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crunched PvP - RO
Posted By: Karol Szczerek In Response To: crunched PvP (Karol Szczerek)
Date: Monday, 7 March 2016, at 11:07 p.m.
The original position is a close call with a slight edge for the hit.
White is Player 2
score: 0
pip: 10213 point match pip: 77
score: 0
Blue is Player 1XGID=-CaBDBC---------b-ccbb-bA-:1:1:1:32:0:0:0:13:10 Blue to play 32
1. Rollout1 5/2* 4/2 eq: -0,478
Player:
Opponent:27,40% (G:2,97% B:0,01%)
72,60% (G:11,03% B:0,32%)Conf.: ± 0,002 (-0,480...-0,475) - [100,0%]
Duration: 8 minutes 13 seconds2. Rollout1 24/22 4/1 eq: -0,499 (-0,021)
Player:
Opponent:22,89% (G:5,47% B:0,05%)
77,11% (G:6,87% B:0,24%)Conf.: ± 0,003 (-0,502...-0,496) - [0,0%]
Duration: 8 minutes 32 seconds3. Rollout1 6/3 4/2* eq: -0,510 (-0,032)
Player:
Opponent:27,02% (G:3,23% B:0,02%)
72,98% (G:13,23% B:0,48%)Conf.: ± 0,003 (-0,513...-0,507) - [0,0%]
Duration: 7 minutes 49 seconds1 5184 Games rolled with Variance Reduction.
Moves: 3-ply, cube decisions: XG RollereXtreme Gammon Version: 2.19.208.pre-release, MET: Kazaross XG2
Moving up prepares to jump, but we leave full roll to the opp, which he can use to attack our lone blot with everything except 52 (!). It seems that the time we buy by hitting with 5pt. board is good enough if we won't crunch further next turn too often (go below 5pt. board).
What's "not too often"? After 5/2* 4/2 we crunch next turn with only 3 rolls (33, 44, 55). After 6/3 4/2* we crunch next turn with 7 rolls (33, 44, 55, 65, 53), which is already too much.
Variant A
Compared to the original position, top player is adjusted 7/6.
White is Player 2
score: 0
pip: 10113 point match pip: 77
score: 0
Blue is Player 1XGID=-CaBDBC---------b-bdbb-bA-:1:1:1:32:0:0:0:13:10 Blue to play 32
1. Rollout1 24/22 4/1 eq: -0,404
Player:
Opponent:26,20% (G:6,43% B:0,15%)
73,80% (G:6,07% B:0,20%)Conf.: ± 0,005 (-0,409...-0,399) - [100,0%]
Duration: 2 minutes 30 seconds2. Rollout1 5/2* 4/2 eq: -0,465 (-0,061)
Player:
Opponent:28,10% (G:2,64% B:0,01%)
71,90% (G:11,13% B:0,30%)Conf.: ± 0,004 (-0,469...-0,460) - [0,0%]
Duration: 2 minutes 20 seconds1 1296 Games rolled with Variance Reduction.
Moves: 3-ply, cube decisions: XG RollereXtreme Gammon Version: 2.19.208.pre-release, MET: Kazaross XG2
As could be expected, a small change in opp's offense switches the top plays.
Again, only 52 doesn't hit, but now with 41 he has to break the bar to hit loose, and with 54 he should run instead of hit. Add the worse-playing covers next turn to the mix.
Impressive how such a small change swings the eq of the plays by .082.
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