Quote:
Originally Posted by Xenoblade
actually doug was doing terrible until he built a model that is some sort of super rudimentary solver
not really a solver though but some approximation of a balanced strategy and deviated from that strategy when needed
It wasn't a solver, it was a game tree visualizer, where he could put his HH in, and see his opponent's frequency in every node of the game tree. He used the old Janda 1-alpha to approximate GTO on every street, which was wrong, but better than what most people were doing. He would see how far they deviated from 1-alpha and then craft his game to exploit those leaks. He talks a lot about it in his old HU course, and shows the software in detail.
Quote:
Originally Posted by Laegoose
The good part was that you could play quickly against the solution really fast (check out https://holdem.olegsolvers.com to get an idea. It was more basic in 2013 but still fast).
Do you still develop solvers? It seems like there is a gap in the market right now, with GTO Wizard using the Ruse AI, which uses neural networks and what not to solve, so it's much faster. The gap in the market is that Piosolver still uses their CFR algorithm, which is much slower. People don't want to pay a monthly sub, so something as basic as a backend for Piosolver that uses NN and machine learning would be nice.