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Quickly assessing ranges based on VP$P/PFR stats is difficult for me - and I'm a math geek. I have tried and failed with various attempts: printing out lists of hands from PokerStove, rote memorization, keeping a chart by the computer. Lots of crap that didn't work. To go with my x-y axis range thinking above, I've been working on a way of "estimating a villain's range" in terms of blocks of hands, a quick way to throw in about 5% of the total range - mix and match on the fly, basically.
The basic question we have to answer is this: villain opens 25/12 and knows nothing of position - which hands is he likely to be playing? Well, a different group of hands depending upon whether he raised, called or limped. So I needed some flexible way to move hands in and out of his range.
Mathematically, all we need to know is a 4-hand group of unpaired cards is 5% of the total range of hands (and all pp's = 6%).
So here's my list of "hand groupings" that I'm using at the table to estimate ranges. I sort according to playing type so that I can pull them out of the range or shove them in as needed for calling ranges, limping ranges and/or opening ranges. (Note: AT means both suited and unsuited, ATs or ATo will be specified.)
Robb's Top Third of NLH Starting Hands
6% are pp's (3% are 99+)
5% are premium broadways (AJ+, KQ)
5% are weak broadways (AT, KJ, QJ, QTs, JTs)
10% are A9 or worse (2.5% Axs, 7.5% Ax)
5% are sc's + suited 1 gappers (T9s...23s, J9s...24s)
This is only approximately the Top Third of poker hands. We would have to throw a couple hands (JTo, K9s, etc) to make it the real-deal Top Third. And Ax is WAY over-represented. Based on my experience at the micros, I feel it's an accurate description of how my opponents tend to play. But the point was to get most everything typically played in a nice, neat group to insert or pull out of a range estimate.
Finally, let's talk about VP$P - I've been giving this a lot of thought, something I should have done long ago. Villains who play 20/10 obviously open 10% of their hands for a preflop raise, but what are they doing the other 10% of the time? Well, a combination of limping and calling others' raises. Limp/calling with small pp's might account for 2-3%, so this person is either limping weak aces, weak broadways or sc's/1 gappers, or or some combination thereof. I would love to hear other's views on this - really, I'm just a newbie thinking out loud here.
Examples
1. Villain is 25/8/1.5 and opens from MP. What might he have? Probably pp's 99+, a big Ace or KQ.
2. Same villain, limps behind. We have 17% of his range in the limp/call section of VP$P, so small pp's, lots of Aces, weak broadways and sc's + 1 gappers. This overestimates his range a bit, so a specific read on which group of hands he overplays might be helpful (my standard guess at the micros is Ax - jeez, that hand gets played too often!).
3. Villain is 12/8/2, and calls EP raise from cutoff. At PFR ~ 8%, he's opening most pp's and premium broadways. With 4% in his limp/call range, it's difficult to know what he's adding to pairs 99 and lower: medium aces, sooted broadway stuff is most likely.
The math goes like this, just for those interested in developing your own system of grouping hands and quickly calculating what percentage of the total range they are.
There are 1326 different combinations of starting hands possible in NLH, so 5% of them would be about 64 - 66 combinations.
Any hand made from two unpaired cards can be made in 16 ways, so if we think in terms of 4-hand groups like "premium broadways" (AK, AQ, AJ and KQ), we have 4 x 16 = 64 total ways to make those hands - or 5% of all possible. And pp's can be made in 6 ways, so all 13 pp's is 6%.
The reason I think in terms of broadway cards (T+) and "others" is because there are 8 hands possible between A9 and A2, or K9 and K2, so 10% for group. A quarter will be suited, so we can grab 3-4% and call them "suited + med Kings," for example, when we see a villain playing that garbage. We can see villain show down A3s and throw in 5% for sooted/weak Aces, minimum. As soon as we see A6o getting played, we know 9-10% of villain's range includes bad aces.
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