is Player 2 score: 0 pip: 102 | ||||||||||||||||
9 point match | ||||||||||||||||
pip: 91 score: 0 is Player 1 | ||||||||||||||||
XGID=-B-Ab-EBCB------aaabbb-bb-:0:0:1:44:0:0:0:9:10 | ||||||||||||||||
to play 44 |
Bijeli mora napraviti 5pt. To je dobro za trku, ali i za sigurnije ubacivanje checkera u kuću jer otvoreni 5pt može kreirati šuteve što nije zdravo kad protivnik ima jaku kuću. Bijeli koji vodi u trci želi smanjiti kontakt i očistiti sva polja ispred protivnikove ankore. Proces čišćenja započinje sa najudaljenijim poljem i ide redom ako je moguće. Što manje polja treba očistiti to manje brige. Ne treba mu snažan board jer ne planira izmjenu hitova. Želi ubaciti što prije checkere u svoju kuću, kako bi krenuo sa kupljenjem. U slučaju potrebe može okrenuti cube i završiti igru.
White has to make 5pt. It is good for race bcuz there will be no miss if he roll some fives later. Also 5pt is important for bearing bcuz open 5pt generates shots which is not fine perspective with strong black's homeboard. White is ahead in race and should release contact. Clear from the rear and don't ask any questions. He doesn't need strong board bcuz he doesn't expect hits exchange. White wants to bearin all his checkers into homeboard and start with bearoff process as soon as possible. In any case he can turn the cube if feels any danger. There are very little gammons on stake here.
1. | Rollout1 | 9/5(2) 7/3(2) | eq: +0,981 | |||
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2. | Rollout1 | 9/5(2) 6/2(2) | eq: +0,977 (-0,003) | |||
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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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