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Originally Posted by monkerboy
Thanks for the response Isaac. Youdabest
You are welcome.
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Originally Posted by brasil270
how does someone do turn scripting to solve for the turn and the river, for the flop scripting we have in the ranges, but for the turn do we need to build the tree at the turn on, input saved ranges, and then hit the "play" button and it will begin solving the turn and river for that flop we solved ranges for if we input that flop for it. Sorry, a little lost here.
I'm not 100% sure I understand your question, but I will try to respond to what I think you are asking:
Basically you will have to create separate game trees that start from the turn if you want to run a script that solves for the turn and river. You will need to export the relevant ranges from the flop into the new turn/river game tree, and then continue solving from there.
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Originally Posted by PlumpSquirrel
At least for larger preflop trees without perfect accuracy you can clearly see unstable solutions on turn and river even at high I/N. Preflop and flop solutions seem to be more stable. What do you think of saving the strategy up until flop and then running the strategy keeping preflop and flop solution fixed while letting the solver solve turn and river with high accuracy? Also how would this be done in practice? You would have to have all the ranges for all flops and preflop and flop actions saved and then inported. Is there an easy way to do this? Thank you
Generally it isn't recommended to use the flop ranges from a preflop solution to solve for turn and river. Even if they are stable, due to the abstraction, they will be less accurate. However, if you have compared the accuracy of your preflop-flop solution to that of a pure flop solve and find it satisfactory, you could proceed, but there is no way to automate this just using Monkersolver, you would need to come up with a solution that is outside of the current feature set of Monkersolver.
Essentially you need to export various scenarios from preflop and flop, and import them to individual game trees for the turn and continue solving from there.
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Originally Posted by CodythePATRIOT
I want to start building dedicated servers for monkersolver. What are the specs under which the software runs optimally?
Ideally you want to have the fastest possible RAM and CPUs with a high clock speed. Monkersolver doesn't scale that well with high thread counts and multiple-socket CPU setups, so there is a trade-off there. Essentially, if you had to choose between two CPUs that were the same price, favour the one with higher clock speed and lower thread count over the lower clock speed and higher thread count one.