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.

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Equities and GNUBG

 

Trice’s introduction to equity gives a good basic overview of what equity is, but if you are like me you are not often settling short bearoffs in money games. The other place that most of us will encounter equities in our bot evaluations. I would have thought everyone interested enough in backgammon to be reading this blog would have at least learned a little about using a bot, but I am finding that is no the case. Below is example of a GNUBG move analysis, without all of the rollout details. The position and details of the rollout are not important for our purposes.

# Ply Move Equity
1 R 9/4 6/4 +1.029
 
0.774 0.068 0.002 0.226 0.023 0.001 +0.595 +1.029
0.003 0.002 0.000 0.003 0.001 0.000 0.007 0.021
 
  2 R 8/1 +0.723 ( -0.306)
 
0.699 0.073 0.002 0.301 0.041 0.001 +0.430 +0.723
0.003 0.002 0.000 0.003 0.002 0.000 0.007 0.017
 
  3 0 14/9 6/4 +0.338 ( -0.691)
  0.611 0.104 0.004 – 0.389 0.089 0.002  
  0-ply cubeful prune [expert]  

The first two moves are from a rollout, as the R in the ply indicates. You can get all the details of the rollout if you want, ie. number of games, playing levels, etc. I did the rollout because I wanted to be able to look at the cubeless equities – more on that in a moment.

The first row of numbers under the move are the winning and losing probablities and equities, as follows:

wins, win gammons, win backgammons, lose, lose gammons, lose backgammons, cubeless equity, and cubeful equity.

The numbers under those are the standard deviations for those values, you could use those to calculate confidence intervals and statistical significance if you wanted to.

The first thing to keep in mind is that the wins and losses includes gammons and backgammons, and the gammons include backgammons. So to calculate the cubeless equity you need to correct for those, so to get the cubeless equity:

((.774-.068)+(.068-.002)*2+.002*3)-((.226-.023)+(.023-.001)*2+.001*3)

If you run this calculation you will get 0.594, the differences between this and the 0.595 is likely due to rounding as GNUBG will carry more decimal places than shown in the calculation.

So if we compare the cubeless equity for the first and second play we see that the first play is better by 0.595-0.430 or 0.165. Another way to think about this is that if you played 100 games for $1 a game from this position you would win $16.50 more by playing the first move instead of the second. (Of course this is only the expected amount, even if you played the 100 games out perfectly you would not likely get that exact result due to all the dice variables, if you played it out a million times you would get closer because you would begin to take into account all the possible dice rolls).

The main point is the first play is significantly better than the second. The last number is cubeful equity, this is the number that really matters in most cases since you will likely be playing with the cube. Getting to the cubeful equity is a lot harder. If you want to know more about calculation of this value you the gnubg documentation discusses it (http://www.gnubg.org/documentation/doku.php?id=appendix#8).

It is enough to know, however, that the value of the cube and doubles in included in this number. 

Once word of caution when looking at the best play in match is that the best play may change based on the current score. For example, you will find situations where the play with the highest equity is not the play that wins the most games but wins enough more gammons to make up for losing a few more games. But, if you evaluate that play in a match context where the person making the play only needs one point to win the match then the play that wins the most games will come out best because winning a gammon has no value in that situation.

Duplication and Diversification

 

Between my daughter’s wedding and the SHG dice issue I have not been posting much on the subject of Backgammon Boot Camp. Of course I have also not been getting very far with the book. Hopefully I will get back on track now, and I will start with a rather simply post.

Neither duplication or diversification are difficult concepts to grasp. The real difficulty seems to come in seeing and applying them in the course of a game. It seems the other clear warning, from Trice and others as well, is not to go “duplication happy.” I am thinking that the best way to do this is to follow the general rule that you should not make a play simply because of duplication. However, if you are either stuck with having to leave blots, or have a play that has several advantages but presents some risk than duplication can be very helpful.

There are some articles on duplication at http://www.bkgm.com/articles/page03.html#duplication, I think the one by Kit Woolsey is the most helpful.

Gaining Time Part 3

 

Positions 2-19 and 2-20 present two varaitions of a position. In the first position the best move is to forego the loose hit and make the 16 point. Trice gives two reasons for not hitting. One is that blue’s position does not need consolidating, the other is that blue position is not likely to become significantly stronger than it already is. It seems to be that blue would very much like to make another home  board in this position, but this does not give blue that much greater of an advantage.  I thought part of the reason that bar/16 was the better play in this position might be making the 16 point. But as the rollout shows  16/11 also comes out ahead. 

 

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

Pip counts: Blue 139, Red 165
Position ID: hnOOAyBsOwDhRA Match ID: cAkWAAAAAAAA

• Red moves bar/16

# Ply Move Equity
1 R bar/16 -0.212
 
0.439 0.117 0.004 0.561 0.099 0.003 -0.103 -0.212
0.002 0.001 0.000 0.002 0.001 0.000 0.005 0.011
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
  2 R bar/21 16/11 -0.227 ( -0.015)
 
0.437 0.124 0.004 0.563 0.122 0.004 -0.124 -0.227
0.002 0.002 0.000 0.002 0.002 0.000 0.005 0.013
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
  3 R bar/21 6/1* -0.251 ( -0.039)
 
0.439 0.124 0.004 0.561 0.147 0.005 -0.147 -0.251
0.002 0.002 0.000 0.002 0.002 0.000 0.006 0.014
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  

The next position is 2-20, this is followed by the positions that Trice mentions but does not show.

 

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

Pip counts: Blue 132, Red 165
Position ID: DeeMCSBsOwDhRA Match ID: cAkWAAAAAAAA

• Red moves bar/16

Cube decision
2-ply cubeless equity +0.288  
Cubeful equities:
1. No double +0.404  
2. Double, pass +1.000 +0.596
3. Double, take +0.290 -0.114
Proper cube action: No double, take (16.0%)

 

# Ply Move Equity
1 R bar/21 6/1* +0.340
 
0.567 0.239 0.013 0.433 0.144 0.005 +0.236 +0.340
0.002 0.002 0.001 0.002 0.002 0.001 0.006 0.016
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
  2 R bar/16 +0.144 ( -0.196)
 
0.523 0.185 0.008 0.477 0.114 0.003 +0.124 +0.144
0.002 0.002 0.001 0.002 0.001 0.000 0.005 0.012
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
  3 R bar/21 16/11 +0.003 ( -0.338)
 
0.498 0.173 0.009 0.502 0.160 0.005 +0.013 +0.003
0.002 0.002 0.001 0.002 0.001 0.000 0.005 0.013
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  



 

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

Pip counts: Blue 130, Red 165
Position ID: DeeMAyBsOwDhRA Match ID: cAkWAAAAAAAA

• Red moves bar/16

# Ply Move Equity
1 R bar/21 6/1* -0.042
 
0.483 0.154 0.007 0.517 0.147 0.004 -0.026 -0.042
0.002 0.002 0.000 0.002 0.002 0.001 0.006 0.014
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
  2 R bar/21 16/11 -0.085 ( -0.044)
 
0.474 0.152 0.006 0.526 0.146 0.004 -0.043 -0.085
0.002 0.002 0.000 0.002 0.001 0.000 0.005 0.013
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
  3 R bar/16 -0.095 ( -0.053)
 
0.466 0.140 0.005 0.534 0.122 0.003 -0.047 -0.095
0.002 0.002 0.000 0.002 0.002 0.000 0.005 0.013
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  


 

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

Pip counts: Blue 141, Red 165
Position ID: hnOOCSBsOwDhRA Match ID: cAkWAAAAAAAA

• Red moves bar/16

Alert: doubtful move ( -0.044)

# Ply Move Equity
  1 R bar/21 6/1* +0.049
 
0.503 0.192 0.009 0.497 0.143 0.006 +0.059 +0.049
0.002 0.002 0.001 0.002 0.002 0.001 0.006 0.014
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
2 R bar/16 +0.004 ( -0.044)
 
0.485 0.155 0.005 0.515 0.096 0.003 +0.031 +0.004
0.002 0.002 0.001 0.002 0.001 0.000 0.005 0.012
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
  3 R bar/21 16/11 -0.217 ( -0.265)
 
0.444 0.133 0.006 0.556 0.135 0.005 -0.114 -0.217
0.002 0.002 0.001 0.002 0.002 0.000 0.005 0.013
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871966697 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  

Safe Harbor Games Dice

UPDATE3

Mike Petch collected over a million rolls using the new dice and tells me that everything was well within statistical expectations, however I have not see his final publication. I don’t have the programming ability Mike does, so I am not going to attempt to analyze the matches I collected for him, but since I have switched to Extreme Gammon for my match analysis I can use its dice analysis feature. All of the following are all from rooms using the corrected dice (rooms marked with yellow dice), mostly Doubling Cube and Gammon Zone

 image

So as you can see the frequency of doubles, distribution of doubles, and number of doubles in a row are all within what would be expected.

UPDATE2

There is a group that continues to complain about the new dice code at SHG. While data is still being collecting for version .35 it is clear that all the versions from .28 produced the correct amount of doubles, or at least something very close to it. I keep hearing complaints of “one-sided dice” “6 doubles in a row” “20 doubles in a game” and players losing “time and time and time again” to multiple doubles at the end of the game. However,  as far as I can tell no one complaining about this has produced even one match log, not less the hundreds that should be out their, to show that this is happening. I would love to see all of these match logs, if it is happening with anywhere near the frequency some people claim there should be hundreds of these kinds of matches. So please, attach you mat files to an email and send them to showmethelogs@gmail.com.

UPDATE

The follow a couple of recent developments on this check out the following threads on the BGONLINE.ORG forum:

http://www.bgonline.org/forums/webbbs_config.pl?noframes;read=51451

http://www.bgonline.org/forums/webbbs_config.pl?noframes;read=51473

For those of you that don’t know Neilkaz is Neil Kazaross, the all times points leader on the American Backgammon Tour and #5 on the 2007 Giants of Backgammon List.

Original Post

This post does not really related to the subject of the blog, but i am putting it here so people that ask me about it on SHG can have a reference for what is going on.

If you see me (BigWill) kibitzing a lot of games on SHG it is because I am collecting data to continue a study of the dice at SHG. Mike Petch, who does a lot of gnubg development, is doing the analysis at this point, I am helping collect data.

Here is the whole story: 

A few weeks ago in the bgonline.org forum there was a comment from Neil Robins that his XG gammons dice data from SHG showed less than the expected number of doubles.  I doubted that could be true, so I analyzed my own matches. Doubles should occur 16.67% of the time, but on SHG they were only coming up about 9.2% of the time. If you want to read the whole thread that kicked off the whole thing you can find it here http://www.bgonline.org/forums/webbbs_config.pl?noframes;read=49530#Responses.

Mike’s data for the old dice can be found at http://www.capp-sysware.com/analysis/shgold_stats.txt.

Mike is a programmer and knows the people at SHG – he does not work for them, nor do I – so he let them know that there was an issue and shared our data with them.

As of this writing the corrected dice code is in the Cove, Doubling Cube, and Lagoon rooms on SHG.

The data we are collecting on the new dice is available here: http://www.capp-sysware.com/analysis/shgnewdc_stats.txt.

This data shows that doubles are now as you would expect. A lot of people are complaining about the number of doubles, but the data speaks for itself. Mike is continuing to look for other anomalies such as runs in the data, but runs can occur in truly random data sets.  A good introduction to the issue of statistically proving randomness can be found here: http://www.random.org/analysis/.

Now if you are thinking that is a lot of crap to wade through I would say if you are not willing to spend the time to understand that then shut up about the dice, you don’t have a leg to stand on. For the rest of you, you now know as much as the story as I do.

 

Some Notes on Random Number Sets

Mike and I have taken quite a beating in the room lobbies, particularly the Cove, over our "ruining" the play at SHG. Of course, all we have done is analyze the data before and after the change (actually Mike has done all of the after change analysis I have just been helping collect data), SHG has made the changes based on seeing the problem. However, one of the things that we have learned in the course of those lobby chats is that many people do not have a good grasp of probabilities or "randomness." For example one person told us that our claim that doubles should occur every 1 in 6 rolls was "subjective." Another person e-mailed Mike and told him that their understanding was that if the dice were correct than if you got a roll of 12, for example, you should not expect to see 12 again for 18 rolls. 
Neither of these, or many of the other things we are hearing from those convinced that the new code is generating too many doubles is correct. I am including this brief discussion to hopefully clear up some of the confusion people have with what they should expect to see in random dice.

There are numerous places on the internet to find the basic dice probabilities for backgammon, so I am not going to repeat that here. The simple fact is there are 36 possible rolls, 6 of which are doubles. Therefore the probability of getting any double is 6/36, or 1 in 6. There is nothing subjective about this.
The next thing to keep in mind is that every roll of the dice is independent of the previous or subsequent rolls. The dice don’t remember what was rolled, so on any given roll the probability of a double is 1/6, the probability of any specific nondouble 1/18 and so on. Those that think that they are more likely to get a double this roll because they "have not seen one in while" are committing one of the classic gambler’s fallacies.
Now, just because the probabilities of each roll are independent does not mean you cannot say anything about the probabilities of these independent events following one another. The math is very simple in this case, the probabilities of two independent events occurring is simply the probability of event 1 * the probability of event 2. So, if I ask the simple question what is the probability of throwing 2 doubles in a row the answer is simply 1/6 * 1/6, or 1 in 36.
This is all pretty simple, but now things get a little trickier, and this is where a lot of people, I think, struggle with the dice behavior. Consider the following two sequences of rolls: 21 21 21 21 and 54 63 31 42.  Most people look at the first sequence and see non-random and the second sequence and see random. However the probability of those two sequences of four rolls occurring from random rolls of the dice is exactly the same. Of course if we saw 12 repeated say 15 times in a sequence of supposedly random numbers we would have reason to question if the numbers were truly random because this has a probability of only about 1.4e-19 times, or 1 time in about 67,000,000,000,000,000,000. Notice I said question, not say for sure, we would need more evidence before reaching a conclusion. On the other hand, if I had a set of 100,000,000,000,000,000,000 random dice rolls the fact that I found a run of 15 12s should not be too surprising.
The problem is that with smaller number sets it gets harder to say when a repeated sequence is evidence of non-randomness. There are various statistical test for runs in sets of data, but it has been shown that truly random numbers will sometimes produce runs that fail these test.
Sometimes it easier to get a handle on some of the statistical oddities by experimenting. To illustrate this I simulated 216 matches (216 was chosen simply because I was using Excel to handle the data and this was the biggest set that easily fit) of 300 rolls each to see what kind of things came up. 300 rolls for one player is a realistic number of rolls for many 7-11 point matches, of course the real world number will be highly variable, but for the purposes of this experiment it works well.
I downloaded simulated dice data from random.org. Random.org uses atmospheric noise to generate true random numbers and their numbers have passed a battery of statistical test. Short of rolling real dice multiple thousands of time this is as close as we are going to get to simulating true, random dice rolls.
So, what can we learn from this experiment? Well here are a couple of items of interest:

Repeated Sequences of Doubles:  This is a complaint we hear a lot, "my opponent rolled 4 doubles in a row that never happens with real dice", for example.  Well looking at the data from the simulation a sequence of 4 doubles in a row came up 38 times, and in 3 of the simulated matches this happened twice!  Now from a pure probability standpoint a sequence of 4 doubles occurs only 1 time in every 1296 rolls. People see this and think that means that you will rarely see it, yet in our simulation it happened 38 times!  (Actually 38 times is lower than what the probability would predict, which would be 50 times.

And what about an even longer sequence of doubles? The longest sequence in the simulation is 7 doubles in row! Which would, based on the probabilities occur only 1 time in 279,936 rolls, but here it is a data set of only 64,800 random rolls. There were also 5 sets of 5 doubles in row, which a lot of people might question but is fewer than what one would expect.

Rolling Multiples of the Same Double in a Game or Match:  We hear people say something like "I got 13 double sixes in one game."  In the few cases we have been able to get the match log we have found these types of claims to be greatly exaggerated. However, getting more, or less, of one double than expected is not all that unusual in these short sets of random numbers. I had one simulated match in which there were 17 double 6s in the 300 rolls, more than twice the number one would expect. More surprisingly, perhaps, I had  a simulated match with only 1 double 1, another with only 1 double 2, and yet another with only 1 double 4. The probability of getting only 1 of a specific double in 300 rolls is 0.000006, or 1 time in 163,834 rolls. Yet here we have this low probability event occurring 3 times in a small set of simulated matches!  Now rarely is anyone going to complain that I only got 1 double 1, yet the absence of these is just as powerful of an indicator of how far off from the "average" values short samplings of random numbers can be.

Hopefully these couple of examples will help you to see that what some might think are evidence of non-random dice are actually events that occur with some regularity in short sets of data from a random source. I will end with one additional story.  A couple of days ago I won a game in 15 rolls (I should have doubled and gotten out of it a lot earlier probably), of which 7 were doubles. This included back to back 66s, followed a few rolls later by back to back 55s.  Now I am sure that some people well read that and say, see I told you there was a problem with the SHG dice!
Only thing is, I was playing GNUBG!

Gaining Time (Part 2)

 

For me making the right play in a position like 2-18 is hard because leaving the blot just seems “wrong.” Understanding the big picture and to what you are accomplishing with a play goes a long way in helping to overcome that. The position Trice gives is:

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

Pip counts: Blue 139, Red 158
Position ID: 4LuFAyCMx+EBUA Match ID: cIkVAAAAAAAA

I am not sure what I would have done in this position before reading Trice. You are going to have to create another blot here no matter what, so I would have probably gone with bar/22 13/8 or bar/20 13/10 trying to leave as few direct shots as I could. 

I explored some variations on this position to try and determine when to hit or not hit. One of the problems with doing this from this position is that it is easy to end up with positions where the reason for hitting or not hitting is something other than gaining time. However I found the differences in the following two positions interesting.

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

Pip counts: Blue 119, Red 155
Position ID: bLuBAyCM5+ABUA Match ID: cInmAGAAMAAA

• Red moves bar/24 6/1*

# Ply Move Equity
  1 R bar/24 13/8 -0.619
 
0.191 0.029 0.002 0.809 0.369 0.102 -0.619 -0.619
0.002 0.002 0.001 0.002 0.007 0.005 0.005 0.005
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871233900 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
2 R bar/24 6/1* -0.637 ( -0.018)
 
0.182 0.025 0.001 0.818 0.445 0.144 -0.637 -0.637
0.003 0.002 0.000 0.003 0.008 0.007 0.005 0.005
 
  Full cubeful rollout with var.redn.  
  1296 games, Mersenne Twister dice gen. with seed 871233900 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  
  3 R bar/24 8/3 -0.643 ( -0.024)
 
0.179 0.027 0.002 0.821 0.390 0.102 -0.643 -0.643
0.003 0.003 0.001 0.003 0.010 0.008 0.006 0.006
 
  Full cubeful rollout with var.redn.  
  648 games, Mersenne Twister dice gen. with seed 871233900 and quasi-random dice  
  Play: 0-ply cubeful [expert]  
  Cube: 2-ply cubeful prune [world class]  

The above was my attempt to answer the question about whether or not the hit was still correct if blue had a more closed board. In this position hitting loses to 13/8, but only by a small amount. But the issue does not seem to be just the closed board but the threat blue has to make another point.  If you move 3 checkers back so that blue is not as likely to make another home board point in the next couple of rolls then the hit comes out on top.  In both cases however the equities between the two moves is very close, a longer or world class rollout could well give different results. So hitting in either case would not be a particular bad move.

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

Pip counts: Blue 131, Red 155
Position ID: bBuaAyCM5+ABUA Match ID: cInmAGAAMAAA

# Ply Move Equity
1 R bar/24 6/1* -0.538
 
0.231 0.054 0.005 0.769 0.413 0.145 -0.538 -0.538
0.003 0.003 0.001 0.003 0.007 0.007 0.005 0.005
 
  2 R bar/24 13/8 -0.540 ( -0.002)
 
0.230 0.058 0.005 0.770 0.379 0.086 -0.540 -0.540
0.002 0.003 0.001 0.002 0.007 0.005 0.005 0.005
 
  3 R bar/24 8/3 -0.576 ( -0.038)
 
0.212 0.051 0.003 0.788 0.398 0.103 -0.576 -0.576
0.003 0.003 0.001 0.003 0.007 0.006 0.006 0.006
 

Gaining Time (Part 1)

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?

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

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:

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

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:

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

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

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

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]  

When not to anchor

I am guessing that players around my level are making the same kind of errors that I am. Learning from errors is an important part of improving your game, so I have decided to start a section on the blog to look at some of my errors and hopefully learn from them. In most cases I am adding comments in GNUBG so the discussion will generally be posted in the annotation section of the GNUBG output. While many of these positions are not strictly from Bootcamp I think they are well within keeping with the intent of this blog.

Bots are great, but one of the problems I have with using a bot is to look at a bad play, look at the bot play and say to myself “oh yes that was the right play” without really working through fully understanding why the bot play was better (assuming of course that it was). It took be a while in the following position to figure out why my play was so bad.

Game number 1

The score (after 0 games) is: brspunky 0, BigWill 0 (match to 9 points)


Match Information

Date September 28, 2009


Move number 10: BigWill to play 63

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

Pip counts: brspunky 134, BigWill 150
Position ID: 4OfBCwBw58IBIg Match ID: UQkvAQAAAAAA

• BigWill moves 24/21 13/7

Cube decision
2-ply cubeless equity +0.102 (Money: +0.096)
  0.516 0.146 0.003 – 0.484 0.084 0.002
Cubeful equities:
  2-ply cubeful prune [world class]
1. No double +0.279  
2. Double, pass +1.000 +0.721
3. Double, take -0.176 -0.455
Proper cube action: No redouble, take (38.7%)

 

Alert: very bad move ( -0.188)

# Ply Move Equity
  1 R 9/3 6/3 +0.122
 
0.459 0.123 0.003 0.541 0.082 0.003 -0.040 +0.122
0.003 0.004 0.000 0.003 0.003 0.000 0.009 0.010
 
  2 R 8/2 5/2 +0.120 ( -0.002)
 
0.456 0.130 0.002 0.544 0.089 0.003 -0.049 +0.120
0.003 0.004 0.000 0.003 0.003 0.000 0.009 0.011
 
  3 R 13/4 +0.096 ( -0.026)
 
0.453 0.123 0.003 0.547 0.091 0.004 -0.064 +0.096
0.003 0.004 0.000 0.003 0.002 0.000 0.009 0.011
 
  4 R 13/7 9/6 +0.081 ( -0.041)
 
0.447 0.115 0.003 0.553 0.088 0.004 -0.080 +0.081
0.003 0.004 0.000 0.003 0.003 0.000 0.010 0.012
 
  5 R 13/7 6/3 +0.078 ( -0.044)
 
0.448 0.122 0.003 0.552 0.096 0.005 -0.080 +0.078
0.004 0.003 0.000 0.004 0.002 0.000 0.010 0.011
 
9 R 24/21 13/7 -0.066 ( -0.188)
 
0.396 0.029 0.001 0.604 0.025 0.001 -0.203 -0.066
0.002 0.001 0.000 0.002 0.001 0.000 0.005 0.006
 

Annotation
I was really surprised about how bad making the anchor on the 21 was
in this position and it took me a while to come up with what I think is the
answer. My best chance at this point is to get a hit on blue. Anchoring on the 21
gives blue the opportunity to play safely behind my anchor where as the current
arrangement of checkers is putting a great deal of pressure on blue. With
blue only having a one point board the risk of getting hit and even pointed on
is not that high, so I am much better off keeping the pressure on with the two
blots for the next roll at least. If I do hit then having another home board point
will be valuable to help contain blue.

Not Enough Hours for Backgammon — and a few other things

I know this blog is suppose to be about Backgammon Boot Camp, but since it is my blog I can take a few liberties I hope.

So here are a couple of things I want to get off my chest.

1.  I am not posting as often as I had planned because I am having trouble finding the time to do it between my other obligations and playing in online tournaments most nights.  I am reading way ahead of where I am posting, which is really not a bad thing since I am really reading Boot Camp twice through.  My initial read I don’t spend as much time studying or working through the positions,  I am mainly trying to catch the main ideas and concepts. Even at this level applying some of these ideas has greatly improved my play!  I actually got an “Advanced”  rating  from gnubg (2-ply) for an entire 7 point match tonight!!  Not that I can to that all the time, but I am seeing “Awful”  a lot less than I was.

2. The other thing is there is almost too much good information. Between the book, online articles, and the excellent forum at bgonline.org (which has some of the best players in the world posting to it)  there is a lot to study. I have been trying to use the other resources to supplement where I am in Trice, but I always seem to be chasing another backgammon rabbit, usually into a hole way deeper than I am ready for.

3.  We have all heard people complain about computer generated dice — or the programs using the dice — cheating. This is almost always invalid. If you understand anything about statistics you know that it is hard to determine anything without really analyzing the data, and even then the answers are often counter intuitive. (For a good example of this answer this question, how many people to you have to have in a group before there is a least a 50/50 chance of two people being born on the same month and day?).  Anyway, the past weekend we found a real problem with online dice at Safe Harbor Games, not that they cheat but that for some yet to be explained reason, they come up doubles about 45% less often than they should. Check out the bgonline forum for details!

4. And finally a bit of a rant — and I know  you could care less but I still want to get it off my chest.   If you are going to complain about your opponents dice — DON’T.  I have a particular person that I have beaten three times in a row recently when we have meet in online tournaments. Each time he  has whined about how good my dice was, even to the point of posting comments in the game room after the match. Now I should not let this get to me, and I will admit that he is probably slightly better than me, but when I am playing really well we are pretty close.  Two of the matches gnubg showed I had a slim edge in checker play, better cube handling, and while a little up on luck not enough to register as good/bad on its good/bad luck scale.  I admit the other match I was pretty lucky,  and did not play well, but my opponent did a lot to beat himself with the cube.  It was a five point match and in the first game he sent over an early cube that should not have been a cube. Later in the game he, much to my surprise, took my recube  which was a clear pass and so spotted me 4 points in the first game. I will admit that I won the second game on luck, but had the first game been a 1 pointer like it should have been he would have a much better chance to overcome my lucky game.

Bringing It Home (Part 2)

 

The following position is not from Trice but fits will with the subject of the this chapter and is a point well worth exploring.

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

Pip counts: Blue 142, Red 76
Position ID: 2O4GABzZ3TYAAA Match ID: cInoAGAAMAAA

The “obvious” play with this is 8/7 8/6, clearing form the back of the prime and avoiding gaps. The problem with this play is that it creates an issue with clearing reds bar point. The big problem are 5’s, which would have to be played form the 6 point leaving a gap in the home board. If the 6 point is cleared before the bar point 5’s than have the potential to force red to leave a blot on the bar point.

While 7/5 7/6 leaves a gap on the bar point it allows much more flexibility in this position.  This problem is an example of looking for problem numbers in the bear in and playing to minimize their impact. It comes from an article by Kit Woolsey that discusses this topic with several other examples. The article may be found at http://www.bkgm.com/articles/GOL/Nov02/safe.htm.