XGID=-ABbBBBBBB----------bcccb-:1:-1:1:21:0:0:0:0:10Not sure, but I think you would want to have more than one point open in O's board before considering opening up a more proximal point, e.g. 7/6 7/5, so that if you're hit on the ace point or 3 point while carrying out your plan, you can get back in.
Score is X:0 O:0. Unlimited Game
+13-14-15-16-17-18------19-20-21-22-23-24-+
| | | O O O O O | +---+
| | | O O O O O | | 2 |
| | | O O O | +---+
| | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | |
| X X X | | X X X O X |
| X X X | | X X X O X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 83 O: 83 X-O: 0-0
Cube: 2, O own cube
X to play 21
---
Tim Chow
XGID=-ABbBBBBBB----------bcccb-:1:-1:1:21:0:0:0:0:10
Score is X:0 O:0. Unlimited Game
+13-14-15-16-17-18------19-20-21-22-23-24-+
| | | O O O O O | +---+
| | | O O O O O | | 2 |
| | | O O O | +---+
| | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | |
| X X X | | X X X O X |
| X X X | | X X X O X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 83 O: 83 X-O: 0-0
Cube: 2, O own cube
X to play 21
Against an ace-point anchor, one typically clears from the rear. I've
cited Kit Woolsey's article before but I will cite it again.
https://bkgm.com/articles/Woolsey/AcePoint-DoYouKnowYourAcePoint/
Against a deuce-point anchor, clearing the bar point tends to be the
right idea, because you don't want to be forced to play 7/1 with your
sixed.
What about the three-point anchor? In a position like this one, we
would ideally like to set a trap and force O to run off her anchor.
Clearing the 7pt is not as effective because O can play a 4 in her
home board (for comparison, see the variant below). Clearing the 9pt
doesn't give us as many builders to pounce on the remaining checker
if O is forced to run with one checker.
1. Rollout¹ 8/7 8/6 eq:+0.598
Player: 80.52% (G:5.94% B:0.09%)
Opponent: 19.48% (G:0.62% B:0.01%)
Confidence: ±0.004 (+0.594..+0.602) - [100.0%]
2. Rollout¹ 7/6 7/5 eq:+0.509 (-0.088)
Player: 77.21% (G:5.18% B:0.07%)
Opponent: 22.79% (G:0.82% B:0.01%)
Confidence: ±0.004 (+0.505..+0.514) - [0.0%]
3. Rollout¹ 9/8 9/7 eq:+0.502 (-0.095)
Player: 77.32% (G:3.83% B:0.05%)
Opponent: 22.68% (G:0.87% B:0.01%)
Confidence: ±0.004 (+0.498..+0.507) - [0.0%]
¹ 1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
eXtreme Gammon Version: 2.19.211.pre-release
-------
Variant
-------
XGID=-ABbBBBBBB-----------dccc-:1:-1:1:21:0:0:0:0:10
Score is X:0 O:0. Unlimited Game
+13-14-15-16-17-18------19-20-21-22-23-24-+
| | | O O O O | +---+
| | | O O O O | | 2 |
| | | O O O O | +---+
| | | O |
| | | |
| |BAR| |
| | | |
| | | |
| | | |
| X X X | | X X X O X |
| X X X | | X X X O X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 83 O: 78 X-O: 0-0
Cube: 2, O own cube
X to play 21
1. Rollout¹ 8/7 8/6 eq:+0.626
Player: 81.34% (G:7.07% B:0.11%)
Opponent: 18.66% (G:0.57% B:0.01%)
Confidence: ±0.004 (+0.623..+0.630) - [54.4%]
2. Rollout¹ 7/6 7/5 eq:+0.626
Player: 80.20% (G:9.70% B:0.22%)
Opponent: 19.80% (G:0.67% B:0.01%)
Confidence: ±0.004 (+0.622..+0.630) - [45.6%]
¹ 1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 4-ply, cube decisions: XG Roller+
Search interval: Large
eXtreme Gammon Version: 2.19.211.pre-release
---
Tim Chow
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