Hand Range Models

Questions and discussion about PokerTracker 4 for Windows

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Hand Range Models

Postby pistonengine » Sun Sep 30, 2012 3:06 am

Unfortunately I can't find a tutorial for the hand-range models. I'm messing around with a hyper-turbo tournament with lots of all-in action. I've given myself a range of playable hands, and as a starting assumption I consider all my opponents are in that range, until proved otherwise. I was tracking otherwise on the site's comment section, but now I figure I can see if the PT4 will do the trick. Can I assign a default hand-range to every opponent, and update it individually when opponents prove looser (most do)? And, with that hand range, can I real-time see what the equity of an all-in situation against his range would be (preflop)? If not that precise, is there something that will get me along the track?
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Re: Hand Range Models

Postby pistonengine » Sun Sep 30, 2012 9:54 am

OK after playing around some more it appears to me the Hand Range modelling and equity calculator are definitely more for off-line fine tuning of the game and there really isn't a way to do what I want to do. That being said, the Hand Range Visualizer looks like it might be promising to eyeball an opponent's range, but the time required to pull up an opponent takes too long for live play. Is there a way to add this to the HUD?
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Re: Hand Range Models

Postby kraada » Sun Sep 30, 2012 10:14 am

Depending how much depth you want to go into you there are two places to start.

First you can set up a Hand Range Model - this is an ordering of hands based on their relative strengths Click Configure -> Hand Range Models to bring up the Hand Range Model Editor and to make it easier to read, change Display to Weight.

The lower the number you see, the stronger the hand is considered. You can see that 0 is AA, 1 is KK, and so on. There are 4 range models built in by default - you can see how they vary by choosing them and looking at the relative weights of the hands. If one of these ranges is good enough for your purposes you can just use it. If not you can duplicate the closest one via Options -> Duplicate Model then edit it as you'd like. To edit a value highlight it on the grid and move the Adjust Selected slider on the bottom left to change its weight.

Once you're happy with a range we move on to the ICM Model Editor which you get to via Configure -> ICM Opponent Models. These models tell you what actions they take with what percentage of hands and you can create a new model to match your own behavior and then use it for opponents (and create more tight or loose options too - you can go nuts here!).

Here's how you read the Opponent Models:

The Hand Range model being used is selected in the Hand Range Model box. For this Opponent Model all actions are considered to take place with the top x% (later defined) using that range model. The built in models all use Sklansky-Karlson.

There are going to be different action options and ranges defined based on the different number of players dealt into the hand and based on your position. So the actual dots change depending on what you have selected in Players and Position. So to be thorough you're going to want to go through each combination of Position and Players and set each dot. The colors of the lines between the dots tell you what action you're looking at - and the legend is in the Display Action Line box in the bottom left. To isolate one type of action from the other (making it easier to move the dots) you probably want to uncheck various lines then move things then recheck everything and make sure it looks right.

The graph shows you on the X axis effective stack size in big blinds and the Y axis is the range of hands a player will take that action with. So for example looking at Average HU SB, the blue line (open push or push over callers) has a dot on the 16BB stack area at 16.8% (33+ A3s+ KTs+ A7o+). So in the SB he will open push HU with that range with a 16BB effective stack. You can click and drag that up or down as you see fit.

There are dots on 1BB 3BB 6BB 11BB and 16BB. And some actions (Call Push, Call Two Pushes) don't apply in certain position/players combos (you can't call two pushes HU for example), so those lines only exist in certain spots.

This is then useful for looking at the ICM evaluations in the replayer - once you set up a model you can look there to see if, given your model, your pushes (or calls) were +EV from an ICM perspective.
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Re: Hand Range Models

Postby kraada » Sun Sep 30, 2012 10:15 am

To respond to your second post - there is no way to show Visualizer graphs in the HUD but what you can do is set up NoteTracker notes (see Tools -> NoteTracker) that take notes on a player's range in various situations. That is totally customizable and may do a lot of what you want.
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