World Computer-Bridge Championship, XIV

Round Robin session 1 - A fight to the end. First bid boldly and induce a balance, then defend carefully to cut your losses.

Board 16 of the first round-robin match raised an bridge question.  What to do with a weak 4-4-3-2 hand when partner opens a strong NT?  A pass seems the most popular choice, and at four tables that was the decision and the final contract was 1NT, with 8 tricks available under normal play.  At two tables East bid 2♣ hoping to hit a 4-card major.  This work well for Q-Plus Bridge against Moose Bridge, as Q-Plus Bridge was allowed to play in 2 and made four.  For Jack against Bridge Baron, the tables were turned as South made a balancing take-out double over 2and North declared 3♣.  Only a good defensive play by Jack avoided a seven IMP loss as opposed to a four IMP loss for +50.

Board 16
West Deals
E-W Vul
♠ A K 6
A 6 3 2
7 2
♣ 9 6 3 2
♠ 10 3
K Q 7 5
A Q 9 3
♣ A Q 7
WE
♠ 9 5 4 2
10 9 8 4
J 10 4
♣ J 8
Q J 8 7
J
K 8 6 5
K 10 5 4
WestNorthEastSouth
JackBaronJackBaron
1NTPass2♣Pass
2PassPassDbl
Pass3♣PassPass
Pass

After the 10 lead, declarer won the A, ruffed a heart, crossed to the ♠A and ruffed a second heart, crossed to the ♠K and ruffed its last heart.  The ♠Q was led and West ruffed with the ♣Q, thus avoiding an endplay that would allow declarer to make nine tricks.  Then the ♣A, club to partner's ♣J and a diamond through the K for down one.

Robots use a simulation technique in the play whereby the unseen cards are distributed randomly in a number of ways, consistent with the bidding and play, and then analyzed to see what play will work most often.  Jack, and the other top robots, will not often miss a best play in an endgame.  Just as in human play, the fewer the cards remaining, the easier it is to get the play right.  Robots have an added advantage, they never lose concentration nor forget the spots previously played.