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but i feel like sims with flop node locks can be helpful because in game it is much easier for you to develop an idea of villain's flop play than his turn/river play
I agree with it in general although I am not an active player anymore so take that into account.
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on the other hand, it seems to me that the questions and answers expressed in turn or river node lock sims would be too run out specific and therefore not as practical for learning?
On the other hand running turn solutions alone is much faster so you can try more of them/experiment with more things. Which brings me to:
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sorry for the tldr, i'm currently confused with how to use solvers for turn and river exploitative modelling/calcs and any advice in that regard would be appreciated.
I think it's not the most productive thing to try to lock all turns at this point to see how flop play changes. There will be more tools to develop exploitive strategies in the future - for now there isn't much you can do when it comes to that.
What you can do though is to analyze how to adjust on the turn (or river) against opponent who plays those differently. The way to do that is to node lock one turn and solve. To make it fast it's the best to make a new tree starting from that point on the turn (using ranges/remaining stacks/betting structure from the flop solution). There is a tool which does it for you, I talk about it here:
https://www.youtube.com/watch?v=1PEmsGaGLvk (point 2, creating subtree configuration, see the video description).
You can "cut" part of the tree, make a new one, adjust some things, like:
-node lock
-add/remove bet size options
-adjust starting range ("what if he plays a bit tighther on the flop?")
and then solve. As turns are fast to solve you can do it several times and get a better feel for what's going on.
One important thing is to save the original flop solution first so you can go back to it later and "cut" another part of the tree or go back to browsing it.
I think that's the best way to work on turn/river play for now.