I am more interested in any ideas how to practice that range on tables...since that simulation results are large samply running results.
if applied to real practice, I do focus on the variance, and actually play....any ideas... the test methods on real play?
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I'm sorry, I dont know if its my bad English or what but I really have trouble understanding your short sentences/ideas that you're throwing loosely left and right.
If we are talking about GTO ranges than, in a great simplification, you only care how your range looks like at each spot during the hand and where your current hand fits into that range -> you dont care about player type, his range/handreading etc. You can design those kind of ranges (those are all just approximations ofc) in CardRunnersEV but its an extremely hard and boring work, probably not worth the time especially if your playing low limits.
You were saying something about player dependant ranges which actually goes towards maximally exploitative strategies -> basically just interpreting stats and making the best adjustments to play each hand in a most profitable way. I dont think there is a software to do that kind of 'simulations' (and if there is even a need for that) because like everyone says: every player is different, your range also depends on table dynamics, previous actions, image blah blah blah. It all just comes down to your 'exploitative skills'.