XGID=-bBBaCC-Ba---B-----Acbcab-: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-+
| X | | X O O O O O | +---+
| X | | O O O O | | 2 |
| | | O O | +---+
| | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | X X |
| X | | X X X X O |
| O X | | X X O X X O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 104 O: 121 X-O: 0-0
Cube: 2, O own cube
X to play 63
XGID=-bBBaCC-Ba---B-----Acbcab-: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-+
| X | | X O O O O O | +---+
| X | | O O O O | | 2 | | | | O O | +---+
| | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | X X | | X | | X X X X O | | O X | | X X O X X O | +12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 104 O: 121 X-O: 0-0
Cube: 2, O own cube
X to play 63
On 11/10/2021 9:02 PM, Timothy Chow wrote:
XGID=-bBBaCC-Ba---B-----Acbcab-:1:-1:1:63:0:0:0:0:10
X:Player 1 O:Player 2I think the rule is "When in doubt, make the DMP play" which works fine
Score is X:0 O:0. Unlimited Game
+13-14-15-16-17-18------19-20-21-22-23-24-+
| X | | X O O O O O | +---+
| X | | O O O O | | 2 |
| | | O O | +---+
| | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | X X |
| X | | X X X X O |
| O X | | X X O X X O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 104 O: 121 X-O: 0-0
Cube: 2, O own cube
X to play 63
when you are good enough that most of the time you're only in doubt when
the difference is close. If you're in doubt a lot of the time (i.e.
like most of us) it might not be so helpful.
Anyway, hitting loose on the four point looks to be the DMP play (while
we're throwing adages around we can include "At DMP, hit first and ask questions later") Here, X is substantially ahead in the race so quietly clearing the eight looks best to me.
XGID=-bBBaCC-Ba---B-----Acbcab-: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-+
| X | | X O O O O O | +---+
| X | | O O O O | | 2 |
| | | O O | +---+
| | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | X X |
| X | | X X X X O |
| O X | | X X O X X O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 104 O: 121 X-O: 0-0
Cube: 2, O own cube
X to play 63
This is a position where one has to weigh wins against gammons.
First, which play wins the most? A lot of players overestimate the opponent's gammons and underestimate their own, and might balk at
13/4* because they're afraid they would get gammoned if they get
hit back. Such players might be attracted to 13/4* at DMP since
they know they don't have to worry about getting gammoned.
However, when you have a solid race lead and have escaped your
checkers, and are just trying to come home safely against a deep
anchor game, often the DMP strategy is to play safe and aim to
win the race without getting hit. The way to parse this position
is that at DMP you should just play safe, but for money, you have
to consider 13/4* because it greatly increases your gammon *wins*.
You will lose some gammons after 13/4*, but not a lot, since O's
board isn't that strong and she still has a lot of work to do
even if she hits back.
So now you "just" have to assess whether 13/4* wins enough extra
gammons to compensate for the losses. O has enough blots lying
around that, according to the rollout, the decision isn't close.
If you're Stick, all this is obvious, so this position is not an
exception to his DMP rule.
1. Rollout¹ 13/4* eq:+0.803
Player: 76.70% (G:37.77% B:4.79%)
Opponent: 23.30% (G:6.67% B:0.21%)
Confidence: ±0.007 (+0.795..+0.810) - [100.0%]
2. Rollout¹ 19/13 6/3 eq:+0.718 (-0.085)
Player: 80.25% (G:18.88% B:1.15%)
Opponent: 19.75% (G:1.88% B:0.04%)
Confidence: ±0.006 (+0.712..+0.725) - [0.0%]
3. Rollout¹ 19/13 5/2 eq:+0.703 (-0.100)
Player: 79.88% (G:18.31% B:1.22%)
Opponent: 20.12% (G:1.82% B:0.03%)
Confidence: ±0.006 (+0.696..+0.709) - [0.0%]
4. Rollout¹ 8/5 8/2 eq:+0.658 (-0.144)
Player: 76.51% (G:23.15% B:1.76%)
Opponent: 23.49% (G:2.89% B:0.07%)
Confidence: ±0.007 (+0.651..+0.666) - [0.0%]
¹ 1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
eXtreme Gammon Version: 2.19.207.pre-release
On Saturday, November 13, 2021 at 5:12:54 AM UTC, Tim Chow wrote:
XGID=-bBBaCC-Ba---B-----Acbcab-: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-+
| X | | X O O O O O | +---+
| X | | O O O O | | 2 |
| | | O O | +---+
| | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | X X |
| X | | X X X X O |
| O X | | X X O X X O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 104 O: 121 X-O: 0-0
Cube: 2, O own cube
X to play 63
This is a position where one has to weigh wins against gammons.
First, which play wins the most? A lot of players overestimate the opponent's gammons and underestimate their own, and might balk at
13/4* because they're afraid they would get gammoned if they get
hit back. Such players might be attracted to 13/4* at DMP since
they know they don't have to worry about getting gammoned.
However, when you have a solid race lead and have escaped your
checkers, and are just trying to come home safely against a deep
anchor game, often the DMP strategy is to play safe and aim to
win the race without getting hit. The way to parse this position
is that at DMP you should just play safe, but for money, you have
to consider 13/4* because it greatly increases your gammon *wins*.
You will lose some gammons after 13/4*, but not a lot, since O's
board isn't that strong and she still has a lot of work to do
even if she hits back.
So now you "just" have to assess whether 13/4* wins enough extra
gammons to compensate for the losses. O has enough blots lying
around that, according to the rollout, the decision isn't close.
If you're Stick, all this is obvious, so this position is not an
exception to his DMP rule.
1. Rollout¹ 13/4* eq:+0.803
Player: 76.70% (G:37.77% B:4.79%)
Opponent: 23.30% (G:6.67% B:0.21%)
Confidence: ±0.007 (+0.795..+0.810) - [100.0%]
2. Rollout¹ 19/13 6/3 eq:+0.718 (-0.085)
Player: 80.25% (G:18.88% B:1.15%)
Opponent: 19.75% (G:1.88% B:0.04%)
Confidence: ±0.006 (+0.712..+0.725) - [0.0%]
3. Rollout¹ 19/13 5/2 eq:+0.703 (-0.100)
Player: 79.88% (G:18.31% B:1.22%)
Opponent: 20.12% (G:1.82% B:0.03%)
Confidence: ±0.006 (+0.696..+0.709) - [0.0%]
4. Rollout¹ 8/5 8/2 eq:+0.658 (-0.144)
Player: 76.51% (G:23.15% B:1.76%)
Opponent: 23.49% (G:2.89% B:0.07%)
Confidence: ±0.007 (+0.651..+0.666) - [0.0%]
¹ 1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
eXtreme Gammon Version: 2.19.207.pre-releaseThanks.
Do you know approx how much MWC 13/4* loses at DMP?
Paul
On Saturday, November 13, 2021 at 5:17:44 AM UTC-5, peps...@gmail.com wrote:
On Saturday, November 13, 2021 at 5:12:54 AM UTC, Tim Chow wrote:
XGID=-bBBaCC-Ba---B-----Acbcab-: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-+
| X | | X O O O O O | +---+
| X | | O O O O | | 2 |
| | | O O | +---+
| | | |
| | | |
| |BAR| |
| | | |
| | | |
| | | X X |
| X | | X X X X O |
| O X | | X X O X X O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 104 O: 121 X-O: 0-0
Cube: 2, O own cube
X to play 63
This is a position where one has to weigh wins against gammons.
First, which play wins the most? A lot of players overestimate the opponent's gammons and underestimate their own, and might balk at
13/4* because they're afraid they would get gammoned if they get
hit back. Such players might be attracted to 13/4* at DMP since
they know they don't have to worry about getting gammoned.
However, when you have a solid race lead and have escaped your
checkers, and are just trying to come home safely against a deep
anchor game, often the DMP strategy is to play safe and aim to
win the race without getting hit. The way to parse this position
is that at DMP you should just play safe, but for money, you have
to consider 13/4* because it greatly increases your gammon *wins*.
You will lose some gammons after 13/4*, but not a lot, since O's
board isn't that strong and she still has a lot of work to do
even if she hits back.
So now you "just" have to assess whether 13/4* wins enough extra
gammons to compensate for the losses. O has enough blots lying
around that, according to the rollout, the decision isn't close.
If you're Stick, all this is obvious, so this position is not an exception to his DMP rule.
1. Rollout¹ 13/4* eq:+0.803
Player: 76.70% (G:37.77% B:4.79%)
Opponent: 23.30% (G:6.67% B:0.21%)
Confidence: ±0.007 (+0.795..+0.810) - [100.0%]
2. Rollout¹ 19/13 6/3 eq:+0.718 (-0.085)
Player: 80.25% (G:18.88% B:1.15%)
Opponent: 19.75% (G:1.88% B:0.04%)
Confidence: ±0.006 (+0.712..+0.725) - [0.0%]
3. Rollout¹ 19/13 5/2 eq:+0.703 (-0.100)
Player: 79.88% (G:18.31% B:1.22%)
Opponent: 20.12% (G:1.82% B:0.03%)
Confidence: ±0.006 (+0.696..+0.709) - [0.0%]
4. Rollout¹ 8/5 8/2 eq:+0.658 (-0.144)
Player: 76.51% (G:23.15% B:1.76%)
Opponent: 23.49% (G:2.89% B:0.07%)
Confidence: ±0.007 (+0.651..+0.666) - [0.0%]
¹ 1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
eXtreme Gammon Version: 2.19.207.pre-releaseThanks.
Do you know approx how much MWC 13/4* loses at DMP?
Paul3.5%.
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