FLASH1296 said:
k_c …
Can you do a little of your mathematical magic for the 3 hand matchups that I suggested ?
Can you think of any other close decisions to include ?
I am in the middle of trying to develop an approach to learning basic strategy. It starts with a generic strategy, which is simply the best strategy for an overwhelming (or infinite) number of decks. This is total dependent strategy because any hand composition is insignificant. For multidecks generic basic is pretty close to best total dependent basic and the more decks the closer it is. For single deck, it's a little farther off but still a somewhat reasonable approximation. Once generic basic is learned then a player could learn the exceptions at his leisure since generic by itself is at least a reasonable approximation.
Anyway with regard to the hands you asked about, this is what I have. You would follow what is listed for generic strategy unless there is an exception for the rules/decks you want a strategy for. In my notation a strategy followed by an asterisk means that if doubling on any number of cards is allowed then the strategy preceding the asterisk should be replaced by h. For example d*h means double if possible and if not hit if doubling any number of cards is NOT allowed. If doubling any number of cards IS allowed then d*h simply means hit. This is because it is better to hit in order to get a hand that may then be doubled if doubling any number of cards is allowed.
Soft 13 v 5
Generic strategy = h (s17 & h17)
Exceptions
Decks = 1, strategy = dh (s17 & h17)
Decks = 2-8, strategy = d*h (s17)
Decks = 2-9, strategy = d*h (h17)
Soft 15 v 4
Generic strategy = h (s17)
Exceptions
Decks = 1, strategy = dh (s17)
Decks = 2-26, strategy = d*h (s17)
Generic strategy = d*h (h17)
Exceptions
Decks = 1-2, strategy = dh (h17)
Hard 8 v 5 or 6
Generic strategy = h (s17 & h17)
Decks = 1, strategy = d*h (s17 & h17)