Overview of possible next steps

Moves that will give you the best winning chances in the endgame against a human player

Many heuristics can be used to distinguish moves that would make the task of winning the game harder for a human opponent.

The idea would be to find moves that put the opponent in one or many of the following situations:

Example in French with the ODS8 dictionary

It is player A's turn and he is trailing by 84 points.
Player A's rack: DDKOSUY
Player B's rack: AEEOOOQ

Game board

In this example, player A has no winning move. However, one move stands out as giving him the best chances of stealing the game against a human: [DE 4J 3 DKOSUY], with the idea of playing [DO I3 9 KSUY] and [KYUS H1 78] next. This move stands out because:

Pre-endgame solver

Pre-endgames are situations where there are a few tiles left in the bag, say between one and four. Our endgame solver could be used to solve such problems.

We could have a mode that finds the moves that win all the time and more precise modes that would give statistics about each move, such as:

Without too much additional efforts, we are already able to work out pre-endgame winning, losing and drawing percentages when exactly one tile is left in the bag. Here are some examples, taken from Nigel Richards games, where we give results in a minimal fashion.

English Dictionaries

French Dictionaries

Opening and middle game analysis

When too many tiles are left in the bag, precise solutions are unreachable. However, heuristics and simulations can be used to get a good idea of what the best moves are. Here are some examples of information we could try to provide:

Automatically generated endgame problems to practice

As far as we know, the game of scrabble is well behind the game of chess in terms of in-game exercises. Indeed, most chess sites offer puzzles, and some even specialize in that, e.g. chesstempo that offers thousands of them and categorizes them. What our community does have, though, are tools to train with anagrams and practice in the duplicate format.

We have the tools to automatically generate endgames, solve them and categorize them. Therefore, we could offer exercises in a website for players to dynamically practice endgames.

Software to play against the computer and analyze games

Everything described above could be part of a software that would allow you to train, play against the computer and analyze your games. We would make sure that players of all levels would gain something playing against the top engine.

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