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Onesided Holdinggame, Cubeaction?

Posted By: neilkaz
Date: Wednesday, 13 April 2011, at 5:07 p.m.

In Response To: Onesided Holdinggame, Cubeaction? (higonefive)

I think you're missevaluating the 8,9,12 rule here and I am clueless as to how you came up with 12.5! You're also overgeneralizing based upon a straight race since the contact from the 5 anchor creates some volatility and favors you somewhat.

I use my own methods for races with my own adjustments. I doubt I could teach this in a manner that would be easy for anyone to understand, but here's a bit of it assuming a similar pip count pure pip count oriented race that needs no adjustments.

For a race this long, 10%+2 as point of last take/first pass is superior to 12% which is too much. What I am looking for is the point of last take or first pass which at this pip count is 21.4% cubeless.





White is Player 2

score: 0
pip: 134
Unlimited Game
Jacoby Beaver
pip: 120
score: 0

Blue is Player 1
XGID=-----BBBCBBB-bbbbcbb------:0:0:1:D:0:0:3:0:10
White to play 65

Analyzed in Rollout No double Double/Take
Player Winning Chances: 78.57% (G:0.05% B:0.00%) 78.60% (G:0.00% B:0.00%)
Opponent Winning Chances: 21.43% (G:0.00% B:0.00%) 21.40% (G:0.00% B:0.00%)
Cubeless Equities +0.572 +1.144
Cubeful Equities
No double:+0.892 (-0.105)±0.004 (+0.887..+0.896)
Double/Take:+0.996±0.007 (+0.989..+1.004)
Double/Pass:+1.000 (+0.004)
Best Cube action: Double / Take
Rollout details
1296 Games rolled with Variance Reduction.
Dice Seed: 46746902
Moves: 3-ply, cube decisions: XG Roller
Double Decision confidence:100.0%
Take Decision confidence:83.6%
Duration: 14 minutes 35 seconds

eXtreme Gammon Version: 2.00.158.alpha

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