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The Donkey Corner #2 - Rollout

Posted By: Stick
Date: Saturday, 22 March 2014, at 1:56 a.m.

In Response To: The Donkey Corner #2 (Stick)

The size of the blunder is still in question as it's a short rollout but there's no question it's bad.

OtB I didn't give it much thought. I figured 13/7 only leaves 5 shots and puts builders where they want to be to make the 4pt if the opponent fails to anchor up. Hitting in my mind left 21 good numbers, any hitting ace, any anchoring 4 and [22]. Well if I'm going to think that then I have to count anchoring 4s as good when playing 13/7 also.

The biggest thing I think I skipped through was the blot XG has on the 9pt. By hitting two I give myself more time to spike that puppy. If it was lifted (XGID=aa-BaBCBB---bB---ccb-bB---:0:0:1:51:4:0:0:7:10) we would have a different story.





White is Player 2

score: 0
pip: 162
7 point match
pip: 134
score: 4

Blue is Player 1
XGID=aa-BaBCBB---bB--abcb-bB---:0:0:1:51:4:0:0:7:10
Blue to play 51

1.Rollout17/1* eq: +0.350
Player:
Opponent:
60.84% (G:37.89% B:4.05%)
39.16% (G:9.86% B:0.60%)
Conf.: ± 0.026 (+0.324...+0.376) - [100.0%]
Duration: 5 minutes 02 seconds
2.Rollout113/7eq: +0.262 (-0.088)
Player:
Opponent:
59.23% (G:32.98% B:6.72%)
40.77% (G:9.19% B:0.38%)
Conf.: ± 0.034 (+0.228...+0.296) - [0.0%]
Duration: 5 minutes 25 seconds
1 324 Games rolled with Variance Reduction.
Dice Seed: 7039250
Moves: 3-ply, cube decisions: XG Roller

eXtreme Gammon Version: 2.10, MET: Kazaross XG2

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