Position 2-17 and the related discussion covers some of the opening replies where hitting deep in your home board is the best – or at least a very good – play. These types of positions are an exception to the usual rule of not burying a checker. The real question for us lower level players is when to decide if this is the right play?
Pip counts: Blue 159, Red 167
Position ID: 4HPkQSDgc/ABMA Match ID: cAkWAAAAAAAA
The “automatic” play here is 24/20 13/8, but as Trice points out there is an issue with this. With blue bringing the checker down to the 14 point 61 and 66 now make the 20 point for blue on the red blot in addition to 31 that would normally make this point. Any 6, 3, or 1 can slot the 20 point for blue and that would be the likely play for most of the rolls. So by hitting on the ace red reduces the rolls that point on the 5 to 11 and 33.
There are a couple of other opening reply positions that Trice says should be played with the deep hit. These are:
Pip counts: Blue 157, Red 167
Position ID: 4HPhQSDgc/ABMA Match ID: cAkVAAAAAAAA
This creates a similar situation to 2-17, in this case with the checker on the 22 there are a number rolls that make the 22 point on top of red. 24/22 6/1* is the best play here by quite a bit according to a quick gnubg rollout.
The other position Trice mentions for the deep hit is:
Pip counts: Blue 162, Red 167
Position ID: 4HPhASjgc/ABMA Match ID: cIkRAAAAAAAA
And a short rollout of this position supports Trice’s statement that 6/2* 24/21 is likely the best play here.
I was curious if Trice really had all of the opening replies where the deep hit was best. I used Timothy Chow’s handy table of opening replies (http://www-math.mit.edu/~tchow/2ndmove.shtml) to look for others and found
Pip counts: Blue 158, Red 167
Position ID: 4HPiQSDgc/ABMA Match ID: cAkVAAAAAAAA
• Red moves 24/22 6/1*
This is a little different than the positions above because the split to the 22 in this position is not as likely to be pointed on as in the positions Trice mentions. The table gives two possible plays here the hit and 24/22 13/8. This is not one of the replies rolled out in the BGONLINE positions so these moves would be based on GNUBG 4-ply, which does give a nod to the hitting play.
I did a much larger rollout of the two options than I normally would to see if this move held up to closer scrutiny. The conclusion is that the 13/8 play came out with a slight edge, but the equity difference is so small that the hit on the ace point is certainly a viable option and depending upon your style might be well worth considering.
# |
Ply |
Move |
Equity |
|
1 |
R |
24/22 13/8 |
-0.208 |
|
0.447 |
0.108 |
0.004 |
– |
0.553 |
0.137 |
0.006 |
-0.136 |
-0.208 |
0.001 |
0.001 |
0.000 |
– |
0.001 |
0.001 |
0.000 |
0.002 |
0.005 |
|
|
|
Full cubeful rollout with var.redn. |
|
|
5004 games, Mersenne Twister dice gen. with seed 870508992 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 |
24/22 6/1* |
-0.217 ( -0.009) |
|
0.445 |
0.114 |
0.004 |
– |
0.555 |
0.139 |
0.007 |
-0.138 |
-0.217 |
0.001 |
0.001 |
0.000 |
– |
0.001 |
0.001 |
0.000 |
0.002 |
0.006 |
|
|
|
Full cubeful rollout with var.redn. |
|
|
5004 games, Mersenne Twister dice gen. with seed 870508992 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] |
|
|
3 |
2 |
13/8 6/4 |
-0.196 ( +0.011) |
|
0.446 0.114 0.003 – 0.554 0.149 0.007 |
|
|
2-ply cubeful prune [world class] |
|
|
4 |
2 |
13/11 6/1* |
-0.234 ( -0.026) |
|
0.439 0.123 0.004 – 0.561 0.166 0.010 |
|
|
2-ply cubeful prune [world class] |
|
|
5 |
2 |
13/11 13/8 |
-0.249 ( -0.042) |
|
0.432 0.114 0.003 – 0.568 0.159 0.007 |
|
|
2-ply cubeful prune [world class] |
|