Quote:
Originally Posted by 200zoomgrinder
It looks like you are on the right track with the literature but I am not aware of any publicly available code. I think that unless you are coding a PLO or 3handed+ solver you don't need any lossy abstractions...only lossless isomorphic calculation as mentioned (and possibly memory compression if you are really trying to do large trees/preflop solving)
If you really need it I believe the last state of the art that I can remember reading was K-Nearest Neighbors clustering using Earth Mover's Distance as the distance metric.
Yep that's the one I've moved on to now. Trying to make sense of it all.
Also, I was thinking, do I really need all of this compression and abstraction if I don't store anything? All of these bots needed it because they faced an opponent in real time, whereas for my use case it would be enough for me to plug in a range/hand vs range/hand on a board, wait 10s, and have it spit out the optimal line.
But it would be cool if it was all precomputed