I finished the flop class and the code for generating all possible flop combinations. The combinations code took me a long time to figure out. Now I am thinking of adding a bool vector to the flop class and write some functions for flop properties returning a 1 or 0 if the flop has the property or not (the 1 or 0 will go in the flop Bool (properties function)). An example would be Ace high flops. Then if the flop has the property stick a 1 in the vector. Similar to what is going on in this post:
http://forumserver.twoplustwo.com/15...-game-1408420/
Next I will be able to select a subset of flops and run that subset in pioSOLVER for aggregated frequency analysis. I will choose another subset and run that one, comparing the frequencies to the first subset. This will give me a good understanding of what subsets are better for which players range. i.e. IPvsOOP , For Flop Subset A OOP has an overall c-bet frequency of %35 while for Flop Subset B OOP has an overall c-bet frequency of 68%
Here is the code I came up with to create the entire Flop Space:
Code:
void createFlopSpace(vector<Flop>& flops, vector<Card>& cards, int k, int r, int m)
{
int j=m;
while(j<cards.size()-1)
{
for(int i=j; i<cards.size()-r+1; ++i)
{
flops.push_back(Flop(cards.at(m),cards.at(1+j),cards.at(r-1+i)));
}
++j;
}
}
int main ()
{
vector<Card> cards;
vector<Flop> flopSpace;
Deck deck;
int K;
int R;
int M;
for(int j=0; j<13; ++j)
for(int i=0; i<4; ++i)
cards.push_back(deck.pickCard(j,i));
R=3;
K=0;
M=0;
while(M<cards.size())
{
createFlopSpace(flopSpace, cards, K, R, M);
++M;
}
cout << flopSpace.size() << endl;
}
Last edited by outfit; 11-11-2016 at 10:16 PM.