Cube Handling in Races

 Pip count percentage

 From: Jeff Mogath Address: mogath3@aol.com Date: 25 February 2001 Subject: Pip Count percentage Forum: rec.games.backgammon Google: 20010225163922.04686.00002037@ng-ff1.aol.com

```I understand that if you're more than twelve percent behind in the pip
count you should probably drop. How do you figure this percentage?
Any help is appreciated. Thanks

Regards,
Jeff
```

 hi  writes: ```Hi, If you are playing online usually there is a pip count displayed, so if the pip count for you is 100 and you are more than 12 pips behind you should drop (.12 x 100 = 12). If your pip count is 60 and you are 8 pips behind you should drop (.12 x 60 = 8 rounded up). If the pip count is not displayed, then you have to learn how to count pips, and there are many ways to do that. Look around online for the various methods. In Paul Magriel's "Backgammon" he recommends taking if you are behind 10 pips or less in a 60 pip race, and 13 pips or less in a 100 pip race. How do you know how long a 60 pip or 100 pip race is approximately? If all your men are in your inner board and equally distributed, you are in a 60 pip race (15 men, average position is on the 4pt-->15 x 4 = 60). A 100 pip race is one in which there are about 4 or 5 rolls before the bear off begins (average roll of the dice is 8 pips, 5 x 8 = 40). ```

 Gregg Cattanach  writes: ```A slightly more accurate system goes like this. (And the calculations are easier). Take the leader's pip count and multiply by 10%. Then take that number, subtract 2, and that's the pip difference for an initial double. Subtract 1 from the 10% number, and that's the difference for a redouble. Add 2 to the 10% number and that's the pip difference where the opponent should pass. This applies if both sides have similar high variance positions, (not a lot of checkers piled up on the low points.) This turns out to be remarkably accurate for any pip count from around 65 up to any large number. And the math is easier :) The 8%, 9%, 12% system overestimates the differences necessary when you get up to 120 pips or more, and underestimates it when you are down below 80 pips. This 10%-2, 10%-1, 10%+2 system is based on long computer simulations of the 'single-checker model'. This method does require getting an accurate pip count for both sides. I recommend Jack Kissane's Cluster Counting method: http://www.bkgm.com/articles/McCool/cluster.html ```

Cube Handling in Races

Bower's modified Thorp count  (Chuck Bower, July 1997)
Calculating winning chances  (Raccoon, Jan 2007)
Calculating winning chances  (OpenWheel+, Nov 2005)
Doubling formulas  (Michael J. Zehr, Jan 1995)
Doubling in a long race  (Brian Sheppard, Feb 1998)
EPC example: stack and straggler  (neilkaz+, Jan 2009)
EPC examples: stack and straggler  (Carlo Melzi+, Dec 2008)
Effective pipcount  (Douglas Zare, Sept 2003)
Effective pipcount and type of position  (Douglas Zare, Jan 2004)
Kleinman count  (Øystein Johansen+, Feb 2001)
Kleinman count  (André Nicoulin, Sept 1998)
Kleinman count  (Chuck Bower, Mar 1998)
Lamford's race forumla  (Michael Schell, Aug 2001)
N-roll vs n-roll bearoff  (David Rubin+, July 2008)
N-roll vs n-roll bearoff  (Gregg Cattanach, Nov 2002)
N-roll vs n-roll bearoff  (Chuck Bower+, Dec 1997)
Near end of game  (Daniel Murphy, Mar 1997)
Near end of game  (David Montgomery, Feb 1997)
Near end of game  (Ron Karr, Feb 1997)
One checker model  (Kit Woolsey+, Feb 1998)
Pip count percentage  (Jeff Mogath+, Feb 2001)
Pip-count formulas  (Tom Keith+, June 2004)
Thorp count  (Chuck Bower, Jan 1997)
Thorp count  (Simon Woodhead, Sept 1991)
Thorp count questions  (Chuck Bower, Sept 1999)
Value of a pip  (Tom Keith, June 2004)
Ward's racing formula  (Marty Storer, Jan 1992)
What's your favorite formula?  (Timothy Chow+, Aug 2012)