White - Pips 133
Black - Pips 168
Position 19. Black to Play 4-1
Unlimited game, no Jacoby, no beavers
XGID=--a---D-D---bD--Aebe--B---:0:0:1:41:0:0:0:0:10
This may look like two beginners have been building candlesticks, but this game has been well played so far. Both players have been rolling 5s, and to to cap it off, White just rolled a 66.
- Black 52-split: 24/22, 13/8
- White 54-split: 24/20, 13/8
- Black 21-hit and anchor: 24/22, 6/5*
- White 51-up: bar/20*, 24/23
- Black 63-run: bar/16
- White 66-reverse split: 20/8, 13/7(2)
- Black 41 ?
Over the board, I played 16/11, thinking that I did not want to be hit, and that the 11pt was the optimal destination for a checker in my outer board. That play is a near-whopper!
The blot on the 16pt is doing fine right where it is. It exerts pressure both on White’s midpoint and on the high points in Black’s outer board. White would have to break his midpoint to hit, something that might leave his outer board in a mess. Note also the connectivity. The 16pt is within direct range of Black’s anchor, so he can hit from there if it becomes desirable.
Thinking about game plans will help here. White has jumped out to a huge racing advantage, so Black does not want to play a running game. Anything that reduces contact, such as playing 16/11, will help White further his plans to run. Black needs to play a priming game or some sort of a tactical holding game.
The best 4, therefore, is to play down from the midpoint. After that, the ace could be played 16/15, but a better play is to slot the 5pt. It looks like that volunteers a double direct-shot, because both 3 and 4 hit, but White will not be anxious to break his midpoint. When Black’s slot is not hit, Black gains in the priming battle. When the slot is hit, Black will often be able to use that checker to good advantage in a holding game. A third checker back may give him the flexibility he needs to advance his anchor. Slotting is a two-way move that supports both a priming game and a holding game.
Here’s my 31k rollout.
Position 19. Rollout
Code:
XGID=--a---D-D---bD--Aebe--B---:0:0:1:41:0:0:0:0:10
X:Player 1 O:Player 2
Score is X:0 O:0. Unlimited Game
Pip count X: 168 O: 133 X-O: 0-0
Cube: 1
X to play 41
1. Rollout¹ 13/9 6/5 eq:-0.3488
Player: 43.20% (G:8.84% B:0.34%)
Opponent: 56.80% (G:18.89% B:0.79%)
Confidence: ±0.0035 (-0.3523..-0.3453) - [100.0%]
2. Rollout¹ 16/15 13/9 eq:-0.3603 (-0.0115)
Player: 41.73% (G:8.43% B:0.31%)
Opponent: 58.27% (G:15.63% B:0.59%)
Confidence: ±0.0031 (-0.3634..-0.3573) - [0.0%]
3. Rollout² 16/11 eq:-0.4388 (-0.0900)
Player: 38.93% (G:7.48% B:0.26%)
Opponent: 61.07% (G:12.74% B:0.42%)
Confidence: ±0.0068 (-0.4456..-0.4321) - [0.0%]
¹ 31104 Games rolled with Variance Reduction.
Dice Seed: 46439202
Moves: 3-ply, cube decisions: XG Roller
² 5184 Games rolled with Variance Reduction.
Dice Seed: 46439202
Moves: 3-ply, cube decisions: XG Roller
Rollout by Taper_Mike
2015-Apr-22
eXtreme Gammon Version: 2.10.199.2658
52S-54S-21X-51U-63R-66Z-41-n-tm.xgp
Posted at TwoPlusTwo.com as:
OpenYourMind.019
This position is very sensitive to the location of Black’s anchor. Moving it forward just one pip is all it takes to make the safer 16/15 13/9 come out on top. Moving the anchor up to the 20pt gives that play an even larger edge. From either of those anchors, Black can already engineer a decent holding game. The “advantage” in having a slotted checker hit is much smaller. Note that 16/11 still fairs poorly in both of these variants.
White - Pips 133
Black - Pips 166
Position 19a. Black to Play 4-1
Code:
XGID=--a---D-D---bD--Aebe-B----:0:0:1:41:0:0:0:0:10
X:Player 1 O:Player 2
Score is X:0 O:0. Unlimited Game
Pip count X: 166 O: 133 X-O: 0-0
Cube: 1
X to play 41
1. Rollout¹ 16/15 13/9 eq:-0.3232
Player: 41.96% (G:8.16% B:0.28%)
Opponent: 58.04% (G:13.03% B:0.42%)
Confidence: ±0.0067 (-0.3299..-0.3165) - [100.0%]
2. Rollout¹ 13/9 6/5 eq:-0.3832 (-0.0600)
Player: 42.13% (G:8.23% B:0.32%)
Opponent: 57.87% (G:18.47% B:0.64%)
Confidence: ±0.0083 (-0.3915..-0.3749) - [0.0%]
3. Rollout¹ 16/11 eq:-0.4030 (-0.0798)
Player: 39.38% (G:6.99% B:0.23%)
Opponent: 60.62% (G:11.62% B:0.33%)
Confidence: ±0.0064 (-0.4094..-0.3966) - [0.0%]
¹ 5184 Games rolled with Variance Reduction.
Dice Seed: 46439202
Moves: 3-ply, cube decisions: XG Roller
Rollout by Taper_Mike
2015-Apr-23
eXtreme Gammon Version: 2.10.199.2658
OpenYourMind.019.AnchorOn21pt.xgp
It is hard to find a variant where 16/11 is correct. The race needs to be much less lopsided. Moving a White checker from his 8pt back to the midpoint won’t do it. Moving two, makes it close. Any further change takes you so far away from the original that you are no longer comparing similar positions.
White - Pips 143
Black - Pips 168
Position 19b. Black to Play 4-1
Code:
XGID=--a---D-D---dD--Acbe--B---:0:0:1:41:0:0:0:0:10
X:Player 1 O:Player 2
Score is X:0 O:0. Unlimited Game
Pip count X: 168 O: 143 X-O: 0-0
Cube: 1
X to play 41
1. Rollout¹ 16/15 13/9 eq:-0.4330
Player: 39.52% (G:8.34% B:0.29%)
Opponent: 60.48% (G:14.63% B:0.57%)
Confidence: ±0.0031 (-0.4361..-0.4299) - [91.4%]
2. Rollout¹ 13/9 6/5 eq:-0.4363 (-0.0033)
Player: 40.60% (G:8.61% B:0.33%)
Opponent: 59.40% (G:18.27% B:0.83%)
Confidence: ±0.0036 (-0.4399..-0.4327) - [8.6%]
3. Rollout² 16/11 eq:-0.4445 (-0.0115)
Player: 38.38% (G:7.51% B:0.24%)
Opponent: 61.62% (G:11.34% B:0.42%)
Confidence: ±0.0042 (-0.4486..-0.4403) - [0.0%]
¹ 31104 Games rolled with Variance Reduction.
Dice Seed: 46439202
Moves: 3-ply, cube decisions: XG Roller
² 15552 Games rolled with Variance Reduction.
Dice Seed: 46439202
Moves: 3-ply, cube decisions: XG Roller
Rollout by Taper_Mike
2015-Apr-23
eXtreme Gammon Version: 2.10.199.2658
OpenYourMind.019.UnstackingWhite's8ptpt.xgp
Mike