is Player 2 score: 6 pip: 135 | ||||||||||||||||
7 point match Crawford | ||||||||||||||||
pip: 156 score: 3 is Player 1 | ||||||||||||||||
XGID=-----BDbC--AcC---bbd--b-B-:0:0:1:32:3:6:1:7:10 | ||||||||||||||||
to play 32 |
Kad protivnik napravi ankoru onda je najbolje da to pokušate napraviti i sami jer bi se mogli naći sa pogrešne strane blokade. 10 checkera u zoni izgleda opasno, ali crni mora razbiti 7pt ili 8pt ako želi napasti. Ima samo dva polja u svojoj kući tako da ući sa bara ne bi trebalo biti teško. Ostati na 24pt značilo bi sporu smrt. Napravi li ankoru na 21pt, bijeli ostavlja dva protivnička checkera sebi iza leđa, čime stječe određenu prednost. Sva tri najbolja poteza imaju split u sebi. Protivniku ostavljamo najmanje nakon 13/11.
When your opponent made anchor, it is better for you to make your own if you don't want to find yourself on the wrong side of the prime. Ten checkers into zone look danger but black has to break barpt or 8pt in order to attack. He has only two points board so it should be easy for white to bring back into game after hit. Staying on 24pt means slow dead. If white anchors on 21pt, he leaves two black's checkers behind which brings him some advantage. All best three moves has split as a part. With 13/11 white leaves minimum to his opponent.
1. | Rollout1 | 24/21 13/11 | eq: -0,151 | |||
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2. | Rollout1 | 24/21 6/4 | eq: -0,183 (-0,032) | |||
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3. | Rollout1 | 24/21 11/9 | eq: -0,194 (-0,043) | |||
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4. | Rollout1 | 13/11 6/3 | eq: -0,209 (-0,058) | |||
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5. | Rollout1 | 8/5 6/4 | eq: -0,227 (-0,075) | |||
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1 2592 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply |
eXtreme Gammon Version: 1.21, MET: Rockwell-Kazaross
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