GlossaryTraining

Approximate grade

A grade that is shown to help you but left out of your stats and reviews, because its math is only a model.

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What it means
Some decisions can only be priced with a simplified model: a turn bet ignores what happens on the river, and a check or bet assumes the villain plays by fixed rules. Those grades are marked approximate, as is every postflop decision no solver pack covers, since its grade comes from your equity against an assumed range rather than a solve. Every table grade also says who graded it: Solver, Chart or Rule of thumb. A rule of thumb weighs your equity against a range the opponent is assumed to have, so its worst grade reads Likely mistake rather than Blunder.
How it is calculated
An exact grade is logged and counts toward mastery. An approximate one is shown with its EV loss but is never logged, so a model's guess cannot drag your stats up or down. Facing an all-in, or any bet on the river, the price is exact, so that call or fold is logged even though it is still labeled approximate for its assumed range. A rule-of-thumb grade that would be a blunder is shown as a likely mistake, with a line saying why it is not exact.
Worked example
Facing a 6bb river bet into 9bb with 30% equity, you need 6 ÷ 21 = 29%, so the call is exact and logged. Betting 4.5bb on the turn is graded against the villain's folding 40% of the time, so it is approximate.
Why it matters
Stats are only worth reading if every number in them is right. Keeping model grades out of them lets the app still coach you on every street without misleading you later.

See also: Hand puzzles, Grade, EV loss