Quote:
Originally Posted by KohINoor
I don't have any file to mail to you, it is an imaginary but could be a real situation.
Supposing villain stats are as follow:
VPIP: 23%
PR: 12%
Find the optimal call, 3bet and 4bet ranges against this opponent if his stats are as follow:
3Bet: 8%
FoldTo3Bet: 35%
Call3Bet: 25%
4Bet: 5%
Could you show to me how to use CardRunnersEv Calculator to find out these ranges, please ? It is possible ? How ?
Thank you !
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For 3betting:
You would need to define a tree where villain raises 12%, after which hero 3bets with "all hands".
After that you would need to define a tree of what happens then.
In case the flop is reached, you could just check the hand down. Maybe apply a percentage to the checkdown in case you feel you have a postflop edge.
Now compute and see which hands are +EV for hero to 3bet with.
For 4bet ranges you could do the same.
In the end it comes down to if you can make an estimate of villain's play and how much of an advantage you would have in postflop play. Just enter that in a tree, perform your action with "all hands" and see which hands turn out to be +EV.
A minor issue
A small problem you're going to run into here is that because there's now play on an unknown flop the monte carlo engine will be used. You'll need to do some effort to interpret the results. From v2.8.3 on this won't be an issue any more, since the software will detect this and use a trick to use the math engine anyhow.
For now there's another trick around it, and that's to let the next player make a small raise, after which the other one checks down.
Savefile
PS: Ok, I've created a savefile for you. You can get it here:
www.crevfiles.com/crev/3bet.stx
Here, villain raises some range, hero 3bets "all hands", after which villain pushes, calls or folds.
You'll need to use the current beta to load the file. You can get the beta here:
http://www.cardrunners-ev-calculator...henewbeta.html
After the push (point 2), I'm letting hero call "all hands" or fold. In order to remove all -EV hands from hero's range so that he's always calling with good hands:
- Compute (F7)
- Mouse over the condition at point 2
- Press Alt+D to remove all -EV hands
Now recompute and mouse over the condition at point 1.
You'll see here which hands are +EV and which are -EV.
Also, please note the checkdown trick I've applied in case villain calls. Instead I'm making him raise to 32.1 after which hero checks down. With this trick I'm preventing the flop from being reached.