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Originally Posted by Regret$
So, if there is some future tree that is probable, and significant on its effect of the ev of a shove, then that indicates something that should be considered when choosing to fold/shove. If we do not know the significance and probability of the future trees, then we would have to guess as to the causes.
Of course a better calculator that we do not understand these things is better than a worse calculator that doesn't calculate them at all. However, if the math is being done to provide the result, then why not show it in and 'advanced results tab' or similar, or make the showing of it optional?
I can certainly add a page that breaks down the equity subtotals for the immediate game state... like what sngwiz has. In fact, this is on my to-do list already.
Doing the same for the future game states gets a little more problematic...
First of all I'm not so sure it would be that useful. It can be very unintuitive how the future conditions ultimately relate to the present... lots of "emergent" elements arise that are difficult for a human brain to grasp. Deep Blue made lots of seemingly inexplicable moves but, at the end of the day, Kasparaov was defeated and left talking to himself.
Yes, yes, I suppose its a bit of a stretch to compare SnG Sovler to Deep Blue... but then again, maybe not...
But I will stipulate that, sometimes, you just want to see for yourself. So, I will put this on my list too... but there are also technical issues...
The core of SnG Solver is written in hand-optimized SIMD assembly. For the sake of performance, most intermediate results do not make it outside of the CPU cache. To save off the intermediates to main memory for later review would devastate execution time.
I could possibly recreate those intermediates as needed for display... but now were talking about a lot of work. I think the bang/buck ratio is pretty low on something like this... but I'll keep it in mind.
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This is also true, but one or two of the first 12-20 game states happen 20% of the time (assuming 6-10 'first tier' game states per choice of fold/call). I wouldn't so much care for adjusting the 300th game state as the 2nd and the 3rd.
Similar to the above, I understand the desire to be able to "fine tune" things. So, if I can implement it in an appropriate way, I'm willing to give it a try.
But, maybe there's a more valuable conversation to be had here. And that is talking about "what problem are you trying to solve by having this ability to tweak things?" If we get to the underlying reason for what you want to accomplish maybe there's a solution with a more universal application.
Like, maybe you're concerned that SnG Solver assumes that all players will play close to GTO on future rounds, but you know the guy in seat 4 is a total fish and you want to be able to exploit that. So then maybe we can talk about how to implement opponent models with some kind of "range tolerance factor", or something like that.
I would rather spend time on things that might benefit the overall results and not workarounds that only a handful of experts will ever get anything out of.
I hope I'm not coming across as some kind of "Negative Nancy". I really would love to have some kind of crazy "expert mode" and let people go nuts. But I am just one man, and no-one has replied to my "intern wanted" posters yet... so I have to pick my battles.