Obviously entering on the 21-point is the only rational choice for the
4. The question is what to do with the 2, 4/2* or 8/6. I have
included the rollout for only those two plays.
I played the 8/6, using the same reasoning as Bradley. I want O moving
checkers on the next play and giving me a better chance to escape my
back checker. gnubg prefers hitting on the 2-point for some reason.
To me that only creates a bigger risk of crunching my prime before O is
forced to do the same, not to mention having two of my checkers on the
other side now. I really don't see the advantage to that play.
Playing the 8/6 worked out in that game. I managed to escape the prime
after O was forced to crunch first. I'm pretty sure I would still make
the same play again despite what gnubg says.
1. Rollout bar/21 4/2* MWC: 57.76%
0.763 0.201 0.004 - 0.237 0.044 0.004 CL 58.80% CF 57.76%
[0.004 0.004 0.001 - 0.004 0.002 0.002 CL 0.13% CF 0.17%]
Full cubeful rollout with var.redn.
492 games, Mersenne Twister dice gen. with seed 920907459 and
quasi-random dice
Play: 0-ply cubeful prune [expert]
Cube: 0-ply cubeful prune [expert]
2. Rollout bar/21 8/6 MWC: 56.89% (
-0.88%)
0.725 0.237 0.010 - 0.275 0.057 0.006 CL 58.24% CF 56.89%
[0.003 0.002 0.001 - 0.003 0.001 0.001 CL 0.10% CF 0.12%]
Full cubeful rollout with var.redn.
1296 games, Mersenne Twister dice gen. with seed 920907459 and
quasi-random dice
Play: 0-ply cubeful prune [expert]
Cube: 0-ply cubeful prune [expert]