[GTO] PioSOLVER - postflop equilibrium solver for Holdem
Does RAM speed make a big difference? For example between 1600 2400 3000?
Can't edit anymore, but my hardware-savvy friend said I shouldn't have 2400mhz ram with a 3000mhz processor, is that going to be a problem?
edit. Got an answer from reddit that it is mostly important for Ryzen processors, which I will get so going to go for the 3000mhz ram then.
edit. Got an answer from reddit that it is mostly important for Ryzen processors, which I will get so going to go for the 3000mhz ram then.
Does RAM speed make a big difference? For example between 1600 2400 3000?
Can't edit anymore, but my hardware-savvy friend said I shouldn't have 2400mhz ram with a 3000mhz processor, is that going to be a problem?
edit. Got an answer from reddit that it is mostly important for Ryzen processors, which I will get so going to go for the 3000mhz ram then.
edit. Got an answer from reddit that it is mostly important for Ryzen processors, which I will get so going to go for the 3000mhz ram then.
Ryzen's speed is directly tied with the speed of its ram. i just finished fine tuning my secondary ram timings to be as tight as possible. I'll post some new updated benchmarks soon. But yeah ram speed (for ryzen especially) makes a big difference. Personally I'd buy anything G.skill that is rated for 3200mhz and 14-14-14-34 timings. You want to try and get Samsung B-die internals because those play nicest with Ryzen. G Skill 3200mhz 14cas is guaranteed Samsung B-die.
Hi punter, is possible to be added to the chat group even if I'm using the free version?
Ryzen's speed is directly tied with the speed of its ram. i just finished fine tuning my secondary ram timings to be as tight as possible.
Hi punter, is possible to be added to the chat group even if I'm using the free version?
That is what i've noticed to after i node locked a spot for villain and ran the solver and afterwards ran the max exploit tool, the EV differences in both results were very similar and very little difference like you mention above.
So to use the max exploit tool "properly" i would have to just node lock a spot for villain and have it be in a spot where all the run outs are known correct as well as applying node locks to villain for both turn + river on each decision?
So i understand that a max exploit tool is used to maximize our EV per each hand combo in our range, but when we have set node locks for villain why do we always hit solve/use the nash equilibrium like villain already has deviated/assumptions he isn't going to be exploiting us no?
Think the preflop avx solver is getting stuck around 3bbs/100 exploitability for the last 12 hours now. Any ideas?
Here's my configuration. Was trying to see if I could analyze more EP positions like LJ vs HJ. I know in reality it's not designed to do this, since piosolver solves HU spots, but figured I would try it for fun/research.
Here's my configuration. Was trying to see if I could analyze more EP positions like LJ vs HJ. I know in reality it's not designed to do this, since piosolver solves HU spots, but figured I would try it for fun/research.
Code:
#PreflopConfiguration #PreflopRangeOOP#1 1 1 1 1 1 0 0 0 0 0 0 0 0 1 0 0 0 0 1 1 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.75 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.75 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.75 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 0 1 0 1 1 0 0 0 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0 0 0 0 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 0 0 0.5 1 0.5 0.5 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 0 0.5 0.5 1 0.5 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0.5 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0.5 0.5 1 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 #PreflopRangeIP#1 1 1 1 1 1 0 0 0 0 0 0 0 0 1 0 0 0 0 1 1 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0.25 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 1 0 0 0 0 0 0 0 0 0 0 0.25 0 1 1 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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0 0.5 0.5 1 0.5 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0.5 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0.5 0.5 1 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 #BB#20 #PreflopRake.Cap#0 #PreflopRake.Fraction#0 #PreflopRake.Enabled#False #Pot#0 5 30 #Stack#5000 #Nodes #FlopConfigs
That is what i've noticed to after i node locked a spot for villain and ran the solver and afterwards ran the max exploit tool, the EV differences in both results were very similar and very little difference like you mention above.
So to use the max exploit tool "properly" i would have to just node lock a spot for villain and have it be in a spot where all the run outs are known correct as well as applying node locks to villain for both turn + river on each decision?
So i understand that a max exploit tool is used to maximize our EV per each hand combo in our range, but when we have set node locks for villain why do we always hit solve/use the nash equilibrium like villain already has deviated/assumptions he isn't going to be exploiting us no?
In general node-locking might be useful but it's limited when it comes to devising max-exploit strategies against known tendencies.
Think the preflop avx solver is getting stuck around 3bbs/100 exploitability for the last 12 hours now. Any ideas?
So if the solver says we we x-raise flop 20% of the time with 90 combos of hands those 90 hand combos are based on a weighted mixed strategy?
So... how do you simplify the strategy then to not be mixed but still incorporate those 90 combos, i'm guessing there a lot of factors to take into consideration?
Just having a hard time to know which hand combos to raise/call when it's pretty ambiguous and impossible to perform like the solver in game
So... how do you simplify the strategy then to not be mixed but still incorporate those 90 combos, i'm guessing there a lot of factors to take into consideration?
Just having a hard time to know which hand combos to raise/call when it's pretty ambiguous and impossible to perform like the solver in game
Max exploit respects node-locks (it assumes it must play according to strategies in locked nodes). If you solve the tree to good accuracy then in fact there is little difference between max exploit and EV of current strategy as in perfect equilibrium both strategies are max exploit vs each other.
Yes and as the trees are humongous this is not practical.
Well, if they deviate what's the most likely way they play afterwards? It's hard to say but surely something resembling equilibrium assuming locked decisions is more likely as just equilibrium (without any assumptions) as the opponent knows what they are doing and builds their strategy based on that (even if they are not very good at doing that).
In general node-locking might be useful but it's limited when it comes to devising max-exploit strategies against known tendencies.
Some trees are difficult for the solver. I would need a full config to be able to say anything. It looks like you only pasted a few lines though not the complete config.
Yes and as the trees are humongous this is not practical.
Well, if they deviate what's the most likely way they play afterwards? It's hard to say but surely something resembling equilibrium assuming locked decisions is more likely as just equilibrium (without any assumptions) as the opponent knows what they are doing and builds their strategy based on that (even if they are not very good at doing that).
In general node-locking might be useful but it's limited when it comes to devising max-exploit strategies against known tendencies.
Some trees are difficult for the solver. I would need a full config to be able to say anything. It looks like you only pasted a few lines though not the complete config.
oops, thought i pasted the whole config. Ill get it to you tonight
Here we go,
Code:
#PreflopConfiguration #PreflopRangeOOP#1 1 1 1 1 1 0 0 0 0 0 0 0 0 1 0 0 0 0 1 1 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.75 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.75 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.75 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.5 0 0 0 1 0 1 1 0 0 0 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0 0 0 0 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 0 0 0.5 1 0.5 0.5 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 0 0.5 0.5 1 0.5 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0.5 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0.5 0.5 1 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 #PreflopRangeIP#1 1 1 1 1 1 0 0 0 0 0 0 0 0 1 0 0 0 0 1 1 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 1 1 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0.25 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 1 0 0 0 0 0 0 0 0 0 0 0.25 0 1 1 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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0 0 0 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0 0 0.5 1 0.5 0.5 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0 0.5 0.5 1 0.5 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.25 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0.5 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0.5 0.5 1 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0 0 0 1 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 #BB#20 #PreflopRake.Cap#0 #PreflopRake.Fraction#0 #PreflopRake.Enabled#False #Pot#0 5 30 #Stack#5000 #Nodes #0.0#Raise_60 #0.0.0#Raise_200 #0.0.1#CheckCall #0.0.2#Fold #0.0.0.0#Raise_600 #0.0.0.1#CheckCall #0.0.0.2#Fold #0.0.0.0.0#Raise_1400 #0.0.0.0.1#CheckCall #0.0.0.0.2#Fold #0.0.0.0.0.0#Raise_5000 #0.0.0.0.0.1#CheckCall #0.0.0.0.0.2#Fold #0.0.0.0.0.0.0#CheckCall #0.0.0.0.0.0.1#Fold #FlopConfigs #Node#0.0.1 #TreeBuilding#V2 #Range0# #Range1# #Board# #Pot#150 #EffectiveStacks#4940 #AllinThreshold#80 #AddAllinOnlyIfLessThanThisTimesThePot#500 #MinimumBetsize#0 #UseUnifiedBetAfterRaise#False #UnifiedBetAfterRaise# #ForceIPBet#False #ForceOOPBet#False #Cap#5 #CapEnabled#True #CapMode#NoLimit #RemovedLines# #ExtraLines# #FlopConfig.BetSize#60 #FlopConfig.RaiseSize#55 #FlopConfig.AddAllin#False #FlopConfig.DonkBetSize# #TurnConfig.BetSize#60 #TurnConfig.RaiseSize#55 #TurnConfig.AddAllin#False #TurnConfig.DonkBetSize# #RiverConfig.BetSize#60 #RiverConfig.RaiseSize#55 #RiverConfig.AddAllin#True #RiverConfig.DonkBetSize# #FlopConfigIP.BetSize#60 #FlopConfigIP.RaiseSize#55 #FlopConfigIP.AddAllin#False #FlopConfigIP.Dont3bet#False #TurnConfigIP.BetSize#60 #TurnConfigIP.RaiseSize#55 #TurnConfigIP.AddAllin#False #TurnConfigIP.Dont3bet#False #RiverConfigIP.BetSize#60 #RiverConfigIP.RaiseSize#55 #RiverConfigIP.AddAllin#True #RiverConfigIP.Dont3bet#False #Rake.Cap#0 #Rake.Fraction#0 #Rake.Enabled#False #EndFlop #Node#0.0.0.1 #TreeBuilding#V2 #Range0# #Range1# #Board# #Pot#430 #EffectiveStacks#4800 #AllinThreshold#80 #AddAllinOnlyIfLessThanThisTimesThePot#500 #MinimumBetsize#0 #UseUnifiedBetAfterRaise#False #UnifiedBetAfterRaise# #ForceIPBet#False #ForceOOPBet#False #Cap#4 #CapEnabled#True #CapMode#NoLimit #RemovedLines# #ExtraLines# #FlopConfig.BetSize# #FlopConfig.RaiseSize#55 #FlopConfig.AddAllin#False #FlopConfig.DonkBetSize# #TurnConfig.BetSize#50 #TurnConfig.RaiseSize#55 #TurnConfig.AddAllin#False #TurnConfig.DonkBetSize# #RiverConfig.BetSize#50 #RiverConfig.RaiseSize#55 #RiverConfig.AddAllin#True #RiverConfig.DonkBetSize# #FlopConfigIP.BetSize#50 #FlopConfigIP.RaiseSize#55 #FlopConfigIP.AddAllin#False #FlopConfigIP.Dont3bet#False #TurnConfigIP.BetSize#50 #TurnConfigIP.RaiseSize#55 #TurnConfigIP.AddAllin#False #TurnConfigIP.Dont3bet#False #RiverConfigIP.BetSize#50 #RiverConfigIP.RaiseSize#55 #RiverConfigIP.AddAllin#True #RiverConfigIP.Dont3bet#False #Rake.Cap#0 #Rake.Fraction#0 #Rake.Enabled#False #EndFlop #Node#0.0.0.0.1 #TreeBuilding#V2 #Range0# #Range1# #Board# #Pot#1230 #EffectiveStacks#4400 #AllinThreshold#80 #AddAllinOnlyIfLessThanThisTimesThePot#500 #MinimumBetsize#0 #UseUnifiedBetAfterRaise#False #UnifiedBetAfterRaise# #ForceIPBet#False #ForceOOPBet#False #Cap#3 #CapEnabled#True #CapMode#NoLimit #RemovedLines# #ExtraLines# #FlopConfig.BetSize#40 #FlopConfig.RaiseSize#55 #FlopConfig.AddAllin#False #FlopConfig.DonkBetSize# #TurnConfig.BetSize#40 #TurnConfig.RaiseSize#55 #TurnConfig.AddAllin#False #TurnConfig.DonkBetSize# #RiverConfig.BetSize#40 #RiverConfig.RaiseSize#55 #RiverConfig.AddAllin#True #RiverConfig.DonkBetSize# #FlopConfigIP.BetSize#40 #FlopConfigIP.RaiseSize#55 #FlopConfigIP.AddAllin#False #FlopConfigIP.Dont3bet#False #TurnConfigIP.BetSize#40 #TurnConfigIP.RaiseSize#55 #TurnConfigIP.AddAllin#False #TurnConfigIP.Dont3bet#False #RiverConfigIP.BetSize#40 #RiverConfigIP.RaiseSize#55 #RiverConfigIP.AddAllin#True #RiverConfigIP.Dont3bet#False #Rake.Cap#0 #Rake.Fraction#0 #Rake.Enabled#False #EndFlop #Node#0.0.0.0.0.1 #TreeBuilding#V2 #Range0# #Range1# #Board# #Pot#2830 #EffectiveStacks#3600 #AllinThreshold#80 #AddAllinOnlyIfLessThanThisTimesThePot#500 #MinimumBetsize#0 #UseUnifiedBetAfterRaise#False #UnifiedBetAfterRaise# #ForceIPBet#False #ForceOOPBet#False #Cap#3 #CapEnabled#True #CapMode#NoLimit #RemovedLines# #ExtraLines# #FlopConfig.BetSize# #FlopConfig.RaiseSize#55 #FlopConfig.AddAllin#False #FlopConfig.DonkBetSize# #TurnConfig.BetSize#33 #TurnConfig.RaiseSize#55 #TurnConfig.AddAllin#False #TurnConfig.DonkBetSize# #RiverConfig.BetSize#50 #RiverConfig.RaiseSize#55 #RiverConfig.AddAllin#True #RiverConfig.DonkBetSize# #FlopConfigIP.BetSize#33 #FlopConfigIP.RaiseSize#55 #FlopConfigIP.AddAllin#False #FlopConfigIP.Dont3bet#False #TurnConfigIP.BetSize#33 #TurnConfigIP.RaiseSize#55 #TurnConfigIP.AddAllin#False #TurnConfigIP.Dont3bet#False #RiverConfigIP.BetSize#50 #RiverConfigIP.RaiseSize#55 #RiverConfigIP.AddAllin#True #RiverConfigIP.Dont3bet#False #Rake.Cap#0 #Rake.Fraction#0 #Rake.Enabled#False #EndFlop
So if the solver says we we x-raise flop 20% of the time with 90 combos of hands those 90 hand combos are based on a weighted mixed strategy?
So... how do you simplify the strategy then to not be mixed but still incorporate those 90 combos, i'm guessing there a lot of factors to take into consideration?
Just having a hard time to know which hand combos to raise/call when it's pretty ambiguous and impossible to perform like the solver in game
Here we go,
Hi,
Is there any feature in Piosolver that allows to give non GTO tendencies to one of the players?
For example, if i study a CB spot and I know Villain's Check-Raise range is tight strong (only 2 pair +) : is it possible to take this in consideration before solving the spot?
Is there any feature in Piosolver that allows to give non GTO tendencies to one of the players?
For example, if i study a CB spot and I know Villain's Check-Raise range is tight strong (only 2 pair +) : is it possible to take this in consideration before solving the spot?
For example, if i study a CB spot and I know Villain's Check-Raise range is tight strong (only 2 pair +) : is it possible to take this in consideration before solving the spot?
1)Lock the whole node (strategies for all hands at given decision point), see here:
https://www.youtube.com/watch?v=a_OhaxBi7mY
2)Lock selected combos and let the solver decide what to do with the rest:
https://www.youtube.com/watch?v=gJEPGSIpIBM (point 12)
It's possible to lock strategies in nodes and let the solver solve the rest. There are two things you can do right now:
1)Lock the whole node (strategies for all hands at given decision point), see here:
https://www.youtube.com/watch?v=a_OhaxBi7mY
2)Lock selected combos and let the solver decide what to do with the rest:
https://www.youtube.com/watch?v=gJEPGSIpIBM (point 12)
1)Lock the whole node (strategies for all hands at given decision point), see here:
https://www.youtube.com/watch?v=a_OhaxBi7mY
2)Lock selected combos and let the solver decide what to do with the rest:
https://www.youtube.com/watch?v=gJEPGSIpIBM (point 12)
From what I read, improvement of PIO is not a priority for you I guess, as all suggestions made are not put in place in an update. I understand it's alot of work but quite frustating for users to don't see any improvement. I thought there was a plan for an update during summer?
It has already mentionned as suggestion in the thread, a very good improvement will be to choose combos in the range explorer as an example keep 2 pair+, or top pair + backdoor etc...
From what I read, improvement of PIO is not a priority for you I guess, as all suggestions made are not put in place in an update. I understand it's alot of work but quite frustating for users to don't see any improvement.
Software development takes a long time, doing things in a way that you first spend a year+ to develop something (and thus work without any guarantees of ever being paid) you sell at one time fee and then only work on updates for free is not sustainable and completely unheard of outside a few hobbyist projects.
I thought there was a plan for an update during summer?
Yes, it's possible for example that half of a combo raises.
It's impossible to do without making the solution significantly worse. That being said you can round the solutions using rounding tool (Tree->Round Strategies in the top menu). I don't recommend doing that though, the nature of the game is that optimal strategies are mixed. It makes very little sense to force them to be pure. It's better to adjust mixed actions in direction you think is better for exploiting your opponents.
Well, yeah it's not possible to follow solver's solution exactly as it's too big and too complex. It's better to focus on general patterns and the way ranges are constructed.
I can definitely see how the solver has problems with this config. The stacks are big (250bb), the initial ranges are small (sadly that's shortcoming of our current algorithm that it doesn't work as well with small initial ranges preflop). There are also multiple bet sizes on rivers which makes it a bit more difficult as well. I will use that config for testing and hopefully things get better. Still 3bb/100 isn't that bad accuracy there, the preflop ranges should be pretty good at this point.
It's impossible to do without making the solution significantly worse. That being said you can round the solutions using rounding tool (Tree->Round Strategies in the top menu). I don't recommend doing that though, the nature of the game is that optimal strategies are mixed. It makes very little sense to force them to be pure. It's better to adjust mixed actions in direction you think is better for exploiting your opponents.
Well, yeah it's not possible to follow solver's solution exactly as it's too big and too complex. It's better to focus on general patterns and the way ranges are constructed.
I can definitely see how the solver has problems with this config. The stacks are big (250bb), the initial ranges are small (sadly that's shortcoming of our current algorithm that it doesn't work as well with small initial ranges preflop). There are also multiple bet sizes on rivers which makes it a bit more difficult as well. I will use that config for testing and hopefully things get better. Still 3bb/100 isn't that bad accuracy there, the preflop ranges should be pretty good at this point.
Sounds good, thanks punter
Sounds good, thanks punter
This is a good accuracy for this particular case because you've removed folding hands from the range. This means that effectively the starting pot is much bigger (because there is almost never a fold vs a forced first raise, so the hand either goes to postflop or to 3bet+ situation). It's hard to say how good the accuracy with all the hands in range would be but likely below 1bb/100 at this point.
Hey so this is going to be a dumb question lol but i would really appreciate a answer.
When you guys run your simulations and you want to compare spots where villain deviates from nash solution (like say a spot OTF and you node lock that) and the actual nash solution say MPvsCu, you start all the way from having nash equilibrium preflop ranges correct
^Too wordy and sort of confusing, meant to say if we are trying to find nash solution to compare to villain's ranges we should have accurateish nash equil preflop ranges instead of inputing villain's preflop ranges (in this case wide ccing ranges) to find the accurate nash frequencies postflop
---
I did a spot where CU cc 10% and then a spot where CU cc 25% and the nash frequencies OTF were relatively similar like only a few % difference changed.
So i'm better off just using villain's actual range to find what the nash solution would be post, instead of additionally using a nash range?
When you guys run your simulations and you want to compare spots where villain deviates from nash solution (like say a spot OTF and you node lock that) and the actual nash solution say MPvsCu, you start all the way from having nash equilibrium preflop ranges correct
^Too wordy and sort of confusing, meant to say if we are trying to find nash solution to compare to villain's ranges we should have accurateish nash equil preflop ranges instead of inputing villain's preflop ranges (in this case wide ccing ranges) to find the accurate nash frequencies postflop
---
I did a spot where CU cc 10% and then a spot where CU cc 25% and the nash frequencies OTF were relatively similar like only a few % difference changed.
So i'm better off just using villain's actual range to find what the nash solution would be post, instead of additionally using a nash range?
you start all the way from having nash equilibrium preflop ranges correct
So i'm better off just using villain's actual range to find what the nash solution would be post, instead of additionally using a nash range?
I started to play mixed games and want to improve my fixed limit game. Strangly some players play after a pre flop 3bet in OOP. 100% FlopCBET and 100% Turn CBET.
I tried to get some solution for 100% FlopCBet and 100% TurnCBet for a couple of flops, but the skript does not work. On all the flops OOP is not CBetting the Turn 100%. How can I tell that command to the skript?
I made it in this way:
I configured a new tree and DELETED the line Turn Check for OOP in the browser tab with "CUT CURRENTLY SELECTED LINE FROM THE TREE".That all seems fine. But then I tried to skript that tree, but on all the different flops it has a mixed strategy on the Turn (Check and BET). So the skript just solves the tree in the configuration thats in in the "Postflop TreeBuilding and Calculations" tab and does not take over my changes that I made in the "browser"
Does anyone know how to tell the skript that is has to CBET the Turn 100%?
In NL it is quite easy as you can delete some lines via the box "REMOVE LINES"
But this box is not in the fixed limit interface. The only thing that is there is "force flop actions".
So it seems like in fixed limit you have to go into the browser/tree and delete the lines with "CUT CURRENTLY SELECTED LINE FROM THE TREE".
But strangly the skript is not copying that tree, it just solves the tree in the configuration thats in in the "Postflop TreeBuilding and Calculations" tab/interface.
Is it possible to skript this? If so, how can I do it?
I tried to get some solution for 100% FlopCBet and 100% TurnCBet for a couple of flops, but the skript does not work. On all the flops OOP is not CBetting the Turn 100%. How can I tell that command to the skript?
I made it in this way:
I configured a new tree and DELETED the line Turn Check for OOP in the browser tab with "CUT CURRENTLY SELECTED LINE FROM THE TREE".That all seems fine. But then I tried to skript that tree, but on all the different flops it has a mixed strategy on the Turn (Check and BET). So the skript just solves the tree in the configuration thats in in the "Postflop TreeBuilding and Calculations" tab and does not take over my changes that I made in the "browser"
Does anyone know how to tell the skript that is has to CBET the Turn 100%?
In NL it is quite easy as you can delete some lines via the box "REMOVE LINES"
But this box is not in the fixed limit interface. The only thing that is there is "force flop actions".
So it seems like in fixed limit you have to go into the browser/tree and delete the lines with "CUT CURRENTLY SELECTED LINE FROM THE TREE".
But strangly the skript is not copying that tree, it just solves the tree in the configuration thats in in the "Postflop TreeBuilding and Calculations" tab/interface.
Is it possible to skript this? If so, how can I do it?
I was saying that if i was trying to compare solutions to see how much EV differences/how diff ranges are constructed between the 2 diff solutions would i need have a nash preflop range for the first solution and then 2nd solution i would have villain's wide cc preflop range OR am i just okay with using villain's wide cc preflop range for both 1st and 2nd because not much will change postflop?
I started to play mixed games and want to improve my fixed limit game. Strangly some players play after a pre flop 3bet in OOP. 100% FlopCBET and 100% Turn CBET
I made it in this way:
I configured a new tree and DELETED the line Turn Check for OOP in the browser tab with "CUT CURRENTLY SELECTED LINE FROM THE TREE".That all seems fine. But then I tried to skript that tree, but on all the different flops it has a mixed strategy on the Turn (Check and BET). So the skript just solves the tree in the configuration thats in in the "Postflop TreeBuilding and Calculations" tab and does not take over my changes that I made in the "browser"
In NL it is quite easy as you can delete some lines via the box "REMOVE LINES"
But this box is not in the fixed limit interface. The only thing that is there is "force flop actions".
But this box is not in the fixed limit interface. The only thing that is there is "force flop actions".
Code:
#TreeBuilding#V2 #Range0#AA,KK,QQ,JJ,TT,99,AKs,AKo:0.9995,AQ,AJs,ATs,A9s,A8s,A7s,A6s,A5s,A4s,KQs,KJs,KTs,QJs,QTs,JTs #Range1#AA,KK,QQ,JJ,TT,99,88,77,66,55,44,33,22,AK,AQ,AJ,AT,A9,A8s,A8o:0.5,A7s,A6s,A5s,A4s,A3s,A2s,KQ,KJ,KT,K9s,K8s,K7s,K6s,K5s:0.5,K4s:0.5,K3s:0.2,QJ,QTs,QTo:0.5,Q9s,Q8s,Q7s:0.2,JT,J9s,J8s,T9s,T8s,T7s:0.5,98s,97s,87s,86s,76s,75s:0.5,65s,64s:0.5,54s,43s:0.5 #Board#Qs 9h 5h #Pot#650 #EffectiveStacks#5000 #AllinThreshold#67 #AddAllinOnlyIfLessThanThisTimesThePot#500 #MinimumBetsize#0 #UseUnifiedBetAfterRaise#False #UnifiedBetAfterRaise# #ForceIPBet#False #ForceOOPBet#False #Cap#4 #CapEnabled#True #CapMode#Limit #RemovedLines#check@bet, call, check #ExtraLines# #FlopConfig.BetSize#100c #FlopConfig.RaiseSize#100c #FlopConfig.AddAllin#False #FlopConfig.DonkBetSize# #TurnConfig.BetSize#200c #TurnConfig.RaiseSize#200c #TurnConfig.AddAllin#False #TurnConfig.DonkBetSize#200c #RiverConfig.BetSize#200c #RiverConfig.RaiseSize#200c #RiverConfig.AddAllin#False #RiverConfig.DonkBetSize#200c #FlopConfigIP.BetSize#100c #FlopConfigIP.RaiseSize#100c #FlopConfigIP.AddAllin#False #FlopConfigIP.Dont3bet#False #TurnConfigIP.BetSize#200c #TurnConfigIP.RaiseSize#200c #TurnConfigIP.AddAllin#False #TurnConfigIP.Dont3bet#False #RiverConfigIP.BetSize#200c #RiverConfigIP.RaiseSize#200c #RiverConfigIP.AddAllin#False #RiverConfigIP.Dont3bet#False #Rake.Cap#0 #Rake.Fraction#0 #Rake.Enabled#False
Notice the cap settings (4, limit version). You can likely remove donkbets for OOP to make the tree smaller and not losing much information as well. The ranges I've used are random, please correct them to something sensible. This lets you use the main treebuilding form for limit trees as well and makes all the useful options available (the limit tab is really limited to the simplest trees).
It's a good idea to always build the tree (without solving it) and browse it for a while to make sure the betting structure is what you want.
I was saying that if i was trying to compare solutions to see how much EV differences/how diff ranges are constructed between the 2 diff solutions would i need have a nash preflop range for the first solution and then 2nd solution i would have villain's wide cc preflop range OR am i just okay with using villain's wide cc preflop range for both 1st and 2nd because not much will change postflop?
I'm assuming for like super wide ccing ranges like 30%+ i would be better off using 2 diff ranges like mentioned.
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