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Should be able to do things like
(ActionType.RAISE, 50) in game.get_all_available_moves()
ActionType.CALL in game.get_all_available_moves()
(ActionType.CHECK, None) in game.get_all_available_moves()
(ActionType.CHECK, 50) in game.get_all_available_moves() # True
for action, val in game.get_all_available_moves(): print(action, val)
All in operations should be completed in O(1) time in the number of possible moves and chips.
in
O(1)
The text was updated successfully, but these errors were encountered:
@gustavomfb Hey! Glad to have you interested in contributing to the package.
What were your thoughts on implementing this one?
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Should be able to do things like
(ActionType.RAISE, 50) in game.get_all_available_moves()
ActionType.CALL in game.get_all_available_moves()
(ActionType.CHECK, None) in game.get_all_available_moves()
(ActionType.CHECK, 50) in game.get_all_available_moves() # True
for action, val in game.get_all_available_moves(): print(action, val)
All
in
operations should be completed inO(1)
time in the number of possible moves and chips.The text was updated successfully, but these errors were encountered: