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BGonline.org Forums
Scrambling two checkers home
Posted By: Timothy Chow In Response To: Scrambling two checkers home (Timothy Chow)
Date: Saturday, 8 May 2010, at 3:31 a.m.
Thanks for the comments. I was hoping that there would be a viewpoint that makes this problem easy but I'm not sure there is. What I feel I can say for sure is this.
1. We don't really need to consider 21/10 because 21/15 12/7 shares essentially all the advantages of 21/10 with lower risk (fewer shots).
2. If Blue plays 21/15 12/7 then 15 rolls hit, and leave White with a strong advantage because White has a 4-point board and Blue has another blot dangling. If Blue is missed then Blue has a very strong advantage because of his threat to lock up the race, perhaps even hitting White along the way.
3. If Blue plays 12/1 then 24 rolls hit, but except for the three pointing rolls they still leave Blue with an even game or even a slight advantage because White must either leave a return shot or bury another checker. If Blue is missed then Blue has a strong advantage but nowhere near as strong as after playing 21/15 12/7 and being missed.
It's difficult to weigh a volatile play against a less volatile play, but here the gain from 21/15 12/7 when things go well is very large and the loss when things go poorly is smaller because 21/15 12/7 leaves significantly fewer shots than 12/1. This conclusion is robust over a variety of match scores and cube locations.
As a side remark, I think that there is a tendency among many players, myself included, to think that playing with just one blot is a safer route to winning. Keeping track of two blots, and coping with the worry that both of them might get hit, is a psychological challenge. But this position illustrates that getting both checkers poised to come home can be a lot more powerful than getting one of them home for sure and leaving the other one stranded. So the gains and losses have to be weighed carefully.
gnubg 75
tchow 66 Position ID: 77gxAAJ37wABBA Match ID: UYn6AAAAAAAA
# Ply Move Equity • 1 R 21/15 12/7 +0.353
0.558 0.007 0.000 - 0.442 0.022 0.000 +0.101 +0.353 0.001 0.000 0.000 - 0.001 0.001 0.000 0.002 0.003 Full cubeful rollout with var.redn. 1296 games, Mersenne Twister dice gen. with seed 851982813 and quasi-random dice Play: supremo 2-ply cubeful prune [world class] keep the first 0 0-ply moves and up to 16 more moves within equity 0.32 Skip pruning for 1-ply moves. Cube: 2-ply cubeful prune [world class] 2 R 21/10 +0.266 ( -0.087)
0.525 0.009 0.000 - 0.475 0.019 0.000 +0.039 +0.266 0.001 0.000 0.000 - 0.001 0.001 0.000 0.001 0.002 Full cubeful rollout with var.redn. 1296 games, Mersenne Twister dice gen. with seed 851982813 and quasi-random dice Play: supremo 2-ply cubeful prune [world class] keep the first 0 0-ply moves and up to 16 more moves within equity 0.32 Skip pruning for 1-ply moves. Cube: 2-ply cubeful prune [world class] 3 R 12/1 +0.244 ( -0.109)
0.535 0.026 0.000 - 0.465 0.003 0.000 +0.095 +0.244 0.001 0.001 0.000 - 0.001 0.000 0.000 0.002 0.003 Full cubeful rollout with var.redn. 1296 games, Mersenne Twister dice gen. with seed 851982813 and quasi-random dice Play: supremo 2-ply cubeful prune [world class] keep the first 0 0-ply moves and up to 16 more moves within equity 0.32 Skip pruning for 1-ply moves. Cube: 2-ply cubeful prune [world class]
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