There's a famous poem by Longfellow that goes like this:
There was a little girl
Who had a little curl
Right in the middle of her forehead.
And when she was good
She was very, very good
But when she was bad
She was horrid!
This position, like many priming battles, has the feature that X's
good rolls are very, very good, but X's bad rolls are horrid. The
combination of these two extremes makes the cube action difficult to
assess. If you considered only X's good rolls or if you considered
only X's bad rolls, then the first lesson to learn is that both halves
of the equation have to be considered, particularly in a "high-
variance" position like this one.
One feature to note that wasn't mentioned explicitly by anyone is O's
outfield blot. That will increase X's gammons somewhat, though not by
a huge amount since X won't have a lot of time to sit around hoping to
hit that blot once he escapes.
Paradoxically, in most chouettes, the doubling decision is (or should
be) easy, precisely because (as we saw from the responses) the
reaction is likely to be mixed, and this will most likely more than
compensate for any technical equity that doubling might theoretically
lose you.
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Rollout
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Analyzed in Rollout
No Double
Player Winning Chances: 60.86% (G: 18.61% B: 0.15%)
Opponent Winning Chances: 39.14% (G: 4.98% B: 0.18%)
Double/Take
Player Winning Chances: 60.19% (G: 20.20% B: 0.17%)
Opponent Winning Chances: 39.81% (G: 4.70% B: 0.16%)
Cubeful Equities:
No Double: +0.284 (-0.111)
Double/Take: +0.395
Double/Drop: +1.000 (+0.605)
Best Cube action: Double / Take
Rollout
1296 Games rolled with Variance Reduction.
Dice Seed: 2
Moves and cube decisions: 3 ply
Confidence No Double: ±0.011 (+0.272<E<+0.295)
Confidence Double: ±0.018 (+0.377<E<+0.413)
eXtreme Gammon Version: 1.21