• Noncontact cube action with wastage

    From Timothy Chow@21:1/5 to All on Wed Jul 20 08:14:58 2022
    This is the sort of position that can arise after a holding
    game in which both players prefer crunching their board to
    volunteering a shot---and then they disengage without hitting.

    XGID=-DDC-B---AA--a---a-abcbcb-:0:0:1:00:0:0:0:0:10

    X:Player 2 O:Player 1
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | O O | | O O O O O O |
    | | | O O O O O |
    | | | O O |
    | | | |
    | | | |
    | |BAR| |
    | | | |
    | | | X X |
    | | | X X X |
    | | | X X X X |
    | X X | | X X X X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 50 O: 62 X-O: 0-0
    Cube: 1
    X on roll, cube action

    ---
    Tim Chow

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  • From ah....Clem@21:1/5 to Timothy Chow on Wed Jul 20 18:15:10 2022
    On 7/20/2022 8:14 AM, Timothy Chow wrote:
    This is the sort of position that can arise after a holding
    game in which both players prefer crunching their board to
    volunteering a shot---and then they disengage without hitting.

    XGID=-DDC-B---AA--a---a-abcbcb-:0:0:1:00:0:0:0:0:10

    X:Player 2   O:Player 1
    Score is X:0 O:0. Unlimited Game
     +13-14-15-16-17-18------19-20-21-22-23-24-+
     | O           O    |   | O  O  O  O  O  O |
     |                  |   |    O  O  O  O  O |
     |                  |   |       O     O    |
     |                  |   |                  |
     |                  |   |                  |
     |                  |BAR|                  |
     |                  |   |                  |
     |                  |   |             X  X |
     |                  |   |          X  X  X |
     |                  |   |    X     X  X  X |
     |       X  X       |   |    X     X  X  X |
     +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count  X: 50  O: 62 X-O: 0-0
    Cube: 1
    X on roll, cube action

    Should be a straightforward race cube decision, right?

    Adj pipcount is 55 to 63. 7 pips is the point of last take, so D/P. QF
    says it must be a close take but I don't do QF.


    --
    Ah....Clem
    The future is fun, the future is fair.

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  • From Timothy Chow@21:1/5 to All on Fri Jul 22 09:16:05 2022
    XGID=-DDC-B---AA--a---a-abcbcb-:0:0:1:00:0:0:0:0:10

    X:Player 2 O:Player 1
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | O O | | O O O O O O |
    | | | O O O O O |
    | | | O O |
    | | | |
    | | | |
    | |BAR| |
    | | | |
    | | | X X |
    | | | X X X |
    | | | X X X X |
    | X X | | X X X X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 50 O: 62 X-O: 0-0
    Cube: 1
    X on roll, cube action


    The Keith Count gets this one right.


    Analyzed in Rollout
    No double
    Player Winning Chances: 77.34% (G:0.00% B:0.00%)
    Opponent Winning Chances: 22.66% (G:0.00% B:0.00%)
    Double/Take
    Player Winning Chances: 77.30% (G:0.00% B:0.00%)
    Opponent Winning Chances: 22.70% (G:0.00% B:0.00%)

    Cubeful Equities:
    No double: +0.804 (-0.148)
    Double/Take: +0.952
    Double/Pass: +1.000 (+0.048)

    Best Cube action: Double / Take

    Rollout:
    1296 Games rolled with Variance Reduction.
    Dice Seed: 271828
    Moves: 4-ply, cube decisions: XG Roller+
    Search interval: Huge
    Confidence No Double: ± 0.002 (+0.802..+0.806)
    Confidence Double: ± 0.004 (+0.949..+0.956)

    eXtreme Gammon Version: 2.19.207.pre-release

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Fri Jul 22 10:20:40 2022
    On Friday, July 22, 2022 at 2:16:10 PM UTC+1, Tim Chow wrote:
    XGID=-DDC-B---AA--a---a-abcbcb-:0:0:1:00:0:0:0:0:10

    X:Player 2 O:Player 1
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | O O | | O O O O O O |
    | | | O O O O O |
    | | | O O |
    | | | |
    | | | |
    | |BAR| |
    | | | |
    | | | X X |
    | | | X X X |
    | | | X X X X |
    | X X | | X X X X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 50 O: 62 X-O: 0-0
    Cube: 1
    X on roll, cube action
    The Keith Count gets this one right.

    That doesn't sound like a very comradely observation!
    I think Axelisation also works perfectly here.

    Our additions are:
    +2 for the open 4 and 6 points.
    +4 for the acepoint stack
    +2 for the twopoint stack
    to give us an adjusted count of 58.

    Opponent's addition is:
    +1 for the two point stack
    to give the opponent an adjusted count of 63.

    Now add 1/6 of 58 to 58 to get 67 2/3.
    Since 67 2/3 - 63 > 2, we get a (correct) take.
    Since 67 2/13 - 63 < 5, we get a redouble and an initial double.

    You didn't roll out the redouble case, but with the equity being > 0.95,
    it must surely be a redouble as well as an initial double.

    So Axelization is my tool of choice here.
    Why praise the Keith Count and ignore the fine methodology of
    a forum regular?

    Did you not try Axelisation? Or am I wrong that it also works here?
    I'm a bit surprised at you not mentioning it.

    Paul

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Fri Jul 22 22:19:10 2022
    On 7/22/2022 1:20 PM, peps...@gmail.com wrote:
    Did you not try Axelisation? Or am I wrong that it also works here?
    I'm a bit surprised at you not mentioning it.

    I figured someone else would work that out. The Keith count is
    implemented in XG, so I didn't have to do any work to report its
    verdict.

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Sat Jul 23 01:32:10 2022
    On Saturday, July 23, 2022 at 3:19:13 AM UTC+1, Tim Chow wrote:
    On 7/22/2022 1:20 PM, peps...@gmail.com wrote:
    Did you not try Axelisation? Or am I wrong that it also works here?
    I'm a bit surprised at you not mentioning it.
    I figured someone else would work that out. The Keith count is
    implemented in XG, so I didn't have to do any work to report its
    verdict.

    ---
    Tim Chow

    Ok. That's a good reason.
    Besides the binary right/wrong indicator, there's also the question of
    what the adjusted counts say about the marginality of the position,
    and whether that verdict is correct.
    If that verdict is wrong, then it is grounds for scepticism when that same count
    is applied to similar positions.
    From this consideration, Axelisation actually seems to do rather poorly.
    The adjusted difference is 4 2/3 which (wrongly) indicates a big take rather than a marginal take.

    Let's see how the Keith count does from this perspective.
    My adjustments are:
    +6 for acepoint stack.
    +3 for twopoint stack.
    +2 for high gaps.

    Adjusted count is 61.
    Opponent's adjustments give + 4 to give the opponent
    an adjusted count of 66.

    I add the floor of 61/7 to my count to get 69.
    The difference 69-66 is 3.
    Ideally, we would hope for this difference to be 2 indicating that
    it's still a take but a very close one.

    Here, rounding down helps the count.
    If we rounded-nearest rather than down, we would get no redouble
    which is almost certainly wrong.

    I don't see a performance difference between Tom and Axel when
    it comes to this specific position. Both seem to (wrongly) understand
    the position as (marginal redouble/ big take).

    Paul

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  • From pepstein5@gmail.com@21:1/5 to ah....Clem on Sat Jul 23 01:45:24 2022
    On Wednesday, July 20, 2022 at 11:15:12 PM UTC+1, ah....Clem wrote:
    On 7/20/2022 8:14 AM, Timothy Chow wrote:
    This is the sort of position that can arise after a holding
    game in which both players prefer crunching their board to
    volunteering a shot---and then they disengage without hitting.

    XGID=-DDC-B---AA--a---a-abcbcb-:0:0:1:00:0:0:0:0:10

    X:Player 2 O:Player 1
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | O O | | O O O O O O |
    | | | O O O O O |
    | | | O O |
    | | | |
    | | | |
    | |BAR| |
    | | | |
    | | | X X |
    | | | X X X |
    | | | X X X X |
    | X X | | X X X X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 50 O: 62 X-O: 0-0
    Cube: 1
    X on roll, cube action
    Should be a straightforward race cube decision, right?

    Adj pipcount is 55 to 63. 7 pips is the point of last take, so D/P. QF
    says it must be a close take but I don't do QF.


    Ironically, despite getting the answer wrong, this might be the best understanding of the position.
    This finds a marginal drop which is more accurate than the (slight redouble/ big take) given by the
    other counts on this thread. There's a fair amount of luck involved in getting the answer right, if we're
    limited to naively replicating counts.

    Which count did you use? And can I buy some? I actually like it. Although it didn't work here, the
    closeness gives me confidence that it will serve me well in all similar positions.
    I'd like to buy it for all cases where at least one of the sides has high wastage.
    Since I get a race decision in that situation about once per day, I'd like to buy 400 to cover me for one year.

    Paul

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  • From ah....Clem@21:1/5 to peps...@gmail.com on Sun Jul 24 16:27:09 2022
    On 7/23/2022 4:45 AM, peps...@gmail.com wrote:
    On Wednesday, July 20, 2022 at 11:15:12 PM UTC+1, ah....Clem wrote:

    Which count did you use? And can I buy some? I actually like it. Although it didn't work here, the
    closeness gives me confidence that it will serve me well in all similar positions.
    I'd like to buy it for all cases where at least one of the sides has high wastage.
    Since I get a race decision in that situation about once per day, I'd like to buy 400 to cover me for one year.

    I used iSight to calculate the adjusted pipcount and then Trice's rule
    of 63 to calculate the point of last take. I'm not good at doing
    arithmetic in my head, and the Trice metric is easier to use than iSight
    while iSight has an easier adjusted pipcount calculation.

    Call me lazy, but it's not the weakest part of my game, so I'll work on
    other things before refining my race cube strategy.


    --
    Ah....Clem
    The future is fun, the future is fair.

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  • From pepstein5@gmail.com@21:1/5 to ah....Clem on Sun Jul 24 16:28:34 2022
    On Sunday, July 24, 2022 at 9:27:11 PM UTC+1, ah....Clem wrote:

    Call me lazy, ...

    Wow, we've already been given three things to call you:
    Walt Askew
    Ah..Clem
    Paul Townsend.

    I'm not sure I can take any more additions to this list so no,
    I don't think I'll be calling you "lazy" as well.

    Paul

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  • From pepstein5@gmail.com@21:1/5 to ah....Clem on Sun Jul 24 16:24:08 2022
    On Sunday, July 24, 2022 at 9:27:11 PM UTC+1, ah....Clem wrote:
    On 7/23/2022 4:45 AM, peps...@gmail.com wrote:
    On Wednesday, July 20, 2022 at 11:15:12 PM UTC+1, ah....Clem wrote:

    Which count did you use? And can I buy some? I actually like it. Although it didn't work here, the you
    closeness gives me confidence that it will serve me well in all similar positions.
    I'd like to buy it for all cases where at least one of the sides has high wastage.
    Since I get a race decision in that situation about once per day, I'd like to buy 400 to cover me for one year.
    I used iSight to calculate the adjusted pipcount and then Trice's rule
    of 63 to calculate the point of last take. I'm not good at doing
    arithmetic in my head, and the Trice metric is easier to use than iSight while iSight has an easier adjusted pipcount calculation.

    Call me lazy, but it's not the weakest part of my game, so I'll work on
    other things before refining my race cube strategy.
    --
    Ah....Clem
    The future is fun, the future is fair.

    I think a verdict of marginal pass is fine. It's wrong but only by around 5% and I'm not sure that any humans can
    do better than that.
    So, yes, don't bother refining your race cube strategy.
    Refining your sailing strategy might be a better idea.

    Paul

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  • From Stick Rice@21:1/5 to Tim Chow on Thu Aug 4 11:16:30 2022
    On Friday, July 22, 2022 at 9:16:10 AM UTC-4, Tim Chow wrote:
    XGID=-DDC-B---AA--a---a-abcbcb-:0:0:1:00:0:0:0:0:10

    X:Player 2 O:Player 1
    Score is X:0 O:0. Unlimited Game
    +13-14-15-16-17-18------19-20-21-22-23-24-+
    | O O | | O O O O O O |
    | | | O O O O O |
    | | | O O |
    | | | |
    | | | |
    | |BAR| |
    | | | |
    | | | X X |
    | | | X X X |
    | | | X X X X |
    | X X | | X X X X |
    +12-11-10--9--8--7-------6--5--4--3--2--1-+
    Pip count X: 50 O: 62 X-O: 0-0
    Cube: 1
    X on roll, cube action
    The Keith Count gets this one right.


    Analyzed in Rollout
    No double
    Player Winning Chances: 77.34% (G:0.00% B:0.00%)
    Opponent Winning Chances: 22.66% (G:0.00% B:0.00%)
    Double/Take
    Player Winning Chances: 77.30% (G:0.00% B:0.00%)
    Opponent Winning Chances: 22.70% (G:0.00% B:0.00%)

    Cubeful Equities:
    No double: +0.804 (-0.148)
    Double/Take: +0.952
    Double/Pass: +1.000 (+0.048)

    Best Cube action: Double / Take

    Rollout:
    1296 Games rolled with Variance Reduction.
    Dice Seed: 271828
    Moves: 4-ply, cube decisions: XG Roller+
    Search interval: Huge
    Confidence No Double: ± 0.002 (+0.802..+0.806)
    Confidence Double: ± 0.004 (+0.949..+0.956)

    eXtreme Gammon Version: 2.19.207.pre-release

    ---
    Tim Chow

    The fact that Keith got it right is no excuse for using the Keith Count here. Something more fitting to the position should have been used. I'd have used EPC.

    Stick

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