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
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.
Did you not try Axelisation? Or am I wrong that it also works here?
I'm a bit surprised at you not mentioning it.
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 figured someone else would work that out. The Keith count is
I'm a bit surprised at you not mentioning it.
implemented in XG, so I didn't have to do any work to report its
verdict.
---
Tim Chow
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 1Should be a straightforward race cube decision, right?
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
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.
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.
Call me lazy, ...
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 youI used iSight to calculate the adjusted pipcount and then Trice's rule
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.
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.
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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