Quote:
Originally Posted by sthief09
I am wondering if it would be possible for the 'top x%' function to work in intervals, to create nonlinear ranges.
for example, on the river, SB vs. BTN with 1 PSB remaining.
SB would like to use this strategy (I'm using arbitrary %s for clarity):
- Shove the top 25% of hands
- Check the top 20% of the remaining range (or of the entire range--it doesn't matter)
- Shove the next 20%
- Check the rest
I can do this right now, however it needs to be done in 4 ranges and the results come out wrong. Instead, we'd need 1 betting range consisting of the 1st and 3rd bullet points above. Likewise, the checking range would need to be the 2nd and 4th bullet points above.
Well, I can think of an ugly way of doing this ...
www.cardrunnersev.com/savefiles/ranges.rar
This will make SB bet with the top 25% as well as the [45,60]% domain and check with the rest. For both bet lines the subtrees are identical. Same goes for both check lines.
It's definitely not pretty, but it accomplishes what you're asking for.
I suppose your issue would be solved if a command
Top%(Location,Value,Value,Mode,Mode) were added? So that
Value,Value allowed for a domain instead of a top%?
Quote:
Originally Posted by sthief09
Another such example is if we're in position on the river with 1 PSB remaining. We almost certainly don't want to bet the top x% of our range and check all else. We probably want to bet the top x%, check the next y%, and then bluff z% that have the best blockers (highest EV), and check/give up with the final w%.
Well, fwiw, it sounds like the unexploitable shoving feature would be capable of doing this for you. If you're in position on the river (and checked to) it will calculate a top% and bottom% shoving range, while the intermediate hands are checked behind.
Now, this is not exáctly what you're asking for, however, I don't think you should be shoving you're second-to-worst hands in this spot while checking your worst ones anyhow. You should be bluffing your worst ones and checking the ones that have at least some showdown value. If I had a choice between bluffing Q high or 5 high in that spot, I'd bluf 5 high and check Q high.
PS: I've just checked, and in the new unexploitable shoving algorithm, the fact that the shoving range is a top% and a bottom% is not made clear to the user. I think I'll separate the shoving range into a top% and bottom% again for future versions.
Last edited by scylla; 03-17-2013 at 06:33 PM.