FIBS Board backgammon forum

Backgammon => Fibsboard Forum Matches => FFM2 => Topic started by: diane on August 17, 2009, 07:40:57 PM

Title: Game 3, move 16: roadkillbooks 2-1
Post by: diane on August 17, 2009, 07:40:57 PM
*rkb is white pips...white..... white....*

RKB (white) to move 2-1 [and I swear, gnu rolled this - not me....]

2zLBGQBcnWAGAw:AYGoACAAAAAA

Title: Re: Game 3, move 16: roadkillbooks 2-1
Post by: ah_clem on August 17, 2009, 08:18:32 PM
There really is no other choice than to hit the blot  with 20/17*.  It gains 20 pips in the race and simultaneously gets the back men moving.  Plus, there's our blot in our inner board providing counterplay in the unlikely event we manage to enter and hit.

Title: Re: Game 3, move 16: roadkillbooks 2-1
Post by: diane on August 17, 2009, 10:17:51 PM
Quote from: ah_clem on August 17, 2009, 08:18:32 PM
There really is no other choice than to hit the blot  with 20/17*.  It gains 20 pips in the race and simultaneously gets the back men moving.  Plus, there's our blot in our inner board providing counterplay in the unlikely event we manage to enter and hit.

He really has a way of making learning interesting.  As well as a compelling case, lets see what happens next :lol:
Title: Re: Game 3, move 16: roadkillbooks 2-1
Post by: roadkillbooks on August 18, 2009, 03:40:12 AM
I will again eschew the hit and play "bold eliminated"8/5"bold eliminated".  With a 3-1, 3-2, 4-3, 3-3 I would hit. Well I dont think not hitting needs explanation.  There are severl acceptable moves.  Im kind of a traditionalist and I want to make my 5 point now.  I could save a six but with my anchor and the fct that Im looking for a timely hit, I won't care that much if I have to leave  shot.  I think I don't want to leave two blots on my inner board.  Although a couple of things are starting to look good now that Im talking about them.  Now it seems like I am trying to get more of a close out typre board and not a prime type board.  In that case points are important and the order is not quite that important. ...ok im eliminating my above bold..ok no..I like 6/4. 3/2.  The five point does pull me though.  I got to make it and stop talking becasue Im shifting.  The fact that a future 6 would MAKE my 2 point makes it elot better than just saving  a 6.  6 and 3 will make a new point.I guess that's not as good as 3 numbers to make a point..but with 8/5 only a 2 makes a new point w/o a blot (44 also)...enough..
8/5

Title: Re: Game 3, move 16: roadkillbooks 2-1
Post by: ah_clem on August 18, 2009, 01:55:14 PM
0-ply rollout:

Spoiler

    1. Rollout          6/4 3/2                      Eq.:  -0.185
       0.419 0.105 0.007 - 0.581 0.121 0.002 CL  -0.260 CF  -0.185
      [0.002 0.002 0.001 - 0.002 0.002 0.000 CL   0.006 CF   0.007]

    2. Rollout          8/7 6/4                      Eq.:  -0.200 ( -0.016)
       0.407 0.100 0.007 - 0.593 0.113 0.002 CL  -0.276 CF  -0.200
      [0.002 0.002 0.001 - 0.002 0.002 0.000 CL   0.005 CF   0.007]
       
    3. Rollout          6/5 6/4                      Eq.:  -0.203 ( -0.018)
       0.408 0.097 0.005 - 0.592 0.113 0.002 CL  -0.277 CF  -0.203
      [0.002 0.002 0.001 - 0.002 0.002 0.000 CL   0.005 CF   0.007]
       
    4. Rollout          8/5                          Eq.:  -0.216 ( -0.031)
       0.404 0.102 0.007 - 0.596 0.117 0.001 CL  -0.288 CF  -0.216
      [0.002 0.002 0.001 - 0.002 0.002 0.000 CL   0.005 CF   0.007]
       
    5. Rollout          4/2 3/2                      Eq.:  -0.224 ( -0.039)
       0.401 0.102 0.007 - 0.599 0.116 0.002 CL  -0.296 CF  -0.224
      [0.002 0.003 0.001 - 0.002 0.002 0.000 CL   0.006 CF   0.006]
       
    6. Rollout          6/5 3/1                      Eq.:  -0.247 ( -0.063)
       0.397 0.098 0.009 - 0.603 0.124 0.002 CL  -0.319 CF  -0.247
      [0.002 0.003 0.001 - 0.002 0.002 0.001 CL   0.006 CF   0.006]
       
    7. Rollout          6/5 4/2                      Eq.:  -0.270 ( -0.085)
       0.386 0.093 0.007 - 0.614 0.118 0.002 CL  -0.337 CF  -0.270
      [0.002 0.003 0.001 - 0.002 0.002 0.000 CL   0.005 CF   0.006]
        Full cubeful rollout with var.redn.
        1296 games, Mersenne Twister dice gen. with seed 866175040 and quasi-random dice
        Play: 0-ply cubeful prune [expert]
        Cube: 0-ply cubeful prune [expert]


Very surprising that the hitting play isn't on top (c:

[close]
Title: Re: Game 3, move 16: roadkillbooks 2-1
Post by: NIHILIST on August 18, 2009, 04:00:24 PM
The hitting play begs for a gammon. He still has play left and holding the 5 point makes it unlikely he'll get gammoned. Worst case scenario, he quietly loses 2 points instead of noisily losing 4.

After all, how long did careers of Kamikaze pilots last ?


Bob
Title: Re: Game 3, move 16: roadkillbooks 2-1
Post by: ah_clem on August 18, 2009, 04:48:21 PM
Quote from: NIHILIST on August 18, 2009, 04:00:24 PM
The hitting play begs for a gammon.

Yeah.  And what's so bad about that?  (c: