XGID=---C-DCBa---bCa--abbbbb---:0:0:1:00:5:2:0:7:10I wouldn't have too hard a time taking the double. As a race or holding game at this pip count, I *think* O is on the edge of a take. The hit would hurt, but I think that's more than offset by 1) X's open 4 point which will impair bearing off, 2) a nice
Score is X:5 O:2 7 pt.(s) match.
+13-14-15-16-17-18------19-20-21-22-23-24-+
| X O O O | | O O O O |
| X O | | O O O O |
| X | | |
| | | |
| | | |
| |BAR| |
| | | |
| | | X |
| | | X X X |
| O X | | X X X |
| O O X | | X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 100 O: 112 X-O: 5-2/7
Cube: 1
X on roll, cube action
---
Tim Chow
XGID=---C-DCBa---bCa--abbbbb---:0:0:1:00:5:2:0:7:10
Score is X:5 O:2 7 pt.(s) match.
+13-14-15-16-17-18------19-20-21-22-23-24-+
| X O O O | | O O O O |
| X O | | O O O O |
| X | | |
| | | |
| | | |
| |BAR| |
| | | |
| | | X |
| | | X X X |
| O X | | X X X |
| O O X | | X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 100 O: 112 X-O: 5-2/7
Cube: 1
X on roll, cube action
---
Tim Chow
On Wednesday, February 8, 2023 at 10:48:20 AM UTC-5, Tim Chow wrote:
XGID=---C-DCBa---bCa--abbbbb---:0:0:1:00:5:2:0:7:10
Score is X:5 O:2 7 pt.(s) match. +13-14-15-16-17-18------19-20-21-22-23-24-+
| X O O O | | O O O O |
| X O | | O O O O |
| X | | |
| | | |
| | | |
| |BAR| |
| | | |
| | | X |
| | | X X X |
| O X | | X X X |
| O O X | | X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 100 O: 112 X-O: 5-2/7
Cube: 1
X on roll, cube action
---Everyone who replies to this thread should start with knowing/stating what the opp's (live cube) take point is and estimating how often we win while showing your work. Otherwise you're here just to fuck spiders.
Tim Chow
Stick
Everyone who replies to this thread should start with knowing/stating what the opp's (live cube) take point is and estimating how often we win while showing your work. Otherwise you're here just to fuck spiders.
On 2/8/2023 3:12 PM, Stick Rice wrote:
Everyone who replies to this thread should start with knowing/stating what the opp's (live cube) take point is and estimating how often we win while showing your work. Otherwise you're here just to fuck spiders."Live cube take point" has got to be one of the most absurd
terms in backgammon. The term "live" is especially absurd here.
---
Tim Chow
There are times in matches when a cube is taken and it's a dead cube right? And there are times when it's semi dead right? Not sure why you think it's absurd. In this particular position if we could somehow (I'm not going to try) tweak it so thatthe hits virtually won the game for the on roll player when he hits the outfield blot and keep or better the win % for the opponent (make the race a lot better for him?) then half the time he'd be taking a dead cube instead of a live one and that would
On 2/9/2023 2:42 PM, Stick Rice wrote:hits virtually won the game for the on roll player when he hits the outfield blot and keep or better the win % for the opponent (make the race a lot better for him?) then half the time he'd be taking a dead cube instead of a live one and that would be
There are times in matches when a cube is taken and it's a dead cube right? And there are times when it's semi dead right? Not sure why you think it's absurd. In this particular position if we could somehow (I'm not going to try) tweak it so that the
First of all, at this particular score, what can "live cube"
possibly mean? The doubler is leading 2-away. It's an
automatic redouble, and then there's no more cube action.
You seem to be implying that, if the doubler is 2 away and the
opponent is more than 2 away, the opponent will always redouble
if they take (assuming it's not a last-roll position).
But this is far from the truth. It's possible (in some positions)
for the doubler to roll such a bad anti-joker that the trailer becomes
too good to redouble.
On 2/11/2023 9:34 AM, peps...@gmail.com wrote:
You seem to be implying that, if the doubler is 2 away and theGood point, Paul. Below is an example, inspired by this position:
opponent is more than 2 away, the opponent will always redouble
if they take (assuming it's not a last-roll position).
But this is far from the truth. It's possible (in some positions)
for the doubler to roll such a bad anti-joker that the trailer becomes
too good to redouble.
https://www.bkgm.com/rgb/rgb.cgi?view+1479
Note that O has already borne off a checker. After D/T, if X rolls 66,
then O is obviously too good.
XGID=b----GDAAAA--------bbbbbb-:0:0:1:00:3:0:0:5:10
Score is X:3 O:0 5 pt.(s) match.
+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 |
| | | |
| | | |
| | | |
| |BAR| |
| | O | 7 |
| | O | X X |
| | | X X |
| | | X X |
| X X X X | | X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 93 O: 92 X-O: 3-0/5
Cube: 1
X on roll, cube action
Analyzed in Rollout
No double
Player Winning Chances: 75.86% (G:0.00% B:0.00%)
Opponent Winning Chances: 24.14% (G:3.10% B:0.28%)
Double/Take
Player Winning Chances: 76.65% (G:0.00% B:0.00%)
Opponent Winning Chances: 23.35% (G:2.93% B:0.26%)
Cubeful Equities:
No double: +0.833 (-0.131)
Double/Take: +0.965
Double/Pass: +1.000 (+0.035)
Best Cube action: Double / Take
Rollout:
1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
Confidence No Double: ± 0.007 (+0.827..+0.840)
Confidence Double: ± 0.019 (+0.946..+0.983)
eXtreme Gammon Version: 2.19.211.pre-release, MET: Kazaross XG2
On 2/11/2023 9:34 AM, peps...@gmail.com wrote:
You seem to be implying that, if the doubler is 2 away and theGood point, Paul. Below is an example, inspired by this position:
opponent is more than 2 away, the opponent will always redouble
if they take (assuming it's not a last-roll position).
But this is far from the truth. It's possible (in some positions)
for the doubler to roll such a bad anti-joker that the trailer becomes
too good to redouble.
https://www.bkgm.com/rgb/rgb.cgi?view+1479
Note that O has already borne off a checker. After D/T, if X rolls 66,
then O is obviously too good.
XGID=b----GDAAAA--------bbbbbb-:0:0:1:00:3:0:0:5:10
Score is X:3 O:0 5 pt.(s) match.
+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 |
| | | |
| | | |
| | | |
| |BAR| |
| | O | 7 |
| | O | X X |
| | | X X |
| | | X X |
| X X X X | | X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 93 O: 92 X-O: 3-0/5
Cube: 1
X on roll, cube action
Analyzed in Rollout
No double
Player Winning Chances: 75.86% (G:0.00% B:0.00%)
Opponent Winning Chances: 24.14% (G:3.10% B:0.28%)
Double/Take
Player Winning Chances: 76.65% (G:0.00% B:0.00%)
Opponent Winning Chances: 23.35% (G:2.93% B:0.26%)
Cubeful Equities:
No double: +0.833 (-0.131)
Double/Take: +0.965
Double/Pass: +1.000 (+0.035)
Best Cube action: Double / Take
Rollout:
1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
Confidence No Double: ± 0.007 (+0.827..+0.840)
Confidence Double: ± 0.019 (+0.946..+0.983)
eXtreme Gammon Version: 2.19.211.pre-release, MET: Kazaross XG2
On Sunday, February 12, 2023 at 1:55:51 PM UTC, Timothy Chow wrote:
Good point, Paul. Below is an example, inspired by this position:
https://www.bkgm.com/rgb/rgb.cgi?view+1479
I'm not sure where (perhaps Backgammon Funfair) but I remember
an attempt to find the worst possible roll.
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