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another variant (communication test)

Posted By: Chuck Bower
Date: Thursday, 28 April 2011, at 4:45 p.m.

In Response To: tough checkerplay decision? -- ROLLOUT (Timothy Chow)

...I think the connectivity isn't worth squat.

Let's test that. From the original, move the checker on the 24-point up to the 23-point and then play the same roll (6-1). Yes, not much value in communicating. Note that when you communicate in this position, you give your opp the chance to hit AND start a good blocking point simultaneously. Also notice there is a difference (1 shot?) in ways that the outfield checker can be hit, depending upon whether it's left on the 17-point or the 16-point, so this plays a part here. However, it's also easier to get home from the 17-point after missed -- somewhat offsetting the extra shot equity.





White is Player 2

score: 0
pip: 146
unlimited/$ session
pip: 130
score: 0

Blue is Player 1
XGID=---bBCCaBC--b-b----bbbbB--:0:0:1:61:0:0:0:0:10
Blue to play 61

1.Rollout123/17 9/8eq: -0.369
Player:
Opponent:
41.17% (G:11.73% B:0.72%)
58.83% (G:18.08% B:0.57%)
Conf: ± 0.021 (-0.390...-0.348)
Duration: 14 minutes 41 seconds
2.Rollout123/16eq: -0.376 (-0.007)
Player:
Opponent:
41.51% (G:11.11% B:0.56%)
58.49% (G:18.45% B:0.59%)
Conf: ± 0.023 (-0.399...-0.353)
Duration: 14 minutes 42 seconds
1 1296 Games rolled with Variance Reduction.
Dice Seed: 3246638
Moves and cube decisions: 3 ply

eXtreme Gammon Version: 1.21

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