• Should have been easy but I flubbed it anyway

    From Timothy Chow@21:1/5 to All on Tue Apr 5 08:57:35 2022
    XGID=---B-EEB----A--------ad---:1:1:1:22:0:0:0:0:10

    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 |
    | | | |
    | |BAR| |
    | | | X X |
    | | | X X |
    | | | X X | +---+
    | X | | X X X | | 2 |
    | X X | | X X X | +---+
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 87 O: 16 X-O: 0-0
    Cube: 2, X own cube
    X to play 22

    ---
    Tim Chow

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Tue Apr 5 11:21:58 2022
    On Tuesday, April 5, 2022 at 1:57:40 PM UTC+1, Tim Chow wrote:
    XGID=---B-EEB----A--------ad---:1:1:1:22:0:0:0:0:10

    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 |
    | | | |
    | |BAR| |
    | | | X X |
    | | | X X |
    | | | X X | +---+
    | X | | X X X | | 2 |
    | X X | | X X X | +---+
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 87 O: 16 X-O: 0-0
    Cube: 2, X own cube
    X to play 22

    ---
    Tim Chow

    Perhaps not the hardest Gruntyization you've ever set.
    I think a good strategy is to maximise our probability of bearing off in two. (In other words, bearing off on the next roll after this 22).

    12/6 7/5 definitely comes into consideration. This gives us a gammon save with any 6, 5 or 3 -- 27.
    We can also add the two Gruntyizations -- 11 and 22 for a 29/36 probability.

    That might be tough to beat.

    It looks to me like any other play will give a bad ace. So I'm sticking with my 29/36 problem.
    So what's the moral of this story?

    It's better to Gruntyize than to temporise -- that's my lesson learned.

    Paul

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    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From pepstein5@gmail.com@21:1/5 to peps...@gmail.com on Tue Apr 5 11:23:38 2022
    On Tuesday, April 5, 2022 at 7:21:59 PM UTC+1, peps...@gmail.com wrote:
    On Tuesday, April 5, 2022 at 1:57:40 PM UTC+1, Tim Chow wrote:
    XGID=---B-EEB----A--------ad---:1:1:1:22:0:0:0:0:10

    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 |
    | | | |
    | |BAR| |
    | | | X X |
    | | | X X |
    | | | X X | +---+
    | X | | X X X | | 2 |
    | X X | | X X X | +---+
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 87 O: 16 X-O: 0-0
    Cube: 2, X own cube
    X to play 22

    ---
    Tim Chow
    Perhaps not the hardest Gruntyization you've ever set.
    I think a good strategy is to maximise our probability of bearing off in two. (In other words, bearing off on the next roll after this 22).

    12/6 7/5 definitely comes into consideration. This gives us a gammon save with any 6, 5 or 3 -- 27.
    We can also add the two Gruntyizations -- 11 and 22 for a 29/36 probability.

    That might be tough to beat.

    It looks to me like any other play will give a bad ace. So I'm sticking with my 29/36 problem.
    So what's the moral of this story?

    It's better to Gruntyize than to temporise -- that's my lesson learned.

    Paul

    I mean "29/36 probability" (not problem).

    Paul

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From pepstein5@gmail.com@21:1/5 to peps...@gmail.com on Fri Apr 8 17:52:28 2022
    On Tuesday, April 5, 2022 at 7:23:40 PM UTC+1, peps...@gmail.com wrote:
    On Tuesday, April 5, 2022 at 7:21:59 PM UTC+1, peps...@gmail.com wrote:
    On Tuesday, April 5, 2022 at 1:57:40 PM UTC+1, Tim Chow wrote:
    XGID=---B-EEB----A--------ad---:1:1:1:22:0:0:0:0:10

    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 |
    | | | |
    | |BAR| |
    | | | X X |
    | | | X X |
    | | | X X | +---+
    | X | | X X X | | 2 |
    | X X | | X X X | +---+
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 87 O: 16 X-O: 0-0
    Cube: 2, X own cube
    X to play 22

    ---
    Tim Chow
    Perhaps not the hardest Gruntyization you've ever set.
    I think a good strategy is to maximise our probability of bearing off in two.
    (In other words, bearing off on the next roll after this 22).

    12/6 7/5 definitely comes into consideration. This gives us a gammon save with any 6, 5 or 3 -- 27.
    We can also add the two Gruntyizations -- 11 and 22 for a 29/36 probability.

    That might be tough to beat.

    It looks to me like any other play will give a bad ace. So I'm sticking with my 29/36 problem.
    So what's the moral of this story?

    It's better to Gruntyize than to temporise -- that's my lesson learned.

    Paul
    I mean "29/36 probability" (not problem).

    Paul
    A riddle:
    How long does it take to resolve a Gruntyization?
    At least four days.

    Paul

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  • From Timothy Chow@21:1/5 to All on Thu Apr 14 08:19:39 2022
    XGID=---B-EEB----A--------ad---:1:1:1:22:0:0:0:0:10

    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 |
    | | | |
    | |BAR| |
    | | | X X |
    | | | X X |
    | | | X X | +---+
    | X | | X X X | | 2 |
    | X X | | X X X | +---+
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 87 O: 16 X-O: 0-0
    Cube: 2, X own cube
    X to play 22

    In "John Nunn's Chess Puzzle Book," he has a section called, "Find
    the Wrong Move." Unlike most puzzles, in which the goal is to find
    the right move, the goal in these puzzles is to guess what plausible
    but wrong move was made OTB.

    Here, the "obvious" 12/6 7/5 is correct. But somehow I fixated on
    the gap on my 4pt, and played 12/8 7/5(2) to give myself a good 4.
    It's true that after 12/6 7/5, I could roll 44 several times in a
    row and get gammoned, but this is a rare event, and guarding against
    a bad ace is a higher priority.

    1. Rollout¹ 12/6 7/5 eq:-1.041
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:4.06% B:0.00%)
    Confidence: ±0.000 (-1.041..-1.041) - [100.0%]

    2. Rollout¹ 12/8 7/5(2) eq:-1.075 (-0.034)
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:7.46% B:0.00%)
    Confidence: ±0.000 (-1.075..-1.075) - [0.0%]

    3. Rollout¹ 12/10 7/5(2) 3/1 eq:-1.086 (-0.046)
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:8.65% B:0.00%)
    Confidence: ±0.000 (-1.087..-1.086) - [0.0%]

    ¹ 1296 Games rolled with Variance Reduction.
    Dice Seed: 271828
    Moves and cube decisions: XG Roller++
    Search interval: Gigantic

    eXtreme Gammon Version: 2.19.207.pre-release

    ---
    Tim Chow

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Thu Apr 14 11:08:29 2022
    On Thursday, April 14, 2022 at 1:19:41 PM UTC+1, Tim Chow wrote:
    XGID=---B-EEB----A--------ad---:1:1:1:22:0:0:0:0:10

    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 |
    | | | |
    | |BAR| |
    | | | X X |
    | | | X X |
    | | | X X | +---+
    | X | | X X X | | 2 |
    | X X | | X X X | +---+
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 87 O: 16 X-O: 0-0
    Cube: 2, X own cube
    X to play 22
    In "John Nunn's Chess Puzzle Book," he has a section called, "Find
    the Wrong Move." Unlike most puzzles, in which the goal is to find
    the right move, the goal in these puzzles is to guess what plausible
    but wrong move was made OTB.
    In my experience, this is a very common concept in chess writing.
    David Smerdon discusses it in a book on swindling, and Gary Lane, too, in another book.
    And I've seen many problems in newspaper or magazine articles with exactly the same goal. However, usually, these problems are presented as a dual:
    A) Find the wrong move. B) Find the way your opponent should reply if you do make the wrong move.
    In fact, a non-dual which focused solely on A without B seems a bit implausible.
    And not really possible. If you don't do B, you can't explain why your answer to A is indeed wrong.
    It's possible that John Nunn popularised the concept, I suppose.


    Here, the "obvious" 12/6 7/5 is correct. But somehow I fixated on
    the gap on my 4pt, and played 12/8 7/5(2) to give myself a good 4.
    It's true that after 12/6 7/5, I could roll 44 several times in a
    row and get gammoned, but this is a rare event, and guarding against
    a bad ace is a higher priority.

    1. Rollout¹ 12/6 7/5 eq:-1.041
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:4.06% B:0.00%)
    Confidence: ±0.000 (-1.041..-1.041) - [100.0%]

    2. Rollout¹ 12/8 7/5(2) eq:-1.075 (-0.034)
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:7.46% B:0.00%)
    Confidence: ±0.000 (-1.075..-1.075) - [0.0%]

    3. Rollout¹ 12/10 7/5(2) 3/1 eq:-1.086 (-0.046)
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:8.65% B:0.00%)
    Confidence: ±0.000 (-1.087..-1.086) - [0.0%]

    ¹ 1296 Games rolled with Variance Reduction.
    Dice Seed: 271828
    Moves and cube decisions: XG Roller++
    Search interval: Gigantic

    eXtreme Gammon Version: 2.19.207.pre-release

    You were lucky to only lose 0.34 equity. It looked worse than that to me.

    Paul

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Fri Apr 15 22:59:06 2022
    On 4/14/2022 2:08 PM, peps...@gmail.com wrote:
    And I've seen many problems in newspaper or magazine articles with exactly the
    same goal. However, usually, these problems are presented as a dual:
    A) Find the wrong move. B) Find the way your opponent should reply if you do make the wrong move.
    In fact, a non-dual which focused solely on A without B seems a bit implausible.
    And not really possible. If you don't do B, you can't explain why your answer to A is indeed wrong.

    Yes, that's what Nunn asks the reader to do.

    It's possible that John Nunn popularised the concept, I suppose.

    He wrote his book in 1999.

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Sat Apr 16 01:21:58 2022
    On Saturday, April 16, 2022 at 3:59:10 AM UTC+1, Tim Chow wrote:
    On 4/14/2022 2:08 PM, peps...@gmail.com wrote:
    And I've seen many problems in newspaper or magazine articles with exactly the
    same goal. However, usually, these problems are presented as a dual:
    A) Find the wrong move. B) Find the way your opponent should reply if you do make the wrong move.
    In fact, a non-dual which focused solely on A without B seems a bit implausible.
    And not really possible. If you don't do B, you can't explain why your answer to A is indeed wrong.
    Yes, that's what Nunn asks the reader to do.

    And there are also tasks that the reader asks Nunn to do (at least one reader, anyway).
    1) Write a book on Q + P vs Q endings -- the lack of such a book is a marked gap in his
    series on five-piece endings.

    2) Write a book on selfmates -- someone needs to.

    Paul

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Sat Apr 16 09:23:33 2022
    On 4/16/2022 4:21 AM, peps...@gmail.com wrote:
    And there are also tasks that the reader asks Nunn to do (at least one reader, anyway).
    1) Write a book on Q + P vs Q endings -- the lack of such a book is a marked gap in his
    series on five-piece endings.

    Interesting. I was vaguely aware of this series of books, but did
    not realize that he never wrote "Secrets of Queen Endings."

    2) Write a book on selfmates -- someone needs to.

    These do exist, but they are not widely advertised, so you may need
    to seek out someone in the chess problem community to get a list. One
    book that is relatively easy to obtain is "The Art of Composing
    Selfmates" by Petko A. Petkov. I think you can buy it from here:

    http://www.strategems.net/shop/shop.html

    ---
    Tim Chow

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  • From Stick Rice@21:1/5 to Tim Chow on Wed Apr 20 13:14:45 2022
    On Thursday, April 14, 2022 at 8:19:41 AM UTC-4, Tim Chow wrote:
    XGID=---B-EEB----A--------ad---:1:1:1:22:0:0:0:0:10

    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 |
    | | | |
    | |BAR| |
    | | | X X |
    | | | X X |
    | | | X X | +---+
    | X | | X X X | | 2 |
    | X X | | X X X | +---+
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 87 O: 16 X-O: 0-0
    Cube: 2, X own cube
    X to play 22
    In "John Nunn's Chess Puzzle Book," he has a section called, "Find
    the Wrong Move." Unlike most puzzles, in which the goal is to find
    the right move, the goal in these puzzles is to guess what plausible
    but wrong move was made OTB.

    Here, the "obvious" 12/6 7/5 is correct. But somehow I fixated on
    the gap on my 4pt, and played 12/8 7/5(2) to give myself a good 4.
    It's true that after 12/6 7/5, I could roll 44 several times in a
    row and get gammoned, but this is a rare event, and guarding against
    a bad ace is a higher priority.

    1. Rollout¹ 12/6 7/5 eq:-1.041
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:4.06% B:0.00%)
    Confidence: ±0.000 (-1.041..-1.041) - [100.0%]

    2. Rollout¹ 12/8 7/5(2) eq:-1.075 (-0.034)
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:7.46% B:0.00%)
    Confidence: ±0.000 (-1.075..-1.075) - [0.0%]

    3. Rollout¹ 12/10 7/5(2) 3/1 eq:-1.086 (-0.046)
    Player: 0.00% (G:0.00% B:0.00%)
    Opponent: 100.00% (G:8.65% B:0.00%)
    Confidence: ±0.000 (-1.087..-1.086) - [0.0%]

    ¹ 1296 Games rolled with Variance Reduction.
    Dice Seed: 271828
    Moves and cube decisions: XG Roller++
    Search interval: Gigantic

    eXtreme Gammon Version: 2.19.207.pre-release

    ---
    Tim Chow

    I have a collection of these (near) last roll should be obvious but people can still mess them up save the gammon type problems.

    Stick

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