Poker Odds Calculator Java Code

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Greenhorn
posted 9 years ago
One of my assignments requires that I make a program that will calculate dice probability using nested loops(no idea why nested loops would be used here). I've written it out, and I get no compiling errors, but when I actually run the program for some reason it won't stop asking for user input, any advice as to why it does this would be helpful. I think the problems inside the for loop because without it there is no repetitive issue. I think the for loop isn't taking the value of rolls and is actually asking for it, but I need that value in there.
Saloon Keeper
posted 9 years ago
First of all, start by making your program more clear by eliminating all the 'cases' you use. You can store your values in a simple array like this:
rolls[random -1]++;
This will *greatly* decrease the verbosity of your program, and make it more clear why it's doing what it does.
Greenhorn
posted 9 years ago

Stephan van Hulst wrote:First of all, start by making your program more clear by eliminating all the 'cases' you use. You can store your values in a simple array like this:
rolls[random -1]++;
This will *greatly* decrease the verbosity of your program, and make it more clear why it's doing what it does.


I can't use rolls to store my values, rolls needs to be a number put in by the user because it determines how many times a dice would be rolled. The only real use I have for it is to determine when the main for loop ends. Then I need compare each new random to 1-12, to determine how many times that number has been rolled. I sort of understand what you're getting at with rolls[random -1]++ but I'm not quite sure how to assign the array as you're trying to point out.
Anyways this is what I've worked out according to what I think you mean. Still get the same issue though. I think it's asking for a new rolls every time the for loop runs through, any idea how to fix that?
Saloon Keeper
posted 9 years ago
I apologize, I didn't notice you already had a variable with that name. I meant a new variable, which you have interpreted correctly.
Anyway, looking at your program, I don't see why it would keep asking for input. You should have an entirely different problem on your hand, namely that you're stuck in a permanent loop. Have a look at the exit condition of your nested for loop.
By the way, you can also eliminate a lot in your display code.
If I may give you a big hint, I think you are using the nested loop for the wrong purpose. Tell me, how many dice do you have?
Greenhorn
posted 9 years ago

Stephan van Hulst wrote:I apologize, I didn't notice you already had a variable with that name. I meant a new variable, which you have interpreted correctly.
Anyway, looking at your program, I don't see why it would keep asking for input. You should have an entirely different problem on your hand, namely that you're stuck in a permanent loop. Have a look at the exit condition of your nested for loop.
By the way, you can also eliminate a lot in your display code.
If I may give you a big hint, I think you are using the nested loop for the wrong purpose. Tell me, how many dice do you have?


That's the format the displays supposed to go in, according to the example given by my teacher. These are the assignment instructions, and I have to use nested loops because of the section I'm on, it's an Ap class that i take online. So it's mostly self learned.
1. Create a new project called 5.05 Random Dice in the Mod05
Assignments folder.
2. Create a class called DiceProbability in the newly created project
folder.
3. Ask the user to input how many times the dice will be rolled.

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4. Calculate the probability of each combination of dice. (You may want to start with
more familiar six-sided dice.)

Poker Odds Chart

5. Print the results neatly in two columns (do not worry about excessive decimal places).
6. What is the effect on the percentages when the number of rolls is increased?
7. After the program works, you might want to make it more interesting and ask the user
to enter the number of sides on a die (singular for dice).
Saloon Keeper
posted 9 years ago
It doesn't say in the requirements you need a nested loop.
You can make your display code display the same stuff, except with less verbose code, in the same way you altered the rest of your program. 'Two or more, use a for'.
Greenhorn
posted 9 years ago

Stephan van Hulst wrote:It doesn't say in the requirements you need a nested loop.


It isn't very specific but it does say it in the grading rubric, and the assignment is going to be turned in as Assignment 5.05 nested loops. So I'm pretty sure it had to use nested loops, believe me if it was my choice I wouldn't use nested loops for this.
Sheriff
posted 9 years ago
Your biggest problem here is that you have an infinite loop. The inner loop's end condition will never be met.
Sheriff
posted 9 years ago
Personally, I would not assume anything about nested loops. But if you insist on using them, I can think of a place where nested loops may be used :
1. Ask the number of rolls
2. Make a new array which is the size of the number of rolls. Each element will contain the roll result
3. Roll the dice and store the result in the array
4. Loop through each dice face (by the way, the numbers of faces should be kept in a variable)
5. Loop through the array, and count the number of times the current face was rolled
6. Calculate the probability the current faced has been rolled
Ranch Hand
posted 9 years ago
Another problem you need to be aware of is that you're not calculating for two six-sided dice, but rather for a twelve-sided one. To calculate for two dice you shoud use nested loops, but for only one die (as you're doing here), one is enough.
It should do this:

This will calculate probabilities. Your program right now just rolls a d12 and this will, with enough rolls, come close to the probability, but will not show it.

Life is full of choices. Sometimes you make the good ones, and sometimes you have to kill all the witnesses.

Greenhorn
posted 7 years agoCan somebody suggest me a good algorithm to calculate

Hand Strength

for

Texas Holdem, Omaha

Poker games. Apart from this i am also

working on Pot creation and Rake calculation

part. It would be helpful if anyone could contribute some logic or algorithms.
Bartender
posted 7 years ago

Kapish M Joshi wrote:Can somebody suggest me a good algorithm to calculate Hand Strength


No, because it isn't really an algorithm: it's an ordered list; and 10 seconds on Google got me this. If I was doing this, I'd probably consider using an Enum to define it though.

Apart from this i am also working on Pot creation and Rake calculation part. It would be helpful if anyone could contribute some logic or algorithms.


Again, the 'Pot' isn't really an algorithm; it's a structure - basically a List with methods for providing totals - and I reckon it's probably closely related to the Players at the table.
As for Rake calculation, you'll have to explain the term before I can help. Not a gambler.
Winston

'Leadership is nature's way of removing morons from the productive flow' - Dogbert
Articles by Winston can be found here

Greenhorn
posted 7 years ago
Hi Winston,
Appreciate your help. Thanks. Yeah, http://www.pokerlistings.com/poker-hand-ranking this is actually the pattern that should be considered while calculating strength of cards.
For E.g. Consider simplest logic, If I am playing Poker Hand and
I got 5 cards as - 2♥ 7♦ 4 ♣ A♠ A♥,
Next person got 5 cards as - 5♥ 2♦ Q ♣ K♠ J♥,
here every card has a weight say 2♥- 23, 7♦ - 67, 4 ♣ - 98, A♠ - 122, A♥ - 109 then we have to create total and then compare both hands. The one with more weight wins the hand.
This is not really as simple as even i thought because there are millions of combinations possible with a hand (5 cards taken from a deck).
I am trying to implement this using pattern recognition, but that too is very lengthy.
Pot - yeah Pot is winning total at the end of poker hand, its not algorithm but we need to write some logic to calculate pot because:
1. Poker game can have number of Hands
2. Each Hand will add to the value of pot
3. Bets of each player will contribute to pot
4. Pot distribution depends upon the percentage of amount contributed by particular player to total pot amount
5. There can be one or more than one pot winners
I am done with the logic creation part for this.
Rake - Its the amount deducted from player whenever he bets some amount on table. It is the pivot of gambling where revenue generation happens. Can't disclose about it in details.
lowercase baba
posted 7 years ago

Winston Gutkowski wrote:

Kapish M Joshi wrote:Can somebody suggest me a good algorithm to calculate Hand Strength


No, because it isn't really an algorithm: it's an ordered list
I don't that's what he's going for...
In standard Texas Hold 'Em, everyone is dealt two cards face down. there is a round of betting. You have to decide if to bet, and how much to bet, based on the two card. So being dealt a suited A-K is clearly going to be better than a non-suited 10-9. And an unsuited 2-7 is the worst possible starting hand.
But even at that...your position at the table also has an impact. If you are in an early position, you need a stronger hand if you are going to bet, whereas if you are on the button, you can bet with weaker hand - depending on what everyone else does.

There are only two hard things in computer science: cache invalidation, naming things, and off-by-one errors

lowercase baba
posted 7 years ago
and 'Rake' isn't very complicated. It refers to how much money the house takes from each pot. It is generally only applied to casinos or on-line cash games. If you are playing at home with friends, there usually isn't one.
It can be done in any of several ways:
A fee to join the tournament
A percentage of each pot
A fee charged to the 'dealer' on each hand
Some online services charge a monthly fee (i.e. a subscription), but then play is 'free' beyond that
etc..

There are only two hard things in computer science: cache invalidation, naming things, and off-by-one errors

Bartender
posted 7 years ago
  • 1

Kapish M Joshi wrote:here every card has a weight say 2♥- 23, 7♦ - 67, 4 ♣ - 98, A♠ - 122, A♥ - 109 then we have to create total and then compare both hands. The one with more weight wins the hand.


Doesn't sound right to me.
First: the problem is complicated by the fact that you're choosing the 'best 5 of 7' (actually: Player's 2, plus the best 3-of-5 from the flop, turn and river).
Second: Any 'weighting' will only apply to:
(a) The value of card involved in making up two similar winning hands.
(b) The remaining cards of two identical winning hands.
Java

I am trying to implement this using pattern recognition, but that too is very lengthy.

And possibly over-engineering. You only have 9 possible hands (10 if you count 'High Card', but personally I'd say that that's the absence of any other kind of hand) that fall into 3 categories:
1. Flushes - 5 cards of the same suit. Calculator
2. Straights - 5 cards in value sequence.
3. Multiples - 2, 3, or 4 cards of the same value (including full houses).
so I'd make those your first checks.
I'd also do them in the order above because in 'vanilla' form, that's the order they're ranked. And unless you're playing from a multi-deck shoe (unusual, from what a gather), it also eliminates the most possibilities:
  • If you find a flush in the 7 possible cards, it must be the best hand available to the player. So, the only other thing you need to check is:
    Are those same 5 cards (or a particular set, if there's more than one combination to choose from) ALSO a straight?
  • If you don't find a flush, but DO find a straight, again, it must be the best hand available to the player.
  • If you don't find a flush, or a straight, the only other possible hand is a multiple (or twin-multiple) of some kind. I'll leave you to sort out that logic, but it's still relatively straightforward.

  • With a multi-deck shoe, it's a bit trickier, but still relatively straightforward. The main difference is that if you find a flush; the 7 cards could ALSO contain 4 of a kind or a full house.
    HIH
    Winston

    'Leadership is nature's way of removing morons from the productive flow' - Dogbert
    Articles by Winston can be found here

    Bartender
    posted 7 years ago

    fred rosenberger wrote:I don't that's what he's going for...


    Oh, OK. I was thinking of weighting in terms of final evaluation. Seems to me that weighting (especially by card) probably isn't the way to go for evaluating a hand (or, more accurately, a 'situation'), since there are so many other variables - including the 'weight' that you might put on any previous bet placed, particularly if the game involves 'blinds'.
    Winston

    'Leadership is nature's way of removing morons from the productive flow' - Dogbert
    Articles by Winston can be found here

    Greenhorn
    posted 7 years ago
    Thanks Winston. Actually the game being developed will go live for real money poker gaming; at early stage we are expecting around 1000 players playing online at the same time while approximately 200 just logged in and watching game. The knowledge you shared was really helpful.
    Bartender
    posted 7 years ago

    Kapish M Joshi wrote:Thanks Winston...The knowledge you shared was really helpful.


    No probs. Too much late night TV. I've never actually played the game.
    Winston

    'Leadership is nature's way of removing morons from the productive flow' - Dogbert
    Articles by Winston can be found here

    Greenhorn
    posted 7 years ago
    • 1
    Winston is correct in that there is no real need to calculate hand strength until the very end of the hand where you are forced to determine the winner (showdown). For human players playing against other human players this will be sufficient as long as your program knows how to read the player's hands and evaluate them based on the list of hand rankings, flush beats straight for example.
    If you're developing a poker playing artificial intelligence or if you're just curious you may want to look into starting hand strength from a strategic standpoint. As was pointed out, in texas holdem an ace and a king is a better starting hand than a two and a seven. One way to determine this is by running both hands through an equity simulator, which is a program that runs hundreds of thousands of different possible boards out that allows you to get a pretty accurate estimate as to which hand wins more often. Then you can run each hand against each other possible hand, determine an average equity and then rank the hands accordingly. There are two great free programs out there that do this already:
    PokerStove
    ProPokerTools
    Its still however, ultimately a matter of strategy that determines what the best hands are and not programming since there are different betting streets and different player psychologies.
    TwoPlusTwo is a great strategy site that also has a programming forum.
    Greenhorn
    posted 7 years ago
    I created somthing similar a while ago, it wasnt very nice coding.. but it was something fun to do.
    ANyway have you looked at bill chen formula, that is very easy to convert into an algorithm. Il also try and find the site i used, it was a points scale basically, which would tell me whether i should raise or fold..etc..etc.. not sire if that what your lookign for.
    Ranch Hand
    posted 7 years ago
    Here is complete code to compute strength of hand whick I learn from an online course.