• Late blitz versus prime

    From Timothy Chow@21:1/5 to All on Sat Jul 1 09:12:13 2023
    XGID=a-BBBDAAA--------ccbbBbb--:2:-1:1:65:0:0:0:0:10

    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | O O | | O O X O O | +---+
    | O O | | O O X O O | | 4 |
    | O O | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | 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: 101 O: 102 X-O: 0-0
    Cube: 4, O own cube
    X to play 65

    ---
    Tim Chow

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From ah....Clem@21:1/5 to Timothy Chow on Sat Jul 1 12:57:55 2023
    On 7/1/2023 9:12 AM, Timothy Chow wrote:
    XGID=a-BBBDAAA--------ccbbBbb--:2:-1:1:65:0:0:0:0:10

    Score is X:0 O:0. Unlimited Game
     +13-14-15-16-17-18------19-20-21-22-23-24-+
     |             O  O |   | O  O  X  O  O    | +---+
     |             O  O |   | O  O  X  O  O    | | 4 |
     |             O  O |   |                  | +---+
     |                  |   |                  |
     |                  |   |                  |
     |                  |BAR|                  |
     |                  | O |                  |
     |                  |   |    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: 101  O: 102 X-O: 0-0
    Cube: 4, O own cube
    X to play 65

    I'll make the ace here. 25 dancing numbers vs 16 and the 13 hitting
    numbers sting. A hybrid play like 21/15 6/1 is worth a look, but still
    leaves too many shots for my taste. Running both off the anchor is
    presumably the other candidate play, but I think it's worth keeping the
    anchor for now.

    7/1 6/1.

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

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Timothy Chow@21:1/5 to All on Mon Jul 3 08:18:48 2023
    XGID=a-BBBDAAA--------ccbbBbb--:2:-1:1:65:0:0:0:0:10

    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | O O | | O O X O O | +---+
    | O O | | O O X O O | | 4 |
    | O O | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | 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: 101 O: 102 X-O: 0-0
    Cube: 4, O own cube
    X to play 65

    Making home-board points during a blitz is usually the right strategy.
    But XG says this is an exception. The trouble is that even after
    making the 1pt, X still has a lot of work to do. The 6pt will be
    hard to make, and O will probably be threatening to enter and turn
    the game around for several rolls to come. Also, two of X's checkers
    are behind O's four-prime, so he's in some danger of crunching his
    board if he can't leap those checkers out.

    If X jumps both checkers out now, then he'll certainly be unhappy if
    O rolls a 6. But otherwise, most of his rolls will cover his 6pt,
    practically locking up the game. He won't have to worry about
    escaping his back checkers. And finally, O's sixes from the bar
    are pretty bad for him anyway. Obviously X doesn't want to get hit,
    but if he does get hit, he still has a few return shots from the bar.

    In the variant, X doesn't have as many ways to cover his 6pt, has
    better outfield coverage if O enters with a 6, and is in less danger
    of being forced to crunch his board.

    1. Rollout¹ 21/16 21/15 eq:+0.005
    Player: 60.17% (G:8.06% B:0.07%)
    Opponent: 39.83% (G:18.93% B:1.81%)
    Confidence: ±0.003 (+0.002..+0.008) - [100.0%]

    2. Rollout¹ 7/1 6/1 eq:-0.086 (-0.092)
    Player: 54.32% (G:6.23% B:0.03%)
    Opponent: 45.68% (G:5.89% B:0.18%)
    Confidence: ±0.004 (-0.090..-0.083) - [0.0%]

    ¹ 5184 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=a-BBBDAA-----A---ccbbBbb--:2:-1:1:65:0:0:0:0:10

    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | X O O | | O O X O O | +---+
    | O O | | O O X O O | | 4 |
    | O O | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | 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: 106 O: 102 X-O: 0-0
    Cube: 4, O own cube
    X to play 65

    1. Rollout¹ 7/1 6/1 eq:-0.049
    Player: 55.45% (G:6.31% B:0.03%)
    Opponent: 44.55% (G:5.80% B:0.17%)
    Confidence: ±0.007 (-0.057..-0.042) - [99.7%]

    2. Rollout¹ 21/16 21/15 eq:-0.063 (-0.013)
    Player: 57.89% (G:6.91% B:0.06%)
    Opponent: 42.11% (G:19.14% B:1.78%)
    Confidence: ±0.006 (-0.069..-0.056) - [0.3%]

    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

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Timothy Chow@21:1/5 to peps...@gmail.com on Thu Jul 6 05:54:38 2023
    On 7/6/2023 5:47 AM, peps...@gmail.com wrote:
    The analysis could also mention that the correct play gives
    the opponent big gammon chances. This explains why the correct
    play gives only an equal game despite them only having 11/36 good rolls. However, the correct play is obvious at DMP.
    This position makes a good illustration for Stick's DMP Rule, although that could be said to be cherry-picking.

    Note that the correct play has a nice diversification aspect making
    the covering of the 6 point (if not hit) more likely than it may first appear.
    As well as 1s and 2s to cover, 9s and 10s also cover with no duplication. This means that 28 out of 36 (7/9) rolls cover the 6 point.

    Good points. One other thing that I maybe should have said
    is that the gammon winning chances are lower than in a typical
    blitz, so there's less incentive to go for the all-out blitzing
    play.

    ---
    Tim Chow

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From pepstein5@gmail.com@21:1/5 to Timothy Chow on Thu Jul 6 02:47:39 2023
    On Monday, July 3, 2023 at 1:18:52 PM UTC+1, Timothy Chow wrote:
    XGID=a-BBBDAAA--------ccbbBbb--:2:-1:1:65:0:0:0:0:10

    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | O O | | O O X O O | +---+
    | O O | | O O X O O | | 4 |
    | O O | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | O | |
    | | | 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: 101 O: 102 X-O: 0-0
    Cube: 4, O own cube
    X to play 65
    Making home-board points during a blitz is usually the right strategy.
    But XG says this is an exception. The trouble is that even after
    making the 1pt, X still has a lot of work to do. The 6pt will be
    hard to make, and O will probably be threatening to enter and turn
    the game around for several rolls to come. Also, two of X's checkers
    are behind O's four-prime, so he's in some danger of crunching his
    board if he can't leap those checkers out.

    If X jumps both checkers out now, then he'll certainly be unhappy if
    O rolls a 6. But otherwise, most of his rolls will cover his 6pt, practically locking up the game. He won't have to worry about
    escaping his back checkers. And finally, O's sixes from the bar
    are pretty bad for him anyway. Obviously X doesn't want to get hit,
    but if he does get hit, he still has a few return shots from the bar.

    In the variant, X doesn't have as many ways to cover his 6pt, has
    better outfield coverage if O enters with a 6, and is in less danger
    of being forced to crunch his board.

    1. Rollout¹ 21/16 21/15 eq:+0.005
    Player: 60.17% (G:8.06% B:0.07%)
    Opponent: 39.83% (G:18.93% B:1.81%)
    Confidence: ±0.003 (+0.002..+0.008) - [100.0%]

    2. Rollout¹ 7/1 6/1 eq:-0.086 (-0.092)
    Player: 54.32% (G:6.23% B:0.03%)
    Opponent: 45.68% (G:5.89% B:0.18%)
    Confidence: ±0.004 (-0.090..-0.083) - [0.0%]

    ¹ 5184 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=a-BBBDAA-----A---ccbbBbb--:2:-1:1:65:0:0:0:0:10
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | X O O | | O O X O O | +---+
    | O O | | O O X O O | | 4 |
    | O O | | | +---+
    | | | |
    | | | |
    | |BAR| |
    | | 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: 106 O: 102 X-O: 0-0
    Cube: 4, O own cube
    X to play 65
    1. Rollout¹ 7/1 6/1 eq:-0.049
    Player: 55.45% (G:6.31% B:0.03%)
    Opponent: 44.55% (G:5.80% B:0.17%)
    Confidence: ±0.007 (-0.057..-0.042) - [99.7%]

    2. Rollout¹ 21/16 21/15 eq:-0.063 (-0.013)
    Player: 57.89% (G:6.91% B:0.06%)
    Opponent: 42.11% (G:19.14% B:1.78%)
    Confidence: ±0.006 (-0.069..-0.056) - [0.3%]

    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

    The analysis could also mention that the correct play gives
    the opponent big gammon chances. This explains why the correct
    play gives only an equal game despite them only having 11/36 good rolls. However, the correct play is obvious at DMP.
    This position makes a good illustration for Stick's DMP Rule, although that could be said to be cherry-picking.

    Note that the correct play has a nice diversification aspect making
    the covering of the 6 point (if not hit) more likely than it may first appear. As well as 1s and 2s to cover, 9s and 10s also cover with no duplication.
    This means that 28 out of 36 (7/9) rolls cover the 6 point.

    Paul

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)