Comments (7)
Understood. I will try to address this when I can afford it, but if you need this feature immediately, please work on your fork repository. You only need to reverse the process of build_tree_recursive
, push_chances
, and push_actions
methods and then update misc_memory_usage
, num_storage_actions
, and num_storage_chances
fields.
(which include
chance
actions)
Are you want to remove chance actions? It is not possible to solve, say, a single specific turn card, because that game tree means the specific turn card is determined to be dealt.
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Are you want to remove chance actions?
No, just responses to them. Adding dead cards might be interesting, but not what I'm concerned with at the moment
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Just my two cents, but this also might be useful for understanding how we should adjust our bet size strategy for different “categories” of turns/rivers.
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Currently, we have not implemented such a feature. I think it is a niche demand to be able to set different action lines for different turn/river cards, so I am afraid I am not very positive about implementing this feature. As a compromise, it might be possible to allow only the deletion of nodes in the PostFlopGame
struct after building the tree and before allocating memory.
The processing of isomorphisms is also relevant. For example, suppose the flop was Js9h3h. Then, the process for the turn being Jd is also automatically applied to Jc. This is reasonable but somewhat not intuitive.
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That would work for me. I have a bunch of lines I want to remove (which include chance
actions), and I could manually maintain any isomorphism invariants.
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Great, thanks! I'll try to get it implemented on my fork.
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Closed by #16
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