![]() score: 1 pip: 218 | ||||||||||||||||
![]() ![]() | ![]() | 9 point match | ||||||||||||||
pip: 110 score: 6 ![]() | ||||||||||||||||
XGID=-dbBBBD-C--abA---a-cb----A:0:0:1:31:6:1:0:9:10 | ||||||||||||||||
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Bijelom je važno ne zaglaviti stražnjim checkerom stoga 3 najbolja kandidata ulaze na 22.polje mada je 18.polje otvoreno i bijeli može i s 24.polja izaći van. Međutim i 13/10 je problematičan, dobrovoljno razdvaja checkere bijelog na 2 dijela što može rezultirati razbijanjem blokade. Bijeli može igrati na kontakt u vanjskom polju crnog jer ovaj ima samo 2 polja jaku kuću, 9 checkera ukupno u igri i čini se kako bijeli može proći. Ubaci li crni šesticama checkere sa 24.polja igra će se zakomplicirati. Zbog toga bijeli treba ići naprijed kako bi zaposlio crnog na obje strane.
It is important for white not to stuck with back checker so 3 best moves enter on 22pt although barpt is open and white can escape from 24pt, too. However, 13/10 is problematic as well. It disconnects white's checkers into 2 armies which can results with broken prime. White can play for contact in outfield because black has only 2 points board, 9 checkers into game and it looks how white can pass through. If black rolls 6 and puts spares from 24pt into game things become more complicated so white has to go ahead in order to get black busy on both sides.
It is important for white not to stuck with back checker so 3 best moves enter on 22pt although barpt is open and white can escape from 24pt, too. However, 13/10 is problematic as well. It disconnects white's checkers into 2 armies which can results with broken prime. White can play for contact in outfield because black has only 2 points board, 9 checkers into game and it looks how white can pass through. If black rolls 6 and puts spares from 24pt into game things become more complicated so white has to go ahead in order to get black busy on both sides.
1. | Rollout1 | Bar/21 | eq: +0,523 | |||
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2. | Rollout1 | Bar/22 8/7 | eq: +0,522 | |||
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3. | Rollout2 | Bar/22 6/5 | eq: +0,519 (-0,004) | |||
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4. | Rollout3 | Bar/24 13/10 | eq: +0,454 (-0,068) | |||
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1 10369 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply 2 10368 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply 3 7438 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply |
eXtreme Gammon Version: 1.21, MET: Rockwell-Kazaross
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