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BGonline.org Forums
Rollout
Posted By: Stick In Response To: Boring Race Cube - Can you take it? (Stick)
Date: Friday, 16 March 2007, at 6:32 p.m.
Blue's Keith Count:
Initial Count = 65
Add 2 pips for each checker more than one on the ace point = +2
Add 1 pip for each checker more than one on the two point = +2
Add 1 pip for each checker more than one on the tre point = 0
Add 1 pip for each empty space on the 4, 5, and six point = 0
65 + 4 = 69
Increase the count of the player on roll by 1/7th, rounding down: 69/7 = 9
69+9 = 78
White's Keith Count:
Initial Count = 75
Add 2 pips for each checker more than one on the ace point = 0
Add 1 pip for each checker more than one on the two point = +1
Add 1 pip for each checker more than tre on the tre point = 0
Add 1 pip for each empty space on the 4, 5, and six point = 0
75 + 1 = 76
Proper Cube action: Double, Take
- A player should double if his count exceeds the opponent’s count by no more than 4.
- A player should redouble if his count exceeds the opponent’s count by no more than 3.
- The opponent should take if the doubler’s count exceeds the opponent’s count by at least 2.
Money Game
Blue on roll. Cube Action?75 65 Board image courtesy of GO-Figure
Cube action equity Rollout Money equity: 0.573 0.0% 0.0% 78.6% 21.4% 0.0% 0.0% 95% confidence interval: - money cubeless eq.: 0.573 ±0.001, - live cube no double: 0.837 ±0.002, - live cube double take: 0.990 ±0.002. Rollout settings: Full rollout, 648 games, played 3-ply (precise), cube 3-ply, settlement 0.550 at 16 pts, random seed, with race database. Evaluations 1. Double, take 0.989 2. No double 0.835 (-0.154) 3. Double, pass 1.000 (+0.011) Proper cube action: Double, take Live cube 1. Double, take 0.990 2. No double 0.837 (-0.153) 3. Double, pass 1.000 (+0.010) Proper cube action: Double, take
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