Blueprints & databases
How blueprints work
A blueprint is the strategy for a whole game, trained by the preflop engine and saved as blueprint.pgb. For every decision it holds the probability of each action, and it records the EVs collected during the run.
What a training run produces
blueprint.pgb: the strategy you browse. It is compact and can be read directly from disk.solver_state.bin: the full training state, including regrets. You only need it to continue training, and it is larger than the blueprint.- Configuration: the tree and run settings are embedded in the
.pgb, so the file describes the game it solves.
Deleting the checkpoint means training can no longer continue and the blueprint cannot be rebuilt. Deleting only the blueprint can be undone, as long as you still have the checkpoint.
From blueprint to database
A .pgb can hold more than the trained blueprint. Re-solves you save (with Recalculate Node or the night batch) and repaired "!" classes are stored in the same file. Opening the file then gives you the updated database: re-solved nodes show the re-solve, and every other node shows the trained blueprint. Only the re-solved nodes have per-combo strategies; the rest stay at blueprint accuracy.
File contents
The .pgb contains the browsable strategy, recorded EVs, game settings and any saved re-solves. A separate checkpoint is needed to continue training.
Overview page: Your own strategy database.
PulseGTO