HUTCHISON
OMAHA POINT SYSTEM
The
purpose of this system is to provide a
simple means of evaluating starting hands
in Omaha poker. It was developed in several
steps:
First,
Mike Caro's Poker Probe software was used
to determine the win percentage for various
four card combinations when played against
nine opponents. This was accomplished
via a Monte-Carlo type simulation with
a minimum of 25,000 hands being dealt
for each starting hand. The assumption
made in this type of simulation is that
each hand is played to the finish. This
is, of course, an unreasonable assumption,
but , in the absence of detailed knowledge
of each player's starting requirements,
method of play, etc., it is the best means
of approximating a hand's strength and
earning potential.
Secondly,
a number of components were examined in
an effort to determine their relative
contribution to the value of each starting
hand. Eventually, it was decided that
the primary determinants of good Omaha
starting hands related to the rank of
the cards and whether or not they were
paired, suited, or connected.
Finally,
a type of regression analysis was conducted
to try and determine the relative weighting
of each of these factors. The system that
follows is the result of quantifying the
contribution made by each of these various
components.
Once
the calculations are made, the resultant
point total is an approximation of the
actual win percentage for a particular
hand--when played to the finish against
nine opponents. The correlation between
point totals and win percentages, while
not representing a one-to-one correspondence
is, nevertheless, quite high. In fact,
in about 70% of the cases the actual win
percentage will be within just one point
of the total points awarded by this system.
This means that if the system indicates
that a given hand earns, say, 20 points,
you can be quite confident that the actual
win percentage for this hand is between
19 and 21 points. It is very likely to
win more often than a hand with 19 points
and almost certain to outperform a hand
with 18 points.
STEPS
IN CALCULATING POINT TOTALS
FIRST,
to evaluate the contribution made by suited
cards, look to see if your hand contains
two or more cards of the same suit. If
it does, award points based upon the rank
of the highest card. Repeat the procedure
if your hand is double suited.
If
the highest card is an ACE award 4 points
If the highest card is a KING award 3
points
If the highest card is a QUEEN award 2.5
points
If the highest card is a JACK award 2
points
If the highest card is a TEN or NINE award
1.5 points For any other combination of
two suited cards award 1 point.
If
your hand contains four cards of the same
suit, deduct 2 points.
SECOND,
to factor in the advantage of having pairs,
If
you have a pair of ACES award 9 points
If you have a pair of KINGS award 8 points
If you have a pair of QUEENS award 7 points
If you have a pair of JACKS or TENS award
6 points
If you have a pair of NINES award 5 points
If you have any other pair award 4 points
Award
no points to any hand that contains three
of the same rank.
THIRD,
when your hand contains cards capable
of completing a straight (that is, when
the cards do not have more than three
gaps), award points as follows:
An ACE with a King, Queen, Jack, or Ten
earns 2 points
An ACE with a Two, Three, Four, or Five
earns 1 point
Any
two cards from TWO through SIX receive
2 points Any two cards from SIX through
KING receive 4 points
Any
three cards SIX and above earn 7 points
Any
four cards SIX and above earn 12 points
From
the above totals, deduct 1 point if a
one or two card gap occurs and deduct
2 points if a three card gap exists.
FINALLY,
a determination must be made as
to which hands qualify as playable. This
becomes a function of how many points
one decides are necessary before entering
a hand. My suggestion would be to only
play hands that earn 15 points or more.
It can be argued that, ignoring the rake,
any hand with more than a 10 percent win
rate is potentially profitable in the
long run. Still, I have the prejudice
that most players, and especially those
who are relatively inexperienced, would
be better advised to forsake marginal
hands and to focus on those that earn
15 points or more. Recalling that a random
hand will win about 10% of the time in
a ten-handed game, it can be seen that
playing only premium combinations of 15
points or more, insures that you will
always have a hand that is 50% better
than a random hand. The point total required
to raise or to call someone else's raise
must also be determined subjectively.
I feel that 20 points is the appropriate
level, but, obviously, others may render
a different judgment. So, in summary,
a safe generalization is
YOU
SHOULD CALL WITH 15 POINTS OR MORE AND
CONSIDER RAISING WITH 20 POINTS OR MORE
SOME
EXAMPLES FOR CLARIFICATION
The
hand that has the highest win percentage
in Omaha contains two ACES and two KINGS
and is double suited. A hand containing
the AS, KS, AH, and KH would earn 27 points
under this system--calculated as follows:
under step one above, the two double suits
headed by the two aces earn 4 points each
for a total of 8 points; step two awards
nine points for the pair of aces and 8
points for the pair of kings, or a total
of 17 more points; under step three, the
ace-king combination earns 2 points for
its straight potential. The resultant
total of 27 points closely parallels the
actual win percentage for the hand which
is about 26.65.
Assume
you have the 9S, 8S, 9D, and 8D. Step
one awards a total of 3 points for the
two double suits headed by nines. Under
step two, the pair of nines earns 5 points
and the pair of eights earns 4 points.
The last step awards 4 points for the
9-8 combination. The total of 16 points
is the same as this hand's actual win
rate.
With
the QS, QD,8H, and 8C, no points are earned
under step one as there are no suited
cards. Step two gives 7 points for the
pair of queens and 4 points for the pair
of eights. Step three awards four points
for the Q-8 combination but then calls
for a deduction of 2 points because of
the three card gap that exists between
the two cards. The final total is 13 points
and this is, again, the actual win percentage
for this hand.
A hand consisting of two aces, a deuce,
and a seven--all of different suits--earns
9 points for the pair of aces, and 1 point
under step three for the ace-two combination.
This total of 10 points indicates that
this hand has no better prospects than
any other random hand. In fact, the actual
win percentage obtained through simulation
analysis is 10.6.
Consider
a hand consisting of the KS, KD, 3S, and
6D. Step one awards a total of 6 points
for the two double suits headed by kings.
Step two gives 8 points for the pair of
kings. The 6-3 combo gets a point under
step three, making a total of 15 points.
An
example of a hand that tends to be somewhat
overrated by novice players is AS, KD,
QH, and TS. Under step one the hand receives
4 points for the suited ace and ten. Step
two is disregarded as the hand does not
contain any pairs. Step three awards 12
points for the straight potential of the
four connected cards, before deducting
1 point for the one card gap that exists.
The final total is only 15 points, making
this a marginally playable hand.
NOTES
To
state the obvious: many skills other than
initial card selection are essential to
maximizing your profits when playing Omaha.
Unfortunately, these other skills do not
lend themselves to easy quantification,
and are thus beyond the scope of this
simple mathematical approach. I do hope,
though, that this system will be of help
to the novice player in making the important
decision about which starting hands are
worthwhile.
This
system was devised by Edward Hutchison
of Jackson, MS, who invites your comments
and suggestions for improvement or clarification.
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