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The Donkey Corner #3 - Rollout + Analysis

Posted By: Stick
Date: Tuesday, 25 March 2014, at 11:29 p.m.

In Response To: The Donkey Corner #3 (Stick)

Generally speaking it's correct to keep your builders as in play as possible. In front of blots, in front of anchors, in front of open points, so the spares can be used to attack or make points. Pushing them deep in your inner board with all other things being equal is no bueno.

Here however all other things aren't equal. First, there's the number of shots. 13/7 leaves 16 shots compared to the minimal 11 of 8/2. This has to account for some of the difference in plays since this is a position we really don't want to be hit in. Look at our opponent's forward position, too strong to be messing around with. Safer is called for.

I wasn't sure how hard it would be to clean up 8/2 when missed but it's easier than first glance because the opponent should anchor up on the 21pt with most threes.

Maintaining the midpoint may also help us keep a smidge of outfield control instead of allowing the opponent to flood willy nilly and control everything.





White is Player 2

score: 0
pip: 159
7 point match
pip: 137
score: 0

Blue is Player 1
XGID=-a--abEBCBa--B--a-bcbb---A:0:0:1:61:0:0:0:7:10
Blue to play 61

1.Rollout1Bar/24 8/2eq: -0.462
Player:
Opponent:
40.13% (G:9.89% B:0.46%)
59.87% (G:19.22% B:0.91%)
Conf.: ± 0.015 (-0.477...-0.446) - [100.0%]
Duration: 16 minutes 01 second
2.Rollout1Bar/24 13/7eq: -0.525 (-0.064)
Player:
Opponent:
37.82% (G:9.09% B:0.43%)
62.18% (G:17.74% B:0.62%)
Conf.: ± 0.017 (-0.542...-0.509) - [0.0%]
Duration: 15 minutes 38 seconds
1 1296 Games rolled with Variance Reduction.
Dice Seed: 36998236
Moves: 3-ply, cube decisions: XG Roller

eXtreme Gammon Version: 2.10, MET: Kazaross XG2

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