allows you to do this Reach subgame solving, while still guaranteeing that the points, your exploitability is not going to go up. The basic idea is to just only increase the expected value for both of these situations by 0.5. The actual details get a little bit more complicated, but the aren't too important for this talk. But the idea is you just increase the expected values by less depending on how many subgames they could end up in. You have question? >> Well, I was just wondering, I know this is really simple thing, you can't hold it.