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A reminder, however, that *all* the items have to match to adjust the score:
1.There has to be UI (admitted hesitation, check)
2.There has to be information demonstrably suggested by that UI (which is Gordon's comment - here, is it "3D doesn't really show my strength" or "I've got lots of diamonds, but is partner going to take me for more with the free bid", or something else?)
3.There has to be an action taken that would be suggested by the UI, and
4.There has to be an action,
*not* suggested by the UI,
that would be considered "logical" by the Law's definition and the local ZO's regulations,
that would be less successful.
1.There has to be UI (admitted hesitation, check)
2.There has to be information demonstrably suggested by that UI (which is Gordon's comment - here, is it "3D doesn't really show my strength" or "I've got lots of diamonds, but is partner going to take me for more with the free bid", or something else?)
3.There has to be an action taken that would be suggested by the UI, and
4.There has to be an action,
*not* suggested by the UI,
that would be considered "logical" by the Law's definition and the local ZO's regulations,
that would be less successful.
What's the definition of "less successful" - the result on the most likely play, or the result with perfect play? What about further bidding actions by the opposing side (eg North pulls a slow 3S to 4S while East would have a clear 4H bid over 3S but nothing over 4S)? Even more exciting is possible bidding actions by the opposing side - eg replace "clear 4H bid" by "80% 4H bid"...
What is there to stop opponents crashing honour tricks etc (or maybe something a bit more subtle!) to ensure the result with the hesitation is more successful than the one without? Sure, it'll be considered a SEWoG action, but that ruling only affects the non-hesitating side. There's bound to be a (hypothetical) tournament situation where the non-hesitating side could abuse this (I'll hand over to the talented bridge-hand constructor and writer lamford at this point) - eg two teams per country, one country has a team winning narrowly and a team low-down the order, and the latter team do this "trick" against the team in 2nd place to maintain their country's lead.
Perhaps with computers available for simulations, we should do a simulation, and rule an action a LA if it wins on a certain % of hands? Using "peers" is somewhat flawed - there are often few around, and none that play exactly the same style as the offender - but is a good approximation in absence of anything else. Also, things like table feel, SoTM influence a player's decision but often don't get considered when analysing whether an action is an LA.
ahydra