XGID=-B-EB-A------------aadcab-:1:-1:1:42:0:0:0:0:10
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 O | +---+
| | | O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 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: 31 O: 40 X-O: 0-0
Cube: 2, O own cube
X to play 42
XGID=-B-EB-A------------aadcab-:1:-1:1:42:0:0:0:0:10
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 O | +---+
| | | O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 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: 31 O: 40 X-O: 0-0
Cube: 2, O own cube
X to play 42
---
Tim Chow
Timothy Chow wrote:
XGID=-B-EB-A------------aadcab-:1:-1:1:42:0:0:0:0:10
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 O | +---+
| | | O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 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: 31 O: 40 X-O: 0-0
Cube: 2, O own cube
X to play 42
---My play would be either 6/off or 4/off, 4/2.
Tim Chow
6/off gets another checker off and eliminates 5 or 6 as being potential problem.
4/off 4/2 removes a checker and fills in the empty 2 point.
I think 4/off 4/2 is better. Chances are I will get a 6 in the next
couple rolls anyway.
XGID=-B-EB-A------------aadcab-:1:-1:1:42:0:0:0:0:10
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 O | +---+
| | | O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 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: 31 O: 40 X-O: 0-0
Cube: 2, O own cube
X to play 42
On 10/30/2021 7:23 PM, Timothy Chow wrote:
XGID=-B-EB-A------------aadcab-:1:-1:1:42:0:0:0:0:10
X:Player 1 O:Player 2QF makes me think 6/2 4/2 is the bot play. X needs to bear ten off
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 | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 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: 31 O: 40 X-O: 0-0
Cube: 2, O own cube
X to play 42
while O needs to bear 12 off. 6/2 4/2 makes it almost certain that X
will be off in five rolls while any other play means X may miss taking
two off at some point. If I did QF I'd make that argument. But I don't
do QF.
So, I'll take one off and since I see no point in stacking the ace point
I'll play 6/off. How wrong can it be?
XGID=-B-EB-A------------aadcab-:1:-1:1:42:0:0:0:0:10
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 O | +---+
| | | O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 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: 31 O: 40 X-O: 0-0
Cube: 2, O own cube
X to play 42
I have to admit that I didn't even consider 6/2 4/2 and I added it to
the rollout only after I saw respondents here mention it. After X plays either 6/2 or 4/2, I can't see any justification for not ripping a
checker. Sure, we probably won't miss later, but what do we gain by voluntarily missing now? Nothing that I can see.
For me, the choice was between 4/2 4/off and 6/off. I opted for 6/off, reasoning that 4/2 4/off left me vulnerable to missing with a 5 or a 4, whereas after 6/off, a 2 can be played rather efficiently as 4/2. But
XG prefers 4/2 4/off. You could arrive at 4/2 4/off just by applying
the simple heuristic that having checkers on 4 different points is
usually better than having checkers on only 3 different points. Maybe
there is a more compelling way to argue that 4/2 4/off is the right play
(for example, maybe it yields a lower probability of missing twice later
on?) but I'm not seeing it right now.
By the way, removing several of O's checkers (in order to make X the underdog) does not change XG's preference for 4/2 4/off.
There are some bearoff plays where, given the choice between playing a single die by moving N places or removing a checker from position N, the move of N places is
better. I think this is mentioned in Advanced Backgammon by Robertie.
So you do sometimes voluntarily miss now to avoid missing lately even though it's not the right idea here.
Do you know any of these paradoxical bearoff plays?
On 11/2/2021 7:49 AM, peps...@gmail.com wrote:
There are some bearoff plays where, given the choice between playing a single
die by moving N places or removing a checker from position N, the move of N places is
better. I think this is mentioned in Advanced Backgammon by Robertie.
So you do sometimes voluntarily miss now to avoid missing lately even though it's not the right idea here.
Do you know any of these paradoxical bearoff plays?Yes, I have a couple of these. Here's maybe the best example (there is
a similar example in "Backgammon Funfair" I think):
XGID=-CCAD-B-------------cdbba-:1:-1:1:63:0:0:0:0:10
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 | +---+
| | | O O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | |
| | | X |
| | | 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: 40 O: 42 X-O: 0-0
Cube: 2, O own cube
X to play 63
1. Rollout¹ 6/3 6/Off eq:+0.057
Player: 58.29% (G:0.00% B:0.00%)
Opponent: 41.71% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.056..+0.058) - [100.0%]
2. Rollout¹ 6/Off 3/Off eq:+0.019 (-0.038)
Player: 56.97% (G:0.00% B:0.00%)
Opponent: 43.03% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.018..+0.020) - [0.0%]
¹ 2592 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
It's important here that X has an odd number of checkers, so that
his voluntary miss with 6/3 doesn't hurt much, whereas playing 3/off
risks missing *twice* later on, if he rolls a 5 and then a 3, or
even three 3's before clearing the 4pt.
Here's another example.
XGID=-CAFA---------------dbccb-:1:-1:1:52:0:0:0:0:10
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 | +---+
| | | O O O O O | | 2 |
| | | O O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 6 |
| | | X |
| | | X X |
| | | X X |
| | | X X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 27 O: 45 X-O: 0-0
Cube: 2, O own cube
X to play 52
1. Rollout¹ 4/2 3/Off eq:+0.888
Player: 94.84% (G:0.00% B:0.00%)
Opponent: 5.16% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.887..+0.889) - [100.0%]
2. Rollout¹ 4/Off 2/Off eq:+0.841 (-0.047)
Player: 92.92% (G:0.00% B:0.00%)
Opponent: 7.08% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.840..+0.842) - [0.0%]
3. Rollout¹ 4/Off 3/1 eq:+0.841 (-0.047)
Player: 92.92% (G:0.00% B:0.00%)
Opponent: 7.08% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.840..+0.842) - [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
Again, X has an odd number of checkers so his voluntary miss 4/2 doesn't hurt much, and if he doesn't miss now then his chances of missing twice later on are fairly high.
On Thursday, November 4, 2021 at 4:12:17 AM UTC, Tim Chow wrote:
On 11/2/2021 7:49 AM, peps...@gmail.com wrote:
There are some bearoff plays where, given the choice between playing a single
die by moving N places or removing a checker from position N, the move of N places is
better. I think this is mentioned in Advanced Backgammon by Robertie.
So you do sometimes voluntarily miss now to avoid missing lately even though it's not the right idea here.
Do you know any of these paradoxical bearoff plays?Yes, I have a couple of these. Here's maybe the best example (there is
a similar example in "Backgammon Funfair" I think):
XGID=-CCAD-B-------------cdbba-:1:-1:1:63:0:0:0:0:10
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 | +---+
| | | O O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | |
| | | X |
| | | 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: 40 O: 42 X-O: 0-0
Cube: 2, O own cube
X to play 63
1. Rollout¹ 6/3 6/Off eq:+0.057
Player: 58.29% (G:0.00% B:0.00%)
Opponent: 41.71% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.056..+0.058) - [100.0%]
2. Rollout¹ 6/Off 3/Off eq:+0.019 (-0.038)
Player: 56.97% (G:0.00% B:0.00%)
Opponent: 43.03% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.018..+0.020) - [0.0%]
¹ 2592 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
It's important here that X has an odd number of checkers, so that
his voluntary miss with 6/3 doesn't hurt much, whereas playing 3/off
risks missing *twice* later on, if he rolls a 5 and then a 3, or
even three 3's before clearing the 4pt.
Here's another example.
XGID=-CAFA---------------dbccb-:1:-1:1:52:0:0:0:0:10
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 | +---+
| | | O O O O O | | 2 |
| | | O O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 6 |
| | | X |
| | | X X |
| | | X X |
| | | X X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 27 O: 45 X-O: 0-0
Cube: 2, O own cube
X to play 52
1. Rollout¹ 4/2 3/Off eq:+0.888
Player: 94.84% (G:0.00% B:0.00%)
Opponent: 5.16% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.887..+0.889) - [100.0%]
2. Rollout¹ 4/Off 2/Off eq:+0.841 (-0.047)
Player: 92.92% (G:0.00% B:0.00%)
Opponent: 7.08% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.840..+0.842) - [0.0%]
3. Rollout¹ 4/Off 3/1 eq:+0.841 (-0.047)
Player: 92.92% (G:0.00% B:0.00%)
Opponent: 7.08% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.840..+0.842) - [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-releaseThanks, I'll look at these.
Again, X has an odd number of checkers so his voluntary miss 4/2 doesn't hurt much, and if he doesn't miss now then his chances of missing twice later on are fairly high.
Here, I think you can actually quantify "best" among the examples.
I think a good metric is that the strength of an example is measured by how much equity the greedy play loses (the more the better the example). So, since 0.047 > 0.038, your second example
is actually stronger than your first.
I don't know where my copy of Backgammon Funfair is right now (although I did buy it). But my guess is that
they would use the same metric I did.
So what is your metric to make the first example best? Instructional value perhaps?
On Thursday, November 4, 2021 at 8:52:09 AM UTC, peps...@gmail.com wrote:
On Thursday, November 4, 2021 at 4:12:17 AM UTC, Tim Chow wrote:
On 11/2/2021 7:49 AM, peps...@gmail.com wrote:
There are some bearoff plays where, given the choice between playing a single
die by moving N places or removing a checker from position N, the move of N places is
better. I think this is mentioned in Advanced Backgammon by Robertie. So you do sometimes voluntarily miss now to avoid missing lately even though it's not the right idea here.
Do you know any of these paradoxical bearoff plays?Yes, I have a couple of these. Here's maybe the best example (there is
a similar example in "Backgammon Funfair" I think):
XGID=-CCAD-B-------------cdbba-:1:-1:1:63:0:0:0:0:10
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 | +---+
| | | O O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | |
| | | X |
| | | 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: 40 O: 42 X-O: 0-0
Cube: 2, O own cube
X to play 63
1. Rollout¹ 6/3 6/Off eq:+0.057
Player: 58.29% (G:0.00% B:0.00%)
Opponent: 41.71% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.056..+0.058) - [100.0%]
2. Rollout¹ 6/Off 3/Off eq:+0.019 (-0.038)
Player: 56.97% (G:0.00% B:0.00%)
Opponent: 43.03% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.018..+0.020) - [0.0%]
¹ 2592 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
It's important here that X has an odd number of checkers, so that
his voluntary miss with 6/3 doesn't hurt much, whereas playing 3/off risks missing *twice* later on, if he rolls a 5 and then a 3, or
even three 3's before clearing the 4pt.
Here's another example.
XGID=-CAFA---------------dbccb-:1:-1:1:52:0:0:0:0:10
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 | +---+
| | | O O O O O | | 2 |
| | | O O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 6 |
| | | X |
| | | X X |
| | | X X |
| | | X X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 27 O: 45 X-O: 0-0
Cube: 2, O own cube
X to play 52
1. Rollout¹ 4/2 3/Off eq:+0.888
Player: 94.84% (G:0.00% B:0.00%)
Opponent: 5.16% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.887..+0.889) - [100.0%]
2. Rollout¹ 4/Off 2/Off eq:+0.841 (-0.047)
Player: 92.92% (G:0.00% B:0.00%)
Opponent: 7.08% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.840..+0.842) - [0.0%]
3. Rollout¹ 4/Off 3/1 eq:+0.841 (-0.047)
Player: 92.92% (G:0.00% B:0.00%)
Opponent: 7.08% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.840..+0.842) - [0.0%]
¹ 1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves and cube decisions: XG Roller++
Search interval: Gigantic
Oh, ok, I get it now. If you play 6/2 (in the original position), you must take one off the two point.eXtreme Gammon Version: 2.19.207.pre-releaseThanks, I'll look at these.
Again, X has an odd number of checkers so his voluntary miss 4/2 doesn't hurt much, and if he doesn't miss now then his chances of missing twice later on are fairly high.
Here, I think you can actually quantify "best" among the examples.
I think a good metric is that the strength of an example is measured by how
much equity the greedy play loses (the more the better the example). So, since 0.047 > 0.038, your second example
is actually stronger than your first.
I don't know where my copy of Backgammon Funfair is right now (although I did buy it). But my guess is that
they would use the same metric I did.
So what is your metric to make the first example best? Instructional value perhaps?
[You shouldn't actually play 6/2, but that's besides the point.]
With my play, you're preserving an extra 2 but also sacrificing a 2 -- senseless.
In your examples, you don't have the option of removing a checker from the point you just moved to -- which
is why they work, but my play doesn't.
Paul
On Thursday, November 4, 2021 at 9:02:11 AM UTC, peps...@gmail.com wrote:Walter Trice.
On Thursday, November 4, 2021 at 8:52:09 AM UTC, peps...@gmail.com wrote:
On Thursday, November 4, 2021 at 4:12:17 AM UTC, Tim Chow wrote:
On 11/2/2021 7:49 AM, peps...@gmail.com wrote:
There are some bearoff plays where, given the choice between playing a single
die by moving N places or removing a checker from position N, the move of N places is
better. I think this is mentioned in Advanced Backgammon by Robertie.
So you do sometimes voluntarily miss now to avoid missing lately even though it's not the right idea here.
Do you know any of these paradoxical bearoff plays?Yes, I have a couple of these. Here's maybe the best example (there is a similar example in "Backgammon Funfair" I think):
XGID=-CCAD-B-------------cdbba-:1:-1:1:63:0:0:0:0:10
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 | +---+
| | | O O O O | | 2 |
| | | O O | +---+
| | | O |
| | | |
| |BAR| |
| | | |
| | | X |
| | | 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: 40 O: 42 X-O: 0-0
Cube: 2, O own cube
X to play 63
1. Rollout¹ 6/3 6/Off eq:+0.057
Player: 58.29% (G:0.00% B:0.00%)
Opponent: 41.71% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.056..+0.058) - [100.0%]
2. Rollout¹ 6/Off 3/Off eq:+0.019 (-0.038)
Player: 56.97% (G:0.00% B:0.00%)
Opponent: 43.03% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.018..+0.020) - [0.0%]
¹ 2592 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
It's important here that X has an odd number of checkers, so that
his voluntary miss with 6/3 doesn't hurt much, whereas playing 3/off risks missing *twice* later on, if he rolls a 5 and then a 3, or
even three 3's before clearing the 4pt.
Here's another example.
XGID=-CAFA---------------dbccb-:1:-1:1:52:0:0:0:0:10
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 | +---+
| | | O O O O O | | 2 |
| | | O O O | +---+
| | | O |
| | | |
| |BAR| |
| | | 6 |
| | | X |
| | | X X |
| | | X X |
| | | X X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 27 O: 45 X-O: 0-0
Cube: 2, O own cube
X to play 52
1. Rollout¹ 4/2 3/Off eq:+0.888
Player: 94.84% (G:0.00% B:0.00%)
Opponent: 5.16% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.887..+0.889) - [100.0%]
2. Rollout¹ 4/Off 2/Off eq:+0.841 (-0.047)
Player: 92.92% (G:0.00% B:0.00%)
Opponent: 7.08% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.840..+0.842) - [0.0%]
3. Rollout¹ 4/Off 3/1 eq:+0.841 (-0.047)
Player: 92.92% (G:0.00% B:0.00%)
Opponent: 7.08% (G:0.00% B:0.00%)
Confidence: ±0.001 (+0.840..+0.842) - [0.0%]
¹ 1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves and cube decisions: XG Roller++
Search interval: Gigantic
Oh, ok, I get it now. If you play 6/2 (in the original position), you must take one off the two point.eXtreme Gammon Version: 2.19.207.pre-releaseThanks, I'll look at these.
Again, X has an odd number of checkers so his voluntary miss 4/2 doesn't
hurt much, and if he doesn't miss now then his chances of missing twice
later on are fairly high.
Here, I think you can actually quantify "best" among the examples.
I think a good metric is that the strength of an example is measured by how
much equity the greedy play loses (the more the better the example). So, since 0.047 > 0.038, your second example
is actually stronger than your first.
I don't know where my copy of Backgammon Funfair is right now (although I did buy it). But my guess is that
they would use the same metric I did.
So what is your metric to make the first example best? Instructional value perhaps?
[You shouldn't actually play 6/2, but that's besides the point.]
With my play, you're preserving an extra 2 but also sacrificing a 2 -- senseless.
In your examples, you don't have the option of removing a checker from the point you just moved to -- which
is why they work, but my play doesn't.
PaulMy Backgammon Funfair reports many variations where it is correct to bear off no checkers instead of one; no checkers instead of two; one checker instead of two; two checkers instead of three; three checkers instead of four. All these are from the late
So what is your metric to make the first example best? Instructional value perhaps?
Oh, ok, I get it now. If you play 6/2 (in the original position), you must take one off the two point.
[You shouldn't actually play 6/2, but that's besides the point.]
With my play, you're preserving an extra 2 but also sacrificing a 2 -- senseless.
In your examples, you don't have the option of removing a checker from the point you just moved to -- which
is why they work, but my play doesn't.
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