is Player 2 score: 2 pip: 136 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 116 score: 2 is Player 1 | ||||||||||||||||
XGID=-a-BBbCBB---bBB---abcb-b--:1:-1:1:53:2:2:0:7:10 | ||||||||||||||||
to play 53 |
Nakon što je prerano poslao kocku bijeli treba ostaviti šut. Svaki potez koji petlja sa prednjim checkerima je blunder. 24 pipsa prednosti su jasni, treba početi rješavati probleme checkera sa 14pt i 13pt. Mada želi početi čistiti od kraja, bijeli mora ostaviti što manje šuteva. Zbog jake kuće crnoga i posjeda kocke hit bi bio fatalan. 13/8 13/10 ostavlja dva šuta manje nego 14/6 i nešto više kontakta jer čisti bliži point. Crni ako želi hitnuti treba napustiti ankoru gdje ga na 8pt čeka i novi spare. Ako preživi, bijeli može sa 64 očistiti 14pt.
After premature double white has to leave a shot. Every move with front checkers is a blunder. 24 pips advantage is clear, white has to start resolving problems of checkers from 14pt and 13pt. Although he wants to start clear from the rear, white has to leave minimum shots. Because of black strong board and cube possession hit would be fatal. 13/8 13/10 leaves two shots less than 14/6 but preserves a little bit more contact because clear closer point. It also recreates spare checker on 8pt. If black wants to hit now he should leave anchor which is not without danger. If avoids hit, white can clear 14pt next turn with 64 as a bonus.
1. | Rollout1 | 13/10 13/8 | eq: +0,225 | |||
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2. | Rollout1 | 14/6 | eq: +0,159 (-0,066) | |||
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3. | Rollout1 | 13/8 6/3 | eq: +0,059 (-0,166) | |||
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4. | Rollout1 | 7/4 7/2 | eq: -0,043 (-0,268) | |||
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5. | Rollout1 | 6/1* 4/1 | eq: -0,060 (-0,285) | |||
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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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