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	<title>Comments on: Math for Programmers</title>
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	<link>http://chrisacheson.net/blog/2009/04/01/math-for-programmers/</link>
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		<title>By: Chris Acheson</title>
		<link>http://chrisacheson.net/blog/2009/04/01/math-for-programmers/#comment-6</link>
		<dc:creator>Chris Acheson</dc:creator>
		<pubDate>Thu, 02 Apr 2009 17:15:29 +0000</pubDate>
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		<description>Hey Mauvis, glad to see you found me.  :-)

I&#039;m not sure how poker bot AI is usually programmed.  I assume they sacrifice some accuracy in order to obtain reasonable performance.  What I&#039;m after here is a total understanding of my odds in any situation, rather than merely a set of good heuristics.

I&#039;m working on the program now, in C.  I was going to use python, but I really need the extra performance.  Right now I&#039;m just simulating with a single opponent, and there&#039;s about 2 billion permutations to go through for the pre-flop (50 &lt;a href=&quot;http://en.wikipedia.org/wiki/Combination&quot; rel=&quot;nofollow&quot;&gt;choose&lt;/a&gt; 5 for the table, times 45 choose 2 for the opponent).  I&#039;ve only got it checking for a straight flush and then high card right now, and it takes 6 and a half minutes to finish, even with full compiler optimizations.  I&#039;m wondering if there&#039;s some kind of time/memory trade-off that I could use to speed it up.

Let me know if you get into working on your poker thing, or if you want to see my code.</description>
		<content:encoded><![CDATA[<p>Hey Mauvis, glad to see you found me.  :-)</p>
<p>I&#8217;m not sure how poker bot AI is usually programmed.  I assume they sacrifice some accuracy in order to obtain reasonable performance.  What I&#8217;m after here is a total understanding of my odds in any situation, rather than merely a set of good heuristics.</p>
<p>I&#8217;m working on the program now, in C.  I was going to use python, but I really need the extra performance.  Right now I&#8217;m just simulating with a single opponent, and there&#8217;s about 2 billion permutations to go through for the pre-flop (50 <a href="http://en.wikipedia.org/wiki/Combination" rel="nofollow">choose</a> 5 for the table, times 45 choose 2 for the opponent).  I&#8217;ve only got it checking for a straight flush and then high card right now, and it takes 6 and a half minutes to finish, even with full compiler optimizations.  I&#8217;m wondering if there&#8217;s some kind of time/memory trade-off that I could use to speed it up.</p>
<p>Let me know if you get into working on your poker thing, or if you want to see my code.</p>
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		<title>By: Mauvis</title>
		<link>http://chrisacheson.net/blog/2009/04/01/math-for-programmers/#comment-5</link>
		<dc:creator>Mauvis</dc:creator>
		<pubDate>Thu, 02 Apr 2009 13:30:45 +0000</pubDate>
		<guid isPermaLink="false">http://chrisacheson.net/blog/?p=36#comment-5</guid>
		<description>Hi Chris!

Long time no see, but I&#039;m an avid reader of your blog(s).

I love playing Texas Hold&#039;em, too, and thought about programming it all out as a web app in JS. I&#039;d have a Cards class a Game class and a Player interface. It would be cool then, to put it up and have other people extend the player interface and we can have a bunch of AI players versing each other to see who can come up with the better AI.

Everything above would be pretty straight forward except for actually creating an &quot;intelligent&quot; player. Like you, the staggering number of permutations overwhelm me and hence I haven&#039;t executed on that idea as of yet.

I think it&#039;s a fun project to work on when I have a free chance, though, maybe you can help with those calculations. ;)</description>
		<content:encoded><![CDATA[<p>Hi Chris!</p>
<p>Long time no see, but I&#8217;m an avid reader of your blog(s).</p>
<p>I love playing Texas Hold&#8217;em, too, and thought about programming it all out as a web app in JS. I&#8217;d have a Cards class a Game class and a Player interface. It would be cool then, to put it up and have other people extend the player interface and we can have a bunch of AI players versing each other to see who can come up with the better AI.</p>
<p>Everything above would be pretty straight forward except for actually creating an &#8220;intelligent&#8221; player. Like you, the staggering number of permutations overwhelm me and hence I haven&#8217;t executed on that idea as of yet.</p>
<p>I think it&#8217;s a fun project to work on when I have a free chance, though, maybe you can help with those calculations. ;)</p>
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