Variant No. 001 · Findings — preliminary
Reviewed by Jesse
First numbers
are in.
A first batch of simulated hands has now been logged. The
heuristic-only runs — five archetypes (four fixed-strategy
plus the Adaptive), with no learned policy yet — already
produce what looks to me like a clear picture of the game's
structural pull toward Low. The trained sixth archetype is still
in preparation; what follows is what the heuristic ecology
alone tells me.
The findings below are my own interpretations
of simulation output. The numbers themselves are mechanical and
reproducible from seeds; the readings on top of them —
what each finding "means," whether a Piggy declaration is
structurally unprofitable, which behaviours a trained agent
ought to learn — are mine. The other regulars at the
table, who have been playing the game far longer than I have,
may disagree.
Run conditions
Hands simulated: 2,000 at a 7-seat table.
Lineup: one Adaptive, two High-Seekers, two
Low-Hoarders, one Piggy-Hunter, one Denialist. Stack:
500 tokens per seat per hand (each hand starts fresh).
Seeds: fixed and reproducible.
Compute: ~3 hands/sec, single-machine Python.
These findings should be considered preliminary —
the sample is large enough to see effects but small enough that
we expect 5–10% wobble in EV numbers between seeds.
Finding 1. Low-Hoarder wins the table by a wide margin
Across both variants the Low-Hoarder is the only archetype with
positive expected value. Everyone else loses on net — the
Low-Hoarders are paying the bills for the rest of the table.
| Archetype |
EV per hand (cents) |
Notes |
| Low-Hoarder | +106.45 |
Only positive style on the table |
| Denialist | −18.13 |
Defensive — least bleeding overall |
| High-Seeker | −26.11 |
Competes with itself for the high pot |
| Adaptive | −49.93 |
Hurt by occasional Piggy declarations |
| Piggy-Hunter | −96.22 |
Busts on 94% of Piggy declarations |
The spread between best and worst archetype is roughly 200 cents
per hand — meaningful at the table's actual stakes (5¢
antes, 10¢ betting increments, $5 buy-in). Six betting
rounds let losers commit a lot of chips to losing hands, and a
Low-Hoarder against a Piggy-Hunter is, mechanically, a generous
arrangement for the Low-Hoarder.
Finding 2. The six-four is the modal low
Of all clean (no-pair) low hands that reach showdown, just over
80% are A–2–3–4–6 —
the six-four. The next-best class — one off, meaning the
hand contains exactly four of the five six-four ranks and one
substitute — is another 17%. Everything else is rare.
| Distance from the six-four | Frequency |
| 0 (the six-four exactly) | 80.6% |
| 1 off | 16.8% |
| 2 off | 2.6% |
| 3+ off, or paired/straight/flush | <0.1% |
This is the empirical confirmation of the safe-Low player's
central insight. With twelve native wilds in the deck and four
passing rounds to acquire them, a player who actively builds
toward the six-four has roughly an 80% chance of arriving exactly
there by showdown. The implication is twofold:
-
Splitting the low pot is the rule, not the exception.
If two players both declare Low — common given the
strategic gravity toward low — both will most likely have
the six-four, and they will split. The Low-Hoarder's strategy
tolerates this because building toward the six-four is far more
reliable than building toward Five-of-a-Kind on the high side.
-
Piggy is rarely won on the Low side. A Piggy
declaration requires winning Low outright — no ties. With
80% of clean lows being the six-four, any Piggy declaration
without a strong reason to believe the table has no other Low
contender is a near-automatic bust.
How the six-four gets built — three traces
The aggregate frequencies above are easier to read once you see
what a hand actually looks like as it walks through the four
passes. Below are three Low-Hoarder hands — pulled directly
from the simulator, with seeds — chosen to cover the spectrum
from a weak starting position (only one of the six-four ranks at
the deal) to a strong one (four of the five already in hand
before the first pass).
Cards are colour-coded: red for hearts and diamonds, black for
clubs and spades, and inverted for
the native wild cards (7s, 8s, and 9s). The "X of 5
six-four ranks" counter is the number of distinct
target ranks (A, 2, 3, 4, 6) currently in the hand. Wilds
are counted separately because they can stand in for whichever
six-four rank the hand is missing at showdown.
What to watch for
The strategic point of the passing phase is to never need more
than one wild per missing six-four rank. The Low-Hoarder ships
face cards in the first pass (when four cards move) and
progressively narrows down toward the target set. By the end
of pass 1 (the one-card swap), the hand has usually converged
— even when, as in Hand 1 below, the starting position
looked nothing like a low hand.
Finding 3. Five of a Kind is the modal winning High
In a standard 52-card poker game, Five of a Kind is impossible.
Here it is the most common High-hand category at showdown,
accounting for roughly one in three hands.
| Category | Frequency |
| Five of a Kind | 32.8% |
| Four of a Kind | 30.1% |
| Straight Flush | 13.2% |
| Straight | 10.8% |
| Full House | 7.6% |
| Flush | 2.4% |
| Three of a Kind | 2.0% |
| Two Pair | 0.9% |
| One Pair | 0.2% |
A High declaration of Four of a Kind, in this game, is the rough
strategic equivalent of declaring with two pair in Texas hold'em
— second-best, frequently in trouble. The practical
implication is that a marginal High hand should fold to pressure
unless it can plausibly reach a Five.
Finding 4. Piggy is structurally unprofitable for the heuristic agents
The Piggy-Hunter archetype declares Piggy whenever its hand has
visible split potential — meaning a high category of three
of a kind or better and a clean low. By construction it
declares Piggy frequently; the empirical result is that 94% of
those declarations bust.
Across the 2,000-hand sample, the Piggy-Hunter declared Piggy in
roughly 95% of its hands and won outright in fewer than 6%. The
rest went to zero against ties on one side or the other —
usually the low side, where the six-four frequency makes ties so
common.
This is one of the cleanest "the trained agent should learn this"
findings we have so far: even with a strong-looking hand, declaring
Piggy against a table containing one or more Low-Hoarders is a
money-burning move. The trained agent should learn to declare
Piggy only when its read of the table makes a
Low-Hoarder presence implausible.
Finding 5. The reveal rounds aren't helping the heuristic agents
Six progressive-reveal rounds give every player six discrete
moments to update on visible cards. None of the five heuristic
archetypes — nor the Adaptive baseline — actually
uses that information to change their declaration. They commit
to a direction at the deal (or, in the Adaptive's case, by pass
2) and stick to it through every reveal.
The result is that the betting rounds function mostly as a
chip-extraction mechanism, not a strategic surface. The
Low-Hoarders accumulate; the Piggy-Hunters bleed; the rest of the
table commits chips in proportion to how confident they are in a
plan they will not change. The progressive reveals only start
paying for themselves when an agent capable of
updating its direction mid-reveal sits at the table.
We expect the trained agent to exploit this; the current
archetypes do not.
Second pass · betting recalibration + lineup matrix
A second pass.
The numbers above came from a first cut of the heuristic agents,
which over-bet relative to how the table actually plays. A friend
at the table pointed out that real players don't raise unless they
have the best hand in their direction — and especially don't
raise on a six-four when they suspect another six-four is in play,
because raising into a 50/50 split is paying full price for half
the pot. So the agents were recalibrated: the raise threshold is
now Five of a Kind for High, never on Low, and five wild units for
Piggy. Everything else is check, call, or fold.
With the agents recalibrated, the simulator was then run across
nine different lineup compositions — not just the canonical
mix, but every-archetype-the-same scenarios as well, plus a few
targeted matchups. Ten thousand hands each, ninety thousand total.
The results below replace the first-pass numbers above and answer
the question Jesse actually wanted answered: does the strategy you
pick at the deal matter as much as who else is at the
table?
Finding 6. Lineup composition reorders the table
Each row below is a 10,000-hand scenario with a specific lineup
of agents at the table. EVs are in cents per hand and are taken
from the seat's net delta against a fresh 500-token stack per
hand. A dash means that archetype was not in that scenario's
lineup.
| Scenario |
Low-Hoarder |
High-Seeker |
Piggy-Hunter |
Adaptive |
Denialist |
Avg pot |
| Canonical mix |
+32.19 |
−14.41 |
−30.66 |
−2.88 |
−2.76 |
330.4 |
| All Low-Hoarders |
−0.05 |
— |
— |
— |
— |
35.0 |
| All High-Seekers |
— |
−0.00 |
— |
— |
— |
510.7 |
| All Piggy-Hunters |
— |
— |
−6.01 |
— |
— |
45.7 |
| All Adaptive |
— |
— |
— |
−0.21 |
— |
124.6 |
| All Denialists |
— |
— |
— |
— |
−0.00 |
333.6 |
| Half-split (High vs Low) |
+25.32 |
−18.99 |
— |
— |
— |
509.9 |
| Piggy vs Adaptive |
— |
— |
−31.01 |
+16.09 |
— |
176.0 |
| Balanced (one of each) |
+29.75 |
−18.71 |
−27.78 |
−4.13 |
+9.15 |
359.1 |
EV in cents per hand, averaged over 10,000 hands per scenario.
Three things to notice in the matrix:
-
Self-play scenarios converge to zero.
Every "all of one archetype" scenario produces an EV near zero
because the only money in the pot is antes, and the antes get
split back. The pots are small for low-tempo styles
(all-Low-Hoarder averages 35 cents, dominated by the 5-cent
ante times seven seats) and large for high-tempo styles
(all-High-Seeker averages 510 cents because every Five of a
Kind triggers a raise into a 7-way pot).
-
The Low-Hoarder's edge survives recalibration.
In the canonical mix and the balanced lineup, the Low-Hoarder
still wins roughly 30 cents per hand. The structural pull
toward Low is real and not a betting artefact.
-
Adaptive beats Piggy-Hunter head-to-head.
In the piggy-vs-adaptive scenario, the Adaptive nets +16.09
cents per hand and the Piggy-Hunter loses 31.01 cents per
hand. The Adaptive's edge is direction-selection: it identifies
when the table is contested for Piggy and pivots to a
single-direction play.
Finding 7. Five wild units is the Piggy floor
A "wild unit" is a position in the final 5-card hand that can be
assigned any value. Each native wild (7, 8, 9) is one wild unit.
Each activated composite combo — an additive
(same-suit pair summing to 8) or subtractive (opposite-colour pair
differing by 8) — consumes 2 cards in the 7-card hand and
produces 1 wild unit. With seven cards, at most two combos can be
activated, so the upper bound on wild units in any hand is
three native wilds + two combo wilds = five, except in
rare cases where four-plus natives appear and the math edges into
six.
What the matrix data says about the Piggy declaration:
| Wild units in hand |
Frequency at showdown |
Declared Piggy |
Piggy won outright |
Any-source scoop rate |
| 0 |
2.70% |
15.1% |
0.0% |
0.00% |
| 1 |
16.90% |
19.8% |
0.0% |
0.00% |
| 2 |
34.95% |
23.0% |
0.1% |
0.02% |
| 3 |
32.56% |
25.4% |
1.4% |
0.36% |
| 4 |
11.85% |
23.6% |
7.2% |
1.71% |
| 5 |
1.03% |
23.9% |
28.4% |
6.79% |
| 6 |
0.01% |
28.3% |
23.5% |
6.67% |
The Piggy declaration produces a successful scoop almost zero
percent of the time on hands with fewer than 4 wild units, only
7% on hands with 4 wild units, and 28% on hands with 5
wild units. That is the strategic floor: a Piggy is
correctly declared roughly only when the player can credibly
construct both Five of a Kind aces (or close) and the six-four
from the same 7 cards. Below the floor, a Piggy is dead chips.
Frequency is what makes this finding hard to act on at the table.
The five-wild-unit hand appears only ~1% of the time at showdown;
the four-wild hand ~12%; the three-wild hand ~33%; the two-wild
hand ~35%. Most hands — even most strong hands — do
not have the wild density to support a Piggy.
The five-wild scoop in practice
Pulled from the simulator: an actual Piggy-Hunter at a piggy-vs-
adaptive table who happened to draw four native wilds plus one
activatable composite combo by showdown, declared Piggy, and
scooped the pot. The hand below is the seven cards held after all
four passes had completed.
A 5-wild-unit hand — the scoop in practice
A 4-native plus 1-combo hand at a 7-seat table. The combo is an additive wild (same-suit pair summing to 8) sitting alongside the native wilds. With 5 wild units in 7 cards, the hand simultaneously reaches the best possible high and the best possible low.
Held
8♦ 9♠ 7♦ 7♣ 3♣ 6♥ 5♣
4 native + 1 combo = 5 wild units
Wild-unit decomposition
Natives 8♦ 9♠ 7♦ 7♣
Combo 3♣ + 5♣ (additive — same-suit, sum 8)
High
AAAAA
Five of a Kind aces
Result
Declared Piggy; scoop (Piggy held).
scoop confirmed
Note the rarity of the structure: four native wilds (a third of
all twelve in the deck) plus a 3♣ + 5♣ same-suit pair summing to
8. With one combo activated, the seven cards collapse into five
wild units plus one leftover (the 6♥). The hand is interpretable
as Five of a Kind aces on the high side and A-2-3-4-6 on the low
side; both halves are best-in-class. The result was a scoop.
Finding 8. Recalibrated EVs compress, but the ranking holds
Comparing the canonical mix before and after the betting
recalibration:
| Archetype |
EV per hand — first pass |
EV per hand — recalibrated |
Change |
| Low-Hoarder | +106.45 | +32.19 | −70% |
| Denialist | −18.13 | −2.76 | +85% |
| Adaptive | −49.93 | −2.88 | +94% |
| High-Seeker | −26.11 | −14.41 | +45% |
| Piggy-Hunter | −96.22 | −30.66 | +68% |
Most of the absolute EV spread was a consequence of agents
over-betting into losing hands. With realistic betting, the spread
compresses by a factor of roughly three — but the relative
ordering of archetypes is preserved. The Low-Hoarder still wins,
the Piggy-Hunter still loses, and the Adaptive narrows the gap to
the Low-Hoarder by avoiding the kinds of marginal Piggy
declarations that defined its first-pass EV deficit.
Status of the trained agent
The Adaptive agent is the baseline pre-RL deliverable. It is
intentionally simpler than the eventual trained agent — its
direction-pivoting heuristic is hand-tuned, not learned, and its
Piggy threshold is too generous (which is why its EV underperforms
the simpler High-Seeker). It exists to provide a fifth
characteristic-but-non-trivial style for the training loop to
train against.
The next deliverable is the PPO-trained policy, with all five
implemented archetypes (the four fixed plus the Adaptive) serving
as its fixed-mix opponents. Once that training run completes, we
will publish a sixth-archetype addition to this findings page,
and ideally a more interesting set of results — the kind
that follow from an agent that can actually update its
declaration mid-hand based on the reveal stream.
Methodology
Every hand is logged at the per-(hand, seat) level — agent
label, declaration, hand category, low class and distance, win/loss
direction, contribution, payout, delta. Random seeds are fixed per
run and rotated across runs. The simulator and analysis code are
open source and will be linked here when we finalise the first
batch of formal findings. Until then, the numbers in this page can
be considered honest but not yet peer-reviewed.
For methodology principles — what counts as a finding, how
we treat uncertainty, the criteria for promoting an empirical
observation to a stated result — see the
About page.