Thursday, May 5, 2011

checker play #041

is Player 2

score: 2
pip: 161
9 point match
pip: 156
score: 3

is Player 1
XGID=-b----E-C---dF---d-da---A-:0:0:1:54:3:2:0:9:10
to play 54

Bijeli vodi u trci (34 pipsa nakon 24/20*), stoga nakon udarca treba produžiti naprijed. Istina je da ima šest checkera na središnjem polju (13pt), ali i crni ima ekstra spare checker na 8pt (u odnosu na početnu poziciju) tako da će sigurno hitnuti na 5pt ako dobije 1 ili 3. Nema potrebe se zadržati na polju koje protivnik najviše želi napraviti. Jednostavno se kontakt treba otpuštati kada se vodi u trci i ići naprijed jer je to cilj igre. 13/8 dobiva manje pobjeda (doduše i više gammona) što sa kockom u sredini ne donosi efikasan double. 

White is 34 pips ahead in race after hit, so he has to continue with back checker. It is true that he has that stack on midpoint but black also has additional spare on 8pt so he will definitely hit if he roll ace or three. It is not good idea to leave checker on point which your opponent want most. White just has to release contact when has race advantage and run. Backgammon is a race. In addition, 13/8 wins less plain games which is usually worse choice with cube possession.

1.Rollout124/20* 20/15eq: +0,389
Player:
Opponent:
59,24% (G:15,31% B:0,95%)
40,76% (G:10,07% B:0,42%)
Conf: ± 0,008 (+0,381...+0,397)
Duration: 2 hours 20 minutes
2.Rollout124/20* 13/8eq: +0,358 (-0,032)
Player:
Opponent:
57,90% (G:17,11% B:1,28%)
42,10% (G:10,32% B:0,46%)
Conf: ± 0,009 (+0,349...+0,367)
Duration: 2 hours 23 minutes
1 10370 Games rolled with Variance Reduction.
Moves and cube decisions: 3 ply
eXtreme Gammon Version: 1.21, MET: Rockwell-Kazaross

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