US20080076502A1 - Algorithm for truly random automated poker playing - Google Patents
Algorithm for truly random automated poker playing Download PDFInfo
- Publication number
- US20080076502A1 US20080076502A1 US11/513,398 US51339806A US2008076502A1 US 20080076502 A1 US20080076502 A1 US 20080076502A1 US 51339806 A US51339806 A US 51339806A US 2008076502 A1 US2008076502 A1 US 2008076502A1
- Authority
- US
- United States
- Prior art keywords
- poker
- algorithm
- player
- hand
- players
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/06—Card games appurtenances
- A63F1/18—Score computers; Miscellaneous indicators
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3293—Card games, e.g. poker, canasta, black jack
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/2402—Input by manual operation
Definitions
- FAIR CHANCE Computerized Card Games It used FAIR CHANCE Decks which are great. (Take 100 ordinary decks and shuffle them thoroughly. Enter the sequence of each to a computer game program routine; #1 to 100. Reshuffle the decks and enter the new sequences as a cotinuation; #101 to 200. A manufacturer may do this to say 50000 pre-shuffled decks for each system). At the start, a deck is randomly selected then “cut”, which is a randomize command to start the deal anywhere from 1 to 52. After reaching 52, it goes to 1.
- the main objects of this invention are to bring truly automated random poker playing to homes and casinos in great numbers. And to improve online play.
- the tables must be inexpensive, normal in size and easy to operate. It must exude confidence.
- the average person must be able to buy a publication of the algorithm, read and understand it or have it easily explained. That is why it is written in simple BASIC. This can be easily converted to any other computer language to use with any system.
- Ports can be just simple monitors with input capability. Each player's hand will go to it's own copy of the invention, with variables representing his position in the deal's array.
- the invention is also ideal for hand-held and desk calculators. If there are disputes about the better hand, this calculator can become the final arbiter.
- a Sample of the decks in the game file is shown on the next 4 pages. After one is selected at random, the deck is “cut” and cards dealt to the players. At the end of the deal, Each hand is sent to it's version of the invention (appropriate variables) to be read and given a printout of the hand made and with a score.
- Player #1 is A$ with score AAA, hand made, AH$ Player #2 is B$ with score BBB, hand made, BH$ Player #3 is C$ with score CCC, hand made, CH$ And so on. There is no change in variables used for the cards.
- Player number is not seat number when they are the same it's coincidental.
- player #1 is the player who is dealt first. Or where the deal starts. In Texas Hold'Em and Omaha, player numbers move clockwise with the blinds. Player #1 is the small blind. The big blind is #2. Under the gun is #3. 4,5.6, mid position. 7,8,9, late position. The button is last to be dealt, and #10 when a full table. So #1 this game, will be #2 next game, and so on.
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- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Toys (AREA)
- Liquid Crystal Substances (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
This invention introduces quantitative scoring to poker. It is new to poker but in many sports, it is almost all that counts. So welcome scoring to poker because you may argue until blue in the face, but at the end, only the cards speak. One may say “The cards keep the score”. Poker is a gruelling game. This invention will relieve much of the stress since players can have: Hands made with scores so far, as the game progresses, and at the end. It will be like going from a slide rule to a calculator. And should allow older players and beginners to keep up better with the twenty-somethings.
Description
- In 1996 the inventor thought of making a poker table with automated dealing, automated reading of players' hands and picking the winner.
- A program was written: FAIR CHANCE Computerized Card Games. It used FAIR CHANCE Decks which are great. (Take 100 ordinary decks and shuffle them thoroughly. Enter the sequence of each to a computer game program routine; #1 to 100. Reshuffle the decks and enter the new sequences as a cotinuation; #101 to 200. A manufacturer may do this to say 50000 pre-shuffled decks for each system). At the start, a deck is randomly selected then “cut”, which is a randomize command to start the deal anywhere from 1 to 52. After reaching 52, it goes to 1.
- Auto random deal was now perfect. In other words, it was just as we do now with a human dealer. But search as you may, there was no mathematical or computer procsss to construct an algorithm to read poker hands from true random deals.
- The inventor found out that FAIR CHANCE Computerized Card Games could not be marketted without inventing something more than a new deck and output format. So I persevered and finally accomplish this Algorithm.
- The main objects of this invention are to bring truly automated random poker playing to homes and casinos in great numbers. And to improve online play. For the home, the tables must be inexpensive, normal in size and easy to operate. It must exude confidence. The average person must be able to buy a publication of the algorithm, read and understand it or have it easily explained. That is why it is written in simple BASIC. This can be easily converted to any other computer language to use with any system.
- No download to player ports will be required. Ports can be just simple monitors with input capability. Each player's hand will go to it's own copy of the invention, with variables representing his position in the deal's array. The invention is also ideal for hand-held and desk calculators. If there are disputes about the better hand, this calculator can become the final arbiter.
- Highest score always wins. Also great for use when playing Omaha where each player has 6 possible hands to analyze. Just punch in the cards and get the hands made with scores. This poker-hand calculator could even be used with the manual playing we now have.
- A Sample of the decks in the game file is shown on the next 4 pages. After one is selected at random, the deck is “cut” and cards dealt to the players. At the end of the deal, Each hand is sent to it's version of the invention (appropriate variables) to be read and given a printout of the hand made and with a score.
-
Player #1 is A$ with score AAA, hand made, AH$ Player #2 is B$ with score BBB, hand made, BH$ Player #3 is C$ with score CCC, hand made, CH$
And so on. There is no change in variables used for the cards. - In other words, enter the same invention routine for each player replacing the ‘A’ most places in the program with B,C,D,E,F,G,H,I,J for prayers 2 to 10. The only exception is where A represents Ace in the deck.
- Player number is not seat number when they are the same it's coincidental. player #1 is the player who is dealt first. Or where the deal starts. In Texas Hold'Em and Omaha, player numbers move clockwise with the blinds. Player #1 is the small blind. The big blind is #2. Under the gun is #3. 4,5.6, mid position. 7,8,9, late position. The button is last to be dealt, and #10 when a full table. So #1 this game, will be #2 next game, and so on.
-
- FAIR CHANCE*DECKS—probably 1000. Changed periodically.
-
- Q$(1)=“7(C)”
- Q$(2)=“K(H)”
- Q$(3)=“5(C)”
- Q$(4)=“4(H)”
- Q$(5)=“2(S)”
- Q$(6)=“4(C)”
- Q$(7)=“7(H)”
- Q$(8)=“8(D)”
- Q$(9)=“A(C)”
- Q$(10)=“7(S)”
- Q$(11)=“2(D)”
- Q$(12)=“Q(D)”
- Q$(13)=“3(C)”
- Q$(14)=“8(C)”
- Q$(15)=“J(D)”
- Q$(16)=“K(S)”
- Q$(17)=“2(H)”
- Q$(18)=“6(D)”
- Q$(19)=“5(D)”
- Q$(20)=“10(C)”
- Q$(21)=“5(H)”
- Q$(22)=“6(S)”
- Q$(23)=“4(D)”
- Q$(24)=“4(S)”
- Q$(25)=“K(D)”
- Q$(26)=I“9(H)”
- Q$(27)=“K(C)”
- Q$(28)=“Q(C)”
- Q$(29)=“A(D)”
- Q$(30)=“6(H)”
- Q$(31)=“J(C)”
- Q$(32)=“7(D)”
- Q$(33)=“J(S)”
- Q$(34)=“A(S)”
- Q$(35)=“9(D)”
- Q$(36)=“J(H)”
- Q$(37)=“3(H)”
- Q$(38)=“Q(H)”
- Q$(39)=“3(D)”
- Q$(40)=“2(C)”
- Q$(41)=“8(S)”
- Q$(42)=“A(H)”
- Q$(43)=“6(C)”
- Q$(44)=“9(C)”
- Q$(45)=“3(S)”
- Q$(46)=“5(S)”
- Q$(47)=“10(S)”
- Q$(48)=“Q(S)”
- Q$(49)=“8(H)”
- Q$(50)=“9(S)”
- Q$(51)=“10(D)”
- Q$(52)=“10(H)”
- GOTO 350
-
- Q$(1)=“2(S)”
- Q$(2)=“K(D)”
- Q$(3)=“8(S)”
- Q$(4)=“3(D)”
- Q$(5)=“7(H)”
- Q$(6)=“8(C)”
- Q$(7)=“4(C)”
- Q$(8)=“4(S)”
- Q$(9)=“J(S)”
- Q$(10)=“6(S)”
- Q$(11)=“5(C)”
- Q$(12)=“10(D)”
- Q$(13)=“A(S)”
- Q$(14)=“3(S)”
- Q$(15)=“Q(D)”
- Q$(16)=“A(D)”
- Q$(17)=“K(H)”
- Q$(18)=“7(C)”
- Q$(19)=“7(S)”
- Q$(20)=“Q(H)”
- Q$(21)=“3(C)”
- Q$(22)=“A(C)”
- Q$(23)=“3(H)”
- Q$(24)=“2(H)”
- Q$(25)=“5(S)”
- Q$(26)=“5(D)”
- Q$(27)=“Q(S)”
- Q$(28)=“6(D)”
- Q$(29)=“10(H)”
- Q$(30)=“Q(C)”
- Q$(31)=“9(C)”
- Q$(32)=“10(C)”
- Q$(33)=“J(H)”
- Q$(34)=“5(H)”
- Q$(35)=“2(C)”
- Q$(36)=“9(D)”
- Q$(37)=“8(H)”
- Q$(38)=“6(C)”
- Q$(39)=“J(C)”
- Q$(40)=“J(D)”
- Q$(41)=“10(S)”
- Q$(42)=“4(D)”
- Q$(43)=“9(H)”
- Q$(44)=“A(H)”
- Q$(45)=“K(C)”
- Q$(46)=“K(S)”
- Q$(47)=“8(D)”
- Q$(48)=“4(H)”
- Q$(49)=“7(D)”
- Q$(50)=“6(H)”
- Q$(51)=“2(D)”
- Q$(52)=“9(S)”
- GOTO 350
-
- 16422 DIM Q$(52)
- Q$(1)=“6(S)”
- Q$(2)=“A(D)”
- Q$(3)=“4(C)”
- Q$(4)=“5(D)”
- Q$(5)=“Q(C)”
- Q$(6)=“3(D)”
- Q$(7)=“5(S)”
- Q$(8)=“A(H)”
- Q$(9)=“5(C)”
- Q$(10)=“J(D)”
- Q$(11)=“10(H)”
- Q$(12)=“7(D)”
- Q$(13)=“9(H)”
- Q$(14)=“K(C)”
- Q$(15)=“6(D)”
- Q$(16)=“2(C)”
- Q$(17)=“4(H)”
- Q$(18)=“Q(D)”
- Q$(19)=“8(C)”
- Q$(20)=“A(C)”
- Q$(21)=“2(D)”
- Q$(22)=“A(S)”
- Q$(23)=“K(H)”
- Q$(24)=“Q(S)”
- Q$(25)=“8(D)”
- Q$(26)=“8(S)”
- Q$(27)=“J(C)”
- Q$(28)=“2(S)”
- Q$(29)=“7(S)”
- Q$(30)=“4(D)”
- Q$(31)=“10(C)”
- Q$(32)=“9(C)”
- Q$(33)=“9(S)”
- Q$(34)=“10(D)”
- Q$(35)=“5(H)”
- Q$(36)=“J(H)”
- Q$(37)=“10(S)”
- Q$(38)=“6(H)”
- Q$(39)=“4(S)”
- Q$(40)=“2(H)”
- Q$(41)=“3(S)”
- Q$(42)=“7(H)”
- Q$(43)=“8(H)”
- Q$(44)=“K(S)”
- Q$(45)=“7(C)”
- Q$(46)=“9(D)”
- Q$(47)=“3(C)”
- Q$(48)=“Q(H)”
- Q$(49)=“J(S)”
- Q$(50)=“K(I)”
- Q$(51)=“6(L)”
- Q$(52)=“3(H)”
- GOTO 350
- These are the numbers used by the invention. It will use these in coordination with the routine of the game program that controls the automatic movement of the blinds. The players dont see these numbers. But the program always knows a player's number only for a particular game. that is all it cares about connecting a player with a number during a game. before going to the algorithm, let me give you a few pointers. I tried my best to make this algorithm easy to understand despite the difficulty involved in getting a computer routine to accurately read true random deals. you must start at the beginning all the time. It's really more like a maze than a very difficult math problem. It starts at straight flush. Then it goes to 4 of a kind. Now you have all the important variables and information for all the other hands. Straight flush will have them for straight and for flush. 4 of a kind will have them for full house, 3 of a kind, 2 pairs, pair, high card.
- A$=player #1 AH$=player's hand AAA=players score KA13 to KA1=2 of club to ace of club. CA$ to CK$=ignore for now. SFA1 to SFA4=will be used when we go to flush LA13 to LA1=2 of diamond to ace of diamond then MA13 to MA1 for heart and NA13 to NA1 for spade. Most other variables are defined.
Claims (5)
1. An algorithm to be used as a subroutine or otherwise, in a computer program in an electronic system for playing the card games of poker.
2. The algorithm of claim 1 can also be used in small poker-hand calculators.
3. The algorithm of claim 1 will be the first and only systematic method for truly randon automated poker playing.
4. The small poker-hand caculators of claim 2 may also be used by players in manual games with human dealers, for reading their hands and getting a score for strategy and for comparison with others.
5. The algorithm to be a poker-hand reader.
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/513,398 US20080076502A1 (en) | 2006-08-31 | 2006-08-31 | Algorithm for truly random automated poker playing |
PCT/US2007/013001 WO2008066573A2 (en) | 2006-08-31 | 2007-06-01 | Algorithm for truly random automated poker playing |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/513,398 US20080076502A1 (en) | 2006-08-31 | 2006-08-31 | Algorithm for truly random automated poker playing |
Publications (1)
Publication Number | Publication Date |
---|---|
US20080076502A1 true US20080076502A1 (en) | 2008-03-27 |
Family
ID=39225655
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/513,398 Abandoned US20080076502A1 (en) | 2006-08-31 | 2006-08-31 | Algorithm for truly random automated poker playing |
Country Status (2)
Country | Link |
---|---|
US (1) | US20080076502A1 (en) |
WO (1) | WO2008066573A2 (en) |
Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6582301B2 (en) * | 1995-10-17 | 2003-06-24 | Smart Shoes, Inc. | System including card game dispensing shoe with barrier and scanner, and enhanced card gaming table, enabling waging by remote bettors |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4743022A (en) * | 1986-03-06 | 1988-05-10 | Wood Michael W | 2nd chance poker method |
US6089975A (en) * | 1997-07-16 | 2000-07-18 | Dunn; Jerry B. | Electronic gaming apparatus with means for displaying interactive advertising programs |
US6196547B1 (en) * | 1998-02-12 | 2001-03-06 | Silicon Gaming - Nevada | Play strategy for a computer opponent in a electronic card game |
US6457714B1 (en) * | 1999-05-14 | 2002-10-01 | John Feola | Poker-type game of chance |
-
2006
- 2006-08-31 US US11/513,398 patent/US20080076502A1/en not_active Abandoned
-
2007
- 2007-06-01 WO PCT/US2007/013001 patent/WO2008066573A2/en active Application Filing
Patent Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6582301B2 (en) * | 1995-10-17 | 2003-06-24 | Smart Shoes, Inc. | System including card game dispensing shoe with barrier and scanner, and enhanced card gaming table, enabling waging by remote bettors |
Also Published As
Publication number | Publication date |
---|---|
WO2008066573A3 (en) | 2008-11-06 |
WO2008066573A2 (en) | 2008-06-05 |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |