Question:
1-1?
Option 1: 15/13 (2)
votes: 0
Option 2: 15/14 (2) 9/8 (2)
votes: 0
Option 3: 15/14 (2) 8/7 (2)
votes: 0
Option 4: 15/14 (2) 2/1 (2)
votes: 1
Option 5: 9/7 (2)
votes: 0
Option 6: 9/8 9/6
votes: 0
Option 7: 9/8 (2) 2/1 (2)
votes: 0
Option 8: 8/6 (2)
votes: 0
Option 9: 8/7 (2) 2/1 (2)
votes: 9
Spoiler
Not a terrible roll, though I would've liked to have gotten our back blot out. Doesn't seem like too many options. Might as well reduce the stack on the 2 and create a 4 point board. I still want to keep the 15 a. as a landing spot for our blot b. to continue to provide an outfield blockade. so that leaving the 8-7 as a better move than stacking on the 8.
Spoiler
I think it's very satisfying being able to comvert the 2-point stack into two points. I agree about keeping the anchor at distance-6 for our backrunner, so it's 8/7(2) 2/1(2) for me as well.
I was going to say that ;) Although I thought I had booked the other side of those dice.... :laugh: :laugh:
Spoiler
2/1(2) is perfect, adding to our board strength, making it riskier for factotum to attack us. The 15pt is our backman's lifeline, we don't want to break it. 9/8(2) stacks for too much inflexibility, so that leaves 8/7(2) for the other two ones
GnuBG rollout:
Spoiler
It's a very close call with 15/14(2), surprising to me. I guess that now that we have good winning chances (chances to escape and hop home) again, preparing the 15pt to be cleared (at 14 it's connected to our 9 and 8pts) is becoming more important, also because any little bit of flexibility gained could be helpful in this mutually stripped position.
1. Rollout 8/7(2) 2/1(2) Eq.: -0,0381
52,04 21,28 0,69 - 47,96 11,88 1,43 CL -0,0381
[ 0,10 0,16 0,09 - 0,10 0,10 0,13 CL 0,0021]
2. Rollout 15/14(2) 2/1(2) Eq.: -0,0455 ( -0,0075)
51,52 21,51 0,65 - 48,48 11,45 1,35 CL -0,0455
[ 0,10 0,17 0,08 - 0,10 0,10 0,12 CL 0,0021]
3. Rollout 9/8(2) 2/1(2) Eq.: -0,0715 ( -0,0334)
50,43 20,59 0,87 - 49,57 12,06 1,76 CL -0,0715
[ 0,25 0,35 0,24 - 0,25 0,25 0,35 CL 0,0055]
Full cubeless rollout (trunc. at one-sided bearoff) with var.redn.
648-3888 games, Mersenne Twister dice gen. with seed 859211562 and quasi-random dice
Play: 2-ply cubeless prune
keep the first 0 0-ply moves and up to 8 more moves within equity 0,1
Skip pruning for 1-ply moves.
Cube: 0-ply cubeful prune
Different evaluations after 6 plies:
Play: 0-ply cubeful prune
Cube: 0-ply cubeful prune
Man, im sorry i missed this one. I wanted to be on the losing side of this vote again. I like 15/14 (2) better. It will make it easier to clear those 2 blots. A landing point is often a good thing but this position is completely stripped. We will most likely have to keep on moving this piece around and it wont have time to rest unless we break another point.
belated vote