Articles · 26 September 2026

When to Stop Solving: Why a Longer Solve Can Make Your Strategy Worse

Every solver that groups hands has a best point. After it, each new iteration makes the strategy worse, not better. We measured this on five spots. This article explains where it comes from, what we found and how to find the best point yourself.

In short

We measure the quality of a strategy by its exploitability: how much an opponent wins per hand on average if they know the whole strategy and play the best answer to it. Lower is better. Every percentage in this article means the same thing: how much higher the exploitability is than at the best point of the solve. "10% worse" means the opponent wins 10% more against the strategy than against the best one.

How a solver simplifies the game

Poker has too many hands and boards to solve a strategy for each hand on its own. So the solver puts hands that play alike into groups, called buckets. All hands in one group play the same way. The result is a smaller game that fits in memory. This smaller game is called an abstraction.

The solver solves exactly this smaller game. But we will play the strategy in the real game, where every hand is different. So we measure the quality of a solution in the real game.

Why a long solve can hurt

At the start of a solve the strategy gets better fast, both in the smaller game and in the real one. But after some point the solver fits itself more and more closely to the smaller game, including its mistakes. For example, one group may hold hands that really play differently. The solver finds a strategy for the group that pays off on average. But the opponent sees their real hand, not the group, and can punish each hand on its own.

In machine learning this is called overfitting: a model learns its training examples too well and does worse on new ones. It is the same here. The smaller game is the training set, the real game is the test.

This effect has been known in research since 2011. Johanson and co-authors showed it in Limit Hold'em: quality in the real game first improves fast, then slowly and steadily gets worse, while in the smaller game everything keeps improving. Their chart shows it for two abstractions, one that remembers past streets and one that forgets them. So memory is not the whole story. The effect is there in every solver that groups hands.

Why forgetting makes it worse

Most solvers group hands again from scratch on every street. On the turn the solver no longer knows which group the hand was in on the flop. This is called imperfect recall. Solvers do it because it saves a lot of memory: the number of groups does not multiply from street to street.

It has a price. The proof that the CFR algorithm reaches an equilibrium only works for a player who remembers everything that happened. Without it there is no such promise, and the solve can drift away even inside the smaller game.

We tested this on small decks, where everything can be computed exactly. When the groups of each street were built inside the groups of the street before (the solver remembers the path of a hand), the loss after the best point was 3 to 5 times smaller: for example +17% instead of +60%, and +9% instead of +42%. But it did not go away until we removed grouping altogether. And without grouping the real game does not fit in memory.

How we measured

Five spots:

Results

On the charts the green band marks the lowest Best Response, the best point. The dashed violet line shows where the LBR rule from the section below stops. The violet ring marks the lowest LBR the rule starts from.

PLO4, preflop, 28-card deck

Full ranges, 100 big blinds, blinds 10/5.

  • Best Response
  • LBR, all streets
  • LBR, flop+turn+river
  • LBR, turn+river
  • lowest Best Response
  • lowest LBR (turn+river)
  • rule stops here
-200204060801001k3k10k30k100k300k1M3M10M30M100M300M1Bsolve iterationsstopBRTRFTRall

Best Response falls tenfold, bottoms out at 100 million iterations and then rises: at a billion, exploitability is 11% higher. LBR on turn and river reaches zero at 10 million, while the solution can still be exploited for 1.5 big blinds per hand. Zero LBR does not mean the solution is done.

PLO4, flop, full deck

Pot 60, stacks 970, ranges 5-15% against the top 10%.

  • Best Response
  • LBR, flop+turn+river
  • LBR, turn+river
  • lowest Best Response
  • lowest LBR (flop+turn+river)
  • rule stops here
0204060801001201401601802001k3k10k30k100k300k1M3M10M30M100M300M1Bsolve iterationsstopBRTRFTR

The bottom is at 100 million again, with a different deck, street and ranges. At a billion, 10% higher. Here LBR is more useful: it stays above zero the whole time and shows 40 to 70% of the true Best Response.

Short Deck, preflop, antes

Both players post an ante of 10, the button adds a blind of 10 and acts last. Stacks 1000.

  • Best Response
  • LBR, all streets
  • LBR, flop+turn+river
  • LBR, turn+river
  • lowest Best Response
  • lowest LBR (turn+river)
  • rule stops here
-200204060801k3k10k30k100k300k1M3M10M30M100M300M1Bsolve iterationsstopBRTRFTRall

The bottom is at 10 million. After it the strategy gets worse much faster than in PLO4: at a billion, exploitability is 59% higher.

Hold'em, preflop, full deck, no limps

Full ranges, 100 big blinds, blinds 10/5. The rule line uses LBR on all streets. The text below the chart says why.

  • Best Response
  • LBR, all streets
  • LBR, flop+turn+river
  • LBR, turn+river
  • lowest Best Response
  • lowest LBR (all streets)
  • rule stops here
-40-200204060801k3k10k30k100k300k1M3M10M30M100M300M1Bsolve iterationsstopBRFTRTRall

The bottom is at 10 million, 1.06 big blinds per hand. At a billion, exploitability is 59% higher, as in Short Deck.

Here LBR on flop, turn and river and LBR on turn and river go far below zero. That is expected. This tree has no preflop call, so "playing preflop passively" means the small blind raises any two cards and the big blind calls with any two cards. That is very bad poker, and the greedy player on later streets cannot win it back. If you stop by these LBR types, exploitability is 18% higher than at the best point. If you stop by LBR on all streets, you land exactly on the best point.

PLO5, turn, full deck

Pot 60, stacks 970, ranges 5-15% against the top 10%. The chart starts at 1 million iterations, so the end of the curve is easy to see. Before that, Best Response falls from 182 chips.

  • Best Response
  • LBR, turn+river
  • lowest Best Response
02468101M3M10M30M100M300M1B3B10Bsolve iterationsBRTR

No rise. Best Response falls fast until 300 million iterations (3.22) and then barely moves: 3.28 at 1 billion, 3.06 at 10 billion. LBR keeps falling slowly and shows 60 to 95% of Best Response. The rule does not stop this solve, and that is right: solving longer does no harm here. A possible reason: from the turn, hands are grouped again only once, on the river. From preflop that happens three times. This fits the finding that forgetting makes the effect stronger, but we did not test it directly.

Summary

How much higher the exploitability is than at the best point, for each way to stop.

SpotBR min1BLBR minLBR min ×3LBR min ×10
PLO4, preflop, 28 cards100M+11%+63%+16%0%
PLO4, flop, full deck100M+10%+9%+6%0%
Short Deck, antes10M+59%+29%0%+4%
Hold'em, no limps10M+59%+18%0%+8%
PLO5, turn, full deck10B+ *+7%0%0%0%

BR min: where Best Response is lowest, the best point. The other columns show how much higher the exploitability is than there, for each way to stop.
1B: stop at 1 billion iterations.
LBR min: stop at the checkpoint where LBR is lowest.
LBR min ×3: stop one checkpoint later, at three times as many iterations.
LBR min ×10: stop two checkpoints later, at ten times as many iterations. This is our rule.

LBR is used with the default settings everywhere: turn and river for a preflop or turn spot, all streets for an Omaha flop. For Hold'em without limps, all streets. One checkpoint after the lowest LBR works better in Hold'em and Short Deck, two work better in PLO4. We chose two for every game. Over the four curves that rise, that is +3% on average and +8% at worst, against +5.5% and +16% for one checkpoint. Stopping late costs less than stopping early.

How to find the best point yourself

Omni does not stop a solve on its own yet. Best Response and LBR are expensive, so they cannot run after every iteration. But you can find the best point by hand.

  1. Solve with stops. Use checkpoints three times apart: 1M, 3M, 10M, 30M, 100M iterations and so on. At each checkpoint stop the solve and save the solution under its own name.
  2. If Best Response is available, compute it in the Exploitability (ε) window. It works for two players. On a flop or turn with real ranges it usually takes from tens of seconds to a few minutes. When Best Response has gone up twice in a row, the best point is behind you. Take the saved solution with the lowest Best Response.
  3. If Best Response is too slow (Omaha preflop, wide ranges), compute LBR with the default settings at every checkpoint. When LBR is higher than at the previous checkpoint, solve one more checkpoint and stop there. For example: LBR is lowest at 10M, higher at 30M, so solve to 100M and take that solution. The final count is ten times the iterations where LBR was lowest. On our four curves that rise, exploitability at this point was 0 to 8% above the best, about 3% on average. If you stop right at the lowest LBR, it is about 30% on average.

Things to keep in mind about LBR:

If you do not want to measure anything,here is a rough guide from our spots. Hold'em and Short Deck preflop: about 10M iterations. PLO4 preflop and flop: about 100M. The bigger the tree and the more groups in the abstraction, the later the best point. On a PLO5 turn there was no rise before 10B iterations, and after 300M Best Response barely changed. We did not measure PLO5 from the flop or preflop, or PLO6. There the best point is probably later than in PLO4.

What we do not know yet

Further reading

The Getting started guide shows how to install the engine and run your first solve.