// Loop to do #1 above
              while (p != singletonSimplePass){
                      if (numMoves < keepMax)
                              moves[numMoves] = p;
                      workingCopy.play(c,p);
                      c = c.enemyColor();
                      p = randomLegalMove(c, workingCopy, twister);
                      numMoves++;
              }

Do you really stop the simulation after a single pass, ie. when
one side has no more move to play but the other does?
I believe that this would end many games before they are (really) over
and that might lead to false results in the simulations.

Christoph
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