- BJStrike supports most of the common rule variations including early and late surrender,
any number of decks and up to 6 players. Several common bonus hand payoffs can be defined. In addition, the shoe can be set up in an arbitrary state in terms of
composition and/or order prior to any simulation.
- The simulator can keep up to 13 independent user-defined counting
systems in true count or running count mode, which can be combined arbitrarily in
strategy definitions and betting systems. This means that ace side counts and
multi-parameter systems can easily be set up. There are several rounding modes supported for TC conversion.
- The simulator comes with various predefined count systems including Hi-Lo, Zen, KO, Red-7,
Hi-Opt and OPP. In addition, the user can specify his own tag point value array for running or
true count systems for his own counting systems. BJStrike includes predefined strategies for
single and multiple deck basic strategy as
well as the Illustrious 18 playing strategy indices. The user has full flexibility in
defining any deck composition for simulation and index generation.
- BJStrike comes with a powerful segment handling engine for shuffle
tracking/ace prediction analysis in which the shoe can be partitioned into segments. Each
segment can be shuffled individually, not at all; or merged with other segments
at shuffle time. The initial deck state and card order can be fully customized.
Segments of a certain ace or face card density can be auto-generated at shuffle time and
the simulator can be set up to automatically insert ace or face cards into a segment
at a given probability for evaluating "steering techniques".
- The user strategy definition module allows arbitrary composition dependent and
penetration dependent playing strategies to be defined either from scratch or added
incrementally on top of standard strategy templates. For example, up to three indices
can be defined for each hand composition from any of the 13 count systems.
Different strategies can be defined for top of the deck hands or at certain round
numbers or based on a certain number of cards drawn. For advanced strategy declarations
an 'if-then-else' construction is provided. Different betting schemes can be
defined for different players or hands for evaluating multiple hand play. Statistics are
reported per player as well as in total numbers to evaluate multiple hand strategies.
- BJStrike has several options for "computer perfect strategy", which means
that all possible play options are evaluated dynamically in BJStrike for each
playing decision and the play (Hit, Stand, Double or surrender) that
maximizes EV is chosen. Computer perfect strategy is useful for determining
playing efficiency of a strategy. This option can be used both in regular
simulation and in practice mode.
- Certain types of progression betting styles are supported including Martingale
betting systems. Run your own simulations to verify why progression systems alone can
never provide any advantage against casinos in negative EV games.
- Shuffle points can be specified in either number of rounds or number of cards drawn
for up to 6 players. Total simulation length can be specified in number of hands, number
of rounds or number of shoes
- The standard statistics reports generated include EV, SCORE, standard deviation and
hourly win rate. In addition, customized statistics can be generated per count or round number. Betting or sitting hands out can be controlled per round or player based count or win/loss results. Statistics are generated per hand as well as combined for all hands defined as the counter's hands.
-
BJStrike can generate Risk of Ruin (ROR) tables as well as calculate optimized betting ramps based on Kelly criterion for any supported strategy. Moreover,
there is a special mode, Session Walk, in which short-term session or trip ROR can be estimated and effects of variance on session results can be studied.
In addition, bankroll based betting can be simulated where the unit bet increases or decreases with preserved bet spread as the bankroll doubles or halves. Given an initial bankroll, a final bankroll to reach, and an initial bet ramp, the number or rounds it takes to reach a certain goal and ROR can be evaluated under optional max bet constraints.
- Performance on an AMD Duron processor at 1.0 Ghz is on average 50 million hands
per minute. Index generation mode runs on average at 200 million hands per minute.
Unlimited number of hands can be simulated as BJStrike uses full 64 bit arithmetic
for all internal counters. Utilizing the new multi-thread simulation mode achieves almost a linear performance speed-up with number of cores.
BJStrike comes with several examples of settings for
common simulation tasks to easy get started.
A comprehensive reference manual is included that describes all commands and
procedures in details.
-
A fixed bankroll can be specified to estimate risk of ruin through simulation and
to estimate number of hands it takes to double the bankroll. A variety of betting
schemes are provided that can be mixed with count based betting strategy.
A playback mode is provided in which each hand played is reported in the results
window including cards dealt, betting, playing decision, payoff and count.
The shuffle procedure can be switched off and the deck stacked to evaluate
certain strategies of user controlled shuffle.
-
BJStrike can analyze common side bets including the Royal Match, Lucky Ladies,
Match the dealer and many more. For Royal Match, Red vs. Black as well as
Majority vs. Minority suit count systems can be analyzed with indices generated.
Generic bonus hands and side bet constructs are available for more complex side bets.
All rule variations for Super Fun 21 and
Spanish 21 are supported including: double on any number of
cards, surrender on any number of cards, double down rescue surrender and redoubling in
index generation and simulation.
|