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03-30-2015 , 03:37 PM
I think you are right. The real takeaway is that the 18pt/20pt backgame is not much of a backgame at all. It's a modified holding game, one that is very hard to time in Position 8. Giving White another inside point does not solve Black's timing problem. He still need to break somewhere, and the best choice is to dump one of his anchors. That way, this will play like a real holding game.

Mike
Open your mind Quote
03-30-2015 , 03:49 PM
White - Pips 120. Match Score 4/11

Black - Pips 182. Match Score 1/11
Black to Play 4-2

This one is from a 1st round match in the Ohio State Backgammon Championships. Two questions:
  1. What would you play at the score given?
  2. What would you play in an unlimited game (no Jacoby, no beavers; might or might not be different)?
Mike
Open your mind Quote
03-30-2015 , 05:31 PM
I'm not good enough to see a different play between contexts 1) and 2).

With that said, I'm not thrilled to break my 22-pt anchor, but I don't want to break my board either, so I would go with (I guess "obvious") 22/18 20/18.
Open your mind Quote
03-31-2015 , 06:03 AM
Knowing very little about match play, I'm guessing my first objective here is avoiding a gammon.

Seeing no way to "run away very fast" with those dice, I would also play 22/18 20/18 and hope to hit him soon.
Open your mind Quote
03-31-2015 , 06:09 AM
I too am unable to see a different move, regardless of score considerations.
Open your mind Quote
03-31-2015 , 11:37 AM
From what I have learnt up until now here about 3-point backgames, is that it is wise to maintain this structure as long as possible, and at a later stage to give up the front point in order to leave behind a sneaky gap. The 21,20,18-backgame is not nearly as strong. But black has got a 4-board, and white's 14-point is in a weak position. There are only 10 safe numbers, but as white can dump checkers probably he will have some time. And if he doesn't throw a 4 next turn, the 18-point likely has to break up. As a rule one should take less risks when ahead in the match. Making the 18-point loses less gammons, but is in my opinion also with this score a very bad trade-off. I hope the rollout will show a reliable picture for this position.

20/18 6/2
Open your mind Quote
03-31-2015 , 01:25 PM
I almost wrote Yogi's funky play as my alternate play because of the QF.
Open your mind Quote
03-31-2015 , 02:52 PM
Its almost impossible not to play the 18 anchor even with the qf or whatever. As a general rule i agree with yogi and here play moves like 6/2 here is somewhat anti bg
Open your mind Quote
04-01-2015 , 11:25 AM
White - Pips 120. Match Score 4/11

Black - Pips 182. Match Score 1/11
Position 10. Black to Play 4-2

Kudos to Backgammon Giant Ray Fogerlund who got this right under the glare of the lights. You can see his play at the 21-minute mark of the YouTube video. Holding onto the rear anchor is essential in this position. Yogiman’s analysis is spot on. Ray wants to run his spare and keep all three anchors. When the time comes, he usually wants to break his front anchor first.

The QF was so obvious that I tried to deflect some it by posing the position at two different scores. The correct play in both is the same: 20/18 6/2.

Along with almost everyone else in the room, I was all for switching to the 18pt. Here is the rollout for an unlimited game:

5k XG2 Rollout – Unlimited game, no Jacoby, no beavers
Code:
XGID=---BBBB-------b-dd-eCBB---:0:0:1:42:0:0:0:0:10

X:Player 1   O:Player 2
Score is X:0 O:0. Unlimited Game
Pip count  X: 182  O: 120 X-O: 0-0
Cube: 1
X to play 42

    1. Rollout¹    20/18 6/2          eq:-0.3756
      Player:   43.02% (G:9.15% B:0.33%)
      Opponent: 56.98% (G:21.77% B:0.56%)
      Confidence: ±0.0096 (-0.3852..-0.3660) - [100.0%]

    2. Rollout¹    22/18 20/18        eq:-0.4403 (-0.0647)
      Player:   40.60% (G:7.89% B:0.26%)
      Opponent: 59.40% (G:18.61% B:0.22%)
      Confidence: ±0.0084 (-0.4487..-0.4318) - [0.0%]

¹  5184 Games rolled with Variance Reduction.
   Dice Seed: 59279099
   Moves: 3-ply, cube decisions: XG Roller

Rollout by Taper_Mike
2015-Mar-31
eXtreme Gammon Version: 2.10.199.2658
Flashcard PositionID 000997.xgp
In the original position, holding the 22pt is critical because it is exactly 6 pips away from a point owned by the opponent. By moving the opponent back 1 pip, we create a position where switching to the 18pt is best. The 22pt is priming nothing, so it is okay to ditch it. The checker left behind has a clear path to escape, so Black may still hope to do so while retaining his three anchors. Not surprisingly, it is now a quadruple whopper to break the 6pt.

White - Pips 124

Black - Pips 182
Position 10a. Black to Play 4-2

5k XG2 Rollout – Unlimited game, no Jacoby, no beavers
Code:
XGID=---BBBB-------bd-d-eCBB---:0:0:1:42:0:0:0:0:10

X:Player 1   O:Player 2
Score is X:0 O:0. Unlimited Game
Pip count  X: 182  O: 124 X-O: 0-0
Cube: 1
X to play 42

    1. Rollout¹    22/18 20/18        eq:-0.2583
      Player:   44.21% (G:9.42% B:0.33%)
      Opponent: 55.79% (G:15.10% B:0.24%)
      Confidence: ±0.0079 (-0.2662..-0.2504) - [100.0%]

    2. Rollout¹    22/16              eq:-0.3333 (-0.0750)
      Player:   42.53% (G:8.58% B:0.30%)
      Opponent: 57.47% (G:15.86% B:0.23%)
      Confidence: ±0.0077 (-0.3410..-0.3256) - [0.0%]

    3. Rollout¹    22/20 6/2          eq:-0.6896 (-0.4313)
      Player:   34.84% (G:6.35% B:0.22%)
      Opponent: 65.16% (G:23.50% B:0.55%)
      Confidence: ±0.0120 (-0.7016..-0.6776) - [0.0%]

¹  5184 Games rolled with Variance Reduction.
   Dice Seed: 59279099
   Moves: 3-ply, cube decisions: XG Roller

Rollout by Taper_Mike
2015-Mar-31
eXtreme Gammon Version: 2.10.199.2658
Flashcard PositionID 000997a.xgp
Mike
Open your mind Quote
04-02-2015 , 10:13 AM
Incredible the difference from moving white back one!

That's a great principle for me to entrench in the brain if I can. These back-games are hard to play, but just remembering that one thing will eliminate at least some unnecessary blunders.
Open your mind Quote
04-02-2015 , 12:19 PM
This post corrects the second rollout above. The earlier rollout omitted 20/18 6/2. With the correction, breaking the 6pt is now a seventh-best “whopper with cheese” rather than a quadruple whopper.

Thanks to Yogiman for alerting me to the omission.

White - Pips 124

Black - Pips 182
Position 10a. Black to Play 4-2

5k XG2 Rollout – Unlimited game, no Jacoby, no beavers
Code:
XGID=---BBBB-------bd-d-eCBB---:0:0:1:42:0:0:0:0:10

X:Player 1   O:Player 2
Score is X:0 O:0. Unlimited Game
Pip count  X: 182  O: 124 X-O: 0-0
Cube: 1
X to play 42

    1. Rollout¹    22/18 20/18        eq:-0.2583
      Player:   44.21% (G:9.42% B:0.33%)
      Opponent: 55.79% (G:15.10% B:0.24%)
      Confidence: ±0.0079 (-0.2662..-0.2504) - [100.0%]

    2. Rollout¹    22/16              eq:-0.3333 (-0.0750)
      Player:   42.53% (G:8.58% B:0.30%)
      Opponent: 57.47% (G:15.86% B:0.23%)
      Confidence: ±0.0077 (-0.3410..-0.3256) - [0.0%]

    3. Rollout¹    20/16 4/2          eq:-0.3567 (-0.0983)
      Player:   42.85% (G:9.44% B:0.32%)
      Opponent: 57.15% (G:18.88% B:0.47%)
      Confidence: ±0.0085 (-0.3652..-0.3481) - [0.0%]

    4. Rollout¹    20/18 20/16        eq:-0.3678 (-0.1095)
      Player:   43.32% (G:8.08% B:0.29%)
      Opponent: 56.68% (G:20.34% B:0.56%)
      Confidence: ±0.0078 (-0.3756..-0.3600) - [0.0%]

    5. Rollout¹    20/16 6/4          eq:-0.3774 (-0.1191)
      Player:   42.22% (G:9.18% B:0.32%)
      Opponent: 57.78% (G:18.83% B:0.47%)
      Confidence: ±0.0082 (-0.3856..-0.3692) - [0.0%]

    6. Rollout¹    20/16 5/3          eq:-0.4035 (-0.1452)
      Player:   41.46% (G:8.93% B:0.30%)
      Opponent: 58.54% (G:18.70% B:0.44%)
      Confidence: ±0.0082 (-0.4118..-0.3953) - [0.0%]

    7. Rollout¹    20/18 6/2          eq:-0.4177 (-0.1594)
      Player:   41.68% (G:9.02% B:0.32%)
      Opponent: 58.32% (G:21.17% B:0.54%)
      Confidence: ±0.0093 (-0.4270..-0.4085) - [0.0%]

¹  5184 Games rolled with Variance Reduction.
   Dice Seed: 59279099
   Moves: 3-ply, cube decisions: XG Roller

Rollout by Taper_Mike
2015-Apr-01
eXtreme Gammon Version: 2.10.199.2658
Flashcard PositionID 000997a.xgp
Mike
Open your mind Quote
04-02-2015 , 01:02 PM
Quote:
“whopper with cheese” rather than a quadruple whopper
A not unlikely sequence is when after 20/18 6/2 white hits, black hits back and next white hits back in black's homeboard. The bot is going to deal with scenarios that, as we know, it is ill equipped for. Is this position not only suited for handrollouts?
Open your mind Quote
04-02-2015 , 03:59 PM
Quote:
Originally Posted by yogiman
Is this position only suited for hand rollouts?
Your point is well-taken. Complex backgames are one of the well-known categories where bots sometimes get into trouble. The precise equity assigned to 20/18 6/2 in a rollout may be off by a substantial amount from its true equity.

What is not wrong, I think, is the assessment that making the 18pt is the best play in the variant position. Switching points is logical for the reasons I suggested above:
The 22pt is priming nothing, so it is okay to ditch it. The checker left behind has a clear path to escape, so Black may still hope to do so while retaining his three anchors.
Mike
Open your mind Quote
04-03-2015 , 04:07 AM
Position ID: mM/CATDguwvBAA Match ID: cIkJAAAAAAAE

White - Pips 150

Black - Pips 133
Black to Play 3-2
Created with www.BGdiagram.com
Open your mind Quote
04-03-2015 , 04:20 AM
This one looks clear. I'd make 5 or 4 point. 4 gives better spare distribution, but it's usually not enough to compensate for the gap, so I'd go with 5. Hitting with 18/16*/13 gives up too much for not much. We already have race lead, so no need to hit. Making 4-pt. block on the other hand, is huge and I believe leads us to good double if White misses on midpoint. Even if we are hit, White is still way behind.

Giving up shots with weaker board for a chance to counter-play by White is too costly.
Open your mind Quote
04-03-2015 , 04:42 AM
Black needs to make a board before he abandons his anchor. If he were behind in the race, maybe hitting would be justified. In Position 10, however, Black leads in the race.

I make the 5pt

Mike
Open your mind Quote
04-03-2015 , 07:39 AM
I make the 5-pt too and like the logical explanations from the posters above.
Open your mind Quote
04-03-2015 , 01:29 PM
White - Pips 150

Black - Pips 133
Code:
    1. 8/5 7/5                      Eq.:  +0,788
       0,684 0,210 0,012 - 0,316 0,081 0,003 CL  +0,506 CF  +0,788
      
    2. 7/4 6/4                      Eq.:  +0,763 ( -0,025)
       0,676 0,208 0,011 - 0,324 0,084 0,003 CL  +0,485 CF  +0,763
    
    3. 13/8                         Eq.:  +0,515 ( -0,273)
       0,626 0,166 0,007 - 0,374 0,081 0,002 CL  +0,341 CF  +0,515
      
    4. 18/16*/13                    Eq.:  +0,492 ( -0,296)
       0,618 0,180 0,014 - 0,382 0,109 0,004 CL  +0,317 CF  +0,492
The pipcount is less a factor than we think. With an almost equal pipcount and some homeboard alteration, hitting is even a lot worse:
White - Pips 136

Black - Pips 133
Code:
    1. 8/5 7/5                      Eq.:  +0,717
       0,675 0,217 0,012 - 0,325 0,111 0,003 CL  +0,466 CF  +0,717
     
    2. 18/16*/13                    Eq.:  +0,346 ( -0,371)
       0,603 0,155 0,010 - 0,397 0,160 0,003 CL  +0,209 CF  +0,346
Even giving a builder to the 18-point doesn't help:
White - Pips 150

Black - Pips 145
Code:
    1. 8/5 7/5                      Eq.:  +0,754
       0,680 0,209 0,010 - 0,320 0,091 0,003 CL  +0,484 CF  +0,754
      
    2. 18/16*/13                    Eq.:  +0,696 ( -0,057)
       0,667 0,185 0,011 - 0,333 0,078 0,002 CL  +0,449 CF  +0,696

So it is all about creating a prime, and preventing white from establishing a good defensive point:
White - Pips 146

Black - Pips 134
Code:
    1. 8/5 7/5                      Eq.:  +0,458
       0,624 0,120 0,004 - 0,376 0,076 0,003 CL  +0,295 CF  +0,458
   
    2. 18/16*/13                    Eq.:  +0,396 ( -0,062)
       0,608 0,137 0,006 - 0,392 0,108 0,003 CL  +0,247 CF  +0,396
Open your mind Quote
04-04-2015 , 11:29 AM
Position ID: mGvkgBHgefAAUg Match ID: cIkGAAAAAAAE

White - Pips 162

Black - Pips 179
Black to Play 5-1
Created with www.BGdiagram.com
Open your mind Quote
04-04-2015 , 12:28 PM
Im thinking about b/24 13/8 because i think that if you try to slot the golden point youll Be ereased by white builders
Open your mind Quote
04-04-2015 , 02:12 PM
There are 2 plans to consider:
- taking a shot with b/20 24/23
- stay back with either b/24 13/8, b/24 6/1 or b/24 8/3

For staying back I like b/24 13/8 most, because I think in this dynamic position a blot in our home would be a liability.

Homever I think that coming up aggressively is the way to go here. White has good offensive and defensive position, so staying back is slowly handling him the victory. We are behind so we need to take more risk than usual to try to turn things around. I've learned that in such position it is almost always right to go aggressively for the anchor (usually to 20 or 18 pt.).
We might succeed in grabbing an anchor, we might hit him back after the attack, stripping him of vital builders (which are not so many to be honest).

White is so good, that I believe after any move he has a good double, but we can still take easily.

b/20 24/23 for me
Open your mind Quote
04-04-2015 , 04:51 PM
I may Be wrong but After b/20 and 24/23 white has an ultra easy double and black has to drop at speed light. The only reasoning for b/24 13/8 is that you can at least think about a take next move because you have a (poor) anchor, in the other variation opponent has somewhat 16-18 shot that hit and point with out counting pick and pass and loose hit
Open your mind Quote
04-04-2015 , 06:48 PM
One well-played sequence that leads to Position 12 is:
  1. White 42-point: 8/4, 6/4
  2. Black 51-split: 24/23, 13/8

  3. White 41-kill: 6/2*/1*
  4. Black 61-enter1: bar/24*

  5. White 51-up: bar/20, 24/23
  6. Black 31-hit: bar/22, 6/5*

  7. White 54-anchor: bar/20*, 24/20
  8. Black 61-up: bar/18

  9. White 62-hit: 13/11, 13/7*
  10. Black 51: ?
If Black enters on the 20pt, there are only two legal aces: 24/23 and 8/7. Between them, 24/23 seems much the better. Black is under attack. There is no reason to expose another blot.

My first impression is that entering on the 20pt is too risky, but it may be the only way to get Black’s game started. So far, his only accomplishment has been to get a checker sent back. Here is a breakdown of how I would play White’s rolls after Black plays bar/20 24/23. There is a lot of hitting, double-hitting, and pointing, so it does not look very good. When there is a blot on his 5pt, White should make that point whenever he can. Also, with a blot on his 5pt, White can play many awkward 5s by double-hitting.
66: 13/7, 11/5*, 8/2*(2)
55: 13/3*, 8/3, 7/2*
44: 13/5*(2)
33: 13/10, 8/5*(2), 6/3*
22: 11/5*, 7/5
11: 23/22, 7/5*, 6/5

65: 11/5*, 8/3*
64: 11/5*, 7/3*
63: 11/5*, 8/5
62: 11/5*, 7/5
61: 11/5*, 6/5
54: 8/3*, 7/3
53: 8/5*, 8/3*
52: 8/3*, 7/5*
51: 8/3*, 6/5*
43: 7/3*, 6/3
42: 24/22, 11/7
41: 7/3*, 6/5*
32: 8/5*, 7/5
31: 8/5*, 6/5
21: 7/5*, 6/5
If Black enters on the 24pt, there are only three legal 5s: 13/8, 8/3, and 6/1. The latter, 6/1, is pointless, so I discard it. Slotting the 3pt may not be as bad as it seems. Many of White’s aces would be duplicated, and Black needs to find some way to begin building an offense. I am reluctant however, to open up another blot until White’s inevitable attack is somehow stymied. After making the 24pt, my play for Black would be to bring another checker down from the midpoint, bar/24, 13/8. Here is how White’s rolls subsequently play:
66: Not sure: [20/8, 20/14, 13/7] or [20/14(2), 13/7]
55: 20/13, 8/3*(2)
44: 13/9, 11/3*, 7/3
33: 13/7, 8/5(2)
22: 11/5, 7/5
11: 24/23, 7/5, 6/5

65: 23/18, 13/7
64: 13/7, 11/7
63: 23/20, 13/7
62: 11/5, 7/5
61: [13/7, 23/22] or [13/7, 11/10]
54: 8/3*, 7/3
53: 8/3*, 6/3
52: Not sure: 23/16 (duping 4) or 13/8, 7/5 (putting checkers where they belong)
51: 13/7
43: 7/3*, 6/3
42: 13/7
41: 23/22, 11/7
32: 8/5, 7/5
31: 11/7
21: 7/5, 6/5
I like these results much better than what I saw after bar/20, 24/23.

bar/24, 13/8

Mike
Open your mind Quote
04-04-2015 , 10:59 PM
OTB, I would have played B/20 24/23, but it seems risky.
Open your mind Quote
04-05-2015 , 01:42 PM
Also after a lot of consideration, I myself would have played bar/24.

White - Pips 162

Black - Pips 179
Code:
    1. bar/20 24/23                 Eq.:  -0,653
       0,362 0,074 0,003 - 0,638 0,236 0,014 CL  -0,451 CF  -0,653
     
    2. bar/24 13/8                  Eq.:  -0,749 ( -0,096)
       0,339 0,067 0,002 - 0,661 0,222 0,016 CL  -0,490 CF  -0,749


Bringing an extra white checker in the outfield reduces the relative value of bar/20 24/23:
White - Pips 150

Black - Pips 167
Black to Play 5-1
Code:
    1. bar/20 24/23                 Eq.:  -0,503
       0,295 0,057 0,002 - 0,705 0,239 0,014 CL  -0,605 CF  -0,503
     
    2. bar/24 8/3                   Eq.:  -0,542 ( -0,039)
       0,275 0,050 0,002 - 0,725 0,222 0,016 CL  -0,637 CF  -0,542
Placing the checker on the 15-point will result in a pass for black. So as expected black can play bar/20 because white has not sufficient ammunition. But this cannot satisfy our reasoning faculty.



Let's look what can happen in case of bar/20, if white
a)doesn't hit (6%)
Clear

b) makes the 22-point (6%)
Unlike bar/24, black will be in the opportunity to make the 20-point

c) double hits (43%)
Now, unless black throws 66,55,33, he is not in grave danger with white's 2-board. For instance, if white thows 51, he will win 0,065 compared to conventional play:
Code:
    1. Cubeful 2-ply    8/3* 6/5*                    Eq.:  +0,182
       0,593 0,223 0,018 - 0,407 0,102 0,005
        2-ply cubeful prune [world class]
    4. Cubeful 2-ply    13/7                         Eq.:  +0,118 ( -0,065)
       0,586 0,159 0,008 - 0,414 0,078 0,002
        2-ply cubeful prune [world class]
As compensation for the equity loss, it gives black the opportunity to hit back, and/or slot the 20-point for a second time.

d) makes the 20-point on black's head (45%)
This can be really bad, because if black doesn't enter white goes into blitz mode, but if he has not too much bad luck he will make a defensive point. High numbers will not enter, and the positive thing about this is that it supports his timing. I will go into detail.
Reducing the pipdifference by moving a checker from 13 to 6 increases the relative value of bar/20 24/23:
White - Pips 162

Black - Pips 172
Code:
    1. bar/20 24/23                 Eq.:  -0,679
       0,353 0,081 0,004 - 0,647 0,237 0,014 CL  -0,461 CF  -0,679
      
    2. bar/24 13/8                  Eq.:  -0,818 ( -0,139)
       0,324 0,066 0,002 - 0,676 0,219 0,016 CL  -0,519 CF  -0,818
So increasing the pipdifference makes the 20-point less golden. The reason is that the lower the defensive point, the better the timing must be. Compare the pipdifferences of the next two positions:
White - Pips 102

Black - Pips 40

White - Pips 78

Black - Pips 44
Moving 2 checkers from 14 to 20 decreases white's pipcount with 2 times 6, and 15 to 21 likewise. On the other hand, moving black's defensive point from 20 to 22 adds 4, so the total difference has decreased with 4x6 +4 = 28. Ofcourse, maybe black escapes with a high double beforehand, white's defensive itself gets into trouble, or some other scenarios, but in the majority of the cases black needs a reasonable pipdistance.
Another thing is that white often will leave a blot on 17w and/or 18w, which gives black the opportunity to hit back from the bar. Though this is also true for bar/24, I have not tried whether the latter is less inclined to.


So in short bar/20 is better than bar/24, because it gives in say half of the cases a good chance to make the 20-point, and in the other almost half of the cases that white makes a point on black's head, it is not so bad as it looks, because it might give black a better timing.
Open your mind Quote

      
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