Sam, the original Tool had more bugs than a can of worms.
I ended up with a crapola of sub-versions and fixing bugs in one introduced more bugs in the next
Coding artificial intelligence is a b**ch.
Some versions would have to be reset after each hit, and have the numbers put manually in reverse until halt. Others would stop providing bets and people would feed numbers for quite a while before realizing it went "doo doo".
A whole mess of triggers adding numbers, filters taking them, multiple evaluators according to current conditions, future modelling, a layer of entropy in order to make it fuzzy enough for casinos not to perceive it as a deterministic "a to b" system across players, and the largest challenge of all would be to gain an edge, flat betting, while keeping all participants' state different, even on the same numerical stream, to avoid player collision and hence appear as a group of disconnected people, while keeping all with actual chances.
A b1tch to marshall a multi-player game where it must show like each user is on its own, powered by the same program. When too many players used it at once, it went kaput. Fortunately, halted instead of giving bad numbers.
Even coding an undo button with so many things going at once proved hell. Still is.
I always kept it as a semi-dormant side project. Now it's time to bring it back.
More than a re-write, this is a "re-ordering", so to speak.
The goals are high. Starting with the premise of going 1 to 1 against the casino, doubling a 100-unit bank on every seat flat betting. For each connected player. I don't know of a similar project deployed. Anyway, I'm crazy enough to take and face coding some projects which certainly shouldn't be taken by a solo coder
Furthermore, it's an officially unbeatable game, you wouldn't think it was matter of stiff rules only and betting black after 5 reds...
I ended up with a crapola of sub-versions and fixing bugs in one introduced more bugs in the next
Coding artificial intelligence is a b**ch.
Some versions would have to be reset after each hit, and have the numbers put manually in reverse until halt. Others would stop providing bets and people would feed numbers for quite a while before realizing it went "doo doo".
A whole mess of triggers adding numbers, filters taking them, multiple evaluators according to current conditions, future modelling, a layer of entropy in order to make it fuzzy enough for casinos not to perceive it as a deterministic "a to b" system across players, and the largest challenge of all would be to gain an edge, flat betting, while keeping all participants' state different, even on the same numerical stream, to avoid player collision and hence appear as a group of disconnected people, while keeping all with actual chances.
A b1tch to marshall a multi-player game where it must show like each user is on its own, powered by the same program. When too many players used it at once, it went kaput. Fortunately, halted instead of giving bad numbers.
Even coding an undo button with so many things going at once proved hell. Still is.
I always kept it as a semi-dormant side project. Now it's time to bring it back.
More than a re-write, this is a "re-ordering", so to speak.
The goals are high. Starting with the premise of going 1 to 1 against the casino, doubling a 100-unit bank on every seat flat betting. For each connected player. I don't know of a similar project deployed. Anyway, I'm crazy enough to take and face coding some projects which certainly shouldn't be taken by a solo coder
Furthermore, it's an officially unbeatable game, you wouldn't think it was matter of stiff rules only and betting black after 5 reds...