Generally speaking when you're trying to bring your checkers around and you have the opponent closed out or primed you pick up the back checker and play it. Then with the other die you pick up the back checker and play it. Very simplistic but remarkably accurate. If the checker furthest back can't be played then you pick up the next furthest checker back and play it. Rinse, repeat.
| 1. | Rollout1 | 24/20 23/22 | eq: +0.653 |
| Player: Opponent: | 79.41% (G:16.61% B:0.79%) 20.59% (G:3.34% B:0.16%) | Conf.: ± 0.008 (+0.645...+0.661) - [100.0%] Duration: 24.7 seconds |
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| 2. | Rollout1 | 23/18 | eq: +0.614 (-0.039) |
| Player: Opponent: | 78.06% (G:16.67% B:0.75%) 21.94% (G:4.11% B:0.24%) | Conf.: ± 0.007 (+0.606...+0.621) - [0.0%] Duration: 24.8 seconds |
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| 3. | Rollout1 | 23/22 13/9 | eq: +0.560 (-0.093) |
| Player: Opponent: | 76.16% (G:16.41% B:0.71%) 23.84% (G:4.14% B:0.22%) | Conf.: ± 0.008 (+0.552...+0.568) - [0.0%] Duration: 23.6 seconds |
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| 4. | Rollout1 | 13/8 | eq: +0.513 (-0.140) |
| Player: Opponent: | 73.98% (G:17.34% B:0.85%) 26.02% (G:4.88% B:0.23%) | Conf.: ± 0.008 (+0.506...+0.521) - [0.0%] Duration: 23.5 seconds |
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1 1296 Games rolled with Variance Reduction. Moves: 3-ply, cube decisions: XG Roller
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