = pokers;
this->pokers.sortByPoint();
this->power = computePower();
}
int Ai::CardGroup::getPower() {
return this->power;
}
PokerHeap Ai::CardGroup::getPokers() {
return this->pokers;
}
int Ai::CardGroup::getType() {
return this->type;
}
Ai::CardGroup::CardGroup() {}
Ai::Ai(int id) : Player(id, true) {
}