Quote:
Originally Posted by sng_jason
The way the algorithms work, processing time increases geometrically with respect to the number of players... with each player added, processing takes about 3.5 times longer. As you observed, with a typical PC, things really start to "blow up" around 6 or 7 players.
How much time do you consider to be a "pain in the ass" where it doesnt seem worth it anymore?
Everything that is more then 20 sec is too much. Thing is when I'm reviewing my hands I have a bunch of them, and waiting for every one for a half minute is irritating.
It's different when you want to review one hand and want to get best results, then even 2-3 minutes are tolerable.
When you decide to implement hand histories, you could make sng solver go through all the hands automatically, in the background, while we are reviewing hand histories one by one. This way players wouldn't have to wait at all, and processing time wouldn't be that important.
Quote:
Originally Posted by sng_jason
We haven't really talked much about performance in this thread yet... so here's some random facts that might be interesting:
...
- I already have a version of SnG Solver that runs the solve on the GPU. On my very modest nVidia GTS 450, its good for about a 5-10x speed increase over my 8 CPU cores. So like, yeah, GPU computing is going to be a part of the future for SnG Solver in a big way.
Thanks for the info, I'm an amatuer programmer and always love to hear these kind of things.
Quote:
Originally Posted by sng_jason
I realize that SngWiz has some features that SnG Solver doesnt have (yet), but could you elaborate on why you think the Wiz calculations are better than "Advanced ICM Off"? With Advanced ICM off, SnG Solver's results should essentially be identical to Wiz.
I didn't notice before that range expanding is different in wiz then in sngsolver. This is the main thing why results are different. Also probably selective memory and isolated case where sngwiz showed better results (closer to advanced icm). So, forget about that.
For 3 or 4 players, would going deeper in analysis show visably better results? I thought that computing time is really fast for 3,4 players and you could make more complex calculations there..
About that script I made, it should work on any windows, if somebody wants the code I'll send it, it's in c#.