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Scrambling two checkers home

Posted By: Timothy Chow
Date: Saturday, 8 May 2010, at 3:31 a.m.

In Response To: Scrambling two checkers home (Timothy Chow)

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.

gnubg75


4X3X '1O3X2X ' '2X ' ' '

3O3O4O3O1X ' ' ' ' ' '1O

tchow66

Position ID: 77gxAAJ37wABBA Match ID: UYn6AAAAAAAA

# Ply Move Equity
1 R 21/15 12/7 +0.353
0.5580.0070.000-0.4420.0220.000 +0.101 +0.353
0.0010.0000.000-0.0010.0010.000 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)
0.5250.0090.000-0.4750.0190.000 +0.039 +0.266
0.0010.0000.000-0.0010.0010.000 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)
0.5350.0260.000-0.4650.0030.000 +0.095 +0.244
0.0010.0010.000-0.0010.0000.000 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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