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Match 1, Game 3, Move 14, Forum

Started by blitzxz, June 04, 2009, 03:32:52 PM

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blitzxz

1-1?

Score:
Green(forum) 2, White(factotum) 0, match to 5

Pips:
Green 111 White 151

GnuID:
ZNtgBgPemA0MBA:UomkAAAAEAAA

lewscannon

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.
[close]

NIHILIST

Robert J Ebbeler

playBunny

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.
[close]

diane

I was going to say that  ;) Although I thought I had booked the other side of those dice.... :laugh: :laugh:
Never give up on the things that make you smile

Zorba

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
[close]
The fascist's feelings of insecurity run so deep that he desperately needs a classification of some things as successful or superior and other things as failed or inferior. This also underlies the fascist's embracement of concepts like mental illness and IQ tests.  - R.J.V.

Luck is my main skill

Zorba

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
[close]
The fascist's feelings of insecurity run so deep that he desperately needs a classification of some things as successful or superior and other things as failed or inferior. This also underlies the fascist's embracement of concepts like mental illness and IQ tests.  - R.J.V.

Luck is my main skill

roadkillbooks

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