is Player 2 score: 0 pip: 132 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 170 score: 1 is Player 1 | ||||||||||||||||
XGID=----b-D-C-A-dD---aBb-bbbA-:0:0:1:43:1:0:0:7:10 | ||||||||||||||||
to play 43 |
Udari li, bijeli zaostaje 14 pipseva, ima slabiju kuću, lošiju ankoru, dva blota i ostavlja crnom šesticu s bara. Dobitak u trci i tempu od hita je privremen. Crni će lako ući i krenuti naprijed, dok će bijeli zbog slabije kuće ovisiti o kockama pri svakom slijedećem bacanju. Polje koje blokira šestice ispred protivnikove ankore je važno zauzeti ako se zaostaje u trci. 13/10 je presolidno da bi se preskočilo (polja predstavljaju vrijednost), dok 24/20 pojačava pritisak na blot bez dodatnog rizika. Povećanje kontakta ujedno rasterećuje 13pt.
If white hit, he will be 14 pips below in race with weaker board, without anchor in opponent board with two blots around and he will leave black good six from the bar. Tempo and race gain are temporary. Black will have no problem with entering from the bar and he will try again, while white with weaker board will depend about dice on every further roll. It is important to block opponent's sixes from his anchor when you are behind in race. 13/10 is to solid to be bypass, points are assets and assets are everything, while 24/20 put more pressure on black blot without additional risk. With 13/10 white also increase contact and get better spare distribution.
1. | Rollout1 | 24/20 13/10 | eq: -0,341 | |||
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2. | Rollout1 | 13/10 6/2 | eq: -0,480 (-0,139) | |||
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3. | Rollout1 | 24/17* | eq: -0,529 (-0,188) | |||
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4. | Rollout1 | 13/10 13/9 | eq: -0,551 (-0,209) | |||
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5. | Rollout1 | 10/3 | eq: -0,692 (-0,351) | |||
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1 1296 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply |
eXtreme Gammon Version: 1.21, MET: Rockwell-Kazaross
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