SuitPlay Help

 

1. Select analysis type

After the title screen, you can select the type of analysis you want SuitPlay to perform on the suit combination that you enter next. Standard analysis provides results similar to those found in the suit combinations section of The Official Encyclopedia of Bridge. Additional to the standard analysis you can select matchpoint analysis or imp analysis. More on these in section 5.

2. Enter the suit combination

You may enter any suit combination with more than 4 and less than 13 cards in the combined North-South hands. For example:

North: AQT98
South: 5432

If the spot cards are not significant, please use x's. SuitPlay replaces these x's with the lowest cards available. In general SuitPlay runs faster and uses less memory if the cards in a hand are sequential.

If you chose imp analysis previously, SuitPlay will prompt you to specify the contract, (re)doubled, vulnerability and tricks needed. For example, if you need 4 tricks from the suit to make your vulnerable doubled 3NT contract, you would specify:

Contract: 3NT
Doubled: Doubled
Vulnerable: Yes
Tricks needed: 4

3. Calculations

SuitPlay calculates the optimal declarer play against optimal defence. The optimal line of play may depend on the goal you want to achieve:

- best line (highest probability) for a desired number of tricks; or

- line that yield (on average) the largest number of tricks; or

- best line of play at matchpoints or imps.

SuitPlay calculates these simultaneously. SuitPlay assumes that there are as many entries as necessary to either hand, and that the defence is optimal. The defenders know the location of each card and they will falsecard if necessary.

Most suit combinations are easy for SuitPlay to evaluate, and the results will appear quickly. However, SuitPlay may require more than 5 minutes to evaluate certain combinations, and in some rare cases the calculation will terminate for lack of memory before an answer is obtained. This may be avoided by using sequential cards as much as possible.

4. Results

The results of the analysis appear in a table, similar to Suit combination section of The Official Encyclopedia of Bridge:

Goal Succ Prob Tricks Line
  5   26.5652%        [A]
  4   82.7826%        [B]
 max           4.0313 [A]

If declarer needs 5 tricks (Goal = 5) the probability of success is 26.5652% when using the optimal line of play, denoted by the letter A. If declarer only needs 4 tricks the best line is B, and the probability of success is 82.7826%. If the declarer wants to take as many tricks as possible, he should use the line of play recommended for goal "max". In this example he will score 4.0313 tricks on average when following line A.

If you selected matchpoint analysis or imp analysis, an addition line appears:

 mp-best              [C]
or
 imp-best             [C]
These analyses are explained in the next section.

After the calculation, another table appears on the right showing the number of tricks declarer will win against optimal defence for every line of play determined by SuitPlay and for every possible layout of the defenders' cards. Also the probability of those layouts is shown. You can scroll through this table using PgUp, PgDn, or the Up and Down arrows.

5. Matchpoint/imp analysis

The matchpoint analysis and imp analysis are special features, which you can select after the title screen. These analyses have never been described previously in the bridge literature, so they will be explained here.

The best matchpoint line depends on what happens on other tables. SuitPlay assumes that your only concern is to win over declarers at other tables that have the same problem as you have. The line denoted with "max" is best for most suit combination at matchpoints. However, there are exceptions. Try for instance AQT98 - 5432.

When comparing two lines of play at matchpoints, it only matters how often one line wins over the other, and how often it loses. It does not matter by how many tricks one line wins over the other. One line is better than another line if it wins more often than it loses. The "mp-best" line determined by SuitPlay wins more often than it loses when it is compared with any other possible line of play for the specified suit combination.

In rare cases there does not exist a best matchpoint line. This is the case when every possible line of play can be improved. The improved line can be improved again, and so on. Try for instance AJ98 - K32. (In game theory, one would say, the optimal strategy is not pure but mixed. The pay-off table can be written to file, see section 7.)

Like matchpoint play, the best line with imp scoring also depends on what happens on the other table. Again, SuitPlay assumes that the declarer at the other table has to handle the suit combination in the same situation as you have. Usually, it is best to take a line of play that maximizes the chance for the number of tricks needed to make the contract. However, sometime the next best line for that number of tricks has a much better chance to get an overtrick or to limit the undertricks. In the long run, such a line will be better. Try for instance 4 tricks from KQJ543 - 92 or 5 tricks from AKT98 - 2 at 3NT.

When comparing two lines of play at imp scoring, SuitPlay computes the expected number imps per deals one line wins over the other. One line of play is better than another when the expected number of imps it wins is greater than the expected number of imps it loses. The "imp-best" line of play determined by SuitPlay is better than any other possible line of play for the specified suit combination.

An example is given in section 7.

6. Playing

After SuitPlay has presented the results of the analysis, you may select a line of play [A, B, ...] to see optimal declarer play. SuitPlay plays the North-South cards and you play the defenders' cards. You may defend with any layout of defenders' cards in mind. You play a card by typing the card symbol or "-" when that defender is void. You may type 'x' for the lowest card available. Play continues until one defender does not follow suit. Then SuitPlay indicates how many tricks declarer wins. The play also stops at the beginning of a new trick when either North-South or the defenders have no cards left.

During the play, you see the following information around the table.

- cards in the current trick are highlighted;

- known cards remaining in hands are displayed;

- E & W cards of quitted tricks are displayed to the right and left of the diagram, respectively.

7. Save analysis

In the first menu you can select "5. Save analysis option". Here you can enable write to file and select which kind of information should be written. If you select "0. [X] Enable write to file", SuitPlay will ask "Save analysis to file" each time you quit the results of a suit combination. The information will be written to the file SuitPlay.txt in the same directory as SuitPlay.exe.

You can select which information is written to file. Most options are clear, but the payoff table may need further explanation. The payoff table can only be written for matchpoint analysis or imp analysis. For each pair of lines of play, the table shows how much better one line of play is compared to the other. A positive number means that the row line wins over the column line. For matchpoint analysis, the number is the expected percentage of deals the row line wins minus the expected percentage of deals the column line wins. For imp analysis, the number in the table is the expected number of imps per deal the row line wins minus the expected number of imps per deal the column line wins.

An example may clarify:

North: Q543
South: AT2
Contract: 3NT 
Doubled: No 
Vulnerable: Yes
Tricks needed:  2

The results give three lines of play. Let us compare line of play A with B. In the Tricks table one can see that A wins one overtrick imp in the following cases:

West   - East     prob.  AB
xxx    - KJx     7.1056% 32
Kxx    - Jxx    10.6584% 32
KJx    - xxx     7.1056% 32
                --------
                24.8696%

A loses one overtrick imp to B in the following case:

West   - East     prob.  AB
xxxx   - KJ      1.6149% 23

And B makes 3NT (600 points) where A goes down (-100) in the following cases:

West   - East     prob.  AB
Jxxx   - Kx      6.4596% 12
Jxxxx  - K       1.2112% 12
                 -------
                 7.6708%

The difference is worth 12 imps.

So line B expects to win

 7.6708% * 12 imps +
 1.6149% *  1 imp  +
24.8696% * -1 imp  = 0.6880

imps per deal over A.

Here is the complete payoff table:

      A       B       C
A    0.0000 -0.6880 -0.7041
B    0.6880  0.0000 -0.0161
C    0.7041  0.0161  0.0000

8. About

SuitPlay 1.4.3, developed by:

Jeroen Warmerdam

Papelaan 112

2252 EM  Voorschoten

The Netherlands

email: info@suitplay.com

Internet: www.suitplay.com

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Last revised: 01/08/2007