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Thread: Index generation

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    Index generation

    For any of you who have generated your own playing indexes, this will probably seem like a beginner's question (which I am!), but how exactly do you create packs of cards of a given index? Here's my first, approximate stab at it:

    Subtract cards to achieve the desired count per deck. Also subtract a proportional number of neutral cards to avoid creating a deck that's rich in 7s-9s (thanks to Wong's PB for this tip). So for example, to create a pack of roughly five decks with a TC of roughly +2, subtract 2*5 = 10 small cards (so two each of 2s, 3s, 4s, 5s, and 6s). Then subtract two each of 7s, 8s, and 9s. The resulting TC will be 10 * (52/244) = 2.1.

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    Random number herder Norm's Avatar
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    The answer is simple. Don´t do that. Representative decks are not the best method of strategy generation. True randomness based on how cards are played is better.
    "I don't think outside the box; I think of what I can do with the box." - Henri Matisse

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    That makes sense. I should point out that I'm ok with the indexes being only approximately correct, say within 2. Your reKO strategy illustrates that the penalty for approximate indexes is much smaller than you might expect (https://www.qfit.com/rekostrategy.htm).

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    Is there any reason you don't want to use the many sets of published indexes, or generate them yourself in CVData?

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