Problem 64 From 501 (Part 3)

 

Continuing our discussion from Part 2, lets say that red got their worst roll of 42 and played it as best as possible, followed by blue fanning we arrive at the following position.

+-24-23-22-21-20-19-+---+-18-17-16-15-14-13-+
| 2X 2X  ' 2X 2X 2X | 2 | 1X  '  '  '  '  ' |
|                   | 1X|                   |
|                   |   |                   |
| 1X 3O 4O 2O 2X 3O |   |  ' 2O  '  '  ' 1O |
+--1--2--3--4--5--6-+---+--7--8--9-10-11-12-+

Pip counts: Blue 132, Red 72
Position ID: m20BwFDuzRkCAA Match ID: QQkAAAAAAAAA

Now looking at the temperature map we see:

image

There are several rolls here that force red to leave a shot, which is getting to the bottom the issue. Of course we could continue with all the other possibilities for a complete analysis, but we have enough to see why the 8/4 move is coming out ahead.

Advertisement

Problem 64 From 501 (Part 2)

In Part 1 of this post I noted that the play given in 501 of 13/12* 7/3 is actually not the best play. For easy reference the position is:


Red to play 14

+-24-23-22-21-20-19-+---+-18-17-16-15-14-13-+
| 2X 2X  ' 2X 2X 2X | 2 | 1X  '  '  '  ' 1O |
|                   | 1X|                   |
|                   |   |        1 4        |
|  ' 2O 2O 3O 2X 3O |   | 2O 2O  '  '  ' 1X |
+--1--2--3--4--5--6-+---+--7--8--9-10-11-12-+

Pip counts: Blue 121, Red 83
Position ID: m22BgEG2cxsEAA Match ID: QYkQAAAAAAAA

The better play as noted in Part 1 is 13/12* 8/4, but the real question is why is this play better?

Certainly having an extra spare on the 4 point as opposed to the 3 point does not seem to gain much in this position as you would normally prefer to diversify the spares.

Perhaps the best question to ask here is what loses the game for red, and that answer is pretty easy, blue must get a hit. Not only must blue get a hit, but that hit needs to come pretty quickly because blue does not have the timing to play out an extended backgame or ace point game. Their board is going to crunch soon, assuming they get the two checkers off the bar.

So red needs to make sure that blue does not get a quick shot. With either of the two plays under consideration there is not chance of blue hitting the red blot on either the 7 or 8 the next time around. So the answer must lie deeper.

There are several possible scenarios on blues next roll, these are:

16 Rolls get 1 checker off the bar (split evenly between coming in on the 1 and 5)

16 Rolls dance

4 Rolls get both checkers in 2 rolls bring checkers to the 1 and 5 point, 1 roll makes the 1 and one stacks the 5. (yes technically these are blues 24 and 20 points, but we are looking at this from red’s perspective).

Let’s look at the case were blue brings in one checker on the ace point.

After red plays 13/12* 7/3 and blue plays bar/24 we have the following position:


Red on roll

+-24-23-22-21-20-19-+---+-18-17-16-15-14-13-+
| 2X 2X  ' 2X 2X 2X | 2 | 1X  '  '  '  '  ' |
|                   | 1X|                   |
|                   |   |                   |
| 1X 2O 3O 3O 2X 3O |   | 1O 2O  '  '  ' 1O |
+--1--2--3--4--5--6-+---+--7--8--9-10-11-12-+

Pip counts: Blue 132, Red 78
Position ID: m20BwFB25xoCAA Match ID: QQkAAAAAAAAA

There are a lot of good rolls for red in this position, 66, 62, 63, 65, 52, 53, and 32 all make the ace and put blues checker back on the bar. Of course that was the whole reason for playing 7/3 was to maximize the rolls that made the ace point.

But since we are trying to figure out why this is the weaker of the two plays we are considering we need to look not only for the good rolls for red but also for the not so good rolls. Seeing the bad rolls in this case is not so easy, at least for me. To help out with the analysis I used the temperature map feature on gnubg, so here are the equities and best moves based on a 2ply evaluation. (I used 2ply because both 3ply and 4ply give 7/3 as best while 2ply gives 8/4 as best in a basic evaluation)  for red on this roll.

 

image

Now let’s compare this to the temperature map after moving 13/12* 8/4 and blue moving bar/24.

image

This is beginning to give us some hints as to why 8/4 is better than 7/3. Now we have to use a little caution here as the gnubg evaluation is not necessarily correct, but this is a good tool to help us see what might be going on.

Note that after 8/4 the worst roll for red is 31, and playing this correctly gives red an equity of +1.011. But after 7/3 31, 42, and 43 are all worse for red than the worse roll after 8/4.  There are also 3 rolls for red after 8/4 that are better than the best roll for red after 7/3.  Of course we are not looking at the whole picture here, just the case where blue enters one checker on their 24, but we are beginning to see a way to attack this analysis in detail. In part 3 of this post we will look at little more closely at why some of these rolls are worse after 7/3.

Problem 64 From 501 (Part 1)

This is the first problem I am going to tackle out of 501, and part of my goal in doing so is to attempt to delve into a more detailed analysis of a position to see how much I can learn. The position may be getting more analysis then it deserves, but it is the learning process that I am interested here more so than the position itself. I have picked this position because it is the first one I encountered (skipping chapter 1) where the answer in the book seems to be incorrect.


Red to play 14

 

+-24-23-22-21-20-19-+---+-18-17-16-15-14-13-+
| 2X 2X  ' 2X 2X 2X | 2 | 1X  '  '  '  ' 1O |
|                   | 1X|                   |
|                   |   |        1 4        |
|  ' 2O 2O 3O 2X 3O |   | 2O 2O  '  '  ' 1X |
+--1--2--3--4--5--6-+---+--7--8--9-10-11-12-+

Pip counts: Blue 121, Red 83
Position ID: m22BgEG2cxsEAA Match ID: QYkQAAAAAAAA

After making a fairly quick first pass through 501 I am now working through the positions in much more detail. I was proud of myself when I came up with the same play as Robertie for this position, that play is 13/12* 7/3.

My reasoning for this play was that it maximizes builders for the ace point. This is the same reasoning that Robertie gives, noting that making the ace point will increase the gammon chances.

So far so good, unit I start analyzing the position in GNUBG and then what do I find?

# Ply Move Equity
1 R 13/12* 8/4 +1.238
0.908 0.458 0.007 0.092 0.003 0.000 +1.278 +1.238
0.001 0.001 0.000 0.001 0.000 0.000 0.002 0.003
Full cubeful rollout with var.redn.
2592 games, Mersenne Twister dice gen. with seed 870065397 and quasi-random dice
Play: world class 2-ply cubeful prune [world class]
keep the first 0 0-ply moves and up to 8 more moves within equity 0.16
Skip pruning for 1-ply moves.
Cube: 2-ply cubeful prune [world class]
2 R 13/12* 7/3 +1.228 ( -0.010)
0.902 0.464 0.007 0.098 0.004 0.000 +1.271 +1.228
0.001 0.001 0.000 0.001 0.000 0.000 0.002 0.003
Full cubeful rollout with var.redn.
2592 games, Mersenne Twister dice gen. with seed 870065397 and quasi-random dice
Play: world class 2-ply cubeful prune [world class]
keep the first 0 0-ply moves and up to 8 more moves within equity 0.16
Skip pruning for 1-ply moves.
Cube: 2-ply cubeful prune [world class]

Close, but 13/12* 8/4 is just a bit better, the extra gammons from 13/12* 7/3 don’t quite make up for the extra losses, but what is going here? Why is the 7/3 worse?  Answering these questions is where the real learning lies, and that is the subject of Part 2.

A Change Of Course

Boot Camp is very good, but I felt a need to see more positions to illustrate some of what I was learning and was having trouble creating my own positions. This lead to Robertie’s 501 Essential Backgammon Problems, which I found myself reading more than Boot Camp recently. Maybe it is my learning style, or where I am at in my backgammon education, but I feel like I am getting more out of 501 than Boot Camp at the moment. I am not abandoning Boot Camp but I am going to add some things from 501 as I go along here, because the real purpose of this blog is to learn backgammon.

501 was written in the early days of bots, and whether it was the rollout setting or the power of the bot at the time or just Robertie not believing the bot there are some problems in 501 where the solutions are incorrect. But, most of these are going to be small errors for someone playing at the level of those of us interested in this blog, and there is always the bot double check.

From some of the discussion on the bgonline.org forum there has evidently been a project to roll out all of the positions in 501, but it is – as far as I can tell—not published. I would guess this is because publishing all of the positions in the book would likely be considered a copyright infringement as this is the majority of the content.

Another criticism I have seen of 501 is that not all candidate rolls are discussed and that sometimes the alternative candidates that are discussed are not the second best alternative. I am guessing that part of the reason for limiting the discussion is to keep the book relatively brief. I also think that often the alternatives that are discussed are those that a lower level player might jump to, so for the level of audience the book is intended it makes sense to discuss them.

I am skipping the chapter on the opening rolls for now, as I am going to be studying several other sources regarding the opening. Perhaps a more systematic approach where I study each aspect of the game in turn would be a better approach, but I am finding that may play is improving considerably by picking up more knowledge about aspect of the game as I can.