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 Post subject: SNGEGT precision
PostPosted: Mon Nov 30, 2009 11:55 am 
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Hi,

I have found a very interesting project from pokerai (SNGEGT) here :
http://pokerai.org/wiki/index.php/SNGEGT :D

I have been looking in the code since this morning . Someone could maybe help me on few point .. Just to be sure about it .... :

Is that true that :
_When 2 or more opponents are present ... the EV calculation is only made player versus ONLY one opponents and repeat with all opponent ... What if there is more caller ?

_In the optimal ranges option (what a great idea !!) : the SB is calculate by BB/2... What if this is not true

I mean "What if" ...Is there a big difference between result EV ?

Another point i would like to know is How the Win% HandVersusHand were calculated ? i assume that the differents LookupTable are precise enough but... Are they calculated with all possible combination ?

Sorry for my english ... :)


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 Post subject: Re: SNGEGT precision
PostPosted: Mon Nov 30, 2009 8:59 pm 
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Is this a noob question ? or no one know about this detail ? Or you dont want to reply to new guy ?
it's little confusing .... :roll:


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 Post subject: Re: SNGEGT precision
PostPosted: Mon Nov 30, 2009 9:14 pm 
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Be patient, this seems like a pretty low traffic forum from my short time on here, I'm sure someone will answer you eventually.

I don't know much about SNGEGT, i have only used the Java port, but from what I can tell it only computes Nash Equilibria with at most 1 raiser in front of you.

As far as the BB/SB thing goes you can specify when there is no SB, if the blinds are 10/25 instead of 12.5/25 or something like that, this will be result in a pretty negligible range difference. As long as your ranges are within 3-4% there is very little equity difference.


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 Post subject: Re: SNGEGT precision
PostPosted: Tue Dec 01, 2009 11:07 am 
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thanks for the reply :)

Quote:
i have only used the Java port,


I have to admit that i havent read the documention :oops: if there is one ^^ ...
i havent seen this possibility. I wanted to use it with a c++ dll .. or c# .. thus i have develloped an personnal interface ....
when it will be done (useable) , i will put it here ;) (could maybe interest someone)

Just dont tell me it was already done ?? :cry: :lol:


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 Post subject: Re: SNGEGT precision
PostPosted: Tue Dec 01, 2009 12:26 pm 
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OK ... i put the current version of my dll :

In order to use it ... I made a simple c++ Project :

Code:
#include "stdafx.h"

#using <mscorlib.dll>
#using <ICMRange.dll>
#include <tchar.h>
#include <stdio.h>

using namespace System;
using namespace ICMRange;


int _tmain(int argc, _TCHAR* argv[])
{
   Console::WriteLine("Hello World");
   /*testPUSH
   int mBB=30;
   int mSB=15;
   Situation^ m_sit = gcnew Situation();
   m_sit->SetBlindStructure(mBB,mSB,0);
   m_sit->SetMyPos(2);//BTN
   m_sit->SetMyHand(0);//AA
   m_sit->AddPlayer(5000,mBB,10);
   m_sit->AddPlayer(5000,mSB,10);
   m_sit->AddPlayer(5000,0,60);//me
   
   double EV;
   EV=m_sit->calcICM(true);
   */
   
   //testCALL
   /*
   int mBB=30;
   int mSB=15;
   Situation^ m_sit = gcnew Situation();
   m_sit->SetBlindStructure(mBB,mSB,0);
   m_sit->SetMyPos(1);//SB
   m_sit->SetMyHand(0);//AA
   m_sit->AddPlayer(5000,mBB,2);
   m_sit->AddPlayer(5000,mSB,2);//me
   m_sit->AddPlayer(5000,5000,2);
   
   double EV;
   EV=m_sit->calcICM(false);

   Console::WriteLine(EV);
   */

   /*TEST RANGE*/
   int mBB=1000;
   int mSB=0;
   Situation^ m_sit = gcnew Situation();
   m_sit->SetBlindStructure(mBB,mSB,0);
   m_sit->SetMyPos(3);//CO
   m_sit->SetMyHand(0);//AA
   m_sit->AddPlayer(5000,mBB,10);
   m_sit->AddPlayer(5000,mSB,10);
   m_sit->AddPlayer(5000,0,60);//me
   m_sit->AddPlayer(5000,0,60);//me
   
   double RangeOpt;
   double EVTh=0.1;
   RangeOpt=m_sit->ICMRanges(true,EVTh);
   Console::WriteLine(RangeOpt);

   Console::ReadKey();
   return 0;

}


Hope it could be useful to someone :-D
Hope to have feedback ... to avoid Bug .. or ... anything

Enjoy


Attachments:
ICMRangedll.rar [1.06 MB]
Downloaded 115 times
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 Post subject: Re: SNGEGT precision
PostPosted: Thu Feb 04, 2010 5:16 pm 
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Have you tested it by yourself?


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 Post subject: Re: SNGEGT precision
PostPosted: Sat Aug 28, 2010 6:52 pm 
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i try to display the nash open pushing ranges, but i dont understand the output.

can someone explain me how to use the calc function?


Code:
#include "stdafx.h"

#using <mscorlib.dll>
#using <ICMRange.dll>
#include <tchar.h>
#include <stdio.h>

using namespace System;
using namespace ICMRange;


int _tmain(int argc, _TCHAR* argv[])
{
   // Nash Range
   
   int iBB=30;
   int iAnte=0;
   bool iNoSB=false;

   const int iPlayers=9;
   array<int>^iStacks={300, 300, 300, 300, 300, 300, 300, 300, 300};

   int iRaiserIndex=8;

   double iEVthreshold=0;
   array<double>^iPayoutStructure= {0.5,0.3,0.2};

   array<int>^oRanges={0,0,0,0,0,0,0,0,0};

   calcRanges^ m_calc = gcnew calcRanges();
   m_calc->calc(iPlayers,iStacks,iRaiserIndex,iBB,iAnte,iNoSB,iEVthreshold,iPayoutStructure,oRanges);
   
   for (int w=0; w<iPlayers; w++)
   Console::WriteLine(oRanges[w]);

   
   

   Console::ReadKey();
   return 0;

}


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