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Running a script on a relatively small (11GB) tree and the solver is taking forever to converge close to .3% accuracy on a few flops
11GB is gigantic tree taking into account memory optimizations for recent releases.
A tree with 2 sizes everywhere is less than 8GB for example (on a rainbow unpaired board).
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the solver is taking forever to converge close to .3% accuracy on a few flops
A lot depends what you mean by "forver" what kind of hardware do you have and what exactly the tree is. Some things in a tree like a lot of overbets makes it way more difficult for the solver to get to good accuracy fast.
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Almost flops are taking 30min-1.5hrs but one or two have taken over 10hrs.
30 minutes isn't bad for a tree that big (but again depends what CPU you have available). Feel free to send us the one which takes so long. Again, maybe you are using a lot of overbets - those make things way more difficult for the solver and are rarely useful for the final solution (with the exception of the river). I would recommend using combination of accuracy and timeout in scripts to avoid unpleasant situations like that.
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1) is there a likely explanation for the solver struggling to make improvements after so many iterations and
-overbets make it difficult, try not using "add-allin" checkbox too much
-the solver is optimized for memory use mainly as that is what most of our users want (build bigger tree within reasonable RAM limit), that makese convergence not as good as it would be if we were allowed to use say 1.5x or 2x memory
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2) is there some command I can type to either finish and save the current flop as it is and move on to the next one or change the accuracy settings of the script without losing what has been done
Not when the script is running but you can use combination of timeout and accuracy when generating the script, the tree is stopped and saved when one of the condition is fulfilled so something like .3% or 40 minutes would be a good idea.
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Thanks and congrats on building such a great product. Glad you guys are having the success you deserve.
Thanks
It's true though that the solver could be faster and it will be in the future
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I wonder if this difficulty means that we haven't found the right criteria, or simply that the concepts "bluff" and "semi-bluff" are ill-defined in multi-street games and shouldn't be pursued. maybe they're just a relic of old-school heuristics and aren't useful in thinking about GTO strategies?
I don't know, I don't think much about human concept lately as I am not an active player anymore and it's the task better suited for coaches/experience players etc.
Bluff/value bet thing works quite well on the river (not all cases but still) but yeah, on the turn/flop those don't make as much sense, especially taking into account that optimal play contains a lot of betting for protection or at least it looks like betting for protection