I didn't get to work on an experimental gameplay type project as I'd hoped this holiday break. However, I did get a ton of stuff done that I'd been putting off for quite some time - and that's fantastic!
I borrowed a copy of Rules of Play today that I'm finally going to read after much recommendation. Also, I grabbed a book on architecture for my little city generator side-project. Maybe I should check out this as well. Speaking of which, perhaps I'll meet Will Wright one of these days since we work for the same company and all.
I got Gears of War and Marvel: Ultimate Alliance for the 360 for Christmas, both of which are great!
Paul Senzee on iOS/Android App and Game Development, Technology and sometimes Life
Wednesday, January 31, 2007
Wednesday, January 24, 2007
7
(Updated 7/10/07)
Inspired by the interest in my 5-card poker hand code that plugs into Cactus Kev's evaluator, I've decided to revisit my unholy 7-card evaluator and make a faster?, cleaner one that I can then post up here.
For the 5-card hash I used Bob Jenkin's Perfect Hashing code. Check out his excellent site for great perfect hashing code & ideas.
My current 7 card evaluator first determines if there is a flush. If not, it looks up the final value in a 13 * 13 * 13 * 13 * 13 * 13 * 13 (13^7, 63M entries) precalc'd table. Arghh! If it is a flush, though, it evaluates all 21 combinations (7 choose 5) in the normal (albeit optimized) way.
But this is not how I want my grandchildren to remember my code. Let's think about other options. Now { 52 choose 7 } yields about 133 million possiblities, right? The first crucial step in thinking about optimizing the seven hand evaluation is figuring out a way to efficiently map every unique set of 7 out of 52 cards to one unique number of the 133 million possiblilities.
As it turns out, I've got some code to do that. Nevertheless, I need to do a little cleanup before I post that. So look for "7 Part II" sometime soon.. ;)
Part II: 52 Choose 7
As promised, code to map any 7 of 52 items (7 of 52 bits) to a unique index in the range of 0-133M (52 choose 7).
index52c7.h
This, of course, could be used for a super-fast 7 card hand evaluator with a precomputed table of size 266mb.
Jing, commenting below mentions that a 2+2 forum has some super-fast seven hand evaluators. Glancing briefly at the site I notice claims of 12.5 cycles per evaluation, which seems too good to be true. After all, a single out-of-cache table lookup can cost much more than that. But if it is true - sweet!
Some Clarifications
Andy Reagan emailed me and made some excellent points concerning the readability of index52c7.h.
"[It's hard] to understand what the code was doing without comments and with the generalized table and variable names.."
I apologize for that. Actually, I wrote another program to generate this file, which is one of the reasons why it's so obtuse. It would probably be a good idea to publish the generator program as well, except that I lost it in a hard drive crash. There were few casualties, but sadly, that was one of them.
"What does the function index52c7 do?"
Here's the reasoning for index52c7:
We can completely represent a hand of 7 cards of 52 with a single 52-bit number with 7 bits set. We assign each possible card in a deck a number between 1 and 52, inclusive. For example, the Queen/Hearts might be 43 and 2/Spades might be 17. Then, we take a 64-bit number (large enough to contain the 52-bits) and set a bit for each of the 7 cards we have. If two of the seven cards we have are Queen/Hearts and 2/Spades we'd set bits 43 and 17 along with the bits that correspond to the other five cards.
Now, if we had unlimited memory, we could just use this number as an index into an enormous and very sparse array. Unfortunately, this array would have 2^52 (4.5 quadrillion) entries. Assuming two bytes per entry, that would require 9 petabytes of memory! So we need to somehow hash this number into a much smaller space. It turns out that the number of possible combinations of 7 items among 52 is about 133 million (52 choose 7), so ideally, we could somehow hash the 52 bit number into a number between 0 and 133 million that uniquely identifies a given hand.
That's what index52c7 does. It translates the 52 bit hand representation into a much smaller, but still unique number. At two bytes per entry, that gives us a table of 266 megabytes, which is large and in certain cases inconvenient, but certainly doable.
Using, say, Cactus Kev's code to evaluate each possible 7-card hand, we'd first generate the 266MB table and populate it by looking up the corresponding index with index52c7. Now that the table's fully populated, we can just pass index52c7 the 52-bit number and use the resulting index to pull the answer straight out of the array.
Inspired by the interest in my 5-card poker hand code that plugs into Cactus Kev's evaluator, I've decided to revisit my unholy 7-card evaluator and make a faster?, cleaner one that I can then post up here.
For the 5-card hash I used Bob Jenkin's Perfect Hashing code. Check out his excellent site for great perfect hashing code & ideas.
My current 7 card evaluator first determines if there is a flush. If not, it looks up the final value in a 13 * 13 * 13 * 13 * 13 * 13 * 13 (13^7, 63M entries) precalc'd table. Arghh! If it is a flush, though, it evaluates all 21 combinations (7 choose 5) in the normal (albeit optimized) way.
But this is not how I want my grandchildren to remember my code. Let's think about other options. Now { 52 choose 7 } yields about 133 million possiblities, right? The first crucial step in thinking about optimizing the seven hand evaluation is figuring out a way to efficiently map every unique set of 7 out of 52 cards to one unique number of the 133 million possiblilities.
As it turns out, I've got some code to do that. Nevertheless, I need to do a little cleanup before I post that. So look for "7 Part II" sometime soon.. ;)
Part II: 52 Choose 7
As promised, code to map any 7 of 52 items (7 of 52 bits) to a unique index in the range of 0-133M (52 choose 7).
index52c7.h
This, of course, could be used for a super-fast 7 card hand evaluator with a precomputed table of size 266mb.
Jing, commenting below mentions that a 2+2 forum has some super-fast seven hand evaluators. Glancing briefly at the site I notice claims of 12.5 cycles per evaluation, which seems too good to be true. After all, a single out-of-cache table lookup can cost much more than that. But if it is true - sweet!
Some Clarifications
Andy Reagan emailed me and made some excellent points concerning the readability of index52c7.h.
"[It's hard] to understand what the code was doing without comments and with the generalized table and variable names.."
I apologize for that. Actually, I wrote another program to generate this file, which is one of the reasons why it's so obtuse. It would probably be a good idea to publish the generator program as well, except that I lost it in a hard drive crash. There were few casualties, but sadly, that was one of them.
"What does the function index52c7 do?"
Here's the reasoning for index52c7:
We can completely represent a hand of 7 cards of 52 with a single 52-bit number with 7 bits set. We assign each possible card in a deck a number between 1 and 52, inclusive. For example, the Queen/Hearts might be 43 and 2/Spades might be 17. Then, we take a 64-bit number (large enough to contain the 52-bits) and set a bit for each of the 7 cards we have. If two of the seven cards we have are Queen/Hearts and 2/Spades we'd set bits 43 and 17 along with the bits that correspond to the other five cards.
Now, if we had unlimited memory, we could just use this number as an index into an enormous and very sparse array. Unfortunately, this array would have 2^52 (4.5 quadrillion) entries. Assuming two bytes per entry, that would require 9 petabytes of memory! So we need to somehow hash this number into a much smaller space. It turns out that the number of possible combinations of 7 items among 52 is about 133 million (52 choose 7), so ideally, we could somehow hash the 52 bit number into a number between 0 and 133 million that uniquely identifies a given hand.
That's what index52c7 does. It translates the 52 bit hand representation into a much smaller, but still unique number. At two bytes per entry, that gives us a table of 266 megabytes, which is large and in certain cases inconvenient, but certainly doable.
Using, say, Cactus Kev's code to evaluate each possible 7-card hand, we'd first generate the 266MB table and populate it by looking up the corresponding index with index52c7. Now that the table's fully populated, we can just pass index52c7 the 52-bit number and use the resulting index to pull the answer straight out of the array.
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