Give CPUs distinct personalities built on different poker libraries
Each CPU now thinks with one of four engines, each backed by a different published library (pinned versions): - montecarlo (@pokertools/evaluator): the existing balanced Monte Carlo equity player, moved to server/bots/montecarlo.js. - calculator (poker-calculations): the library's decideAction over the table state; push/fold below 12BB via its jam breakeven equity. Skipped automatically if the native addon cannot load. - range (poker-utils): tight player; preflop by hand-strength percentile, postflop equity vs an estimated opponent range, bluffs only when alpha/bluffEV say they pay. - madehand (pokersolver): loose, sticky player that only looks at the made hand and draws. server/ai.js assigns a mix of engines per table (makeStyles), falls back to the Monte Carlo engine on errors, and legalizes every decision. The engine and its parameters stay server-side; players cannot tell which library a CPU uses. Tests cover every engine and the no-leak rule. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
d92953a270
commit
3116b1da9f
11 files changed
+702
-131
No files matched your search
@@ -0,0 +1,118 @@
|
||||
'use strict';
|
||||
|
||||
// バランス型: @pokertools/evaluator の役判定でモンテカルロ法の勝率を見積もり、
|
||||
// ポットオッズ・レイズの回数・相手の人数から行動を決める。
|
||||
const { evaluate, getCardCode } = require('@pokertools/evaluator');
|
||||
const { situation, CHECK, CALL, FOLD, allIn, raisePot, between } = require('./common');
|
||||
|
||||
// hole / board は "As" 形式。opponents 人のランダムな手札を相手にした勝率(引き分けは等分)
|
||||
// 役の強さのスコアは小さいほど強い。カードは 0〜51 の整数
|
||||
function equity(hole, board, opponents, iterations, rng = Math.random) {
|
||||
const mine = hole.map(getCardCode);
|
||||
const known = board.map(getCardCode);
|
||||
const used = new Set([...mine, ...known]);
|
||||
const deck = [];
|
||||
for (let c = 0; c < 52; c++) if (!used.has(c)) deck.push(c);
|
||||
const needBoard = 5 - known.length;
|
||||
const need = needBoard + opponents * 2;
|
||||
|
||||
let score = 0;
|
||||
for (let it = 0; it < iterations; it++) {
|
||||
// 必要な枚数だけ部分的にシャッフル
|
||||
for (let i = 0; i < need; i++) {
|
||||
const j = i + Math.floor(rng() * (deck.length - i));
|
||||
const tmp = deck[i];
|
||||
deck[i] = deck[j];
|
||||
deck[j] = tmp;
|
||||
}
|
||||
const fullBoard = known.concat(deck.slice(0, needBoard));
|
||||
const me = evaluate(mine.concat(fullBoard));
|
||||
let ties = 0;
|
||||
let lost = false;
|
||||
for (let k = 0; k < opponents; k++) {
|
||||
const o = needBoard + k * 2;
|
||||
const v = evaluate([deck[o], deck[o + 1]].concat(fullBoard));
|
||||
if (v < me) {
|
||||
lost = true;
|
||||
break;
|
||||
}
|
||||
if (v === me) ties++;
|
||||
}
|
||||
if (!lost) score += 1 / (ties + 1);
|
||||
}
|
||||
return score / iterations;
|
||||
}
|
||||
|
||||
function randomStyle(rng) {
|
||||
return {
|
||||
aggression: between(rng, 0.8, 1.25), // 大きいほど積極的にベット・レイズする
|
||||
bluff: between(rng, 0.03, 0.12), // 弱い手でベットする頻度
|
||||
looseness: between(rng, 0, 0.08), // 大きいほど弱い手でもコールする
|
||||
};
|
||||
}
|
||||
|
||||
const DEFAULT_STYLE = { aggression: 1, bluff: 0.06, looseness: 0.04 };
|
||||
|
||||
function decide(hand, seat, { style = DEFAULT_STYLE, rng = Math.random, iterations = 500 } = {}) {
|
||||
const s = situation(hand, seat);
|
||||
if (!s) return null;
|
||||
const { o, p, stack, bb, preflop, opponents, pot, potOdds, raises } = s;
|
||||
const aggr = style.aggression;
|
||||
const raiseTo = (fraction) => raisePot(hand, seat, fraction);
|
||||
const sizing = () => {
|
||||
const r = rng();
|
||||
return r < 0.4 ? 0.5 : r < 0.8 ? 0.75 : 1;
|
||||
};
|
||||
|
||||
if (preflop) {
|
||||
// プリフロップ: 1人のランダムな手に対する勝率で手の強さを順位付けする
|
||||
// (0.6 ≒ 上位15%、0.65 ≒ 上位5%、0.7 ≒ 上位3%)
|
||||
const hs = equity(p.cards, [], 1, iterations, rng);
|
||||
const s1 = (hs - 0.5) / 0.5;
|
||||
|
||||
// スタックが少ないときはプッシュかフォールド
|
||||
if (o.canRaise && stack + p.bet <= 10 * bb && s1 > 0.24 / aggr) return allIn(o);
|
||||
|
||||
// 誰もレイズしていなければオープン(残りの人数が少ないほど広く)、レイズされていたら 3bet・4bet
|
||||
const raiseBar = (raises === 0 ? (opponents <= 3 ? 0.13 : 0.2) : raises === 1 ? 0.33 : 0.45) / aggr;
|
||||
if (o.canRaise && (s1 > raiseBar || (raises === 1 && s1 > 0.1 && rng() < style.bluff * 0.5))) {
|
||||
// オープンは 2.5〜3BB 程度、リレイズはポットの 0.75〜1倍
|
||||
return raiseTo(raises === 0 ? 0.6 + rng() * 0.3 : 0.75 + rng() * 0.25);
|
||||
}
|
||||
if (o.canCheck) return CHECK;
|
||||
// コール: レイズしてきた相手は強い手を持っているので、その分だけ割り引いてポットオッズと比べる
|
||||
const callScore = hs - 0.18 * raises - 0.04 * Math.max(0, opponents - 1);
|
||||
if (callScore + style.looseness >= potOdds + 0.08) return CALL;
|
||||
return FOLD;
|
||||
}
|
||||
|
||||
// フロップ以降: 残っている相手全員のランダムな手に対する勝率
|
||||
let e = equity(p.cards, hand.board, Math.max(1, opponents), iterations, rng);
|
||||
// ベットしてきた相手は強い手を持っていることが多いので、ベットが大きいほど勝率を割り引く
|
||||
if (o.toCall > 0) e *= 1 - 0.25 * Math.min(1, o.toCall / Math.max(pot - o.toCall, bb));
|
||||
const fair = 1 / (Math.max(1, opponents) + 1);
|
||||
const strength = (e - fair) / (1 - fair); // 0 で平均的、1 で必勝
|
||||
|
||||
// 強い手はベット・レイズ(何度もレイズされているほど慎重に)
|
||||
const raiseBar = (0.35 + 0.17 * Math.min(raises, 3)) / aggr;
|
||||
if (o.canRaise && strength > raiseBar) {
|
||||
// 最強クラスはたまにスロープレイ
|
||||
if (o.canCheck && strength > 0.85 && rng() < 0.2) return CHECK;
|
||||
return raiseTo(strength > 0.75 ? Math.max(0.75, sizing()) : sizing());
|
||||
}
|
||||
|
||||
if (o.canCheck) {
|
||||
// 前のストリートで最後にレイズした人は、相手が少なければ続けてベット(コンティニュエーションベット)
|
||||
if (o.canRaise && hand.prevAggressor === seat && opponents <= 2 && rng() < 0.55 * aggr) return raiseTo(0.5);
|
||||
// たまにブラフ
|
||||
if (o.canRaise && opponents <= 2 && rng() < style.bluff * aggr) return raiseTo(0.5);
|
||||
return CHECK;
|
||||
}
|
||||
|
||||
// コールするか: 勝率がポットオッズを上回るか
|
||||
if (e + style.looseness >= potOdds + 0.02) return CALL;
|
||||
if (o.canRaise && raises <= 1 && opponents === 1 && rng() < style.bluff * 0.4) return raiseTo(0.75);
|
||||
return FOLD;
|
||||
}
|
||||
|
||||
module.exports = { decide, randomStyle, equity, DEFAULT_STYLE };
|
||||
Reference in new issue
Block a user