Celebrating 10 years in backgammon games

The Last Rolls - Part 1

by Douglas Zare
25 December 2003


Douglas Zare

Since high cubes are often exchanged at the end of the game, it is valuable to be able to judge the late bearoff accurately. There are a few simple and well-known reference positions, but over the board more complicated positions appear instead. It's not the most creative part of the game, but it is relatively easy to get these right.



In this column, we will review the theory of 2-roll, 3-roll, and 4-roll positions. We will determine the effects of each nonworking double or misses. Finally, we will look at applications to match play.



In a future column, I will analyze some close take/pass decisions as well as some close doubling decisions.




Tools



Exact calculations are extremely laborious for all but the simplest bearoffs, and it's not much more fun to roll out a bearoff position a few thousand times.



When Gerry Tesauro started training artificial neural nets to play backgammon, he started with the bearoff, but his results were poor, unlike his spectacular success with TD-Gammon, the first modern backgammon bot. It's natural to assume that the end of the game would be the simplest, with no primes or hitting or timing or gammons. In fact, that is backwards: Neural nets have an easier time figuring out the opening than the last few rolls of the game
 

The rest of this article (63.68 K) is premium content.

GammonVillage Subscriptions:

Choose a subscription length. Your best value is the lifetime subscription.

Duration:
Price:
Expires:
3 Month Subscription
$30
08 May 2010
1 Year Subscription
$50
08 Feb 2011
Lifetime Subscription
$125
Never

Proceed to Step Two

We accept Visa, Mastercard, American Express, Discover Card and PayPal. Google Checkout available.

Article text Copyright © 1999-2010 Douglas Zare and GammonVillage Inc.

You must be signed in to rate articles.

Feedback about this article:

2.
Subject: Re: The Last Rolls - Part 1
From: zare
Date: 01 Jan 2004 05:22 EST

You unpacked that sentence accurately. However, I miscalculated before: The trailer should double in a pure 4- roll versus 4-roll position at 3-away 4-away. D/T is worth 0.783 and ND is worth 0.760 EMG. I think I erroneously assumed that the leader would take a 3-roll versus 3-roll position in part of my calculations, but the dead-cube take point is about 22.8%, more than the 21.2% of a 3-roll versus 3-roll position.

Another correction: It appears that the trailer may have a tiny pass at 6-away 7-away, as Double/Take is worth about 1.003 EMG. Before, my roundoff errors were larger, and I thought it was a 0.998 take.

Here are the equities for Double/Take in EMG for a pure 4- roll versus 4-roll position. The rows represent the number of points for the player on roll. The first column is also 2-away.

2: 1.326 0.980 0.342 0.804 0.767 0.820 3: 1.085 1.206 1.526 1.188 1.187 1.071 4: 0.705 0.783 1.051 1.100 1.082 1.122 5: 0.627 0.739 0.843 0.904 0.906 0.928 6: 0.808 0.863 0.919 0.964 0.971 1.003 7: 0.800 0.921 0.897 0.934 0.930 0.947

Here are the differences between Double/Take and No Double in EMG. If your opponent will take, this tells you by how much it is right to double. Of course, at many scores it is less valuable to double because your opponent will pass.

2: 0.565 0.219 -.258 0.044 0.006 0.059 3: 0.324 0.445 0.765 0.427 0.426 0.310 4: 0.018 0.022 0.290 0.339 0.321 0.361 5: -.009 -.012 0.082 0.143 0.145 0.167 6: 0.053 0.102 0.158 0.203 0.210 0.242 7: 0.043 0.160 0.136 0.173 0.169 0.187

By the way, it appears to be a pass trailing 6-away 8-away (1.021) and 6-away 9-away (1.025), and no double leading 2- away 8-away (-.074) and 2-away 9-away (-.054). Otherwise, within a 9-point match the patterns continue. It is Double/Take if the roller needs 8 or 9 points, and you must pass if the roller needs 3 or 4 (or 6) points and you need 8 or 9.

I performed these calculations using Mathematica, so the main difficulty was copying the match equity table. It's a real pain to do the calculations by hand.

Douglas Zare

You must be signed in to post comments.

List Price: $175.00Our Price: $150.00
Join the Gammon Village Store Affiliate Program today.
Help Wanted
Backgammon Board Game Cartoon
Social Networking
Become a Fan on Facebook
Follow us on Twitter

Follow Us
Terms & Conditions I Privacy Policy I About Us I Contact Us I Advertise I Affiliates I Site Map
McAfee Secure Web Site
Celebrating 10 years in backgammon games