is Player 2 score: 2 pip: 82 | ||||||||||||||||
9 point match | ||||||||||||||||
pip: 116 score: 1 is Player 1 | ||||||||||||||||
XGID=-BB-BCBA-a--------bcdcABb-:1:1:1:41:1:2:0:9:10 | ||||||||||||||||
to play 41 |
Jedno od osnovnih backgammon principa je da se ne ide naprijed ako se zaostaje u trci već da se održava ili čak povećava kontakt kako bi se poboljšala mogućnost za šut. Tako je to i sa ankorama. Što je zaostatak u trci veći bolje je imati ankoru na dubljim poljima protivničke kuće. Ovdje bijeli nakon poteza zaostaje 29 pipseva stoga treba zadržati ankoru na 23pt kako bi što više smetao crnom. Nakon što započne 3pt s četvrticom, jedinicu također traži na svojoj strani ploče, bilo da zatvori 3. polje ili da pomakne spare checker za jedno mjesto.
One of the fundamental backgammon principle is that you have to run when you are ahead in race but have to increase contact when you are behind. More contact means more shots. The same is true for anchors. If you have opportunity you should choose less advanced anchor when you are behind. In this position white has 29 pips deficit after move so has to retain 23pt anchor in order to keep as more contact as he can. After he slot 3pt, he should find ace on his side of the board too. Can make 3pt or play with spare checker. Too close to call.
1. | Rollout1 | 7/3 5/4 | eq: -0,758 | |||
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2. | Rollout1 | 7/3 4/3 | eq: -0,763 (-0,005) | |||
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3. | Rollout2 | 7/6 5/1 | eq: -0,796 (-0,038) | |||
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4. | Rollout2 | 7/2 | eq: -0,805 (-0,047) | |||
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5. | Rollout2 | 23/22 7/3 | eq: -0,811 (-0,053) | |||
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1 5190 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply 2 5184 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply |
eXtreme Gammon Version: 1.21, MET: Rockwell-Kazaross
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