I touched on this in the previoues AHS vs EHS thread but I found this very interesting blog post over on propokertools.com:
http://pokercoder.blogspot.com/2006/07/ ... hands.htmlIt discusses a way to get a more meaningful hand ranking than ranking against a 100% range AND removes the guessing part ("oh let's just rank against the top 10% of hands").
Quote:
A third possibility is described by Billings, Davidson, Schaeffer and Szafron in "The challenge of poker" (a paper in "Artificial Intelligence"). At propokertools.com, we use hand orderings inspired by their approach. We created an evolutionary computer simulation, whereby the set of "good hands" is gradually refined, and hands are ranked against other "good hands".
The Evolution ProgramTo generate the ordering for each game:
Perform the following computation a total of ten times:
For each possible hand h:
Do the following many times (where "many" doubles each iteration):
- Deal the hand h, and add one chip to the pot
- Deal one random hand b, and add one chip to the pot (to simulate a "blind" hand)
- Deal eight random hands. For each "good" hand (defined later), add one chip to the pot (to simulate a player calling). For all the rest, fold the hand
- Deal a board, and award the pot to the winner(s)
We define a "good" hand as one which, on average, wins more than one chip from the pot. Put another way, a "good" hand is one that does better than break-even. For the first iteration, all hands are considered "good" hands. As the simulation is run, the set of good hands shrinks, and by the seventh iteration or so it becomes fairly stable.
Now the part he is talking about from "The Challenge of Poker" seems to be this one
5.1.2: Iterated Roll-out Simulations.
A great idea for 10 handed but I want to take it down to HU and make it multi-street, to account for card removal effects.
So instead of just allowing one bet preflop, I want to allow a bet on all streets and keep track of "good hands" per board.
Thoughts?