Here, 13/6 looks plausible, but XG favors either jumping a checker
over O's prime with 22/15 (despite being 30 pips down after the roll)
or the odd-looking 13/8 6/4. Actually, I think I understand the
rationale behind 13/8 6/4---X is playing a two-way game, meaning that
he can fall back on a backgame if necessary, and can afford to play
aggressively. It's 22/15 that still looks odd to me, since I would
think that X wants to keep that back anchor for more contact.
1. Rollout¹ 22/15 eq:-0.516
Player: 37.82% (G:7.39% B:0.32%)
Opponent: 62.18% (G:16.73% B:0.58%)
Confidence: ±0.018 (-0.534..-0.498) - [50.1%]
2. Rollout¹ 13/8 6/4 eq:-0.516
Player: 38.45% (G:7.75% B:0.31%)
Opponent: 61.55% (G:17.74% B:0.58%)
Confidence: ±0.017 (-0.533..-0.499) - [49.9%]
3. Rollout¹ 13/6 eq:-0.604 (-0.088)
Player: 35.27% (G:7.05% B:0.30%)
Opponent: 64.73% (G:15.57% B:0.46%)
Confidence: ±0.016 (-0.619..-0.588) - [0.0%]
¹ 1296 Games rolled with Variance Reduction.
Dice Seed: 271828
Moves: 3-ply, cube decisions: XG Roller
eXtreme Gammon Version: 2.19.207.pre-release
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Tim Chow