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Pip counting for slow counters Pip counting for slow counters

06-17-2017 , 11:37 AM
I'm really good at mathematics as I work in an applied statistics for my job, but I'm just not good at quick counting and visualization (the latter of which is why I gave up on serious bridge a long time ago). Even with cribbage, it took me a long time to get really good at scoring hand consistently.

When I try to do a pip count on a given board, it just takes me forever. Any advice on how to improve? I've tried a few different counting methods but they all require a lot of mental figuring.
Pip counting for slow counters Quote
06-17-2017 , 03:44 PM
I don't use any one method, but there are many shortcuts that help the process along. One of the most useful is just knowing the pip count for some given formation.

For instance, a closed board is 42 pips, three checkers each on the 4, 5, and 6 points is 45, four checkers on the midpoint is 52, and so on.

Some position have a large amount of symmetry which you can use. If you have a 5-prime from the 4 to the 8-point, with two extra checkers on the 6, you've got a position with 12 checkers symmetrical around the 6-point, so the count for those 12 is 72.

Pip counting is a key skill, so you really have to keep practicing until you're good at it.
Pip counting for slow counters Quote
06-28-2017 , 07:00 PM
I am not good at mental math too. The 2 methods I use are:
http://www.bkgm.com/articles/Zare/Ha...rPipCount.html
and
https://drakeequation.files.wordpres...-counting.docx

Both allow to stop at some point without getting the exact count.

For example in the method by Douglas Zare you can count the difference between the number of half crossovers for both players, multiply it by 3 and call it an approximate difference. Or you can proceed with adjustments and get the exact count.

In UCC method you can stop either after getting the difference of crossovers (SD =~9) or half crossovers (SD =~4.5). For many situations that will be enough.
Pip counting for slow counters Quote
06-28-2017 , 09:09 PM
I would beware of any method that doesn't give you an exact pip count. If both players have a pip count roughly around 100 pips, the difference between a position that isn't even a double and another which is double-pass is only 6 pips. Inexact pip counts lead to big errors.

Use the same method that musicians use to get to Carnegie Hall: practice, practice, practice.
Pip counting for slow counters Quote
09-05-2018 , 01:10 PM
I just published a pip count method that might be useful for the original poster and other players with similar demands.

PC-ONE. Pip Count ON Ecstasy.
https://goo.gl/sxzTXi
Pip counting for slow counters Quote
09-05-2018 , 05:45 PM
I use the difference in half crossovers, but typically only as a sanity check. Like to make sure my actual pip count it at least in the ballpark. It catches my off by 10 errors occasionally. Or if I think I'm up in the race so I want to break contact, if I'm up >3 half crossovers, that gives me enough confidence in my estimate to not have to do an exact count.

I'll do cluster counting or the shift method to get an exact count or difference.
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09-09-2018 , 04:15 PM
It´s interesting that OP should mention cribbage, a game where the key number is 15. When I learned Bgammon over 40 years ago, I identified spots with 15 points, e.g. a man on the 8 pt. and a man on the bar point. 2 men on each of these points =30. Similarly a standard crib hand of 4,5,6 is equivalent to a man each on the 4,5 and 6 points. Ditto for each man on the 1 to 5 points. As Bill suggested, learn pipcounts for standard formations.
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