is Player 2 score: 1 pip: 150 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 163 score: 5 is Player 1 | ||||||||||||||||
XGID=-a---BD-B---fE---b-d-b--B-:0:0:1:63:5:1:0:7:10 | ||||||||||||||||
to play 63 |
Kad već neće odigrati 13/8 13/10 jer zaostaje 8 pipsa, bijeli treba ostaviti više kontakta s 24/18 13/10. Igrači imaju jednake kuće, ali bijeli ima zatvorena vrijednija polja. Na midpointu je još uvijek 5 početnih checkera koje treba ubaciti u igru. 24/15 je antitematski zbog trke i propušta priliku za stvaranje više kontakta s obje strane ploče, te boljom distribucijom checkera. Nakon 24/18 checker na 18pt povezuje acepoint i midpoint, a u slučaju da završi na baru, bijeli može uzvratiti šesticom koja mu inače ne igra.
White is eight pips behind so two down sounds thematic but black has those checkers on midpoint which are looking for home. White gets more contact with 24/18 13/10. Players have same board but white has better points. 24/15 is race oriented, so anti thematic and decreases contact on both sides. It also bypasses chance to unstack midpoint. 24/18 is fine for connectivity and gives white good six from the bar.
1. | Rollout1 | 24/18 13/10 | eq: -0,348 | |||
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2. | Rollout1 | 24/15 | eq: -0,424 (-0,075) | |||
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3. | Rollout1 | 13/10 13/7 | eq: -0,484 (-0,135) | |||
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4. | Rollout1 | 13/4 | eq: -0,504 (-0,155) | |||
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5. | Rollout1 | 24/18 8/5 | eq: -0,577 (-0,228) | |||
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1 5184 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply |
eXtreme Gammon Version: 1.21, MET: Rockwell-Kazaross
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