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Dk. vs. World 2014 — Two Containment Positions — Rollouts
Posted By: Taper_Mike In Response To: Dk. vs. World 2014 — Two Containment Positions (Taper_Mike)
Date: Sunday, 20 April 2014, at 8:06 p.m.
White is Player 2
score: 2
pip: 579 point match pip: 32
score: 7
Blue is Player 1XGID=-AC---------------acbbbcbA:0:0:-1:11:7:2:0:9:10 White to play 11
1. Rollout1 7/6 2/Off 1/Off eq: -0.2366
Player:
Opponent:40.12% (G:0.00% B:0.00%)
59.88% (G:0.00% B:0.00%)Conf.: ±0.0047 (-0.2413...-0.2318) - [100.0%]
Duration: 14 minutes 44 seconds2. Rollout1 7/4 1/Off eq: -0.2611 (-0.0246)
Player:
Opponent:39.05% (G:0.00% B:0.00%)
60.95% (G:0.00% B:0.00%)Conf.: ±0.0046 (-0.2657...-0.2565) - [0.0%]
Duration: 12 minutes 06 seconds3. Rollout1 7/5 2/Off eq: -0.2651 (-0.0286)
Player:
Opponent:38.71% (G:0.00% B:0.00%)
61.29% (G:0.00% B:0.00%)Conf.: ±0.0041 (-0.2692...-0.2610) - [0.0%]
Duration: 6 minutes 45 seconds1 5184 Games rolled with Variance Reduction.
Dice Seed: 14543376
Moves: 3-ply, cube decisions: XG Roller+eXtreme Gammon Version: 2.10, MET: Kazaross XG2
Michi/Mochy (on top) to play 11
Michi and Mochy had barely more the 3 minutes left on the clock when this play came up. Mochy explained during the post mortem that he had to play quickly so that their bank time would be available during the subsequent games. The World Team still needed to win 7 points!In very short order, 7/5 2/off, was played, keeping the closed board intact. This would be a fine play if there were no possibility to pick up a second checker.
As it stands, opening up the 1pt, and leaving a blot there to be hit, is the best way to play this roll. If the Denmark Team enters, there will still be a five-point block to contain them.
Neil’s XGR++ rollout can be found here.
White is Player 2
score: 2
pip: 569 point match pip: 32
score: 7
Blue is Player 1XGID=-AC---------------acbbbbcA:0:0:-1:11:7:2:0:9:10 White to play 11
1. Rollout1 7/5 1/Off(2) eq: -0.2042
Player:
Opponent:41.39% (G:0.00% B:0.00%)
58.61% (G:0.00% B:0.00%)Conf.: ±0.0045 (-0.2087...-0.1998) - [100.0%]
Duration: 1 minute 57 seconds2. Rollout1 7/6 1/Off(3) eq: -0.3024 (-0.0982)
Player:
Opponent:37.58% (G:0.00% B:0.00%)
62.42% (G:0.00% B:0.00%)Conf.: ±0.0044 (-0.3068...-0.2980) - [0.0%]
Duration: 1 minute 13 seconds3. Rollout1 7/4 1/Off eq: -0.3136 (-0.1094)
Player:
Opponent:37.09% (G:0.00% B:0.00%)
62.91% (G:0.00% B:0.00%)Conf.: ±0.0039 (-0.3175...-0.3097) - [0.0%]
Duration: 45.2 seconds1 5184 Games rolled with Variance Reduction.
Dice Seed: 14543376
Moves: 3-ply, cube decisions: XG RollereXtreme Gammon Version: 2.10, MET: Kazaross XG2
Tim’s Variant
In this variation, White spare has been moved down to his 1pt. It is possible to rip three checkers off in complete safety. Otherwise, White can rip two, and diversify his spares on the 5pt and 6pt. The fact that the latter play wins the rollout, demonstrates that picking up the second checker is a strong part of the motivation, both here, and in the original position.
White is Michi/Mochy
score: 2
pip: 449 point match pip: 32
score: 7
Blue is Myhr/LarsenXGID=-AC----------------bbbbcbA:0:0:-1:13:7:2:0:9:10 White to play 13
1. Rollout1 4/Off eq: -0.4145
Player:
Opponent:32.47% (G:0.00% B:0.00%)
67.53% (G:0.00% B:0.00%)Conf.: ±0.0031 (-0.4176...-0.4114) - [100.0%]
Duration: 6 minutes 55 seconds2. Rollout1 3/Off 2/1 eq: -0.4414 (-0.0269)
Player:
Opponent:32.21% (G:0.00% B:0.00%)
67.79% (G:0.00% B:0.00%)Conf.: ±0.0033 (-0.4447...-0.4381) - [0.0%]
Duration: 7 minutes 43 seconds3. Rollout1 6/3 2/1 eq: -0.4511 (-0.0367)
Player:
Opponent:30.37% (G:0.00% B:0.00%)
69.63% (G:0.00% B:0.00%)Conf.: ±0.0030 (-0.4541...-0.4482) - [0.0%]
Duration: 3 minutes 51 seconds1 5184 Games rolled with Variance Reduction.
Dice Seed: 14543376
Moves: 3-ply, cube decisions: XG Roller+eXtreme Gammon Version: 2.10, MET: Kazaross XG2
Michi/Mochy (on top) to play 31
At this point, the best way to win is to hold the strongest board you can for as long as possible. After this turn, you want to have a five-point board. Breaking two points will just mean that the Denmark Team will enter sooner.Since you have to break a point anyway, ripping off a checker is essential. If you start by bearing off from the 1pt, however, you will have to break a second point with the 3. So start by bearing off from the 3pt. and then look around for a 1 that does not break a point.
Under no circumstances should you lift the remaining blot on the 3pt. If Denmark rolls a 3, you want to be hit.
Piling another checker on the 1pt won’t help. You want your spares positioned as high as possible. That will help you hold the board longer.
That leaves only one play, the correct 4/3.
Over the board, the World Team played 6/3 2/1.
Neil’s XGR++ rollout can be found here.
Mike
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