XGID=-AB-aBC-BBC--a------dcbbb-:0:0:1:52:0:0:0:0:10
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 O |
| | | O O |
| | | O |
| | | |
| |BAR| |
| | | |
| | | |
| X | | X |
| X X X | | X 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: 97 O: 77 X-O: 0-0
Cube: 1
X to play 52
XGID=-AB-aBC-BBC--a------dcbbb-:0:0:1:52:0:0:0:0:10
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 O |
| | | O O |
| | | O |
| | | |
| |BAR| |
| | | |
| | | |
| X | | X |
| X X X | | X 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: 97 O: 77 X-O: 0-0
Cube: 1
X to play 52
In ah...clem's post, he considered and rejected both the loose hit and
the pick-and-pass play, but did not mention PoH.
It is often the case during containment that if you're behind in the pip count (or even approximately equal), then hitting is worth the risk even
if it gives the opponent a direct shot in return. The reasoning goes something like this: if your opponent dances then you are a huge
favorite, so even if getting hit loses the game for you (via D/P), it's better than entering a losing race.
That heuristic reasoning fails here, mainly because after the safe play
of 10/8 6/1, X's prime still does a pretty good job of containment. But
it's still a tricky judgment call, in my opinion; see the variant, in
which the rollout favors the PoH play.
1. Rollout¹ 10/8 6/1 eq:+0.282
Player: 58.52% (G:1.27% B:0.02%)
Opponent: 41.48% (G:2.70% B:0.02%)
Confidence: ±0.008 (+0.274..+0.291) - [100.0%]
2. Rollout¹ 9/4* 6/4 eq:+0.141 (-0.142)
Player: 54.72% (G:2.89% B:0.06%)
Opponent: 45.28% (G:10.97% B:0.07%)
Confidence: ±0.009 (+0.132..+0.149) - [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=-ABa-BC-BBBA-a------dcbbb-:0:0:1:53:0:0:0:0:10
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 O |
| | | O O |
| | | O |
| | | |
| |BAR| |
| | | |
| | | |
| | | X |
| X X X | | X X 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: 98 O: 78 X-O: 0-0
Cube: 1
X to play 53
1. Rollout¹ 8/3* 6/3 eq:+0.278
Player: 59.15% (G:3.54% B:0.07%)
Opponent: 40.85% (G:13.96% B:0.17%)
Confidence: ±0.008 (+0.270..+0.286) - [100.0%]
2. Rollout¹ 11/8 6/1 eq:+0.226 (-0.052)
Player: 56.34% (G:1.29% B:0.02%)
Opponent: 43.66% (G:3.44% B:0.02%)
Confidence: ±0.006 (+0.220..+0.232) - [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
---
Tim Chow
XGID=-AB-aBC-BBC--a------dcbbb-:0:0:1:52:0:0:0:0:10
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 O |
| | | O O |
| | | O |
| | | |
| |BAR| |
| | | |
| | | |
| X | | X |
| X X X | | X 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: 97 O: 77 X-O: 0-0
Cube: 1
X to play 52
In ah...clem's post, he considered and rejected both the loose hit and
the pick-and-pass play, but did not mention PoH.
It is often the case during containment that if you're behind in the pip count (or even approximately equal), then hitting is worth the risk even
if it gives the opponent a direct shot in return. The reasoning goes something like this: if your opponent dances then you are a huge
favorite, so even if getting hit loses the game for you (via D/P), it's better than entering a losing race.
That heuristic reasoning fails here, mainly because after the safe play
of 10/8 6/1, X's prime still does a pretty good job of containment. But
it's still a tricky judgment call, in my opinion; see the variant, in
which the rollout favors the PoH play.
Perhaps XG can calculate the probability that, given the PoH play,
XG hits a shot in one of its next 4 rolls?
A series I never got around to writing because it's a lot of work is when to attack the last checker in similar situations loose. The race matters, of course, but that's only one of the main pieces of the puzzle. Most people don't realize how much itmatters the type of containment that is still in front of that checker if you decide not to hit. (a 3 prime? a broken 3 prime with the midpoint still? a 4 prime, a broken 4 prime, etc...)
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