Doubled pawns are a weakness: they cannot support each other as they advance the way connected ones do. In rook endings that is especially noticeable - even two extra doubled pawns often fail to win when the defence is active.
Here White has the king on g2, the rook on b4 and doubled pawns on g4 and g7; Black has the king on h4 and an active rook on a3. White to move, and it is a draw (per the tablebases): the active black rook creates enough counterplay, and the doubled pawns do not get through.
The lesson: when judging extra material in rook endings, look at the quality of the pawns and the activity of the rook. An active rook plus the weakness of doubled pawns is a common recipe for a draw.
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Weak enough that an extra doubled pawn often fails to win: it creates no passer and does not help its neighbours advance.
Look for a trade that turns them into a healthy structure, or use them to control important squares.
Blockade the pawns with the king and keep the rook active - then the opponent's extra material cannot be converted.
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