1.Introduction
Occasionally, backgammon players run into situations when a settlement is desired toward the end of a chouette or money game. Whenone or two more rolls would determine the fate of a game with a high cube value, players prefer sometimes to settle in order to cut their loss instead of riding a large risk.
Judges in situations can also seek settlements when conflict arises between two players.
Settlement agreements can be affected by non-mathematical factors associated with the players characters such as ones superiority over the other, one�sdisposition, their current scores, and so on.However, there is always a ground for fairly calculated settlements withno regards to such external factors.
The study in this paper aims to determine a mathematical formula, and consequentlya table, for settlements that seek mutual fairness to both players, which isbased only on the assets of the game being played.
2.Theorem of Fair Settlements
Player shave accustomed to calculate their chances of hitting checkers in terms of thenumber of rolls out of 36, rather than in terms of percentage values.
S = (1 - P/18) * Q.
S= [(18 - 5) / 18] * 64 = 46.22
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Inthis section, we�ll develop a settlement table that would be easy toremember.�
The obvious thing to start with is to Round the S values to their closest integralvalues.� Doing that would turn fractional numbers such as 15.11, 9.77 and 4.44, for examples, to whole numbers15, 10 and 4, respectively.�
Thisapproximation carries an error percentage with every whole number.
The next form of the table adds to the previous one the new settlement numbers andtheir corresponding error percentages:
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Byinspecting column # 4, we notice that the errors fall in two ranges: 0.00% to6.66%, and 11.00% to 12.00%. Whereasthe first range is quite reasonable, the second one carries some surplus withit.
Noticethe following facts about the error column:
Whenan accuracy of 11%-to-12% is not close enough, players must remember that the Pvalues involved are those highest five, from 13 to 17.
This should make us feel comfortable with the settlement values in the Sacolumn.�
Now let's drop from the table the columns carrying the fractional settlements anderrors, keeping only the columns with whole numbers.�
The final form of the settlement table that we have been working on now looks asfollows (For convenience, the Sa
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The table is good enough as a reference, but it may not be simple enough to know by heart. In this section, we will developrules that have the merit to help players memorize the settlement numbers.
Observation#1
Noticethat while P values increase from 1 to 17, S values decrease from15 to 1. This observation leads to thefoundation rule:
Rule #1 (Foundation Rule): Thelower the chances, the higher the settlement.
Observation#2
Thetable has a central line. It�s where Pand S carry their mid-values of 9 and 8 respectively. Try to remember this line.
Inthe game, the central line simply means that when your chance of winning is 9 (out of 36) then the settlement value would be exactly 8.
Rule #2 (Basic Rule): For awinning chance of 25%, the fair settlement is 50% of the cube value.
Asground for the next two observations, imagine the 17 rows partitioned into three sections: First 4, then middle 9, then last 4. We'll call this partition the 4-9-4 partition (See the highlighted figure below):
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To remember this partition, just bear in mind the numbers 5 and 13.
Observation#3
Notice that S repeats the same value as it moves from one section to the next.
Inthe game, this means that having 4 or 5 good rolls to win yields the same 75%settlement of the cube value. Similarly, 13 or 14 good rolls yield the same 25% settlement of the cubevalue.
If we notice that 4 or 5 rolls actually translate to a 12.5% chance (one eighth),and that 13 or 14 rolls translate to 37.5% (three eighths), then we can listtwo new rules:
Rule #3: For a winning chance of 12.5%,the fair settlement is 75%. (6 times the cube value)
Rule #4: For a winning chance of 37.5%,the fair settlement is 25%. (Only 2/3 of the cube value)
Observation#4
Notice,in the 4-9-4 partition above, that S is equal to 16-P in sectiona, to 17-P in section b, and to 18-P in sectionc. This subtraction gives way to aneasy method to reach settlements for all P values from 1 to 17.
Forthe reader�s convenience, the settlement table and the settlement rules areseparately collected at the end of the article.
6.Applications
Exercise1:
Youand your opponent are bearing off. You have 2 checkers on point 1 and he has 3 checkers on point 2.
Answer 1:
The opponent's chance of winning is 5 out of 36 (any set but 1-1).
Exercise2:
Youfigure out that any roll of 2 (direct or combined) would give you a win in agame with a cube value of 32 on your side.�You desire to settle. What wouldbe a fair settlement?
Answer 2:
Withtwelve chances to roll 2 (any 2, or 1-1), P is equal to 12.
Exercise3:
What'sa fair settlement for a 40% chance of winning a game with a cube on 64?
Answer 3:
On the fly, we figure out that 40% out of 36 is somewhere between 14 and 15. Say14.5. Remember that 14.5 is in theupper quarter.� The High-Section Ruledetermines S as 18-13.5, i.e. 3.5. Since the number 64 is 4 times the number 16 then multiply 3.5 by 2twice. The answer is to give 14.
Recall that the upper P quarter has an 11%-to-12% error range.
7.Gammon Possibilities
This point is very important to bear in mind before using the settlement table.
Is it possible to generate a formula for the case of a gammon possibility?
The answer depends on whether more information can be provided.
The idea will take us back to the proof of the Fair Settlement theorem.
(Noticethe multiplication by 2 for the loss.)�By simplifying the expression, the total becomes:
Whenwe divide by 36, the theoretical value of a single game would then be equal to:
We notice that S becomes zero when P is 24.�So, a tie occurs when the underdog player holds 24 out of the 36 cards,namely two thirds. (Remember that inthe case of no gammon the winning frequency was only half the games.)
Likewe did in the case of no gammon, if we take P in the lower segment, i.e. lessthan 24, then the formula would be:
Bysetting the cube value to 16, like we did in the no-gammon section, we concludethe formula:
(Comparethis formula to the previous formula, S = 16 - 0.89 P.)