Upcoming Features

See what's coming next to the platform.

2026 Q1

RangeViewer MTT Equity & UI Update
RELEASED
MINOR
STAGING
AGRL2
Engineering Team
OVERDUE
Target: 2026-01-05

RangeViewer MTT Equity & UI Update

πŸš€ Highlights

Introduced comprehensive support for Multi-Table Tournament (MTT) analysis in RangeViewer. This update brings a dedicated UI for configuring tournament scenarios, a powerful backend engine for real-time ICM (Independent Chip Model) calculations, and detailed equity visualization on the poker table. Users can now analyze decisions with precise tournament context, including prize structures, field distributions, and "risk premium" metrics like Win-Pot and Lose-Spent equity.

πŸ†• What's New?

  • MTT Parameter Configuration: Added a comprehensive input panel in the Model Selector. Users can now define:
    • Entries: Total number of players.
    • Left Ratio: Percentage of the field remaining.
    • ITM Ratio: Percentage of places paid.
    • Prize Distribution: Controls for Alpha (steepness) and Top Boost (final table payouts).
    • Lognormal Dev: Variance of the chip stack distribution across the field.
  • Advanced ICM Metrics: The poker table now includes dedicated columns for:
    • ICM-EQ: Real-time Independent Chip Model equity in Big Blinds.
    • Win-Pot-EQ: The equity gained if the player wins the current pot.
    • Lose-Spent-EQ: The equity lost if the player folds or loses the pot.
    • Rank: Estimated global rank based on stack size relative to the generated field.
  • Tournament Status Bar: A new info row displays critical tournament context, including "Players Remaining", "ITM Places", "Average Stack", and a summary of the "Prize Structure".
  • Randomization Tools: Added "Shuffle" buttons to quickly generate realistic random stack sizes (with a configurable average) and random MTT scenarios for stress-testing and exploration.

πŸ› Bug Fixes

  • Fixed layout issues where new table columns could break the responsive design on smaller screens.
  • Addressed potential calculation errors when ICM parameters resulted in invalid prize structures.

πŸ”§ Improvements

  • Robust ICM Engine: Integrated mtt_utils with a "Quadrature Tail ICM" algorithm. This ensures accurate equity calculations even for large fields and complex prize structures where traditional methods might fail or be too slow.
  • Visual Enhancements: Added color-coded badges for key ranks (e.g., "TOP1", "FT" for Final Table, "ITM") to make high-value situations instantly recognizable.
  • Performance: Cached ICM calculations per game state to ensure the UI remains responsive even with complex math running in the background.

πŸ“… Timeline / Status (For Upcoming Features)

  • Design: [Completed]
  • Development: [Completed]
  • Target Release: [2026-01-05]
MTT
ICM
UI
Equity
RELEASED
MINOR
STAGING
RLServ
Backend Team
OVERDUE
Target: 2026-01-05

Strategy Profile V3 & CSV Loading

πŸš€ Highlights

Introduced a robust CSV-based loading mechanism for strategy profiles, enabling easier management and deployment of new strategies without recompilation. Enhanced the strategy selector to support post-flop adjustments based on profile naming conventions ("wtsd").

πŸ†• What's New?

  • CSV Strategy Loading: Strategy profiles are now loaded dynamically from rlserv/settings/*.csv files, merging with existing configurations.
  • Post-Flop Strategy Support: Updated human_like_strategy_profile.cc to support strategy adjustments in post-flop rounds if the target profile name starts with "wtsd".
  • S3 Model Downloader: Added scripts/download_s3_model_for_local_rlserv.py to simplify fetching models from S3 for local development.
  • Enhanced Debug Logging: Improved error reporting when requested game formats or profiles are missing in StrategyProfileSelector.
  • New Strategy Profiles: Added initial set of CSV profiles for Preflop and Postflop strategies (v2 and v3 variants).

πŸ› Bug Fixes

  • None reported.

πŸ”§ Improvements

  • Configuration: Updated server_config.json to enable CSV loading by default via strategy_profile_csv.
  • System Initialization: SystemInitializer now handles the merging of CSV-based profiles into the global configuration at startup.

πŸ“… Timeline / Status (For Upcoming Features)

  • Design: [Completed]
  • Development: [Completed]
  • Target Release: [2026-01-05]
Strategy
CSV
Backend
Configuration
RELEASED
MAJOR
STAGING
holdem_cuda
AI RL Team
OVERDUE
Target: 2026-01-05

CUDA-Accelerated Texas Hold'em Environment

πŸš€ Highlights

This release introduces a fully CUDA-accelerated Texas Hold'em environment, holdem_cuda, designed to significantly accelerate Reinforcement Learning (RL) training workflows. By moving the core game logicβ€”dealing, action validation, and state transitionsβ€”to the GPU, we enable massive parallelism (e.g., 8192+ concurrent environments) and reduced data transfer overhead.

πŸ†• What's New?

  • Vectorized Environment (VectorHoldemEnv): A new C++ class exposed to Python that manages thousands of poker games in parallel on the GPU.
  • CUDA Kernels: Core logic for deal, step, and reset is now implemented in CUDA (holdem_cuda.cu) for high-throughput execution.
  • MTT & ICM Support: Integrated Independent Chip Model (ICM) equity calculations (icm_equity_with_param) to support Multi-Table Tournament (MTT) training scenarios.
  • Side-Pot Aware Rewards: Precise reward calculation handling split pots and side pots, processed efficiently by worker threads.
  • PyTorch Integration: Direct tensor input/output support, ensuring seamless integration with PyTorch-based training loops (PPO, etc.).

πŸ”§ Improvements

  • Performance: Achieves millions of environment steps per second (throughput depends on GPU) by minimizing CPU-GPU synchronization.
  • Memory Efficiency: Optimized State struct layout and in-place operations to maximize GPU memory utilization.
  • Asynchronous Processing: Uses worker threads to handle CPU-bound tasks (like complex reward computation and logging) while the GPU continues stepping.

⚠️ Breaking Changes

  • API Shift: This release introduces VectorHoldemEnv which may have a different API surface compared to the previous CPU-only implementation. Users should update their training loops to handle batched tensor observations and actions.
  • Dependency: Requires an NVIDIA GPU and CUDA toolkit to build and run.

πŸ“… Timeline / Status

  • Development: Completed
  • Testing: Benchmarked against CPU reference (agrlsim)
  • Target Release: 2026-01-05
CUDA
RL
Performance
Holdem
IN-PROGRESS
STAGING
RLServ
Trung
0
w
2
d
20
h
Target: 2026-01-17

MoE Strength: 2Blinds Dedicated Models

πŸš€ Highlights

We are training dedicated Mixture of Experts (MoE) models specifically for 2-Blind game variants (0-ante and 0.5-ante). This effort directly addresses consistency issues reported by clients using the current "Universal" production model in these specific environments.

By moving away from a single generalist model to specialized MoE architectures, we aim to provide superior strategic depth and stability for these high-traffic game formats.

πŸ†• Key Improvements

  • Dedicated 0-Ante Model: Optimized for pure 2-blind structures without ante pressure.
  • Dedicated 0.5-Ante Model: Specialized for small-ante environments to refine stealing and defending ranges.
  • MoE Architecture: Leveraging Mixture of Experts to capture subtle strategic nuances that the universal model currently averages out.
  • Consistency Fix: Resolving specific "unintuitive" action lines identified in client feedback logs.

πŸ”§ Technical Details

  • Architecture: MoE with 8 experts per gate.
  • Training Data: Augmented dataset focusing on 2-blind dynamics.
  • Validation: Strict comparison against production logs to ensure all "consistency gaps" are closed.

πŸ“… Status

  • Data Preparation: Completed
  • Training: In Progress (MoE Gates convergence looks promising)
  • Target Deployment: Jan 17th, 2026
MoE
2Blinds
Optimization
Accuracy

2026 Q2

PLANNED
STAGING
AceSense Core
Strategy Team
10
w
6
d
20
h
Target: 2026-04-01

All-in or Fold (AoF) Ground Truth Solver

πŸš€ Highlights

We are initiating the development of a "Ground Truth" solver for the All-in or Fold (AoF) game format. This initiative stems from the AceSenseTeam and aims to provide a mathematically perfect baseline for this simplified poker variant.

The goal is to produce a definitive solution (GTO) by fully solving the game tree and saving all decision points, as the simplified state space allows for complete enumeration.

🎯 Objectives

  1. Rule Extraction: Mirror the exact game logic and rules from the acesense-game-core library.
  2. Jackpot Integration: The solver MUST account for the specific jackpot mechanics defined in the core library, as this significantly alters EV calculations.
  3. Solver Implementation:
    • Explore/utilize existing solvers or implement a custom algorithm (potentially "PRF" or CFR-based).
    • Ensure strict adherence to the extracted rules.
  4. Data Persistence: Since the game tree is relatively small, the target is to save all decision points (Lookup Table approach) rather than relying on real-time neural network inference.

πŸ”— Resources

  • Source Repo: bitbucket.org/aceguardian/acesense-game-core (Branch: holdem-delivery-ai-v1.0)
  • Key Logic: Game Rules, Jackpot Probability/Payouts.

πŸ“… Plan

  • Phase 1: Analysis of game-core logic and rule extraction.
  • Phase 2: Algorithm selection and prototype implementation.
  • Phase 3: Full solution computation and verification.
  • Phase 4: Integration/Migration to AGRL2 (Optional/TBD).
AoF
Solver
GTO
Jackpot