Staying Ahead

This text deals with a common tournament backgammon: How to protect a lead in a long match, e.g. when the match mightstill have a long way to go. For now, the main focus is on taking doubles when leading in the match. First we'll have a look at accepting initial doubles when leading in the match; then we turn to accepting redoubles.

The approach I'm going to take is a general one. I won't be explaining how to calculate take points, and I won't be presenting lots of numbers, formulas and algebra. Plenty of excellent sources for that sort of thing are already available, many right here on GammOnLine. Rather, I'll be presenting charts showing the patterns ofhow the match score influences take points, and develop some general guidelines, along withsome practical examples. The reason for this approach is that I'm having a really hard time doing match equity calculations over the boardunder tournament conditions. Back home at my desk, with pen,paper and spreadsheet hey sure, no problem. At the quarterfinals in the average regional tournament, after eight hours of play, with a crowd of kibitzers watchingand mumbling, possibly under time pressure, it's a different story. If you feel the same way please read on. Since the approach I take is kind of an experiment, I'd be more than happy to receive some feedback as to whether or not it is a useful way to present the information.

Accepting initial double

Generally speaking, a match lead should not make too big a difference in your taking policy when we're taking initial doubles. What might make difference is that gammons usually are more costly than normal, and that you don't get as efficient redoubles as usually. How big are those factors?

The chart shows the winning chances you need to accept a 2-cube whenyour opponents still has 17 point to go. The blue curves indicate no-gammon situations; the red ones that 21% of either players wins will be gammons. Of course this is seldom going to be exactly the case, but it gives an idea of the effect of gammon, in many opening and middle game situations. The lines with markers indicate the cube equity is taken into account, thus producing alower take point (measured in cubeless probability of winning, CPW sometimes also referred to as cubeless game winning chances, cgwc).

We're looking at the big picture here, so the chart includes all scores right from 2-away, 17-away to27-away, 17-away. The opponent score is held constant at 17-away, while the player, whose take strategy we're examining, is treated as a variable).

In the simple case, where there are no gammons an dno recube equity, as in, say, a last roll bear off situations, the chart indicates that you will generally need around 25% to accept acube, just as in money game. No big surprise here. It should be noted, however, the matchlead increases it becomes slightly more attractive to acceptan initial double under these conditions. It's not a big deal, however, but at 6-away, 17-away, the leader should be able to accept an initial double in a last roll bear off situation with about 24% winning chances rather than the usua l25%. Few people will be able to judge winning chances that accurately, so in practice this is not tooimportant.

When we grant the leader cube access it becomes a bit easier to accept the initial double; the take point is just shy of 22% cubeless winning chances, just as in money game. (See the bluecurve with markers). The value of owning the cube diminishes, however,as the end of the match approaches, since the leader would be reluctant toredouble to four: Notice how the distance between the blue lines gets smaller asthe lead gets bigger. Obviously, when the leader needs only two points to win, he gets no cube value at all. The main point to notice is that the take points are still pretty much as in money game, with a small exception when the leader can't take advantage of cube ownership.

When gammons are included (at the rate of 21% for both sides) we still have pretty much a money game situation, except when very close to the end of the match. The worst situation for the leader is at 2-away, 17-away where the lead is really big and where he gets norecube equity at all. In this case he needs about 33% winning chances to justify a take, and that's quite different from the roughly 26% he'd need at money game or further away from the end of the match, he could put the cube to some use. Before we turn to some actual examples, let's try to summarize what we've learned so far about accepting initial double with a match lead:

It's not the size of the lead but the number of points still needed to go that has thegreatest effect on the leader's take point. With lots of point to go, even a big lead shouldn't cause the leader to be more cautious in accepting doubles when gammons are unlikely.

With lots of points to go, a big lead should cause the leader to be only slightly more cautious,in accepting gammonish doubles; the takepoint is typically about 2 percentage points higher compared to even scores.

Near the end of the match, when the leader is within about five point of victory, his take points increases a little 1-2 percentage points) for non-gammonish positions, and a good deal percentage points) for gammonish positions. With a big lead you can take a last roll bear off position with slightly less than 25% winning chances.

Let's take a look at a couple of examples of this:

ption of being 2 or 3 points within victory, since the take might depend on being able to redouble, should the game turn around. That is indeed an accurate assessment; White should take with any kind of lead in the match, except when he's 2-away or 3-away; in that case he has small pass.

When gammons are a real possibility, things are notquite as happy for the leader, even at initial doubles:

For money, White should have a reasonable take here, although not a particularly happy one. It's easy to see people passing this one. Gammons are very possible, but with the anchor and not too many blots around for Orange to scoop up, it's not as if White is grave gammon danger. So White takes in a money game and at any even match score with lots of points to go. With a biglead, however, White might have a pass, based on the gammon risk. If you think the take is really borderline in the first place, then a pretty small leadlike, say, 12-away, 17-away could turn it into a pass. It you think the takeis pretty clear, you would either need a really big lead, like 6-away, 17-away to justify a pass, or to be close to the end of the match, like 4-away, 8-away. At the double-edged 2- and 3-awayscores, you would most likely not want totake this one.

The point here is not so much exactly what White's winning chances are, and what the precise take point at all conceivable scores would be. We're trying to build a general feel for just howmuch more cautious the leader should be.

I wouldn't claim to know the theoretical correct cube Play at various scores, but an educated guess would be that can take the double unless he's within six points of victory and leading substantially. With an extremely large lead, in, say, a 27-point match, he might have a pass a bit before that.

Supposewe weaken Orange's position, by giving him four checkers on the 20-point, while doing damage to his racing lead:

In this position White should havea pretty clear take for money and at almost any match score, with the exception of the notorious 2-or 3-points away. When White is 2- or 3-awayand enjoying only a small lead, like[2-away, 4-away]; [2-away,5-away]; [3-away,5-away] or something like that, he has a rather big pass, since Orange is now threatening to win the match or take the lead by winning a gammon, which is still not too unlikely. 2-away,10-away, for instance, would probably also be a pass, but not nearly as big asat 2-away 4-away where Orange's gammons operate at maximum efficiency.

Next is a simple position illustrating one of the finerpoints of taking with a match lead:

As most players are aware, for money this last roll situation is a true borderline take/pass decision. What fewerknow, however, is that it doesn't take much of a match lead to turn it into a take. With a 5-point lead or more, White has a pretty clear, although still small,take. Don't over estimate this effect, though. Pure 3-roll positions are still passes, with any kind of lead, forexample. (In fact, initial doubles in 3-roll positions can't be taken at anymatch score, unless there's an automatic redouble available). Also, note that this really only works in last roll positions; in longer bearoffs diminishing for the leader would balance the slight incentive to take more aggressively.

Now it's time take a closer look at the scores where the leader is near the end of the match. In the next chart, we'll fix the leaders score at two, three, four, and five points awaywhile treating the opponents score as a variable. This may be abit confusing at first, since the x-axis is now the other guy's score, ratherthan ours, so take your time to familiarize yourself with the chart.

From chart 1 we know that when you need four or five points to win, your take point is somewhat higher when you enjoy a big lead and face a gammonish initialdouble. Chart 2 verifies our suspicion that the bigger the lead, the more true this is. The red and green curves clearly indicate higher takepoint when the opponent needs lots of points to win. It's not a dramatic effect, though; each extra point you're leading raises you takepoint by only about onesixth of a percentage point. For example a 6 point lead, 4-away, 10-away suggest atake point of about 27%, compared to the roughly 26% you'd need at 4-away 4-away (taking into account gammons andrecube potential).

What's really interesting about chart 2, though, is the cyclic pattern the curves depict, especially at when the leader is two points from victory. This suggests that it's actually easierto accept an initial double, even a moderately gammonish one, when the opponent has an even number of points to go. That's quite counterintuitive, since after the Crawford-game the leader has a free pass whenever the opponent has an even number of points left. But when you're two points away it's almost the other way around: You'd rathertake when the trailer needs an even number than if he's an odd number away.At 2-away,even-away the take point is generally about 2 percentagepoints lower, than at 2-away odd-away. With a really biglead the difference between even-away and odd-away is as big as 4 percentagepoints.

Let's se a couple of examples of this phenomenon:

In the above diagram, is trailingby four pips, 26 to 22, which is pretty serious in a race this short. For money,and at most match scores, White would probably have a small pass, winning 21.1% cubeless according to one database. Being 2-away with a big lead changes things, however. White should passif Orange needs 7, 9, 11, 13, 15, 17, 19 or 21 points towin, but take if Orange needs 8, 10, 12, 14, 16, 18, 20 or 22 points. That's kind of funny, but it seems to hold up to further analysis.

It should be noted, however, that this principle phenomenon only occurswhen White is holding a sizeable lead. If Orange needs 4, 5or 6 point to go, White has a pretty low take point, around 20%, as long asgammons are not possible. If Orange on the other hand needs 2 or 3 point, White< would be quick topass, with takepoints of 30% and 28% respectively.

The same pattern can, perhaps surprisingly, be seen in positions with some gammons chances:

First of all, the size of the lead now has a profound >effect on the leaders take point, especially if a gammon is possible. In that case the leaders take point increases by about 1 percentage point for every point he's leading. And when we get closer to the end ofthe match, it's more like 2 percentage points for everymatch point lead. Real close to the end of the match things are pretty extreme; if you ever happen to double your opponent at 2-away 17-away in an gammonish position you'd better pray for a good/del>roll well, for you'll need to be aclear favorite to accept his automatic recube next turn. (Of course this example is a bitacademic, since most people would be sophisticated enough not todouble in the first place).

A summary of taking redouble before we turn toexamples:

With a matchlead, even a smallone, be slightly cautiousof accepting redoubles in gammon free positions, and verycautious in gammonish positions.

As a rule ofthumb, your take point increases with about one percentage point for each pointyou lead, when there's still a long way to go.

Typically ittakes around 30% or more to accept a gammonish redouble when leading. And make that 40% when you're leading substantially andwithin 6 points of victory.

       Innon-gammonish positions, take almost like in money game untilwithin 6 points; after that you need to be careful, with a take point of at30-40%

       If yourewithin 8 points of victory dont figure in any recube equity (redoubling wouldmean playing for 16-point and most likely the match).

Lets see some actual positions:

 

This position is an almost perfect 5-roll bearoff (double acesdont necessarily work); White wins with probability 28.1% and has a clear take for money of course.What kind of match lead might cause some doubt on the take? Since the take is so clear to beginwith,weneed a pretty big lead tochange that. Note that with a big match lead White gets novalue from the cube, he might not even be able to redouble (to 8) in a 2-rollposition. So basically the question is: By how much should White be leadingto raise his take point from below 25% to 28% cubeless? One possible answer would be a 10 point lead,7-away 17-away, as can be seen from chart 2. With an evenbigger lead he would have a clear pass. As always, when we get closer to the end of thematch, the take gets harder. For instance White would pass at5-away 11-away also, even though his lead is smaller than 10 points.

Whengammons are an issue, a smaller lead might make thedifference:


Here, OrangeRed has a nice redouble basedon a combination of a racing lead and some attacking chances. White willnormally have an OK take, since there are some immediate strong shots if OrangeRed fails toclear up his blots. With a match lead, however, the combination of afour-cube and a gammon threat could make it a pass. With only a two- or three-point lead,10-away, 12-away, for instance, the take isquite borderline. With a bigger lead or closer to the end of thematch, White will usually have a pass. 10-away,17-away would be a clear pass, and so would 6-away, 8-away. If White is both close to winning andenjoys a big lead, like 6-away, 17-away, taking becomes a huge blunder.

Lets do onemore:

 

 

This time, for money White has a biggertake than before, in fact, the redouble may technically bequite close, although its certainly a good practical double. Red is a bit short of ammo so his game is not quite asstrong as it looks. With a match lead, however, this issomewhat balanced by the fact that OrangeRed has a significant gammon threat; maybe about one third of hiswins will be gammons. As a consequence Whites proper strategy isquite similar to the previous position: With a lead of two or three points heshould consider passing even in a match with long way to go. With a biggerlead or when approaching the final stages, say at 6-away, passing becomesmandatory.

Methodological note

The match equitytable. All numbersand charts presented here are based on a matchequity table I computed some years ago. The reason Im not usingWoolseys table is that it doesnt go further than 15 point and that it doesnthavedecimals. The problem is that even though everybodyagrees that match equity tables are not accurate to one decimal point, this is theaccuracy you need to calculate meaningful take points at certain scores. Take pointsat loop sided scores depend critically on the exact numbers in the match equitytable used, since small differences and rounding errors are magnified in thecalculations.

To see this, suppose for instance that we want tocalculate take point at 2-away, 13-away. We might use numbers from KitWoolseys table with no decimals, or we could use my computergenerated table with one decimal point:

Woolsey Madsen

Leader passesfor 2-away, 12-away 95% 95,4%

Leader takesand wins for victory 100% 100,0%

Leader takesand loses for 2-away 11-away 94% 94,0%

 

Gain fromtaking and winning 5% 4,6%

Loss fromtaking and losing 1% 1,4%

Take point 17% 23,3%

 

Thats quite a difference. When the gainsand losses are small, it doesnt take much of an error to impact theloss:gain ratiodramatically. For this reason you wont be able to use Woolseystable to confirm the point about the 2-away even-away score, wherethe leader should take more aggressively than at 2-away, odd-awaywe simply need greater accuracy at these scores.

My table was generated using an iterativealgorithm, starting off with a cubeless match equity table, thenrepeatedly adjusting it to reflect asymmetric cube leverageuntil a stable table emerged. I cant be sure,of course, that its any better than the next guys, but it doesseem to produce quite consistent results. Idbe happy to mail a copy to anybody interested.

Cube leverage. I use a simple, recursive formula to estimate cubeleverage for any give match score and cube level. It takes intoaccount whatever level the cube might meaningfully get to, and assumes 60% cubeefficiency on average. Again, its not completely clear that the underlying model is accurate or if theremight be some better approach, but to me the results look reasonable, and besides I couldnt come upwith anything than works better. The key is, I think, that it gives a good feel for thedynamic of taking strategy in various situationseven though the take points (that are average figures anyway)might be shown to be off by a little.

Rollouts. I used computer rollouts to verify the conclusions in the text, so they shouldnt be too faroff. However, theexact difference between cube action at various match scores depends somewhat on the match equity table used, and on the method used to convert cubeless figures to correct cube action. Its possible that differentrobots will give slightlydifferent answers,even based on rolloutresults. I couldnt do theideal, true live cube score based rollouts, but I think the results should be reasonably accurate.