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BGonline.org Forums
A Procedural Definition of Hit/Most/Six
Posted By: Taper_Mike In Response To: A Procedural Definition of Hit/Most/Six (Nack Ballard)
Date: Thursday, 17 November 2011, at 10:53 p.m.
Nack wrote: It may be possible to fabricate a position in which one of the logic-loop plays isn't quite so terrible,... In a proto-backgame or a post-escape scenario, it might be sensible to scatter the blots around in the home board, but on first glance, I can't see any realistic position leading to a "logic loop."
On another subject, Nack, would you mind carefully evaluating my Procedural Definition of Hit/Most/Six? It incorporates several interpretations on my part that I think I have right, but I'd like to have your confirmation.
For one thing, I've moved the test for "extra-point-in-home-quadrant-overrides-the-hit exception" to the beginning of the Hit Convention. Getting it out of the way first allows the rest of the tests to be exception free. For another, my procedure in evaluating blots and spares is designed so that the blot or spare closest to the six point (even in the outer board) is tested before any blot or spare that is farther away. In addition, I make clear my interpretation that more hits is better than hitting on higher points. There may be other subtleties.
In short, have I achieved the result you intend?
Mike
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