• Clear from the rear?

    From Timothy Chow@21:1/5 to All on Fri Jan 21 09:00:47 2022
    XGID=abbBCBDBB----------bbbbb--:1:-1:1:23:0:0:0:0:10

    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-+
    | | | O O O O O | +---+
    | | | O O O O O | | 2 |
    | | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | X |
    | | | X X |
    | X X | | X X X X O O |
    | X X | | X X X X O O |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 82 O: 159 X-O: 0-0
    Cube: 2, O own cube
    X to play 23

    ---
    Tim Chow

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Timothy Chow@21:1/5 to All on Sun Jan 23 10:38:20 2022
    XGID=abbBCBDBB----------bbbbb--:1:-1:1:23:0:0:0:0:10

    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-+
    | | | O O O O O | +---+
    | | | O O O O O | | 2 |
    | | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | X |
    | | | X X |
    | X X | | X X X X O O |
    | X X | | X X X X O O |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 82 O: 159 X-O: 0-0
    Cube: 2, O own cube
    X to play 23

    The chapter on "Backgame Bear-In" in Trice's "Backgammon Boot Camp"
    has a remark that has long been a source of confusion for me. Trice
    writes, "Against a single anchor, it is usually right to 'clear from
    the rear and don't ask questions,' as Kit Woolsey puts in. In
    backgames there is a common exception: Clear the tough points when
    you can." He then goes on to argue for clearing the next-to-the-last
    point because it is opposed by two anchors, so that if you leave a
    shot there then your opponent will have a double shot, whereas the
    rearmost point is opposed by only one anchor.

    The confusing point is that this principle applies more often to
    13-backgames and 23-backgames than to 12-backgames. In the
    aforementioned chapter, Trice discusses 4 positions, 3 of which
    are 12-backgames, and one of which is a 23-backgame. It's the
    23-backgame position where Snowie clears the next-to-the-last point.
    Against a 12-backgame, clearing from the rear kills your large
    numbers, whereas against a 13-backgame (respectively, a 23-backgame)
    you have to worry about being forced to play a checker awkwardly to
    your 2pt (respectively, your 1pt).

    The position above may look like a contrived reference position but it
    actually arose OTB for me. I played 7/5 7/4, but see the rollout below
    and the two variants.

    1. Rollout¹ 8/6 8/5 eq:+0.843
    Player: 74.22% (G:40.70% B:6.80%)
    Opponent: 25.78% (G:0.51% B:0.02%)
    Confidence: ±0.010 (+0.833..+0.853) - [100.0%]

    2. Rollout¹ 8/5 6/4 eq:+0.809 (-0.034)
    Player: 73.57% (G:39.47% B:6.66%)
    Opponent: 26.43% (G:1.13% B:0.04%)
    Confidence: ±0.010 (+0.798..+0.819) - [0.0%]

    3. Rollout¹ 6/4 6/3 eq:+0.786 (-0.056)
    Player: 73.18% (G:38.86% B:6.10%)
    Opponent: 26.82% (G:0.94% B:0.04%)
    Confidence: ±0.011 (+0.776..+0.797) - [0.0%]

    4. Rollout¹ 8/3 eq:+0.784 (-0.058)
    Player: 72.96% (G:38.69% B:6.38%)
    Opponent: 27.04% (G:1.09% B:0.04%)
    Confidence: ±0.011 (+0.774..+0.795) - [0.0%]

    5. Rollout¹ 7/5 7/4 eq:+0.735 (-0.108)
    Player: 70.17% (G:39.67% B:7.73%)
    Opponent: 29.83% (G:0.47% B:0.01%)
    Confidence: ±0.013 (+0.722..+0.748) - [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

    ---------
    Variant 1
    ---------

    XGID=abBbCBDBB----------bbbbb--:1:-1:1:23:0:0:0:0:10

    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-+
    | | | O O O O O | +---+
    | | | O O O O O | | 2 |
    | | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | X |
    | | | X X |
    | X X | | X X X O X O |
    | X X | | X X X O X O |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 80 O: 157 X-O: 0-0
    Cube: 2, O own cube
    X to play 23

    1. Rollout¹ 7/5 7/4 eq:+0.469
    Player: 62.42% (G:33.94% B:5.36%)
    Opponent: 37.58% (G:0.55% B:0.02%)
    Confidence: ±0.010 (+0.458..+0.479) - [100.0%]

    2. Rollout¹ 8/6 8/5 eq:+0.413 (-0.056)
    Player: 61.23% (G:32.20% B:4.62%)
    Opponent: 38.77% (G:1.32% B:0.04%)
    Confidence: ±0.009 (+0.403..+0.422) - [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

    ---------
    Variant 2
    ---------

    XGID=aBbbCBDBB----------bbbbb--:1:-1:1:23:0:0:0:0:10

    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-+
    | | | O O O O O | +---+
    | | | O O O O O | | 2 |
    | | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | X |
    | | | X X |
    | X X | | X X X O O X |
    | X X | | X X X O O X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 78 O: 155 X-O: 0-0
    Cube: 2, O own cube
    X to play 23

    1. Rollout¹ 7/5 7/4 eq:+0.377
    Player: 60.57% (G:33.55% B:1.90%)
    Opponent: 39.43% (G:2.39% B:0.08%)
    Confidence: ±0.010 (+0.367..+0.387) - [100.0%]

    2. Rollout¹ 8/6 8/5 eq:+0.309 (-0.068)
    Player: 58.21% (G:32.58% B:1.66%)
    Opponent: 41.79% (G:2.57% B:0.09%)
    Confidence: ±0.011 (+0.298..+0.320) - [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

    --- SoupGate-Win32 v1.05
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  • From Timothy Chow@21:1/5 to All on Mon Apr 24 08:29:02 2023
    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

    ---
    Tim Chow

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Robert Zimmerman@21:1/5 to Timothy Chow on Mon Apr 24 11:33:05 2023
    On Monday, April 24, 2023 at 8:29:05 AM UTC-4, Timothy Chow wrote:
    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

    ---
    Tim Chow
    Not 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.
    Bob

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Timothy Chow@21:1/5 to All on Wed Apr 26 23:36:59 2023
    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

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Stick Rice@21:1/5 to Timothy Chow on Thu Apr 27 09:39:46 2023
    On Wednesday, April 26, 2023 at 11:37:03 PM UTC-4, Timothy Chow wrote:
    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

    Don't overlook the fact that when you clear from the rear in these situations there is no number for your opponent to leave both blots within' your grasp. If you clear an intermediate point, there will still be numbers that break anchor but don't run
    all the way past your contact. With the best play here for example the opponent still has the nightmare [51].

    Stick

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