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Stingray: comp indices for insurance
Caraculos indices for insurance,are they practical in the real world?
If your game is S17.DOA,DAS,4Deck.Spread from 5 to 60,
how much will they add to win rate per hour?
Thsnks
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Don Schlesinger: Re: comp indices for insurance
>Caraculos [Cacarulo's!!] indices for insurance, >are they practical in the real world?
In single deck, there is a wide disparity among the indices. In multi-deck, they are a lot closer in range. For that reason, I suspect that they may be more practical for the former than for the latter.
> If your game is S17, DOA, DAS, 4Deck. Spread
> from 5 to 60,
> how much will they add to win rate per hour?
Frankly, I have no idea, but it's a fair question. Perhaps Cac will run a sim with a single insurance number vs. his variable ones to let us know the difference in SCOREs for the game you suggest.
Don
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Cacarulo: Re: comp indices for insurance
> In single deck, there is a wide disparity
> among the indices. In multi-deck, they are a
> lot closer in range. For that reason, I
> suspect that they may be more practical for
> the former than for the latter.
Agree that they are more practical for the former but I wouldn't dismiss the latter. Not only they add an advantage but they also add COVER specially when playing two hands!
> Frankly, I have no idea, but it's a fair
> question. Perhaps Cac will run a sim with a
> single insurance number vs. his variable
> ones to let us know the difference in SCOREs
> for the game you suggest.
I'll run a sim for 6D since I already have the RA-indices. I believe that for this case the RA indices will add more than the CD indices.
Sincerely,
Cacarulo
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Cacarulo: Re: comp indices for insurance
> Caraculos indices for insurance,are they
> practical in the real world?
First we need to define what is practical for you. For me it is any advantage -no matter how tiny- I can get in this game. Using CD indices also adds cover which is very important in the real world.
> If your game is S17.DOA,DAS,4Deck.Spread
> from 5 to 60,
> how much will they add to win rate per hour?
> Thsnks
I'll run a multi-deck sim before answering this question. The problem with this type of indices is that no commercial software can handle them (yet) so I need to modify my own programs.
Sincerely,
Cacarulo
PS: My handle is CACARULO (not CARACULO). You can call me CAC is you want.
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Cacarulo: Re: comp indices for insurance
> Caraculos indices for insurance,are they
> practical in the real world?
> If your game is S17.DOA,DAS,4Deck.Spread
> from 5 to 60,
> how much will they add to win rate per hour?
> Thsnks
Well, the simulations for 6D didn't show a big difference in SCORE but I'm sure that in handheld games the improvement should be more important.
It's also possible that I had a bug somewhere so I'd need to re-check my code.
Now, the importance in 6D is that you can add cover without sacrificing expectation.
Sincerely,
Cacarulo
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Don Schlesinger: Re: comp indices for insurance
> Well, the simulations for 6D didn't show a
> big difference in SCORE but I'm sure that in
> handheld games the improvement should be
> more important.
> It's also possible that I had a bug
> somewhere so I'd need to re-check my code.
No, no bug. This is as I suspected. I keep telling people that side counts of aces and values such as yours for multi-deck simply aren't worth much for 6- and 8-deck games. They are much more valuable for single-deck.
Don
> Now, the importance in 6D is that you can
> add cover without sacrificing expectation.
That's a different story.
Don
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