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  BG Quiz 30
 
BG Quiz 30
The Weekly Quiz #30
13 November 2002
by Paul Money

Author's Introduction: Welcome quiz fans, another selection of five interesting positions that good players got wrong in live play. Take a couple of minutes on each one and pick the play you would make over the board in an important match. No prizes, but something to learn for everyone. Starting with Quiz 30, rollouts are now done with Snowie 4 Pro. Good luck!

Instructions: Have a pen and paper handy to keep track of your choices, then see how you scored under "Comments & Rollouts" where Paul also provides his perspective and a rollout by Snowie.

The arrow on the right side of the board indicates which player's turn it is to move or double. The match length, score and pip count are there as well. Please post your comments on the strategy in the forum thread at the end of the article. This quiz is published every Wednesday. Enjoy!


The Weekly Quiz #30

Problem 1:

 





 
Pip: 165
Game 1
23 point match

Green-White:
Score 0-0
Pip: 152
 


Problem 2:

 





 
Pip: 113
Game 1
5 point match

Green-White:
Score 1-4
Pip: 100
 


Problem 3:

 





 
Pip: 129
Game 1
23 point match

Green-White:
Score 0-0
Pip: 81
 


Problem 4:

 





 
Pip: 132
Game 1
23 point match

Green-White:
Score 0-2
Pip: 132
 


Problem 5: Cube Action?

 





 
Pip: 144
Game 1
5 point match

Green-White:
Score 0-0
Pip: 112
 




Comments & Rollouts

Problem 1:

 





 
Pip: 165
Game 1
23 point match

Green-White:
Score 0-0
Pip: 152
 

Green has just doubled and got White to make a terrible take. Now he must press on and extract the maximum advantage from the situation and that means hitting and going for the gammon, 13/7, 6/1*. The move of 24/13 will, as you might suspect, win the most games, but it's gammons that win matches and putting a second checker on the roof is mandatory. This is often right, even when it means leaving two blots inboard, so it's quite clear here. There is a great tendency to play for safety after doubling; it is usually the reverse of correct strategy. Aggressive backgammon wins matches.

You Score:

  • 13/7, 6/1* = 2 points

  • Anything else = 0 points.

    # Ply Move Equity
      1 R 13/7 6/1* 0.666
        2.1%  38.0%  71.1%    28.9%   6.5%   0.3%
        95% confidence interval:
    - money cubeless eq.: 0.754 ±0.026.
    Rollout settings:
    Full rollout,
    324 games (equiv. 10029 games),
    played 2-ply,
    seed 1, with race database.
      2 R 24/18 13/8 0.599 (-0.067)
        2.6%  29.5%  71.5%    28.5%   5.9%   0.3%
        95% confidence interval:
    - money cubeless eq.: 0.691 ±0.024.
    Rollout settings:
    Full rollout,
    324 games (equiv. 9254 games),
    played 2-ply,
    seed 1, with race database.
      3 R 24/13 0.598 (-0.069)
        1.6%  27.1%  72.6%    27.4%   5.1%   0.3%
        95% confidence interval:
    - money cubeless eq.: 0.684 ±0.021.
    Rollout settings:
    Full rollout,
    324 games (equiv. 10528 games),
    played 2-ply,
    seed 1, with race database.
      4 R 24/18 6/1* 0.589 (-0.077)
        1.6%  32.5%  70.2%    29.8%   5.9%   0.3%
        95% confidence interval:
    - money cubeless eq.: 0.682 ±0.027.
    Rollout settings:
    Full rollout,
    324 games (equiv. 9277 games),
    played 2-ply,
    seed 1, with race database.
      5 M 13/7 13/8 0.564 (-0.102)
        2.0%  31.6%  69.9%    30.1%   7.2%   0.5%
        95% confidence interval:
    - money cubeless eq.: 0.658 ±0.011.
    Rollout settings:
    Truncated rollout, depth 7,
    108 games (equiv. 45360 games),
    played 2-ply (fast),
    seed 1, with race database.


    Problem 2:

     





     
    Pip: 113
    Game 1
    5 point match

    Green-White:
    Score 1-4
    Pip: 100
     

    Don't be too disappointed if you blundered here. This is a very tough problem indeed. The key is to see that Green must deny White freedom of movement on her next turn. If Green doesn't hit, then all White's numbers play well. The move of 24/23, 3/1* seems to be the best way to do this. Although Green doesn't get to the edge of White's prime, that isn't necessarily fatal. Only nine numbers will break Green's own prime if White fans. After this play, Green wins 25% of the games, an astonishingly high figure. A nice feature is that all Green's wins will look "lucky" (very irritating for White) and some of them will be match-winning gammons.

    You Score:

  • 24/23, 3/1* = 2 points

  • 24/22, 2/1* = 1 point

  • Anything else = 0 points.

    # Ply Move Equity
      1 R 24/23 3/1* -0.354
        0.0%   6.9%  25.0%    75.0%  21.5%   1.2%
        95% confidence interval:
    - money cubeless eq.: -0.658 ±0.018.
    Rollout settings:
    Full rollout,
    324 games (equiv. 17937 games),
    played 2-ply,
    seed 1, with race database.
      2 R 24/22 2/1* -0.397 (-0.043)
        0.1%   6.8%  22.9%    77.1%  28.0%   2.3%
        95% confidence interval:
    - money cubeless eq.: -0.775 ±0.021.
    Rollout settings:
    Full rollout,
    324 games (equiv. 13364 games),
    played 2-ply,
    seed 1, with race database.
      3 R 24/22 24/23 -0.438 (-0.084)
        0.2%   5.7%  22.1%    77.9%  18.0%   0.8%
        95% confidence interval:
    - money cubeless eq.: -0.688 ±0.021.
    Rollout settings:
    Full rollout,
    324 games (equiv. 11775 games),
    played 2-ply,
    seed 1, with race database.
      4 R 3/1* 3/2 -0.441 (-0.087)
        0.1%   6.1%  21.5%    78.5%  20.9%   1.2%
        95% confidence interval:
    - money cubeless eq.: -0.729 ±0.018.
    Rollout settings:
    Full rollout,
    324 games (equiv. 14237 games),
    played 2-ply,
    seed 1, with race database.
      5 R 6/5 3/1* -0.441 (-0.087)
        0.1%   5.9%  21.7%    78.3%  20.4%   1.2%
        95% confidence interval:
    - money cubeless eq.: -0.723 ±0.017.
    Rollout settings:
    Full rollout,
    324 games (equiv. 17627 games),
    played 2-ply,
    seed 1, with race database.


    Problem 3:

     





     
    Pip: 129
    Game 1
    23 point match

    Green-White:
    Score 0-0
    Pip: 81
     

    Several conflicting plans present themselves to Green here. Moving 6/3, 5/3 makes the six prime. The 8/3 move slots the valuable three point and stays even on the highest points. Moving 8/5, 6/4 also stays even, without directly doing anything to make the three point. However, when bearing in against an anchor, nothing beats counting the shots next turn. Move 8/3 leaves an immediate shot of course and all of them leave eight or nine shots next turn. However, the ticket is 7/4, 7/5, leaving an ideal no shots next turn, clearing a point, which has to be cleared anyway, and killing sixes, except 6-1. It does create a second gap, but it is a relatively innocuous one and the four active builders ready to make the three point amply compensate. Count the shots! If you don't do it, practice.

    You Score:

  • 7/4, 7/5 = 2 points

  • 8/3 or 6/3, 5/3 = 0 points

  • Anything else = -1 point.

    # Ply Move Equity
      1 R 7/4 7/5 0.630
        0.2%   9.4%  80.4%    19.6%   0.8%   0.0%
        95% confidence interval:
    - money cubeless eq.: 0.696 ±0.013.
    Rollout settings:
    Full rollout,
    324 games (equiv. 17602 games),
    played 2-ply,
    seed 1, with race database.
      2 R 8/3 0.578 (-0.052)
        0.3%  10.0%  78.5%    21.5%   2.0%   0.1%
        95% confidence interval:
    - money cubeless eq.: 0.651 ±0.014.
    Rollout settings:
    Full rollout,
    324 games (equiv. 19900 games),
    played 2-ply,
    seed 1, with race database.
      3 R 6/3 5/3 0.572 (-0.058)
        0.1%   8.4%  78.8%    21.2%   1.8%   0.1%
        95% confidence interval:
    - money cubeless eq.: 0.642 ±0.013.
    Rollout settings:
    Full rollout,
    324 games (equiv. 19798 games),
    played 2-ply,
    seed 1, with race database.
      4 M 8/6 7/4 0.514 (-0.116)
        0.6%  15.4%  73.6%    26.4%   2.8%   0.1%
        95% confidence interval:
    - money cubeless eq.: 0.603 ±0.024.
    Rollout settings:
    Truncated rollout, depth 7,
    108 games (equiv. 10812 games),
    played 2-ply (fast),
    seed 1, with race database.
      5 M 8/5 6/4 0.428 (-0.201)
        0.3%   9.4%  72.9%    27.1%   3.4%   0.1%
        95% confidence interval:
    - money cubeless eq.: 0.520 ±0.016.
    Rollout settings:
    Truncated rollout, depth 7,
    108 games (equiv. 15264 games),
    played 2-ply (fast),
    seed 1, with race database.


    Problem 4:

     





     
    Pip: 132
    Game 1
    23 point match

    Green-White:
    Score 0-2
    Pip: 132
     

    A very good player chose 23/20, 6/4 in this position, I hope that you didn't. White will attack the blot any way that she can, after she has doubled. Green must wait patiently with 13/8. Of course the straggler will still have to tunnel out somehow, but at least he won't be on the bar and Green may be able to strengthen his board and give a good account of himself later. Even 23/20, 13/11 does better than the move made by the player, presumably because Green at least gets the chance to anchor somewhere.

    You Score:

  • 13/8 = 2 points

  • 23/20, 13/11 = 0 points

  • Anything else = -1 point.

    # Ply Move Equity
      1 R 13/8 -0.648
        0.2%   5.7%  34.2%    65.8%  18.4%   0.4%
        95% confidence interval:
    - money cubeless eq.: -0.446 ±0.019.
    Rollout settings:
    Full rollout,
    324 games (equiv. 13248 games),
    played 2-ply,
    seed 1, with race database.
      2 R 23/20 13/11 -0.746 (-0.098)
        0.2%   7.4%  34.3%    65.7%  25.0%   0.6%
        95% confidence interval:
    - money cubeless eq.: -0.494 ±0.024.
    Rollout settings:
    Full rollout,
    324 games (equiv. 11072 games),
    played 2-ply,
    seed 1, with race database.
      3 R 23/20 6/4 -0.850 (-0.202)
        0.3%   7.6%  32.9%    67.1%  27.3%   0.6%
        95% confidence interval:
    - money cubeless eq.: -0.542 ±0.022.
    Rollout settings:
    Full rollout,
    324 games (equiv. 11180 games),
    played 2-ply,
    seed 1, with race database.
      4 2 8/5 8/6 -0.868 (-0.221)
        0.3%   7.1%  31.5%    68.5%  24.1%   0.8%
      5 1 13/10 6/4 -0.862 (-0.214)
        0.3%   8.0%  32.2%    67.8%  26.2%   1.2%


    Problem 5: Cube Action?

     





     
    Pip: 144
    Game 1
    5 point match

    Green-White:
    Score 0-0
    Pip: 112
     

    A powerful double, clear take for White. Many good players would refrain from doubling here, but White's position is not particularly strong. The combination of an anchor and an outfield point ties up too many checkers in defence. The points don't work together to give the attacker problem numbers, in the way that a good backgame does. Also the defender is sometimes forced to run from one of the points at a difficult moment. In this particular position, most of White's equity derives from Green's slightly awkward checker placement; note the stack on the six point and the two men out of play on the ace. If Green had better distribution, the take would be marginal at best.

    You Score:

  • Double/take = 2 points

  • No double/take = 1 point

  • Double/pass = 0 points

  • No double/pass = -1 point.

    Cube action equity
    Rollout Money equity: 0.532
      0.3%  12.8%  72.3%    27.7%   4.3%   0.1%
      95% confidence interval:
    - money cubeless eq.: 0.532 ±0.021.
    Rollout settings:
    Full rollout,
    324 games (equiv. 12810 games),
    played 2-ply,
    seed 1, with race database.
    1. Double, take 0.900
    2. No double 0.833 (-0.066)
    3. Double, pass 1.000 (+0.100)
    Proper cube action:   Double, take


    Conclusion: And how did you do? 10/10 is quite an achievement, a clear world class result. 9 or 8 is certainly not to be sneezed at, an expert result and even 7 or 6 is an advanced mark. Please take a moment to rate the column 1 to 5 and post a note to let us know how you did. Thanks for playing, look forward to seeing you next week, enjoy the game!


    7 users have given this article an average rating of 5.0 out of 5.


    Feedback about this article:

    Subject:  Re: The Weekly Quiz #30
    From: 
    DBrthrtn   Member has a photo available
    Date:  14 Nov 2002 11:26 EST

    Practicing.... In problem 3, I only count 6 shot numbers 
    after 6/3 5/3 (54, 65, 55 and 66).  Rolls like 33 and 44 
    aren't pretty, but they aren't shots.  Am I missing 
    something obvious?
    


    Subject:  Re: The Weekly Quiz #30
    From: 
    cao
    Date:  14 Nov 2002 15:45 EST

    Was Problem #2 a Crawford game? If yes then the rollout 
    results can't be trusted until the new patch comes out.
    


    Subject:  Re: The Weekly Quiz #30
    From: 
    zare
    Date:  14 Nov 2002 20:14 EST

    It's essentially Crawford 2-away. I don't think that 
    triggers the bug you are thinking of, but it makes cubeless 
    money play rollouts suspect since the gammon prices of 0 
    and 1+ are very different from the 0.5 for both sides of 
    cubeless money play.
    
    Douglas Zare
    


    Subject:  Re: The Weekly Quiz #30
    From: 
    dorbel
    Date:  15 Nov 2002 02:43 EST

    Ermm, in problem 3, there are nine shot numbers after 
    playing 6/3, 5/3. They are 55, 65, 54, 53 and 51. More 
    practice DB!
    Problem 2 is post crawford, White has the cube. I am not 
    aware of the bug to which you refer. I will investigate 
    this position further, possibly with good ol' snowie 3.
    


    Subject:  Re: The Weekly Quiz #30
    From: 
    dorbel
    Date:  15 Nov 2002 08:56 EST

    snowie 3 produces broadly similar results for problem 2. I 
    think the roll-outs supports the analysis quite well, the 
    plays to win the game are usually the best plays to win the 
    gammon and I believe that the hit and split plays are 
    clearly best.
    


    Subject:  Re: The Weekly Quiz #30
    From: 
    Davek
    Date:  16 Nov 2002 00:52 EST

    well, er, not exactly. 5-1, and 5-3 don't leave shots, 
    although they are unpleasant.
    


    Subject:  Re: The Weekly Quiz #30
    From: 
    dorbel
    Date:  16 Nov 2002 09:12 EST

    thx Dave, apologies to DB, obviously I have a recurring 
    blind spot when looking at this position. You are quite 
    correct, there are only 5 immediate blotting numbers if you 
    make the three point. 
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