Quote:
Originally Posted by Wazzle
What are the guidelines for cubing and taking cubes in str8 races? and does it vary according to the amount of pips left in the race?
8-9-12 Rule
A good rule for those just starting out is 8-9-12.
When your lead is 8%, you have an initial double, and at 9%, a recube. When your opponent trails by more than 12%, he must pass. Otherwise, he can take both an initial double and a recube.
The percentages are all applied to the pip count of the race leader.
Definition of Terms
L = pip count of race leader
T = pip count of trailer
D = difference = T - L
Minimum Initial Double
D = 8% of L
Minimum Redouble
D = 9% of L
Point of Last Take
D = 12% of L
In a race, which is generally considered a low-volatility circumstance, you don’t always have to double when you reach the minimum. The most efficient cubes occur just below the point of last take.
10% + 2 Rule
For a large variety of medium to long races, many experts use a modified form of 8-9-12, called 10% + 2. For this, add 10% to the pip count of the race leader, and then add 2 more pips. The result is the point of last take. Neil Kazaross adds 3 for races of about 90-95 pips or more.
Chris Bray Backgammon
Chris Bray has written an excellent monograph explaining race formulas. I highly recommend it. It’s only shortcoming is its omission of the
Keith Count, a formula that many consider to be the best. In his
Problem of the Day #19, Chris explains how to get a free copy of his monograph.
Backgammon Galore!
When you are ready for more complicated formulas, try reading some of these articles at Backgammon Galore! The three articles by
Tom Keith,
Walter Trice, and
Douglas Zare are top-notch. Be forewarned. These are all for intermediate and advanced players.
Backgammon Galore! — Doubling in Races
http://www.bkgm.com/articles/page04.html#races
GNU Backgammon and eXtreme Backgammon
Both of these bots have racing formulas built in. In GnuBg, look under Analyze -> Race Theory. In XG, it's Analyze -> Race Formulas...
Hope this helps.
Mike