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Beginner's Guide to Counting Pips

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    Backgammo

    Beginner's Guide to Counting Pips

    Mark Driver, May 2000

    Introduction

    At the outset I should emphasize that I am in no way an expert backgammon player. On a good

    would judge my skill level to be of intermediate standard. Readers who are familiar with the in

    of pip counting would gain little from this tutorial. It is aimed to be a primer and a guide for be

    to progressively incorporate pip counting into their play.

    The Basics

    In the introduction to hisBibleof Backgammon, Paul Magriel asserts that "Backgammon isemphatically not a game of mathematical calculations; it is primarily a game of position and st

    a game of recognizing and anticipating visual patterns". However, in Chapter 10 the author protimely reminder that "Backgammon is essentially a race ... being able to determine your relativ

    position in this race is often essential" (Magriel, at page 126).

    Determining your position in this race is achieved by calculating the difference between the nupips (units of distance or spaces on the board your men travel) that you need to get all your che

    home and off the board, and the number our opponent needs. The result is the pip count and is

    calculated through the technique known as pip counting.

    At the start of any game the arrangement of the checkers is such that each player will need to mpips to complete their bear off. This number will decrease as the players move checkers around

    board, or may increase when their checkers are hit and sent to the bar. At the start of the game

    player has a pip count of 167, hence the difference between the sums is zero. Here is the startin

    position:

    Games start with a pip

    count of 167 to 167.

    Two checkers on the 24 point: 2 24 = 48Five checkers on the 13 point: 5 13 = 65

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    Three checkers on the 8 point: 3 8 = 24

    Five checkers on the 6 point: 5 6 = 30

    167

    In the following example at the closing stage of a game, Red has two checkers on the 6 point ahas one checker on the 6 point and two checkers on the 2 point. Red requires 12 pips to comple

    off (6 2 = 12), while White requires 10 pips (6 1) + (2 2) = 10. Therefore the pip count inthat Red is 2 pips behind in the race.

    Red's pip count is 12.White's pip count is 10.

    Why Count Pips?

    For the past 18 months, my backgammon games have been primarily played against various soprograms or human adversaries via the Internet. When playing against programs like JellyFish

    the Internet, a player usually has the luxury of determining the pip count by a swift click of the

    The pips for each player may be permanently displayed or the relative difference in pips (the p

    may be easily at hand.

    Venture into the real world of face-to-face play and such information technology is not availabassist in our game. On many such occasions, I found my inability to count pips a serious handiquickly realized that a mastery of pip counting would enable my further progress along the

    backgammon learning curve.

    The backgammon literature informs us that an ability to swiftly count pips confers the master w

    powerful advantage over the uninitiated in many common situations. The pip count is an essen

    factor in many cube decisions and can aid in determining the appropriate choice of strategy in gameholding positions. For example, Magriel provides a guideline for offering or accepting th

    a racing situation. In a long race (about 100 pips) a player should be a minimum of 10 pips in tto offer a double, or a maximum of 13 pips behind to accept a double (Magriel, at page 132).

    Pip Counting Techniques

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    The literature provides detailed descriptions of the many methods available. Some commentato

    suggested that it is possible to keep a running total of the pip count right from the beginning ofgame. I personally found this technique unworkable. I soon lost count and the constant mental

    processing involved distracted me from concentrating on other important aspects of the game.

    highlights three distinct methods to calculate the pip count: The Direct, The Comparison, and TMental Shift techniques (Magriel, at pages 126 to 131).

    Other experts such as Jack Kissane have publicized other effective techniques such as the appl"reference positions". The Kissane methods are set out in detail atBackgammon Galore. The a

    there was originally published in theChicago Point, Issue 52, November 1992.

    Each of the above methods requires some basic mathematical abilityadding, subtraction, and

    multiplicationand a decent memory. Some require recognition and/or visualization of basic r

    positions. Concepts from one method may be applicable to the others. To decide which method

    suited to your personal style of mental processing, check out the references provided and give try.

    A short cut, and technique, which I found to be very effective, is explained in detail below. I fi

    across the concept on thenews group archivessection of the Backgammon Galore web site. It

    originally posted on the newsgroup by Mark Denihan, 7 October 1996. The site also lists many

    articles which may be of interest.

    The Quadrant Crossover Technique

    For the purposes of this tutorial I will call this method the "Quadrant Crossover" technique. In

    it requires only four simple skills:

    1. A fluency in the basic multiplication tables for the numbers from 1 to 5 and more exten

    familiarity with the multiplication tables for the number 6 (for example multiples of 6 u

    multiplier of 25);2. Basic addition and subtraction skills;

    3. The ability to visualize moving a checker six points;

    4. The ability to remember a single two or three-figure number while undertaking the prev

    tasks.

    However, this method has an added advantage for a beginner. The full technique can be quickl

    by breaking down the process into easily mastered stages of gradually increasing difficulty.Furthermore, mastery of each stage is very useful in itself by giving the beginner progressively

    detailed information of their race standing. Bonus! Knowledge is power.

    Stage One

    Initially, ignore all the checkers of both players that have made it home. Observe the number a

    position of the remaining checkers you have on the board. Count the number ofcrossovers req

    bring each checker into the home board. A crossover is the move of a checker of six spaces (or

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    from one quadrant of the board to the next quadrant.

    (It is important to note here that to simplify this tutorial, in the Example Position below, each o

    has cleared his checkers from his adversary's home board. However, in other situations there w

    definitely be times that you will have to calculate the crossovers for checkers that have yet to etheir opponents' home boards.)

    Example position,numbered from Red'sperspective.

    In the example position above, White has managed to escape Red's menacing prime. It is a rac

    position as there can be no furthercontactbetween the opponents' checkers in this game. Red hcheckers on the seven point, four on the eight point and one checker on the nine point. Therefo

    needs 7 crossovers to bring all her checkers into the home board.

    Same example position,numbered from White'sperspective.

    The view from White's side of the board (shown above) shows that 8 crossovers are needed to her checkers home. Two crossovers for the checker on her 14 point, two more crossovers for e

    the checkers on White's 13 point, plus one crossover for the checker on White's 12 and another

    checker on White's 7 point. Therefore we can deduce that Red is definitely leading the race by crossover.

    Since a crossover corresponds to a move of six pips we can deduce from this exercise that Red

    one crossover or roughly 6 pips.

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    Stage Two

    Now that we understand what a crossover is and how to calculate how many we need for all of

    checkers to reach our homeboard, we need to visualize and remember where they land to be ab

    arrive at the exact pipcount.

    However, before going to that step in the tutorial, sometimes just knowing how many crossoveare ahead or behind allows you to clearly see your advantage or disadvantage especially in dou

    situations.

    To facilitate an improvement in the accuracy of this estimation, we must mentally move the ch

    see where they land. For example, if we pretend we are playing as Red in the Example Position

    we must consider that the white checker on the 13 point (White's 12) will land on White's 6 po

    White will have three checkers to bear off from the 6 point.

    On the other hand, if we now visualize where Red's checkers will land after Red does the cross

    and we compare, Red has only two checkers on the 6 point. This means that Red is in the lead 12 pipssix pips for the extra crossover and about six for the extra checker on the 6 point. Ple

    that these calculations are specific to this particular Example Position. In other scenarios, it wil

    plain to see that after the crossovers, the player with less checkers on his 6 and 5 points has theadvantage:

    Example position,

    numbered from Red'sperspective.

    Stage Three

    Beginners who have gained familiarity with the previous stages are now ready to calculate the

    count by including all the checkers on the board. Here is the example position again so that you

    have to scroll back up.

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    Example position,

    numbered from Red'sperspective.

    Start with your own checkers. Calculate the number of crossovers and include the checkers on point. Multiply by six to get the subtotal then add the remaining checkers from the 5 point onw

    obtain a total count. Don't forget to include the checkers from the crossovers when calculating

    number of checkers on each home board point! Remember your total, and then repeat the exercyour opponent's checkers. The difference between these two totals represents your exact standi

    race.

    Here's the breakdown calculation for the Example Position for Red:

    Example position,numbered from Red'sperspective.

    Total crossovers plus the 6 point: 9 6 = 54

    Five point: 2 5 = 10

    Four point: 0 4 = 0Three point: 3* 3 = 9

    Two point: 6* 2 = 12

    One point: 2* 1 = 2

    87

    * Note: The asterisks indicate points where outer board checkers have landed from the crossovhave been added to the checkers already there.

    Here's the breakdown calculation for the Example Position for White:

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    Same example position,

    numbered from White'sperspective.

    Total crossovers plus the 6 point: 11 6 = 66Five point: 2 5 = 10

    Four point: 2 4 = 8

    Three point: 2 3 = 6

    Two point: 2* 2 = 4One point: 4* 1 = 4

    98

    * Note: The asterisks indicate points where outer board checkers have landed from the crossov

    have been added to the checkers already there.

    From this full pip count we have verified that Red leads White by 11 pips, (98 87 = 11).

    As previously mentioned, a player who can accurately calculate the pip count is in a position o

    In the example position, it is Red's turn to roll the dice. What is the correct doubling strategy fo

    players? Using Magriel's criteria (see above), this is a long race situation (approximately 100 p

    Therefore, this is a clear double for Red and an acceptable take for White. (A JellyFish analysiconfirms this.)

    Tips on Training

    In real live situations the pip count process will need to be done quickly. In many tourn

    rules may apply. In club or social settings you may feel that you are under pressure to c

    even though your opponents are not casting withering glances at you. Frequent practice

    to rapidly and accurately calculate the pip count.

    A good tool for practicing is to use a software program such as Jellyfish. Turn off the "count" function and periodically try and calculate the result. To check your accuracy cli

    display pip count button. If your calculation was incorrect, do it again and try and figur

    went wrong. Practice makes perfect.

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    Remember that in some real world settings there may be added distractions from a cacophony

    and conversation. It would be useful to gain some experience by practicing under similar condAn effective method is to play some raucous music (Metallica are my favourite for training), a

    same time turn up the volume on the TV. Voilaan authentic caf/bar ambience.

    See also: Other articles onpip counting.

    Return to: Backgammon Galore

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