| 1. | Rollout1 | Bar/20* 15/11 | eq: +1.566 |
| Player: Opponent: | 96.26% (G:63.57% B:2.15%) 3.74% (G:0.01% B:0.00%) | Conf.: ± 0.002 (+1.564...+1.567) - [100.0%] Duration: 37.1 seconds |
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| 2. | Rollout1 | Bar/20* 13/9 | eq: +1.561 (-0.005) |
| Player: Opponent: | 96.37% (G:62.84% B:2.12%) 3.63% (G:0.01% B:0.00%) | Conf.: ± 0.002 (+1.559...+1.562) - [0.0%] Duration: 33.4 seconds |
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| 3. | Rollout1 | Bar/20* 20/16* | eq: +1.558 (-0.008) |
| Player: Opponent: | 96.55% (G:63.14% B:1.13%) 3.45% (G:0.00% B:0.00%) | Conf.: ± 0.002 (+1.557...+1.560) - [0.0%] Duration: 27.9 seconds |
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1 5184 Games rolled with Variance Reduction. Dice Seed: 44579808 Moves: 3-ply, cube decisions: XG Roller
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According to the rollout above, hitting twice is a hair worse (by. 008) than hitting once. Hitting twice loses 0.29% more games (more likely to get hit bearing off) but wins 0.43% extra gammons and 1.02% extra backgammons (by virtue of hitting the third checker more often than failing to hit a second checker).
If one of the floating checkers is nudged forward a pip, hitting twice wins the rollout by .002 (cusp). If the leading back checker is also back on the 15pt, hitting twice loses the rollout by .019. (Rollouts not shown.)
Below is a variant -- same concept -- that illustrates the danger of playing on autopilot. Hitting twice is a whopper with cheese, blowing 14% extra gammons and 2.3% extra backgammons.
Nack
| 1. | Rollout1 | Bar/24* 17/11 | eq: +1.588 |
| Player: Opponent: | 97.12% (G:61.91% B:3.72%) 2.88% (G:0.04% B:0.00%) | Conf.: ± 0.002 (+1.585...+1.590) - [100.0%] Duration: 3.0 seconds |
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| 2. | Rollout1 | Bar/24* 24/18* | eq: +1.435 (-0.153) |
| Player: Opponent: | 97.59% (G:47.86% B:1.43%) 2.41% (G:0.00% B:0.00%) | Conf.: ± 0.002 (+1.433...+1.437) - [0.0%] Duration: 2.4 seconds |
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1 5184 Games rolled with Variance Reduction. Dice Seed: 32868897 Moves and cube decisions: 1-ply
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