boneuphtoner
Well-Known Member
(with sweet 16, fab 3 indices)
Whoops! I meant Fab 4!!!
(with sweet 16, fab 3 indices)
Make 10 vs. 10 at +10 for multideck and +5 for handheld games and remove 13 vs.10. I won't double my soft 20. Instead I would inlude other soft hands like A,7 vs. 2, A7 vs. A, A8 vs. 4 and A6 vs. 2. Just my suggestions. Anyway, nice work!
The cherry on the top would be to get some wonging and -out points with the TC version.![]()
The two stated goals (or maybe implied) are simplicity in execution and performance BETTER than KO.
I think very shortly we'll be at a stage where we can put all these things in this thread together and publish them as a freely available PDF - assuming NS that you're willing to allow this with your work.
That is where I'm leaning for the time being. there is work to be done, and i have not been contributing as much as i'd like, but as it stands we have several UBZ OS variants that achieve the goals stated above. For that thanks for everyone's contributions, especially NS.
And most importantly, UBZ is now a real card counting system (well, we have to get surrender and a bet ramp in order, but the latter can be optimized pretty easy in the absence of index play).
I already have the deck adjusted wongout and wongin points for 6D done.
Here are my initial estimates, again we could try to round them.
6D IRC = -24
WONG IN
5 Decks remain RC = -8 • TC = ~1.20 (bet 2units)
4 Decks remain RC = -6 • TC = ~1.25 (bet 2units)
3 Decks remain RC = -4 • TC = ~1.33 (bet 2units)
WONG OUT
5 Decks remain RC = -28 • TC = ~ -0.8
4 Decks remain RC = -24 • TC = ~ -1.0
3 Decks remain RC = -18 • TC = ~ -1.0
These Numbers are VERY rough.... But we can use optimized bet spreads to determine good wong in points based on when we should bet 2 units. I calculated these numbers using excel, but there is something a little wonky with the calculation, the RC's might be off by +/- 4, or they might be just right.... I'm not 100% confident in them, I know they're close and several conversations with Fred Renzey lead me to believe I'm on the right track.... maybe someone could sim thesethat after all would be a good indicator if my intuition is good (again
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Can you post a screenshot?
I'd love to, but I tried copying and pasting the CVCX charts, and when I pasted them into this message, all I got was a jumbled series of columns containing the raw data. Any ideas?
I'd love to, but I tried copying and pasting the CVCX charts, and when I pasted them into this message, all I got was a jumbled series of columns containing the raw data. Any ideas?
Look how one favors Mentor and one favors RPC.
What about that 'dip and level' in the previous 1D chart - what is that? 'Cut-card effect'? zg
Another comparison, please: Add a true-counted UBZ to the unbalanced line-up. Then lets compare Mentor, ZEN and TCUBZ separately.
A dedicated newbie could start with the UBZ count and an adjusted BS - graduate to 16-25 indices - and if still aspiring learn to true-count and learn new indices.
Here are a few more comparisons. One is a chart with my UBZ strategy stripped to the Sweet 16. As you can tell, performance does suffer, it no longer outperforms, but it still is in line with the balanced level 2 Mentor and RPC. Also shown below is my full rounded 25 indices UBZ as compared to the Mentor and RPC full uncompromised indices. It sure holds its own IMHO!
Cacarulo's comparison shoots down AutoMonk's contention that RPC is superior to ZEN in shoe games.Qfit's software doesn't contain the UBZ in true count mode but i found a comparision by Cacarulo (Dead link: http://www.advantageplayer.com/blackjack/forums/bj-main/webbbs.cgi?read=9427) _Ranking_ There is also a comment by Fred Renzey in this thread.
This occurs in single deck games with a fixed penetration with multiple players. When you set a penetration; the dealer doesn't shuffle at that exact point. The shuffle occurs at the end of that round. If you change the penetration by adding one card; then the effect is to increase the number of rounds dealt in some percentage of shuffles. Add yet another card and the percentage changes again. But, the effect is not linear. And it isn't always a good thing. Suppose you increase the penetration just enough to eke in another round. Another round is good. right? Well, if you just managed to eke in another round; that means you probably didn't deal as many cards per hand in the previous rounds. Which means the cards were high and the count is low. So that extra round is not favorable. In other words, the cut card effect comes into play with a vengeance at some particular penetrations in single deck games with a fixed penetration with multiple players and that causes a dip in SCORE at those penetrations. Add a few more cards and you will no longer be at the point where you are just ekeing in low count rounds and the effect will mitigate. Switch to multiple decks, heads-up play or fixed rounds and the effect goes away.
I've always said that single deck is a fundamentally different game. Nothing in BJ is linear (except Insurance.) Strange effects that appear only as minor perturbations in shoe games can become glaringly obvious in single deck.