Two Plus Two Publishing LLC
Two Plus Two Publishing LLC
 

Go Back   Two Plus Two Poker Forums > >

Notices

Commercial Software Discussion of commercial gambling-related / poker software & commercial graphics modifications

Reply
 
Thread Tools Display Modes
Old 02-09-2012, 10:54 AM   #51
Fringobing
newbie
 
Join Date: Nov 2006
Posts: 24
Re: SnG Solver

Hi!

Thanks for fixing the "pokerstars importing hand history problem". I imported a multi-hand file. How do I pick the hand I am interested in?

Jorgen.
Fringobing is offline   Reply With Quote
Old 02-09-2012, 11:12 AM   #52
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by Fringobing View Post
Hi!

Thanks for fixing the "pokerstars importing hand history problem". I imported a multi-hand file. How do I pick the hand I am interested in?

Jorgen.
On the menu, if you select "File->Import Hand History..." (not from the "Game" menu) you should get a file selection dialog... after you select a file, you should be prompted with a list of all the hands in the file you picked.

Also, it looks like there still might be a problem reading some PokerStars hand histories... if a player has a 'space' in his name (e.g. "Pius Heinz"), the hand might not get parsed correctly. I'll try to get this corrected quickly.
sng_jason is offline   Reply With Quote
Old 02-09-2012, 08:27 PM   #53
Fringobing
newbie
 
Join Date: Nov 2006
Posts: 24
Re: SnG Solver

Hi again!

Is it possible to use SNG Solver to analyze hands in a Stars 180 sng where the first 18 get payed? (There is only 9 boxes for payouts in SNG Solver and not 18)?

Jorgen.
Fringobing is offline   Reply With Quote
Old 02-09-2012, 09:58 PM   #54
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by Fringobing View Post
Is it possible to use SNG Solver to analyze hands in a Stars 180 sng where the first 18 get payed? (There is only 9 boxes for payouts in SNG Solver and not 18)?
If you're at the final table, then entering in the top 9 payouts will make give the correct results for the situation. If there's still more than one table of players in the tournament, then unfortunately there's not really much support for that kind of situation in SnG Solver.

If its early in the tournament and you're not near a payout bubble, it might be reasonable to just have SnG Solver use "chip EV" by entering in only one payout spot (100, or whatever... the number doesn't actually matter).

In the back of my head, I have some ideas for how to deal with multi-table situations, but I still have so much I want to accomplish for single table analysis, its not likely I will get to it anytime soon.
sng_jason is offline   Reply With Quote
Old 02-10-2012, 03:02 AM   #55
Fringobing
newbie
 
Join Date: Nov 2006
Posts: 24
Re: SnG Solver

Thanks alot for your replyes!

What does "Expected big blind post line" means. Get this message when I paste this hand:

PokerStars Hand #75316001944: Tournament #514219561, $4.10+$0.40 USD Hold'em No Limit - Level III (25/50) - 2012/02/09 22:21:00 CET [2012/02/09 16:21:00 ET]
Table '514219561 9' 9-max Seat #5 is the button
Seat 1: 4lk4line (1352 in chips)
Seat 2: Hyje (1627 in chips)
Seat 3: czarnuchh (3239 in chips)
Seat 4: Djoe112 (5616 in chips)
Seat 5: kudrlinka (2003 in chips)
Seat 6: thund3rrr1 (3145 in chips)
Seat 7: SkulL GoLD (1558 in chips)
Seat 8: Xsign (1173 in chips)
Seat 9: SicariusDeor (1501 in chips)
thund3rrr1: posts small blind 25
SkulL GoLD: posts big blind 50
*** HOLE CARDS ***
Dealt to Xsign [Qh Kc]
Xsign: raises 1123 to 1173 and is all-in
SicariusDeor: folds
4lk4line: folds
Hyje: folds
czarnuchh: folds
Djoe112: folds
kudrlinka: folds
thund3rrr1: folds
SkulL GoLD: calls 1123
*** FLOP *** [Ah Jc 3h]
*** TURN *** [Ah Jc 3h] [9c]
*** RIVER *** [Ah Jc 3h 9c] [6d]
*** SHOW DOWN ***
SkulL GoLD: shows [Ts Th] (a pair of Tens)
Xsign: shows [Qh Kc] (high card Ace)
SkulL GoLD collected 2371 from pot
*** SUMMARY ***
Total pot 2371 | Rake 0
Board [Ah Jc 3h 9c 6d]
Seat 1: 4lk4line folded before Flop (didn't bet)
Seat 2: Hyje folded before Flop (didn't bet)
Seat 3: czarnuchh folded before Flop (didn't bet)
Seat 4: Djoe112 folded before Flop (didn't bet)
Seat 5: kudrlinka (button) folded before Flop (didn't bet)
Seat 6: thund3rrr1 (small blind) folded before Flop
Seat 7: SkulL GoLD (big blind) showed [Ts Th] and won (2371) with a pair of Tens
Seat 8: Xsign showed [Qh Kc] and lost with high card Ace
Seat 9: SicariusDeor folded before Flop (didn't bet)


Thanks, Jorgen.
Fringobing is offline   Reply With Quote
Old 02-10-2012, 03:32 AM   #56
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by Fringobing View Post
Thanks alot for your replyes!

What does "Expected big blind post line" means. Get this message when I paste this hand:

...
Seat 7: SkulL GoLD (1558 in chips)
...
SkulL GoLD: posts big blind 50
...
No problem

This is just the not-very-accurate error message after the parser bugs out on a player name with a space in it.

I should have a fix for this in the next update. You can work around this by deleting the space and making sure all the player names are just one word.
sng_jason is offline   Reply With Quote
Old 02-10-2012, 12:08 PM   #57
braminc
veteran
 
Join Date: Oct 2006
Location: @braminc
Posts: 2,084
Re: SnG Solver

Quote:
Originally Posted by sng_jason View Post
If you're at the final table, then entering in the top 9 payouts will make give the correct results for the situation. If there's still more than one table of players in the tournament, then unfortunately there's not really much support for that kind of situation in SnG Solver.
Are you recalculating the payouts for the final 9 in 180 mans?
braminc is offline   Reply With Quote
Old 02-11-2012, 10:15 AM   #58
Fringobing
newbie
 
Join Date: Nov 2006
Posts: 24
Re: SnG Solver

A stupid question...

I someone before you in the hand calls, how do i tell SngSolver that? The only choise i have to change the players action is fold or push (not call).

Jorgen.
Fringobing is offline   Reply With Quote
Old 02-11-2012, 02:55 PM   #59
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by braminc View Post
Are you recalculating the payouts for the final 9 in 180 mans?
You mean re-normalizing them? No, but this is not necessary like it might be in some other programs. This is because SnG Solver does not use (or need) any kind of "edge" adjustment. (Is that what you were thinking of?)


Quote:
Originally Posted by Fringobing View Post
I someone before you in the hand calls, how do i tell SngSolver that? The only choise i have to change the players action is fold or push (not call).
I'm afraid right now, the only choices for player actions are push or fold. However, adding support for other actions is a top priority feature on my "to-do" list.
sng_jason is offline   Reply With Quote
Old 02-13-2012, 12:14 PM   #60
Regret$
burnt out
 
Regret$'s Avatar
 
Join Date: Mar 2010
Posts: 11,585
Re: SnG Solver

Purchased new version.

Details view looks good. Any plans to allow for adjustments of future game ranges?
Regret$ is offline   Reply With Quote
Old 02-13-2012, 04:43 PM   #61
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by Regret$ View Post
Purchased new version.

Details view looks good. Any plans to allow for adjustments of future game ranges?
Thanks! I really appreciate it!

I'm not sure editing ranges for future rounds is going to happen anytime soon... For starters, it presents a real UI problem. A 6 handed game has 40 different ranges associated with it and over 300 possible future states... so, we're talking around 12000 different ranges. Even if you could edit future ranges, I dont think you'd actually want to.
sng_jason is offline   Reply With Quote
Old 02-14-2012, 09:29 AM   #62
ginandbread
journeyman
 
ginandbread's Avatar
 
Join Date: Jul 2011
Posts: 293
Re: SnG Solver

Quote:
Originally Posted by sng_jason View Post
Thanks! I really appreciate it!

I'm not sure editing ranges for future rounds is going to happen anytime soon... For starters, it presents a real UI problem. A 6 handed game has 40 different ranges associated with it and over 300 possible future states... so, we're talking around 12000 different ranges. Even if you could edit future ranges, I dont think you'd actually want to.

Maybe with simple opponent modeling, relative to equilibrium (different for pushing and calling).
For example we set opponent to "Loose pusher" which means his range is EQUILIBRIUM PUSH RANGE PERCENTAGE + (EQUILIBRIUM PUSH RANGE PERCENTAGE * 30%), in other words, if equilibrium is 20% then we add 30% of that range to that range which would be 20% + (20*0.3)% = 26%.
With this logic user could define his player types and how much range he wants to add/remove and UI wouldn't be a problem.

Thing is if there is a big stack fish who should push 100% of his range is very passive your future hands only calculate scenarios when big stack pushes (cause the probability is 100%) and it's ignoring real situations...

I know similar question was asked before, but how deep does the algorithm go when playing for example 3handed, I remember you said that deepness is a changing variable depending on something... Can you elaborate this mechanism?
ginandbread is offline   Reply With Quote
Old 02-14-2012, 07:04 PM   #63
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Yeah, I think that some kind of opponent modelling is probably going to be the best approach to trying to "fine tune" the simulation of future rounds. And, I think that implying uncertainty about an opponents ranges is probably the best approach.

I dont even think that there would be much benefit to separating out pushing/calling ranges in such a system if the uncertainty is considered during the equilibrium calculation phases. You'd end up with whats called a "trembling hand" equilibrium... basically a subset of Nash that considers that some opponents might make mistakes.



Since version 1.0, the depth of the future simulation is always exactly 1 (so, 1 simulated future round of play... I consider the immediate hand to have a depth of 0) . During the beta, I had experimented with different mechanisms that would dynamically increase the depth of the game tree... for the whole tree if there were fewer players (say, 3), or only just a subset of the tree if there were more players.

Why limited to 1 future round now? Mostly to try to create a less complicated "baseline user experience". In most cases, the differences to the results from a deeper simulation are very very slight... and therefore rarely outweigh the often huge increase in processing time.

It is a certainty that I will put in the option to increase simulation depth at some point. But before I do, I want to be able to 1) quantify the benefit and 2) offset the performance hit. Since I'm currently working on my game simulator and the GPU implementation, you shouldnt have to wait *that* long...
sng_jason is offline   Reply With Quote
Old 02-23-2012, 12:48 PM   #64
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Okay guys, new update: version 1.0.5

Improvements include...
  • Support for iPoker XML hand histories
  • Fixed PokerStars HH import - If you had a hand history with a player name that contains a space, it should now load correctly
  • Swapped BB and SB edit boxes in the game input panel - This might seem weird and arbitrary, but now SnG Solver follows the convention used by pretty much every other program in the world. I apologize for any confusion this might cause in the short term...
  • Shared data between program instances - Program data is now loaded just once and is shared between any/all instances of SnG Solver you might have running. If you like to have several instances open at once, this will bring the overall RAM usage *way* down (8MB for a new instance instead of 700MB).

Enjoy.
sng_jason is offline   Reply With Quote
Old 02-23-2012, 01:42 PM   #65
fluorescenthippo
Pooh-Bah
 
fluorescenthippo's Avatar
 
Join Date: Apr 2005
Posts: 5,846
Re: SnG Solver

good software. the only thing i dont like is the equilibrium calling ranges in specific situations.

for example:
http://www.holdemresources.net/hr/sn...6=&s7=&s8=&s9=

oldschool ICM says BB calls an UTG shove with 10.9% while advanced ICM says 20.4%. This turns the hand from an almost 100% shove range to ~38%.

Now I see why this is happening. advanced ICM says both players have less chips than they do. But the BB in practice is never calling with A6o here.

Great software but I do think oldschool ICM CALLLING ranges only are better (more practical) than yours, even vs players at the higher stakes.
fluorescenthippo is offline   Reply With Quote
Old 02-23-2012, 11:41 PM   #66
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

fluorescenthippo,

I guess the only thing I can say about the equilibrium ranges is, well... the math is the math.

Remember that while the equilibrium ranges are calculated to be unexploitable, they are not guaranteed to be the optimal strategy for a specific situation where your opponents might deviate from the equilibrium.

If you have specific knowledge about an opponents range, you certainly need to apply this information in order to get the real "answer".

Its a kind of "apples to oranges" thing to compare equilibrium strategies to what you believe to be a correct strategy based on your knowledge of actual player tendencies. For this reason, if you think that 10% is a better calling range than 20% in your example, then that may be true, but I would have to argue that it is more likely a coincidence and does not represent some kind of algorithmic advantage of an ICM-based Nash approximation over the Predictive Simulation in SnG Solver.

You say that no one would be calling A6o in the BB, but if UTG is pushing 38%, then they should. Likewise, if UTG if only pushing 28%, then SnG Solver agrees that the BB should fold A6o instead...



Spots like this are still going to come down to how well you can put your opponent on a range, and for this SnG Solver can try to put you in the ballpark, but you still have to do the rest of the work yourself.

And thanks for the feedback!
sng_jason is offline   Reply With Quote
Old 02-23-2012, 11:55 PM   #67
fluorescenthippo
Pooh-Bah
 
fluorescenthippo's Avatar
 
Join Date: Apr 2005
Posts: 5,846
Re: SnG Solver

thanks for the reply jason.

the only thing i would recommend is ranges (mostly calling) based upon traditional ICM. maybe a toggle for this or something.

cheers.
fluorescenthippo is offline   Reply With Quote
Old 02-24-2012, 12:18 AM   #68
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by fluorescenthippo View Post
the only thing i would recommend is ranges (mostly calling) based upon traditional ICM. maybe a toggle for this or something.
Well, as a matter of fact, if you really want ranges based on ICM, you can get this if you set the Predictive Simulation toggle to "off". But I still dont recommend it...
sng_jason is offline   Reply With Quote
Old 02-25-2012, 02:57 PM   #69
Fringobing
newbie
 
Join Date: Nov 2006
Posts: 24
Re: SnG Solver

Hi Jason and thanks for the upgrade!

I downloaded and installed it but when I try to import Ipoker (Titan) hand histories, SNGSolver crashes.

Regards, Jorgen.
Fringobing is offline   Reply With Quote
Old 02-26-2012, 01:21 AM   #70
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by Fringobing View Post
Hi Jason and thanks for the upgrade!

I downloaded and installed it but when I try to import Ipoker (Titan) hand histories, SNGSolver crashes.

Regards, Jorgen.
If you send the crashing HH to support@sngsolver.com I should be able to get it sorted out. Thanks!
sng_jason is offline   Reply With Quote
Old 02-27-2012, 04:47 AM   #71
Fringobing
newbie
 
Join Date: Nov 2006
Posts: 24
Re: SnG Solver

File sent.
Fringobing is offline   Reply With Quote
Old 02-27-2012, 03:18 PM   #72
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by Fringobing View Post
File sent.
Got it, thanks! I see the problem and should have a fix in the next update.
sng_jason is offline   Reply With Quote
Old 02-29-2012, 02:18 AM   #73
Fringobing
newbie
 
Join Date: Nov 2006
Posts: 24
Hi! Reinstalled Win7. My license does no longer work. I send you an email with my license number.

Regards, Jörgen.
Fringobing is offline   Reply With Quote
Old 02-29-2012, 03:36 AM   #74
sng_jason
grinder
 
sng_jason's Avatar
 
Join Date: Jul 2011
Posts: 436
Re: SnG Solver

Quote:
Originally Posted by Fringobing View Post
Hi! Reinstalled Win7. My license does no longer work. I send you an email with my license number.

Regards, Jörgen.
I reset your license key in the activation server... you should be able to re-activate your license.

I plan to have a better system in the future to manage license keys that should make moving an installation easier.
sng_jason is offline   Reply With Quote
Old 02-29-2012, 07:46 AM   #75
myNameIsInga
adept
 
Join Date: Apr 2010
Location: Deep end of the player pool
Posts: 746
Re: SnG Solver

Is it only one license? or can I if buy it, use it on more than one computer?
myNameIsInga is offline   Reply With Quote

Reply
      

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Forum Jump


All times are GMT -4. The time now is 07:29 PM.


Powered by vBulletin®
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright © 2008-2017, Two Plus Two Interactive
 
 
Poker Players - Streaming Live Online