Depends on whether you calc SCORE based on hands played or hands observed. But, yes it would clearly improve win rate per hour.MJ1 said:But you agree it would enhance SCORE by departing negative shoes while observing, right?
Then why the reluctance to add this feature?QFIT said:But, yes it would clearly improve win rate per hour.
Didn't say I wouldn't add it. But, it is still an estimate of the time it takes to begin play again, as is the current method.MJ1 said:Then why the reluctance to add this feature?
That is a given. Everything users enter is an estimate. We estimate PEN, # players at table, rounds dealt per hour, playing errors, betting errors, dealer errors, etc.QFIT said:Didn't say I wouldn't add it. But, it is still an estimate of the time it takes to begin play again, as is the current method.
the method is basically:QFIT said:What is the method?
No, I won't be handling this. It is an EXTREMELY weak counting system. You're better off with Basic Strategy.sagefr0g said:the method is basically:
raised bet if previous hand was:
seven or more cards between you & the dealer
or
double down (if a hard double down, not a soft double down)
or
split hand (but not split aces)
or
push ( excepting four card pushs between you and the dealer)
minimum bet if previous hand was:
four cards between you & the dealer
or
aces were split
or
ordinary win or ordinary loss
i appreciate your response.QFIT said:No, I won't be handling this. It is an EXTREMELY weak counting system. You're better off with Basic Strategy.
Makes sense. I'll have to see if this is possible in Windows 6 & 7.fwb said:Another suggestion: Let us specify process priority, maybe right under where # of threads are set. I like doing other things when my sims are running and don't care if they have to give up 1% of the processor for web browsing. I found myself constantly going into task manager and setting CVdata priority to Low, though I found a task manager utility which can do this automatically now.
CV must insure that there will never be more than 7 seats taken.fwb said:Also: with the setup I'm currently working with, there appears to be a bug with the max # of players allowed at a table. It will not let me increase from 4 to 5 players. One player plays up to 3 hands while the rest only play 1. Thats only 6 hands max, it should let me add one more player.
Actually, I came across the solution while typing this. Player 5 was left with a strategy which used multiple hands from a previous sim which is why it wouldn't let me add him. I had to reduce all players to 1 hand, add player 5, reduce his max hands back to 1, and then change everything back. Maybe this isn't as user-friendly as it should be?
Hmm. Have to figure out a way of specifying a next-carding strategy.iCountNTrack said:Hit-Card (next card) simulation feature, very similar to the hole-carding one which is brilliant.
the simplest approach i can think off is to have a strategy table for each type of next card ace through 10 for a total of 10 tables. Each table will simply have the dealer upcard and the player's cards, each entry in the table will have the optimum player's play (hit, stand, double, split).QFIT said:Hmm. Have to figure out a way of specifying a next-carding strategy.
Due to the oddball way CVData is constructed, this is actually quite easy. Far easier than hole card play. Of course I'd also have to add table generation.iCountNTrack said:the simplest approach i can think off is to have a strategy table for each type of next card ace through 10 for a total of 10 tables. Each table will simply have the dealer upcard and the player's cards, each entry in the table will have the optimum player's play (hit, stand, double, split).
It could be enormous, my guess the ev should be over 30%.QFIT said:Now, what is your gain if you know both the hole card and next card?![]()