Solving hands
megamaster has its own solver, megasolver, and a library of pre-solved spots that downloads on demand; the Solve tab builds, solves and browses trees with it, and the Lines map, Train and Analyse all read from the library. This page covers the Solve tab's Build and Library sections and solving one real hand's spot from the replayer; reading a solved tree is on Solver viewer.
The Solve tab
Three sections: Build defines a spot and solves it, Viewer walks a solved tree (see Solver viewer), and Library holds the prebuilt packages.
Build
Set the ranges, board, pot, stacks and sizes, or start from a saved config, then set Accuracy (% pot), a Time cap (s) and Save detail (flop only, no rivers, or the full tree, which is huge) and press Solve. While it runs you see its stage, the time so far and the live accuracy against your target, with the iteration count. Stop stops after the current iteration and saves the tree as it stands. When it is saved, Open in Viewer takes you to it. Subtree from here in the viewer, on a turn or river, sends that street here to re-solve with other sizes.
Library
Every solved spot, with its boards, what is downloaded, and Update when the library has a newer package. Where your hands are enough to say, each spot shows its share of the pot volume across your heads-up flops. Under Storage, Cache limit (GB) caps the downloaded trees (the least recently used go first) and Clear downloaded trees removes them; they download again when needed. Download all fetches every board of a spot for offline use.
Solve a hand from the replayer
From any hand in the replayer, the Solve button in the header sets up and solves the exact postflop spot that hand reached — the real positions, effective stack, preflop sizing, and board — with megasolver, on your own machine.
The solve runs locally, in a solver process on your own computer. The hand is not sent anywhere.
What you get
While it runs, the panel shows which stage it's on (finding the template, loading the tree, solving, reconstructing the node) and how long it has been going. When it's done, you get:
- Root EV for both OOP and IP.
- The template it solved against, marked when it is the nearest available depth or sizing rather than an exact match.
- Which node in the tree the hand's real action actually reached — matched action by action (check/call, bet/raise sized to the nearest option the tree offers, and the real dealt turn/river card), not just the root.
- Hero's decisions vs. best available action: each of your postflop decisions, marked OK or with the bb it lost against the best action the tree offers. Losses under 0.1bb read as solve noise and are marked OK.
A spot that has been solved before is not solved again: the same template on the same flop, or on the same flop with different suits, reuses the earlier solve and says so.
Why it can take a while
A real solve isn't instant, and single-raised pots in particular carry much larger ranges (and much slower iterations) than a 3bet or 4bet pot does. Each spot type has a time cap; a solve usually stops at its accuracy target sooner:
- Single-raised pots: up to 20 minutes
- 3bet pots: up to 5 minutes
- 4bet+ pots: up to 1 minute
Every solve runs on one shared solver process — never more than one at a time — so a solve requested while another is already running waits its turn ("Queued") rather than piling up multiple trees in memory at once.
Solver memory
A big tree needs a lot of memory: a wide single-raised pot on a rainbow flop can want more than 30 GB. Settings › Solver & data › Solver memory decides how megasolver stores it:
- Fastest (the default): full precision. Only a tree too big for your free memory is solved in 16-bit storage instead, and the replayer says when that happened.
- Use less memory: always 16-bit. Half the memory, so the rest of your computer stays responsive, at about 10-25% more time per solve.
Both stop at the same accuracy target and give the same answers to within solve noise.
Why some hands can't be solved
A spot can only be solved against a template: a tree for a specific position matchup, preflop sizing, and stack depth. Only the templates that have been checked by hand are offered; a tree for any other spot is ignored even if it is on disk. When a hand's spot has no matching template, the panel says so directly (which position matchup is missing, and which ones exist) rather than a generic error.
Where the matchup exists but the hand's sizing or depth doesn't, the nearest template is used and labelled as such. Node reconstruction also snaps to the nearest option the tree offers, not an exact one — a 51%-pot bet might land on the tree's 50% option — and a real hand's line can run further than the tree models. When that happens, the panel says so rather than presenting the match as exact.