is Player 2 score: 1 pip: 147 | ||||||||||||||||
9 point match | ||||||||||||||||
pip: 132 score: 1 is Player 1 | ||||||||||||||||
XGID=---b--EDD---b-a--d-dbB----:0:0:1:63:1:1:0:9:10 | ||||||||||||||||
to play 63 |
Prvo odbacimo 21/15 kao opciju. Ostavlja tri blota u situaciji kad se vodi u trci i kad protivnik ima jači board. Bijeli ide na otpuštanje kontakta, a ne na povećanje, što ostavljanje blotova jest. Bijeli ne želi završiti na baru, stoga treba ostaviti što manje šuteva. To je najvažnija značajka pozicije. 7/4 ostavlja 11, dok 8/5, koji započinje vrijednije polje, 12. Zbog efikasnijeg kupljenja lošije je staviti checker na acept nego na 2pt, a i želimo za sobom ostaviti fleksibilnu raspodjelu spare checkera. 8/2 zadovoljava oba kriterija.Bonus: za 4pt ima više bacanja koja ga pokrivaju.
First white discharges 21/15. It leaves three blots when he is ahead in race and has worse homeboard. He is going to release contact but leaving blots everywhere is opposite approach. White doesn't want to go on bar, so he leaves less shots. Safety is paramount here. 7/4 leaves one shot less than 8/5 which starts better point. For bearoff purpose it is more efficient to put checker on 2pt than on acept and white has to care about spares distribution, too. 8/2 satisfied both criterias. As a bonus there are more rolls which cover slot on 4pt next turn if it survives.
1. | Rollout1 | 8/2 7/4 | eq: -0,092 | |||
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2. | Rollout1 | 8/5 7/1 | eq: -0,136 (-0,044) | |||
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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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