5c0d695055
All conversions from Grigorij street0_3BChance street0_3BDone street0_4BChance street0_4BDone stealAttemptChance stealAttempted foldBbToStealChance foldBbToStealChance foldSbToStealChance foldedSbToSteal foldedBbToSteal 3Bet, 4Bet in Stud does appear to work. Unable to test steal in Stud games, all example hands in micros do not have a chance (I believe)
481 lines
21 KiB
Python
481 lines
21 KiB
Python
#!/usr/bin/python
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#Copyright 2008 Carl Gherardi
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#This program is free software: you can redistribute it and/or modify
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#it under the terms of the GNU Affero General Public License as published by
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#the Free Software Foundation, version 3 of the License.
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#
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#This program is distributed in the hope that it will be useful,
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#but WITHOUT ANY WARRANTY; without even the implied warranty of
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#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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#GNU General Public License for more details.
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#
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#You should have received a copy of the GNU Affero General Public License
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#along with this program. If not, see <http://www.gnu.org/licenses/>.
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#In the "official" distribution you can find the license in
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#agpl-3.0.txt in the docs folder of the package.
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#fpdb modules
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import Card
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from decimal import Decimal
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DEBUG = False
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if DEBUG:
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import pprint
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pp = pprint.PrettyPrinter(indent=4)
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class DerivedStats():
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def __init__(self, hand):
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self.hand = hand
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self.hands = {}
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self.handsplayers = {}
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def getStats(self, hand):
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for player in hand.players:
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self.handsplayers[player[1]] = {}
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#Init vars that may not be used, but still need to be inserted.
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# All stud street4 need this when importing holdem
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self.handsplayers[player[1]]['winnings'] = 0
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self.handsplayers[player[1]]['rake'] = 0
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self.handsplayers[player[1]]['totalProfit'] = 0
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self.handsplayers[player[1]]['street4Seen'] = False
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self.handsplayers[player[1]]['street4Aggr'] = False
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self.handsplayers[player[1]]['wonWhenSeenStreet1'] = 0.0
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self.handsplayers[player[1]]['sawShowdown'] = False
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self.handsplayers[player[1]]['wonAtSD'] = 0.0
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self.handsplayers[player[1]]['startCards'] = 0
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self.handsplayers[player[1]]['position'] = 2
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self.handsplayers[player[1]]['street0_3BChance'] = False
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self.handsplayers[player[1]]['street0_3BDone'] = False
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self.handsplayers[player[1]]['street0_4BChance'] = False
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self.handsplayers[player[1]]['street0_4BDone'] = False
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self.handsplayers[player[1]]['stealAttemptChance'] = False
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self.handsplayers[player[1]]['stealAttempted'] = False
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self.handsplayers[player[1]]['foldBbToStealChance'] = False
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self.handsplayers[player[1]]['foldBbToStealChance'] = False
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self.handsplayers[player[1]]['foldSbToStealChance'] = False
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self.handsplayers[player[1]]['foldedSbToSteal'] = False
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self.handsplayers[player[1]]['foldedBbToSteal'] = False
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for i in range(5):
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self.handsplayers[player[1]]['street%dCalls' % i] = 0
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self.handsplayers[player[1]]['street%dBets' % i] = 0
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for i in range(1,5):
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self.handsplayers[player[1]]['street%dCBChance' %i] = False
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self.handsplayers[player[1]]['street%dCBDone' %i] = False
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self.handsplayers[player[1]]['street%dCheckCallRaiseChance' %i] = False
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self.handsplayers[player[1]]['street%dCheckCallRaiseDone' %i] = False
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#FIXME - Everything below this point is incomplete.
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self.handsplayers[player[1]]['tourneyTypeId'] = 1
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for i in range(1,5):
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self.handsplayers[player[1]]['otherRaisedStreet%d' %i] = False
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self.handsplayers[player[1]]['foldToOtherRaisedStreet%d' %i] = False
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self.handsplayers[player[1]]['foldToStreet%dCBChance' %i] = False
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self.handsplayers[player[1]]['foldToStreet%dCBDone' %i] = False
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self.assembleHands(self.hand)
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self.assembleHandsPlayers(self.hand)
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if DEBUG:
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print "Hands:"
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pp.pprint(self.hands)
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print "HandsPlayers:"
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pp.pprint(self.handsplayers)
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def getHands(self):
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return self.hands
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def getHandsPlayers(self):
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return self.handsplayers
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def assembleHands(self, hand):
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self.hands['tableName'] = hand.tablename
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self.hands['siteHandNo'] = hand.handid
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self.hands['gametypeId'] = None # Leave None, handled later after checking db
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self.hands['handStart'] = hand.starttime # format this!
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self.hands['importTime'] = None
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self.hands['seats'] = self.countPlayers(hand)
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self.hands['maxSeats'] = hand.maxseats
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self.hands['texture'] = None # No calculation done for this yet.
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# This (i think...) is correct for both stud and flop games, as hand.board['street'] disappears, and
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# those values remain default in stud.
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boardcards = []
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for street in hand.communityStreets:
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boardcards += hand.board[street]
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boardcards += [u'0x', u'0x', u'0x', u'0x', u'0x']
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cards = [Card.encodeCard(c) for c in boardcards[0:5]]
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self.hands['boardcard1'] = cards[0]
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self.hands['boardcard2'] = cards[1]
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self.hands['boardcard3'] = cards[2]
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self.hands['boardcard4'] = cards[3]
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self.hands['boardcard5'] = cards[4]
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#print "DEBUG: self.getStreetTotals = (%s, %s, %s, %s, %s)" % hand.getStreetTotals()
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totals = hand.getStreetTotals()
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totals = [int(100*i) for i in totals]
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self.hands['street1Pot'] = totals[0]
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self.hands['street2Pot'] = totals[1]
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self.hands['street3Pot'] = totals[2]
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self.hands['street4Pot'] = totals[3]
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self.hands['showdownPot'] = totals[4]
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self.vpip(hand) # Gives playersVpi (num of players vpip)
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#print "DEBUG: vpip: %s" %(self.hands['playersVpi'])
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self.playersAtStreetX(hand) # Gives playersAtStreet1..4 and Showdown
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#print "DEBUG: playersAtStreet 1:'%s' 2:'%s' 3:'%s' 4:'%s'" %(self.hands['playersAtStreet1'],self.hands['playersAtStreet2'],self.hands['playersAtStreet3'],self.hands['playersAtStreet4'])
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self.streetXRaises(hand) # Empty function currently
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def assembleHandsPlayers(self, hand):
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#street0VPI/vpip already called in Hand
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# sawShowdown is calculated in playersAtStreetX, as that calculation gives us a convenient list of names
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#hand.players = [[seat, name, chips],[seat, name, chips]]
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for player in hand.players:
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self.handsplayers[player[1]]['seatNo'] = player[0]
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self.handsplayers[player[1]]['startCash'] = int(100 * Decimal(player[2]))
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for i, street in enumerate(hand.actionStreets[2:]):
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self.seen(self.hand, i+1)
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for i, street in enumerate(hand.actionStreets[1:]):
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self.aggr(self.hand, i)
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self.calls(self.hand, i)
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self.bets(self.hand, i)
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# Winnings is a non-negative value of money collected from the pot, which already includes the
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# rake taken out. hand.collectees is Decimal, database requires cents
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for player in hand.collectees:
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self.handsplayers[player]['winnings'] = int(100 * hand.collectees[player])
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#FIXME: This is pretty dodgy, rake = hand.rake/#collectees
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# You can really only pay rake when you collect money, but
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# different sites calculate rake differently.
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# Should be fine for split-pots, but won't be accurate for multi-way pots
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self.handsplayers[player]['rake'] = int(100* hand.rake)/len(hand.collectees)
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if self.handsplayers[player]['street1Seen'] == True:
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self.handsplayers[player]['wonWhenSeenStreet1'] = 1.0
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if self.handsplayers[player]['sawShowdown'] == True:
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self.handsplayers[player]['wonAtSD'] = 1.0
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for player in hand.pot.committed:
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self.handsplayers[player]['totalProfit'] = int(self.handsplayers[player]['winnings'] - (100*hand.pot.committed[player]))
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self.calcCBets(hand)
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for player in hand.players:
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hcs = hand.join_holecards(player[1], asList=True)
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hcs = hcs + [u'0x', u'0x', u'0x', u'0x', u'0x']
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#for i, card in enumerate(hcs[:7], 1): #Python 2.6 syntax
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# self.handsplayers[player[1]]['card%s' % i] = Card.encodeCard(card)
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for i, card in enumerate(hcs[:7]):
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self.handsplayers[player[1]]['card%s' % (i+1)] = Card.encodeCard(card)
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self.handsplayers[player[1]]['startCards'] = Card.calcStartCards(hand, player[1])
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self.setPositions(hand)
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self.calcCheckCallRaise(hand)
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self.calc34BetStreet0(hand)
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self.calcSteals(hand)
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# Additional stats
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# 3betSB, 3betBB
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# Squeeze, Ratchet?
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def setPositions(self, hand):
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"""Sets the position for each player in HandsPlayers
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any blinds are negative values, and the last person to act on the
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first betting round is 0
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NOTE: HU, both values are negative for non-stud games
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NOTE2: I've never seen a HU stud match"""
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# The position calculation must be done differently for Stud and other games as
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# Stud the 'blind' acts first - in all other games they act last.
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#
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#This function is going to get it wrong when there in situations where there
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# is no small blind. I can live with that.
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positions = [7, 6, 5, 4, 3, 2, 1, 0, 'S', 'B']
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actions = hand.actions[hand.holeStreets[0]]
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players = self.pfbao(actions)
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seats = len(players)
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map = []
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if hand.gametype['base'] == 'stud':
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# Could posibly change this to be either -2 or -1 depending if they complete or bring-in
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# First player to act is -1, last player is 0 for 6 players it should look like:
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# ['S', 4, 3, 2, 1, 0]
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map = positions[-seats-1:-1] # Copy required positions from postions array anding in -1
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map = map[-1:] + map[0:-1] # and move the -1 to the start of that array
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else:
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# For 6 players is should look like:
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# [3, 2, 1, 0, 'S', 'B']
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map = positions[-seats:] # Copy required positions from array ending in -2
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for i, player in enumerate(players):
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self.handsplayers[player]['position'] = map[i]
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def assembleHudCache(self, hand):
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pass
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def vpip(self, hand):
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vpipers = set()
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for act in hand.actions[hand.actionStreets[1]]:
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if act[1] in ('calls','bets', 'raises'):
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vpipers.add(act[0])
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self.hands['playersVpi'] = len(vpipers)
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for player in hand.players:
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if player[1] in vpipers:
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self.handsplayers[player[1]]['street0VPI'] = True
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else:
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self.handsplayers[player[1]]['street0VPI'] = False
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def playersAtStreetX(self, hand):
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""" playersAtStreet1 SMALLINT NOT NULL, /* num of players seeing flop/street4/draw1 */"""
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# self.actions[street] is a list of all actions in a tuple, contining the player name first
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# [ (player, action, ....), (player2, action, ...) ]
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# The number of unique players in the list per street gives the value for playersAtStreetXXX
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# FIXME?? - This isn't couting people that are all in - at least showdown needs to reflect this
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self.hands['playersAtStreet1'] = 0
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self.hands['playersAtStreet2'] = 0
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self.hands['playersAtStreet3'] = 0
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self.hands['playersAtStreet4'] = 0
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self.hands['playersAtShowdown'] = 0
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alliners = set()
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for (i, street) in enumerate(hand.actionStreets[2:]):
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actors = set()
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for action in hand.actions[street]:
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if len(action) > 2 and action[-1]: # allin
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alliners.add(action[0])
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actors.add(action[0])
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if len(actors)==0 and len(alliners)<2:
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alliners = set()
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self.hands['playersAtStreet%d' % (i+1)] = len(set.union(alliners, actors))
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actions = hand.actions[hand.actionStreets[-1]]
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pas = set.union(self.pfba(actions) - self.pfba(actions, l=('folds',)), alliners)
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self.hands['playersAtShowdown'] = len(pas)
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if self.hands['playersAtShowdown'] > 1:
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for player in pas:
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self.handsplayers[player]['sawShowdown'] = True
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def streetXRaises(self, hand):
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# self.actions[street] is a list of all actions in a tuple, contining the action as the second element
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# [ (player, action, ....), (player2, action, ...) ]
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# No idea what this value is actually supposed to be
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# In theory its "num small bets paid to see flop/street4, including blind" which makes sense for limit. Not so useful for nl
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# Leaving empty for the moment,
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for i in range(5): self.hands['street%dRaises' % i] = 0
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for (i, street) in enumerate(hand.actionStreets[1:]):
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self.hands['street%dRaises' % i] = len(filter( lambda action: action[1] in ('raises','bets'), hand.actions[street]))
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def calcSteals(self, hand):
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"""Fills stealAttempt(Chance|ed, fold(Bb|Sb)ToSteal(Chance|)
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Steal attemp - open raise on positions 2 1 0 S - i.e. MP3, CO, BU, SB
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Fold to steal - folding blind after steal attemp wo any other callers or raisers
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"""
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steal_attemp = False
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steal_positions = ('2', '1', '0', 'S')
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if hand.gametype['base'] == 'stud':
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steal_positions = ('2', '1', '0')
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for action in hand.actions[hand.actionStreets[1]]:
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pname, act = action[0], action[1]
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#print action[0], hp.position, steal_attemp, act
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if self.handsplayers[pname]['position'] == 'B':
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#NOTE: Stud games will never hit this section
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self.handsplayers[pname]['foldBbToStealChance'] = steal_attemp
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self.handsplayers[pname]['foldBbToSteal'] = self.handsplayers[pname]['foldBbToStealChance'] and act == 'folds'
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break
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elif self.handsplayers[pname]['position'] == 'S':
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self.handsplayers[pname]['foldSbToStealChance'] = steal_attemp
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self.handsplayers[pname]['foldSbToSteal'] = self.handsplayers[pname]['foldSbToStealChance'] and act == 'folds'
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if steal_attemp and act != 'folds':
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break
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if self.handsplayers[pname]['position'] in steal_positions and not steal_attemp:
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self.handsplayers[pname]['stealAttemptChance'] = True
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if act in ('bets', 'raises'):
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self.handsplayers[pname]['stealAttempted'] = True
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steal_attemp = True
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def calc34BetStreet0(self, hand):
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"""Fills street0_(3|4)B(Chance|Done), other(3|4)BStreet0"""
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bet_level = 1 # bet_level after 3-bet is equal to 3
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for action in hand.actions[hand.actionStreets[1]]:
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# FIXME: fill other(3|4)BStreet0 - i have no idea what does it mean
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pname, aggr = action[0], action[1] in ('raises', 'bets')
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self.handsplayers[pname]['street0_3BChance'] = bet_level == 2
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self.handsplayers[pname]['street0_4BChance'] = bet_level == 3
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self.handsplayers[pname]['street0_3BDone'] = aggr and (self.handsplayers[pname]['street0_3BChance'])
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self.handsplayers[pname]['street0_4BDone'] = aggr and (self.handsplayers[pname]['street0_4BChance'])
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if aggr:
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bet_level += 1
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def calcCBets(self, hand):
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"""Fill streetXCBChance, streetXCBDone, foldToStreetXCBDone, foldToStreetXCBChance
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Continuation Bet chance, action:
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Had the last bet (initiative) on previous street, got called, close street action
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Then no bets before the player with initiatives first action on current street
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ie. if player on street-1 had initiative and no donkbets occurred
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"""
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# XXX: enumerate(list, start=x) is python 2.6 syntax; 'start'
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# came there
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#for i, street in enumerate(hand.actionStreets[2:], start=1):
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for i, street in enumerate(hand.actionStreets[2:]):
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name = self.lastBetOrRaiser(hand.actionStreets[i+1])
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if name:
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chance = self.noBetsBefore(hand.actionStreets[i+2], name)
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self.handsplayers[name]['street%dCBChance' % (i+1)] = True
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if chance == True:
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self.handsplayers[name]['street%dCBDone' % (i+1)] = self.betStreet(hand.actionStreets[i+2], name)
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def calcCheckCallRaise(self, hand):
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"""Fill streetXCheckCallRaiseChance, streetXCheckCallRaiseDone
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streetXCheckCallRaiseChance = got raise/bet after check
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streetXCheckCallRaiseDone = checked. got raise/bet. didn't fold
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CG: CheckCall would be a much better name for this.
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"""
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for i, street in enumerate(hand.actionStreets[2:], start=1):
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actions = hand.actions[hand.actionStreets[i]]
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checkers = set()
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initial_raiser = None
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for action in actions:
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pname, act = action[0], action[1]
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if act in ('bets', 'raises') and initial_raiser is None:
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initial_raiser = pname
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elif act == 'checks' and initial_raiser is None:
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checkers.add(pname)
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elif initial_raiser is not None and pname in checkers:
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self.handsplayers[pname]['street%dCheckCallRaiseChance' % i] = True
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self.handsplayers[pname]['street%dCheckCallRaiseDone' % i] = act!='folds'
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def seen(self, hand, i):
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pas = set()
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for act in hand.actions[hand.actionStreets[i+1]]:
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pas.add(act[0])
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for player in hand.players:
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if player[1] in pas:
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self.handsplayers[player[1]]['street%sSeen' % i] = True
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else:
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self.handsplayers[player[1]]['street%sSeen' % i] = False
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def aggr(self, hand, i):
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aggrers = set()
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# Growl - actionStreets contains 'BLINDSANTES', which isn't actually an action street
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for act in hand.actions[hand.actionStreets[i+1]]:
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if act[1] in ('completes', 'bets', 'raises'):
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aggrers.add(act[0])
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for player in hand.players:
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#print "DEBUG: actionStreet[%s]: %s" %(hand.actionStreets[i+1], i)
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if player[1] in aggrers:
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self.handsplayers[player[1]]['street%sAggr' % i] = True
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else:
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self.handsplayers[player[1]]['street%sAggr' % i] = False
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def calls(self, hand, i):
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callers = []
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for act in hand.actions[hand.actionStreets[i+1]]:
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if act[1] in ('calls'):
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self.handsplayers[act[0]]['street%sCalls' % i] = 1 + self.handsplayers[act[0]]['street%sCalls' % i]
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|
# CG - I'm sure this stat is wrong
|
|
# Best guess is that raise = 2 bets
|
|
def bets(self, hand, i):
|
|
betters = []
|
|
for act in hand.actions[hand.actionStreets[i+1]]:
|
|
if act[1] in ('bets'):
|
|
self.handsplayers[act[0]]['street%sBets' % i] = 1 + self.handsplayers[act[0]]['street%sBets' % i]
|
|
|
|
def countPlayers(self, hand):
|
|
pass
|
|
|
|
def pfba(self, actions, f=None, l=None):
|
|
"""Helper method. Returns set of PlayersFilteredByActions
|
|
|
|
f - forbidden actions
|
|
l - limited to actions
|
|
"""
|
|
players = set()
|
|
for action in actions:
|
|
if l is not None and action[1] not in l: continue
|
|
if f is not None and action[1] in f: continue
|
|
players.add(action[0])
|
|
return players
|
|
|
|
def pfbao(self, actions, f=None, l=None, unique=True):
|
|
"""Helper method. Returns set of PlayersFilteredByActionsOrdered
|
|
|
|
f - forbidden actions
|
|
l - limited to actions
|
|
"""
|
|
# Note, this is an adaptation of function 5 from:
|
|
# http://www.peterbe.com/plog/uniqifiers-benchmark
|
|
seen = {}
|
|
players = []
|
|
for action in actions:
|
|
if l is not None and action[1] not in l: continue
|
|
if f is not None and action[1] in f: continue
|
|
if action[0] in seen and unique: continue
|
|
seen[action[0]] = 1
|
|
players.append(action[0])
|
|
return players
|
|
|
|
def firstsBetOrRaiser(self, actions):
|
|
"""Returns player name that placed the first bet or raise.
|
|
|
|
None if there were no bets or raises on that street
|
|
"""
|
|
for act in actions:
|
|
if act[1] in ('bets', 'raises'):
|
|
return act[0]
|
|
return None
|
|
|
|
def lastBetOrRaiser(self, street):
|
|
"""Returns player name that placed the last bet or raise for that street.
|
|
None if there were no bets or raises on that street"""
|
|
lastbet = None
|
|
for act in self.hand.actions[street]:
|
|
if act[1] in ('bets', 'raises'):
|
|
lastbet = act[0]
|
|
return lastbet
|
|
|
|
|
|
def noBetsBefore(self, street, player):
|
|
"""Returns true if there were no bets before the specified players turn, false otherwise"""
|
|
betOrRaise = False
|
|
for act in self.hand.actions[street]:
|
|
#Must test for player first in case UTG
|
|
if act[0] == player:
|
|
betOrRaise = True
|
|
break
|
|
if act[1] in ('bets', 'raises'):
|
|
break
|
|
return betOrRaise
|
|
|
|
def betStreet(self, street, player):
|
|
"""Returns true if player bet/raised the street as their first action"""
|
|
betOrRaise = False
|
|
for act in self.hand.actions[street]:
|
|
if act[0] == player and act[1] in ('bets', 'raises'):
|
|
betOrRaise = True
|
|
else:
|
|
break
|
|
return betOrRaise
|
|
|