X is obviously blitzing here, but he doesn't have much ammunition
left. It's therefore tempting to switch to a more "positional" plan,
getting the back checkers moving, leaving the 4pt slotted in the hope
of making it, and resigning oneself to letting O anchor. What the
bots tell us, though, is that keeping the blitz going as long as
possible is usually the best game plan when we have such a huge board
advantage. And for blitzing, preventing O from anchoring with 4/1*
takes precedence over hitting a third blot with 21/18*. We might hit
the third blot anyway but "an anchor is forever."
I thought that the choice between 4/1* and 21/18* was the main
difficulty in this position, but after reading the responses I see
that some people find 8/2 to be an attractive 6. But 8/2 leaves that
checker with only one role left in life, to cover the 1pt if you roll
an ace. On the 8pt, it serves multiple functions: It prepares to hit
O if O enters on the 4pt; it provides an indirect cover for the 1pt;
and it is better placed positionally if the game takes a positional
turn. It's much more constructive to bring another checker closer to
the scene of action with 20/14.
=======
Rollout
=======
1. Rollout: 20/14 4/1* eq:+1.079
Player : 79.47% (G:59.02% B:2.40%)
Opponent: 20.53% (G:3.61% B:0.17%)
Confidence: ±0.012 (+1.067<E<+1.091)
2. Rollout: 21/15 4/1* eq:+1.003 (-0.076)
Player : 77.71% (G:56.18% B:2.22%)
Opponent: 22.29% (G:3.86% B:0.16%)
Confidence: ±0.012 (+0.991<E<+1.015)
3. Rollout: 21/18* 20/14 eq:+0.953 (-0.126)
Player : 77.06% (G:49.86% B:4.22%)
Opponent: 22.94% (G:3.07% B:0.12%)
Confidence: ±0.014 (+0.939<E<+0.967)
4. Rollout: 8/2 4/1* eq:+0.879 (-0.200)
Player : 74.69% (G:52.94% B:1.57%)
Opponent: 25.31% (G:4.89% B:0.23%)
Confidence: ±0.014 (+0.865<E<+0.893)
1296 Games rolled with Variance Reduction.
Dice Seed: 2
Moves and cube decisions: 3 ply
eXtreme Gammon Version: 1.21
---
Tim Chow