Friday, August 28, 2015

Expected Value

Expected value is a term from statistics and probabilities. It means: What is the value (or gain) we expect to get if we do the same experiment over and over again?

How is that related to Bridge? I'll present a few examples below.

Let's say we play IMPs. Our partner makes a game invite and we are in doubt: bid 4♠ or Pass?



We have 16 points. Is that 16 points hand good enough for a raise?

Looking at NS cards we can count 1 loser in each suit, which means that making 10 tricks will be totally depending on a successful spade finesse. So we can estimate our chances to make the contract at 50%.

Assuming that indeed the contract has a 50% chance to succeed, what should we do? Should we pass or raise? Also, is vulnerability an issue in our decision here?

Let's say we're playing a speedball and we get the exact same bidding and problem on all 12 hands. We'll check what happens if we would pass on all 12 hands, and what happens if we would raise on all 12 hands.

Since we assumed 50% success, we'll say that on 6 hands we make 9 tricks and on other 6 we make 10.

Let's start with the Pass policy:

Contract: 3♠

Tricks   Score   Probability   Value  
9 140 50% 70
10 170 50% 85

We can see that our total expected value here (70+85) is 155 (which is the average between 140 and 170) whether vulnerable or not.

Now let's see the raise to 4♠ policy, not vulnerable:

Contract: 4♠

Tricks   Score   Probability   Value  
9 -50 50% -25
10 420 50% 210

We can see that our expected value here is 185, which means that we will gain more if we bid game = We can gain more than we lose!

And what if we are vulnerable? Should we raise or be more careful now? Let's see:

Contract: 4♠

Tricks   Score   Probability   Value  
9 -100 50% -50
10 620 50% 310

We can see that our expected value here is 260, which means that we will gain MUCH more if we bid game = We gain MUCH more than we lose!

In other words, if we are vulnerable, it is much more profitable, on the long term, and if the chance of making is 50%, to bid a game as we have much more to gain than to lose.

To make it more clear: The score in IMPs is calculated in that way: Calculate the average of all scores and check how far you score from the average. This distance is translated to IMPs in a special IMPs table.

Let's check these distances:
When not vulnerable:
  • 140 for making 3♠ and -50 for 4♠ -1 = 90. This means an average of 45 for the hand. That means that 3♠ made will gain 95 which is 3 IMPs, and 4♠ -1 will lose 95 which is a loss of 3 IMPs.
  • 170 for 3♠ +1 and 420 for making 4♠ = 590. This means an average of 295 for the hand. That means that 3♠ + 1 will lose 125 which is 4 IMPs and 4 made will gain 4 IMPs.
When vulnerable:
  • 140 for 3♠ and -100 for 4♠ -1 = 40. This is an average of 20 for the hand. That means that 3♠ made will gain 120 (140 -20) which is 3 IMPs and 4♠ -1 will lose 120 (-100 -20) which is a loss of 3 IMPs.
  • 170 for 3♠ + 1 and 620 for making 4♠ = 790. This is an average of 395 for the hand. That means that 3♠ + 1 will lose 225 (395 - 170) which is 6 IMPs and 4♠ made will gain 6 IMPs!
To sum it up, lets translate the IMPs to dollars and translate the play above to "heads and tails" (flipping a coin).

We flip the coin 12 times and we always choose "heads", which has a 50% chance to come up. On the first 6 flips our award for winning is 4$ and our cost for losing is 3$. Let's assume that on these 6 flips we win 3 times and lose 3 times = we earned 3$.

On the last 6 flips we win 6$ for each "heads" and lose 3$ for each "tails". If it's "heads" 3 times and "tails" 3 times we will win 9$.

Back to our speedball: If in all 12 hands we will raise to 4♠, we are expected to win 12 IMPs in total for our strategy (9 for the 6 hands vul and 3 for the 6 hands not vulnerable). If we pass all 12 hands, we are expected to lose 12 IMPs for our strategy.

Did you hear the saying: "A slam on a finesse is a good slam"?

Let's check it out:



Partner's 4NT is a quantitative slam invitation. It is more than likely that if we bid a slam, it would depend on a successful finesse in one of the suits, like in the hand above: The slam is totally depending on the successful spade finesse. Assuming the success of bidding slam is 50%, should we bid the slam or pass 4NT? Do we gain more than we lose by raising anyway?

Let's check it out:

1. Not vulnerable:

a. Contract: 4NT

Tricks   Score   Probability   Value  
11 460 50% 230
12 490 50% 245

b. Contract: 6NT

Tricks   Score   Probability   Value  
11 -50 50% -25
12 990 50% 495

The expected value of passing game is 475 and for bidding slam it's 470 = about the same.

2. Vulnerable:

a. Contract: 4NT

Tricks   Score   Probability   Value  
11 660 50% 330
12 690 50% 345

b. Contract: 6NT

Tricks   Score   Probability   Value  
11 -100 50% -50
12 1440 50% 720

The expected value of passing is 675 and for bidding slam it's 670 = about the same.

Conclusion: There is no significant loss or gain if we always bid a slam here, whether vulnerable or not.

How about grand slam vs small slam? Is it worth risking a small slam that is sure to make, for a grand slam with a 50% chance to make?

Let's check:

1. Not vulnerable:

a. Contract: 6NT

Tricks   Score   Probability   Value  
12 990 50% 495
13 1020 50% 510

b. Contract: 7NT

Tricks   Score   Probability   Value  
12 -50 50% -25
13 1520 50% 760

The expected value of staying in a small slam is 1005 and for bidding a grand slam is 735 = Not worth trying a grand (on a 50% chance)! Much more to lose than to gain.

To be exact: 735/(735+1005) = 0.42 and 1005/(735+1005) = 0.58.

Conclusion: The value would be equal if we had a 58% chance to make.

2. Vulnerable:

a. Contract: 6NT

Tricks   Score   Probability   Value  
12 1440 50% 720
13 1470 50% 735

b. Contract: 7NT

Tricks   Score   Probability   Value  
12 -100 50% -55
13 2220 50% 1110

The expected value of staying in a small slam is 1455 and for bidding a grand slam is 1055 = Not worth trying a grand (on a 50% chance)! Much more to lose than to gain.

To be exact: 1055/(1055+1455) = 0.42 and 1455/(1055+1455) = 0.58. Here too, the value would be equal if we had a 58% chance to succeed.

There are many more aspects to discuss related to expected value, and this subject can be expanded to more decisions, also to those that are not 50%-50%. Some of our decisions will be made due to vulnerability, and there are also different decisions to be made if the score is IMPs or MPs.

For example:

Non vulnerable:


Partner's 2♣ overcall shows approx opening values (overcall at the 2nd level = 12-16 points).

At IMPs it's better to pass:
  • Whether you make a part score or set opponents (+130, +110 , +100 , +50), OR
  • Whether they make or you go down (-130, -110 , -100 , -50)
the result would be not too different (might be up to at most a 2 IMPs difference).

But at MPs there are more things to take into account:
  • +50 (3♣-1) is likely to be a bad score if we can make +90 (or +110), also
  • +100 (3♣-2) can be bad if we can make +110 (3) .
Expected value here = if we PASS, we lose. So, I recommend taking action. Dbl is best. Partner is likely to leave it (he didn't bid 3 and he didn't dbl, so he has no more to add). Say there is a 25% chance they make it = you will get 0 if they make it (instead of 20-25%), but high chance on other 75% times to score high. While if you PASS, you get a bad score in all the situations as you lose to ones staying on 2 or bid other part score.

The hand can be:


Notice that not many W would bid 3♣ with such a hand, but "our" West did. It is also likely that our partner has ♣xx as he didn't dbl nor did he bid 3. On the example above 3♣ goes 2 down (3 hearts 1 club and 2 diamonds for defense) while 3 makes (lose 3 spade and 1 clubs). If we let them play 3♣ we get +100 instead of +110 (many will be in 2+1 = 110. Some might even play part score in NT, with our cards, scoring 8 tricks = 120). +100 will get us a negative score at MPs, while +300 will surely be close to a top.

Let's change the hand a bit:


Now each side can make 8 tricks: 2 loses 3 spades, diamond and club. 3♣ loses 1 club 1 diamond and 3 hearts. If we pass 3♣, +50 will not give us a good score as many N-S would play 2, making +90. 3♣ dbled -1 will give us +100 which is a good score for sure as 1NT is made exactly and 2NT is going down which means that no part score will score higher than +100.

But what will happen if they make 3♣ doubled with, say
:


3♣ loses 3 hearts and 1 diamond. Say that we stick to our policy and double 3♣ and we get 0% (-470) for them making it. But remember that this is not us getting a bottom instead of a top score. If we pass 3♣, -110 will still be a bad score worth around 20-30% as most will likely be playing 2 on our side, going down 1 (-50). Notice! Here, at MPs, the gap between -110 (around 20-25% ) and -470, is not that big.

In other words if we double, estimating that opponents are most likely going down, we will upgrade our score from a bad score to a great score, while if opps make, our score will go from a very bad score to a bottom. But our expected value is to royaly win from our policy here.

What if this was IMPs scoring?

At IMPs, the calculations are completely different. Whether the score is 90, 100, 110, or 120, it makes no difference as it gives us the same IMPs. However, if they make 3♣ doubled, we can lose 9-10 IMPs, which will make us lose much more than we can gain. At IMPs - PASS!


Thursday, August 13, 2015

Hand Evaluation

When evaluating your hand, points are not too important. It's distribution and where the points are located. Here are few important points that all players should memorize.

With a good hand, bid higher. With a bad hand, stay low.

You have a good hand:
  1. When there are many trumps between you and your partner.
  2. When you have points in partner's suit.
  3. When you are short in opponent's suit.
  4. When your points are in your long suits.
  5. When your points are over opponent's suit (for instance if opponent overcalls on your right and you have honors in his suit over him).
  6. When you have Aces and Kings.
  7. When you have good spots (10's and 9's), especially in NT.
  8. When vulnerability is favorable.

You have a bad hand (bid with caution or consider defending if opps compete):
  1. When trump length isn't great.
  2. When you have points in opponents' suits.
  3. When you are short in partner's suit.
  4. When your points are in your short suit.
  5. When your points are before opponent's suit (opponent on the left overcalled).
  6. When your honors are mostly Q's and J's (these are better for NT).
  7. When your suits are anaemic (no spots).
  8. When you are vulnerable vs non vulnerable.
To explain more on the above:
  1. Trump length:

    Follow "The Law": Bid fast, up to the level of your combined trumps (when points are divided or when they have more points. If we are vul and they are not - consider bidding one level lower). That means bid up to the 2nd level with 8 trumps, to the 3rd level with 9 trumps, to the 4th level with 10 trumps, etc. There is much more to say about this rule, but that's the basic idea (to learn more about when to bid or not to bid read Larry Cohen's "Law of total tricks").

  2. Points in partner's suit or in opponent's suit:

    You hold:


    How do you evaluate your hand if the bidding goes:

    Example a)


    Example b)


    Your partner's bid is a game try, asking you for a top honor in his second suit. Partner's hand can be:

    Example a)


    Example b)


    Solution:
    a) Bid 3♠. Partner would need a lot of luck to make 9 tricks: 2 or 3 club losers, 1 or 2 diamond losers and 1 heart loser.
    b) Bid 4♠! Partner has a good chance to make 10 tricks. See how valuable the K is! It closes the whole diamond suit. Partner will make 10 tricks whenever diamonds are 3-3, or spades 2-2 or if the same opponent has 2 diamonds and one spade (and then the 4th diamond can be ruffed in dummy).

  3. The value of your short suit:

    Let's say the bidding went:

    * 3 = splinter, showing a 4 card spade fit, short diamond and strong hand (likely long clubs too).

    How do you evaluate your hand in the following cases:

    Example a)


    Example b)


    You have 8 points in each hand, so they have the same value, right? WRONG!

    On a) you have a short bad trump suit, you have 3 losers in the unbid suit, you have 6 wasted points in partner's shortness and you have no help in partner's long suit. Bid 3♠ to show an absolute minimum.

    On b) you have longer trumps, you have an Ace + max 1 loser in the unbid suit, you have no wasted values in partner's shortness and you have an honor in his long suit. Bid 3 for a start.

    Partner's hand is:


    Notice that with a) you have 1 spade loser, 3 hearts, 1 diamond and 1 club = 6 losers! You are likely to lose 3 heart tricks and 1 diamond, plus maybe a spade or a club too, if your finesses fail.

    On b) you have no spade losers, 1 heart loser, 3 diamond losers and no club losers. However, on say a heart lead:
    - win the A
    - pull trumps (if trumps split 3-1 you run 3 rounds of trump)
    - cash 5 club tricks, throwing a heart and a diamond from hand
    - give away a diamond trick
    - ruff a diamond in dummy
    = You can make 12 tricks! 5 spades, 1 heart, 5 clubs and 1 diamond ruff.

    Important!
    Shortness in opponent's suit (in this example, the diamond singleton becomes valuable) + side ace (A in unbid suit) + long trumps + points in partner's suit (the ♣Q) = made 12 easy tricks with only 24 points.

    Shortness in partner's side suit (diamonds) + 3 losers in an unbid suit + short and anaemic trumps + no points in partner's suit = likely less then 9 tricks with 24 points.

    So remember: Points are not very important. What matters is where these points are located, and the distribution of your hand.

  4. Where the points are located:

    As mentioned, it is not only the points and the distribution that count, but also where the points are located. Let's see a couple of examples:

    Example a)


    Example b)


    These hands are both the same shape, 1-2-3-7, but in example a) you have 7 (almost) sure tricks, while in example b) you have no sure tricks at all.

    Important!
    Points in the long suit give extra power to the cards below them. For instance:

    Example a)


    Example b)


    See the difference between these two hands?

    On hand a) you can count 8 sure tricks if you win the contract. While hand b) has mostly defensive values.

  5. Points over opponents or before opponents.

    You hold ♣KJ2. Your RHO overcalls 2♣. How do you evaluate your club holding now?

    If he has ♣AQ1098, you might promote 2 club tricks, if you manage to play clubs twice towards your hand.

    Now let's say your LHO overcalled 2♣. If he has ♣AQ1098 - You are likely to make zero tricks in that suit, so you should downgrade your hand.

  6. A's and K's vs Q's and J's.

    The bidding goes:


    You hold:

    Example a)


    Example b)


    In example a) it is better to pass. Q's and J's are better for NT. More potential tricks to develop + less danger that opps will ruff one of your suits.
    In b) bid 4. A's and K's are better for trump play.

    Partner has:


    On a) opps have 4 tricks off top, but that is all. 3NT is easy to make on any lead because you can establish hearts + diamonds or spades. 4 might even go 2 down if diamonds are 4-2 and opponents find a diamond ruff. That is the main reason we choose NT here. We are afraid of ruffs.
    On b) you will always make 10 tricks in 4 (maybe 11 tricks) but 3NT is in danger on a diamond lead. You are down if diamonds are 5-3.

  7. Spot cards:

    You are playing 3NT. Where do you think you have more chances to make? See the examples below:

    Example a)


    Example b)


    Same points, same shape... Right?... Not really. Let's see why:

    Here are the full hands:

    Example a)


    Example b)


    In example a) we can easily establish 3 spade tricks via double finesse and 4 diamond tricks by finessing the Q so we can count 11 tricks. Also the 109 holding protects us because on a heart lead we can make 3 tricks in that suit.
    In example b) we can make only 1 spade trick and we will lose 3 diamonds if we try to work on that suit (by playing low to the J). We are likely down 2 on a reasonable defense! Same shape, same points but 4 tricks difference just due to the spots!