Quote:
Originally Posted by scylla
Sorry for my slightly late response.
I decided to leave the post for the night so I could think about it.
I think what you're asking for is possible, but it's not easy to write this if it has to work for ANY flop. Also, it's not unthinkable that there's flops for which there simply is no solution.
For example, if you're looking for 40% value, 30% draw and 30% air on a K72 rainbow flop, there's probably no real answer, since the only draws are extremely weak.
If, on the other hand, you knów the types of flops that are involved then it just might be possible to automate the balancing.
Please confirm that the above is what you're looking for and I'll see if I can write a script for it.
No problem. Would prefer a considered response, rather than an unhelpful one and any help is much appreciated :-)
Well my original hope for the toy game was to break down a villains game based upon running the game many times on random flops. I am not against breaking it down into looking at different types / predefined example flops, but it isn't quite what my original aim was.
However, firstly my question isn't quite as you have described in your example.
I am NOT quite looking for his range to consist exactly 40% value, 30% draw and 30% air on a K72 rainbow flop.
The more I think about the overall goal for this toy game, it is rather complicated and I so initially lets redefine what I want to achieve in the short term.
The simplest is "draw" category, that is NOT what percentage of his c-betting range is a draw, rather the chance he bets any draws that might be available on the flop (where we class a draw as flush or straight draw). Which I think we can achieve through using weighting and the right conditions.
Now Value...which is harder.
I want the 40% (in your example) to be the top 40% of his "value" range (where the user can assign what type of hands fit the value criteria). NOT there is a 40% chance he bets any hand that fits the "value" category, but that he bets any hands he has made on the flop that fit into the best 40% of possible value hands.
Finally let look at Air
We want the chance he bets an air hand to based upon a ratio of Value to Air. So for example for every made value hand he is twice as likely to bet an Air hand.
So again I am not looking to say there is a x% chance he bets air, rather that having defined that he only bets the top y% of possible value hands and after running the simulation for 10000 flops, he will have end up roughly betting twice as many complete air hands (where air is defined as neither fitting the overall value or draw category) as he has value hands.
So in summary I am looking for cbet range to be
aV + bD + cA
where
1) b is simply a probability given an opportunity of a draw
2) a is top a% of user defined value range
3) c is the ratio of # of Air hands cbet : total # of top a% value hands (aV) cbet.
So three separate tasks. Where I know how to do 1), but no idea about 2) or 3).