sagefr0g said:
i'm not sure what goes on but i guess it's got to do with covariance, however, what ever happens as to what goes on with covariance.
:whip:
just my guess is two things, the true count frequencies don't change for going from one to two hands for cvcx and how does one guess what to set the number of hands per hour at for the two ways?
Well, I don't really understand the magic of co-variance either lol.
Except to say, the results of playing 2 hands vs same dealer upcard renders the hands not "independent", as indepentdent as they would be had they been played at 2 different tables.
If the dealer has a 6 up, the 2 hands will likely either win if he busts or win if he doesn't. They are tied to the same dealer total.
What co-variance does not mean is that somehow, on average, the way you play 1 hand will in some way effect whether you win the other hand or not.
It's just a way of measuring how closely the results of both hands are tied to the dealer's upcard.
As to your second point, that's exactly why I don't think cvcx is the software of choice to explore this question. I view cvcx more as a "post-sim" calculator than a guy who can handle the effects of various betting in various ways with differing number of people at a table etc. I could be wrong on this lol.
I don't really know why since I have neither except, like you say, it seems to me sometimes frequencies and advantages don't change as I would expect them to in cvcx sims. Which means, really, nothing, obviously.
Like, clearly, if playing heads-up, the dealer will have fewer cards per round since, if the player busts, he will not take an extra card. If he is playing against 6 players, chances are greater he will have to take an extra card because it is less likely all 6 players will bust.
Although i'd guess the effect of the extra cards he may have to take would be diluted over the number of players. But still, an effect.
When cvcx is spreading, it seems to me, the cvcx "x hands"/hr really means "x" rounds"/hr. So you stick "80" in that box, it assumes 80 rounds per hour whether you are playing 1 box or 2 boxes. And most of the stats are based on 80 "rounds" rather than "160" hands.
Not to mention, as you suggest, I don't know how one can blithely assume that, when playing 1 hand at 80 an hour one can also blithely assume one plays the same 80 "rounds" per hour when playing 2 boxes. It just seems logical it would take a little longer to play 80 rounds.
Perhaps, like maybe alot of people, I have problems exactly undersatnding exactly what I am looking at.
Like N0 number of "hands" always seems to be expressed in "hours" not physical rounds. Like if back-counting say. Or even if not but "hours" does not mean 100/hds/hr.
But "hourly" SD seems to be based on physical number of rounds played if, say, back-counting while the 1 round SD is based on a physical round played.
Yet "$won/hand" seems sometimes to be some sort of avg of physical $'s won/round based on # of hands per hour and I have to work hard to figure out what I am supposed to $win if I play 1 round. Or Hand.
This all assuming sometimes the descriptive non-changeable "Hands" may actually, under other circumstances actually mean "rounds".
JUst me making another mountain out of a molehill. Maybe the documenattion addresses such questions and, if it didn't to my satisfaction, and I couldn't figure out what I was looking at by tweaking my variables in multiple sims, I'd just ask the Man Himself and then I'd know what I'm looking at. I'm not gonna waste his time asking when I don't even have this stuff - I have more fun trying to figure it out anyway lol.
Sometimes, I confess, I just wish he'd make life simple for me and just give me EV and SD in units per physical round and N0 in physical rounds played and let me count how many rounds I have played lol.