Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Saturday, December 18, 2010

Creating a Blackjack Card Counting Strategy

Card counting strategies range from fairly simple to absurdly complex. This article provides instructions on creating a card counting strategy and in doing so describes the various characteristics of counting systems. It may be of interest even if you don't wish to create a strategy but want to learn about the make-up of such systems.

Creating a new strategy is not difficult if you start with an existing strategy. If you wish to start from scratch there is a bit more work. There are plenty of strategies in the books. But, many people do like to at least modify a current strategy to better fit their needs.

Card Counting Tools

The following tools are needed:


Efficiency Calculator - Tells you how efficient a particular count is

Index Generator - To create new playing indexes

Simulator - To fine-tune and measure the effectiveness of the new strategy


Card Counting Tag Values

First you need to settle on the card point values. If you have already done this, you can skip to the Index Generation section. Although reading this section may add to your understanding. Each card has a point value like +1 or -1. There are several characteristics of counts as follows:

True Count vs. Running Count - As cards are seen, you keep a running sum of the card tag values. Running Count systems use this count for both betting and playing decisions. True Count systems require that you divide the RC by a number representing the number of cards that have been seen. There are various methods of converting RC to TC (e.g. division, multiplication, tables.) TC systems generally use this TC for all playing decisions. Most also use it for betting decisions. There are exceptions to both of these rules. RC strategies are generally easier to use and TC strategies are generally more accurate.

Balanced vs. Unbalanced - In a balanced strategy, all of the point values sum to zero. In an unbalanced strategy, the sum of all the cards is positive. Unbalanced strategies have an advantage because they can be used in the easier running count systems. Although they can also be used in TC systems. Balanced strategies have an advantage in that they are generally a bit more accurate (there are exceptions) and the count hovers around zero making counting easier and betting strategies easier.

Ace-Reckoned vs. Ace-Neutral - Generally the Ace is counted as a negative number (Ace-reckoned) or zero (Ace-neutral.) Ace-Reckoned strategies are generally better for shoe games and Ace-Neutral strategies are generally better for single and double deck. (Not always true.) There are compromise strategies (e.g. Zen, UBZ II) where the Ace is counted at half of the normal value. This is particularly good for double-deck and not bad for single deck or shoes. These days, Ace-reckoned strategies are more popular.

Level - The level of a strategy refers to the highest value assigned to cards. Level 2 and 3 card counting methods are more efficient, but quite a bit more difficult for most people. Level 3, 4 & 5 strategies also exist. But this is overkill. The most popular strategies these days are level 1. In a level 1 strategy, tens are counted as -1 and some or all low cards are counted as +1.

Side Counts - Some strategies use one or more side counts. The most common is counting the Aces in a separate count to make betting more accurate in Ace-neutral systems. This is because Aces are large cards for the purposes of betting but small cards for the purposes of playing when you don't have a Blackjack.

Suit/Color Aware Counts - Some count will have different tag values for red and black cards. Examples are Red7 & KISS. The attempt here is to gain most of the advantage of a higher level strategy without the higher range of counts. I would expect the error rate would increase somewhat but have no figures for this.

Other ease of use considerations - The fewer the number of Card counting is easier to count. The pairs of cards to add more than zero, the better. This is because most of the counter to count the pairs of cards, if possible. If you see a +1 and a -1 card at the same time, it will automatically ignore, since they sum to zero.


Well, as we decide the values of variables of the map? First, you need to decide on the above properties. Secondly, you should consider a look at the most popular approaches that exist. Next, you need to understand the correlation betting gamesEfficiency and Insurance Correlation. These are terms created by Peter Griffin in Theory of Blackjack. Reading this book will help you a great deal. These terms are defined as:

Playing Efficiency - PE indicates how well a card counting system handles changes in playing strategy. Playing efficiency is particularly important in hand-held games (one or two decks.)

Betting Correlation - BC is defined as the correlation between card point values and the effect of removal of cards. It is used to predict how well a card counting system predicts good betting situations and can approach 1.00 (100% correlation.) BC is particularly important in shoe games (six or eight decks.)

Insurance Correlation - IC is defined as the correlation between card point values and the value of cards in Insurance situation. A point value of -9 for tens and +4 for all other cards would be perfect for predicting if an Insurance bet should be placed.


Index Generation

Once you have your card values, you need to generate indexes. First, you need to make a few general decisions:

Initial Running Count - The IRC is the count you start with after a shuffle. Balanced strategies nearly always have an IRC of zero. This causes the count to hover around zero. A few people start with a higher number because they don't like to count negative numbers. This has no effect on the efficiency of a strategy. Unbalanced strategies usually have negative IRC's. This is because the count rises as the shoe is played. The IRC is often set so that there is an advantage after the count becomes positive. Also, different IRC's are generally used for different numbers of decks. This is not necessary; but makes it easier to remember playing and betting decisions since the count has to rise significantly farther for shoes than for single-deck. Some people use zero for unbalanced IRC's to avoid large negative numbers.

True Count Calculation - You need to decide how to convert the running count to the true count if your strategy uses True Count decisions. The most common methods are to divide by the number of full decks or half decks remaining. There is little difference in overall effectiveness. Full-deck is slightly better for betting and half-deck is slightly better for playing. HiLo Lite and the 1998 version of Zen divide by quarter-decks remaining. This makes betting a bit easier; but a bit less accurate. (You can see this explained in Blackbelt in Blackjack by Arnold Snyder when the next version is printed. It is currently out of print.) Some people use multiplication instead of division. Another method is to use a table of True Counts by shoe depth and running count. This is described in Blackjack Bluebook II by Fred Renzey.

Rounding/Truncating/Flooring - Nearly everyone uses integer index values for playing decisions. So, how do you round the true count after division? It doesn't matter greatly as long as you use the same method for play and index generation. But, Flooring is currently preferred. That is, if there is a fraction, round down to the next lower value.

Which indexes - In older strategies huge numbers of indexes were used. But, most indexes have very little value. You can find a discussion on this subject in Blackjack Attack by Don Schlesinger. (You should read this book for many other reasons.) See the discussion on Illustrious 18 and Catch-22. Theory of Blackjack also has a discussion on the value of indexes. But, it is concerned primarily with single-deck and doesn't take into account the frequency of decisions.

Risk-Averse vs. Expectation Maximizing Indexes - Older strategies generally used expectation maximizing indexes. (There are exceptions.) Such indexes result in decisions that give the greatest average gain for each bet. But, this is not always the best bet as the gain is so small in some cases it may not be worth the extra risk as in close doubling down decisions. Risk-Averse indexes reduce the risk which reduces the variance which allows you to slightly increase your betting levels. This provides a slight overall improvement in results. RA Indexes are now preferred since they perform a bit better with no extra effort. Blackjack Attack contains a discussion on RA indexes.

Index Compromises - Older strategies used the best possible indexes they could calculate at the time. Some newer strategies make compromises for ease of use. For example, the double down indexes for 9 vs. 2 and 9 vs. 7 may not be the same; but they are so close you can compromise and make them the same. This makes them easier to remember and use. If you wish to use compromise indexes; you will need to first generate the correct indexes using an index generator and then use trial and error with simulations to test various compromises. Red7, HiLo Lite, Basic Omega II and 1998 Zen use compromise indexes.

Rules Compromises - Stand on 17 vs. Hit on 17, Multi-deck vs. Single-deck, Double after Split vs. no DAS. These all affect indexes. You need to decide if you want to go through the effort of using different indexes or determining what games you will most often play and just use those indexes. Or, compromise by using indexes that are in-between.

Composition Dependent indexes - These are indexes that look at the exact composition of your hand (8, 6, 2 vs. 10) instead of the total of the hand (16 vs. 10.) They add slightly to system effectiveness. But, few people use them.

Multi-Parameter Indexes - These are used along with side-counts to improve playing decisions. MP Index Tables are rarely used today.


Once you have created the indexes, you will want to run sims with different rules and penetrations to test your system. The best method of evaluating the overall strength of a strategy is by the SCORE as described in Blackjack Attack.

Hints and Tips

Read The Theory of Blackjack by Peter Griffin. Particularly chapters 3 and 4 as they will explain the value of card tags and indexes.

Some strategies use compromise indexes. Hi-Lo Lite and Red 7 are examples. These are indexes that are changed so that many decisions use the same index. To create these, generate the accurate indexes first and then run sims with different indexes to see which ones can be changed without impacting overall SCORE. These sims must be over two billion rounds.

Indexes do not make a huge difference in shoe games. The more decks, the less value you get out of accurate indexes.

The gain from using risk-averse indexes is really quite small. But, there is no downside.

To accurately calculate the SCORE, you must use an optimal betting ramp.

Some Split indexes are very strange. Splitting or not splitting goes back and forth as the count changes. This is because they are both offensive and defensive. That is, sometimes you split to make more money and sometimes you split to lose less money. 2, 2 v 3 or 3, 3, v 7 for example. It really doesn't matter much what you do with these hands.

Indexes can change as the penetration changes. This is particularly true with unbalanced strategies, but also true with balanced strategies.

Tuesday, November 2, 2010

Times Tables 9x Strategy - Think One Less set of ten

This article is from the 10-article series "Times Tables" strategies. Tables are the strategies taught in the following: 2x, 5x and 10x, 3x, 4x, 1x, 0x, 11x and squares, 9x, 6x, 8x, 7x , 12x.

9x the facts at first sight seems to be difficult to learn the facts, since the size of the numbers. There are, however, for more examples found in the set of 9x simple facts make many different types of propagatingFacts.

9x teaching facts

Discuss with students what is special about the number nine. The fact that affected all its multiples, is that nine is one less than ten, this number is multiplied by the same number of tens, less than an identical number. Immediately, without further information, students should see that this is a way of working is a multiple of nine. For example, 9x5 = 5 tens - 5 items = 50-5 = 45

Other models that can be detected byThe students used for practice and 9x facts are as follows:


Multiples of nine straight years, writing a vertical column of numbers from 0 to 9, to insert a vertical column on the right side like 9 to 0. The result is the consequence of 09, 18, 27, 36, 45, 54, 63, 72, 81, 90 9x11 9x12 and should be treated separately as an extension of this model.
The sum of the digits in each multiple of nine is a multiple of 9 or 9 In other words, the figures of the first tenMultiples of nine are: 0 = 9 9 1 +8 = 9, 2 +7 = 9 3 +6 = 9 4 +5 = 9 5 +4 = 9 6 +3 = 9 7 +2 = 9, 8 +1 = 9 9 +0 = 9
The number of scores in a multiple of nine is always one less than the multiplier up to 9x10. For instance, 9x6 5 log (one less than 6), more than 8 orders of 9x9 (one in less than nine). This fact, together with the one described above can work for a multiple of nine years, up to 9x9. For example, 9x3 must have two orders (one less than three), two plus seven equals nine, so there are sevenones, so 9x3 = 27
A single "finger trick" can be used to show more than nine to 90. Keep both hands, palms outward. Think of each digit, numbered from left to right, 1-10 To multiply a number nine, finger press the corresponding number. For example, to show 9x8, put the eighth finger. The number of fingers on the left and right sides of the fingers showing the number of depressive scores and sequence: In this example there are seven fingers on the leftthe eighth and two fingers on the right, the answer to 9x8 is 72.

Resources

Presentation of 9x facts can be easily done using quality materials in which the grouping. For example, with dozens of frames allows a series of nine to find easily by 9 points on each frame. Discuss the number of counters: There are a series of ten or less the same number of them. For example, it is shown with ten frames 9x6 frames shows six of ten, with six pointsmissing or 60-6 = 54th

The trick of the fingers may be displayed on a poster on the classroom wall. This is a physical, kinesthetic strategy to save the facts that students often have 9x. The only disappointment is that it does not work for other groups of facts!

Next article

The next article in this series is "Times tables 6x strategy - Build five."

Thursday, October 14, 2010

Times Tables & Strategies 5x 10x - halve or place value strategy

This article is from the 10-article series "Times Tables" strategies. Tables are the strategies taught in the following: 2x, 5x and 10x, 3x, 4x, 1x, 0x, 11x and squares, 9x, 6x, 8x, 7x , 12x.

Facts and 5x 10x facts are closely related. As the facts calculate 10x sunlight, they are included with the 5x facts to practice in it.

The teaching of facts 5x

This is easiest to get to the second set of references to2x facts. To understand this strategy, you need to know your students to a multiple of 10, and can halve the number to 10.

Children often see the pattern in multiples of 5, even before an adult who teaches them. The visual cues, auditory and symbolic events in the 5x is the most obvious in all the facts and still considerably higher number 5x10. The model, of course I am referring to is the one that ends in 5, then 0, then 5, then 0, and so on. Just playing"Twenty, 2005, thirty, thirty, forty, forty-five," and so on is very satisfying and so easy to remember, provided you know the order of ten names.

The question is: "Why are multiples of five end to enter '5 ', '0'? As a child I do not remember, it works, but I remember a teacher told me. But the answer is very simple and will be treated by some students: five to thirty. I know that I already knew, but you can notInternet, this simple fact, the 5x tables. However, this concept at the heart of multiples of 5, and should be the lesson of this strategy, one in the middle. Just know that a pair of tens fives also opens up many possibilities for the numbers multiplied by 5 To do so, halving the multiplier and make it to ten (if not "add a zero", because that is misleading).

An example well beyond the basic facts: 26 multiplied by 5

Half of the 26 of 13

makeTen

13 tens is 130: 5x26 = 130

This is an example of a fact number extended. The knowledge of the strategy for multiplication facts 5x help a student with many examples of extended multiplication facts or basis.

The facts are the remaining 5 times, the multiplier is an odd number of them. These products are in between a pair of tens, and so the response can be developed with this fact. For example, 5x7:

5x6 = 3 orders (half of 6 is 3) =30

5x8 = 4 tens (half of 8 is 4) = 40

5x7 is halfway between 30 and 40: 5x7 = 35

The teaching of facts 10x

The facts are 10x in the first place, not heavy, and secondly, they are learned by students as a learning place values and numbers of dozens of names. Multiplying with the course of ten non-grouping, and the process involved a series of purely dozens. Therefore, no special method for the Conservation of 10x facts are needed, except forremember the names of several orders:

2 log - twenty

3 orders - thirty

4 ten - forty

5 log - fifty

6 orders of sixty -

7 orders - seventy

Ten 8 - eighty

9 Ten - ninety

10 tens - hundreds

Eleven and twelve tens of tens of thousands are simple additions to this list.

Resources

One of the best resources for modeling made 5x ten frames and counters. For every ten frame consists of two rows of five, is a multiple of fiveFill the frame half past ten, so that the frames alternating complete and half full:

5x1: a frame half past ten = 5

5x2: A frame full of ten = 10

5x3 = a full ten frames, frame, ten and a half = 10 + 5 = 15

5x4 = two full ten frames = 20

5x5 = two full ten frames, a past frame half past ten = 20 + 5 = 25

etc.

Next article

The next article in this series is "Times tables strategy 3x - Plus one or more sets. Double"

Thursday, August 12, 2010

Creating a strategy card counting blackjack

card counting strategies range from relatively simple to the complex, absurd. This article contains instructions for creating a map is a counting strategy and describes the various features of the systems. It may be of interest even if you do not want to create a strategy, but want to learn about makeup Such systems.

Creating a new strategy is not difficult if you start with an existing strategy. If you start from scratch is a bit 'more work. There arestrategies of many books. But many people like to know at least a change of strategy in progress to better suit their needs.

Card Counting Tools

Need the following tools:


Efficiency Calculator - Shows how efficient is a number

Index Generator - for a new game Indices

Simulator - The development and measure the effectiveness of the new strategy


Card Counting tag values

First you need to show on the map to determine the values. IfShe has already done, you can skip the section of the index generation. While reading this section you can add to your understanding. Each card has a point value, as +1 or -1. There are several characteristics of the count as follows:

Running Count vs. True Count - can be seen as a card, keep a running total of values label the map. Running Count This includes both systems use to bet and play decisions. Real systems require that the count-RC gap represented as a number, the numbermaps, which were seen. There are various methods of treatment for TC RC (eg, division, multiplication tables.) Phone systems usually use it for all decisions in CT. Most use it for betting decisions. There are exceptions to these rules. RC strategies are generally easier to use and strategies are generally more accurate than CT.

Balanced vs. unbalanced - a balanced approach, all values of the point total to zero. In a balanced strategy, the sum ofall cards are positive. asymmetric strategies have an advantage because they are easier in the current system can be used. Even if they are used in telecommunications systems. balanced strategies have the advantage that generally revolve around a bit 'more detail (there are exceptions) and bring the count to zero and counting easier and simple betting strategies.

Ace-Ace-Neutral vs expected - in general, is the ace as a negative number (counted Ace-expected) or zero (Ace-neutral.)Ace-computable strategies are generally better for games and shoes Ace-neutral strategies are generally better platform for single and double. (Not always true.) Strategies is compromised (eg, Zen, UBZ II), where the ace is counted in half the normal value. This is especially good for double and not bad for a deck or shoe. These days, the strategies of Ace can be counted more popular.

Level - The height of a strategy refers to the cards assigned higher value. Tier 2 and 3 cardsCounting methods are more efficient, but somewhat 'more difficult for many people. Level 3, 4 and 5 strategies is also available. But this is no exaggeration. Strategies more popular these days are level 1 in a level-1 strategy, like tens of thousands of -1 and all or some low cards are counted as one count.

Conti Side - Some strategies use one or more pages counts. The most common is counting betting axes to make a separate count in more depth in Ace-neutral systems. This is because they are major routesTickets for the purposes of betting, but small cards in order to play, unless you have a blackjack.

Suit / Color Counts aware - has introduced several different values for the day red and black cards. Examples are Red7 & KISS. The attempt here is for the most advantage of the higher-level strategy to win without the higher bandwidth counts. I expect the error rate would increase slightly, but not the numbers on them.

Other considerations usability - minus the number ofCard counting easier counting. The more pairs of cards that add better zero. This is because most couples card counter, if possible, to count. If you see a +1 and a -1 card at the same time, will automatically be ignored, adding up to zero.


Well, how do you decide on a map tag values? First you need to decide on the above properties. Second, let's take a look at strategies that are more popular there. Next, you must understand, betting correlation, GamesThe efficiency and the correlation of insurance. These concepts created by Peter Griffin Theory of Blackjack. Reading this book will help a lot. These terms are defined as follows:

Playing Efficiency - PE indicates how well a card counting system handles changes in game design. Playing efficiency is particularly important in portable games (one or two levels).

Betting Correlation - BC is the correlation between the point values of paper and the effect of removal of cards defined. It 'usedpredict how well a card counting system predicts good betting situations and can 1.00 (correlation approach 100%.) BC is particularly important in shoe games (six or eight decks.)

Correlation insurance - IC that the correlation between card point values and the value of the insurance cards in a defined situation. A point value of -9 for TEN and 4 for all other cards to anticipate when an insurance bet to be perfect.


Index generation

Once you have yourValue of the cards, you must create indexes. First, you need to make some general decisions:

Starting Count - IRC is counting begins after the shuffle. balanced policies almost always have an IRC from scratch. This means that the amount of floating zero. Some people start with a higher number because they do not like to count negative numbers. This has no effect on the effectiveness of a strategy. IRC unbalanced policies have generally negative. This is because the count is risingwhen the shoe is played. The IRC is often set in a way that is an advantage, after the count is positive. Various IRC are commonly used for different numbers of bridges. This is not necessary but makes it easier to remember and betting options as play count also rise even more for shoes than for single platform. Some people use IRC unbalanced zero for large negative numbers to avoid.

True Count Calculation - you must decide how to convert the currentare among the true count, if your strategy decisions using True Count. The most common methods divide by the number of decks deck full or half left. There is little difference in overall effectiveness. Full-bridge is slightly better for betting and a half bridge is slightly better for playback. HiLo Lite and the 1998 version of Zen-quarter share for the remaining bridges. This makes it somewhat easier bet, but a little 'less accurate. (You can see this explained in Blackbelt in Blackjack by ArnoldSnyder, if the next version will be printed. And 'now out of print.) Some people use multiplication instead of division. Another method is to count the number using a table of real depth and running shoes. This is described in Blackjack Bluebook II by Fred Renzey.

Rounding / truncation / Flooring - Almost everyone uses the index values for the entire reproductive decisions. So how do you count all the real after the partition? Not very different matter, as long as you use the same methodGame and index generation. But now the floor is preferred. That is, if it is only a fraction, round up to the next lower value.

The indices which - have been used in previous strategies many indexes. However, most indices are worth very little. Here you will find a discussion of this topic in Blackjack Attack by Don Schlesinger. (You should read this book for many other reasons.) See the discussion of illustrious 18 and Catch-22. Theory of Blackjack has a discussion on the value ofIndices. But there is primarily concerned with one plane and do not take into account the frequency of the decisions.

Risk aversion vs. expectation maximization index - Brand strategies typically used index of expectation maximization. (There are exceptions.) These indices of decisions that give the highest average earnings for each application. But this is not always the best bet, as the profit is so small in some cases, it can not rely on additional risk, such as doubling-down decisions in close. Risk aversionIndexes to reduce the risk of allowing the variance, you increase your bets slightly reduced levels. The total includes a slight improvement in the results. The indexes are now preferred as RA are a bit 'better, without additional effort. Black Jack Attack contains a discussion of RA-indexes.

Index compromise - Brand strategy with the best indices could be calculated at the time. Some recent strategies for compromising usability. For example, the Double Down Indexesbe for 9 vs 2-7 and 9 May not be the same, but are so close, you can make compromises and give them the same. This makes them easier to remember and use. If you want to use indexes to compromise, you must create the indexes right index using a generator, then use trial and error with test simulations on various compromises. Red7, HiLo Lite, Basic Omega II and 1998 indexes using Zen compromise.

Compromises Rules - 17 vs. 17 Hit Stand, Multi-Platform vs. Single-deck, doubleSplit vs. no DAS. These refer to all indexes. We must decide whether you want through the effort of using different indices and the determination of what you play and most often just use the indexes to go. Or compromise with the indices that are in the middle.

composition dependent indices - is an index that look the exact composition of the hand (8, 6, 2 vs. 10) but the total number of hand (16 vs. 10) to add a little 'the effectiveness of the system. But few people usethem.

Indices for Multi-Parameter - This is a page with, used to improve decisions. MP index tables are rarely used today.


When you want to create indexes, will run sims with different rules and penetration to test the system. The best method for evaluating the overall presentation of the strength of strategy based on score, as described in Black Jack Attack.

Hints and Tips

Read the theory of Blackjack by Peter Griffin. Especially the chapters three and4, which explain the value of the card indexes and tags.

Some strategies use the indexes of compromise. Hi-Lo Lite and Red are seven examples. These are indexes that are modified to use a lot of decisions the same index. To create these indexes produce the first true and then see sims with different indices, which can be changed without affecting the overall grade. These Sims have more than two billion rounds.

Indices make little difference in the game shoe. Bridges less than theValue that is accurate from the indexes.

Income from risk-averse with indexes is actually quite small. But there is no disadvantage.

To calculate the exact score, you have an optimal betting ramp.

Some indexes are split very strange. Split or not split goes back and forth, as the count changes. This is because both are offensive and defensive. This means that sometimes split in order to earn more and sometimes split in order to lose less money. 2, 2 or 3 against 3, 3, V 7, for example.It 'really does not matter much to do with these hands.

Indices can change the penetration. This is especially true with asymmetric strategies, but also true, with balanced strategies.