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

The version for the competition is Version 2.0.5 which supports no-limit (Doyle's Game), as well as the rules of the 2007 Competition. More support for Linux has now been added to the code. Recently, I have written an example of the no-limit protocol, which I hope will help competitors that have questions about the extension.

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

Other 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 server for this competition will be run on Windows machines on freeware Java code. 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 other 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.