Frankly, the index generator just cares about relative numbers.
Don, of course I knew this table. It was the reason of my first post as it would be logical to have the advantages. OK, it's not a bug, it's a feature.
Norm, if would be nice that index generator give absolute numbers.
BTW, how do you generated "CVData Index Chart Viewer" ?
Last edited by Phoebe; 10-02-2016 at 02:14 PM.
A comment on such stats. When generating indices, the first thing you do is to generate hands for a specific index, at every penetration, including multiple cards, at the same frequencies as they will occur in a casino. You then play those hands, with the remaining cards in the shoe for each situation, in the same frequencies as occur in a real casino, and record results.
Now, performing this accurately takes a great deal of time. As the process continues, the generator will start weeding out indices that make no sense to reduce the required time. When enough hands have been played for a particular count, and it is determines that this count will not be final index, that TC/RC is discarded and no longer generated. The possible indices are narrowed. At some point, well before all indices have been discarded, an index is chosen. At the end this can include some curve-following as some indices actually have dips and peaks over counts.
The point is, that the stats generated by count by an index generator are not meant to show advantage by count as there are varying numbers of hands by count. The purpose of the table/chart is only to show if there exists a large or small penalty for using an index that is a bit different. In some cases, an index off by one has far more effect than other cases.
All I have time for now. Index generation is vastly more difficult than simulation.
"I don't think outside the box; I think of what I can do with the box." - Henri Matisse
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