Any concerns or bugs in the code should be posted on the forums.

Update Feb 9th 2010: A new version of the poker server, with some changes over 2.3.1 made specifically so it is compatible with the new benchmark server, is available. Download it here.

The version of the poker server that will be used will be very similar to Version 2.3.1. This is the version that was used in the 2008 competition. Any minor changes that are made in the next couple of months will result in a new release that will be posted here (but the changes will be very minor).

Please Note: While it was stated on the 2008 page that version 2.0.5 of the software was used, this was in fact an error.

There is an example of the no limit protocol here

A plugin for Poker Academy Pro 2.5 is here. Unzip it and check out the README.txt file for instructions

Versions of the server:
  • Version 2.3.1 Benchmark server profiles include Linux based bots including Hyperborean. Error and output of localbots is indexed so output from bots remains after multiple matches are run.
  • Version 2.3.0 AAAI2007 Limit and Nolimit Tournament bots are added to the benchmark server, with the exception of Linux bots, which will be added shortly. Statistics package added including the generation of html charts, and bug fixes
  • Version 2.2.0 Profile updates, added tournament statistics, added BankrollHyperborean bot to benchmark server
  • Version 2.1.5 Added linux support
  • Version 2.1.1 Profiles changes and permission fixes
  • Version 2.1.0 Better match terminating support, bug fixes to graphical client. It is NOT intended for this year's competition.
  • Version 2.0.3
  • Version 2.0.1
  • Version 2.0
  • Version 1.2.0
  • Version 0.6.3

This package contains a pdf file for the protocol, the server (which is still partially in development, see BUGS.txt), a stand-alone server for one match, and two folders containing example bots; one has an example modified poker academy bot and the other has a RandomPokerClient bot. These two folders under trunk/examples demonstrate what must be submitted to the competition.

The TCP/IP-based standard was designed to be as simple as we could make it. We hope this makes it easier for people to write bots in various languages.

We emphasize that people test their code, by making sure their clients can connect to the server provided. How this testing can be done is describe in examples/README.txt.

Competitors are reminded that this is a competition about artificial intelligence in poker, and any attempt to manipulate the outcome by abusing TCP/IP (by trying to packet sniff, communicate with other bots, connect to the internet, or use denial of service attacks) may result in disqualification.