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Deep Finesse uses a series of search technique, transposition tables, alpha-beta pruning, intelligent heuristics to determine which lines of play to explore first and if they bear fruit there is no need to do further searching from that point. If they fail then a more detailed analysis becomes necessary. In the early months Deep Finesse occasionally made mistakes. It almost always came down to being too aggressive in deciding a play line was not worth pursuing. He remembers some early errors in his "quick peek" algorithm. That's something which at each position quickly determines fast winners in each suit. If they sum to more than are sufficient for the contract, then an exhaustive analysis of the position is not necessary a certain time saver. He notes that nobody has reported an error in a Deep Finesse since those early days.
I remember reading an article about the belated discovery of a bug of the "quick-peek" type -- quickly fixed. Anyway, I believe most double-dummy solvers are now infallible.
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I also wonder how easy it is for the analyzer to determine that one side or the other can ALWAYS take N tricks. If there's a sequence where the defense takes the first N tricks, that's obvious, but most hands aren't that simple. But I guess it generalizes somewhat: if, from any point in the tree, the side on lead can always take N tricks, then you can prune any subtrees where the other side takes more than the remaining tricks minus N.

That's basically a method to speed things up a little typical for this game (you can't use this method in chess or 4 in a row for example). And if you apply it after each trick, the combined gains will probably be significant, IF the overhead created by the method outweighs calculating the entire position ofcourse. That's why I don't think the exact number is always calculated. For example when not playing in NT, ruffs can make things very complicated because trick order comes into play. Or when voids are in play, again, trick order may be important. If South is declarer it's quite easy to determine the amount of top tricks in West, in East, and checking if there's a way to get the lead from West to East. It gives a certain upper/lower boundary which doesn't need to be correct anyway, but the goal is to allow some pruning. It requires a lot of analysis (or simulations if you're no mathematician) to determine the optimal balance between helpful heuristics like this and calculating the entire position.

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Years ago I read a little of the thesis Ginsberg wrote about developing GIB and I remember that he implemented an algorithm to determine which cards are equivalent. The easiest example is:

If you hold AKQ in a suit it is irrelevant which card you play, so instead of 3 subtrees you only have to investigate 1. Another example is that if you hold 97 and the 8 was played in an earlier trick than they are equivalent. Once you found equivalence you can use it, in all nodes to come.

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I haven't used any DD solvers except the one you get when clicking the GIB button on BBO. But I've heard that some of them have a speed setting that the user can select. Clearly, if there are optimizations that don't degrade the accuracy of the solution, there would be no point in making it a user option. So I have to assume that this setting controls the use of heuristics that can result in solutions being missed.
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I haven't used any DD solvers except the one you get when clicking the GIB button on BBO. But I've heard that some of them have a speed setting that the user can select. Clearly, if there are optimizations that don't degrade the accuracy of the solution, there would be no point in making it a user option. So I have to assume that this setting controls the use of heuristics that can result in solutions being missed.
Such speed settings probably just control the number and quality of double-dummy simulations that the program uses for single-dummy play
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Such speed settings probably just control the number and quality of double-dummy simulations that the program uses for single-dummy play

No, you're talking about programs that PLAY bridge. I'm talking about DD solvers that are used when preparing hand records that show all the possible makable contracts and par results.

 

Maybe I'm wrong about them having options like this. I just downloaded Deep Finesse, and it doesn't have it.

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No, you're talking about programs that PLAY bridge. I'm talking about DD solvers that are used when preparing hand records that show all the possible makable contracts and par results. Maybe I'm wrong about them having options like this. I just downloaded Deep Finesse, and it doesn't have it.
[hv=pc=n&s=shaqt2d5432c65432&w=s65432h765d876ck9&n=sakj7h43dakqcaq87&e=sqt98hkj98djt9cjt]399|300| To save time, some double-solvers allow you to specify a contract or ignore silly contracts (e.g. contracts with a six or fewer card trump-fit).

 

For example, a DD analyzer may skip the 6 contract on this deal.[/hv]

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That's probably it. Sometimes I'll see on a hand record that EW can make something like 6, 6NT, 5, and 1 in their 5-card club fit just due to power. Obviously, no one is interested in what happens when EW are in a club contract, although this suggests what a club sacrifice might do.
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  • 11 years later...

I had to google this because I just had a hand where the BBO Double Dummy tool was clearly wrong.

 

South led the 7H, I covered 10H, North played 4H, and DD said regardless of the card played by North, the hand was good for 3NT +2.

 

It clearly isn't or I've lost my marbles.

 

If North covers the 10H with the QH, the contract goes down at least 1.

 

 

[hv=pc=n&s=sqj85haj873dj3c86&w=sak2ht2d98754cq32&n=st97hq94dkcjt9754&e=s643hk65daqt62cak]399|300[/hv]

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I had to google this because I just had a hand where the BBO Double Dummy tool was clearly wrong.

 

South led the 7H, I covered 10H, North played 4H, and DD said regardless of the card played by North, the hand was good for 3NT +2.

 

It clearly isn't or I've lost my marbles.

 

If North covers the 10H with the QH, the contract goes down at least 1.

 

 

[hv=pc=n&s=sqj85haj873dj3c86&w=sak2ht2d98754cq32&n=st97hq94dkcjt9754&e=s643hk65daqt62cak]399|300[/hv]

You may want to rethink your statement. I have no idea what you think the correct line of play is but you have 11 top tricks on the heart lead regardless of which heart north plays.

 

Win the heart King….it doesn’t matter whether he covers the 10 or not…just win the king (if the 10 holds, the result is the same)

 

Now double dummy you can just drop the diamond king but in real life you cross in spades and lead a diamond. Unblock the clubs at some stage before you ruin all your dummy entries and you have 5 diamonds, three clubs, two spades and a heart

 

 

Here’s a hint: if a long established piece of software says 11 tricks can be made and you think otherwise…the odds are overwhelming that you’re wrong so you should look again.

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