h1

Solution Position 7

November 26, 2009




is Player 2

score: 0
pip: 129

Money session
Jacoby Beaver
pip: 156
score: 0

is Player 1

XGID=—-ABDbC—aBaa-c-bcbB-A-:1:1:1:61:0:0:3:0:10
to play 61

eXtreme Gammon Version: 1.04

Overview
White is back in the Race with 27 pips before this Roll, Black has the stronger Board and has a broken 5 Prime from his 8 Pt to his 4 Pt. White is back with 3 Checkers, and is playing a 3 Pt Holding Game, cause of the Runner on Black´s Acepoint he has also a phantom 1-3 Backgame. Black is playing here a mix of a Prime Game and a Holding Game against White. White owns a 2 Cube so only he has access to it.
Black´s Gameplan is clear,  he wants to make his Barpoint, which gives him a strong 5 Prime against White. White Plan is quite easy improving his Board and getting a Shoot on one of Blacks Blots at the right Time. And of course White must try to to keep a good Timing.

8/2 6/5

Positionroa
8/2 6/5 is a safe play, it doesnt leave any shoots for Black, the runner on the Ace Point is also safe here. As in the Overview already described White has here a mix of a 3-Pt Holding Game with a Phantom 1-3 Backgame, and this move has some big positionell disadvantages. First of all White´s Midpoint and 8 Point is stripped, no spares no flexibilty. Most likely White will have to give up one or both of this Points very soon, and leaving more Shoots for Black. White is also giving Black totally freedom to carry out the Thread to make the Barpoint, once when Black has made his Barpoint, White will be in much more trouble than now. Last but not least, White has to use his Spare´s smart, Slotting here the 2 Point cant be right, White wants to make his Points in order, specially cause we have here something like Phantom Backgame.
This move cant be right, cause its to passive, and gives Black freedom to carry out his Thread to make the Barpoint and it looks safe but in long term its much more dangerous, cause White will have to leave more Shoots in his outfield.

24/18 6/5

Positionrob

This move is better than the last one, cause it keeps the spare on the 8 Point and it doesnt slot a deep Homeboard Point, its better because the resulting Position is more flexible, than the last one. But there is big negative Point here, as we know from the Overview, Black´s plan is to Prime White, and for this he needs his Barpoint.  It´s usually not right to slot a point which your Opponent wants to make most. Here you give Black the chance to make 2 good things. He hits the Blot on the Barpoint and putting White on the Bar and maybe covers it (joker) or leave it slotted. This move doesnt improve the chance for White to prevent Black to make his Barpoint, instead it will be now much more easy for Black. So we can close out this Move too.

13/12* 12/6

Positionroc

This move looks much better cause it gives White a tempo gain and it prevents Black of making his Barpoint. But there also some disadvantages here, first of all White is loosing his Midpoint, this Point is very important for White cause it blocks Black Barpoint Anchor and controlls White´s outfield. Without the Midpoint, Black has a very easy game to clear his Barpoint Anchor, and Black is taking complete controll of the outfield. The 3 Runner in Black Homeboard becomes even more disconnected and isolated of the rest of White´s army, which is also a big danger here.
Last but not least, Black has the stronger Board here, so Black likes Hit contests. Black has here 4´s and 6´s to hit and a joker 4-6(double hit). Specially White is giving here Black some nice reshoots with 6´s.
The idea behind this move is right, but maybe there is a better and safer way to carry out the idea behind this Move.

22/15*

Positionrod

The idea behind this move is the same like the last move, it gives White a tempo gain to prevent Black to make his Barpoint. First point to notice is that Black doesnt have any good 6´s, and White still has his Midpoint, hence doesnt loose control of his Outfield. Black needs 1,2,3 to come in, but these numbers are also hitting numbers for the White Blot on the 10 Point and 3 Point, so there is some duplication involved( not a real duplication, but it reduces the good rolls of Black). 4´s are still the same, Black will hit. There are some Double hits here 4-1, 4-3, 4-4, 4-2, 2-2, 4-5 also 1-1.  This move looks dangerous, specially because White is giving up his Anchor, but White is anyway here an underdog, and he has to do something now, cause he just doesnt have the Timing to Wait. Last but not least, Black has 2 Blots around, so on 4 rolls Black will fan, and this could be a possible  turn around for White. You have to take more risks, specially when you are already an big underdog like here, you have to take any chance for a turnaround, even if its very risky, cause you play to win not to loose.

Rollout





is Player 2

score: 0
pip: 129

Money session
Jacoby Beaver
pip: 156
score: 0

is Player 1

XGID=—-ABDbC—aBaa-c-bcbB-A-:1:1:1:61:0:0:3:0:10
to play 61

1. Rollout1 22/15* eq: -0,350
Player:
Opponent:
35,78% (G:11,53% B:0,92%)
64,22% (G:30,75% B:3,68%)
Conf: ± 0,021 (-0,371…-0,329)
Duration: 57 minutes 18 seconds
2. Rollout1 13/12* 12/6 eq: -0,439 (-0,089)
Player:
Opponent:
31,15% (G:8,42% B:0,63%)
68,85% (G:26,61% B:1,86%)
Conf: ± 0,020 (-0,459…-0,419)
Duration: 59 minutes 07 seconds
3. Rollout1 24/18 6/5 eq: -0,440 (-0,090)
Player:
Opponent:
28,81% (G:5,90% B:0,33%)
71,19% (G:17,62% B:1,03%)
Conf: ± 0,016 (-0,456…-0,424)
Duration: 53 minutes 32 seconds
4. Rollout1 8/2 6/5 eq: -0,465 (-0,115)
Player:
Opponent:
28,13% (G:5,81% B:0,27%)
71,87% (G:17,34% B:0,97%)
Conf: ± 0,015 (-0,480…-0,450)
Duration: 46 minutes 35 seconds
5. 2 ply 8/2 4/3 eq: -0,488 (-0,138)
Player:
Opponent:
27,06% (G:4,85% B:0,14%)
72,94% (G:16,52% B:0,59%)
 
 
1 1440 Games rolled with Variance Reduction.
Moves and cube decisions: 3 ply

eXtreme Gammon Version: 1.04

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One comment

  1. For those who would like to know the rules, check this page… http://www.GammonVillage.com/backgammon/magazine/backgammon_rules.cfm



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