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GTO+/CardRunnersEV? GTO+/CardRunnersEV?

03-24-2011 , 01:53 PM
Quote:
Originally Posted by KlaSuu
Does cardrunners EV have everything that flopzilla has ? What is the difference ? Thanks
They are totally different programs.

CardRunnersEV is a very complex hold'em calculator that allows you to enter decision trees and will then work out every possible EV calculation within that tree.

Flopzilla is a program that tells you how certain ranges hit a flop. It's designed to have a very easy to use interface with no sub-menu's and quick results.
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03-24-2011 , 01:55 PM
Quote:
Originally Posted by Stu_the_kid_Ungar
How do I do the following?

If there is an Ace on the flop hero folds

If there is no ace on the flop hero raises?

Thanks
In the postflop menu, go to the boardtexture tab and for example click on the 'A' button to indicate there's an A on the board.

Alternatively, you can also use the "range" button for text input. The syntax is in the '?' button on its right. There's many possible ways to enter what you're asking for, but A** would be one of them.
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03-24-2011 , 02:10 PM
Quote:
Originally Posted by scylla
In the postflop menu, go to the boardtexture tab and for example click on the 'A' button to indicate there's an A on the board.

Alternatively, you can also use the "range" button for text input. The syntax is in the '?' button on its right. There's many possible ways to enter what you're asking for, but A** would be one of them.
I tried using the board texture tab before I posted but I never managed to get a fold.. I selected k-2 (no ace) for raise and (a) for fold.

but it just didnt seem to work
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03-24-2011 , 07:37 PM
Quote:
Originally Posted by Stu_the_kid_Ungar
I tried using the board texture tab before I posted but I never managed to get a fold.. I selected k-2 (no ace) for raise and (a) for fold.

but it just didnt seem to work
Could you mail the savefile please?
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03-25-2011 , 01:03 AM
Would it be possible to somehow extend flopzilla to the turn/river?
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03-25-2011 , 04:48 AM
^ figured it out.

One feature for flopzilla which would make it a awesome program that I'd buy in a heartbeat is the ability to quickly remove parts of villain's range when a new street arrives. Let's say I decide to c-bet a board and villain calls; It'd be brilliant if I could tell flopzilla to remove the nothing part of his range and weaker pairs/overs .5 of the time. Could this be implemented any way? Doing this manually is way too slow and impractical

I'm going to create some algorithms via pen and paper. I was thinking of using the CardRunner EV calculator instead but in the trial version I found one huge flaw which made it almost useless: it hasn't got any sort of flop generator. In this I mean let's say if I want to analysis preflop CO stealing spots vs. villains who have a cold calling range; how am I suppose to factor in all the different flop variants?
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03-25-2011 , 06:44 AM
Quote:
Originally Posted by pat3392
^ figured it out.

One feature for flopzilla which would make it a awesome program that I'd buy in a heartbeat is the ability to quickly remove parts of villain's range when a new street arrives. Let's say I decide to c-bet a board and villain calls; It'd be brilliant if I could tell flopzilla to remove the nothing part of his range and weaker pairs/overs .5 of the time. Could this be implemented any way? Doing this manually is way too slow and impractical
The challenge itsn't how to do it from a technical viewpoint, but how to prevent the interface from becoming overly complex. Anyhow, I'm working on it.

Quote:
Originally Posted by pat3392
I'm going to create some algorithms via pen and paper. I was thinking of using the CardRunner EV calculator instead but in the trial version I found one huge flaw which made it almost useless: it hasn't got any sort of flop generator. In this I mean let's say if I want to analysis preflop CO stealing spots vs. villains who have a cold calling range; how am I suppose to factor in all the different flop variants?
The monte carlo engine randomly draws scenarios so all flops should be reasonably represented.
To increase accuracy you can increase the number of runs under "options->run settings".
Also, you may want to remove cutoff's fold action, should he have one. For example if you make him raise AcKd and fold all his other hands, then >99% of your scenarios will have him folding, rendering the simulation useless, since only 1% of the simulations deal with what you're actually looking for. If you remove the fold, all of the scenarios will have him raising.
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03-25-2011 , 07:03 AM
Quote:
Originally Posted by scylla

The monte carlo engine randomly draws scenarios so all flops should be reasonably represented.
To increase accuracy you can increase the number of runs under "options->run settings".
Also, you may want to remove cutoff's fold action, should he have one. For example if you make him raise AcKd and fold all his other hands, then >99% of your scenarios will have him folding, rendering the simulation useless, since only 1% of the simulations deal with what you're actually looking for. If you remove the fold, all of the scenarios will have him raising.
Does this randomly select a flop for me to analysis? Or does it somehow categorise all the different type of board textures into groups?

Quote:
Originally Posted by scylla
The challenge itsn't how to do it from a technical viewpoint, but how to prevent the interface from becoming overly complex. Anyhow, I'm working on it.
Having a button that removes the hand strength categories wouldn't take up much space at all. I actually assumed that this was already implemented and that I could simply press on the icon for the ranges to disappear
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03-25-2011 , 07:36 AM
Quote:
Originally Posted by pat3392
Does this randomly select a flop for me to analysis? Or does it somehow categorise all the different type of board textures into groups?
If the flop is not defined by the user, the software will perform a large number of random scenarios to work out the EVs. This will also mean, that for every random scenario, a random flop is drawn from the deck. If the number of simulations is large enough, the results will converge to the correct EVs and equities.


Quote:
Originally Posted by pat3392
Having a button that removes the hand strength categories wouldn't take up much space at all. I actually assumed that this was already implemented and that I could simply press on the icon for the ranges to disappear
I'm actually working on that for the next version, but I've been extremely busy and haven't had time yet.
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03-25-2011 , 07:44 AM
[QUOTE



I'm actually working on that for the next version, but I've been extremely busy and haven't had time yet.[/QUOTE]


Indeed the flopzilla feature suggested by pat is very much needed and essential for determining and analyzing ranges that continue on turn and river. As a matter of fact, some competing softwares already have that implemented. Also, it kinda helps the issue that flopzilla has no suit selection implemented since we will be able to eliminate in our analysis suited hand combinations that are not flush draws..
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03-25-2011 , 07:49 AM
Quote:
Originally Posted by scylla
If the flop is not defined by the user, the software will perform a large number of random scenarios to work out the EVs. This will also mean, that for every random scenario, a random flop is drawn from the deck. If the number of simulations is large enough, the results will converge to the correct EVs and equities.
How does it work out the EVs of the flops if one doesn't say what actions will take place post-flop?
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03-25-2011 , 08:04 AM
Quote:
Originally Posted by pat3392
How does it work out the EVs of the flops if one doesn't say what actions will take place post-flop?
You do need to define the flop play.
It's an EV calculator.
It calculates the EVs from the tree you've entered.

Last edited by scylla; 03-25-2011 at 08:27 AM.
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03-26-2011 , 09:18 AM
Quote:
Originally Posted by scylla
You do need to define the flop play.
It's an EV calculator.
It calculates the EVs from the tree you've entered.
So to gain a accurate representation of preflop play I need to do 132600 different flop trees?
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03-26-2011 , 09:59 AM
Quote:
Originally Posted by pat3392
In this I mean let's say if I want to analysis preflop CO stealing spots vs. villains who have a cold calling range; how am I suppose to factor in all the different flop variants?
I'd say there's way too many factors involved in this to try to get an exact answer by going over all possible flops or flop types. What I'd do is use a checkdown option and experiment with different percentages. The way this works is that the standard value for the percentage is 100%, meaning that the player initiating the checkdown will get all of his equity in the pot. However, if he's out of position, of lesser skill, etc, I'd adjust this percentage downward to reflect that so that he gets less than his share of the pot. In this manner you can have a look how different checkdown percentages would affect the preflop play. So you could make an optimistic and a pessimistic estimate of what your share of the pot would be postflop and work out the best steal range for each (optimistic/pessimistic) situation.

Last edited by scylla; 03-26-2011 at 10:09 AM.
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03-26-2011 , 10:03 AM
Quote:
Originally Posted by scylla
I'd say there's way too many factors involved in this to try to get an exact answer by going over all possible flops or flop types. What I'd do is use a checkdown option and experiment with different percentages. The way this works is that the standard value for the percentage is 100%, meaning that the player initiating the checkdown will get all of his equity in the pot. However, if he's out of position, of lesser skill, etc, I'd adjust this percentage downward to reflect that so that he gets less than his share of the pot. In this manner you can have a look how different percentages would affect the optimal preflop play.
Has anyone ever done any math on this to determine how valid it is?
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03-26-2011 , 10:16 AM
Quote:
Originally Posted by pat3392
Has anyone ever done any math on this to determine how valid it is?
I think it's actually possible to figure out historically from HEM how you perform in such situations by filtering for them and displaying the bets in bb.
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03-27-2011 , 12:03 AM
scylla,

question about the max exploitive counter strategy feature.

say you run the feature and calculate your own maximally exploitive ranges given villain's strategy. is there a way now to fix your strategy, and have villain run his maximally exploitive counter strategy against that?
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03-27-2011 , 05:12 AM
Quote:
Originally Posted by scylla
I'd say there's way too many factors involved in this to try to get an exact answer by going over all possible flops or flop types. What I'd do is use a checkdown option and experiment with different percentages. The way this works is that the standard value for the percentage is 100%, meaning that the player initiating the checkdown will get all of his equity in the pot. However, if he's out of position, of lesser skill, etc, I'd adjust this percentage downward to reflect that so that he gets less than his share of the pot. In this manner you can have a look how different checkdown percentages would affect the preflop play. So you could make an optimistic and a pessimistic estimate of what your share of the pot would be postflop and work out the best steal range for each (optimistic/pessimistic) situation.
I use similar method with checkdown and percentages, just curious how much % u add to player that have position?
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03-30-2011 , 04:16 AM
When trying to evaluate one decision vs another using weighting similar to this previous example (except that the second value is 100%)


Is there a way we can have it so we can enter either fraction in the input box or be allowed to use decimal places? I know the difference between 1/3 and 33% won't be large when evaluating three different decisions it'd be nice to be able to to type 1/3 or 33.333333 so it's not introducing more errors.

Hope that was clear
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03-31-2011 , 03:41 PM
Quote:
Originally Posted by idn
I use similar method with checkdown and percentages, just curious how much % u add to player that have position?
This is really not a question that is easily answered since it depends on too many factors.
Personally I would go into HEM and use filters to figure out my EV expressed in bb when I'm in position and when I'm out of position.
The answer should follow from that.
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03-31-2011 , 03:46 PM
Quote:
Originally Posted by gaming_mouse
scylla,

question about the max exploitive counter strategy feature.

say you run the feature and calculate your own maximally exploitive ranges given villain's strategy. is there a way now to fix your strategy, and have villain run his maximally exploitive counter strategy against that?
You can simply do that by running the tool again and now let it work out the optimal strategy for villain. The results won't make much sense though, as the maximum exploit tool mainly yields results that show a weakness in someone's strategy; for example it will tell you to raise 100% of the time since villain folds to much, but give up if he doesn't fold since in that case his range is extremely strong.
I asume you're trying to find unexploitable strategies in this manner, all I know is, this method will not work. You'll end up flip-flopping between extreme strategies; the method will not settle at an equilibrium.
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03-31-2011 , 03:51 PM
Quote:
Originally Posted by mcfals02
When trying to evaluate one decision vs another using weighting similar to this previous example (except that the second value is 100%)


Is there a way we can have it so we can enter either fraction in the input box or be allowed to use decimal places? I know the difference between 1/3 and 33% won't be large when evaluating three different decisions it'd be nice to be able to to type 1/3 or 33.333333 so it's not introducing more errors.

Hope that was clear
It appears that when I wrote it I found whole numbers were enough.
There is a loophole however.
Enter a variable (enter #3 for example instead of a number to get variable number 3) and then give the variable the number you desire.
You can even give the variable in the form of a formula "=1/3".

For more instructions on formulas in variables, click the XY button.
Instructions are in the right part of the dialog.
The "help" button in this dialog will take you to the website for more detailed instructions.

I do think I need to point out however that for comparing lines, when in math mode, it doesn't matter which weights you chose.
All that matters is that the line is taken.
The EV of the action is not changed by the % it is taken.
To get the EV of each action, just move your mouse over it and the popup will display its EV.
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04-06-2011 , 04:49 AM
Does this program "EV Calculator" do everything that Flopzilla does? I trialled Flopzilla a while ago and I keep getting directed to this program now that I want to keep it for good.

Cheers

LB
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04-06-2011 , 08:38 AM
Quote:
Originally Posted by LordBaldrick
Does this program "EV Calculator" do everything that Flopzilla does? I trialled Flopzilla a while ago and I keep getting directed to this program now that I want to keep it for good.

Cheers

LB
They're different programs with different purposes.
There's some overlap though.

Flopzilla tells you how a certain range hits a flop.
CardRunnersEV let's you enter a decision tree and will then perform all sorts of EV calculations on it.
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04-07-2011 , 02:03 AM
is there a way to turn off the auto update? something is wrong and i have to manually update everytime
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