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TEXAS HOLD'EM Has anyone developed this great game for SL?

Dextar Spice
Nubile Virgin
Join date: 27 Jun 2005
Posts: 6
06-28-2005 09:03
Is it even possible? I would think it would be very popular.

(YES, I am a Noob!):D
Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
06-28-2005 09:19
From: Dextar Spice
Is it even possible? I would think it would be very popular.

(YES, I am a Noob!):D
People *do* play poker in SL.
Problem is there are a million ways to cheat (given the IM feature and the anominity) and how could you ever know if they did?
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black
art furniture & classic clothing
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Black in Neufreistadt
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ReallyRick Metropolitan
Yes it's really me.
Join date: 4 Jun 2005
Posts: 691
06-28-2005 09:33
I guess you are correct that it is possible to cheat in the manner you describe, however if you still have the winning hand no amount of cheating that can overcome that fact.

My problem with the Texas Hold 'Em tables here are the fact that they are LIMIT tables instead of NO LIMIT. That could soon change as someone I know has been consulting me in his implimentation of a Sit & Go tournament type no limit table. If he doesn't make a post in the forums when they are ready to go I will make sure I do. :)
Sibe Roo
Registered User
Join date: 30 Jan 2005
Posts: 3
07-04-2005 09:18
Hi there!

My names Sibe Roo and im the Sales Manager for Virtual Gaming Associates. We are currently in the development stage of a No Limit Texas Hold'em game.

We are almost done with an All-In capability for the holdem games. Contact me in game if you would like a table!
Merwan Marker
Booring...
Join date: 28 Jan 2004
Posts: 4,706
07-04-2005 09:26
TEXAS Hold'em burst on the scene big time during Fall of 2004 -


From the Archives -

Texas Hold'em Early Inovators

:cool:
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Douglas Callahan
Fresh Prince Of SL
Join date: 2 Jul 2004
Posts: 349
07-17-2005 15:35
Hello merwan, just wanted to let you know that I made a single player texas holdem against a dealer a few months ago. Problem is that the scripts are so big that they dont have enough memory to compare hands past (I think) two-pair, so if you both get three-of-a-kinds, it's a tie. If you want to check it out go to Vito's Pizza for a play.
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Waves Lightcloud
SexBall Safety Designer
Join date: 22 May 2004
Posts: 193
07-17-2005 21:23
See If you can name the players of this CON_JOB Thread......

just post in the new item or classifieds like every one else....
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
07-18-2005 10:56
actually there is a way to tell if people are cheating. It's called statistics. :D
Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
07-18-2005 10:58
From: Kurt Zidane
actually there is a way to tell if people are cheating. It's called statistics. :D
Probly lose your shirt before you found out tho. :)
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black
art furniture & classic clothing
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cell Neutra
That's L$50k please
Join date: 26 Sep 2004
Posts: 28
Defeat pesky memory issues
07-18-2005 13:52
From: Douglas Callahan
Problem is that the scripts are so big that they dont have enough memory to compare hands past (I think) two-pair, so if you both get three-of-a-kinds, it's a tie.


Been dealing with memory issues a lot lately with my card tables. I know as someone who's only job in SL is making scripts I am supposed to chrage thousands of linden to give away my secrets. At least that's why I read in the forums. :P

Anyway, I've dealt with this a couple of different ways.

1) I've been dealing with 8 decks, which leads to huge lists and memory issues. I've gotten around this by keeping the actual deck in seperate script and having it send over cards to the main control.

2) If that's not enough (my Super 7's blackjack was heck of a struggle with memory), you can create a THIRD script to deal with handchecking, sending the final hands over in CSV format would probably be your best optin there.

cell Neutra
Rayve Mendicant
Pushing The Limits

"Pushing the Limits of Reality and Virtual Reality to a higher Level"
cell Neutra
That's L$50k please
Join date: 26 Sep 2004
Posts: 28
07-18-2005 13:55
From: Waves Lightcloud
See If you can name the players of this CON_JOB Thread......

just post in the new item or classifieds like every one else....


ahem

From: Jeska Linden
The "SL Games" Forum is a space to discuss playing and creating games in SL. For gamers who want to talk about their favorite in-world games, exchange play tips, challenge other Residents, and for developers who want to promote their new games, and exchange building and scripting tips with other developers. If you've got something to say about games in Second Life, this is the place to go!"


Thank you very much have a nice day good bye
Kow Quatro
Registered User
Join date: 12 Jul 2005
Posts: 1
07-18-2005 15:32
I'm actually working on a Texas Holdem' game, im developing an ai system so you can play against a computer if nobody else is around.
Will cost around 15k in case your wondering... ;)
the only other person i've seen to make Texas Holdem' was Mr Fairplay, his costs 5k, and is quite a nice game actually... :)
Rayve Mendicant
Scripts for L$5 billion
Join date: 12 Mar 2005
Posts: 90
07-18-2005 15:48
The coding for this isn't necessarily that hard believe it or not (except AI, Good Luck). I would love to see someone make a very realistic version though.

What I mean is:

- chips that actually move about the table
- physical dealer with card throwing anims (including actually seeing him displace burn cards)
- Bluffing animations!!
- I'm not sure how previous tables work, but I owuld suggest dialogs to let a player know, what their cards are (begs for client specific textures).
- Optional AI cocktail waitress?
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Rayve Mendicant
Second Evolution

"Darwin ain't got nothin' on this"
Jay Knox
Founder Knox Enterprises
Join date: 29 Mar 2004
Posts: 187
07-18-2005 16:01
If your interested, I have IP rights with my investment partner to the original Hold'em tables scripted by Archaegeo Platini, who did an amazing job given the restrictions (namely memory) of LSL. There are a couple minor bugs that needed to be squashed, and I am no scripter. I have not been able to put much time into SL as of late do to my FL. I would need to verify with my partner, but perhaps you would be interested in refining this and seeing it in action. It is for a live dealer setup, and I have both a Tournament (No Limit) as well as standard limit table versions. It works well now, although one bug requires a table reset at times. This is an original project that Arch liquidated to me and my partner when he retired from SL. I have full perms and was shown the scripts/functions by him before his departure. Those who were around during its inception know the time and effort that went into this project, and it was a lot of fun while it lasted. Mr. Fairplay's addition to the scene was after this model, and I believe it was more of an automated dealer setup. As a player, I preferred the live dealer model as a player and never took to that version of SL hold'em. Anyone who is interested should IM or PM me here and we can arrange to meet and discuss further.
Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
Fairplay's Holdem
07-19-2005 11:10
Two questions about Fairplay's Hold'em. I've seen a couple in game, but not found a shop that sells them, is there one? Also, does anyone hold a regular weekly game on a fairplay table? I would really want to try one out under real conditions before I bought it.
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
07-19-2005 12:14
Peh, memory schmemory. It's not terribly difficult to get around that.

Just don't use lists to contain a large amount of items. Lists are horrific memory users. Instead, use strings. If you convert the card number to a hex value and the suit before it. Here's a few functions to manipulate things like that... (I couldn't help myself)
CODE

//Throughout these functions, a deck string contains a series of cards, encoded uses this form:
// [suit number][card number]
// i.e. "03" = "Ace of Spades"
// Card number is a hex digit, starting from ZERO
// This is a bit confusing, because it means that a "Two" is card number 1, and an Ace is card number 0

// All of these functions consider the top of the deck to be at the beginning of the string

string deck = "1122334455";

string getCard( string deck, integer num ) //Extracts a card from a deck, in a symbolic form
{
return llGetSubString( deck, num * 2, ( num * 2 ) + 1 );
}

string deleteCard( string deck, integer num ) //Retuns the deck, minus the specified card
{
return llGetSubString( deck, num * 2, ( num * 2 ) + 1 );
}

string cardSymbol2Name( string symbol ) //Convert the symbolic card to a full name, like "Ace of Spades"
{
return llList2String([ "Ace" , "Two" , "Three" , "Four" , "Five" , "Six" , "Seven" //Card number
"Eight" , "Nine" , "Ten" , "Jack" , "Queen" , "King" ] ,
(integer)("0x"+llGetSubString( symbol, 0, 0 ) ) );
+ " of " + //Separator
llList2String( [ "Clubs" , "Diamonds", "Hearts", "Spades" ] , //Suit
(integer)llGetSubString( symbol, 1, 1 ) );
}

integer nCards( string deck ) //Returns the number of cards in the deck
{
return llStringLength( deck ) / 2;
}

string randomDeck() //Returns a shuffled (random) deck of cards (52 cards)
{
//A string containing every card that isn't in the shuffled deck
string cards = "101112131415161718191A1B1C" //Clubs
+"202122232425262728292A2B2C" //Diamonds
+"303132333435363738393A3B3C" //Hearts
+"404142434445464748494A4B4C"; //Spades
string outputDeck;
integer cardsLeft; //How many cards are left in the deck
integer randCard; //The current card that's being added

for ( cardsLeft = 52; cardsLeft > 0 ; cardsLeft -= 2 )
{
randCard = (integer)llFrand( cardsLeft ); //Select a random card
outputDeck += llGetSubString( cards, randCard * 2, ( randCard * 2 ) + 1 ); //Add the card to the output
cards = llDeleteSubString( cards, randCard * 2, ( randCard * 2 ) + 1 ); //Remove the card from the cards that are left
}

return outputDeck;
}


With a deck formatted in this way, 8 decks of 52 cards would (should) only take 832 bytes... But this IS LSL.

Hmm... maybe I should make a poker thingy...
Rayve Mendicant
Scripts for L$5 billion
Join date: 12 Mar 2005
Posts: 90
07-19-2005 13:34
Yes using strings could use half the memory of lists if used right as lists store not only the value, but it's type as well as introducing a comma seperaton in between values (CSV).

This method could actually be made even easier by eliminating the unnecessary hex and the lists needed to process it.

Anyway, I'd still rather sue lists. It is much more efficient in my LSL experience. Especially since it's not necessary to do such conversion after grabbing from list.

Good multiplayer tables are still greatly sought after in SL and I definitely think you should go for it. Btw, with my full blown Blackjack code, I couldnt' even fit a deck with a string in it, and it's individual methods are quite concise. :)
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Rayve Mendicant
Second Evolution

"Darwin ain't got nothin' on this"
Antagonistic Protagonist
Zeta
Join date: 29 Jun 2003
Posts: 467
07-19-2005 13:58
From: someone
im developing an ai system so you can play against a computer if nobody else is around.


I wouldnt make the game playable computer vs. player for L$ because a computer AI for poker written in LSL will never be able to beat a good human player. You'd basically be giving your money away ;)

-AP
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
07-19-2005 14:11
From: Rayve Mendicant
Yes using strings could use half the memory of lists if used right as lists store not only the value, but it's type as well as introducing a comma seperaton in between values (CSV).

This method could actually be made even easier by eliminating the unnecessary hex and the lists needed to process it.

Anyway, I'd still rather sue lists. It is much more efficient in my LSL experience. Especially since it's not necessary to do such conversion after grabbing from list.

Good multiplayer tables are still greatly sought after in SL and I definitely think you should go for it. Btw, with my full blown Blackjack code, I couldnt' even fit a deck with a string in it, and it's individual methods are quite concise. :)


Lists aren't more efficient... you just think they are. My string used four times less memory than a list.

No decent code should use that much memory... With a higher-level language, concise does NOT necessarily translate to efficiency or speed.
Rayve Mendicant
Scripts for L$5 billion
Join date: 12 Mar 2005
Posts: 90
07-19-2005 15:04
neither does overall memory usage
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Rayve Mendicant
Second Evolution

"Darwin ain't got nothin' on this"