Backgammon Pure Running Strategy
Backgammon Pure Running Strategy
Edward O. Thorp
Abstract. The pure running game (end game, no-contact game) occurs in backgam-
mon when no further contact between opposing men is possible. It compares roughly
in importance to the end game in chess. This paper presents a complete exact so-
lution to the pure running game with the doubling cube under the simplifying as-
sumption (Model 1! ) that dice totals can be arbitrarily subdivided in moving men
and that men can be borne off even though not all are in the inner table.
The actual pure running game (i.e., without these simplifying assumptions) can
be solved to high approximation by the methods of this paper. The strategies ob-
tained are superior to those employed by the world’s best players.
Our strategies and methods for the end game lead to substantially improved
middle-game (where contact is still possible) play. It is feasible to find exact solutions
to some middle-game situations. By also employing positional evaluation functions,
it seems feasible to program an existing computer to become the world backgammon
champion.
1 Introduction
The game of backgammon, along with chess and checkers, is among the old-
est games known. A primitive backgammon-like game dated 2600 B.C. is on
display in the British Museum (Jacoby and Crawford 1970, pp. 8–9).
In place of the traditional board we use the equivalent representation of 26
linearly ordered cells numbered 0, 1, . . . , 25. The traditional board corresponds
to cells 1, . . . , 24. White men travel from higher to lower numbered cells on
White turns and Black men move in the opposite direction. To preserve the
symmetry, we also use the coordinate systems i = W i = B(25 − i). See Figure
1.
The object of White is to move all men to W 0 and the object of Black is
to move all men to B0. The first player to get all men to his 0 cell wins. The
∗ Presented at the Second Annual Conference on Gambling, South Lake Tahoe, Nevada,
June 15–18, 1975.
238
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Edward O. Thorp
25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
B
Fig. 1. Backgammon board. White travels left on his turn. Black travels right on his turn.
Backgammon: The Optimal Strategy for the Pure Running Game 239
men are initially as in Figure 1. The additional rules (see, e.g., Holland 1973,
Hopper 1972, Jacoby and Crawford 1970, Lawrence 1973, Obolensky and
James 1969, or Stern 1973) are assumed known to the reader and will be
used, without a complete formal statement, as we proceed.
[In Section 2 we give bounds for the duration of simplified models of the
game. In Section 3 we give bounds for the number of board configurations.
Section 4 gives a recursive solution to the Model 1 end game, i.e., the one-
checker pure race model, and Section 5 extends this to Model 1! , which adds
the doubling cube. Section 6 discusses possible extensions of the research.]
Definition 4. A strategy for a player is a rule that specifies how the player
is to move for each state of the game in which he is to move. For a given
state the strategy may be pure or mixed. In a pure strategy the player always
makes the same moves for a given roll. In a mixed strategy he chooses his
moves for a given roll from among several alternatives, each having a specified
probability of being chosen. Strategies also may be stationary or nonstationary.
A stationary strategy is one which does not depend on the time (i.e., turn
number). Each time a state repeats, a stationary strategy has the same rule
for selecting moves. A stationary pure strategy selects exactly the same moves.
A nonstationary strategy does depend on the time. A strategy pair s = (s1 , s2 )
is a specification of strategies for players 1 and 2 respectively.
Theorem 1. For any strategy pair s, E(D1 ) < E(D2 (s)) < E(DG (s)).
Proof. To show strict inequality, it suffices to give a finite sequence of rolls such
that D1 < D2 (s) for each s and to give a sequence such that D2 (s) < DG (s) for
each s. If (6, 5) is the opening roll and double sixes only are rolled thereafter,
then D1 = 7 and D2 (s) ≥ 9. If (6, 5) is the opening roll and then double fives
only are rolled, D2 (s) = 11 but in G the men on 1, 6, 19, and 24 can never
move so we can make DG (s) ≥ N for arbitrary N . ' (
In both Model 1 and Model 2 the length of the game is bounded above
and the game trees are finite. The proof of the theorem shows this is not the
case for G.
Table 1. Initial configuration: all men borne off except 1 W at 22, 1 B at 3. All
cell numbers are W coordinates. The cycle W 2 · · · B4 is repeated forever.
This leads to the question of whether the expected duration of the game is
finite. Conceivably this could depend on which strategies the players choose.
Backgammon: The Optimal Strategy for the Pure Running Game 243
Here, but for a gap, is a proof that the expected duration of the game is finite
for arbitrary stationary strategies.2
Assume first that the values of the doubling cube are limited to the finite
set {2k , k = 0, 1, . . . , n}. Then the number of possible states is finite. The
absorbing states are those in which (a) all the men of the player who has just
moved are in his 0 cell and not all the other player’s men are in his zero cell.
The transition probability Pij from state i to state j depends only on the
states i and j. The game is therefore a finite Markov chain with stationary
transition probabilities. We conjecture (this is the gap in the proof) that all
the other states are transient. It follows at once from this that the expected
time to reach an absorbing state, and hence the expected duration of the
game, is finite (e.g., Kemeny and Snell 1960, Theorem 3.1.1, p. 43.).
If instead the possible doubling cube values increase without limit (2k , k =
0, 1, 2, . . .), the same proof works under the additional hypothesis that for
sufficiently large N , the strategy pair is the same for all k ≥ N . Then we
group together all states that have k ≥ N and are otherwise the same. Now
apply the preceding “proof.”
attempted to move them. He did not succeed since his opponent had a prime
after the move, hence before. Therefore the configuration did not change. By
induction, the board configuration was always thus, contradicting the initial
configuration specified in the rules. Hence these configurations are impossible.
If we know who has just moved, additional configurations are impossible.
For instance, a player cannot complete his turn with all his men on the bar
when the opponent has no blocked points on his home board.
Some questions about possible configurations: Suppose W has i men on
the bar, B has j men on the bar, and X (= W or B) is to move. Describe
this by (i, j; X). Which (i, j; X) can arise in the course of the game? In par-
ticular what are the maximal such triples (i, j; W ) and (i, j; B)? Presumably
all submaximal triples can also arise.
[Following a suggestion of the referee we find a simple upper bound for the
number of configurations. Using ! the "fact that the number of ways of placing
r balls in n ordered cells is r+n−1 r ! " (Feller 1968), we can place the 15 B
men in the 26 cells {0, . . . , 25} in 4015 ways. The same is true for the 15 W
men. This includes all the possible configurations plus some impossible ones,
such as those with B and W men in the same cell. The resulting number
! "2
M = 40 15 ≈ 1.62 × 1023 is an upper bound for the number of configurations.
Using the rule that opposing men may not occupy the same cell reduces
this somewhat. The bound given in the original paper, via a more complex
combinatorial calculation, was about 1.85 × 1019 .]3
An upper bound for the number of states, assuming a limit of n values for
the doubling cube and initial stakes of one unit, is then 2M n.
We turn now to the important special case of the pure running game.
Definition 5. The pure running game (or end game or no-contact game) is
that portion of the game where no further contact between men is possible, i.e.,
when there exists a real number x such that all W men have coordinates less
than x and all B men have coordinates greater than x. (Here all coordinates
are W coordinates.)
The end game is finite and cannot take more than 63 moves for W , 62 for
B. This case occurs if x = 12.5, all 15 B men are on 13, all 15 W men are
on 12, the only subsequent rolls are (1, 2) and B and W assemble all 15 men
on B1 and W 1 respectively, before bearing off. It follows that the game tree
arising from each initial end-game position is finite.
To get an upper bound K for the number of end-game configurations,
relabel the cells 1, . . . , 26.
3 Editor’s note: A better bound is
15 “ ”“
X 26 15 − 1”“15 + 26 − i − 1”
M = ≈ 1.14 × 1019 .
i=1
i i−1 15
The three factors correspond to the number of ways to choose the i cells occupied by
W , the number of ways to place the 15 W men in these i cells with at least one in each,
and the number of ways to distribute the 15 B men into the remaining 26 − i cells.
Backgammon: The Optimal Strategy for the Pure Running Game 245
and
246 Edward O. Thorp
j−1
# 24
#
E(i, j; B) = E(i, j − k; W )A(k) − A(k), (2)
k=3 k=j
Then E(i, j; W ) is calculated recursively by finding (1) the first three rows, (2)
the first three columns, (3) the next three rows, (4) the next three columns,
etc.
We calculated E(i, j; W ) recursively to four places (some roundoff error in
fourth place) by equations (1) and (2) for all i and j such that 1 ≤ i, j ≤ 168.
The calculation is extremely fast. Tables 2 and 3 show results rounded to two
places. Table 4 shows a portion of the full table from which Tables 2 and 3
were extracted. [The rows and columns of Tables 2–4 vary monotonically so
values not given can be obtained by interpolation or extrapolation.]
An alternative to the recursion calculation is to simulate a large number
of Model 1 games on a computer, to determine the matrices of Figures 2 and
3. Equivalently we can determine the matrix (P (i, j; F )) of probabilities that
the first player F will win given that his goal is i and that the goal of the
second player S is j. Such a matrix is computed for selected (i, j) and given
as Table 5. Note that an exact (P (i, j; F )) matrix follows from Table 2 and
the equation P (i, j; F ) = (E(i, j; F ) + 1)/2.
The entries in Table 5 are each based on n = 10,000 games. The stan-
dard
' deviation of the sample mean from the true mean p = P (i, j; F ) is
p(1 − p)/n ≤ 0.005 so the third digit is in doubt. For large (i, j), simulation
is a useful alternative to the recursion method. It provides values for a speci-
fied (i, j) pair without having to calculate values for any, not to say all, (i! , j ! )
pairs with i! ≤ i and j ! ≤ j. Further, P (i! , j; F ) ≥ P (i, j; F ) if i! ≤ i and
Backgammon: The Optimal Strategy for the Pure Running Game 247
0 1 2 3 4 5 6 7 8 9
0 ! ! ! ! ! ! ! ! ! !
1 ! ! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! ! !
Zone (a1) Value +1
W 2
h
! ! ! ! ! ! ! ! ! !
White wins
i
t 3
e
! ! ! ! ! ! ! ! ! !
c
o 4
o
! ! ! ! ! ! ! ! ! !
r Zone (a2)
d
i 5
n
! ! ! ! ! ! ! ! ! !
a
t 6
e
s
(i) 7 ! ! ! ! ! ! ! ! ! !
!
! ! ! ! ! ! ! ! ! !
Black wins, E(i, 0; W ) = −1
8
9 ! ! ! ! ! ! ! ! ! !
0 1 2 3 4 5 6 7 8 9
! ! ! ! ! ! ! ! ! !
White wins, E(0, j; B) = +1
0
1 ! ! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! ! !
Zone (b1)
W 2
h
! ! ! ! ! ! ! ! ! !
i
t 3
e
! ! ! ! ! ! ! ! ! !
c
o 4
o
! ! ! ! ! ! ! ! ! !
r Zone (b2)
d
i 5
n
! ! ! ! ! ! ! ! ! !
a
t 6
e
s
(i) 7 ! ! ! ! ! ! ! ! ! !
! ! ! ! ! ! ! ! ! !
Black moves and wins
8
! ! ! ! ! ! ! ! ! !
Value −1
9
Fig. 3. Lattice of states (i, j; B), i ≥ 0, j ≥ 1, Black to move. Expectation for White
is E(i, j; B).
The values in parentheses in Table 5 are those given by Jacoby and Craw-
ford (1970, p. 118). There is a systematic discrepancy between the two sets
of numbers, with the latter set of probabilities noticeably closer to 0.5 than
ours. To “explain” this, note first that Jacoby and Crawford (1970, p. 119) say
that they do not claim their values are “completely accurate” and that they
are based on “experience.” Thus their figures may have substantial errors.
On the other hand, our values are for Model 1 and Model 1 neglects “blots.”
Model 1 also neglects wastage in bearing off. In the real game, with such large
i, j, there will be on average several blots hit on each side. This will have the
effect of increasing the effective i and j, very possibly enough to give values
consistent with those of Jacoby and Crawford.
Table 2. E(i, j; W ) for Model 1 rounded to two decimal places. Decimal points is two places from right and has been omitted.
5 76 94 98 98 100 100 100 100 100 100 100 100 100 100 100 100 100
10 −36 56 81 90 99 99 100 100 100 100 100 100 100 100 100 100 100
15 −71 −6 40 73 88 94 98 99 100 100 100 100 100 100 100 100 100
20 −85 −59 −11 37 66 82 92 97 99 100 100 100 100 100 100 100 100
25 −97 −79 −51 −10 32 60 78 89 95 98 99 100 100 100 100 100 100
30 −99 −90 −74 −45 −7 29 56 74 86 93 97 99 99 100 100 100 100
35 −100 −97 −87 −68 −41 −7 26 52 71 84 91 96 98 99 100 100 100
40 −100 −99 −94 −83 −64 −37 −6 24 50 68 81 90 94 97 99 99 100
45 −100 −100 −98 −92 −80 −61 −35 −6 23 47 66 79 88 93 96 98 99
50 −100 −100 −99 −97 −90 −77 −58 −33 −5 22 45 63 77 86 92 96 98
55 −100 −100 −100 −98 −95 −87 −74 −55 −31 −5 21 43 61 75 84 91 95
60 −100 −100 −100 −99 −98 −94 −85 −72 −53 −30 −5 20 41 59 73 83 90
65 −100 −100 −100 −100 −99 −97 −92 −83 −69 −51 −28 −4 19 40 57 71 81
70 −100 −100 −100 −100 −100 −99 −96 −90 −81 −67 −49 −27 −4 18 39 56 70
75 −100 −100 −100 −100 −100 −99 −98 −95 −89 −79 −65 −47 −26 −4 18 37 54
80 −100 −100 −100 −100 −100 −100 −99 −97 −94 −87 −77 −63 −46 −25 −4 17 36
85 −100 −100 −100 −100 −100 −100 −100 −99 −97 −93 −86 −76 −62 −44 −25 −4 17
90 −100 −100 −100 −100 −100 −100 −100 −99 −98 −96 −92 −84 −74 −60 −43 −24 −4
95 −100 −100 −100 −100 −100 −100 −100 −100 −99 −98 −95 −90 −83 −72 −59 −42 −23
100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −97 −94 −89 −82 −71 −57 −41
105 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −99 −97 −94 −88 −80 −70 −56
110 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −98 −96 −93 −87 −79 −68
115 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −98 −96 −92 −86 −78
120 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −97 −95 −91 −85
125 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −99 −97 −94 −90
130 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −98 −97 −94
135 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −98 −96
140 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −99 −98
145 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99 −99
150 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −99
155 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100
Backgammon: The Optimal Strategy for the Pure Running Game
160 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100
165 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100 −100
249
Table 3. Continuation of Table 2.
250
5 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
10 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
15 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
20 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
25 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
30 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
Edward O. Thorp
35 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
40 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
45 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
50 99 99 100 100 100 100 100 100 100 100 100 100 100 100 100 100
55 97 98 99 100 100 100 100 100 100 100 100 100 100 100 100 100
60 94 97 98 99 100 100 100 100 100 100 100 100 100 100 100 100
65 88 93 96 98 99 99 100 100 100 100 100 100 100 100 100 100
70 80 87 92 95 97 98 99 100 100 100 100 100 100 100 100 100
75 68 78 86 91 95 97 98 99 99 100 100 100 100 100 100 100
80 53 67 77 85 90 94 96 98 99 99 100 100 100 100 100 100
85 35 52 65 76 84 89 93 96 98 99 99 100 100 100 100 100
90 16 34 50 64 75 83 88 93 95 97 98 99 99 100 100 100
95 −4 16 34 49 63 73 82 88 92 95 97 98 99 99 100 100
100 −23 −4 15 33 48 62 72 80 87 91 94 96 98 99 99 100
105 −40 −22 −3 15 32 47 60 71 80 86 91 94 96 98 99 99
110 −55 −39 −21 −3 13 31 46 59 70 79 85 90 93 96 97 98
115 −67 −54 −38 −21 −3 14 31 46 58 69 78 84 89 93 95 97
120 −77 −66 −53 −37 −21 −3 14 30 45 57 68 77 84 89 92 95
125 −84 −76 −65 −52 −37 −20 −3 14 30 44 57 67 76 83 88 92
130 −89 −83 −75 −64 −51 −38 −20 −3 13 29 43 56 66 75 82 87
135 −93 −89 −82 −74 −63 −50 −35 −19 −3 13 28 43 55 65 74 81
140 −96 −93 −88 −81 −73 −62 −49 −35 −19 −3 13 28 42 54 65 73
145 −97 −95 −92 −87 −80 −72 −61 −48 −34 −19 −3 13 28 41 53 64
150 −98 −97 −95 −91 −86 −80 −71 −60 −47 −33 −18 −3 12 27 41 53
155 −99 −98 −97 −94 −91 −80 −79 −70 −59 −47 −33 −18 −3 12 27 40
160 −99 −99 −98 −96 −94 −90 −85 −78 −69 −58 −46 −32 −18 −3 12 26
165 −100 −99 −99 −98 −96 −93 −89 −84 −77 −68 −58 −45 −32 −17 −3 12
Backgammon: The Optimal Strategy for the Pure Running Game 251
Table 4. Part of the four place table of E(i, j; W ) for Model 1. The decimal place
is four places from the right and has been omitted. The complete table (49 pages
like this one) covers all i, j from 1 to 168.
25 3235 3914 4511 5080 5586 6034 6435 6828 7188 7503 7789 8061
26 2461 3174 3813 4423 4972 5465 5912 6345 6744 7096 7418 7721
27 1676 2414 3086 3732 4323 4860 5353 5828 6267 6657 7015 7350
28 871 1623 2323 3002 3633 4214 4753 5272 5752 6182 6576 6945
29 72 830 1548 2254 2920 3542 4124 4684 5205 5674 6104 6506
30 −706 48 776 1500 2194 2851 3471 4069 4627 5133 5599 6033
31 −1456 −713 15 751 1464 2147 2798 3429 4020 4560 5060 5527
32 −2183 −1456 −733 6 731 1433 2107 2765 3386 3957 4489 4988
33 −2865 −2161 −1450 −718 10 721 1411 2088 2731 3330 3890 4419
34 −3493 −2816 −2126 −1408 −688 23 719 1406 2066 2686 3271 3828
35 −4074 −3427 −2763 −2066 −1363 −661 32 723 1391 2027 2634 3215
36 −4616 −4001 −3365 −2696 −2014 −1329 −644 42 714 1360 1983 2585
37 −5119 −4537 −3933 −3294 −2639 −1974 −1305 −628 41 693 1327 1946
38 −5576 −5029 −4458 −3854 −3229 −2590 −1941 −1279 −617 33 674 1304
39 −6002 −5490 −4953 −4382 −3789 −3179 −2552 −1909 −1260 −615 27 663
40 −6401 −5922 −5418 −4882 −4321 −3739 −3137 −2515 −1882 −1247 −609 27
41 −6775 −6329 −5857 −5352 −4822 −4269 −3693 −3094 −2479 −1857 −1229 −597
42 −7115 −6701 −6260 −5787 −5288 −4764 −4214 −3640 −3047 −2442 −1827 −1205
43 −7429 −7045 −6635 −6192 −5722 −5226 −4704 −4155 −3586 −3001 −2403 −1795
44 −7722 −7367 −6985 −6571 −6129 −5661 −5165 −4642 −4098 −3536 −2957 −2366
45 −7992 −7665 −7310 −6923 −6509 −6067 −5597 −5101 −4581 −4043 −3487 −2915
46 −8233 −7933 −7604 −7245 −6857 −6442 −5999 −5530 −5036 −4523 −3990 −3440
47 −8450 −8176 −7873 −7540 −7179 −6790 −6374 −5931 −5465 −4977 −4469 −3941
48 −8648 −8398 −8121 −7813 −7477 −7115 −6725 −6309 −5869 −5407 −4924 −4419
37 38 39 40 41 42 43 44 45 46 47 48
25 8316 8530 8726 8906 9075 9206 9318 9417 9509 9579 9637 9693
26 8005 8248 8471 8675 8866 9020 9152 9272 9381 9467 9540 9610
27 7663 7935 8184 8414 8628 8805 8960 9102 9230 9336 9426 9511
28 7288 7588 7865 8121 8359 8562 8741 8906 9056 9182 9291 9393
29 6879 7209 7514 7797 8061 8290 8495 8684 8857 9005 9135 9255
30 6437 6798 7132 7442 7733 7989 8221 8436 8633 8805 8957 9096
31 5962 6353 6718 7057 7376 7661 7920 8161 8384 8579 8754 8915
32 5454 5877 6272 6642 6991 7304 7592 7860 8108 8328 8526 8709
33 4917 5372 5799 6199 6577 6920 7236 7531 7805 8050 8273 8478
34 4354 4840 5298 5730 6137 6509 6854 7176 7476 7746 7993 8221
35 3768 4284 4773 5234 5671 6072 6445 6794 7119 7415 7687 7939
36 3163 3706 4223 4714 5179 5608 6009 6385 6736 7058 7354 7630
37 2544 3111 3654 4171 4663 5120 5547 5950 6326 6673 6995 7296
38 1917 2505 3069 3610 4126 4608 5062 5490 5891 6264 6611 6937
39 1286 1889 2472 3033 3570 4075 4553 5006 5432 5830 6202 6553
40 656 1268 1865 2442 2997 3524 4024 4500 4950 5373 5770 6145
41 32 649 1254 1843 2413 2957 3478 3975 4448 4895 5316 5716
42 −581 35 644 1240 1821 2380 2917 3434 3928 4397 4842 5265
43 −1181 −570 38 637 1225 1795 2347 2880 3393 3882 4349 4794
44 −1766 −1164 −561 38 629 1206 1769 2316 2845 3353 3839 4305
45 −2331 −1742 −1148 −554 37 618 1188 1746 2289 2812 3316 3801
46 −2875 −2301 −1719 −1133 −547 34 608 1174 1726 2263 2781 3282
47 −3397 −2841 −2273 −1698 −1119 −541 33 602 1161 1707 2238 2753
48 −3897 −3359 −2808 −2246 −1678 −1106 −535 34 597 1149 1689 2215
Table 5. Probabilities of success for first player in Model 1. Each figure based on
10,000 simulated games, assuming player who moves has goal N (F ) and other player
has goal N (S). Standard deviation of error is less than or equal to .005. Parenthetical
numbers are corresponding probabilities given by Jacoby and Crawford (1970).
N (F ) N (S)
50 60 70 80 90 100 110 120 130 140 150 160 167 170 180
of the actual game for F is positive. Note, however, that in the actual game
E(X) = 7 for the initial roll rather than the 8 1/6 of subsequent rolls, whereas
Tables 2, 3, and 5 assume 8 1/6 for all rolls. (This last is reasonable because
Model 1 is meant to represent the end game.) Examination of the full Tables 2
and 3 suggests that changing the initial roll to conform with the actual game
would reduce the F win probability to about .542, giving a value of .084 to
E.
However, we cannot make useful inferences from this about the value (as-
suming both players choose optimal strategies) of the actual game to F . The
additional features of the actual game make it substantially different from
Model 1. Hitting blots, loss of some or all of a roll when men are sufficiently
blocked, and “wastage” all tend to make N (F ) and N (S) substantially greater
than in Model 1. However, symmetry shows that p = P (i, i; W ) > .50 for
i ≥ 1. Thus we might conjecture that the probability p that F wins satisfies
.55 > p > .50 whence the value V (F ) of the game to F (without doubling or
gammons) would satisfy .10 > V (F ) > 0.
Doubling and gammons both should alter this considerably. If X doubles
and Y folds it is an ordinary win. In scoring the actual game, there are three
cases if no one folds. If X wins and some Y men have reached Y 0 it is an
ordinary win and X receives the value on the cube. If no Y men have reached
Y 0 and all Y men are in cells Y 1 through Y 18 it is a gammon and X gets
twice the value on the cube. If no Y men have reached Y 0 and some Y men
Backgammon: The Optimal Strategy for the Pure Running Game 253
e. given B, D
Black doubles: (i, j; B, D) to (i, max(j − k, 0); W, D) or
Black does not double: (i, j; B, D) to (i, max(j − k, 0); W, O)
f. given B, O
(i, j; B, O) to (i, max(j − k, 0); W, D)
We calculate the expectation for White per unit currently (i.e., at point
i, j) bet. A decision to double is made by comparing the expectation from
doubling, per current unit, with that from not doubling. The expectation, if
positive, is increased by doubling and decreased by the loss of the doubling
cube. Thus whether to double will depend in general on the results of each cal-
culation. In case (a), White’s expectation
& if he doubles is E D ≡ E D (i, j; W ) =
min(1, E ), where E (i, j; W ) = 2 k E(max(i − k, 0), j; B, D)A(k), and his
D D
where #
E D (i, j; W, D) = 2 E(max(i − k, 0), j; B, D)A(k),
k
The E matrices for Black to move are useful auxiliaries in the recursion but
they can be deduced from those for White to move. This follows, just as in
Model 1, from the analogous antisymmetries for Model 1! :
Backgammon: The Optimal Strategy for the Pure Running Game 255
and
E D = max(−1, E D )
with #
E D (i, j; B) = 2 E(i, max(j − k, 0); W, D)A(k).
k
Case (e):
E(i, j; B, D) = min(E 0 , E D ),
where #
E 0 ≡ E 0 (i, j; B, D) = E(i, max(j − k, 0); W, O)A(k)
k
and
E D = max(−1, E D )
with #
E D (i, j; B, D) = 2 E(i, max(j − k, 0); W, D)A(k).
k
Case (f):
#
E(i, j; B, O) = 2 E(i, max(j − k, 0); W, D)A(k).
k
Theorem 2. Inequalities (7) and (8) hold for Model 1! , i.e., it is always at
least as good to have the doubling cube as not to.
256 Edward O. Thorp
Proof. For i = 1, 2, 3 all parts of (7) are 1. This corresponds to zone (a1) of Fig-
ure 2, in each of the lattices {(i, j; W, D)}, {(i, j; W )}, and {(i, j; W, O)}. Now
let i = 1, 2, 3 and suppose Black follows the (not necessarily optimal) strat-
egy of not doubling when& in states (i, j; B, D) or (i, j; B). Then& his expecta-
tion is, respectively, − k E(i, max(j −k, 0); W, O)A(k) or − k E(i, max(j −
0); W )A(k), whereas the expectation of a Black player in state (i, j; B, O) is
k, &
− k E(i, max(j − k, 0); W, D)A(k). Comparing term by term and using what
was proved about “zone (a1)” establishes (8) for i = 1, 2, 3, i.e., for the regions
of (i, j; B, y), y = D or blank or O, corresponding to zone (b1) of Figure 3.
We continue with zone (a2), zone (b2), etc. just as in the original recursion.
This concludes the proof. ( '
The player who is doubled should accept the double if as a result his
expectation E > −1, he is indifferent if E = −1, and he should reject the
double if E < −1. In this last instance the game ends and the other player
receives +1 so this value, not −E, is assigned to the appropriate state for
use in subsequent recursions. Thus for each state in each of the matrices
{(i, j; W, D)} and {(i, j; B, D)} we compute E D and E 0 . Then we will list
whether the player doubles (−1 = NO, 0 = INDIFF, +1 = YES), whether
the doubled player accepts (−1 = NO, 0 = INDIFF, +1 = YES), and the
expectation E.
Tables 6 and 7 are selected portions of four-place tables for E(i, j; W, D)
and E(i, j; W, O), respectively. [A comparison of corresponding entries in the
two tables shows the enormous value of the doubling cube.]
As a check, the various Model 1! tables were shown to satisfy (4), (5), (6),
(7), (8) as well as monotonicity:
E(i, j; X, Y ) ≥ E(i + k, j; X, Y ) (9)
E(i, j; X, Y ) ≤ E(i, j + k; X, Y ). (10)
and that a player with three or less steps wins on the next move:
E(i, j; W, Y ) = 1 if i = 1, 2, 3 (11)
E(i, j; B, Y ) = −1 if j = 1, 2, 3. (12)
As a further test we have:
Lemma 1. If 0 < E(i, j; W, O) < 1/2, then E(i, j; W, D) ≥ 2E(i, j; W, O)
and W should double.
Proof. If W cannot double, the next state will be of the form (m, n; B, D). If
W can and does double, the next state will also be of this form with the same
probabilities of m, n. Thus W gets 0 < E(i, j; W, O) < 2E(i, j; W, O) < 1 by
doubling.
However (W, D) can choose not to double in which case the next state
is (m, n; B, O). It can and does happen that this sometimes gains more (see
Tables 6 and 7 for many (i, j) examples) hence E(i, j; W, D) > 2E(i, j; W, O)
may occur. ' (
Backgammon: The Optimal Strategy for the Pure Running Game 257
White should double if and only if (i, j) is within or above the shaded area. Black should accept unless (i, j) is above the shaded area,
in which case he should fold.
total 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45
30 5068 5897 7001 8234 9354 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000
Edward O. Thorp
31 4130 5018 5860 6850 8060 9168 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000
32 3180 4096 4991 5819 6680 7872 8971 9985 10000 10000 10000 10000 10000 10000 10000 10000
33 2253 3170 4083 4955 5761 6499 7679 8774 9778 10000 10000 10000 10000 10000 10000 10000
34 1367 2266 3171 4057 4901 5693 6423 7494 8576 9594 10000 10000 10000 10000 10000 10000
35 526 1396 2279 3156 4011 4837 5631 6352 7309 8401 9427 10000 10000 10000 10000 10000
36 −273 563 1418 2274 3123 3959 4775 5556 6282 7147 8245 9277 10000 10000 10000 10000
37 −1028 −227 595 1427 2257 3088 3913 4723 5495 6223 7004 8102 9121 10000 10000 10000
38 −1736 −972 −183 618 1427 2243 3063 3879 4675 5445 6171 6871 7953 8969 9927 10000
39 −2403 −1676 −920 −148 635 1431 2237 3046 3846 4635 5399 6120 6780 7805 8820 9777
40 −3030 −2339 −1617 −873 −115 657 1444 2239 3031 3821 4599 5352 6062 6720 7660 8673
41 −3620 −2961 −2272 −1558 −826 −76 688 1464 2242 3021 3797 4561 5300 6003 6660 7518
42 −4168 −3543 −2885 −2202 −1498 −774 −32 722 1481 2245 3011 3772 4519 5248 5946 6601
43 −4680 −4087 −3462 −2808 −2134 −1437 −721 10 749 1495 2246 2997 3742 4477 5198 5892
44 −5164 −4600 −4004 −3382 −2736 −2068 −1378 −672 45 772 1506 2243 2978 3711 4439 5151
45 −5621 −5083 −4516 −3923 −3306 −2665 −2003 −1323 −629 78 794 1515 2238 2962 3686 4403
46 −6047 −5539 −4999 −4433 −3845 −3233 −2598 −1943 −1274 −588 109 814 1523 2236 2951 3664
47 −6443 −5965 −5455 −4918 −4357 −3773 −3165 −2537 −1890 −1227 −550 138 833 1534 2237 2942
48 −6812 −6365 −5886 −5379 −4845 −4287 −3706 −3104 −2482 −1840 −1183 −512 167 854 1546 2239
Table 7. Model 1! selected portions of four place table of E(i, j; W, O) values (White expectation when White is to move and Black
has the doubling cube). The last digit in this table and in Table 6 may be off by one because of machine round-off errors.
total 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45
30 2088 2819 3500 4117 4677 5190 5659 6091 6486 6858 7200 7519 7802 8063 8303 8520
31 1246 2028 2760 3425 4030 4584 5093 5561 5990 6393 6768 7118 7433 7725 7996 8242
32 374 1201 1980 2691 3340 3936 4485 4993 5457 5894 6302 6685 7032 7355 7656 7933
33 −511 351 1169 1922 2612 3249 3840 4387 4889 5361 5804 6219 6599 6953 7285 7592
34 −1396 −513 336 1124 1853 2529 3160 3747 4288 4797 5274 5723 6136 6521 6883 7220
35 −2292 −1385 −518 299 1063 1777 2447 3074 3654 4201 4714 5196 5641 6057 6449 6815
36 −3212 −2268 −1383 −546 248 997 1705 2370 2990 3573 4122 4638 5116 5563 5984 6378
37 −4157 −3174 −2253 −1400 −584 196 938 1641 2298 2918 3502 4051 4561 5038 5488 5911
38 −5094 −4097 −3138 −2249 −1420 −618 155 891 1583 2238 2855 3436 3977 4484 4963 5414
39 −5994 −5029 −4043 −3112 −2254 −1437 −641 123 846 1533 2182 2793 3365 3902 4410 4889
40 −6830 −5923 −4965 −3993 −3096 −2253 −1443 −658 92 807 1485 2125 2727 3294 3830 4336
41 −7570 −6760 −5848 −4889 −3951 −3072 −2243 −1445 −674 66 769 1436 2065 2661 3225 3759
42 −8169 −7499 −6679 −5751 −4822 −3903 −3042 −2230 −1447 −688 38 729 1384 2006 2598 3159
43 −8605 −8117 −7420 −6574 −5672 −4751 −3854 −3013 −2221 −1451 −706 6 685 1333 1951 2537
44 −8911 −8571 −8060 −7318 −6486 −5594 −4686 −3811 −2991 −2215 −1459 −728 −28 643 1285 1897
45 −9119 −8892 −8531 −7968 −7231 −6400 −5521 −4626 −3773 −2974 −2212 −1469 −751 −59 605 1240
46 −9261 −9106 −8866 −8462 −7886 −7147 −6322 −5455 −4571 −3741 −2960 −2211 −1480 −771 −86 570
47 −9352 −9255 −9089 −8819 −8403 −7809 −7072 −6250 −5390 −4524 −3714 −2948 −2210 −1487 −786 −111
48 −9435 −9352 −9250 −9065 −8780 −8349 −7742 −7004 −6178 −5328 −4482 −3687 −2935 −2206 −1493 −802
Backgammon: The Optimal Strategy for the Pure Running Game
259
260 Edward O. Thorp
Both the J–C and G–K strategies are quite close to the exact results for
Model 1! . Note that in the actual game the effective i and j will tend to
be greater than the pip counts, due to “wastage” in bearing off. This tends
to slightly increase the double, redouble and fold numbers in Table 5.3. We
expect subsequent more realistic calculations to give an increase of 1 just
before some of the change-over points. For instance, when W has 43 White
might redouble at 5 instead of 4 and Black might wait until 8 to fold instead
of 7. Of course the use of the corrected count (Section 6, below) is a more
precise way to incorporate this wastage effect.
Table 9 compares the approximate rules with the exact results if 1 ≤
C ≤ 65, for the case when White redoubles and Black considers accepting or
folding. This region of small C is the most irregular, and even here the G–K
approximate rule is generally good.
For fixed White count i, let Di be the least Black count j for which White
should double. Let Ri be the least Black count for which White should re-
double, and let Fi be the least Black count for which White should fold. It is
plausible to expect the Di ≤ Ri ≤ Fi for all i. The last inequality corresponds
to the obvious fact that there is nothing (i.e., no expectation) to be gained by
folding without being redoubled. Similarly we prove Di ≤ Fi . Note however
that if a player’s expectation is −1, whence he has no probability of winning
he may as well fold voluntarily to save time unless his opponent is a far from
optimal player.
This establishes the first part of the following theorem.
Backgammon: The Optimal Strategy for the Pure Running Game 261
Table 9. Comparison of Gillogly–Keeler approximate rule and exact rule, for re-
doubling (R) and folding (F ), if 1 ≤ C ≤ 65.
implies
( )
#
min 1, 2 E(max(i − k, 0), j; B, D)A(k)
k
#
> E(max(i − k, 0), j; B)A(k)
k
or equivalently that
# #
2 E(max(i − k, 0), j; B, D)A(k) > E(max(i − k, 0), j; B, O)A(k)
k k
implies
# #
2 E(max(i − k, 0), j; B, D)A(k) > E(max(i − k, 0), j; B)A(k).
k k
This follows from E(i, j; B, O) ≥ E(i, j; B) for all i, j, which in turn follows
from (8). Thus Di ≤ Ri .
To show Di ≤ Ri we repeat the proof using ≥ throughout in place of >.
This concludes the proof of the theorem. ' (
Backgammon: The Optimal Strategy for the Pure Running Game 263
6 Pending research
In a future paper we plan to present exact strategies for bearing off. With these
we shall extend the results to Model 2, Model 2! (= Model 2 plus doubling
cube), Model 3 (Model 2 with bearing off allowed only when all men have
reached the inner board), and Model 3! (Model 3 with the doubling cube).
Model 3! is the pure running game with the actual rules. The solutions involve
relatively minor corrections or “perturbations” of the Model 1 and Model 1!
solutions. For instance, Gillogly and Keeler (1975) give approximate rules for
estimating the “wastage” of an inner board position. This is the amount that
should be added to the (Model 1, 1! ) pip count i due to the fact that in Models
3 and 3! some parts of the dice counts may be wasted in bearing off.
264 Edward O. Thorp
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Backgammon: The Optimal Strategy for the Pure Running Game 265
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