score: 0 pip: 109 |
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| 1 point match | ||||||||||||||||
| pip: 127 score: 0 |
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| XGID=-A-a-CBCB-B-b-a--b-cbB-bb-:0:0:1:21:0:0:0:1:10 | ||||||||||||||||
eXtreme Gammon Version: 2.19.211.pre-release
This 21 isn't all that useful. I can't hit Brown's outfield blot. I can't make a new blocking point. And attacking on the 3pt leaves a double shot from the bar against Brown's stronger board. I figured I'd make the most of it with 10/8 7/6. This leaves 2 shots in exchange for creating an extra builder/attacker for next turn, which seems like a decent trade off.
What I didn't consider is that there won't be a "next turn" if Brown rolls any 6. He'll just run into the outfield and have a pretty easy time of it from there. Once you appreciate that, hitting loose on the 3pt, and depriving him of a "winning" 6, becomes a lot more attractive.
5/3* 7/6 is the best play, and while it comes at the risk of 20 direct shots, it's a relative risk -- relative to the risk of leaving Brown alone to roll his 6. I won't like it if I'm hit back, but Brown will still be trapped behind my broken prime, and I'm a favorite to enter and get some counterplay going.
In the actual game, I was appropriately punished for my misplay, as Brown rolled 66 and cruised home easily.
The rollout:
score: 0 pip: 109 |
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| 1 point match | ||||||||||||||||
| pip: 127 score: 0 |
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| XGID=-A-a-CBCB-B-b-a--b-cbB-bb-:0:0:1:21:0:0:0:1:10 | ||||||||||||||||
| 1. | Rollout1 | 7/6 5/3* | eq: -0.102 | |||
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| 2. | Rollout1 | 10/8 7/6 | eq: -0.135 (-0.032) | |||
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| 1 1296 Games rolled with Variance Reduction. Dice Seed: 73285410 Moves: 3-ply, cube decisions: XG Roller | ||||||
eXtreme Gammon Version: 2.19.211.pre-release, MET: Kazaross XG2
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