by 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.