• Bearing in while the opponent is on the bar

    From Timothy Chow@21:1/5 to All on Sat Dec 18 17:39:01 2021
    XGID=a-BbBCCbB---AB---bbbb-b---:1:-1:1:63:0:0:0:0:10

    X:Player 1 O:Player 2
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | X O O | | O O O | +---+
    | X O O | | O O O | | 2 |
    | | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | |
    | | | X X |
    | X O | | X X X O X |
    | X X O | | X X X O X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 99 O: 163 X-O: 0-0
    Cube: 2, O own cube
    X to play 63

    ---
    Tim Chow

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  • From Timothy Chow@21:1/5 to All on Mon Dec 20 23:46:35 2021
    XGID=a-BbBCCbB---AB---bbbb-b---:1:-1:1:63:0:0:0:0:10

    X:Player 1 O:Player 2
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | X O O | | O O O | +---+
    | X O O | | O O O | | 2 |
    | | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | |
    | | | X X |
    | X O | | X X X O X |
    | X X O | | X X X O X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 99 O: 163 X-O: 0-0
    Cube: 2, O own cube
    X to play 63

    I sometimes see players playing safe in this sort of position. I
    think their reasoning is that they have the game in the bag so long
    as they don't get hit, so the main thing is to avoid giving the
    opponent a joker hitting roll from the bar. But in fact, if you
    still have checkers in the outfield, then there's probably a good
    chance that you're going to have to leave blots at some point as
    you bear in. Would you rather leave a blot when your opponent is
    on the bar, or when your opponent has come in? Clearly if you have
    to leave a blot, you'd rather do it when your opponent is on the bar.
    So usually the strategy should be to take some minor risks to clear
    difficult points and bear in as quickly as possible.

    In this position, though, that principle alone may not lead you to
    find the best play. Should X bear in two checkers or just one? Is
    the 8pt hardest to clear because both 1's and 5's are blocked, or is
    the midpoint the hardest to clear because there are very few rolls
    that clear it safely?

    The answer is that it's the midpoint that is hardest to clear. So
    start by playing 13/10, and then 12/6 bears in the harder checker
    to bear in, as well as duplicating O's 3's to enter and to hit.

    1. Rollout¹ 13/10 12/6 eq:+0.551
    Player: 69.46% (G:32.76% B:0.74%)
    Opponent: 30.54% (G:3.96% B:0.15%)
    Confidence: ±0.008 (+0.543..+0.560) - [100.0%]

    2. Rollout¹ 13/4 eq:+0.454 (-0.098)
    Player: 66.41% (G:31.86% B:0.77%)
    Opponent: 33.59% (G:4.81% B:0.18%)
    Confidence: ±0.009 (+0.445..+0.462) - [0.0%]

    3. Rollout¹ 12/6 5/2 eq:+0.450 (-0.101)
    Player: 66.16% (G:30.69% B:0.52%)
    Opponent: 33.84% (G:4.11% B:0.14%)
    Confidence: ±0.008 (+0.442..+0.458) - [0.0%]

    4. Rollout¹ 12/6 8/5 eq:+0.376 (-0.176)
    Player: 63.20% (G:31.32% B:0.72%)
    Opponent: 36.80% (G:4.82% B:0.17%)
    Confidence: ±0.009 (+0.367..+0.385) - [0.0%]

    5. Rollout¹ 8/5 8/2 eq:+0.353 (-0.199)
    Player: 62.40% (G:31.43% B:0.69%)
    Opponent: 37.60% (G:5.15% B:0.20%)
    Confidence: ±0.009 (+0.344..+0.362) - [0.0%]

    ¹ 1296 Games rolled with Variance Reduction.
    Dice Seed: 271828
    Moves: 3-ply, cube decisions: XG Roller

    eXtreme Gammon Version: 2.19.207.pre-release

    ---
    Tim Chow

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    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Tue Dec 21 01:00:56 2021
    On Tuesday, December 21, 2021 at 4:46:39 AM UTC, Tim Chow wrote:
    XGID=a-BbBCCbB---AB---bbbb-b---:1:-1:1:63:0:0:0:0:10

    X:Player 1 O:Player 2
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | X O O | | O O O | +---+
    | X O O | | O O O | | 2 |
    | | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | |
    | | | X X |
    | X O | | X X X O X |
    | X X O | | X X X O X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 99 O: 163 X-O: 0-0
    Cube: 2, O own cube
    X to play 63
    I sometimes see players playing safe in this sort of position. I
    think their reasoning is that they have the game in the bag so long
    as they don't get hit, so the main thing is to avoid giving the
    opponent a joker hitting roll from the bar. But in fact, if you
    still have checkers in the outfield, then there's probably a good
    chance that you're going to have to leave blots at some point as
    you bear in. Would you rather leave a blot when your opponent is
    on the bar, or when your opponent has come in? Clearly if you have
    to leave a blot, you'd rather do it when your opponent is on the bar.
    So usually the strategy should be to take some minor risks to clear difficult points and bear in as quickly as possible.

    In this position, though, that principle alone may not lead you to
    find the best play. Should X bear in two checkers or just one? Is
    the 8pt hardest to clear because both 1's and 5's are blocked, or is
    the midpoint the hardest to clear because there are very few rolls
    that clear it safely?

    The answer is that it's the midpoint that is hardest to clear. So
    start by playing 13/10, and then 12/6 bears in the harder checker
    to bear in, as well as duplicating O's 3's to enter and to hit.

    1. Rollout¹ 13/10 12/6 eq:+0.551
    Player: 69.46% (G:32.76% B:0.74%)
    Opponent: 30.54% (G:3.96% B:0.15%)
    Confidence: ±0.008 (+0.543..+0.560) - [100.0%]

    2. Rollout¹ 13/4 eq:+0.454 (-0.098)
    Player: 66.41% (G:31.86% B:0.77%)
    Opponent: 33.59% (G:4.81% B:0.18%)
    Confidence: ±0.009 (+0.445..+0.462) - [0.0%]

    3. Rollout¹ 12/6 5/2 eq:+0.450 (-0.101)
    Player: 66.16% (G:30.69% B:0.52%)
    Opponent: 33.84% (G:4.11% B:0.14%)
    Confidence: ±0.008 (+0.442..+0.458) - [0.0%]

    4. Rollout¹ 12/6 8/5 eq:+0.376 (-0.176)
    Player: 63.20% (G:31.32% B:0.72%)
    Opponent: 36.80% (G:4.82% B:0.17%)
    Confidence: ±0.009 (+0.367..+0.385) - [0.0%]

    5. Rollout¹ 8/5 8/2 eq:+0.353 (-0.199)
    Player: 62.40% (G:31.43% B:0.69%)
    Opponent: 37.60% (G:5.15% B:0.20%)
    Confidence: ±0.009 (+0.344..+0.362) - [0.0%]

    ¹ 1296 Games rolled with Variance Reduction.
    Dice Seed: 271828
    Moves: 3-ply, cube decisions: XG Roller

    eXtreme Gammon Version: 2.19.207.pre-release

    Good problem and analysis. I'm familiar with this sort
    of position, and I think I would have got this right.
    But I'm too indisciplined for Walting so it's hard to be sure.

    I would like to add: The ultra-safe approach often works well if you
    have a 5 point board rather than a 4 point board. Volunteering indirects
    isn't particularly common in that scenario, and where it is correct, the margin is usually smaill.
    I see duplication as being absolutely key here in explaining why the top play is better than 13/4. I wouldn't present the analysis as saying that the 12 point
    is harder to clear than the midpoint, while relegating the duplication to an "as well".

    Paul

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