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What am I missing here? What am I missing here?

12-05-2009 , 07:25 AM
I'm a fairly new player, so maybe I'm just missing something really obvious, but I played a match and had it analyzed in gnubg, and this move was flagged:



8/4 8/6 seemed to be the obvious move to me, since it didn't leave any blots and got me ready to bear-off.

Apparently though, I'm wrong, and the best move (by a smidgen) is 8/4 7/5. Why? With that move you're fairly likely to get hit next round as you leave two blots, and all you gain is 1 pip in the race... How exactly are you gaining with the more 'risky' 8/4 7/5?

First I ran it through 4-ply (Win/WinG/WinBg/Lose/LoseG/LoseBg)
Code:
    1. Cubeful 4-ply    8/4 7/5                      Eq.:  +1.296
       0.783 0.594 0.219 - 0.217 0.010 0.000
        4-ply cubeful prune
    2. Cubeful 4-ply    8/6 8/4                      Eq.:  +1.293 ( -0.002)
       0.777 0.594 0.229 - 0.223 0.008 0.000
        4-ply cubeful prune
And still not convinced, I ran a full rollout
Code:
    1. Rollout          8/4 7/5                      Eq.:  +1.239
       0.762 0.596 0.251 - 0.238 0.003 0.000 CL  +1.369 CF  +1.239
      [0.010 0.011 0.009 - 0.010 0.001 0.000 CL   0.033 CF   0.038]
        Full cubeful rollout with var.redn.
        1296 games, Mersenne Twister dice gen. with seed 2833507936 and quasi-random dice
        Play: 0-ply cubeful prune [expert]
        Cube: 0-ply cubeful prune [expert]
    2. Rollout          8/6 8/4                      Eq.:  +1.202 ( -0.037)
       0.744 0.587 0.266 - 0.256 0.001 0.000 CL  +1.339 CF  +1.202
      [0.009 0.010 0.009 - 0.009 0.000 0.000 CL   0.032 CF   0.037]
        Full cubeful rollout with var.redn.
        1296 games, Mersenne Twister dice gen. with seed 2833507936 and quasi-random dice
        Play: 0-ply cubeful prune [expert]
        Cube: 0-ply cubeful prune [expert]
What am I missing here? Quote
12-05-2009 , 11:50 PM
-you wanna clear points now.before white will free some checkers.
-you don`t want the extra checker on the 6point,you prefer bringing your checkers straight to the 4 (5) point.
What am I missing here? Quote
12-06-2009 , 10:30 AM
Your play, 8/4 8/6, is obviously correct. There's no advantage here in leaving a double shot and in addition giving White 4s to start escaping checkers.

The problem is with GNU, not you. A Snowie rollout showed 8/4 8/6 better by a sizeable amount. Not all bots handle these massive backgame situations equally well.
What am I missing here? Quote
12-06-2009 , 06:20 PM
Quote:
Originally Posted by Robertie
Your play, 8/4 8/6, is obviously correct. There's no advantage here in leaving a double shot and in addition giving White 4s to start escaping checkers.

The problem is with GNU, not you. A Snowie rollout showed 8/4 8/6 better by a sizeable amount. Not all bots handle these massive backgame situations equally well.
Thanks for taking the time to run it through Snowie. Manticore's explanation had crossed my mind as a possibility, but I was still skeptical that the gain in equity from having one less checker on the 6-point counteracted the huge chance of being hit. Good to know that I should sometimes trust my instincts.
What am I missing here? Quote
12-06-2009 , 08:22 PM
fwiw, xg rollsout 8-4 6-4 (+1.207) over 8-4 7-5 (+1.163).
What am I missing here? Quote
12-07-2009 , 07:06 PM
GNU, Snowie, XG sometimes (often) do very weird things in these positions. A 0-ply rollout is basically worthless.

Not sure whether GNU thinks you are hurting his timing by getting hit or it is trying to pick up the checker on the deuce point but in either case 8/4 8/6 seems clearly right.
What am I missing here? Quote

      
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