Celebrating 11 years in backgammon games

The Effective Pip Count

by Douglas Zare
25 April 2003


Douglas Zare

The pip count is a simple way to assess most races, including races to save the gammon. In a long race (50-120 pips), you can double with a lead of 10%-2 pips, redouble with a lead of 10%-1 pip, and take with a deficit of 10%+2 pips. In many situations, the raw pip count is unsatisfactory, and must be adjusted.

Which side do you like better?




Red trails 44-15 in the race.


In almost all circumstances, you should prefer the position with 44 pips over the position with 15. (In a head-to-head contest, Red would be a favourite even if White were on roll.) Here, you can't rely on the pip count. There are several methods available for adjusting the pip count to penalize the candlestick, and the effective pip count (epc) is the best that I have encountered. It not only allows me to assess most races to within a pip, but it provides a framework for learning. If I misunderstand a position, I can improve. It is also simpler than many inaccurate systems
 
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2.
Subject: Re: The Effective Pip Count
From: zare
Date: 26 Apr 2003 13:25 EST

I was worried that this article was a bit too long, so I cut out the section on going from the epc to percentages. I'll elaborate more on that in the future. However, a basic idea is that you can interpolate between what you know is a borderline take/pass decision and what you know is an even race.

If you lead 70-73, your lead is 7 pips, counting the fact that you are on roll. At 70-66, you would win 50%. A lead of 70-79, 13 pips, would be a borderline take/pass decision by the 10%+2 pips rule, which corresponds to about 78% winning chances. So, 70-73 should be about 7/13 of the way from 50% to 78%, a little bit more than half way, or 65%. Each pip is worth a little bit more than 2%. The pips closer to the even races are worth a bit more, and those in more extreme races are worth a bit less, but this interpolation is fairly accurate, and can be used to extrapolate a few pips beyond the take point, too.

What happens if you lead 40-42? The 10%+2 pips rule is not accurate any more. 40-45 would be a borderline pass, rather than 40-46. That's a lead of 9 pips including the roll, and it would correspond to about 27% winning chances (the difference between 50-50 and 77-23). In that case, each pip is worth about 3%, so leading by 6 pips means you are about a 68-32 favorite.

The interpolation suggests that in races shorter than about 40 pips, each pip is worth more than 3%. In races longer than about 80 pips, each pip is worth less than 2%.

If you can estimate the epc within a pip, you can estimate the probability of winning within 2-3% in medium-length races. That still allows you to make 0.100 take/pass errors in money play. In order to avoid making errors of size 0.050, you need to estimate the race within a half pip. That's not too hard in a pips versus pips position, or pips versus a pure n-roll position.

This illustrates how important a pip is. Some of the other systems for adjusting the nominal pip count have adjustments that are off by 3 pips or more, e.g., they would penalize the optimal 7-5-3 position for having a stack on the 6 point and gaps on the 2 and 3 points, although they would recognize that it has fewer crossovers than most 79-pip positions. If you get numerical feedback on your estimates of the race, 3 pips is a completely unacceptable error (at least for a normal position), corresponding to passing a borderline redouble. Douglas Zare

4.
Subject: Re: The Effective Pip Count
From: Tad Bright
Date: 27 Apr 2003 15:46 EST

This is great. Now I'll synthesize and make some bullet points for my pda. Also thanks for the quizmaster tips. I'm about 20 hours from putting it all together and 100 hours from being a master of racing cubes...maybe:) It seems that this is one aspect of the game that this intermediate can master at a higher level.

6.
Subject: Re: The Effective Pip Count
From: Slitherin
Date: 28 Apr 2003 13:23 EST

Great article which when combined with Walter's Boot camp articles gives a thorough view of epc.

Where can I get hold of Quizmaster please??

8.
Subject: Re: The Effective Pip Count
From: dorbel
Date: 05 May 2003 04:28 EST

The best DZ article that I have read, erudite and applicable. An understanding of EPC and the ability to adjust pip counts for gaps and wastage is essential to avoid expensive guessing games in live situations. This article should inspire all of us to do some work on these themes. Kudos as ever, to the inimitable W.Trice, who had all this stuff off pat long before the robot era. A couple of points. The average roll of 8.167 pips is not always a useful figure, as it is inflated by the huge 6-6, 5-5 and 4-4. As only 12 rolls are above the mean and 24 below it, it may well be correct to use a slightly lower figure in our calculations. I would also be interested to hear Doug's comments, perhaps in a later article, on the fascinating pip/roll hybrids discussed by Kleinman and Kazaross in (I think) "Only The Hogs..." The Zbot sounds interesting. I wonder who can be working on that?..........

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Celebrating 11 years in backgammon games