Kamis, 20 Agustus 2009

BLUFFING

Pure bluff

A pure bluff, or stone-cold bluff, is a bet or raise with an inferior hand that has little or no chance of improving. A player making a pure bluff believes he can win the pot only if all opponents fold. The pot odds for a bluff are the ratio of the size of the bluff to the pot. A pure bluff has a positive expectation (will be profitable in the long run) when the probability of being called by an opponent is lower than the pot odds for the bluff.

For example, suppose that after all the cards are out, a player holding a busted drawing hand decides that the only way to win the pot is to make a pure bluff. If the player bets the size of the pot on a pure bluff, the bluff will have a positive expectation if the probability of being called is less than 50%. Note, however, that the opponent may also consider the pot odds when deciding whether to call. In this example, the opponent will be facing 2-to-1 pot odds for the call. The opponent will have a positive expectation for calling the bluff if the opponent believes the probability the player is bluffing is at least 33%.


Semi-bluff

In games with multiple betting rounds, to bluff on one round with an inferior or drawing hand that might improve in a later round is called a semi-bluff. A player making a semi-bluff can win the pot two different ways: by all opponents folding immediately or by catching a card to improve the player's hand. In some cases a player may be on a draw but with odds strong enough that he is favored to win the hand. In this case his bet is not classified as a semi-bluff even though his bet may force opponents to fold hands with better current strength.

For example, a player in a stud poker game with four spade-suited cards showing (but none among their downcards) on the penultimate round might raise, hoping that his opponents believe he already has a flush. If his bluff fails and he is called, he still might be dealt a spade on the final card and win the showdown (or he might be dealt another non-spade and try his bluff again, in which case it is a pure bluff on the final round rather than a semi-bluff).


Bluffing circumstances

Bluffing may be more effective in some circumstances than others. Bluffs have a higher expectation when the probability of being called decreases. Several game circumstances may decrease the probability of being called (and increase the profitability of the bluff):

  • Fewer opponents who must fold to the bluff.
  • The bluff provides less favorable pot odds to opponents for a call.
  • A scare card comes that increases the number of superior hands that the player may be perceived to have.
  • The player's betting pattern in the hand has been consistent with the superior hand they are representing with the bluff.
  • The opponent's betting pattern suggests the opponent may have a marginal hand that is vulnerable to a greater number of potential superior hands.
  • The opponent's betting pattern suggests the opponent may have a drawing hand and the bluff provides unfavorable pot odds to the opponent for chasing the draw.
  • Opponents are not irrationally committed to the pot (see sunk cost fallacy).
  • Opponents are sufficiently skilled and paying sufficient attention.
  • The opponent's current state of mind should be taken into consideration when bluffing. Under certain circumstances external pressures or events can significantly impact an opponent's decision making skills.


Optimal bluffing frequency

If a player bluffs too infrequently, observant opponents will recognize that the player is betting for value and will call with very strong hands or with drawing hands only when they are receiving favorable pot odds. If a player bluffs too frequently, observant opponents snap off his bluffs by calling or re-raising. Occasional bluffing disguises not just the hands a player is bluffing with, but also his legitimate hands that opponents may think he may be bluffing with. David Sklansky, in his book The Theory of Poker, states "Mathematically, the optimal bluffing strategy is to bluff in such a way that the chances against your bluffing are identical to the pot odds your opponent is getting."

Optimal bluffing also requires that the bluffs must be performed in such a manner that opponents cannot tell when a player is bluffing or not. To prevent bluffs from occurring in a predictable pattern, game theory suggests the use of a randomizing agent to determine whether to bluff. For example, a player might use the colors of his hidden cards, the second hand on his watch, or some other unpredictable mechanism to determine whether to bluff.


Bluffing in other games

Although bluffing is most often considered a poker term, similar tactics are useful in other games as well. In these situations, a player makes a play that shouldn't be profitable unless an opponent misjudges it as being made from a position capable of justifing it. Since a successful bluff requires deceiving one's opponent, it occurs only in games where the players conceal information from each other. In games like chess and backgammon where both players can see the same board, they should simply make the best legal move available. Examples include:

  • Contract Bridge: Psychic bids and falsecards are attempts to mislead the opponents about the distribution of the cards. A risk (common to all bluffing in partnership games) is that a bluff may also confuse the bluffer's partner. Psychic bids serve to make it harder for the opponents to find a good contract or to accurately place the key missing cards with a defender. Falsecarding (a tactic available in most trick taking card games) is playing a card that would naturally be played from a different hand distribution in hopes that an opponent will wrongly assume that the falsecarder made a natural play from a different hand and misplay a later trick on that assumption.
  • Stratego: Much of the strategy in Stratego revolves around identifying the ranks of the opposing pieces. Therefore depriving your opponent of this information is valuable. In particular, the "shoreline bluff" involves placing the flag in an unnecessarily vulnerable location in hopes that the opponent won't look for it there.
  • Spades: In late game situations, it is useful to bid a nil even if it cannot succeed.[1] If the third seat bidder sees that making a natural bid would allow the fourth seat bidder to make an uncontestable bid for game, he may bid nil even when it has no chance of success. The last bidder then must choose whether to make his natural bid (and lose the game if the nil succeeds) or to respect the nil by making a riskier bid that allows his side to win even if the doomed nil is successful. If he chooses wrong and both teams miss their bids, the game continues.
  • Scrabble: Scrabble players will sometimes deliberately play a phony hoping the opponent doesn't challenge it. Bluffing in Scrabble is a bit different from the other examples. Although Scrabble players do conceal their tiles, they have little opportunity to make significant deductions about their opponent's tiles, and even less opportunity to spread disinformation about them. Bluffing by playing a phony is instead based on assuming players have imperfect knowledge of the acceptable word list.

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