Quote:
Originally Posted by jasonhau
hey Scylla:
I simulate a 0-1 game, both of range:KQo-K4o,QJo-Q4o,JTo-J4o,T9o-T4o,98o-94o,87o-84o,76o-74o,65o-64o,54o
borad: AAAA
pot:10 stack:5
like pic
I find that OOP’s first action:KQ's EV and EQ are different with KJ and KT, dont know why? on this board, They don't all equal K high?
and KQ use a mix strategy but KJ 100% check then K9 mix strategy again?
the file on Droplr:https://d.pr/3vrJW1
The difference between the different K hands is pretty subtle; I had to do some tests in CREV to figure out why K4 is different from KJ. Given that the board is AAAA, all that matters is the highest card in your hand. On this AAAA board, all Kx hands have the exact same equity, and with any Kx hand for hero, villain is equally likely to hold a K himself. Also the chance of villain holding a Q,J,T,etc is not affected by hero's Kx hand.
The difference appears to be that if hero holds Kx, then villain will be slightly more likely for both his cards to be equal or below x. So when holding K9o villain is a bit more likely to hold 9 high or worse. Given the fact that 9 high has very little showdown value, it makes sense to check the KT hands, in order to give villain a chance to bluff his non-showdown hand.
Checking K5o for example would make less sense, since in this case villain would only have an increased chance of 54o. So checking the K hands with the highest kicker maximizes the chance of villain bluffing with a hand that you beat.
That only leaves the question of why you would actually bet KQo more, whereas you would expect KTo to be a more logical choice. The thing here is that a Q has showdown value, so this is not a hand that your are likely to elicit a bluf from. It makes more sense to bet KQo in order to induce a call.
The CREV file
See below for the spot in CREV where you get to see the card removal effect for KX on villain's range. OOP's range has been set as K9o, with OOP betting the turn, and villain calling 9 high or worse and folding everything else. Villain's chance of holding 9 high or worse is apparently 33.9%. This frequency will be 33.9% for any hand for OOP ranging from K4 through K9. If OOP's range is changed to KTo or higher, then the frequency switches to 37%.
If you change villain's calling range to, for example, 7 high, then the exact same switch will occur at OOP holding K7.
So whenever villain's calling range is X high, the switch will occur at KX.
Savefile:
http://www.crevfiles.com/crev/savefiles/K9file.zip
Last edited by scylla; 04-13-2018 at 05:42 PM.