Interestingly, XG 3-ply doubles here.
Over the years, I have found that there is just one important exception
to Stick's rule. Even in a position where you win a lot of gammons, it
can be a double if the following two conditions are satisfied: (1) your opponent wins very few gammons (~5% or less) and (2) the position is
close to the take/pass borderline. The variant below is a case in
point. Of course, to make use of this exception OTB, you have to
develop a sense for when such a position is close to the take/pass borderline.
XGID=-baBBCB-A--A-B--bd-cbB-a--:0:0:1:00:4:0:0:7:10
X:Player 2 O:Player 1
Score is X:4 O:0 7 pt.(s) match.
+13-14-15-16-17-18------19-20-21-22-23-24-+
| X O O | | O O X O |
| X O O | | O O X |
| O | | O |
| O | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | X |
| | | X X X X O |
| X X | | X X X X O O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 128 O: 151 X-O: 4-0/7
Cube: 1
X on roll, cube action
Stick's rule for 3-away/many-away cube actions is, the 3-away player
should not double when gammons are still possible, because you'll
usually be either too good or not good enough. Doubling reduces the
value of your own gammons and gives your opponent an opportunity to
win 8 points by winning a redoubled gammon.
While others surely were aware of this rule, implicitly if not
explicitly, I myself learned it from Stick, and I don't recall seeing
other backgammon authors stating any rule of this sort before Stick did.
In general I have found this to be an excellent rule. The position
here is a case in point. Against a human you might consider doubling
because you may get a pass. But according to the rollout, it's an
easy take and a big ND. Interestingly, XG 3-ply doubles here.
Over the years, I have found that there is just one important exception
to Stick's rule. Even in a position where you win a lot of gammons, it
can be a double if the following two conditions are satisfied: (1) your opponent wins very few gammons (~5% or less) and (2) the position is
close to the take/pass borderline. The variant below is a case in
point. Of course, to make use of this exception OTB, you have to
develop a sense for when such a position is close to the take/pass borderline.
Analyzed in Rollout
No double
Player Winning Chances: 74.31% (G:30.57% B:5.31%)
Opponent Winning Chances: 25.69% (G:5.11% B:0.23%)
Double/Take
Player Winning Chances: 73.78% (G:31.85% B:11.05%)
Opponent Winning Chances: 26.22% (G:5.15% B:0.28%)
Cubeful Equities:
No double: +0.791
Double/Take: +0.704 (-0.087)
Double/Pass: +1.000 (+0.209)
Best Cube action: No double / Take
Percentage of wrong pass needed to make the double decision right: 22.8%
Rollout:
1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
Confidence No Double: ± 0.013 (+0.778..+0.804)
Confidence Double: ± 0.022 (+0.682..+0.726)
eXtreme Gammon Version: 2.19.207.pre-release, MET: Kazaross XG2
-------
Variant
-------
XGID=-baBBCBB-----B--bd-cbB-a--:0:0:1:00:4:0:0:7:10
X:Player 2 O:Player 1
Score is X:4 O:0 7 pt.(s) match.
+13-14-15-16-17-18------19-20-21-22-23-24-+
| X O O | | O O X O |
| X O O | | O O X |
| O | | O |
| O | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | X |
| X | | X X X X O |
| X | | X X X X O O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 123 O: 151 X-O: 4-0/7
Cube: 1
X on roll, cube action
Analyzed in Rollout
No double
Player Winning Chances: 79.33% (G:31.21% B:4.48%)
Opponent Winning Chances: 20.67% (G:3.43% B:0.16%)
Double/Take
Player Winning Chances: 78.03% (G:33.42% B:12.19%)
Opponent Winning Chances: 21.97% (G:3.53% B:0.33%)
Cubeful Equities:
No double: +0.935 (-0.065)
Double/Take: +1.055 (+0.055)
Double/Pass: +1.000
Best Cube action: Double / Pass
Rollout:
1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
Confidence No Double: ± 0.012 (+0.924..+0.947)
Confidence Double: ± 0.022 (+1.033..+1.076)
eXtreme Gammon Version: 2.19.207.pre-release, MET: Kazaross XG2
---
Tim Chow
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