I am developing a poker game as college project and our current assignment is to write an algorithm to score a hand of 5 cards, so that the scores of two hands can be compared to each other to determine which is the better hand. The score of a hand has nothing to do with the probability of what hands could be made upon the draw being dealt with random cards, etc. - The score of a hand is based solely on the 5 cards in the hand, and no other cards in the deck.
The example solution we were given was to give a default score for each type of Poker hand, with the score reflecting how good the hand is - like this for instance:
//HAND TYPES:
ROYAL_FLUSH = 900000
STRAIGHT_FLUSH = 800000
...
TWO_PAIR = 200000
ONE_PAR = 100000
Then if two hands of the same type are compared, the values of the cards in the hands should be factored into the hand's score.
So for example, the following formula could be used to score a hand:
HAND_TYPE + (each card value in the hand)^(the number of occurences of that value)
So, for a Full House of three Queens and two 7s, the score would be:
600000 + 12^3 + 7^2
This formula works for the most part, but I have determined that in some instances, two similar hands can return the exact same score, when one should actually beat the other. An example of this is:
hand1 = 4C, 6C, 6H, JS, KC
hand2 = 3H, 4H, 7C, 7D, 8H
These two hands both have one pair, so their respective scores are:
100000 + 4^1 + 6^2 + 11^1 + 13^1 = 100064
100000 + 3^1 + 4^1 + 7^2 + 8^1 = 100064
This results in a draw, when clearly a pair of 7s trumps a pair of 6s.
How can I improve this formula, or even, what is a better formula I can use?
By the way, in my code, hands are stored in an array of each card's value in ascending order, for example:
[2H, 6D, 10C, KS, AS]
EDIT:
Here is my final solution thanks to the answers below:
/**
* Sorts cards by putting the "most important" cards first, and the rest in decreasing order.
* e.g. High Hand: KS, 9S, 8C, 4D, 2H
* One Pair: 3S, 3D, AH, 7S, 2C
* Full House: 6D, 6C, 6S, JC, JH
* Flush: KH, 9H, 7H, 6H, 3H
*/
private void sort() {
Arrays.sort(hand, Collections.reverseOrder()); // Initially sorts cards in descending order of game value
if (isFourOfAKind()) { // Then adjusts for hands where the "most important" cards
sortFourOfAKind(); // must come first
} else if (isFullHouse()) {
sortFullHouse();
} else if (isThreeOfAKind()) {
sortThreeOfAKind();
} else if (isTwoPair()) {
sortTwoPair();
} else if (isOnePair()){
sortOnePair();
}
}
private void sortFourOfAKind() {
if (hand[0].getGameValue() != hand[HAND_SIZE - 4].getGameValue()) { // If the four of a kind are the last four cards
swapCardsByIndex(0, HAND_SIZE - 1); // swap the first and last cards
} // e.g. AS, 9D, 9H, 9S, 9C => 9C, 9D, 9H, 9S, AS
}
private void sortFullHouse() {
if (hand[0].getGameValue() != hand[HAND_SIZE - 3].getGameValue()) { // If the 3 of a kind cards are the last three
swapCardsByIndex(0, HAND_SIZE - 2); // swap cards 1 and 4, 2 and 5
swapCardsByIndex(HAND_SIZE - 4, HAND_SIZE - 1); // e.g. 10D, 10C, 6H, 6S, 6D => 6S, 6D, 6H, 10D, 10C
}
}
private void sortThreeOfAKind() { // If the 3 of a kind cards are the middle 3 cards
if (hand[0].getGameValue() != hand[HAND_SIZE - 3].getGameValue() && hand[HAND_SIZE - 1].getGameValue() != hand[HAND_SIZE - 3].getGameValue()) { // swap cards 1 and 4
swapCardsByIndex(0, HAND_SIZE - 2); // e.g. AH, 8D, 8S, 8C, 7D => 8C, 8D, 8S, AH, 7D
} else if (hand[0].getGameValue() != hand[HAND_SIZE - 3].getGameValue() && hand[HAND_SIZE - 4].getGameValue() != hand[HAND_SIZE - 3].getGameValue()) {
Arrays.sort(hand); // If the 3 of a kind cards are the last 3,
swapCardsByIndex(HAND_SIZE - 1, HAND_SIZE - 2); // reverse the order (smallest game value to largest)
} // then swap the last two cards (maintain the large to small ordering)
} // e.g. KS, 9D, 3C, 3S, 3H => 3H, 3S, 3C, 9D, KS => 3H, 3S, 3C, KS, 9D
private void sortTwoPair() {
if (hand[0].getGameValue() != hand[HAND_SIZE - 4].getGameValue()) { // If the two pairs are the last 4 cards
for (int i = 0; i < HAND_SIZE - 1; i++) { // "bubble" the first card to the end
swapCardsByIndex(i, i + 1); // e.g. AH, 7D, 7S, 6H, 6C => 7D, 7S, 6H, 6C, AH
}
} else if (hand[0].getGameValue() == hand[HAND_SIZE - 4].getGameValue() && hand[HAND_SIZE - 2].getGameValue() == hand[HAND_SIZE - 1].getGameValue()) { // If the two pairs are the first and last two cards
swapCardsByIndex(HAND_SIZE - 3, HAND_SIZE - 1); // swap the middle and last card
} // e.g. JS, JC, 8D, 4H, 4S => JS, JC, 4S, 4H, 8D
}
private void sortOnePair() { // If the pair are cards 2 and 3, swap cards 1 and 3
if (hand[HAND_SIZE - 4].getGameValue() == hand[HAND_SIZE - 3].getGameValue()) { // e.g QD, 8H, 8C, 6S, 4J => 8C, 8H, QD, 6S, 4J
swapCardsByIndex(0, HAND_SIZE - 3);
} else if (hand[HAND_SIZE - 3].getGameValue() == hand[HAND_SIZE - 2].getGameValue()) { // If the pair are cards 3 and 4, swap 1 and 3, 2 and 4
swapCardsByIndex(0, HAND_SIZE - 3); // e.g. 10S, 8D, 4C, 4H, 2H => 4C, 4H, 10S, 8D, 2H
swapCardsByIndex(HAND_SIZE - 4, HAND_SIZE - 2);
} else if (hand[HAND_SIZE - 2].getGameValue() == hand[HAND_SIZE - 1].getGameValue()) { // If the pair are the last 2 cards, reverse the order
Arrays.sort(hand); // and then swap cards 3 and 5
swapCardsByIndex(HAND_SIZE - 3, HAND_SIZE - 1); // e.g. 9H, 7D, 6C, 3D, 3S => 3S, 3D, 6C, 7D, 9H => 3S, 3D, 9H, 7D, 6C
}
}
/**
* Swaps the two cards of the hand at the indexes taken as parameters
* #param index1
* #param index2
*/
private void swapCardsByIndex(int index1, int index2) {
PlayingCard temp = hand[index1];
hand[index1] = hand[index2];
hand[index2] = temp;
}
/**
* Gives a unique value of any hand, based firstly on the type of hand, and then on the cards it contains
* #return The Game Value of this hand
*
* Firstly, a 24 bit binary string is created where the most significant 4 bits represent the value of the type of hand
* (defined as constants private to this class), the last 20 bits represent the values of the 5 cards in the hand, where
* the "most important" cards are at greater significant places. Finally, the binary string is converter to an integer.
*/
public int getGameValue() {
String handValue = addPaddingToBinaryString(Integer.toBinaryString(getHandValue()));
for (int i = 0; i < HAND_SIZE; i++) {
handValue += addPaddingToBinaryString(Integer.toBinaryString(getCardValue(hand[i])));
}
return Integer.parseInt(handValue, 2);
}
/**
* #param binary
* #return the same binary string padded to 4 bits long
*/
private String addPaddingToBinaryString(String binary) {
switch (binary.length()) {
case 1: return "000" + binary;
case 2: return "00" + binary;
case 3: return "0" + binary;
default: return binary;
}
}
/**
* #return Default value for the type of hand
*/
private int getHandValue() {
if (isRoyalFlush()) { return ROYAL_FLUSH_VALUE; }
if (isStraightFlush()) { return STRAIGHT_FLUSH_VALUE; }
if (isFourOfAKind()) { return FOUR_OF_A_KIND_VALUE; }
if (isFullHouse()) { return FULL_HOUSE_VALUE; }
if (isFlush()) { return FLUSH_VALUE; }
if (isStraight()) { return STRAIGHT_VALUE; }
if (isThreeOfAKind()) { return THREE_OF_A_KIND_VALUE; }
if (isTwoPair()) { return TWO_PAIR_VALUE; }
if (isOnePair()) { return ONE_PAIR_VALUE; }
return 0;
}
/**
* #param card
* #return the value for a given card type, used to calculate the Hand's Game Value
* 2H = 0, 3D = 1, 4S = 2, ... , KC = 11, AH = 12
*/
private int getCardValue(PlayingCard card) {
return card.getGameValue() - 2;
}
There are 10 recognized poker hands:
9 - Royal flush
8 - Straight flush (special case of royal flush, really)
7 - Four of a kind
6 - Full house
5 - Flush
4 - Straight
3 - Three of a kind
2 - Two pair
1 - Pair
0 - High card
If you don't count suit, there are only 13 possible card values. The card values are:
2 - 0
3 - 1
4 - 2
5 - 3
6 - 4
7 - 5
8 - 6
9 - 7
10 - 8
J - 9
Q - 10
K - 11
A - 12
It takes 4 bits to code the hand, and 4 bits each to code the cards. You can code an entire hand in 24 bits.
A royal flush would be 1001 1100 1011 1010 1001 1000 (0x9CBA98)
A 7-high straight would be 0100 0101 0100 0011 0010 0001 (0x454321)
Two pair, 10s and 5s (and an ace) would be 0010 1000 1000 0011 0011 1100 (0x28833C)
I assume you have logic that will figure out what hand you have. In that, you've probably written code to arrange the cards in left-to-right order. So a royal flush would be arranged as [A,K,Q,J,10]. You can then construct the number that represents the hand using the following logic:
int handValue = HandType; (i.e. 0 for high card, 7 for Four of a kind, etc.)
for each card
handValue = (handValue << 4) + cardValue (i.e. 0 for 2, 9 for Jack, etc.)
The result will be a unique value for each hand, and you're sure that a Flush will always beat a Straight and a king-high Full House will beat a 7-high Full House, etc.
Normalizing the hand
The above algorithm depends on the poker hand being normalized, with the most important cards first. So, for example, the hand [K,A,10,J,Q] (all of the same suit) is a royal flush. It's normalized to [A,K,Q,J,10]. If you're given the hand [10,Q,K,A,J], it also would be normalized to [A,K,Q,J,10]. The hand [7,4,3,2,4] is a pair of 4's. It will be normalized to [4,4,7,3,2].
Without normalization, it's very difficult to create a unique integer value for every hand and guarantee that a pair of 4's will always beat a pair of 3's.
Fortunately, sorting the hand is part of figuring out what the hand is. You could do that without sorting, but sorting five items takes a trivial amount of time and it makes lots of things much easier. Not only does it make determining straights easier, it groups common cards together, which makes finding pairs, triples, and quadruples easier.
For straights, flushes, and high card hands, all you need to do is sort. For the others, you have to do a second ordering pass that orders by grouping. For example a full house would be xxxyy, a pair would be xxabc, (with a, b, and c in order), etc. That work is mostly done for you anyway, by the sort. All you have to do is move the stragglers to the end.
As you have found, if you add together the values of the cards in the way you have proposed then you can get ambiguities.
100000 + 4^1 + 6^2 + 11^1 + 13^1 = 100064
100000 + 3^1 + 4^1 + 7^2 + 8^1 = 100064
However, addition is not quite the right tool here. You are already using ^ which means you're partway there. Use multiplication instead and you can avoid ambiguities. Consider:
100000 + (4^1 * 6^2 * 11^1 * 13^1)
100000 + (3^1 * 4^1 * 7^2 * 8^1)
This is nearly correct, but there are still ambiguities (for example 2^4 = 4^2). So, reassign new (prime!) values to each card:
Ace => 2
3 => 3
4 => 5
5 => 7
6 => 11
...
Then, you can multiply the special prime values of each card together to produce a unique value for every possible hand. Add in your value for type of hand (pair, full house, flush, etc) and use that. You may need to increase the magnitude of your hand type values so they stay out of the way of the card value composite.
The highest value for a card will be 14, assuming you let non-face cards keep their value (2..10), then J=11, QK, A=14.
The purpose of the scoring would be to differentiate between hands in a tie-breaking scenario. That is, "pair" vs. "pair." If you detect a different hand configuration ("two pair"), that puts the scores into separate groups.
You should carefully consult your requirements. I suspect that at least for some hands, the participating cards are more important than non-participating cards. For example, does a pair of 4's with a 7-high beat a pair of 3's with a queen-high? (Is 4,4,7,3,2 > 3,3,Q,6,5?) The answer to this should determine an ordering for the cards in the hand.
Given you have 5 cards, and the values are < 16, convert each card to a hexadecimal digit: 2..10,JQKA => 2..ABCDE. Put the cards in order, as determined above. For example, 4,4,7,3,2 will probably become 4,4,7,3,2. Map those values to hex, and then to an integer value: "0x44732" -> 0x44732.
Let your combo scores be multiples of 0x100000, to ensure that no card configuration can promote a hand into a higher class, then add them up.
This is a part of a program that analyzes the odds of poker, specifically Texas Hold'em. I have a program I'm happy with, but it needs some small optimizations to be perfect.
I use this type (among others, of course):
type
T7Cards = array[0..6] of integer;
There are two things about this array that may be important when deciding how to sort it:
Every item is a value from 0 to 51. No other values are possible.
There are no duplicates. Never.
With this information, what is the absolutely fastest way to sort this array? I use Delphi, so pascal code would be the best, but I can read C and pseudo, albeit a bit more slowly :-)
At the moment I use quicksort, but the funny thing is that this is almost no faster than bubblesort! Possible because of the small number of items. The sorting counts for almost 50% of the total running time of the method.
EDIT:
Mason Wheeler asked why it's necessary to optimize. One reason is that the method will be called 2118760 times.
Basic poker information: All players are dealt two cards (the pocket) and then five cards are dealt to the table (the 3 first are called the flop, the next is the turn and the last is the river. Each player picks the five best cards to make up their hand)
If I have two cards in the pocket, P1 and P2, I will use the following loops to generate all possible combinations:
for C1 := 0 to 51-4 do
if (C1<>P1) and (C1<>P2) then
for C2 := C1+1 to 51-3 do
if (C2<>P1) and (C2<>P2) then
for C3 := C2+1 to 51-2 do
if (C3<>P1) and (C3<>P2) then
for C4 := C3+1 to 51-1 do
if (C4<>P1) and (C4<>P2) then
for C5 := C4+1 to 51 do
if (C5<>P1) and (C5<>P2) then
begin
//This code will be executed 2 118 760 times
inc(ComboCounter[GetComboFromCards([P1,P2,C1,C2,C3,C4,C5])]);
end;
As I write this I notice one thing more: The last five elements of the array will always be sorted, so it's just a question of putting the first two elements in the right position in the array. That should simplify matters a bit.
So, the new question is: What is the fastest possible way to sort an array of 7 integers when the last 5 elements are already sorted. I believe this could be solved with a couple (?) of if's and swaps :-)
For a very small set, insertion sort can usually beat quicksort because it has very low overhead.
WRT your edit, if you're already mostly in sort order (last 5 elements are already sorted), insertion sort is definitely the way to go. In an almost-sorted set of data, it'll beat quicksort every time, even for large sets. (Especially for large sets! This is insertion sort's best-case scenario and quicksort's worst case.)
Don't know how you are implementing this, but what you could do is have an array of 52 instead of 7, and just insert the card in its slot directly when you get it since there can never be duplicates, that way you never have to sort the array. This might be faster depending on how its used.
I don't know that much about Texas Hold'em: Does it matter what suit P1 and P2 are, or does it only matter if they are of the same suit or not? If only suit(P1)==suit(P2) matters, then you could separate the two cases, you have only 13x12/2 different possibilities for P1/P2, and you can easily precalculate a table for the two cases.
Otherwise, I would suggest something like this:
(* C1 < C2 < P1 *)
for C1:=0 to P1-2 do
for C2:=C1+1 to P1-1 do
Cards[0] = C1;
Cards[1] = C2;
Cards[2] = P1;
(* generate C3...C7 *)
(* C1 < P1 < C2 *)
for C1:=0 to P1-1 do
for C2:=P1+1 to 51 do
Cards[0] = C1;
Cards[1] = P1;
Cards[2] = C2;
(* generate C3...C7 *)
(* P1 < C1 < C2 *)
for C1:=P1+1 to 51 do
for C2:=C1+1 to 51 do
Cards[0] = P1;
Cards[1] = C1;
Cards[2] = C2;
(* generate C3...C7 *)
(this is just a demonstration for one card P1, you would have to expand that for P2, but I think that's straightforward. Although it'll be a lot of typing...)
That way, the sorting doesn't take any time at all. The generated permutations are already ordered.
There are only 5040 permutations of 7 elements. You can programmaticaly generate a program that finds the one represented by your input in a minimal number of comparisons. It will be a big tree of if-then-else instructions, each comparing a fixed pair of nodes, for example if (a[3]<=a[6]).
The tricky part is deciding which 2 elements to compare in a particular internal node. For this, you have to take into account the results of comparisons in the ancestor nodes from root to the particular node (for example a[0]<=a[1], not a[2]<=a[7], a[2]<=a[5]) and the set of possible permutations that satisfy the comparisons. Compare the pair of elements that splits the set into as equal parts as possible (minimize the size of the larger part).
Once you have the permutation, it is trivial to sort it in a minimal set of swaps.
Since the last 5 items are already sorted, the code can be written just to reposition the first 2 items. Since you're using Pascal, I've written and tested a sorting algorithm that can execute 2,118,760 times in about 62 milliseconds.
procedure SortT7Cards(var Cards: T7Cards);
const
CardsLength = Length(Cards);
var
I, J, V: Integer;
V1, V2: Integer;
begin
// Last 5 items will always be sorted, so we want to place the first two into
// the right location.
V1 := Cards[0];
V2 := Cards[1];
if V2 < V1 then
begin
I := V1;
V1 := V2;
V2 := I;
end;
J := 0;
I := 2;
while I < CardsLength do
begin
V := Cards[I];
if V1 < V then
begin
Cards[J] := V1;
Inc(J);
Break;
end;
Cards[J] := V;
Inc(J);
Inc(I);
end;
while I < CardsLength do
begin
V := Cards[I];
if V2 < V then
begin
Cards[J] := V2;
Break;
end;
Cards[J] := V;
Inc(J);
Inc(I);
end;
if J = (CardsLength - 2) then
begin
Cards[J] := V1;
Cards[J + 1] := V2;
end
else if J = (CardsLength - 1) then
begin
Cards[J] := V2;
end;
end;
Use min-sort. Search for minimal and maximal element at once and place them into resultant array. Repeat three times. (EDIT: No, I won't try to measure the speed theoretically :_))
var
cards,result: array[0..6] of integer;
i,min,max: integer;
begin
n=0;
while (n<3) do begin
min:=-1;
max:=52;
for i from 0 to 6 do begin
if cards[i]<min then min:=cards[i]
else if cards[i]>max then max:=cards[i]
end
result[n]:=min;
result[6-n]:=max;
inc(n);
end
for i from 0 to 6 do
if (cards[i]<52) and (cards[i]>=0) then begin
result[3] := cards[i];
break;
end
{ Result is sorted here! }
end
This is the fastest method: since the 5-card list is already sorted, sort the two-card list (a compare & swap), and then merge the two lists, which is O(k * (5+2). In this case (k) will normally be 5: the loop test(1), the compare(2), the copy(3), the input-list increment(4) and the output list increment(5). That's 35 + 2.5. Throw in loop initialization and you get 41.5 statements, total.
You could also unroll the loops which would save you maybe 8 statements or execution, but make the whole routine about 4-5 times longer which may mess with your instruction cache hit ratio.
Given P(0 to 2), C(0 to 5) and copying to H(0 to 6)
with C() already sorted (ascending):
If P(0) > P(1) Then
// Swap:
T = P(0)
P(0) = P(1)
P(1) = T
// 1stmt + (3stmt * 50%) = 2.5stmt
End
P(2), C(5) = 53 \\ Note these are end-of-list flags
k = 0 \\ P() index
J = 0 \\ H() index
i = 0 \\ C() index
// 4 stmt
Do While (j) < 7
If P(k) < C(I) then
H(j) = P(k)
k = k+1
Else
H(j) = C(i)
j = j+1
End if
j = j+1
// 5stmt * 7loops = 35stmt
Loop
And note that this is faster than the other algorithm that would be "fastest" if you had to truly sort all 7 cards: use a bit-mask(52) to map & bit-set all 7 cards into that range of all possible 52 cards (the bit-mask), and then scan the bit-mask in order looking for the 7 bits that are set. That takes 60-120 statements at best (but is still faster than any other sorting approach).
For seven numbers, the most efficient algorithm that exists with regards to the number of comparisons is Ford-Johnson's. In fact, wikipedia references a paper, easily found on google, that claims Ford-Johnson's the best for up to 47 numbers. Unfortunately, references to Ford-Johnson's aren't all that easy to found, and the algorithm uses some complex data structures.
It appears on The Art Of Computer Programming, Volume 3, by Donald Knuth, if you have access to that book.
There's a paper which describes FJ and a more memory efficient version here.
At any rate, because of the memory overhead of that algorithm, I doubt it would be worth your while for integers, as the cost of comparing two integers is rather cheap compared to the cost of allocating memory and manipulating pointers.
Now, you mentioned that 5 cards are already sorted, and you just need to insert two. You can do this with insertion sort most efficiently like this:
Order the two cards so that P1 > P2
Insert P1 going from the high end to the low end
(list) Insert P2 going from after P1 to the low end
(array) Insert P2 going from the low end to the high end
How you do that will depend on the data structure. With an array you'll be swapping each element, so place P1 at 1st, P2 and 7th (ordered high to low), and then swap P1 up, and then P2 down. With a list, you just need to fix the pointers as appropriate.
However once more, because of the particularity of your code, it really is best if you follow nikie suggestion and just generate the for loops apropriately for every variation in which P1 and P2 can appear in the list.
For example, sort P1 and P2 so that P1 < P2. Let's make Po1 and Po2 the position from 0 to 6, of P1 and P2 on the list. Then do this:
Loop Po1 from 0 to 5
Loop Po2 from Po1 + 1 to 6
If (Po2 == 1) C1start := P2 + 1; C1end := 51 - 4
If (Po1 == 0 && Po2 == 2) C1start := P1+1; C1end := P2 - 1
If (Po1 == 0 && Po2 > 2) C1start := P1+1; C1end := 51 - 5
If (Po1 > 0) C1start := 0; C1end := 51 - 6
for C1 := C1start to C1end
// Repeat logic to compute C2start and C2end
// C2 can begin at C1+1, P1+1 or P2+1
// C2 can finish at P1-1, P2-1, 51 - 3, 51 - 4 or 51 -5
etc
You then call a function passing Po1, Po2, P1, P2, C1, C2, C3, C4, C5, and have this function return all possible permutations based on Po1 and Po2 (that's 36 combinations).
Personally, I think that's the fastest you can get. You completely avoid having to order anything, because the data will be pre-ordered. You incur in some comparisons anyway to compute the starts and ends, but their cost is minimized as most of them will be on the outermost loops, so they won't be repeated much. And they can even be more optimized at the cost of more code duplication.
For 7 elements, there are only few options. You can easily write a generator that produces method to sort all possible combinations of 7 elements. Something like this method for 3 elements:
if a[1] < a[2] {
if a[2] < a[3] {
// nothing to do, a[1] < a[2] < a[3]
} else {
if a[1] < a[3] {
// correct order should be a[1], a[3], a[2]
swap a[2], a[3]
} else {
// correct order should be a[3], a[1], a[2]
swap a[2], a[3]
swap a[1], a[3]
}
}
} else {
// here we know that a[1] >= a[2]
...
}
Of course method for 7 elements will be bigger, but it's not that hard to generate.
The code below is close to optimal. It could be made better by composing a list to be traversed while making the tree, but I'm out of time right now. Cheers!
object Sort7 {
def left(i: Int) = i * 4
def right(i: Int) = i * 4 + 1
def up(i: Int) = i * 4 + 2
def value(i: Int) = i * 4 + 3
val a = new Array[Int](7 * 4)
def reset = {
0 until 7 foreach {
i => {
a(left(i)) = -1
a(right(i)) = -1
a(up(i)) = -1
a(value(i)) = scala.util.Random.nextInt(52)
}
}
}
def sortN(i : Int) {
var index = 0
def getNext = if (a(value(i)) < a(value(index))) left(index) else right(index)
var next = getNext
while(a(next) != -1) {
index = a(next)
next = getNext
}
a(next) = i
a(up(i)) = index
}
def sort = 1 until 7 foreach (sortN(_))
def print {
traverse(0)
def traverse(i: Int): Unit = {
if (i != -1) {
traverse(a(left(i)))
println(a(value(i)))
traverse(a(right(i)))
}
}
}
}
In pseudo code:
int64 temp = 0;
int index, bit_position;
for index := 0 to 6 do
temp |= 1 << cards[index];
for index := 0 to 6 do
begin
bit_position = find_first_set(temp);
temp &= ~(1 << bit_position);
cards[index] = bit_position;
end;
It's an application of bucket sort, which should generally be faster than any of the comparison sorts that were suggested.
Note: The second part could also be implemented by iterating over bits in linear time, but in practice it may not be faster:
index = 0;
for bit_position := 0 to 51 do
begin
if (temp & (1 << bit_position)) > 0 then
begin
cards[index] = bit_position;
index++;
end;
end;
Assuming that you need an array of cards at the end of it.
Map the original cards to bits in a 64 bit integer ( or any integer with >= 52 bits ).
If during the initial mapping the array is sorted, don't change it.
Partition the integer into nibbles - each will correspond to values 0x0 to 0xf.
Use the nibbles as indices to corresponding sorted sub-arrays. You'll need 13 sets of 16 sub-arrays ( or just 16 sub-arrays and use a second indirection, or do the bit ops rather than looking the answer up; what is faster will vary by platform ).
Concatenate the non-empty sub-arrays into the final array.
You could use larger than nibbles if you want; bytes would give 7 sets of 256 arrays and make it more likely that the non-empty arrays require concatenating.
This assumes that branches are expensive and cached array accesses cheap.
#include <stdio.h>
#include <stdbool.h>
#include <stdint.h>
// for general case of 7 from 52, rather than assuming last 5 sorted
uint32_t card_masks[16][5] = {
{ 0, 0, 0, 0, 0 },
{ 1, 0, 0, 0, 0 },
{ 2, 0, 0, 0, 0 },
{ 1, 2, 0, 0, 0 },
{ 3, 0, 0, 0, 0 },
{ 1, 3, 0, 0, 0 },
{ 2, 3, 0, 0, 0 },
{ 1, 2, 3, 0, 0 },
{ 4, 0, 0, 0, 0 },
{ 1, 4, 0, 0, 0 },
{ 2, 4, 0, 0, 0 },
{ 1, 2, 4, 0, 0 },
{ 3, 4, 0, 0, 0 },
{ 1, 3, 4, 0, 0 },
{ 2, 3, 4, 0, 0 },
{ 1, 2, 3, 4, 0 },
};
void sort7 ( uint32_t* cards) {
uint64_t bitset = ( ( 1LL << cards[ 0 ] ) | ( 1LL << cards[ 1LL ] ) | ( 1LL << cards[ 2 ] ) | ( 1LL << cards[ 3 ] ) | ( 1LL << cards[ 4 ] ) | ( 1LL << cards[ 5 ] ) | ( 1LL << cards[ 6 ] ) ) >> 1;
uint32_t* p = cards;
uint32_t base = 0;
do {
uint32_t* card_mask = card_masks[ bitset & 0xf ];
// you might remove this test somehow, as well as unrolling the outer loop
// having separate arrays for each nibble would save 7 additions and the increment of base
while ( *card_mask )
*(p++) = base + *(card_mask++);
bitset >>= 4;
base += 4;
} while ( bitset );
}
void print_cards ( uint32_t* cards ) {
printf ( "[ %d %d %d %d %d %d %d ]\n", cards[0], cards[1], cards[2], cards[3], cards[4], cards[5], cards[6] );
}
int main ( void ) {
uint32_t cards[7] = { 3, 9, 23, 17, 2, 42, 52 };
print_cards ( cards );
sort7 ( cards );
print_cards ( cards );
return 0;
}
Use a sorting network, like in this C++ code:
template<class T>
inline void sort7(T data) {
#define SORT2(x,y) {if(data##x>data##y)std::swap(data##x,data##y);}
//DD = Define Data, create a local copy of the data to aid the optimizer.
#define DD1(a) register auto data##a=*(data+a);
#define DD2(a,b) register auto data##a=*(data+a);register auto data##b=*(data+b);
//CB = Copy Back
#define CB1(a) *(data+a)=data##a;
#define CB2(a,b) *(data+a)=data##a;*(data+b)=data##b;
DD2(1,2) SORT2(1,2)
DD2(3,4) SORT2(3,4)
DD2(5,6) SORT2(5,6)
DD1(0) SORT2(0,2)
SORT2(3,5)
SORT2(4,6)
SORT2(0,1)
SORT2(4,5)
SORT2(2,6) CB1(6)
SORT2(0,4)
SORT2(1,5)
SORT2(0,3) CB1(0)
SORT2(2,5) CB1(5)
SORT2(1,3) CB1(1)
SORT2(2,4) CB1(4)
SORT2(2,3) CB2(2,3)
#undef CB1
#undef CB2
#undef DD1
#undef DD2
#undef SORT2
}
Use the function above if you want to pass it an iterator or a pointer and use the function below if you want to pass it the seven arguments one by one. BTW, using templates allows compilers to generate really optimized code so don't get ride of the template<> unless you want C code (or some other language's code).
template<class T>
inline void sort7(T& e0, T& e1, T& e2, T& e3, T& e4, T& e5, T& e6) {
#define SORT2(x,y) {if(data##x>data##y)std::swap(data##x,data##y);}
#define DD1(a) register auto data##a=e##a;
#define DD2(a,b) register auto data##a=e##a;register auto data##b=e##b;
#define CB1(a) e##a=data##a;
#define CB2(a,b) e##a=data##a;e##b=data##b;
DD2(1,2) SORT2(1,2)
DD2(3,4) SORT2(3,4)
DD2(5,6) SORT2(5,6)
DD1(0) SORT2(0,2)
SORT2(3,5)
SORT2(4,6)
SORT2(0,1)
SORT2(4,5)
SORT2(2,6) CB1(6)
SORT2(0,4)
SORT2(1,5)
SORT2(0,3) CB1(0)
SORT2(2,5) CB1(5)
SORT2(1,3) CB1(1)
SORT2(2,4) CB1(4)
SORT2(2,3) CB2(2,3)
#undef CB1
#undef CB2
#undef DD1
#undef DD2
#undef SORT2
}
Take a look at this:
http://en.wikipedia.org/wiki/Sorting_algorithm
You would need to pick one that will have a stable worst case cost...
Another option could be to keep the array sorted the whole time, so an addition of a card would keep the array sorted automatically, that way you could skip to sorting...
What JRL is referring to is a bucket sort. Since you have a finite discrete set of possible values, you can declare 52 buckets and just drop each element in a bucket in O(1) time. Hence bucket sort is O(n). Without the guarantee of a finite number of different elements, the fastest theoretical sort is O(n log n) which things like merge sort an quick sort are. It's just a balance of best and worst case scenarios then.
But long answer short, use bucket sort.
If you like the above mentioned suggestion to keep a 52 element array which always keeps your array sorted, then may be you could keep another list of 7 elements which would reference the 7 valid elements in the 52 element array. This way we can even avoid parsing the 52 element array.
I guess for this to be really efficient, we would need to have a linked list type of structure which be supports operations: InsertAtPosition() and DeleteAtPosition() and be efficient at that.
There are a lot of loops in the answers. Given his speed requirement and the tiny size of the data set I would not do ANY loops.
I have not tried it but I suspect the best answer is a fully unrolled bubble sort. It would also probably gain a fair amount of advantage from being done in assembly.
I wonder if this is the right approach, though. How are you going to analyze a 7 card hand?? I think you're going to end up converting it to some other representation for analysis anyway. Would not a 4x13 array be a more useful representation? (And it would render the sorting issue moot, anyway.)
Considering that last 5 elements are always sorted:
for i := 0 to 1 do begin
j := i;
x := array[j];
while (j+1 <= 6) and (array[j+1] < x) do begin
array[j] := array[j+1];
inc(j);
end;
array[j] := X;
end;
bubble sort is your friend. Other sorts have too many overhead codes and not suitable for small number of elements
Cheers
Here is your basic O(n) sort. I'm not sure how it compares to the others. It uses unrolled loops.
char card[7]; // the original table of 7 numbers in range 0..51
char table[52]; // workspace
// clear the workspace
memset(table, 0, sizeof(table));
// set the 7 bits corresponding to the 7 cards
table[card[0]] = 1;
table[card[1]] = 1;
...
table[card[6]] = 1;
// read the cards back out
int j = 0;
if (table[0]) card[j++] = 0;
if (table[1]) card[j++] = 1;
...
if (table[51]) card[j++] = 51;
If you are looking for a very low overhead, optimal sort, you should create a sorting network. You can generate the code for a 7 integer network using the Bose-Nelson algorithm.
This would guarentee a fixed number of compares and an equal number of swaps in the worst case.
The generated code is ugly, but it is optimal.
Your data is in a sorted array and I'll assume you swap the new two if needed so also sorted, so
a. if you want to keep it in place then use a form of insertion sort;
b. if you want to have it the result in another array do a merging by copying.
With the small numbers, binary chop is overkill, and ternary chop is appropriate anyway:
One new card will mostly like split into two and three, viz. 2+3 or 3+2,
two cards into singles and pairs, e.g. 2+1+2.
So the most time-space efficient approach to placing the smaller new card is to compare with a[1] (viz. skip a[0]) and then search left or right to find the card it should displace, then swap and move right (shifting rather than bubbling), comparing with the larger new card till you find where it goes. After this you'll be shifting forward by twos (two cards have been inserted).
The variables holding the new cards (and swaps) should be registers.
The look up approach would be faster but use more memory.