EXPERIMENT 9:

This is the first real "mutant cube strategy experiment". It's very crude and just
one notch above random cube decisions, i.e. almost no cube skill at all.

In this experiment, mutant doubles, beavers or raccoons if its GWC is > 50%,
takes if its GWC is > 0% and drops otherwise. By doing so, mutant effectively
causes cubeful games to last longer than normal, which allows more time for
luck to level out and for checker skill to become more decisive than cube skill.

After 20,000 cubeful games, the bot won 718,949 (59.20%) and the mutant won
495,465 (40.80%) points, resulting in 223,484 less points, i.e. -11.17 ppg, for the
mutant. These early results supassed my expectations by far but more trials are
needed for confidence.

Results in numbers of games were much closer with 95,05 (47.53%) won by the
bot and 10,495 (52.48%) won by the mutant, (which is only a +4.95% difference
this time for the mutant). However, games won has almost no significance in a
cube skill experiment.

In this experiment, the cube didn't go crazy high but did go quite high enough
to cause big fluctuations even at the level of 1,000 games chucks, with mutant
winning anywhere from 16.61% to 76.79%. As I indicated above, more trials are
needed for better confidence but the indications are that this mutant strategy
will win disproportionately more points than what would be predicted from its
cube error rate.

You may download the related files, especially the game and session logs, if you
want to tabulate more detailed stats in order to do more extensive analyses.