Defining hand types (After they open)
#1
Posted 2003-May-24, 18:13
Of course there are balanced hands of various ranges, semi-balanced, one suiters weak, intermediate and strong, two suiters weak, intermediate and strong. And three suits same ranges.
So until someone expands on this start, lets call these,
bw, bi, bs (for balanced weak, intermediate, strong)
sw, wi, ss (for semibalanced weak, intermediate, strong)
1w, 2i, 1s (for one suited hand, weak, intermediate, strong)
2w, 2i, 2s (for two suited weak, intermediate, strong)
3w, 3i, 3s (for 3 suiter weak, intermediate strong).
Have we classified everything? Do we need very weak classification? Superstrong? Would a three suiter including their opened suit be considered a 2 suiter or a three suiter?
After classifying the hands, Misho and I want to discuss different bidding strategies with each type.
Ben
#2
Posted 2003-May-24, 21:18
2) I believe that you may be lumping together as two suiters 64 hands with a good 6 and 4 small with 54 hands where the 4 is stronger than the 5. If so, is this appropriate/useful? Generally, what is a "suit"? It seems to me that if it is not simply 4 cards, that the criteria would vary by strength ranges.
3) "Would a three suiter including their opened suit be considered a 2 suiter or a three suiter?" Good question - but applies equally well to two suiters. Also really applies to 4432 - much different I think if the 2 is in the opps suit than if a 4.
#3
Posted 2003-May-25, 08:41
Your questions get right to the heart of the discussion that Misho and I wanted to get started. First, to classify the hand types (I listed the obvious ones to start the thread). Now you have added three more...
s2s = semi two suited (a 6-4 or 7-4 perhaps)
o2s = opponent 2 suiter (one suit is theirs)
o3s = opponent 3 suiter (one suit is theirs)
As for how I would classify a 6-3-3-2 hand, I would call it a miss-deal. Now if it was 6-3-2-2, I would treat it as semibalanced or one-suited, just as you guessed. But maybe a one suited hand should always include a short suit (singleton or void).
Ben
#4
Posted 2003-May-25, 12:42
I would extend the distinction that I apply to 5-3-3-2s, if the 5 is a minor, it is balanced.
If the loser count is <6+ & the Milton Work count <15? at best semi-balanced; never explored the correlation but it seems a starting point?
#5
Posted 2003-May-25, 13:11
Classification of competitive situations ( naive try :)
1. First open: ( Ben - Inquiry correction )
1.1. No ( System )
1.2. We ( opp Intervention )
1.3. They ( our Intervention )
2. Vul: ( Ben - Inquiry correction )
2.1. They
2.2. No
2.3. Both
2.4. We
3. Level reached: ( Peter - pbleighton correction )
3.1. 1 level
3.2. 2 level
3.3. 3 level
3.4. 4+ level
4. Strength shown:
4.1. Score- (Pre-empt)
4.2. Score+ (1/1)
4.3. Game try
4.4. Game forcing (2/1)
4.5. Slam try (splinter)
Questions: Is strength (HCP) is most important? We must define other or subsituations for: distribution of strength between partners; statistical expectation for HCP; side which show strength; extent of limitation;...?
5. Distribution shown:
5.1. No major fit shown:
5.1.1. No majors shown
5.1.2. One major shown
5.1.2. Both majors shown
5.2. Fit shown:
5.2.1. One side shown major fit
5.2.1.1. One major shown
5.2.1.2. Two majors shown
5.2.2. Both sides shown major fit
Questions: How important are minors and must we include it in classification and where? Is length of majors lead to different situations or subsituations?
6. Relations between strength and distribution - offensive (off) / defensive criteria
6.1. No off hand shown
6.2. One side off hand shown
6.3. Both sides off hands shown
Questions: Best books i read about is Robson&Segal "Partnership bidding" and Lawrence "Evaluation of hands". I just feel a "black hole" here, even in noncompetitive systems and agreements?
7. Exceptions: ( Peter - pbleighton correction )
7.1. Preempts
7.2. Strong conventional opening
Questions: Exceptions only establish rules 8). Can u add more, but general, because if many it become a rule ;D
Misho
#6
Posted 2003-May-25, 16:28
2) This will get very hairy (and may turn out to be impossibly complex), but hairy can be fun.
3) Here is my naive attempt to put some hierarchical structure into the discussion:
Are you initially restricting your analysis to auctions where the bidding started with a non-preemptive bid, and the second side to bid entered with a double or simple overcall? If not, the most important classification may be auction type:
a) Neither side preeempted.
First to bid was a preempt.
c) Second to bid was a preempt.
Preempts suck up so much bidding space that they must be treated differently. A preempt by the second side to speak is different than the first, since the first (usually stronger) side was able to at least give some information. It is therefore somewhere in between the other two types.
I believe that his should be the "parent" object, with at least three "child" objects beneath it.
Then game invitation, game force, slam try, etc. are objects under the above objects - you are going to need hierarchical relationships, or your individual situations will multiply beyond control. This will be essentially strength - more specifically the balance of strength between the two sides.
Distribution/fit are objects at the same level as strength, both having parent/child relationships to the top level object auction type.
The third "child" object is level of bidding, or number of bids, or some measure of where in the auction's progress you are. Theoretically this isn't necessary, but in practice it will be, or else again the number of situations will quickly multiply beyond control.
Yours in bewilderment at complexity,
Peter
#7
Posted 2003-May-25, 20:45
1) I am not implying, nor do I think Misho was, that we should try to write the specs for a computer program. However, system design has many similarities, whether you are designing computer programs, bridge bidding systems, or cars.
2) To clarify "objects, methods, and properties". I will use a car example. A "car" object could be considered the parent object (comparable to the "auction type" object above, with engine systems, transmission systems, and wheel/axle sytems as child objects (comparable to the strength, distribution, and auction progress objects above).
Misho mentioned methods and properties. Neither he nor I addressed them directly, but in case the discussion moves in this direction, here are car analogies.
Methods are actions which the objects (parent or child)can perform. The engine object has a start method. The wheel object has a turn method. The car object has a start method, which has a relationship to the start method on the engine object.
Properties are data about an object. The engine object has a horsepower property.
#8
Posted 2003-May-26, 06:21
Yes, i am programmer
Yes, properties of bridge objects like: hcp, distribution, OD criteria, level... can help partners to idenify situation SAME WAY and have knoledge what METHOD they use in such SITUATION.
Yes, METHODS of bidding are agreements we have how to bid in different SITUATION (different opp dids like MULTI for example).
Thank u Ben for try of classification of type of distribution - we need it when we will build our METHODS against different SITUATIONS.
I will correct my classification of situations and will add with name of friend that help.
Ben we can start to write also methods for different situations. Different players use different methods ofcourse, but knoledge about their methods can only help.
Misho
#9
Posted 2003-May-26, 07:49
1. Destructive: dont have hcp for own contract
2. Constructive: have hcp for own contract
3. Defensive: prefer opp to play contract
4. Offensive: prefer to play own contract
With this classification we have 4 general type of hands: DD(1+3), DO(1+4), CD(2+3), CO(2+4).
Now BPC looks: ( all of them can be modified with "o" - opp suit)
1. DD: bw, sw
2. DO: sw, 1w, 2w, 3w, s2sw
3. CD: bi, bs, wi, ss, 1i, 1s, 3i, 3s
4. CO: wi, ss, 1i, 1s, 2i, 2s, 3i, 3s, s2si, s2ss
Notes: same type in different general type mean that type can elavuate to other by vul, position... not clear yet ofcourse >
Absolute type of hands Ben-Peter classification:
bw, bi, bs (for balanced weak, intermediate, strong)
sw, wi, ss (for semibalanced weak, intermediate, strong)
1w, 1i, 1s (for one suited hand, weak, intermediate, strong)
2w, 2i, 2s (for two suited weak, intermediate, strong)
3w, 3i, 3s (for 3 suiter weak, intermediate strong).
s2sw, s2si, s2ss = semi two suited (a 6-4 or 7-4 perhaps - weak, intermediate, strong)
o2s = opponent 2 suiter (one suit is theirs)
o3s = opponent 3 suiter (one suit is theirs
In different SITUATIONS same hand can change it type - evaluation of hands( for example after preempts u jumps are not preempt ). We must first pick up a SITUATION.
I will describe my METHOD of bidding in SITUATION:
1 level of bidding, Score-(weak opening like Boian precision), 1 major shown - not yet fited, 1 offensive hand shown, no exception.
1. CD hand i will bid DBL or trap pass
2. DD hand i will bid Pass or bluff
3. DO i will bid overcall !!! or 1NT !!!:
4. CO i will bid jump overcall, 2NT, cue bid, jump cue bid, 3NT.
Note: I didnt describe exactly types because is only example. Else i must write much more:)
Misho
#10
Posted 2003-May-26, 09:00
I don't think that hands can be nicely lumped into catagories like "Defensive" or "Offensive". This is a complex multi-dimensional construct which you are attempting to simplify into a binary expression.
Furthermore, I disagree with your definition of "Destructive" and "Constructive". Destructive is a very loaded term, which is typically applied by individuals seeking to achieve political ends. More significantly, the bridge scoring table often rewards me even if I achieve a "negative" score. 5HX- 2 might be an excellent result, if it does score up as -300.
At the very least, your analysis needs will need to be many times more complex to allow for the existence of mixed strategy equilibriums.
#11
Posted 2003-May-26, 10:20
I agree that any classification is very difficulte.
I know that my terms is not good, can u help me with better terms, please. I chose it, because most of players use terms like "offensive" and "defensive" how i wrote. I prefer "Active" and "Passive" for distribution and "offensive" and "defensive" for hcp.
I agree that great game Bridge :-* is "a complex multi-dimensional construct" like life. But ulike life, Bridge have less usefull "space" for analysis and may be possible to classify. All best ideas in human history was "simple", like wheel or E=mc2 :.
Behind the word, when you use it as term, you use definitions of meaning, else u must invent new words :-
In terms i defined bid "penalty double of opponents contract" is Constructive-Defensive.
We here discuss exactly how to reach better partnership undersanding and have same nice results, like 5HEX-2 sacrifice.
I hope you help us to make this or another classification. I know you have great experience with realy systems and your friendly analysis is welcome. Thanks again.
Misho
#12
Posted 2003-May-26, 16:29
If you have general principles and defenses available the partnership should be able to apply them in comparable situations.
For example -
Over a weak 2 including a multi 2D, we play that 2NT shows 15+ - 18
Pass followed by a x is takeout of that suit
Over a 2 suited 2 opening we play that 2NT shows -17 to 19
Why the range difference? When one player has shown 10 cards in 2 suits, our fits will not break, therefore we need a bit more high card strength to make the same bid. We apply this to any 2 suited opening regardless of its nature.
I think this is what you are talking about Misho, isn't it?
Ron
#13
Posted 2003-May-26, 18:31
Yes you wrote what i mean. I noticed that i play similar in many positions. Next step is to classify it. Classification must be not too complex to be usefull. So i hope BBO members to help me :
Misho
#14
Posted 2003-May-28, 08:42
Clearly in the first example (hearts opened to your left) you are much LESS likely to want to defend 2H. First, for positional reasons. Second, they have a known fit. So playing your CD, DD, DO, and CO rules of engagement (see Misho reply 9 ), it is unlikely that with an defensive hand (DD or CD). Therefore double here should be an offensive type hand. 2NT is a possibility as natural or a limit Spade fit or better with defensive values. On the otherhand. If your partner opens 1S showing very limited values (9-15), and RHO overcalls 2H. Now, sitting behind RHO, you may very well want to let your partner know about the DEFENSIVE nature of your hand. Here a double as showing cards and at least reasonable expectations that a pass would be ok if fine. The obvious implication is that 2NT can no longer be natural, and shouldn't show spade fit and defense as well either. So here, 2N would be a takeout kind of thing.
I assume this is the type of classification that you are interested in where position, specific bids, and maybe vulnerability all comes into play. This will be quite an undertaking, but I believe for the most part some general rules could be constructed. If one is willing to give up on negative doubles and find some other bid as a general takeout (of course, missing out when partner of the negative doubler is stacked in their suit).
Ben
#15
Posted 2003-June-08, 09:03
Concious design is a top down development approach that attempts to use formal logic and modeling techniques to create an optimal solution to the problem being solved.
As the name suggests, evolutionary design is based on trial and error.
Random permutations are made to a complex system. A feedback mechanism rewards "good" changes while punishing bad changes. Over time, the system converges on a locally optimal solution.
Evolutionary design methods are capable of creating remarkably sophisticated systems. The application of evolutionary design is not limited to the biological arena. Evolutionary methods are currently being applied to designing computer programs, integrated cicuits, and even phyical constructs. There are numerous well documented examples in which evolutionary design methods have produced superior solutions than expert humans.
There are three main limitations to evolutionary design methods.
The first is time. Applying these methods requires extremely large numbers of generations.
The second limitation is the requirement to develop an appropriate feedback mechanism.
The final problem is local optimums. In many cases, a system will converge on a solution that is a local optimum, but globally sup-optimal. If mutuations are not large enough to perturb the local optimum, the system will never converge on the global. [There are some really ugly relationships between the "size" of a mutation and the amount of time required to converge on an equilibrium.] In a worst case scenario the search landscape is designed such that a series of local optimums block all potential paths from the starting point to the global optimum.
Now, back to bridge.
You are (essentially) suggesting a evolutionary approach to the design of bidding systems. I contend that this is impractical without significant computer assistance. There are a wide number of problems with the approach that you are suggesting. The most significant is that people aren't able to extract enough information about the specific elements of a bidding system to appropriately condition the design of the bidding system. [People are myopic and they don't play enough hands] This is not to say that many people don't design bidding systems in just the way that you suggest. However, they rarely arrive at anything thats particularly good.
I think that you will have far better luck designing a bidding system using a concious design approach starting from first principles.
You first goal really needs to be establishing a set of basic design goals for the system that you are playing. Decide what you want from a bidding system before worrying how you're going to get tere.