My take on this play was to either whack two or whack one while
escaping. Both seemed to be thematic. I didn't consider the building
play of 13/8 10/9* which is sort of a hybrid.
I opted to hit two because that's my nature and it seemed sound. XG
doesn't like it at all at lower settings, but a full 1296 rollout rates
it as a minor error. Meanwhile, escaping or bringing one down after the
hit are statistically tied.
1. Rollout¹ 21/16 10/9* eq:-0.044
Player: 48.80% (G:16.89% B:0.84%)
Opponent: 51.20% (G:18.92% B:1.50%)
Confidence: ±0.017 (-0.061..-0.027) - [51.2%]
Duration: 5 minutes 41 seconds
2. Rollout¹ 13/8 10/9* eq:-0.044 (-0.001)
Player: 48.18% (G:16.16% B:0.70%)
Opponent: 51.82% (G:15.04% B:0.74%)
Confidence: ±0.015 (-0.060..-0.029) - [46.7%]
Duration: 5 minutes 16 seconds
3. Rollout¹ 10/9* 7/2* eq:-0.061 (-0.018)
Player: 47.06% (G:18.56% B:0.66%)
Opponent: 52.94% (G:16.10% B:0.92%)
Confidence: ±0.017 (-0.078..-0.045) - [2.1%]
Duration: 5 minutes 29 seconds
¹ 1296 Games rolled with Variance Reduction.
Moves: 3-ply, cube decisions: XG Roller
eXtreme Gammon Version: 2.10
--
Ah....Clem
The future is fun, the future is fair.