Originally Posted by
Norm
Would this occur for all types of decisions (hardHS, softHS, surrender, etc.)? And, I'm not keen on this fractional multiplier. Not sure how that fits in or why it would be desirable.
You can take a balanced side count and combine it with the running count anywhere an efficiency can be improved, such as any playing decision or side bet. Generally, use the side count multiplier that optimizes the efficiency with the EoR. I’ll keep going with this example of a side count of 5 & 6. I don’t use this but it is illustrative.
In the table shown, on the left are all the ranks, the main tags (doubled Halves) and the side tags. I assigned +1 to five and -1 to six. The side tags have a magnitude of 1 but could be chosen as a different number. In the right side of the table are shown the side count multipliers you could potentially use.
In the center column is a multiplier of 0, which is the same as using only the main count. At the bottom is the calculated playing efficiency of the tags for the hit/stand decision for 16 v T. 65.47% for the base system.
With a multiplier of 3, the tags are +6 for five, and -1 for six, with a playing efficiency of 87.77%.
With a multiplier of 5, the tags are +8 for five, and -3 for six, with a playing efficiency of 89.90%.
You could arbitrarily decide whether you prefer a multiplier of 3 or 4 or 5 for this particular play. Any of those choices improves the efficiency quite a bit. When the modified tags start to get relatively large, the proper indexes get a little bit inflated, generally. For 16 v T many people decide based on the RC because it is so close to neutral, but with the inflated tags of the larger multipliers, you could use an index of -1 (truncated), which is “inflated” relative to a running count play using the main system tags.
56 side Multipliers 16vT.jpg
A well-chosen side count can be checked for improvements in efficiency using the EoR tables for every playing decision, and every side bet. The example above comes off as long winded, but in Excel you just calculate the efficiency improvements of all the plays simultaneously, and have all the optimal multipliers (to the nearest integer or half integer, as you wish) calculated simultaneously.
About the fractional multipliers: Depending on the particulars (specific main count & side count, and a specific play), using 0.5 or 1.5 of the side count might be the best option for a play.
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