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sun xiaodong · 3 Mar 2020
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SoloKing Poker - AI coaching and training poker software. Poker training complex tools: Poker Hand Evaluator, Showdown Calculator, Table Simulation, Equity Evaluator,Draw Evaluator, EV Evaluator, Advisor Coach. The Strongest Poker AI Opponents. No-Limit ring games, MTTs, heads-up tournaments.
This game includes:
Basic Functions:
1: Single-player mode: You can play against 2-9 AI opponents of professional player level.
Core gameplay concept: Range warfare.
1): The core concept of this game is range warfare. When you enable range viewing during the game, you can see your opponents' ranges. As equal competition, the AI will also know your range. Then it's a range-based battle between you and the AI. The AI knows your range, but it won't refine it based on your actions. However, you can manually assess which area your opponent's hole cards are more specifically biased towards within the known range based on the AI's actions.
Similarly, if you don't enable viewing opponents' ranges, as equal competition, the AI won't know your range. It will only calculate its own hand strength, draw chance, nut chance, and whether the current board structure is advantageous to it based on its hole cards and the community cards. The AI also makes its moves based on its own range. Poker Genius created 10 groups for the AI bot, each with different playstyles. I replicated their strategies from Genius. If the range is visible, it calculates the EV based on the hero's range, increasing the chances of winning and making the competition fierce.
In this current war where both sides' ranges are revealed, you're essentially playing a range war with your opponent. The AI doesn't know your hole cards, but it knows your range, and you know your opponent's range. This game is essentially a range war.
It's a war of exploitation based on known ranges.
The real-time hand display shows the ranges and draw odds, providing a comprehensive analysis of the range war, the nut war, and the board structure.
Essentially, I've provided a playing environment for training strategic thinking and familiarizing yourself with GTO (Golden Orphanage) playing style.
This game integrates position, stack depth, deep/medium/shallow stack size, bet size, range recognition, real-time win rate, hand strength, and EV based on the current showdown situation.
Because I haven't implemented real-time statistics on opponents' behavior on different streets like in Holdem Manager, I haven't incorporated exploitative techniques based on action habits into the decision-making process (this will be added in the next version, along with statistical items similar to HM3).
Furthermore, the current range isn't trimmed after each action on every street; the action decision EV is calculated based on the initial range of the hand. This means that the AI and hero players can guess each other's ranges, but they don't know exactly where the opponent's hole cards are in that range. However, this is enough to make the game difficult for players; the more players there are, the more tiring and mentally taxing the game becomes.
This game essentially simulates high-stakes online poker games. Players use solvers or assistants to determine their ranges in real-time. GTO (Game Tottenham) is essentially based on the ranges after pre-flop actions between players, then trims the ranges based on those actions, and finds a Nash equilibrium point based on the transparency of each player's range. All EV (Effective Value) calculations in GTO are simulated and not perfectly accurate, but this EV simulates the general decision-making trend.
I've simplified this range estimation process.
Simplifying the range reduction process doesn't diminish the trend logic of actions during the game.
If the trend is correct, then the final comparison is still based on the players' and opponents' assessments of the game's progress and their respective strengths in the current game. The data provided is a calculation, and its results are responsible for the decisions made on the current street, not for the overall game outcome.
The result is simply the cumulative result of decisions made on each street.
(In the next version, I will switch to a pure strategy mode for finding the Nash equilibrium point in the GTO solver to simulate range pruning. Actually, that would be more difficult for players because current solvers are all hybrid strategy modes, which require more card-playing skills to prune decisions.)
2): The exploitative playstyle of human players on the four streets should be as follows, as this is the strategy of AI players in this game:
Preflop Street:
On the preflop street, you practice your ability to judge which street the hand will progress to based on SPR (Sweep Rate). This teaches you how to control the pot size based on your hand strength, showcasing your judgment of the overall hand trend and your betting sizing strategy.
Whether to steal the pot or blinds, control the pot and look at the next street, or push for a showdown on this street.
The charm of poker lies in the strategic planning and bold stealing on the preflop street and the timely probing of opponents' ranges on the flop.
1: Hand strength must match action:
Preflop, if you have a made hand, you
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