I solved the game by hand + few query of wolframalpha for the maximization, but I have choose the game ad hos so there were less complication possible.
For example, this is a subgame: IP bet an ammount b with A + some bluff, OOP call with 100% A and y combo in T-K (y can be greater than 1)
indifference of bluffing for IP
(-b) (1+y) + (+1) (4-y) = 0
-b +4 = y(b+1)
y = (4-b)/(b+1)
equity for IP (bluffing have 0 equity, so only A equity is needed)
EV = (1 * 0.5 + y * (1+b) + (4-y) * 1)/5
EV = (1 * 0.5 + (4-b)/(b+1) * (1+b) + (4-(4-b)/(b+1)) * 1)/5
Then using:
http://www.wolframalpha.com/input/?i...%29+*+1%29%2F5, the maximum appear to be with a betsize of 1.23 (where the pot is worth 1 unit), and with every A IP player win 1.205 (since the bluffing increase the value of the top of the range)
Then the other two cases, summing up, comparing the two possible solution ([AK bluff] or [A bluff] + [K bluff]) and you have the result.
This method can be used only for small instance, a better approach is programming a generic solver, something that does all the math above automatically. I have it almost done, but seems hard to find any use from it (a part from solving simple half-street games or full-street games with predefined betsize).