Seminar 27Draw & carnival games

Workbook C

Solver baselines

Limit draw games have had far less solver attention than hold'em. We ran our own. This page gives every number that came out, and is just as careful about what the numbers cannot tell you.

1What was solved

A simplified, two-player version of each limit triple-draw game, solved with CFR+, a standard self-play method that moves a pair of strategies toward the point where neither can gain by changing. Three simplifications matter:

  1. Hand classes, not hands. The solver groups hands into classes and plays every hand in a class the same way. The real game has finer distinctions than that.
  2. No card removal between the two players. In the real game the cards you hold cannot also be in your opponent's hand. The simplified game ignores this.
  3. Heads-up only. The six-handed figures below are an approximation built from heads-up solves, not a solve of a six-player game.

How to say it. These are baselines from our solver for a simplified game. They are not a solution to triple draw, and nothing on this site should be read as one. Where the simplified game and the real game differ, the baseline will be wrong, and we do not yet know by how much.

2How well the simplified game was solved

Solver baseline · simplified game
Exploitability, in big bets per hand, measured inside the simplified game
GameExploitability
2-7 triple draw0.0018
Ace-to-five triple draw0.0018
Badugi0.0027

Exploitability is how much a perfect opponent could win per hand against the strategy. These are small, which means the simplified game was solved closely. It says nothing about how close the simplified game is to the real one. A perfect answer to an easier question is still an answer to an easier question.

3Heads-up 2-7 triple draw

Solver baseline · simplified game
SpotWhat the baseline does
Button, first to actRaises about 85% of hands
Big blind facing that raiseFolds 16%, calls 62%, re-raises 22%
Pat sevens and eightsKept
Rough nine (9-8), opponent drew one, bet, then stood patBroken about 98% of the time
Smooth nine, same opponent but he only check-calledKept 94% of the time

A known weakness. We suspect the 85% opening figure is too wide, and that the missing card removal is the reason.

4Six-handed: who opens how often

Solver baseline · approximation from heads-up proxy solves
Share of hands raised when everyone before you has folded
GameUTGHJCOBTNSB
2-7 triple draw21%22%30%43%70%
Ace-to-five triple draw19%25%33%50%58%
Badugi18%21%23%38%50%

These figures are an approximation built from heads-up proxy solves, not a solve of a six-player game. Use the shape (tight up front, much looser on the button and in the small blind) with more confidence than any single figure.

5Exact odds quoted with the solver work

These are not solver output. They are plain counting, and our own odds script reproduces each one.

Computed
Deuce-to-seven1 draw left2 left3 left
2-3-4-7 drawing one makes an eight or better25.0%44.1%58.7%
A pat 9-8-6-4-2 beats a 2-3-4-7 draw69.8%48.2%32.9%

The first row counts 12 helpful cards among 48: the four cards you keep are removed and the card you throw away is not counted as seen. If you count your discard as a known dead card the figures become 25.5%, 45.0% and 59.6%, which are the ones used on the game pages. The second row counts 13 helpful cards among the 43 left when both hands are known.

6How each player type loses money

Pending · not yet published

A fuller report is being computed on how each type of player loses money. It is not finished, and nothing is shown here until it is. This section is its reserved place. No figures on this site anticipate it.

7How to use a baseline