• Can a take taste twice as good?

    From Axel Reichert@21:1/5 to All on Thu Feb 9 07:42:39 2023
    GNU Backgammon Position ID: b28DAEB3bocAAA
    Match ID : AQFgAXAAAAAE
    +-1--2--3--4--5--6-------7--8--9-10-11-12-+ O: gnubg (Cube: 2)
    | O O O O O | | O | 7 points
    | O O O O O | | | On roll
    | O O O O | | |
    | | | |
    | | | |
    | |BAR| |^ 11 point match
    | | | |
    | X X | | |
    | X X | | |
    | X X X X X | | |
    | X X X X X | X | | 0 points
    +24-23-22-21-20-19------18-17-16-15-14-13-+ X: axel
    Pip counts: O 59, X 63

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  • From Timothy Chow@21:1/5 to Axel Reichert on Thu Feb 9 09:21:08 2023
    On 2/9/2023 1:42 AM, Axel Reichert wrote:
    GNU Backgammon Position ID: b28DAEB3bocAAA
    Match ID : AQFgAXAAAAAE
    +-1--2--3--4--5--6-------7--8--9-10-11-12-+ O: gnubg (Cube: 2)
    | O O O O O | | O | 7 points
    | O O O O O | | | On roll
    | O O O O | | |
    | | | |
    | | | |
    | |BAR| |^ 11 point match
    | | | |
    | X X | | |
    | X X | | |
    | X X X X X | | |
    | X X X X X | X | | 0 points
    +24-23-22-21-20-19------18-17-16-15-14-13-+ X: axel
    Pip counts: O 59, X 63

    Coincidentally, I faced a similar cube decision yesterday.
    The score was exactly the same as it is here; X needs about
    6/57, or a little over 10%, to take. (Stick, perhaps, calls
    this the "live" cube takepoint, whatever that means.) If X
    were closed out then it would be a huge pass, but it's not
    so easy for O to complete the closeout, so X has some persistent
    chances of hitting a shot or even just winning the race. Hard
    to judge, but I'd guess that X has between 10% and 15% chances
    of winning, so I'd take.

    ---
    Tim Chow

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  • From Stick Rice@21:1/5 to Timothy Chow on Thu Feb 9 11:52:34 2023
    On Thursday, February 9, 2023 at 9:21:11 AM UTC-5, Timothy Chow wrote:
    On 2/9/2023 1:42 AM, Axel Reichert wrote:
    GNU Backgammon Position ID: b28DAEB3bocAAA
    Match ID : AQFgAXAAAAAE
    +-1--2--3--4--5--6-------7--8--9-10-11-12-+ O: gnubg (Cube: 2)
    | O O O O O | | O | 7 points
    | O O O O O | | | On roll
    | O O O O | | |
    | | | |
    | | | |
    | |BAR| |^ 11 point match
    | | | |
    | X X | | |
    | X X | | |
    | X X X X X | | |
    | X X X X X | X | | 0 points
    +24-23-22-21-20-19------18-17-16-15-14-13-+ X: axel
    Pip counts: O 59, X 63
    Coincidentally, I faced a similar cube decision yesterday.
    The score was exactly the same as it is here; X needs about
    6/57, or a little over 10%, to take. (Stick, perhaps, calls
    this the "live" cube takepoint, whatever that means.) If X
    were closed out then it would be a huge pass, but it's not
    so easy for O to complete the closeout, so X has some persistent
    chances of hitting a shot or even just winning the race. Hard
    to judge, but I'd guess that X has between 10% and 15% chances
    of winning, so I'd take.

    ---
    Tim Chow

    You know the dead cube take point in money games is 25% right? You know the live cube take point is a lot lower than that, generally accepted as ~22% but it fluctuated depending on how much use one might gain from cube ownership right? I don't
    understand what you're not understanding. A lot of times we of course skip over saying *live cube take point* and simplify to *take point* which is fine but there are definitely times when the distinction needs to be made so I don't see what your
    problem is with it.

    Stick

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  • From ah....Clem@21:1/5 to Axel Reichert on Thu Feb 9 17:54:58 2023
    On 2/9/2023 1:42 AM, Axel Reichert wrote:
    GNU Backgammon Position ID: b28DAEB3bocAAA
    Match ID : AQFgAXAAAAAE
    +-1--2--3--4--5--6-------7--8--9-10-11-12-+ O: gnubg (Cube: 2)
    | O O O O O | | O | 7 points
    | O O O O O | | | On roll
    | O O O O | | |
    | | | |
    | | | |
    | |BAR| |^ 11 point match
    | | | |
    | X X | | |
    | X X | | |
    | X X X X X | | |
    | X X X X X | X | | 0 points
    +24-23-22-21-20-19------18-17-16-15-14-13-+ X: axel
    Pip counts: O 59, X 63

    I don't play very many 11 point matches, so 4a 11a is not a score that
    I'm familiar with. But it seems to me that doubled gammons are fairly
    valuable and since the cube is already turned to 2 and O has some (but
    not many) gammon chances holding looks reasonable.

    If O ships it, and X takes then the cube is going to 8. Can O risk that?
    Yeah, I think so, and since the gammons are so few it looks correct.

    Can X take? 2a 11a gives about a 6% MWC and with the race nearly even
    and the open three point, looks like a take.

    R/T for me. Without much confidence.

    --
    Ah....Clem
    The future is fun, the future is fair.

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  • From Timothy Chow@21:1/5 to Stick Rice on Fri Feb 10 09:29:30 2023
    On 2/9/2023 2:52 PM, Stick Rice wrote:
    You know the dead cube take point in money games is 25% right? You know the live cube take point is a lot lower than that, generally accepted as ~22% but it fluctuated depending on how much use one might gain from cube ownership right? I don't
    understand what you're not understanding.

    I don't understand why one would use the adjective "live cube"
    to refer to a dead cube.

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Timothy Chow on Sat Feb 11 06:54:19 2023
    On Friday, February 10, 2023 at 2:29:32 PM UTC, Timothy Chow wrote:
    On 2/9/2023 2:52 PM, Stick Rice wrote:
    You know the dead cube take point in money games is 25% right? You know the live cube take point is a lot lower than that, generally accepted as ~22% but it fluctuated depending on how much use one might gain from cube ownership right? I don't
    understand what you're not understanding.
    I don't understand why one would use the adjective "live cube"
    to refer to a dead cube.

    I don't think the mandatory match redouble cubes are either live or dead.
    This is how I would define these terms. (Of course, correct me if I'm wrong). A live cube means (to me) that the cube (if taken) stays with the opponent
    for an indeterminate period of time and is an asset to the opponent.
    (Hence the naive 25% take rule in money play (assuming no gammons) is an overestimate although it's a good first approximation to teach beginners.)
    A dead cube means (to me) that, assuming competent play, doubling is
    either pointless or illegal. So, for money play, in no-gammon situations
    (like any interesting race), 25% is exactly the dead-cube take point.
    Usually, a dead-cube take point functions as a theoretical construct,
    I would think, as an aid to thinking about the live cube situation which is
    far more common.

    Here, we don't have a dead cube or a live cube in my opinion.
    This follows the general rule: When two adults are arguing with each
    other, the most usual thing is that there's a degree of right and wrong
    on both sides. Most of the Stick/Tim debates are like that, in my
    judgment, despite Stick's much greater bg abilities and reputation.

    Paul

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Sun Feb 12 09:31:42 2023
    On 2/11/2023 9:54 AM, peps...@gmail.com wrote:
    Here, we don't have a dead cube or a live cube in my opinion.
    This follows the general rule: When two adults are arguing with each
    other, the most usual thing is that there's a degree of right and wrong
    on both sides. Most of the Stick/Tim debates are like that, in my
    judgment, despite Stick's much greater bg abilities and reputation.

    The issue under debate wasn't the term "live cube" itself, but the
    term "live cube take point."

    I don't mind using the term "live cube" in certain situations; it's
    an informal term, and useful just like any other informal term.

    The term "live cube take point," on the other hand, conveys the
    impression that it's something quantitative that can be calculated,
    and that depends only on the match score and cube location. For
    starters, as you say, there are match scores and cube locations in
    which calling the cube "live" makes very little sense. A fortiori,
    "live cube take point" makes very little sense in such situations.
    You can always assign the phrase some meaning, but why would you?
    It just causes confusion.

    But even setting that aside, the fundamental problem is that when
    there really is (arguably) a "live cube," any attempt to define a
    "live cube take point" must take into account recube vig, and the
    key point is that *recube vig depends on the specific position*.
    If you insist on defining "live cube take point" anyway, then you
    have one of two choices:

    1. Make the "live cube take point" depend on the specific position
    and not just on the match score and cube location.

    2. Choose some figure for "recube vig" that you apply indiscriminately
    to all positions at that match score and cube location.

    Option 1 flies in the face of how the term "take point" is normally
    used, and I don't think anyone selects this option. Option 2 is thus
    the only real option, but it suffers from several problems. First and foremost, rarely if ever does anybody explain clearly how the recube
    vig is calculated. If I go into XG's menu about cube information,
    nowhere is recube vig even mentioned. The "dead cube take point" can
    be calculated from the match equity table, so the user is given the
    impression that the "live cube take point" should be as well, and is
    left confused. The second problem is, given that recube vig varies
    from position to position, I think it makes far more sense to give a
    range of values, rather than just assume a single value once and for
    all. The terminology "live cube take point" just reinforces the
    impression that recube vig is a fixed quantity, which is simply not
    true.

    As a compromise, I'd be okay with the terminology "average take point"
    instead of "live cube take point." That terminology at least prompts
    the user to ask, "average over what?" (with the answer being "average
    over different values of the recube vig) and encourages understanding,
    rather than blind faith in bot numbers.

    ---
    Tim Chow

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  • From Axel Reichert@21:1/5 to Axel Reichert on Wed Feb 15 08:56:59 2023
    Axel Reichert <mail@axel-reichert.de> writes:

    GNU Backgammon Position ID: b28DAEB3bocAAA
    Match ID : AQFgAXAAAAAE
    +-1--2--3--4--5--6-------7--8--9-10-11-12-+ O: gnubg (Cube: 2)
    | O O O O O | | O | 7 points
    | O O O O O | | | On roll
    | O O O O | | |
    | | | |
    | | | |
    | |BAR| |^ 11 point match
    | | | |
    | X X | | |
    | X X | | |
    | X X X X X | | |
    | X X X X X | X | | 0 points
    +24-23-22-21-20-19------18-17-16-15-14-13-+ X: axel
    Pip counts: O 59, X 63

    The subject line was referring to METs for skewed player skills. This
    rollout is for the "standard" Kazaross XG 2 MET:

    Rollout cubeless equity +0.842 (Money: +0.845)

    Cubeful equities:
    1. Double, pass +1.000
    2. Double, take +1.194 (+0.194)
    3. No double +0.975 (-0.025)
    Proper cube action: Redouble, pass

    Rollout details:
    Player gnubg owns 2-cube:
    0.916 0.013 0.000 - 0.084 0.000 0.000 CL +0.842 CF +0.975
    [0.001 0.000 0.000 - 0.001 0.000 0.000 CL 0.002 CF 0.002]
    Player axel owns 4-cube:
    0.920 0.013 0.000 - 0.080 0.000 0.000 CL +1.482 CF +1.194
    [0.001 0.000 0.000 - 0.001 0.000 0.000 CL 0.005 CF 0.010]
    Truncated cubeful rollout (depth 6) with variance reduction
    139 games, Mersenne Twister dice gen. with seed 449002682 and quasi-random dice
    Stop when std.errs. are small enough: limit 0.0100 (min. 36 games)
    Play: world class 2-ply cubeful prune [world class]
    keep the first 0 0-ply moves and up to 8 more moves within equity 0.16
    Skip pruning for 1-ply moves.
    Cube: 2-ply cubeful prune [world class]
    Different evaluations after 2 plies:
    Play: 1-ply cubeful
    keep the first 0 0-ply moves and up to 8 more moves within equity 0.16
    Cube: 2-ply cubeful prune [world class]

    And now for the player on roll (gnubg) having a 100 ELO advantage
    (probably overestimating my skill):

    Rollout cubeless equity +0.841 (Money: +0.847)

    Cubeful equities:
    1. No double +0.934
    2. Double, pass +1.000 (+0.066)
    3. Double, take +0.887 (-0.047)
    Proper cube action: No redouble, take (41.7%)

    Rollout details:
    Player gnubg owns 2-cube:
    0.917 0.013 0.000 - 0.083 0.000 0.000 CL +0.841 CF +0.934
    [0.001 0.000 0.000 - 0.001 0.000 0.000 CL 0.002 CF 0.002]
    Player axel owns 4-cube:
    0.920 0.014 0.000 - 0.080 0.000 0.000 CL +1.291 CF +0.887
    [0.001 0.000 0.000 - 0.001 0.000 0.000 CL 0.004 CF 0.010]
    Truncated cubeful rollout (depth 6) with variance reduction
    175 games, Mersenne Twister dice gen. with seed 449002682 and quasi-random dice
    Stop when std.errs. are small enough: limit 0.0100 (min. 36 games)
    Play: world class 2-ply cubeful prune [world class]
    keep the first 0 0-ply moves and up to 8 more moves within equity 0.16
    Skip pruning for 1-ply moves.
    Cube: 2-ply cubeful prune [world class]
    Different evaluations after 2 plies:
    Play: 1-ply cubeful
    keep the first 0 0-ply moves and up to 8 more moves within equity 0.16
    Cube: 2-ply cubeful prune [world class]

    In my opinion METs are the elephant in the room: Even for club buddies I
    know for years I have only a vague idea who is the better player, and if
    so, by how much (50 ELO, -100 ELO?). As this example shows, that is
    easily the difference between doubling being almost a whopper and taking
    being a double whopper.

    Races are easy to play, hence match equity calculations make sense
    there.

    Best regards

    Axel

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  • From Timothy Chow@21:1/5 to Axel Reichert on Thu Feb 16 10:02:17 2023
    On 2/15/2023 2:56 AM, Axel Reichert wrote:
    Races are easy to play, hence match equity calculations make sense
    there.

    Nice example. I agree that races are probably the type of position
    where a fish MET is the most instructive. But there's still a lot
    of handwaving, even if you have accurate Elo estimates. In particular,
    while the checker play in a race is usually easy, the cube action is
    not. So really, one should factor in some estimate of how likely the
    player is to make correct cube decisions in subsequent play. This can
    be difficult.

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Timothy Chow on Fri Feb 24 14:12:02 2023
    On Thursday, February 16, 2023 at 3:02:19 PM UTC, Timothy Chow wrote:
    On 2/15/2023 2:56 AM, Axel Reichert wrote:
    Races are easy to play, hence match equity calculations make sense
    there.
    Nice example. I agree that races are probably the type of position
    where a fish MET is the most instructive. But there's still a lot
    of handwaving, even if you have accurate Elo estimates. In particular,
    while the checker play in a race is usually easy, the cube action is
    not. So really, one should factor in some estimate of how likely the
    player is to make correct cube decisions in subsequent play. This can
    be difficult.

    I'd like to clarify that. Optimal checker play in a race is actually incredibly
    difficult. Plays that look equivalent will differ in equity by 0.0001 (for example)
    and no one will know why. The easy thing is playing your checkers in a race so that you never make an error that is worse than 0.01.

    Paul

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Sat Feb 25 09:31:16 2023
    On 2/24/2023 5:12 PM, peps...@gmail.com wrote:
    On Thursday, February 16, 2023 at 3:02:19 PM UTC, Timothy Chow wrote:
    On 2/15/2023 2:56 AM, Axel Reichert wrote:
    Races are easy to play, hence match equity calculations make sense
    there.
    Nice example. I agree that races are probably the type of position
    where a fish MET is the most instructive. But there's still a lot
    of handwaving, even if you have accurate Elo estimates. In particular,
    while the checker play in a race is usually easy, the cube action is
    not. So really, one should factor in some estimate of how likely the
    player is to make correct cube decisions in subsequent play. This can
    be difficult.

    I'd like to clarify that. Optimal checker play in a race is actually incredibly
    difficult. Plays that look equivalent will differ in equity by 0.0001 (for example)
    and no one will know why. The easy thing is playing your checkers in a race so
    that you never make an error that is worse than 0.01.

    Yes, I agree, with the caveat that it's certainly not uncommon to
    see people botch plays like the one below.

    XGID=-HCB--A--A---------cbcaba-: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 | +---+
    | | | |
    | | | |
    | |BAR| |
    | | | 8 |
    | | | 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: 35 O: 48 X-O: 0-0
    Cube: 2, O own cube
    X to play 21

    1. Rollout¹ 9/8 6/4 eq:-0.762
    Player: 27.33% (G:0.00% B:0.00%)
    Opponent: 72.67% (G:0.00% B:0.00%)
    Confidence: ±0.003 (-0.766..-0.759) - [100.0%]

    2. Rollout¹ 9/7 6/5 eq:-0.850 (-0.088)
    Player: 25.47% (G:0.00% B:0.00%)
    Opponent: 74.53% (G:0.00% B:0.00%)
    Confidence: ±0.003 (-0.853..-0.847) - [0.0%]

    3. Rollout¹ 6/3 eq:-0.887 (-0.125)
    Player: 24.67% (G:0.00% B:0.00%)
    Opponent: 75.33% (G:0.00% B:0.00%)
    Confidence: ±0.003 (-0.890..-0.884) - [0.0%]

    4. Rollout¹ 6/4 3/2 eq:-0.890 (-0.128)
    Player: 24.61% (G:0.00% B:0.00%)
    Opponent: 75.39% (G:0.00% B:0.00%)
    Confidence: ±0.003 (-0.893..-0.887) - [0.0%]

    5. Rollout¹ 6/4 2/1 eq:-0.917 (-0.155)
    Player: 24.05% (G:0.00% B:0.00%)
    Opponent: 75.95% (G:0.00% B:0.00%)
    Confidence: ±0.003 (-0.920..-0.914) - [0.0%]

    6. Rollout¹ 9/6 eq:-0.963 (-0.201)
    Player: 23.02% (G:0.00% B:0.00%)
    Opponent: 76.98% (G:0.00% B:0.00%)
    Confidence: ±0.003 (-0.966..-0.960) - [0.0%]

    ¹ 1296 Games rolled with Variance Reduction.
    Dice Seed: 271828
    Moves and cube decisions: 4-ply

    eXtreme Gammon Version: 2.19.211.pre-release

    ---
    Tim Chow

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