Comparing Ranges - Freezeout vs. PKO (part 1)

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Comparing Ranges - Freezeout vs. PKO (part 1)

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Pedro Madeira

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Comparing Ranges - Freezeout vs. PKO (part 1)

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Pedro Madeira

POSTED Jun 14, 2018

Pedro Madeira aka gusmaa dedicates his first video on Run It Once to the comparison of ranges in freezeout and progressive knockout tournaments (PKO). In times where there seems to be software for everything, he notes the lack of tools for this increasingly popular tournament format and shares his methods for studying and improving ranges in PKOs.

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capt 6 years, 9 months ago

Hey gusmaa! It's nice to see you here.

In the KJs hand (~18:00) - Would have a overcalling range if you were KurtWSOP facing a shove by EP and a Call on the button? And also, don't you consider shoving worse PP (55, 66, for example) since button has a huge folding range when you shove?

Pedro Madeira 6 years, 9 months ago

Hey mate!

Yea, its amazing to be part of this community as a coach :D

Well, regards to the hand, against a jam and only a call from BU we def. need an overcall range from BB and I suppose it should be something around 12% - 15% : 55+, A2s+, KTs+, QTs+, JTs, ATo+, KQo (in some freq.) depending on what we think BU is calling.
Now with HRC doing some PKO sims I guess will be easier to have exact results, so I will try (I say try because for the sim to work we need to know how many players left atm of the hand, as well as remaining payouts and avg. stack) to run this hand and will let you know.

I guess having a jamming range from BB is fine but variance is just too high and calling already has such a great EV (If BB stack was shorter, would def. be shoving wider). And besides that, from experience, I guess players tend to play a bit tighter and bluff less when one of the players is already allin.

I hope it covers it all ;)

Pedro Madeira 6 years, 9 months ago

I did a poor aproximation with new HRC and seems BB overcalling range should be something like 13% (44+, ATs+, KTs+, QTs+, JTs, T9s, 98s, 87s, AJo+, KQo) wich shows I was not that wrong :D

BB shoving range shouldn't be wider than 66+, ATs, KQs, AJo (but software only jams TT+, AJs, AQo)

schredderjo 6 years, 9 months ago

Great Video. One question: if we assume that the villains also do the dead money bounty calculation correctly and widen there range, couldnt that mean that we can adjust and be even more wider if we base our Math on the HRC freezeout Calculations?

Pedro Madeira 6 years, 9 months ago

Its a spoiler but I will show it in the next video, I guess about to be out soon. But in general as we have less FE our shoving range has to be tighter.

Bananmats 6 years, 8 months ago

Obrigado Pedro!
A question regarding the math of PKO. In the video we said that 500$ PKO is equal to 50k worth of chips (as SS was 100k). But we would only get the 250$ PKO and the other half of 250$ is added to our own scalp, which we cant realize now. (This would perhaps change at FT/closer to a scenario of winning our own). If this is true, dosent that make the chips value worth only 25k? What Im I missing here?

Pedro Madeira 6 years, 8 months ago

exactly.
As we pay $500 for 100k, and after we knock out an opponent, we would get half of the remaining $500, in chips its worth half of initial stack:
$500 - 100k
$250 - x
x = 50k.

David Martins 6 years, 7 months ago

Hey Pedro! Welcome to RunItOnce! Great video very interesting.
Nice to know that in all ins 3 ways with strong ranges our range won't deviate much for Freezout.
I'm a bit confused as well with the user BananMats,
So here is my question early in the PKO 1k we won $250 and $250 goes to our head, It would be worth 25% (25k ) or 50% (50k) chips?
I was used to calculating 50% of the initial stack but reading some things that we are winning 25% instead of 50% early/middle of tournaments I'm a bit confused haha Could you clean this up?

Pedro Madeira 6 years, 7 months ago

All you have to do is work a simple rule of three, we can do it two ways:

  1. $500 (prize) - Starting stack
    $500 (bounty) - x
    x = starting stack , but as we only get half on the bounty, we take starting stack/1/2.

OR

  1. $500 (prize) - Starting stack
    $250 (bounty) - x
    x = starting stack/2

Got it?

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