poker_eval 0.1.0

Texas Hold'em poker hand equity evaluator
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
//! # Deterministic equity calculation
//! This module contains the function to calculate the equity of a hand deterministically, i.e. exhaustively, knowing all player cards.

//!   # Example
//!
//! ```
//! use poker_eval::eval::seven::build_tables;
//! use poker_eval::calc::equity_det::calc_equity_det;
//!
//! // you need create Arc<TableSeven> arc_t7 beforehand once
//! let arc_t7 = build_tables(true);
//!
//! // then you can call calc_equity_det multiple times
//! let equity = calc_equity_det(
//!     // clone of Arc<TableSeven>
//!     arc_t7.clone(),  
//!     // players cards  
//!     vec![[7, 8], [22, 27]],  
//!     // table cards  
//!     vec![51, 30, 41],  
//!     // verbose  
//!     true
//! );
//! println!("equity = {:?}", equity);
//! //Ok([[0.23131312, 0.10707071], [0.55454546, 0.10707071]])
//! ```

use std::{collections::HashSet, sync::Arc, thread, time::Instant, vec};

use thiserror::Error;

use crate::{
    eval::seven::{get_rank, TableSeven},
    keys::DECK_SIZE,
};

#[cfg(feature = "serde")]
use serde::Serialize;

/// ## Hand equity container
/// Wrapper to contain the equity of a hand, separating the win and tie probabilities.  
/// Each is between 0 and 1.  
/// The actual equity is the sum of the win and tie probabilities.  
#[derive(Debug, Copy, Clone)]
#[cfg_attr(feature = "serde", derive(Serialize))]
pub struct HandEquity {
    /// Probability of winning - between 0 and 1
    pub win: f64,
    /// Probability of tie - between 0 and 1
    pub tie: f64,
}

/// ## Game description error
/// This error type is used to describe the errors that can occur when describing a deterministic game.  
#[derive(Error, Debug)]
pub enum GameError {
    // player
    /// Invalid number of players
    #[error("invalid nb players: {0} - must be between 2 and 10")]
    InvalidNbPlayer(u32),
    /// Invalid player card
    #[error("invalid player card: {1} for player {0} - must be between 0 and 51")]
    InvalidPlayerCard(u32, u32),
    // table
    /// Invalid number of table cards
    #[error("invalid nb table cards: {0} - must be among 0, 3, 4 or 5")]
    InvalidNbTableCard(u32),
    /// Invalid table card
    #[error("invalid table card: {0} - must be between 0 and 51")]
    InvalidTableCard(u32),
    // both
    /// Not distinct cards
    #[error("players: {0:?} table: {1:?} - all cards must be distinct")]
    NotDistinctCards(Vec<[u32; 2]>, Vec<u32>),
}

/// ## Calculate equity of hand deterministically ie. exhaustively
/// This requires knowing all players cards - and table cards, which is always the case.
pub fn calc_equity_det(
    t7: Arc<TableSeven>,
    player_cards: Vec<[u32; 2]>,
    table_cards: Vec<u32>,
    verbose: bool,
) -> Result<Vec<HandEquity>, GameError> {
    let start = Instant::now();

    let nb_player = player_cards.len();
    let deck_size = DECK_SIZE as u32;

    // start check input
    match nb_player {
        2..=10 => (),
        _ => return Err(GameError::InvalidNbPlayer(nb_player as u32)),
    }

    for (i, p) in player_cards.iter().enumerate() {
        for c in p.iter() {
            match *c {
                x if (x < deck_size) => (),
                _ => return Err(GameError::InvalidPlayerCard(i as u32, *c as u32)),
            }
        }
    }

    let nb_table_card = table_cards.len();
    match nb_table_card {
        0 | 3 | 4 | 5 => (),
        _ => return Err(GameError::InvalidNbTableCard(nb_table_card as u32)),
    }
    for t in table_cards.iter() {
        match t {
            0..=51 => (),
            _ => return Err(GameError::InvalidTableCard(*t)),
        }
    }

    let all_cards_set = player_cards
        .iter()
        .flatten()
        .copied()
        .chain(table_cards.iter().copied())
        .collect::<HashSet<u32>>();

    let all_cards_vec = player_cards
        .iter()
        .flatten()
        .copied()
        .chain(table_cards.iter().copied())
        .collect::<Vec<u32>>();

    match all_cards_vec.len() == all_cards_set.len() {
        true => (),
        false => return Err(GameError::NotDistinctCards(player_cards, table_cards)),
    }
    // end check input

    let deck = (0..deck_size)
        .filter(|c| !all_cards_set.contains(c))
        .collect::<Vec<u32>>();

    let nb_deck = deck.len() as usize;

    let mut eqty = vec![HandEquity { win: 0.0, tie: 0.0 }; nb_player];
    let mut rank = vec![0; nb_player];
    let mut n_game = 0;

    let player_cards_ = Arc::new(player_cards);
    let table_cards_ = Arc::new(table_cards);
    let deck_ = Arc::new(deck);

    // zero table cards
    if nb_table_card == 0 {
        let mut handles = vec![];

        for i1 in 0..nb_deck {
            let t7_ = Arc::clone(&t7);
            let player_cards_ = Arc::clone(&player_cards_);
            let deck_ = Arc::clone(&deck_);

            let mut eqty_ = Vec::new();
            for _ in 0..nb_player {
                eqty_.push(HandEquity { win: 0.0, tie: 0.0 });
            }

            let handle = thread::spawn(move || {
                let mut rank_ = vec![0; nb_player];
                let mut n_game_ = 0;

                for i2 in 0..i1 {
                    for i3 in 0..i2 {
                        for i4 in 0..i3 {
                            for i5 in 0..i4 {
                                for p in 0..nb_player {
                                    let cards = [
                                        player_cards_[p][0],
                                        player_cards_[p][1],
                                        deck_[i1],
                                        deck_[i2],
                                        deck_[i3],
                                        deck_[i4],
                                        deck_[i5],
                                    ];
                                    rank_[p] = get_rank(&t7_, cards.map(|x| x as usize));
                                }
                                update_eqty(&mut eqty_, &rank_);
                                n_game_ += 1;
                            }
                        }
                    }
                }
                (eqty_, n_game_)
            });
            handles.push(handle);
        }

        for handle in handles {
            let (eqty_, n_game_) = handle.join().unwrap();
            for p in 0..nb_player {
                eqty[p].win += eqty_[p].win;
                eqty[p].tie += eqty_[p].tie;
            }
            n_game += n_game_;
        }
    }

    // // zero table cards
    // if nb_table_card == 0 {
    //     for i1 in 0..nb_deck {
    //         for i2 in 0..i1 {
    //             for i3 in 0..i2 {
    //                 for i4 in 0..i3 {
    //                     for i5 in 0..i4 {
    //                         for p in 0..nb_player {
    //                             let cards = [
    //                                 player_cards[p][0],
    //                                 player_cards[p][1],
    //                                 deck[i1],
    //                                 deck[i2],
    //                                 deck[i3],
    //                                 deck[i4],
    //                                 deck[i5],
    //                             ];
    //                             rank[p] = get_rank(&t7, cards.map(|x| x as usize));
    //                         }
    //                         update_eqty(&mut eqty, &rank);
    //                         n_game += 1;
    //                     }
    //                 }
    //             }
    //         }
    //     }
    // }

    // 3 table cards
    if nb_table_card == 3 {
        let t7_ = Arc::clone(&t7);
        let player_cards_ = Arc::clone(&player_cards_);
        let table_cards_ = Arc::clone(&table_cards_);
        let deck_ = Arc::clone(&deck_);

        for i1 in 0..nb_deck {
            for i2 in 0..i1 {
                for p in 0..nb_player {
                    let cards = [
                        player_cards_[p][0],
                        player_cards_[p][1],
                        table_cards_[0],
                        table_cards_[1],
                        table_cards_[2],
                        deck_[i1],
                        deck_[i2],
                    ];
                    rank[p] = get_rank(&t7_, cards.map(|x| x as usize));
                }
                update_eqty(&mut eqty, &rank);
                n_game += 1;
            }
        }
    }

    // 4 table cards
    if nb_table_card == 4 {
        let t7_ = Arc::clone(&t7);
        let player_cards_ = Arc::clone(&player_cards_);
        let table_cards_ = Arc::clone(&table_cards_);
        let deck_ = Arc::clone(&deck_);

        for i1 in 0..nb_deck {
            for p in 0..nb_player {
                let cards = [
                    player_cards_[p][0],
                    player_cards_[p][1],
                    table_cards_[0],
                    table_cards_[1],
                    table_cards_[2],
                    table_cards_[3],
                    deck_[i1],
                ];
                rank[p] = get_rank(&t7_, cards.map(|x| x as usize));
            }
            update_eqty(&mut eqty, &rank);
            n_game += 1;
        }
    }

    // 5 table cards
    if nb_table_card == 5 {
        let t7_ = Arc::clone(&t7);
        let player_cards_ = Arc::clone(&player_cards_);
        let table_cards_ = Arc::clone(&table_cards_);

        for p in 0..nb_player {
            let cards = [
                player_cards_[p][0],
                player_cards_[p][1],
                table_cards_[0],
                table_cards_[1],
                table_cards_[2],
                table_cards_[3],
                table_cards_[4],
            ];
            rank[p] = get_rank(&t7_, cards.map(|x| x as usize));
        }
        update_eqty(&mut eqty, &rank);
        n_game += 1;
    }

    let mut equity = Vec::new();
    for e in eqty.iter() {
        equity.push(HandEquity {
            win: e.win / (n_game as f64),
            tie: e.tie / (n_game as f64),
        });
    }

    let end = Instant::now();

    if verbose {
        println!("calc_equity_det runtime: {:?}", end - start);
    }

    Ok(equity)
}

fn update_eqty(eqty: &mut Vec<HandEquity>, rank: &Vec<u32>) -> () {
    let nb_player = eqty.len();

    let mut max_rank = rank[0];
    let mut nb_max = 1;

    for p in 1..nb_player {
        if rank[p] > max_rank {
            max_rank = rank[p];
            nb_max = 1;
        } else if rank[p] == max_rank {
            nb_max += 1;
        }
    }

    for p in 0..nb_player {
        if rank[p] == max_rank {
            if nb_max == 1 {
                eqty[p].win += 1.0;
            } else {
                eqty[p].tie += 1.0 / (nb_max as f64);
            }
        }
    }

    ()
}

#[cfg(test)]
mod tests {

    use crate::calc;
    use crate::eval::seven;

    use super::HandEquity;

    #[test]
    fn calc_equity_det() {
        let arc_t7 = seven::build_tables(true);

        let tests: Vec<(Vec<[u32; 2]>, Vec<u32>, Vec<[f64; 2]>)> = vec![
            (
                vec![[8, 9], [11, 28]],
                vec![15, 47, 23, 33],
                vec![[0.75, 0.0], [0.25, 0.0]],
            ),
            (
                vec![[8, 29], [4, 11]],
                vec![],
                vec![[0.6336246, 0.052030772], [0.2623138, 0.052030772]],
            ),
            (
                vec![[8, 29], [4, 11]],
                vec![13, 14, 50],
                vec![[0.42020202, 0.1550505], [0.26969698, 0.1550505]],
            ),
            (
                vec![[8, 29], [4, 11]],
                vec![13, 14, 50, 1],
                vec![[0.0, 0.03409091], [0.9318182, 0.03409091]],
            ),
            (
                vec![[8, 29], [4, 11]],
                vec![13, 14, 50, 22],
                vec![[0.6363636, 0.056818184], [0.25, 0.0568181]],
            ),
            (
                vec![[7, 8], [22, 27]],
                vec![],
                vec![[0.32409608, 0.023546053], [0.62881184, 0.023546053]],
            ),
            (
                vec![[7, 8], [22, 27]],
                vec![51, 30, 41],
                vec![[0.23131312, 0.10707071], [0.55454546, 0.10707071]],
            ),
            (
                vec![[7, 8], [22, 27]],
                vec![51, 30, 41, 9],
                vec![[0.8636364, 0.0], [0.13636364, 0.0]],
            ),
            (
                vec![[7, 8], [22, 27]],
                vec![51, 30, 41, 9, 5],
                vec![[1.0, 0.0], [0.0, 0.0]],
            ),
        ];

        for (players, table, results) in tests.iter() {
            let results_ = results
                .to_vec()
                .iter()
                .map(|[w, t]| HandEquity { win: *w, tie: *t })
                .collect::<Vec<HandEquity>>();

            let equity = calc::equity_det::calc_equity_det(arc_t7.clone(), players.clone(), table.clone(), true);
            assert!(
                equity.is_ok(),
                "-> fails: players={:?}, table={:?}",
                players.clone(),
                table.clone(),
            );

            let precision = 1e-3;
            if let Ok(equity) = equity {
                for (i, e) in equity.iter().enumerate() {
                    assert!(
                        (e.win - results_[i].win).abs() < precision,
                        "-> fails: players={:?}, table={:?}\nfound:equity={:?}, want:equity={:?}",
                        players,
                        table,
                        e,
                        results_[i]
                    );
                    assert!(
                        (e.tie - results_[i].tie).abs() < precision,
                        "-> fails: players={:?}, table={:?}\nfound:equity={:?}, want:equity={:?}",
                        players,
                        table,
                        e,
                        results_[i]
                    );
                }
            }
        }
    }
}