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Backgammon => Fibsboard Forum Matches => FFM2 => Topic started by: Zorba on June 28, 2009, 07:42:00 PM

Title: Game 2, move 2: roadkillbooks double? and 1-1 to play
Post by: Zorba on June 28, 2009, 07:42:00 PM
4HPGAQbg88IBMA:cImqABAAAAAA
Title: Re: Game 2, move 2: roadkillbooks double?
Post by: Zorba on June 28, 2009, 07:48:09 PM
or after the swap  :)
Title: Re: Game 2, move 2: roadkillbooks double?
Post by: roadkillbooks on June 28, 2009, 08:36:07 PM
NO DOUBLE
Title: Re: Game 2, move 2: roadkillbooks 1-1
Post by: Zorba on June 28, 2009, 09:13:19 PM
xOfCASTgc8YBBg:cImkAAAACAAA

1-1 to play
Title: Re: Game 2, move 2: roadkillbooks double? and 1-1 to play
Post by: diane on June 28, 2009, 11:41:04 PM
Spoiler
6-5[2] and 21-20[2] would be my choice with this.  I wouldn't make the 7 leaving the blot, because of our wise 24-22 move  ;)
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Title: Re: Game 2, move 2: roadkillbooks double? and 1-1 to play
Post by: playBunny on June 29, 2009, 03:19:09 AM
Spoiler
I think blocking the 6s of our 22-point backrunner is better than taking our 5-point but that's an intuition, not a certainty. I could only give vague justifications and I'll think I'll conserve brain power and spare everyone the waffle. :D
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Title: Re: Game 2, move 2: roadkillbooks double? and 1-1 to play
Post by: roadkillbooks on June 29, 2009, 07:14:01 AM
6/5(2), 21/20(2)....well let me deliberate

I like 10/9 also....hard to complain about these dice..Maybe i should be preparing for double 6's, 4's and 2's.

Hard to resist taking both 5points.  Although 9 is sweet.  I see now that it will also be a builder to point on the 3 point.
the 9 point/4 point is probally stornger than 5point/ 10 point.  I guess that the priming aspect is stronger to the 9 point.  I am going to hate it though if/when the forum makes the 5 point.. i could get stuck behind a five prime myself.well at least my fives could be block..yeah get a little better on both sides of the board....

yes

6/5 (2), 21/20 (2)  final answer

again both are good but playing to the forum's 5 point is probally a  little more conservative..just the subtle amount that a very slight 1-0 lead might call for....slightly less volatility
Title: Re: Game 2, move 2: roadkillbooks double? and 1-1 to play
Post by: Zorba on July 01, 2009, 10:21:05 PM
GnuBG 2-ply ROLLOUT:

Spoiler


This is a nasty one! I could see myself play the same move as rkb even though I think that after a good look, 10/9(2) is just more valuable for priming AND attacking purposes, plus the more compact position usually plays better in general.

The 20pt is great in itself, but here it has limited extra value over the already good 21pt.

I'm surprised at the huge difference between the plays though.


    1. Rollout          10/9(2) 6/5(2)               Eq.:  +0,7979
        65,84  16,90   1,70 -  34,16   7,07   0,47 CL  +0,4751 CF  +0,7979
      [  0,09   0,17   0,17 -   0,09   0,08   0,07 CL   0,0028 CF   0,0069]
    2. Rollout          21/20(2) 6/5(2)              Eq.:  +0,6826 ( -0,1153)
        63,65  15,15   1,28 -  36,35   6,77   0,36 CL  +0,4071 CF  +0,6826
      [  0,08   0,13   0,13 -   0,08   0,07   0,04 CL   0,0026 CF   0,0065]
        Full cubeful rollout with var.redn.
        3888 games, Mersenne Twister dice gen. with seed 862504334 and quasi-random dice
        Play:  2-ply cubeful prune [world class]
        keep the first 0 0-ply moves and up to 8 more moves within equity 0,12
        Skip pruning for 1-ply moves.
        Cube: 2-ply cubeful prune [world class]

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Title: Re: Game 2, move 2: roadkillbooks double? and 1-1 to play
Post by: Zorba on July 04, 2009, 11:58:08 PM
And cube rollout:

Spoiler

Rollout details:
Centered 1-cube:
   59,84  17,09   1,62 -  40,16   8,98   0,41 CL  +0,3217 CF  +0,4999
[  0,10   0,11   0,11 -   0,10   0,08   0,04 CL   0,0033 CF   0,0086]
Player FIBSBoard forum owns 2-cube:
   60,20  17,52   2,23 -  39,80   8,93   0,76 CL  +0,8524 CF  +0,3775 (-0,1224)
[  0,12   0,16   0,15 -   0,12   0,09   0,08 CL   0,0081 CF   0,0113]
Full cubeful rollout with var.redn.
3888 games, Mersenne Twister dice gen. with seed 862504334 and quasi-random dice
Play: 0-ply cubeful prune [expert]
Cube: 0-ply cubeful prune [expert]

No double, take
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