Re: Selecting a valid hand configuration for Monte-Carlo simulation
Juk, matt is right, doing the "hands collide so resample" thing works perfectly fine.
Here are some other approaches I use :
1.
Construct a "virtual deck"
Initialize the virtual deck with all 52 cards
Draw hand for player N ; remove those hands from the virtual deck
Draw further hands
2.
effective weight table zeroing
When you assign someone a hand, that "virtually" zeros those elements of everyone else's weight table
That is you dont actually zero them, but when other people access their weight table they ignore elements that conflict with other holes.
BTW the fast way to do all this stuff is with 52-bit masks.
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