30 April 2013
In last month's column we were introduced to the 20pt anchor holding game and covered some of the essentials such as the race, spare distribution, and extra points made. This month we're going to continue down the road to other standard but not as frequent 20pt holding games. So far, we've looked strictly at the 20pt anchor playing against the midpoint, 8pt, and perhaps another point such as the bar point or 9pt. Now let's get into those positions where the midpoint has already been cleared and we have outifeld points other than the 8pt still to clear.
Scroll down slowly for our first problem as the rollout results are directly below it. If you read last month's article you should be able to pick out the most important aspects of the position and draw a reasonable conclusion about what not only the proper cube action is but the win/gammon breakdown which we know can be useful when presented with a variety of scores.
|on roll, cube action?|
|Analyzed in Rollout||No double||Double/Take|
|Player Winning Chances:||77.38% (G:3.74% B:0.03%)||77.57% (G:3.56% B:0.03%)|
|Opponent Winning Chances:||22.62% (G:2.06% B:0.06%)||22.43% (G:2.09% B:0.07%)|
|No double:||+0.909 (-0.091)||±0.008 (+0.901..+0.917)|
|Double/Take:||+1.038 (+0.038)||±0.008 (+1.029..+1.046)|
|Best Cube action: Double / Pass|
|1296 Games rolled with Variance Reduction.|
Dice Seed: 34281930
Moves: 3-ply, cube decisions: XG Roller
|Double Decision confidence:||100.0%|
|Take Decision confidence:||100.0%|
|Duration: 1 hour 03 minutes|
eXtreme Gammon Version: 2.10
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