The Half-Crossover Pipcount
by Douglas Zare
14 June 2000
The Half-Crossover Pipcount
The Half-Crossover Pipcount
by Douglas Zare
"And you do Addition?" the White Queen asked.
"What's one and one and
one and one and one and one and one and one and one and one?"
"I don't know," said Alice. "I lost count."
Lewis Carroll, Through the Looking Glass.
Perhaps I have gotten a bit rusty at mental arithmetic. I had
difficulty computing a pipcount in Backgammon, which I found a bit
embarrassing. It is a straightforward calculation, but the difficulty
was doing it accurately with no pencil and paper while an opponent
rattles the dice.
The approximate pipcount is vital to correct backgammon play:
"When ahead in the race, race. When behind in the race, don't
race." Some times one needs more. The exact pipcount is extremely
useful to guide one's doubling strategy in some situations. For
example, in a race of more than 70 pips, if you are on roll a good rule
of thumb is that if you lead by at least than 8% then you probably have a
correct double, and if your lead is at most 12% then your opponent
probably has a correct take. It arises in many other situations as
well. Since the pipcount is important, there have been a wide variety
of methods developed to compute it over the board. See Mark Driver's
article,
"A
Beginner's Guide to Counting Pips" for one method and references
to more. There is some related discussion in the Pip Counting section
of the
rec.games.backgammon archive
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1.
Subject: Re: The Half-Crossover Pipcount
Date:
29 Nov 2009 03:41 EST
In example 4 white is ahead by 2 crossovers over white and the pipcount is only 5 pips difference which is not enough for a double for white. My question is: by how many crossovers should someone be ahead in order to send the cube in this method of counting?
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