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Further proof that you must roll it out

Posted By: Phil Simborg
Date: Wednesday, 21 October 2015, at 9:15 a.m.

This position proves why XGR++ can not be relied upon to be entirely accurate. This is a position where the difference in plays must be 0.

Even when you roll it out 1296 there is still a .001 difference in the plays, so even that is wrong. And if you use XGR+ it is a BLUNDER to make the second best play. (It gets even funnier, as XGR+'s play is 9/3 6/1!)

Now, my goal is not to criticize XG, but to simply remind everyone that:

a) use XGR++ over XGR+;

b) you need to roll things out to be more certain, and

c) even rollouts are not 100 percent.





White is Player 1

score: 0
pip: 6
3 point match
pip: 126
score: 1

Blue is Player 2
XGID=-BB------a-ab---bb-cbb----:1:-1:-1:65:0:1:0:3:10
Blue to play 65

1.XG Roller++16/11 13/7eq: -1.936
Player:
Opponent:
0.00% (G:0.00% B:0.00%)
100.00% (G:100.00% B:0.00%)
2.XG Roller++13/8 9/3eq: -1.953 (-0.016)
Player:
Opponent:
0.00% (G:0.00% B:0.00%)
100.00% (G:100.00% B:0.00%)
3.XG Roller++13/2eq: -1.953 (-0.016)
Player:
Opponent:
0.00% (G:0.00% B:0.00%)
100.00% (G:100.00% B:0.00%)
4.XG Roller++16/10 14/9eq: -1.953 (-0.016)
Player:
Opponent:
0.00% (G:0.00% B:0.00%)
100.00% (G:100.00% B:0.00%)
5.XG Roller++9/3 6/1eq: -1.953 (-0.016)
Player:
Opponent:
0.00% (G:0.00% B:0.00%)
100.00% (G:100.00% B:0.00%)

eXtreme Gammon Version: 2.10, MET: Kazaross XG2

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