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Re: [Bug-gnubg] None


From: Nis
Subject: Re: [Bug-gnubg] None
Date: Thu, 17 Apr 2003 18:48:57 +0200



--On Thursday, April 17, 2003 12:05 -0400 Hanley Hayes <address@hidden> wrote:

Either I stumbled upon a bug or (more likely) my understanding of the
cube analysis is lacking.  Here is the situation:

1. I am an running a March 2 build on Windows NT
2. gnubg has already borne off two checkers
3. gnubg has one checker on the bar, trapped behind my 6-prime extending
from my 2 pt through my seven point
4. The cube is at 2 and I own it.
5. I am on roll.

One important piece of info missing: Where are your last three checkers (*)

Looking at this situation in analysis afterwards, I wanted to see when/if
I should have doubled.  I clicked on the Cube decision tab.  Clearly I
think I should double as a) I can't gammon gnubg, b) if I play on, I
could possibly lose should gnubg start rolling doubles once I open up, c)
gnubg will clearly pass on a cube at this moment,

Correct.

d) the possibility that
my situation will erode sufficiently such that I would both double gnubg
and gnubg will accept, enabling me to win a game for 4 points I feel are
infinitesimally small (though not zero)

If gnubg has a take, then you have lost equity by waiting (or gnubg is making an error). So the combination "You both play perfectly, and the cube gets to 4" is not possible.

However, the Cube analysis reports:

Important information missing: Analysis settings

1. Double pass +1.000
2. Double take +1.460 +0.460
3. No double   +1.000 -0.000

Proper cube action: Redouble, pass

The conclusion agrees with you! Well done.

My question is:  Given that there is still contact possible, why is
option 3 (No double) given a +1.000.

The answer to this question must be: You can always double next turn, and gnubg should drop.

--
Nis Jorgensen
Greenpeace
Amsterdam




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