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Old 04-20-2012, 01:17 PM   #151
MouldyOnions
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Re: SnG Solver

I wouldn't worry about making the UI clearer etc or anything, I was just being retarded.

Program looks pretty good overall.
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Old 04-20-2012, 02:26 PM   #152
voldemort
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Re: SnG Solver

All I'd like is an easier way to import hands, in terms of the current layout I think it works well and I especially like the way the colour-coding works.
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Old 04-21-2012, 01:47 PM   #153
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Re: SnG Solver

Hey dude, just wanted to run in a feature request here. It's very important that you add the ability to decapitate shoving ranges.

Say we get to the bubble of a 6 max game, 3 handed and we're about 15 bb's deep. Guys use nash ranges a bunch but nobody ever like EVER open shoves QQ+, most guys will raise call 99/aq+ and shove weaker. Obviously this has serious implications for our calling range. Wiz has the function to remove as much of the top end of the range as possible, I'd say it's pretty critical you offer some simlilar arrangement
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Old 04-23-2012, 12:22 PM   #154
ginandbread
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Re: SnG Solver

Nice speedup with last update.

Some things I would find useful:
+EV hands are green, those under +0.5 are less green then others. It would be nice to be able to change this color (they are too similar for my eyes) and also ability to adjust that edge needed for them to become "real" green.

When will adjusting the "number of future hands" will be implemented? Really excited about that cause in certain situations calculations are misleading (UTG+1 push ranges are tighter then UTG).
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Old 04-23-2012, 12:24 PM   #155
sng_jason
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Re: SnG Solver

voldemort,

Improving the hand import process is a high priority for me... I should have something in the very near future.


Colin252,

I totally understand and agree. Soon I will soon have features in place to address this very things.


Everybody,

New version 1.0.9 is available featuring a pretty big performance boost and a PokerStars "lockout".

I've been talking to PokerStars about their ToS and how to prevent SnG Solver users from inadvertently committing a violation of some kind... so as of this version, you will not be able to solve a hand while the PokerStars client is open.
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Old 04-23-2012, 12:41 PM   #156
sng_jason
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Re: SnG Solver

Quote:
Originally Posted by ginandbread View Post
Nice speedup with last update.

Some things I would find useful:
+EV hands are green, those under +0.5 are less green then others. It would be nice to be able to change this color (they are too similar for my eyes) and also ability to adjust that edge needed for them to become "real" green.
Hmm... I think it should be not too hard. I'll see what I can do.

Quote:
When will adjusting the "number of future hands" will be implemented? Really excited about that cause in certain situations calculations are misleading (UTG+1 push ranges are tighter then UTG).
Very soon.... in the next update in fact.

On that note... the feature roadmap for SnG Solver looks something like this...

1.0.10 - Increased simulation depth, streamlined HH import, etc...
1.1 - unrestricted hand ranges(!). So people can stop asking why the Hero's range doesnt always match the equilibrium range
1.2 - something really cool

This is a slight change to the plan I've alluded to before. Before, I had the unrestricted ranges coming after the really cool feature, but now that I have them both prototyped, it makes more sense to roll them out in this order. Version 1.1 will require a change in the data, so it will be a big download, but I think the overall size of the data should actually get smaller... so there you go.
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Old 04-24-2012, 01:02 AM   #157
Rusemandingo
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Re: SnG Solver

Just wanna say this software is amazing. Only been using it 3 days but my game has seen huge improvements. Im a giant nit but im 100% buying it after my trial is over or prob before. Aside from better hand rankings and future considerations, the UI is amazing. Thanks a ton for this.

Have only read the past few posts so idk if this has been addressed earlier, but being able to paste a big group of hands in and just click to the next one instead of having to manually paste it would be cool. It seems that it has to do a bunch of calcs for each hands so the load time for 20 or more hands might be a lot but idk.
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Old 05-16-2012, 01:37 PM   #158
Caveat
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Re: SnG Solver

Will you add a satellite hyper payout to the list? Something like 50/50/0?

Also, allow us to save a default structure where we can navigate between blind
levels with a click. It's a pain to have to enter the blind level manually every time.

E.g. Hyper sat blind levels: 25/50/10, 50/100/20, 100/200/40, 200/400/80, 300/600/120.

Thanks!

Oh, also in table view you should be able to hover over the individual starting hands in the lower left box and see the EVP/EVF numbers without having to click. Would be really convenient.

Last edited by Caveat; 05-16-2012 at 01:45 PM.
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Old 05-18-2012, 04:18 PM   #159
sng_jason
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Re: SnG Solver

Ruse,

Thanks for the comments! Optimizing the "workflow" and doing things like solving batches of hands at a time is definitely something I'm thinking about. I have a few new features I'm working to get out now, but after that, I plan to turn my attention back to UI issues like that.


Caveat,

I can definitely add a hyper-satellite format like that to do the menus.

At this point, adding new game structures is fairly trivial... the #1 reason that I dont have a particular structure supported by the HH parser or in the menus is simply that I dont know about it. Being in the USA, I dont have good access to the sites and cannot easily find out about game structures myself... I have to rely on you guys to tell me whats out there.

So if you (and by "you" I mean *everybody*) have a game you'd like better supported, definitely send me the details (PM or email support@sngsolver.com). Be sure and give me as much info as possible: payout structure, total players, players per table, starting stacks, buy-in, etc...

Good idea about hovering the mouse over the heat-map... I'll see what I can do.
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Old 05-18-2012, 09:37 PM   #160
FeelThePower
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Re: SnG Solver

Just downloaded sng solver but it doesn`t have payout structure for 180 man sng. Can you add it?
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Old 05-18-2012, 11:14 PM   #161
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Re: SnG Solver

Quote:
Originally Posted by FeelThePower View Post
Just downloaded sng solver but it doesn`t have payout structure for 180 man sng. Can you add it?
Now, what did I just say?

I can add it as soon as you tell me what it is (and tell me what site we're talking about)...
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Old 05-19-2012, 06:34 AM   #162
FeelThePower
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Re: SnG Solver

My bad Sent you PM
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Old 05-19-2012, 03:51 PM   #163
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Re: SnG Solver

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Originally Posted by FeelThePower View Post
My bad Sent you PM
No worries Got your PM... thanks for the info!
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Old 05-22-2012, 02:24 PM   #164
tehbrian
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Re: SnG Solver

Just want chime in and say that I also really like this software. I use SnG Wiz on and off but usually end up deciding it's really not that useful for me due to my inability to assign accurate ranges.

I'm using the trial now, and the only reason I haven't already bought a license is because of how cumbersome it is to move between hands in a hand history. I end up checking only a few hands, when I'd really like to go through an entire game. I know you already said you're planning on improving this aspect, I just want to let you know that as soon as you do I will snap buy a license. Other than that, it's amazing. Thanks for making this.
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Old 05-22-2012, 08:04 PM   #165
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Re: SnG Solver

Why is there a difference between your program and Holdemresources in Nash for Headsup?
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Old 05-22-2012, 09:41 PM   #166
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Re: SnG Solver

If I could put in my own Ranges instead of % and your Handrankings that would be awesome. It`s the one thing that I totally hate with SNG-Wizard.
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Old 05-23-2012, 01:22 AM   #167
sng_jason
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Re: SnG Solver

Quote:
Originally Posted by tehbrian View Post
Just want chime in and say that I also really like this software. I use SnG Wiz on and off but usually end up deciding it's really not that useful for me due to my inability to assign accurate ranges.

I'm using the trial now, and the only reason I haven't already bought a license is because of how cumbersome it is to move between hands in a hand history. I end up checking only a few hands, when I'd really like to go through an entire game. I know you already said you're planning on improving this aspect, I just want to let you know that as soon as you do I will snap buy a license. Other than that, it's amazing. Thanks for making this.
Thanks for the feedback! Yes indeed, I've got some stuff in the works that should make managing batches of hands much, much easier. Stay tuned!



Quote:
Originally Posted by NiSash1337 View Post
Why is there a difference between your program and Holdemresources in Nash for Headsup?
Depending on which version of Holdemresources and what the settings on SnG Solver are, the reasons could be any of: different equity models, different range restrictions, different range composition, different equilibrium algorithms, etc... In general, the results between programs should be pretty close.



Quote:
Originally Posted by NiSash1337 View Post
If I could put in my own Ranges instead of % and your Handrankings that would be awesome. It`s the one thing that I totally hate with SNG-Wizard.
Unrestricted hand ranges will be featured in SnG Sovler v1.1... coming soon!
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Old 05-23-2012, 05:23 PM   #168
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Re: SnG Solver

Been grinding merge being home for a month. Being able to paste merge hh would be nice. But an easy fix that would make things easier would be being able to paste somewhere the total number of chips in play and having the program autoassign the selected player the rest of the chips in play(like wiz does). Just having one less stack size to memorize when inputting would speed things up.

Having customizable ranges would be great. Also having it look ahead a few more rounds and i think youve said thats in the works as well.

Went ahead and bought full version. Easily the best money Ive spent on improving my game in a long time.
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Old 05-23-2012, 10:18 PM   #169
LTT777
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Re: SnG Solver

Just another bit of feedback for the variable ranges. The fixed ranges make it not usable IMO. I hear the rest of it is amazing and would gladly pay for it but fixed ranges is a major drawback.

That and Merge HHs would be nice.

I should have just quoted Ruse and said "This"
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Old 05-25-2012, 06:20 PM   #170
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Re: SnG Solver

Quote:
The payout in these tournaments obv aint 50/10/10/10/10.
It`s 60/10/10/10/10.

50% of the prizepool = cEV
50% of the prizepool = 20/20/20/20/20
cEV payout = 100% to winner

First place :0.5 x 100 = 50 + 0.5*20 = 60
Secondplace: 0.5x 20 = 10

etc.

If you put these together you get 60/10/10/10/10. So it is the right payout.
--------------

I would like having the option to put in minraises etc.
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Old 05-25-2012, 08:40 PM   #171
sng_jason
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Re: SnG Solver

Thanks for the awesome feedback, guys!


Quote:
Originally Posted by Rusemandingo View Post
... Being able to paste merge hh would be nice.
Quote:
Originally Posted by LTT777 View Post
...That and Merge HHs would be nice.
If you guys send me some Merge HHs, I can get them supported

And yup, unrestricted ranges are on the way!


Quote:
Originally Posted by Rusemandingo View Post
... But an easy fix that would make things easier would be being able to paste somewhere the total number of chips in play and having the program autoassign the selected player the rest of the chips in play(like wiz does). Just having one less stack size to memorize when inputting would speed things up.
Sounds reasonable... I'll put it on the list for when I make the next pass at the UI.



Quote:
Originally Posted by Omega505 View Post
...
When you click edit hand and get a new HH, the payout structure is reseted to the standard ones.
I'll look into this.


Quote:
Originally Posted by Omega505 View Post
...
A push is that a raise aswell(not shoving)?
Quote:
Originally Posted by NiSash1337 View Post
...
I would like having the option to put in minraises etc.
I have something in the works to do this kind of thing... but, shhhhh... its a secret.

Quote:
Originally Posted by Omega505 View Post
...
Feels like im twisted in my head. Help.
NiSash1337's math is correct (thanks for typing it out! ). Though it may not be intuitive, 60/10/10/10/10 gets you the correct answer for the Fifty50s. It sounds like you might be getting hung up because of the label "payouts"... think of it as "payout equity" instead. We're not solving for the actual finish positions for each chip stack, we're solving for the equity.

This is the same reason that when you set the payouts to "winner take all" (just one payout) that $EV become equal to chip EV.
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Old 06-02-2012, 08:56 PM   #172
friendly john
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Re: SnG Solver

hey

beginners question here

when you are entering the stack sizes of people, do you enter the starting stacks before the blinds/antes are taken or the stacks after the blinds/antes have been taken from each player?

i.e heads up 10/20/2, 1500 chips each at start of the hand
do i put 1500 for sb/btn and 1500 for bb or 1488 for sb/btn and 1478 for bb?

thanks
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Old 06-02-2012, 10:33 PM   #173
sng_jason
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Re: SnG Solver

Quote:
Originally Posted by friendly john View Post
hey

beginners question here

when you are entering the stack sizes of people, do you enter the starting stacks before the blinds/antes are taken or the stacks after the blinds/antes have been taken from each player?

i.e heads up 10/20/2, 1500 chips each at start of the hand
do i put 1500 for sb/btn and 1500 for bb or 1488 for sb/btn and 1478 for bb?

thanks
You enter the size of the stacks *before* any blinds/antes are taken out. So, in your example, you'd be entering 1500 for each stack.
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Old 06-05-2012, 05:14 PM   #174
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Re: SnG Solver

What is the calculation speed difference between calculation using only CPU vs calculation with CUDA graphic card ?
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Old 06-06-2012, 03:51 PM   #175
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Re: SnG Solver

Quote:
Originally Posted by Ph0en1x View Post
What is the calculation speed difference between calculation using only CPU vs calculation with CUDA graphic card ?
Just to be clear... currently, the publicly available version of SnG Sovler does *not* support CUDA yet (even though you might have noticed that a CUDA DLL is part of the installation). But that said, I can tell you a few things based on some development builds...

On my dev machine with an 2.2Ghz 8-core Xeon CPU and a GTS450 GPU (192 CUDA cores, 1.5Ghz), I see a speed increase of 5-8x when using the GPU.

This seems to be in line with the theoretical performance of each device based on their relative GFLOPS potential (72 vs 576, respectively), but I still believe there is more to be had from further optimizing my CUDA implementation. A real-world GPU/CUDA application has a much better chance of actually approaching maximum theoretical performance than its CPU-based counterpart. So really, I think GPU SnG Solver should ultimately perform better than it would look "on paper" relative to a CPU-only version.

In other words... SnG Solver performance is basically proportional to how many FLOPS you can give it.

For typical modern CPUs: FLOPS = 4 * # physical CPU cores * CPU frequency
For "Fermi" GPUs: FLOPS = 2 * # CUDA cores * GPU frequency
For "Kepler" GPUs: FLOPS = # CUDA cores * GPU frequency
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