• There are no exceptions to Stick's DMP rule

    From Timothy Chow@21:1/5 to All on Wed Nov 10 21:02:50 2021
    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

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Thu Nov 11 04:21:41 2021
    On Thursday, November 11, 2021 at 2:02:52 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

    I have four candidates:
    1) Hit O
    2) 8/5 8/2
    3) 19/13 6/3
    4) 19/13 5/2.

    19/13 6/3 and 19/13 5/2 are very similar.
    If the equities are different for these, it's likely to be because of the anti-jokers they leave us.
    However, I can't see a difference so I'll just use my positional intuition.
    I don't want to leave my six point stripped so I'll eliminate option 3).
    (It's very possible that the equities for these are different by no more than 0.001 or something.)

    If we generalise the DMP angle, and think of match scores which make the play clear, then
    I think the simplest observation is that the gammon-go play is 1) Hit O. The main downside to this
    play is that the return hits lose us a lot of gammons.

    To me, the DMP play is completely unclear: Playing bold can decide the game immediately and
    playing safe hopes that we can continue to avoid being hit and cash in our racing lead.
    Any candidate might be the DMP play, based on my knowledge of the game.
    So maybe we can generalise Stick's rule and say "If the play is unclear between several candidates
    but one play stands out at a particular score, choose that one play."

    My intuition is that bold is unnecessarily risky (both at DMP and for money).
    I think cashing in the racing lead while never leaving a shot is also a bit much to ask for.
    So I do want to leave the outfield covered and keep my 19 point checker fixed. Note also that the outfield blot is safer than it may seem because the hitting indirect 64 leaves us 55% favourites to hit back.
    8/5 8/2 for me.
    It's important to note here that our opponent can't play 5s or 6s from their inner board so we are likely to have good hitting opportunities
    at our next shake. Keep the outfield covered.
    8/5 8/2 (I know I'm repeating myself even though I didn't roll doubles).

    Paul

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  • From ah...Clem@21:1/5 to Timothy Chow on Thu Nov 11 13:29:18 2021
    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 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

    I think the rule is "When in doubt, make the DMP play" which works fine
    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.

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  • From pepstein5@gmail.com@21:1/5 to ah...Clem on Thu Nov 11 11:07:01 2021
    On Thursday, November 11, 2021 at 6:29:23 PM UTC, ah...Clem wrote:
    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 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
    I think the rule is "When in doubt, make the DMP play" which works fine
    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.

    I strongly disagree with that play! I think it's much better to noisily clear the eight.
    Clear the eight while singing the song "Tubthumping" (It's the one that goes "I get knocked down!..." )

    Paul

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  • From Timothy Chow@21:1/5 to All on Sat Nov 13 00:12:51 2021
    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

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Sat Nov 13 02:17:43 2021
    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-release

    Thanks.
    Do you know approx how much MWC 13/4* loses at DMP?

    Paul

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  • From J R@21:1/5 to peps...@gmail.com on Sat Nov 13 10:46:31 2021
    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-release
    Thanks.
    Do you know approx how much MWC 13/4* loses at DMP?

    Paul

    3.5%.

    Stick

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  • From pepstein5@gmail.com@21:1/5 to J R on Sat Nov 13 11:49:12 2021
    On Saturday, November 13, 2021 at 6:46:32 PM UTC, J R wrote:
    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-release
    Thanks.
    Do you know approx how much MWC 13/4* loses at DMP?

    Paul
    3.5%.

    Thanks. That's huge.

    Paul

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