Player Hand | EV |
---|---|
Ts9s8s-TT | 0.79642802 |
TsThTd-9h9d | 0.784934081 |
Ts9s8s-AsAd | 0.758028188 |
AsKsQs-AA | 0.667928125 |
Repeating a previous post with corrected entries in the table and some new commentary.
We aren't dealt quads very often, but from a game theory point of view it's a surprising and interesting hand category.
The usually irrelevant singleton kicker in a Quads hand can actually be quite significant because it affects the strength of the two card hand when playing Trips in the 3-card hand (when the kicker is a higher rank than the quads.)
Here's a table of calculated EVs, where the columns headed by 6 to A denote the singleton kicker in the player's quad hand. I've kept the entries to only 4 digits to make it easily readable
Player Hand | 6 | 10 | J | Q | K | A |
---|---|---|---|---|---|---|
AAAA | 0.6402 | 0.6434 | 0.6094 | 0.6089 | 0.6083 | |
KKKK | 0.5422 | 0.5456 | 0.5103 | 0.5091 | | 0.5453 |
QQQQ | 0.4634 | 0.4650 | 0.4292 | | 0.4602 | 0.4815 |
JJJJ | 0.3984 | 0.3973 | | 0.3904 | 0.4061 | 0.4342 |
TTTT | 0.4730 | | 0.4713 | 0.4834 | 0.5037 | 0.5383 |
9999 | 0.4355 | 0.4497 | 0.4377 | 0.4531 | 0.4770 | 0.5180 |
8888 | 0.3952 | 0.4125 | 0.4012 | 0.4180 | 0.4470 | 0.4946 |
7777 | 0.3645 | 0.3831 | 0.3708 | 0.3913 | 0.4255 | 0.4799 |
6666 | | 0.3523 | 0.3391 | 0.3633 | 0.4029 | 0.4643 |
5555 | 0.3186 | 0.3224 | 0.3080 | 0.3361 | 0.3812 | 0.4497 |
4444 | 0.2880 | 0.2908 | 0.2756 | 0.3077 | 0.3587 | 0.4350 |
3333 | 0.2665 | 0.2681 | 0.2525 | 0.2889 | 0.3459 | 0.4296 |
2222 | 0.2344 | 0.2359 | 0.2216 | 0.2624 | 0.3254 | 0.4170 |
The revelation here is the enormous difference that the quads kicker can make! The EV of 2222-J is 0.2216; the EV of 2222-A is 0.4170. That's greater than a 19 percentage point swing in EV as the kicker to quad 2s goes from a Jack to an Ace. Wow.
Once again, we notice the influence of having a high card in your hand on increasing the DNQ frequency of the dealer's hand. Jack is the worst kicker possible because it lowers the chances of the dealer's hand qualifying and a J-x in the two card hand isn't much better than two low cards.
Have you gotten close to finding the expected RTP given optimal strategy?
Quote: harrisThis probably took a lot of work, well done :)
Have you gotten close to finding the expected RTP given optimal strategy?
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I expect that that is the house advantage claimed by the manufacturer.
I cannot easily calculate the expected House Advantage. I imagine Charliepatrick or one of the other programming wizards can verify the published number.
Trial 1
DNQ :2313845
Win :1911620
Tie :3661175
Lose :2113360
Trial 2
DNQ :2312980
Win :1911876
Tie :3660177
Lose :2114967
Trial 3 (longer!)
DNQ :23 127 128
Win :19 105 243
Tie :36 608 304
Lose :21 159 325
I have assumed, after getting rid of any DNQ hands, a Win is where you can create a result where both hands win, a Tie is where you can create a result where one hand wins, and otherwise Lose.
You can see you roughly lose just over 2m more hands than you win, this suggest a House Edge about 2%.
Does anyone know what the published HE is?
Quote: charliepatrickI have no idea whether the logic is correct and haven't checked it, although I'm glad the DNQ figure is close to what I worked out a while ago, but this doesn't prove my Player hand analysis logic, and got the following:-
Trial 1
DNQ :2313845
Win :1911620
Tie :3661175
Lose :2113360
Trial 2
DNQ :2312980
Win :1911876
Tie :3660177
Lose :2114967
Trial 3 (longer!)
DNQ :23 127 128
Win :19 105 243
Tie :36 608 304
Lose :21 159 325
I have assumed, after getting rid of any DNQ hands, a Win is where you can create a result where both hands win, a Tie is where you can create a result where one hand wins, and otherwise Lose.
You can see you roughly lose just over 2m more hands than you win, this suggest a House Edge about 2%.
Does anyone know what the published HE is?
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Between 2.7-2.8%
My long sim seems to suggest you lose $2,054,082 when considering the 76,872,872 hands excluding the DNQs. That may just be a coincidence at 2.672%! Alternatively it's possible I'm allowing too many Player hands to win, for instance those which have set a good, but invalid, Low hand, to stand off.
Quote: charliepatrick^ Thanks.
My long sim seems to suggest you lose $2,054,082 when considering the 76,872,872 hands excluding the DNQs. That may just be a coincidence at 2.672%! Alternatively it's possible I'm allowing too many Player hands to win, for instance those which have set a good, but invalid, Low hand, to stand off.
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I'm not aware of any requirement for players 2-card hand to qualify. I'm certainly not analyzing the game like that. When I play the demo game, it has no trouble giving me a push for a winning 3-card hand even when my 2-card hand is 3-2 and a total loss.
It seems that the major impact of being able to see dealer's hand is to allow player to turn losses into pushes by shifting high cards into the 3-card hand while giving up on the 2-card hand.
Push = when dealer and player each win one of the two hands
Tie = when dealer and player both have the same hand. Ex: The 2-card hands tie when both dealer and player have KQ in those hands. Note: in this game (and in 7 card PGP) a tie means that dealer wins that comparison and player loses it.
I agree that the advantage you have in this game is being able to turn a losing hand into a Tie. The disadvantage is the dealer does not qualify, or pay out, on bad Low hands.