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SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post)

09-17-2016 , 10:43 AM
Sorry to say, I don't know. It might be possible, but I have not heard of a way.
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
10-06-2016 , 08:16 AM
Something weird happened, I tried putting in the numbers for the 10 euro EPT spins and SwongSim seems to report much higher variance when I leave the structure as it is on stars than when I remove the jackpot and have 10% more rake.

I've set cEV to 100 for both runs

6% rake (actual structure) numbers :
Quote:
30% had a low point lower than -39 buyins
20% had a low point lower than -51 buyins
10% had a low point lower than -73 buyins
5% had a low point lower than -96 buyins
2.5% had a low point lower than -120 buyins
1% had a low point lower than -145 buyins
---------------------------------------------------------------------------------------
99% had a breakeven stretch longer than 2271 games
97.5% had a breakeven stretch longer than 2590 games
95% had a breakeven stretch longer than 2859 games
90% had a breakeven stretch longer than 3235 games
80% had a breakeven stretch longer than 3737 games
16% rake (no jackpot) numbers :
Quote:
30% had a low point lower than -23 buyins
20% had a low point lower than -30 buyins
10% had a low point lower than -44 buyins
5% had a low point lower than -57 buyins
2.5% had a low point lower than -70 buyins
1% had a low point lower than -87 buyins
---------------------------------------------------------------------------------------
99% had a breakeven stretch longer than 1459 games
97.5% had a breakeven stretch longer than 1611 games
95% had a breakeven stretch longer than 1753 games
90% had a breakeven stretch longer than 1959 games
80% had a breakeven stretch longer than 2246 games
Uploaded the settings file at : https://drive.google.com/drive/folde...nd2bjZLY2tiQmc
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
10-06-2016 , 09:25 AM
Good observation.

In this type of analysis, where removing tiers increases the rake, we need to adjust the rake return percentage to accurately reflect the absolute amount we are getting back (in $ or buyins).

In your example, the original settings yield an expected 6400 buyins pre rakeback and 7150 buyins after rakeback, so 750 buyins in rakeback. The modified settings yield 400 buyins pre, so we want to adjust the percentage to get 1150 buyins post rakeback. (9.38% rake return).

When using this method, I add the missing frequency back into a lower tier so the total comes out the same (100000 in this case). However, it usually has only a very minor impact on the analysis.

An alternate way of doing this is to leave the frequency unchanged and drop the prize pool distribution (or the player finish distribution) to 0 for that tier. Then their is no need to adjust the rakeback %.
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
10-06-2016 , 09:33 AM
Thanks, didn't hit me that rakeback was the issue, setting prize pool dist to 0 works as expected.
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
10-23-2016 , 01:27 PM
  • Updated preset payout structures for FTP and PS (.com, .es, .fr, .it).
Download link:

www.dropbox.com/s/ukpadqy24se12th/SwongSim.exe?dl=0
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
10-24-2016 , 07:06 PM
As a security measure, windows will warn about executables it doesn't know about that you download from the internet. Click "more info" on the warning popup for an option to run it anyway (you'll only have to do this once). In general, it's not a bad idea to scan downloads that you are not sure about. Some antivirus programs do this and there are also online services available for free where you can upload the .exe file, like https://www.virustotal.com.
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
10-24-2016 , 07:08 PM
yeah sorry got around it and delete it the post, wasnt counting on u replying so fast¡!¡ hahaa
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
10-24-2016 , 07:10 PM
Cheers
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
11-28-2016 , 12:58 AM
Quote:
Originally Posted by Max Cut
I am looking into it. With the bounty it will not be trivial, so unfortunately I'm not sure exactly when it will get added.
Could you add party poker spins assuming the bounty will be distributed equally (25% each player)? Or maybe just letting adjust this number manually?

I think party´s spins are the ones that have more variance of all. I would like to check it out. Thanks!
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
11-28-2016 , 09:37 PM
Quote:
Originally Posted by danielesp
Could you add party poker spins assuming the bounty will be distributed equally (25% each player)? Or maybe just letting adjust this number manually?
Unfortunately, it's not likely to get added in the immediate future.

Maybe you could add an average bounty of 8.333% (25%/3) to each place of the prize pool distribution, as shown below. (Then save the settings so you can easily reload them for future use.) I can't say precisely how accurate that would be. An alternative would be to add the entire 25% bounty to 1st place. Perhaps bunching the prize pool like that would show closer to a worst-case scenario in terms of swings.



(Note that 4th place is awarded for the top tier in SNG Hero, but that is not represented in this simulation setup. I think the impact should be small).
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-18-2017 , 09:18 AM
Can you add blast support please?
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-18-2017 , 10:23 AM
Quote:
Originally Posted by RonaldoVamos
Can you add blast support please?
I'll take a look at it later today. It's non-trivial since there are 4 paid in some cases.
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-18-2017 , 12:16 PM
Thanks, I know not only one wants it. Abcarone asked close too: http://forumserver.twoplustwo.com/29...46/index4.html

THANKS!
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-22-2017 , 08:52 AM
Any luck/Plans? Keep check every hour! THANK
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-24-2017 , 02:11 PM
Hey - nothing yet, still thinking about it. Nothing likely to happen this week.
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-25-2017 , 09:25 AM
THANK 4 update! Will stop check as OFTEN. hope it does come!!! Thank agaqin
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-26-2017 , 03:42 PM
PokerStars annouce some changes yesterday on their blog and among them its the payout structures for Spin&Go they´re reducing the frequency of big multipliers and increasing the frequency of the lower ones, i cant find the new frequency table but here is the blog link...

https://www.pokerstars.com/en/blog/c...t-164866.shtml
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-26-2017 , 04:58 PM
Quote:
Originally Posted by xPISCIVOROUSx
PokerStars annouce some changes yesterday on their blog and among them its the payout structures for Spin&Go they´re reducing the frequency of big multipliers and increasing the frequency of the lower ones, i cant find the new frequency table but here is the blog link...

https://www.pokerstars.com/en/blog/c...t-164866.shtml
Interesting, thanks.
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
01-31-2017 , 06:54 AM
Hi guys First of all, wanted to thank Max Cut for such a great work. I’m very grateful for this program, it’s very useful. Also wanted to thank coon74 for his posts, seems to be a very brilliant mathematical mind. Read some parts of this thread and understood a bit better the whole thing.

Wanted to talk about standard deviation (WARNING: BIG WALL, no summary). Afaik it seems that Max/**** made some crafted approximations, but it’s something still far to be calculated in an easy, fast and precise way. I’ve read you say we want to know standard deviation of luck-adjusted chips won / game. I would rather like to know standard deviation in buy-ins/game or buy-ins/100 games, since gives you an immediate idea of how big variance will be. Also because this is the way to compare it to std dev. in cash games.

I have seen too that there is a “standard deviation” box at Swong Sim visualizer, I guess you have to make a guess here¿? And I’ve also seen in some posts in this thread, that in an old version of the program it was calculated “mean deviation”. Mean deviation it’s ok, but it’s not so useful as standard deviation because it doesn’t get bigger when samples are more spread out, so std dev. would give us a better approximation of what should we expect.

We know that in cash games (let me know if you need some graphs for explanation of what I want to say), standard deviation responds to a gauss curve in a frequency/winrate graph, whose vertex is our EV. Moreover, we know 1 standard deviation is the maximum difference you will have with your EV during 68% of the time (that means 34% max to either negative/positive side). And 2 std dev is the maximum difference you will have with your EV 95% of the time.

What about spins? First consideration is that a graph frequency/winrate is not a gauss curve anymore. So first question would be: is regular std dev. useful for measure variance in this case? Maybe we should use a “standard spin deviation” stat. A graph would look as a sloping gauss curve on the left side of the vertex, and it will be a very flat gauss curve on the right side since you can get very big winnings but not very big losses (compared to winnings). Another important point here, is that the vertex of the curve is not our EV anymore, but something a little bit lower. That means our EV point would bet a little right from the vertex; and also that the “most frequent spot” is not getting our EV as it happens in cash, but getting what I would call “Real Spin EV” (RSEV). The bigger the prizes or its frequency are, the bigger the distance between RSEV and EV will be. Also the more games you play, distance gets lower in relative terms, and bigger in absolute terms.

Since the graph is not a symmetric curve anymore, I think regular std dev. is not specific enough (even that it’s going to be necessary to know it if we want to compare it with cash games). I consider it would be better to calculate 2 kind of std deviations: the “Negative Standard Spin Deviation” (will call it NSSD), and the “Positive Standard Spin Deviation” (will call it PSSD), being of course the last one much more bigger than the first one. Obviously these std dev. will have the RSEV point as a reference, not the EV point. A result example would be something like: “For 3.000 games you have a PSSD of 800 buyins and a NSSD of 260. You have a 30% of getting PSSD and a 38% of getting NSSD from your EV point, and you have a 34% each side from RSEV point. Your RSEV will be 40 buyins lower than your EV”. Ofc I’m inventing buy-ins numbers, but I guess it shows what I mean.

Also, although is not so specific, we could calculate usual Standard Deviation. Its formula is the result of calculating the square root of: sum of squares of each difference from the sample with the mean divided by the number of samples. Taking into account that the mean is RSEV, not EV. This would give us a good idea of how big variance is compared to cash or other games.

I think it shouldn’t be difficult to implement in Swong Sim these calculations with every sample and get some numbers.

Thank you for reading
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
02-02-2017 , 12:47 PM
Quote:
Originally Posted by squip
Hi guys First of all, wanted to thank Max Cut for such a great work. I’m very grateful for this program, it’s very useful. Also wanted to thank coon74 for his posts, seems to be a very brilliant mathematical mind. Read some parts of this thread and understood a bit better the whole thing.

Wanted to talk about standard deviation (WARNING: BIG WALL, no summary). Afaik it seems that Max/**** made some crafted approximations, but it’s something still far to be calculated in an easy, fast and precise way. I’ve read you say we want to know standard deviation of luck-adjusted chips won / game. I would rather like to know standard deviation in buy-ins/game or buy-ins/100 games, since gives you an immediate idea of how big variance will be. Also because this is the way to compare it to std dev. in cash games.

I have seen too that there is a “standard deviation” box at Swong Sim visualizer, I guess you have to make a guess here¿? And I’ve also seen in some posts in this thread, that in an old version of the program it was calculated “mean deviation”. Mean deviation it’s ok, but it’s not so useful as standard deviation because it doesn’t get bigger when samples are more spread out, so std dev. would give us a better approximation of what should we expect.

We know that in cash games (let me know if you need some graphs for explanation of what I want to say), standard deviation responds to a gauss curve in a frequency/winrate graph, whose vertex is our EV. Moreover, we know 1 standard deviation is the maximum difference you will have with your EV during 68% of the time (that means 34% max to either negative/positive side). And 2 std dev is the maximum difference you will have with your EV 95% of the time.

What about spins? First consideration is that a graph frequency/winrate is not a gauss curve anymore. So first question would be: is regular std dev. useful for measure variance in this case? Maybe we should use a “standard spin deviation” stat. A graph would look as a sloping gauss curve on the left side of the vertex, and it will be a very flat gauss curve on the right side since you can get very big winnings but not very big losses (compared to winnings). Another important point here, is that the vertex of the curve is not our EV anymore, but something a little bit lower. That means our EV point would bet a little right from the vertex; and also that the “most frequent spot” is not getting our EV as it happens in cash, but getting what I would call “Real Spin EV” (RSEV). The bigger the prizes or its frequency are, the bigger the distance between RSEV and EV will be. Also the more games you play, distance gets lower in relative terms, and bigger in absolute terms.

Since the graph is not a symmetric curve anymore, I think regular std dev. is not specific enough (even that it’s going to be necessary to know it if we want to compare it with cash games). I consider it would be better to calculate 2 kind of std deviations: the “Negative Standard Spin Deviation” (will call it NSSD), and the “Positive Standard Spin Deviation” (will call it PSSD), being of course the last one much more bigger than the first one. Obviously these std dev. will have the RSEV point as a reference, not the EV point. A result example would be something like: “For 3.000 games you have a PSSD of 800 buyins and a NSSD of 260. You have a 30% of getting PSSD and a 38% of getting NSSD from your EV point, and you have a 34% each side from RSEV point. Your RSEV will be 40 buyins lower than your EV”. Ofc I’m inventing buy-ins numbers, but I guess it shows what I mean.

Also, although is not so specific, we could calculate usual Standard Deviation. Its formula is the result of calculating the square root of: sum of squares of each difference from the sample with the mean divided by the number of samples. Taking into account that the mean is RSEV, not EV. This would give us a good idea of how big variance is compared to cash or other games.

I think it shouldn’t be difficult to implement in Swong Sim these calculations with every sample and get some numbers.

Thank you for reading
Hi squip--

On the settings tab there is an option "Show Summary Stats" which will give you the following stats in the text output.

Mean
Sum square deviation
Mean square deviation (Sample variance)
Root mean square deviation

These are for buyins or $ (depending on which you choose).


As you describe, the distribution of the simulation results can be multimodal and skewed, so these stats must be interpreted with caution. This is why they are only offered as an option and the warning is displayed. I like the idea of developing stats to better capture the distributions, precisely because these standard summary stats offered do not describe them in good detail (and can even be misleading). The main purpose of the visualizer is to give some bit of intuition for this. For example, you can see clearly the effect you describe (for spins) where significantly more than 50% of simulated players can end up under EV after a fixed number of games.


Note that the standard deviation input on the Visualizer tab is for EV Chip Mode where the simulations attempt to represent swings in luck-adjusted winnings per game, rather than buyins/$.

Thanks a lot for the post. I appreciate you taking the time to write it out clearly. Let me know what I missed!

Cheers
--Max
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
02-05-2017 , 07:10 PM
The version I'm using is old and has 7s with 6% rake and 15s with 5%. Anyone know where I can download an update with the correct rake/game distribution?

Thanks
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
02-05-2017 , 07:23 PM
Quote:
Originally Posted by Myles316
The version I'm using is old and has 7s with 6% rake and 15s with 5%. Anyone know where I can download an update with the correct rake/game distribution?

Thanks
Quote:
Originally Posted by Max Cut
-
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
02-05-2017 , 08:20 PM
Thanks man
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
02-05-2017 , 08:27 PM
cheers glgl
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote
02-07-2017 , 01:40 PM
Thx for the answer Max Just to keep u updated, I would say Winamax structure has changed. Also I couldn't find ipoker 50s on last version, neither the spins 100s in Italy. greets!
SwongSim -- ROI/variance simulator for lottery-payout SNGs (2k post) Quote

      
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