BACKGAMMON --- FREQUENTLY ASKED QUESTIONS. _________________________________________________________________ CONTENTS SECTION 0: FORE FAQ Definition , Editor , Purpose , Contributions , Availability, Disclaimer , Editorial , Changes Gratitude , and News . SECTION A: ESSENTIALS * A1. What is backgammon? * A2. What are the basic rules of the game? + Backgammon Equipment + The backgammon board + Object of the game + Starting the game + Moving your men + Doublets + Making points + Prime + Blots + Closed board + Compulsory move + Bearing off + Gammon and Backgammon + Cocked dice * A3. What is the doubling cube for? * A4. What is the Crawford rule? (Why won't FIBS let me double?) * A5. What is the Jacoby rule? * A6. What is the Holland rule? * A7. What are those critters --- Beavers, raccoons? * A8. What is a Chouette? * A9. Basic Strategy for Beginners. * A10. Opening Rolls SECTION B: ELECTRONIC BACKGAMMON: VS OTHER HUMANS * B1. FIBS (First Internet Backgammon Server) + FIBS Introduction + FIBS Help + FIBS Ratings + Computer Programs On FIBS + FIBS Misc. * B2. What is the Internet and how do I get onto it? * B3. Are there any GUI's (Graphical User Interfaces) for FIBS? + Tinyfugue + xfibs + MacFIBS + TkFibs + FIBS/W + xibc * B4. What is LDB? (Long Distance Backgammon. BG by Email) * B5. What other ways are there to play people via nets/modems/e-mail? + Netgammon backgammon server + GEnie + outland + PBeM + JavaGammon * B6. Are there any electronic tournaments? * B7. Do other game servers exist? + Backgammon , Bridge , Scrabble-like , Chinese Chess (Xianqi) , Othello , Chess , Go , Checkers , Other Games Server and Web Pages SECTION C: ELECTRONIC BACKGAMMON: VS MACHINE * C1. Are there any BG programs out there for my computer? Where are they? + Commercial backgammon playing programs o JellyFish o TD-Gammon o Expert Backgammon + Shareware and Public Domain backgammon playing programs o BLOT o Backgammon, By George! o bg06 o A PD mac program called ? o Death by Backgammon o xgammon o Misc. * C2. Which programs are good? How good is good? * C3. Why is it so hard to write a good backgammon program? * C4. Backgammon support software and software reviews. + Commercial Software o BOINQ o Hyper-Backgammon o Hugh Sconyers Bearoff & Backgame CDs o Matchqiz (and demo) o Backgammon Position Anylyzer o BG-SCRIBE o The Match Strategist (and demo) + Shareware and PD software o rfibs (fibs recorder & playback) o LaTeX Style for BG Positions and Games o BOA/386 Bearoff analyzer SECTION D: RESOURCES * D1. I'm looking for a club to play in... + Backgammon clubs in North America + Playing Backgammon in the Boston area + Other Backgammon Clubs * D2. Where are the tournaments? * D3. I'm looking for information about newsletters and other publications. + Anchors + Backgammon Magazine + BLITZ + Chicago Point Newsletter + European Backgammon News + Flint Area Backgammon News + GAMMON + Hoosier Backgammon Club Newsletter + Inside Backgammon + Norpunkt * D4. Backgammon books and book reviews. + BG books [summary] by Marty Storer + BG books [summary] by John Bazigos + How to play tournament BG [book] + Backgammon (Robin Clay) [book] + In The Game Until The End... [booklet] + Learning From the Machine... [booklet] + Kit Woolsey's "Tournament Series Backgammon" + The Backgammon Book + Playboy's Book of Backgammon + Other Books + Danny Kleinman Books * D5. A List of Backgammon Articles in Science and Business * D6. Where does one purchase backgammon supplies and books? + The GAMMON PRESS + Carol Joy Cole + The Backgammon Shop + Danny Kleinman + Dansk Backgammon Forlag + Crisloid + Larry Strommen + John Rather * D7. An index of backgammon resources available on the Internet. SECTION E: MISC. * E1. What other games can be played on a backgammon board? + Hyper-Backgammon + Nackgammon + Tapa + Narde + Diceless Backgammon + Acey-deucy + One Point Matches + Feuga + Greek/Turkish variation called ? * E2. How does one become a better player? * E3. Kent Goulding's International Backgammon Rating List * E4. Misc. _________________________________________________________________ _________________________________________________________________ Section 0: FORE FAQ DEFINITION FAQ /F-A-Q/ or /faq/ [USENET] n. 1. A Frequently Asked Question. 2. A compendium of accumulated lore, posted periodically to high-volume newsgroups in an attempt to forestall such questions. Some people prefer the term 'FAQ list' or 'FAQL' /fa'kl/, reserving 'FAQ' for sense 1. -- from: The jargon file, Version 2.9.12, 10 May 1993 EDITOR Mark Damish damish@ll.mit.edu PURPOSE The purpose of this FAQ is to answer commonly asked questions which come up on the rec.games.backgammon news group and to compile a set of resources which might be useful to backgammon players in general. CONTRIBUTING Contributions will be thankfully accepted. Send E-Mail to the editor of this list for inclusion and credit in future FAQs. AVAILABILITY The FAQ will be posted on or around the 13th (13: is such a nice opening roll) of each month to rec.games.backgammon, rec.answers and news.answers. The FAQ is also available for anonymous ftp on: rtfm.mit.edu /pub/usenet/news.answers/games/backgammon-faq The ascii FAQ may also be obtained vie E-mail. Just send mail to: mail-server@rtfm.mit.edu with send usenet/news.answers/games/backgammon-faq in the body of the message. HTML version: An HTML (hypertext) version of the faq has been created. It is currently the `source' document for the ASCII version posted to rec.games.backgammon, and the rtfm archive. Within the document there are ``links'' from the table of contents, links within the document, and several links to ftp sites and other documents which make getting around the document, and the backgammon portion of internet quite easy. This version of the FAQ is called bg-faq.html, and may be downloaded for local reading with a Web-Browser, or may be read on line at: http://www.cybercom.net/~damish/backgammon/bg-faq.html or at: http://www.statslab.cam.ac.uk/~sret1/backgammon/faq.html The HTML version of the faq is updated at this site when the ascii version is posted to rec.games.backgammon. diff file: A diff file will created and posted to the rec.games.backgammon news group at the same time the FAQ is posted. This will contain the differences between successive FAQs. It will not be posted to the *.answers newsgroups, nor will it be archived at rtfm.mit.edu. The purpose of the diff file is to show recent changes without having to browse the entire FAQ. DO NOT use this file to update previous versions of the FAQ as it will have been edited! DISCLAIMER This posting is provided on an "as is" basis, NO WARRANTY whatsoever is expressed or implied, especially, NO WARRANTY that the information contained herein is correct or useful in any way, although both are intended. EDITORIAL CHANGES Changes may be spotted by examining the `diff' file, which is posted at the same time as this FAQ. In the diff file, a `<' charactor preceding a line indicates that the line has been removed. Likewise, a `>' charactor indicates an addition. The diff file is edited and should not be used for updating from previous versions. GRATITUDE Major and minor contributions and suggestions from the following: Jeremy Bagai Matchqiz review. Matthew Clegg The `What is Internet' section. Paul Ferguson Mac PD BG info. FIBS Client info. Erik Gravgaard This and that. Molly Holzschlag GEnie/RSCARDS info rjohnson Additional info for rules section A2. Mika Johnsson Original Backgammon article compilation. Rolf Kleef Nackgammon. Asger Kring Danish Newsletter, Book supply info. more. Andy Latto Jacoby, Holland, Beavers, Chouette, Useful advice. Mel Leifer Many critical pieces of information. Peter Nickless Acey-Deucy Submission. Perry R. Ross LDB (Long Distance Backgammon) mail server info. Mark Rozer Inspired me to play this game. Gerry Tesauro Backgammon article pointers. Michael Urban Boston area playing spots. Kit Woolsey Software reviews. Contributor at large. Michael J. Zehr Book Review, Holland rule, Combinitorics answer. More. Vincent Zweije FIBS description. Narde description. Proof reader deluxe. [I apologize if I missed anybody] Thanks for ALL corrections sent! PLUS Thanks to all who have submitted material to the rec.games.backgammon news group, whether or not it has been used here. Material from rec.games.backgammon is credited where used. May you roll above average when you need it most. NEWS Information that may or may not be included in the current FAQ: From: alberto da pra (dapra@iol.it) Newsgroups: rec.games.backgammon Subject: Olympiad of Backgammon Date: 2 Dec 1995 21:18:50 GMT The second edition of the Backgammon's Olympiad (the first was in the year 1992) will be in Venice from 25th to 30th June 1996. Who is intersted can ask info and the invitation. Alberto da Pra, President WBF Worldwide Backgammon Federation ---- Newsgroups: comp.os.os2.games,rec.games.backgammon Subject: TD-Gammon available for free download Date: 9 Nov 1995 23:52:45 -0800 IBM has made TD-Gammon, their supposedly groundbreaking neural network- based version of Backgammon, available for free download. It seems to be part of an attempt to promote their IBM Family FunPack. You can get it by surfing to http://www.austin.ibm.com/pspinfo/funtdgammon.html and following the "Read the license information" link. You will have to fill out a form with your name, address, etc. (But nothing forces you to enter valid information. ;) ) ---- The hypertext version of the FAQ is now available at: http://www.statslab.cam.ac.uk/~sret1/backgammon/faq.html Thanks Stephen for mirroring the faq in the UK, which should allow for quicker access from Europe and the Middle East. _________________________________________________________________ _________________________________________________________________ Section A: ESSENTIALS A1. WHAT IS BACKGAMMON? ``Backgammon is an obstacle race between two armies of 15 men each, moving around a track divided into 24 dagger-like divisions known as points.'' ..The Rules _________________________________________________________________ ``It's just a game.'' -- Many _________________________________________________________________ ``Sport of mind.'' .. Alberto da Pra, President of WBF - Worldwide Backgammon Federation _________________________________________________________________ ``It's a game of skill and luck. When I win I can claim it's due to my good skill. When I lose I can claim it's due to my bad luck.'' -- submitted by David Forthoffer davidf@lpd.sj.nec.com _________________________________________________________________ ``Backgammon is one of the oldest games in existence, dating back some 5000 years and believed to have been developed by the ancient Egyptians. It is not a game of luck as many believe, but a strategic game of war; in many ways as difficult to master as chess or Go. A random element (luck) is certainly involved, but a champion player also uses the laws of probability, intuition, imagination and psychology to outwit his opponent''. -- From the foward of the Expert Backgammon (Mac) documentation. _________________________________________________________________ ``There's an aesthetic to the game, a flow. People think the game consists primarily of math --- calculating odds and so forth. That's not true. It's essentially a game of patterns, a visual game, like chess. Certain patterns fit together harmoniously, make sense in a away that is nontrivial.'' -- Paul Magriel _________________________________________________________________ Answering ``Why do you play backgammon'': ``We have become a spectator society, one that experiences excellence and creativity only by watching it on television or by reading about it in newspapers or magazines...Perhaps the best way of becoming something more than a spectator is to pursue activities that do not receive mass media coverage. We can invent our own art forms, or at least re-label existing forms as art. Backgammon, though it is very old and very common, is an excellent art form. Patterns of points and blots undergo poignant mutations. The player strains to work with them, to control them. One's identity is not entirely intrinsic, nor is it purely acquired. We can shape ourselves just as we can shape our surroundings. By playing backgammon, that is - by creating patterns of blots and points - I help to shape my identity, I set myself apart from the spectators. I become alive.'' -- Felix Yen (from Anchors, Jan 92) _________________________________________________________________ A2. WHAT ARE THE BASIC RULES OF THE GAME? Backgammon Equipment * A Backgammon board or layout. * Thirty round stones, or checkers, 15 each of two different colors, generally referred to as `men'. * A pair of regular dice, numbered from 1 to 6. (For convenience, two pairs of dice, one for each player, are generally used.) * A dice cup, used to shake and cast the dice. (Again, it is more convenient to have two dice cups.) * A doubling cube---A six-faced die, marked with the numerals 2,4,8,16,32 & 64. This is used to keep track of the number of units at stake in each game, as well as to mark the player who last doubled. The backgammon board Backgammon is an obstacle race between two armies of 15 men each, moving around a track divided into 24 dagger-like divisions known as ``points''. The Backgammon layout is divided down the center by a partition, known as the ``bar'' (See Diagram 1), into an outer and inner (or home) board or table. The side nearest you is your outer and home tables; the side farther away is your opponents outer and home boards. The arrows indicate the direction of play. For purposes of convenience we have numbered the points in the diagram. Though the points are not numbered on the actual board, they are frequently referred to during play to describe a move or a position. Your (X's) 4-point or 8-point will always be on your side of the board; your opponent's (O's) will always be on his side of the board. A move from your 9-point to your 5-point is four spaces (the bar does not count as a space). A move from White's 12-point to your 12-point, though it crosses from his board to yours, is but one space, for these two points are really next to each other. Diagram 2 shows the board set up ready for play. Each side has five men on his 6-point, three men on his 8-point, five men on his opponent's 12-point, and two men, known as ``runners'', on his opponents' 1-point. The runners will have to travel the full length of the track, the other men have shorter distances to go. Note that play proceeds in opposite directions, so that the men can be set up in two ways. Turn the diagram upside down to see the layout if play were proceeding in the other direction. +--------------------------------------------------> | | +-----------------------------< X moves this direction | | | | | | 13 14 15 16 17 18 19 20 21 22 23 24 | | +------------------------------------------+ | | | . . . . . . | | . . . . . . | | | | . . . . . . | | . . . . . . | | | | . . . . . . | | . . . . . . | | | | . . . . . . | | . . . . . . | | | | . . . . . . | | . . . . . . | | | | | | | +----+ ^ v | Outer Board |BAR| Home Board | | 64 | | | | | | | +----+ | | | P O I N T S | | . . . . . . | Doubling | | | . . . . . . | | . . . . . . | Cube | | | . . . . . . | | . . . . . . | | | | . . . . . . | | . . . . . . | | | | . . . . . . | | . . . . . . | | | +------------------------------------------+ | | 12 11 10 9 8 7 6 5 4 3 2 1 | | | +----------------------------------------------> | +---------------------------------< Y moves this direction Diagram 1 (Numbered from X's point of view) 13 14 15 16 17 18 19 20 21 22 23 24 +------------------------------------------+ | X . . . O . | | O . . . . X | | X O | | O X | | X O | | O | | X | | O | | X | | O | +----+ | |BAR| | | 64 | | O | | X | +----+ | O | | X | | O X | | X | | O X | | X O | | O . . . X . | | X . . . . O | +------------------------------------------+ 12 11 10 9 8 7 6 5 4 3 2 1 Diagram #2 (Numbered from X's point of view) Object of the game The object of Backgammon is for each player to bring all his men into his home board, and then to bear them off the board. The first player to get all his men off the board is the winner. Starting the game Each player casts one die. The player with the higher number makes the first move, using the two numbers cast by his die and his opponent's. In the event that both players roll the same number, it is a standoff and each rolls another die to determine the first move. In the event of subsequent ties, this process is repeated until the dice turn up different numbers. (In some games, players double the unit stake automatically every time they cast the same number; others limit the automatic doubles to one. In tournament play, there is no such thing as an automatic double.) Moving your men Each player's turn consists of the roll of two dice. He then moves one or more men in accordance with the numbers cast. Assume he rolls 4-2. He may move one man six spaces, or one man four spaces and another man two spaces. Bear in mind that, when moving a single man for the total shown by the two dice, you are actually making two moves with the one man---each move according to the number shown on one of the dice. Doublets If the same number appears on both dice, for example, 2-2 or 3-3 (known as doublets), the caster is entitled to four moves instead of two. Thus, if he rolls 3-3, he can move up to four men, but each move must consist of three spaces. The players throw and play alternately throughout the game, except in the case where a player cannot make a legal move and therefore forfeits his turn. Making points A player makes a point by positioning two or more of his men on it. He then ``owns'' that point, and his opponent can neither come to rest on that point nor touch down on it when taking the combined total of his dice with one man. Prime A player who has made six consecutive points has completed a prime. An opposing man trapped behind a prime cannot move past, for it cannot be moved more than six spaces at a time---the largest number on a die. Blots A single man on a point is called a blot. If you move a man onto an opponent's blot, or touch down on it in the process of moving the combined total of your cast, the blot is hit, removed from the board and placed on the bar. A man that has been hit must re-enter in the opposing home table. A player may not make any move until such time as he has brought the man on the bar back into play. Re-entry is made on a point equivalent to the number of one of the dice cast, providing that point is not owned by the opponent. Closed board A Player who has made all six points in his home board is said to have a closed board. If the opponent has any men on the bar, he will not be able to re-enter it since there is no vacant point in his adversary;s home board. Therefore, he forfeits his rolls, and continues to do so until such time as the player has to open up a point in his home board, thus providing a point of rentry. It should be noted, the he doesn't loses his turn, as he still retains the ability to double his opponent before any of his opponents rolls, assuming the cube is centered or on his side. Compulsory move A player is compelled to take his complete move if there is any way for him to do so. If he can take either of the numbers but not both, he must take the higher number if possible, the lower if not. [Another way of saying this...] * If both parts of the roll can be played legally, then this must be done. Note that you may play the roll in such a way as to move fewer pips than the larger die indicates by playing the smaller die first --- this is common in bearoff situations, and legal as long as each part of the roll is played legally at the moment you play it. * If only one part of the roll can be played legally, then you must play the higher die if possible; if not, play the lower die. --kw Bearing off Once a player has brought all his men into his home board, he can commence bearing off. Men borne off the board are not re-entered into play. The player who bears off all his men first is the winner. A player may not bear off men while he has a man on the bar, or outside his home board. Thus if, in the process of bearing off, a player leaves a blot and it is hit by his opponent, he must first re-enter the man in his opponents home board, and bring it round the board into his own home board before he can continue the bearing off process. In bearing off, you remove men from the points corresponding to the numbers on the dice cast. However, you are not compelled to remove a man. You may, if you can, move a man inside your home board a number of spaces equivalent to the number of a die. If you roll a number higher than the highest point on which you have a man, you may apply that number to your highest occupied point. Thus, if you roll 6-3 and your 6-point has already been cleared but you have men on your 5-point, you may use your 6 to remove a man from your 5-point. In some cases it may be advantagous to play the smaller die first before applying the higher die to your highest point (See Compulsory Move). For example, suppose you have one checker on your 5 point, and two checkers on your 2 point. Your opponent has a checker on the ace (one point) and on the bar. You roll 6-3. You may play the 3 to the 2 point then the 6 to bear a checker off the 2 point leaving your opponent no shots (no blots for the opponent to hit). The alternative, using the 6-3 to bear checkers off both the 5 and 2 points, would leave your opponent 20 out of 36 ways to hit your remaining blot. Gammon and Backgammon If you bear off all 15 of your men before your opponent has borne off a single man, you win a gammon, or double game. If you bear off all 15 of your men before your opponent has borne off a single man, and he still has one or more men in your home board or on the bar, you win a backgammon, or a triple game. Cocked dice It is customary to cast your dice in your right-hand board. Both dice must come to rest completely flat in that board. If one die crosses the bar into the other table, or jumps off the board, or does not come to rest flat, or ends up resting on one of the men, the dice are ``cocked'' and the whole throw, using both dice, must be retaken. _________________________________________________________________ A3. WHAT IS THE DOUBLING CUBE FOR? The introduction of the doubling cube into the game is largely responsible for the leap in popularity of modern backgammon. Each face of the doubling cube bears a number to record progressive doubles and redoubles, starting with 2 and going on to 4, 8, 16, 32 & 64. At the commencement of play, the doubling cube rests on the bar, between the two players, or at the side of the board. At any point during the game, a player who thinks he is sufficiently ahead may, when it is his turn to play and before he casts his dice, propose to double the stake by turning the cube to 2. His opponent may decline to accept the double, in which case he forfeits the game and loses 1 unit, or accept the double, in which case the game continues with the stake at 2 units. The player who accepts the double now ``owns'' the cube---which means that he has the option t redouble at any point during the rest of the game, but his opponent (the original doubler) may not. If, at a later stage he exercises this option, his opponent is now faced with a similar choice. He may either decline the redouble and so lose 2 units, or accept and play for 4, and he now ``owns'' the cube. A player may double when he is on the bar even if his opponent has a closed board and he cannot enter. Though he does not roll the dice, for he cannot make a move, he still has the right to double. Note that gammon doubles or backgammon triples the stake of the cube. _________________________________________________________________ A4. WHAT IS THE CRAWFORD RULE? (WHY WON'T FIBS LET ME DOUBLE?) From the FIBS help screens: If you are playing an n-point match and your opponent is ahead of you and he gets to n-1 points you are not allowed to use the doubling cube in the next game to come EXAMPLE: 5 point match score game # You opponent 1 0 3 2 0 4 3 1 4 (you were not allowed to double in this game) 4 3 4 (you were allowed to double again) ... ... ... The Crawford rule is universally used in backgammon match play. _________________________________________________________________ A5. WHAT IS THE JACOBY RULE? The Jacoby rule is used in money games. It states, that a gammon or backgammon may not be scored as such unless the cube has been passed and accepted. The purpose is to speed up play by eliminating long undoubled games. The Jacoby rule is never used in match play. _________________________________________________________________ A6. WHAT IS THE HOLLAND RULE? This rule applies to match games and states that in post-Crawford games the trailer can only double after both sides have played two rolls. It makes the free drop more valuable to the leader but generally just confuses the issue. Unlike the Crawford rule, the Holland rule has not proved popular, and is rarely used today. _________________________________________________________________ A7. WHAT ARE THOSE CRITTERS --- BEAVERS, RACCOONS? In money play, if player A doubles, and player B believes that he is a favorite holding the cube, he may turn the cube an extra notch as he takes, and keep the cube on his own side. For example, if A makes an initial double to 2, B may, instead of taking the double and holding a 2 cube, say ``beaver'', turn the cube an extra notch to 4, and continue the game holding a 4 cube. If A believes that B's beaver was in error, some play that he may then ``raccoon'', turning the cube yet another notch (to 8 in the example). Cube ownership remains with B. B may then if he wishes turn the cube yet another notch, saying ``aardvark'', or ``otter'' or whatever silly animal name he prefers (the correct animal is a matter of controversy), and so forth. Beavers and the rest of the animals may be played or not in money play, as the players wish. Beavers and other animals are never used in match play. -- Andy Latto _________________________________________________________________ It should be noted that the original cube turner can drop a beaver. For example, suppose I miscount a bearoff and double, you accept and say you want to beaver. I realize something is wrong and recount. If I am horribly behind, I can drop the beaver, paying you the value on the cube before you beavered. -michael j zehr _________________________________________________________________ A8. WHAT IS A CHOUETTE? A Chouette is a social backgammon variant for more than 2 players. One player is ``the box'', and plays against all other players on a single board. One other player is the captain, and rolls the dice and makes the plays for the team that opposes the box. If the box wins, the captain goes to the back of the line, and the next player becomes captain. If the captain wins, the box goes to the back of the line, and the captain becomes the new box. Customs vary as to the rights of the captain's partners: In some Chouettes, they may consult freely as to the way rolls should be played. In others, consultation is prohibited. A compromise, where consultation is allowed only after the cube has been turned, is popular. Originally, Chouettes were played with a single cube. The only decisions that players other than the captain were allowed to make independently concerned takes: If the box doubled, each player on the team could take or drop independently. Today, multiple-cube Chouettes are more popular; each player on the team has his own cube, and all doubling, dropping, and taking decisions are made independently by all players. -- Andy Latto _________________________________________________________________ A9. BASIC STRATEGY FOR BEGINNERS. Single checkers (blots) on a point are vulnerable to enemy attack and must start over if hit by n opponent's checker. Two or more checkers on a point are safe from attack and can also be used for blocking or trapping your opponent. Essentially backgammon is a race to see who takes off all of his checkers first. However, the shortest distance between two points is not always a straight line. Most beginners, rarely leave exposed checkers and hit as often as they can. As you will find out, this seemingly logical approach is not the best strategy. The following is a simplification of some of the factors that you should consider in forming a winning game plan: Distribution. Distribution is how evenly your checkers are divided among the points occupied. It is usually better to have 3 checkers each on two different points rather than 4 checkers one and 2 on the other. You should rarely have six checkers on a point and almost never have any more. A player with even distribution will seemingly get "luckier" dice than his less flexible opponent. Exposure. Don't be afraid to leave shots early in the game to establish a strong offense or defense. Be more cautious as your enemy's home board gets stronger. The more points he has in his home board, the more difficult it will be for you to re-enter after being hit. Conversely, the more points that you control in your enemy's home board (anchors) the bolder you may play. Even if his board is weak, limit the number of blots (single checkers) to no more than four. If you are significantly ahead in the race or position, then restrict your exposure to maintain your lead. Blocking and Priming. Try to build points without gaps between them directly in front of the enemy checkers in your home board to prevent their escape. Establishing these critical points as early as possible in approximate order of importance: 5, 4, 7 to start your blockade. Six points in a row is called a prime. This makes it impossible for your opponent to escape for as long as you can maintain that structure. Hitting. Try to hit checkers that are the most advanced or checkers that your opponent would like to cover to establish an important point. Attack only when it is advantageous to do so. For example, if you already have two enemy checkers on the bar, it is more critical to make another point in your home board than to hit a third checker. Also refrain from hitting if it makes you more vulnerable than your opponent. Keep your objectives in mind and don't be side-tracked. However, there is an old backgammon adage that still carries weight, "When in doubt, hit." Anchoring. Anchoring is establishing a defensive point (anchor) in your enemies home board. This gives you a landing spot to come in on should you get hit and prevents your opponent from making his home board. Early in the game try to establish anchors on the higher points (20,21). If you become significantly behind in the race, the lower points (22,23,24) have more value as your strategy is to build your home board and wait for a shot. If you have two anchors try to keep them on adjacent points. These are just a few ideas for the beginner to get started and is not meant as a tutorial. There are many fine books available if you awant more information. From Macintosh Expert Backgammon Documentation by Tom Johnson komodo@netcom.com _________________________________________________________________ A10. OPENING ROLLS. From: kwoolsey@netcom.com (Kit Woolsey) Subject: Re: What are the best ways to play the opening rolls? Date: Sun, 19 Mar 1995 05:19:43 GMT [...] Now, on the what I believe is an accurate synopsis of the 15 possible opening rolls: 2-1: The slotting play 13/11, 6/5 and the splitting play 24/23, 13/11, the two most common plays, seem to be about equal. Nothing else is a serious contender. 3-1: 8/5, 6/5 is obviously the only play. 4-1: The splitting play 24/23, 13/9 has come out clearly superior to the slotting play 13/9, 6/5. Probably the reason is that with the builder on the 9 point there are so many good pointing numbers next turn anyway that you don't need the 5 point slotted. 5-1: The splitting play 24/23, 13/8 has come out a bit better than the slotting play 13/8, 6/5. A third less common alternative, 24/18, came out clearly worse. 6-1: The obvious 13/7, 8/7 is correct. Magriel's experiment of 13/7, 6/5 is awful. 3-2: The splitting play 24/21, 13/11 came out a bit better than building with 13/10, 13/11. 4-2: 8/4, 6/4 of course. 5-2: The normal play for years has been 13/11, 13/8. However the newer splitting play, 24/22, 13/8, (shunned because of the crushing 5-5 threat) has come out a bit better. The slotting play of 13/8, 6/4 (which used to be my choice) did not survive the rollouts -- it was clearly inferior. 6-2: The splitting play of 24/18, 13/11 comes out fairly clearly superior. Running with 24/16 is 2nd, but the run isn't far enough. Slotting with 13/5 (a common choice several years ago) was definitely in third place. 4-3: The building play of 13/10, 13/9 and the common splitting play of 24/20, 13/10 were just about tied. The alternative split of 24/21, 13/9 was only a little behind. 5-3: The simple 8/3, 6/3 is clearly best. The once common 13/10, 13/8 has been found vastly inferior. 6-3: The splitting 24/18, 13/10 comes out best, but the running play of 24/15 is not too far behind. 5-4: Splitting with 24/20, 13/8 and building with 13/9, 13/8 come out quite close (that builder on the 9 point is powerful), with the split generally a tiny bit better. 24/15 is weaker still. 6-4: Both running with 24/14 and splitting with 24/18, 13/9 are about equal. However the once laughed at 8/2, 6/2 has reared its head as a serious contender and comes out about equal with the other choices -- nice play to try if you get familiar with it, since your opponent probably won't be. 6-5: The simple 24/13 is clearly better than any other possibilities. _________________________________________________________________ _________________________________________________________________ Section B: ELECTRONIC BACKGAMMON: VS OTHER HUMANS _________________________________________________________________ B1. FIBS (FIRST INTERNET BACKGAMMON SERVER) FIBS INTRODUCTION On July 19, 1992 at 10:56:22 GMT, Marvin announced the birth of the FIBS. FIBS is an abbreviation for First Internet Backgammon Server. It is a server program written by Andreas Schneider marvin@fraggel65.mdstud.chalmers.se. Praise to him! After using a site in Aachen Germany, It moved to the present site ins Sweden on December 3, 1993. You can connect to FIBS using telnet; the server runs on machine fraggel65.mdstud.chalmers.se (raw address 129.16.235.165). Be sure to telnet to port 4321, because telnetting to the default port will give you a regular unix login prompt, which will be of no use to you since you probably have no account on that machine. For instance, on a unix machine which is connected directly to the internet, you issue one of the following commands: telnet fraggel65.mdstud.chalmers.se 4321 telnet 129.16.235.165 4321 and then you are connected to FIBS. Now you have to log in to FIBS. If you already have an account on FIBS, you use the login name and password you selected. If you're a first time user, you must log in as guest. Then you are granted a limited kind of access, until you make yourself known by choosing a FIBS user name and a password. From that moment on, you can use FIBS to play against other players, human or otherwise, from all over the world. Here is an example connect and login sequence for new users: %telnet fraggel65.mdstud.chalmers.se 4321 Trying 129.16.235.165 ... Connected to fraggel65.mdstud.chalmers.se. Escape character is '^]'. WELCOME TO THE _______ _ ______ _____ | _____| | | | __ \ / ____| | |___ | | | |__| | | |____ | ___| | | | __ < \____ \ | | | | | |__| | ____| | |_|irst |_|nternet |______/ackgammon |_____/erver If something unexpected happens please send mail to: marvin@fraggel65.mdstud.chalmers.se (Andreas Schneider) Bug reports are welcome. This server is on the net to meet people from all countries. All sorts of racists and fascists are not allowed to login here! Rude language will not be tolerated on this server. Be nice. LOGIN AS guest IF YOU ARE NEW TO THIS SERVER! One account per person only! Friday, September 30 10:23:10 MET ( Fri Sep 30 09:23:10 1994 UTC ) login: guest Welcome to FIBS. You just logged in as guest. Please register before using this server: Type 'name username' where username is the name you want to use. The username may not contain blanks ' ' or colons ':'. The system will then ask you for your password twice. Please make sure that you don't forget your password. All passwords are encrypted before they are saved. If you forget your password there is no way to find out what it was. Please type 'bye' if you don't want to register now. ONE USERNAME PER PERSON ONLY!!! > name Newbie Please give your password: Please retype your password: You are registered. Type 'help beginner' to get started. > Once logged in, you are wise to read the help screens of FIBS. Read about how not to hear other people's shoutings, how the rating system works, how to watch other people play, how to talk to other people, how to invite people to play, and of couse, how to play. Everything you need is in the help screens. One thing: if you wish to read the help screens without logging into FIBS, they have been made available to WWW by Mike Quinn at http://www.cybercom.net/~damish/backgammon/mike_quinn/fibs.htm. Mark Damish made a version available for ftp or online reading from http://www.cybercom.net/~damish/backgammon/fibshelp.html When you are a little accustomed to FIBS, you can enter tournaments, which are organised occasionally by volunteers. Read newsgroup rec.games.backgammon, check out FIBS' login message, or listen for rumours spreading. Also, if you like FIBS, it will pay you to take the trouble to install/use a more friendly interface than a simple telnet client program. Several of these are available, see section Are there any GUI's for FIBS?. FIBS description last updated on October 4th, 1994 by Vincent Zweije (zweije@wi.leidenuniv.nl) _________________________________________________________________ FIBS HELP FIBS Command Help Summary. (One liners) * about - display information about the server * accept - accepting doubles and resigns * address - make your email address known to other users. * autologin - how the tinymud style autologin feature works * average - show average number of users * away - leaving a message for other users before leaving the terminal * back - back again after the away command was used * beaver - offering an instant redouble that is a beaver * beginner - very short introduction to the server * blind - Stop people from watching you. * board - displays the board again * boardstyle - the various boardstyles * bye - leave the first internet backgammon server. Aliases for bye include: adios, ciao, tschoe, end, exti, logout, and quit. * client - one way to use a client * cls - clear the screen on a vt100 terminal * commands - how commands are entered. * complaints - how to complain about cheaters * countries - where do the players live * crawford - The Crawford rule * date - equivalent to the time command * dicetest - show statistics about the dice * double - Ship that cube! * erase - How and why accounts are erased * formula - The formulas used to calculate rating changes * gag - Inhibit yourself from hearing a players shouts etc... * help - help on different topic * hostnames - how to interpret hostnames given by the who command * invite - invite another user to play a game of backgammon * join - accept an invitation from another player * kibitz - talking to players and watchers * last - Display information about login times * leave - leave and save a game * look - Take a short look at a game * man - alias for help * message - Leave a message for a user * motd - Display the message of the day * move - Moving pieces on the board * names - name completion * off - bear off pieces with every possible move * oldboard - Display the board of a saved game. * oldmoves - Display the moves of a saved game. * otter - Offering an instant redouble that is an otter * panic - save a game to a special file * password - change password * pip - Display pip count * raccoon - Offering an instant redouble that is a raccoon * ratings - Display information from the rating list * rawboard - how to interpret the raw board output * rawwho - A version of the who command for client programs. * redouble - accepting doubles by redoubling * reject - Drop a double. Reject a resignation. * resign - resign a game * roll - roll the dice * rules - The basic rules of backgammon + rule1 - how the board looks like + rule2 - the direction you move pieces + rule3 - the goal of the game + rule4 - rolling the dice + rule5 - moving pieces + rule6 - moving pieces + rule7 - bearing off pieces + rule8 - winning + rule9 - doubling * save - save your current toggle settings * say - talk to your opponent * screen - how to tell FIBS about your screen * set - how to set variables that are not toggles * shout - say something to all users * show - Display information * shutdown - shutdown the server (privileged users) * sortwho - how the 'who' command sorts it's output * stat - display system usage information about the server * tell - say something to a specific player * time - display the current time * timezones - How the server supports different timezones * tinyfugue - a few hints on using the TinyFugue client * toggle - display or change the value of toggles + toggle-allowpip - Enable/Disable the servers `pip' command. + toggle-autoboard - Enable/Disable automatic board redraws. + toggle-autodouble - Enable/Disable Auomatic doubles on the 1st roll. + toggle-automove - Enable/Disable Automatic movement of forced rolls. + toggle-bell - Enable/Disable the bell in talking or invites. + toggle-crawford - Enable/Disable Crawford. Both players need to agree. + toggle-double - Enable/Disable automatic rolling. + toggle-greedy - Enable/Disable automatic bearoffs if possible. + toggle-moreboards - Redraw every move, or every move and roll. + toggle-moves - Enable/Disable listing of moves at end of game. + toggle-notify - Enable/Disable server notification of players logging in and out. + toggle-ratings - Enable/Disable the display of the rating calculation. + toggle-rawboard - Replaced by set boardstyle + toggle-ready - Toggles wether you are ready to play games. + toggle-report - Enable/Disable server messages when other players start or finish a match. + toggle-silent - Enable/Disable hearing players shouts. + toggle-telnet - Toggles extra newlines. + toggle-wrap - Toggles whether you or the server wraps lines larger than 80 charactors. * unwatch - stop watching a player * version - display version number of the server * watch - watch a player * wave - wave goodbye before leaving to players who receive shouts * where - display full hostnames * whisper - say something to watchers of a game * who - display information about currently logged in users * whois - Display information about a player * !! - repeat the last command [Last updated June 1995. Are there any missing commands?] _________________________________________________________________ For more detailed information on FIBS commands, type ``help'' at the while on FIBS or check out Michael Quinn's Guide to FIBS at: http://www.abekrd.co.uk/FIBS _________________________________________________________________ FIBS RATINGS FIBS Rating Formula [From the FIBS man pages.] NAME formula - The formulas used to calculate rating changes DESCRIPTION These are the formulas used to determine the ratings of a player: Let's say that two players P1 and P2 were playing a n-point match. The ratings of the players are r1 for P1 and r2 for P2 . + Let D = abs(r1-r2) (rating difference) + Let P_upset = 1/(10^(D*sqrt(n)/2000)+1) (probability that underdog wins) + Let P=1-P_upset if the underdog wins and P=P_upset if the favorite wins. + For the winner: o Let K = max ( 1 , -experience/100+5 ) o The rating change is: 4*K*sqrt(n)*P + For the loser: o Let K = max ( 1 , -experience/100+5 ) o The rating change is: -4*K*sqrt(n)*P The 'experience' of a player is the sum of the lengths of all matches a player has finished. Every player starts with a rating of 1500 and an experience of 0. SEE ALSO ratings _________________________________________________________________ From:gmortens@newstand.syr.edu (Gerald E Mortensen) Subject: fibs ratings formula plots Date: 23 Dec 1994 22:28:16 GMT i made these plots from the fibs ratings formula. experience >500. if you can't read these try setting your font to fixed or courier. P(win) vs. ratings difference 0.8 ++-----+-------+------+-------+------+------+-------+-----++ + + + + + + + + C + | : C | 0.7 ++ : C B ++ | : C B | | : B | | : C B | 0.6 ++ : C B A A ++ | : B A A | | : B A A | 0.5 ++ A A A ++ | A A B : | | A A B : | 0.4 ++ A A B C : 1 pt match A ++ | B C : 5 pt match B | | B : 9 pt match C | | B C : | 0.3 ++ B C : ++ | C : | + C + + + + + + + + 0.2 ++-----+-------+------+-------+------+------+-------+-----++ -400 -300 -200 -100 0 100 200 300 400 ratings change for a win vs. ratings difference 10 ++-----+-------+------+-------+------+------+-------+-----++ + + + + + + + + + 9 ++ C : ++ | C C : | 8 ++ C : 1 pt match A ++ | : 5 pt match B | | C : 9 pt match C | 7 ++ C : ++ | B C : | 6 ++ B B C ++ | B B : C | 5 ++ B : C ++ | B B C | 4 ++ : B C ++ | : B B C | | : B B C | 3 ++ : B B ++ | A A A A A : | 2 ++ A A A A A A A A ++ + + + + + + + A A + 1 ++-----+-------+------+-------+------+------+-------+-----++ -400 -300 -200 -100 0 100 200 300 400 ratings diff (your rating - opponent's) ratings change is the same for both players if both have experience > than 500 (or have equal experience < 500). jay (wilfo) _________________________________________________________________ FIBS - Rating Changes 2/16/95 change in rating when favorite wins rate points in match diff 1 2 3 5 7 9 11 ------------------------------------------------------------ 0 2.00 2.83 3.46 4.47 5.29 6.00 6.63 40 1.95 2.74 3.33 4.24 4.97 5.59 6.13 80 1.91 2.64 3.19 4.01 4.65 5.18 5.63 120 1.86 2.55 3.05 3.79 4.34 4.77 5.14 160 1.82 2.46 2.92 3.56 4.03 4.38 4.67 200 1.77 2.37 2.78 3.35 3.73 4.01 4.22 240 1.73 2.28 2.65 3.13 3.44 3.65 3.79 280 1.68 2.19 2.52 2.93 3.16 3.31 3.39 320 1.64 2.11 2.39 2.73 2.90 2.99 3.02 360 1.59 2.02 2.27 2.54 2.65 2.69 2.68 400 1.55 1.94 2.15 2.35 2.42 2.41 2.37 440 1.50 1.86 2.03 2.18 2.20 2.15 2.08 480 1.46 1.78 1.92 2.01 1.99 1.92 1.83 change in rating when underdog wins rate points in match diff 1 2 3 5 7 9 11 ------------------------------------------------------------ 0 2.00 2.83 3.46 4.47 5.29 6.00 6.63 40 2.05 2.92 3.60 4.70 5.61 6.41 7.14 80 2.09 3.01 3.74 4.93 5.93 6.82 7.64 120 2.14 3.10 3.88 5.16 6.25 7.23 8.13 160 2.18 3.19 4.01 5.38 6.56 7.62 8.60 200 2.23 3.28 4.15 5.60 6.86 7.99 9.05 240 2.27 3.37 4.28 5.81 7.14 8.35 9.48 280 2.32 3.46 4.41 6.02 7.42 8.69 9.88 320 2.36 3.55 4.53 6.22 7.68 9.01 10.2 360 2.41 3.63 4.66 6.41 7.93 9.31 10.6 400 2.45 3.72 4.78 6.59 8.17 9.59 10.9 440 2.50 3.80 4.89 6.76 8.39 9.85 11.2 480 2.54 3.88 5.01 6.93 8.59 10.1 11.4 ratio - points lost to points won by favorite rate points in match diff 1 2 3 5 7 9 11 ------------------------------------------------------------ 0 1.00 1.00 1.00 1.00 1.00 1.00 1.00 40 1.05 1.07 1.08 1.11 1.13 1.15 1.17 80 1.10 1.14 1.17 1.23 1.28 1.32 1.36 120 1.15 1.22 1.27 1.36 1.44 1.51 1.58 160 1.20 1.30 1.38 1.51 1.63 1.74 1.84 200 1.26 1.38 1.49 1.67 1.84 2.00 2.15 240 1.32 1.48 1.61 1.85 2.08 2.29 2.50 280 1.38 1.58 1.75 2.06 2.35 2.63 2.91 320 1.45 1.68 1.89 2.28 2.65 3.02 3.39 360 1.51 1.80 2.05 2.53 2.99 3.47 3.95 400 1.58 1.92 2.22 2.80 3.38 3.98 4.61 440 1.66 2.05 2.40 3.10 3.82 4.57 5.37 480 1.74 2.18 2.60 3.44 4.31 5.25 6.25 Batting Average for favorite to maintain rating points in match diff 1 2 3 5 7 9 11 -------------------------------------- 0 .500 .500 .500 .500 .500 .500 .500 40 .512 .516 .520 .526 .530 .534 .538 80 .523 .533 .540 .551 .561 .569 .576 120 .534 .549 .560 .577 .590 .602 .613 160 .546 .565 .579 .602 .619 .635 .648 200 .557 .581 .598 .626 .648 .666 .682 240 .569 .596 .617 .650 .675 .696 .714 280 .580 .612 .636 .673 .701 .725 .744 320 .591 .627 .654 .695 .726 .751 .772 360 .602 .642 .672 .716 .750 .776 .798 400 .613 .657 .689 .737 .772 .799 .822 440 .624 .672 .706 .756 .793 .820 .843 480 .635 .686 .723 .775 .812 .840 .862 FIBS ratings tables submitted by William C. Bitting btbr68a@prodigy.com wbitting@crl.com _________________________________________________________________ FIBS ratings reports are posted regularly to Rec.games.backgammon. Back issues are available from: http://www.columbia.edu/~radev/backgammon/fibsratings/ http://www.cs.ualberta.ca/~banks/fibs/test.html _________________________________________________________________ COMPUTER PROGRAMS ON FIBS Currently there several computer programs on FIBS: tesauro (the original neural net bg program TD-Gammon) mloner (neural net) idiot (neural net (JellyFish)) jellyfish (nn) loner (The 1-pt version of mloner) EXBGthree fatboy (nn) fattest (nn) jemina (Algrithmic, entering cocoon, to emerge as a nn) music Big_Brother (only logs matches) Some programs play with humans entering the data, while others are full fledged bots. _________________________________________________________________ FIBS MISC. FIBS (and FIBS/W) Instruction book. Hunter Jones has put together a very nice reference to FIBS and FIBS/W. It is nicely typeset and printed on heavy paper stock. The contents make a nice reference to FIBS and the FIBS/W interface. Commands are pre-sorted by catagory, and it makes looking for an answer extremely easy. It is 8 pages on 6 sheets of paper, and is especially worthwile for the new player. It is not just a rehash of the man pages. Price is $4 for U.S. addresses, $6 US for foreign addresses. All payments must be in US funds (check, money order or cash). If you wish expedited shipment, enclose suitable payment. (For example, $10 additional for US FedEx overnight.) Be sure to enclose your address (FedEx and the like cannot deliver to PO Boxes.) Contact Hunter Jones at: hunter@ix.netcom.com 6617 Struttmann Lane Rockland MD 20852 _________________________________________________________________ From: thrash@mercury.interpath.net Newsgroups: rec.games.backgammon Subject: online FIBS help for OS/2 users Date: 7 Mar 1995 03:45:57 GMT For FIBS players who use OS/2: I recently created an online help file (.INF) for all the FIBS commands. It's basically the same help you get from the FIBS server but with hyper-text links to related commands. If you're new to FIBS, I'm sure it will help - although I can't guarantee it will increase your FIBS rating ;) Email me if your interested, I can send it via uuencode mail. -J- _________________________________________________________________ B2. WHAT IS THE INTERNET AND HOW DO I GET ONTO IT? [This is copied verbatim, with permission, from OK.FAQ. References to 'OK' are referring to the bridge server.] [Permission from mclegg@cs.ucsd.edu (Matthew Clegg) for use here.] In addition to having access to a Unix system, you must also be connected to the Internet. The Internet is a worldwide computer network which was founded for the sake of promoting research and education. Recently, the Internet has been broadening its mission and it's likely that soon the Internet will be open for commercial as well as educational uses. Already it is possible for the general public to obtain access to the Internet for a modest fee in many metropolitan areas of the US. A few representative Internet providers include: Area Served Voice No. Email Organization ----------- -------- ----- ------------ West Coast 408-554-UNIX info@netcom.com Netcom Online Comm. Svcs Boston 617-739-0202 office@world.std.com The World New York City 212-877-4854 alexis@panix.com PANIX Public Access Unix Many OKbridgers play from home using a PC or Mac and a modem. Frequently, these people have obtained access to the Internet by purchasing an account from a "public access Unix system connected to the Internet," which is the jargon describing the service provided by the above companies. Having obtained such an account, it is usually a simple matter to obtain OKbridge and begin playing (see below). If you will be searching for a means to use OKbridge, it is important to remember the wording, "public access Unix system (directly) connected to the Internet." There are a number of BBS operators who have Email connections to the Internet, but this is not sufficient. Also, there are several network services which provide access to the Internet but which are not Unix based (Delphi is a notable example). For more information about the Internet, which is an amazing and wonderful resource, see the books: Krol, Ed, The Whole Internet: User's Guide & Catalog, O'Reilly & Associates, 1992. Kehoe, Brendan P., Zen and the Art of the Internet: A Beginner's Guide, 2nd ed., Prentice Hall, 1993. LaQuey, Tracy, with Jeanne C. Ryer, The Internet Companion: A Beginner's Guide to Global Networking, Addison-Wesley, 1993. These books are filled with useful information about Unix and the Internet, including how to send electronic mail, how to download free software, and how to access some of the many information services which are available on the Internet. _________________________________________________________________ The World Wide Web (WWW or 'Web' for short) is a system by which text, pictures, audio files and movies can be transmitted across the internet. Old resources you may have heard of -- telnet, news, gopher, ftp -- can all now be regarded as part of the Web. Many of the 'pages' on the Web are written in a language called HTML. This language allows basic formatting of the text, and images to be included within the text, but also it allows 'links' to other documents which may be local or on the other side of the world. For example, I could say 'I have information about cows' and the word 'cows' would be highlighted somehow (underlined or in a different colour). If you select that word -- typically by clicking your mouse on it or pressing Enter if you have no mouse -- you will be taken to a page about cows which could be another page of mine or of someone in Australia. It does not take much imagination to see how I can then hop all over the world, following these links and reading all manner of information. In order to access the Web, you need a so called 'client program' or 'browser'. The two most popular are called Mosaic (for graphical terminals) and 'lynx' for text based terminals. If you have got one of these programs, you can start browsing the Web immediately. If not, do what you can to get one! [The Netscape browser is also now worth a mention. It was only in beta test at the time I originally wrote this, and a bit buggy, but now it's my preferred browser. You can get it via anonymous ftp from ftp.mcom.com in the directory /netscape : it's free for academic and non-profit use. S.T. 30/1/95] Stephen R. E. Turner e-mail: sret1@cam.ac.uk WWW: http://www.statslab.cam.ac.uk/~sret1/home.html _________________________________________________________________ Good places to find local internet providers are listed at the following web sites: http://www.internic.net http://thelist.com _________________________________________________________________ B3. ARE THERE ANY GUI'S (GRAPHICAL USER INTERFACES) FOR FIBS? Tinyfugue Tinyfugue is a telnet client program which breaks the screen into separate 'panes' for input and output. A specialized version exists where a non scrolling backgammon board is displayed in a third pane. The specialized version is available for anonymous ftp from figment.csee.usf.edu in the directory /pub/misc/FIBS_client. The FIBS command "help tinyfugue" will provide some hints on using this program. Patches made by: David Eggert eggertd@aisb.ed.ac.uk (window routines) Andreas Schneider marvin@fraggel.mdstud65.chalmers.se (board printing routines and /board command) figment.csee.usf.edu /pub/misc/FIBS_client _________________________________________________________________ From: jlehett@mailhost.gate.net Newsgroups: rec.games.backgammon Subject: OS/2 Native FIBS-Tinyfugue Client Available now! Date: 11 Dec 1994 01:49:27 GMT I just uploaded my port of the fibs-tinyfigue client to the incoming directories of the hobbes and ftp-os2/cdrom OS/2 sites. It only works via TCP/IP connections (SLIP/TIA are fine!) and requires the emxrt.zip support, so be sure to get that too. The included text file tells about the port so have a look all OS/2 fibsters! Send along any bugs, etc, and I'll see what I can do. ---- John J. Lehett Land-J Technologies JLEHETT@GATE.NET [ It has been reported (95-06) That this e-mail address is no longer in use] _________________________________________________________________ xfibs xfibs - graphical interface to FIBS (First Internet Backgammon Server) DESCRIPTION XFibs is a Motif-based interface to FIBS. FIBS allows you to play backgammon against other people (and an increasing number of computer programs). Unfortu- nately, FIBS is text-based and moves must be typed in numeric notation. XFibs graphical interface provides a mouse-driven board, which minimises text input. Below is an explanation of the various feautures of XFibs, and what you may do to further customize it according to your own desires. At the very end you'll also find the backgammon rules. HOW TO PLAY XFibs draws two windows, one to display a backgammon board which is fully resizable and scalable; and another for the text information. FIBS is a vibrant and lively place, often with lots of banter going on as well as matches starting and finish- ing. With XFibs you'll only really use the text window occasionally because you can forget all about how the board is numbered, in XFibs you move your pieces with the mouse. The right button brings forward a popup-menu with several choices like "roll dice", "double" etc., selecting "roll dice" when it's your turn will cause two dice to appear. The left button allows you to click on a piece and drag it to where you want to put it. You can then release the left button to drop the piece. If the move is valid, XFibs will draw the piece at the new location. (You can now pick-up a piece and move both dice in one action: i.e. 24-13 with 6-5, pick up from 24, drop on 13. The left-hand die is the default first die of a move, the the right-hand die. If the left-hand die can't move, XFibs will try the reverse combination. So If you have a roll in both combinations are legal, but only one hits an opponent, you may need to drag-and-drop to guarantee a hit or a miss). Alternatively, you can double-click on the middle button over a piece to have XFibs move it (again the left-hand die is the default first die of a move). If you decide that you didn't want to move a piece, you can take it back (either by drag-and-drop or by popup). Once you are happy with a move, it has to be sent to FIBS. This is done by clicking your right mouse button again. This popup menu changes according to what is going on. Now it says "accept move", "undo move" etc. Between games in a match it says "join" "leave". Try it out! If you get a text description of the board in the output window, you have to issue a 'set boardstyle 3' to FIBS. You may then save your setup my typing 'save' or include this command after a 'on_login' command in your startup file. (see below) All in all, just fool around with it, it isn't that hard to figure out... (At least I hope it isn't) [...] AUTHOR Torstein Hansen Minor patches made by David Eggert (Snoopy) Changes since version 0.7 made by Mike Quinn (mikeq) Available from: ftp://itekiris.kjemi.unit.no/pub and/or ftp://www.abekrd.co.uk/pub/fibs/ The source is available from: ftp://ftp.x.org/contrib/games/xfibs08.tar.gz _________________________________________________________________ MacFIBS MacFIBS greatly enhances the virtual backgammon experience; it's backgammon played "The Macintosh Way". MacFIBS provides a multi-window, graphical front end to FIBS , vastly superior to the "dumb terminal" telnet scrolling text format that FIBS uses underneath. It also makes excellent use of sound to reinforce the backgammon playing experience. Rather than viewing backgammon positions as a series of X's and O's in a crude character-based text window, MacFIBS offers a full color backgammon board. Instead of typing cryptic commands like 'm 24 22 15 14', you drag colored checkers around the board, exactly like playing a real game. The user can select from two board sizes and choose which color and direction to play. Real-time pip count information is also displayed. Other windows include: a Player window to invite, get info, or watch other players, an elegant Chat window for conversing with other players, and a Terminal window for full access to FIBS and telnet. The user can color code and keep private notes about other players (the color coding is also used in the Chat window). MacFIBS is freeware and is my contribution to the 'net. The program requires a color Macintosh and MacTCP, and is available via ftp at the Info-Mac Archives (sumex-aim.stanford.edu) as well as numerous mirror sites around the world. MacFIBS 2.0* is a self-extracting archive file: ftp://ftp.best.com/pub/fergy --fergy Paul Ferguson fergy@best.com [MacFIBS is also available on AOL, as well as Info-Mac mirror sites. _________________________________________________________________ TkFibs From: keithv@chiwaukum.CS.Berkeley.EDU (Keith Vetter) Subject: TkFibs - an X interface to FIBS available Date: 4 Apr 1994 19:31:41 GMT Organization: University of California, Berkeley Announcing TkFibs, an X based, graphical user interface to Fibs. TkFibs is a tcl/tk client that provides a better interface to Fibs. It displays two windows: one a graphical depiction of the board, the other session window with Fibs ala the bottom two windows in tinyfugue. I've been using the program for over 5 months now so it should be very solid. I've run it on DecStations, SparcStations, HP 735 and Alphas. The biggest caveat is that it requires TCL/TK to run. TCL/TK is a very nice scripting / user interface package for X. It is available from ftp.cs.berkeley.edu in /ucb/tcl. TkFibs is located at ftp://shuksan.cs.berkeley.edu/pub/tkfibs Send comments, suggestions, bugs, etc to: tkfibs@shuksan.cs.berkeley.edu Enjoy keith vetter _________________________________________________________________ FIBS/W FIBS/W is a Microsoft Windows(TM) based client for FIBS. FIBS/W provides a graphical game board and mouse-driven interface to the FIBS server. Most operations required to play a game can be executed using mouse, keyboard, menus or toolbar buttons. Powerful configuration options for many common Internet host systems, and communications service providers, and a built-in communications scripting language allow FIBS/W to automatically dial and connect to FIBS via the Internet with a single mouse click. To use FIBS/W you must be able to satisfy one of two conditions: * You must have modem access to a host computer providing telnet services. If you can connect to the Internet using Windows Terminal, you can probably use FIBS/W. * You must have access to the internet via network TCP/IP, PPP or SL/IP via the Winsock software interface. If you can find the file WINSOCK.DLL on your system, you can probably use FIBS/W. FIBS/W requires version 3.1 or later of Microsoft Windows, or any version of Windows for Workgroups or Windows/NT. FIBS/W will also run as a Windows application under OS/2 2.X. FIBS/W does not currently support OS/2 Warp, or Netcom Netcruiser accounts (although Netcom shell accounts do work). FIBS/W is provided as Shareware. The registration fee is US$40. This version of FIBS/W includes a Nag Screen (a mildly annoying dialog which is displayed every time the program is run) but is otherwise fully functional. FIBS/W is available via anonymous FTP at: resudox.net in the directory /pub/pc/windows/games/fibsw. FIBS/W is available via the web at http://www.magic.com/~rdavies/fibsw.html A WWW page for FIBS/W is available at ftp://resudox.net/pub/pc/windows/games/fibsw/html/fibsw.html Best regards, Robin Davies. rdavies@fox.nstn.ns.ca FIBS: Q _________________________________________________________________ xibc From: d9jesper@dtek.chalmers.se (Jesper Blommaskog) "xibc" is an X11 client to the First Internet Backgammon Server (FIBS). It is using the freeware packages Tcl, Tk and Expect. Normally, you have to fetch and compile those to be able to run xibc, but not anymore (provided you have a SunSparc!). ftp.cd.chalmers.se:pub/xibc/xibc-X.XX.tar.Z ftp.cd.chalmers.se:pub/xibc/xibc-X.XX.README ftp://ftp.cd.chalmers.se/pub/xibc/ # If you need an executable (Sun-SparcOS 4.1.x only): ftp.cd.chalmers.se:pub/xibc/binREADME ftp.cd.chalmers.se:pub/xibc/BX.enc # If you need an executable and don't have a Sparc, then you need # to compile Tcl, Tk and Expect on your own. Here's the ftp addresses: sprite.berkeley.edu:/tcl/tcl7.3.tar.Z sprite.berkeley.edu:/tcl/tk3.6.tar.Z sprite.berkeley.edu:/tcl/tk3.6p1.patch ftp.cme.nist.gov:/pub/expect/alpha.tar.Z (all but the patch are present at cme.nist.gov) Features of xibc include: * Log out from FIBS but keep the interface on the screen (maybe iconified). Permits you to start xibc in your X startup files and keep it up all time. * X resource Tk*xibcLogfile that names a file where to log match results. Example from my own file ~/.Xdefaults: Tk*xibcLogfile: ~/spel/backgammon/xibc.log * Resource Tk*xibcDelay that sets the programmed delayes in the interface (the time interval between the different moves in a sequence). Time is in milliseconds. May also be changed during a session from a menu (but may not be saved). Example: Tk*xibcDelay: 500 * The command line has some emacs/tcsh-style "cooked" line features: C-n next line in history C-p previous line in history C-a first on line C-e last on line C-u delete whole line C-d delete the character after the insertion marker and also C-s toggle "autoscroll" mode of the text window C-l toggle logging of game to a log file C-c log out from server and quit the interface * There is a menu option called "Emergency". It may also be invoked with "M-e". It reloads the whole board position from the server. Nice when the interface screws up (it does sometimes). * A menu option "Empty textwindow" will delete all rows in the text window in access of 500. May someday become an X resource. Don't try to push the interface to hard, that is, don't try to break it. You will most definitely succeed (not hard at all, I guess). Since I'm sort of an artist, I don't like breaking my own things so I haven't really tried to find the bugs. Special features (also called known bugs): * Try the "look" command. * Play a game against "You". * Do several things at "the same time". * Answer questions like "Accept double" or "join/leave" from the command line, not by using the interface. If you try them out, remember there's always the "Emergency" command around. -Jesper Blommaskog, author of "xibc" ----- [Just a reminder to client writers. Some of us live behind 'firewalls', or can only obtain phone access. Please remember us!] _________________________________________________________________ B4. WHAT IS LDB? (LONG DISTANCE BACKGAMMON. BG BY EMAIL) Long Distance Backgammon. Play backgammon by E-mail. Program written by Perry R. Ross (perry@aap.com) From the ldb man page: Ldb allows two people to play backgammon over a network using electronic mail. It runs on character-oriented terminals, or emulators thereof, using the curses screen package. It will run on most UNIX dialects, as well as VAX-C under VMS 5.0 and above. Ldb handles all aspects of starting, playing, checking, and scoring games. It enforces all normal game rules, as well as several optional rules, and will not let you make an illegal move. When you have made your moves, ldb will automatically package your move and send them to your opponent. The latest version is 1.3.2. Version 1.3 can be found in directory volume36. Patches can be found in subsequent volumes at your favorite comp.sources.misc archive site. Patch 1 is in volume 39. Patch 2 is in volume 41. Use: 'unix_prompt$ archie ldb' to locate the sources. [from Perry] I mentioned in that patch that, for people who can't figure out how to get ldb or how to apply patches, I'd be happy to send them a complete copy of the latest version. You might want to put the same offer into the faq. [Has anybody written a PC/Mac version using CC-mail via a Novell network?] [from Perry...] Well, I'd always intended to do a PC port, but just never got around to it. I was a bad boy, 32-bit wise, so there would be a little effort involved making it 16-bit clean. There's a package that simulates curses on a PC, I've heard. As far as the particular mail transport, ldb doesn't really care. It puts outgoing messages into a text file and executes a user-defined command to send the message. Incoming mail can be read from a user-defined file (or pattern, to read multiple files), which ought to be pretty transport-independent. It wouldn't be that hard to port, I don't think. [Anybody have a little ambition?] The ldb 'game starter' operated by leopard@midnight.WPI.edu (Leo Gestetner) has been shut down. [ Are there others? ...Mark] LDB may be obtained on the net from: ftp://ftp.funet.fi/pub/vms/games/board/ldb.shr and ftp://ftp.funet.fi/pub/unix/games/ldb.tar.gz _________________________________________________________________ B5. WHAT OTHER WAYS ARE THERE TO PLAY PEOPLE VIA NETS/MODEMS/E-MAIL? Netgammon backgammon server Garrett has shut down Netgammon as of late February 1995. It will be remembered and missed. _________________________________________________________________ GEnie RSCARDS Backgammon on GEnie GEnie (General Electric's Consumer Information Service) offers on-line multi-player games in RSCARDS including backgammon. Features: * Graphic User Interface (GUI) is available for the following computers: IBM, Atari ST, Apple IIgs, Macintosh Mono, Macintosh Color, Amiga and Commodore 128 Mono * TTY [text only] for non-supported formats. * Friendly and fun atmosphere. Peak playing times are evenings and weekends. * Regular monthly prizes for eligible, high-score players. * Regular tournaments (see below). * Game transcripts available immediately. * Technical support and gaming discussion available in the Multiplayer Games RoundTable. * Access to other on-line multiplayer games including RSCARDS chess, checkers, reversi, poker, blackjack and bridge. How to Access RSCARDS Backgammon on GEnie: To sign up to GEnie, just follow these simple steps: 1. Set your communications software for half duplex (local echo), at 300, 1200, 2400 baud. 2. Dial toll free: 1-800-638-8369, or in Canada, 1-800-387-8330. Upon connection, enter HHH 3. At the U# prompt, enter JOINGENIE then press 4. When asked to enter a code enter: MMC524 [This will waive your first $8.95 month subscription fee and give you an additional $50.00 online credit during your first month on GEnie!] 5. Have a major credit card ready. In the U.S. you may also use your checking account number. For additional information including subscriptions and fees call: 1-800-638-9636 Once you have a GEnie account, simply type RSCARDS from any GEnie prompt. This will take you to the main area, where you can download GUI's and get general information on RSCARDS. You can reach the Backgammon page directly by typing M877. This will bring you to a menu with specific backgammon information and access to play. For questions and technical support, visit the Multiplayer Games RoundTable. Type M1045 from any GEnie prompt and set to CATegory 29. There are a variety of Backgammon, GUI and RSCARDS TOPics available. TOURNAMENT INFORMATION: GEnie Backgammon Tourneys are held quarterly. Sign-ups start: January 1st, April 1st, July 1st and October 1st Tourney play starts the third Wednesday of those months [Section on tourney rules is available online at GEnie] [Note: GEnie is a service like compuserve... They have a monthly fee and you pay by the hour for use. Contact GEnie for rates.] _________________________________________________________________ outland Backgammon is among a package of eight Macintosh only internet games offerred for a flat monthly fee ($9.95) by the on-line service Outland, Inc. The games are advertised and offerred for ftp and free trial at http://www.outland.com/OutlandBackgammon.html Judging from the web page it appears to share many features with FIBS plus providing a nice built-in graphical (draggable pieces) interface. _________________________________________________________________ PBeM Play By E-Mail While not quite in thte same league as FIBS, I have a PBeM Server that supports Backgammon as one of its' games. Send mail to: pbmserv@vtsu.prc.com with 'help' as the Subject: line for details, or visit Richards page at: http://coyote.vtsu.prc.com:8080/~pbmserv _________________________________________________________________ JavaGammon This appears to be a backgammon server that allows players with the hotjava browser to play other players. The server has been created by Lee Smith. http://www-leland.stanford.edu/~leesmith/JavaGammon.html JavaGammon http://www-leland.stanford.edu/~leesmith/hotjava.html Info on Java extensions, programs, etc... _________________________________________________________________ B6. ARE THERE ANY ELECTRONIC TOURNAMENTS? There are tournaments on FIBS and GEnie. Tournaments on FIBS have been organized by David Escoffery (davide), and David Eggert (snoopy). contact: davide@sco.com eggertd@aisb.ed.ac.uk http://www.dai.ed.ac.uk/staff/personal_pages/eggertd/backgammon.htm l _________________________________________________________________ GEnie has a quarterly single elimination tournament. $25 entry fee. Cash and credit prizes for first-fourth place. Hourly fee in effect while you play. The draw is non random, in that previous winners are placed such that they do not play each other in the first several rounds. _________________________________________________________________ B7. DO OTHER GAME SERVERS EXIST? Backgammon There are no backgammon servers other than FIBS in operation on the internet at present. _________________________________________________________________ Bridge Get 'OK.FAQ' from rec.games.bridge or rtfm.mit.edu for info on the Internet bridge server. Reported servers: telnet okbridge@irc.nsysu.edu.tw 4321 login: okbridge password: okbridge telnet bridge:bridge.0@zaphod.ttu.ee login: bridge pasword: bridge.0 [The above servers have been reported to have an annual fee.] telnet vanderbilt.okbridge.com [Free guest trials are availble for the above server.] A further source of information is available at: http://www.cts.com/~okbridge/ _________________________________________________________________ Scrabble-like telnet seabass.st.usm.edu 7777 or 134.53.14.112.7777 _________________________________________________________________ Chinese Chess (Xianqi) USA: telnet coolidge.harvard.edu 5555 or 128.103.28.15 5555 Sweden: telnet hippolytos.ud.chalmers.se 5555 or 129.16.79.39 5555 Taiwan: telnet 140.112.50.160 5555 A Xianqi Web page may be read at: http://www.io.org/~sung/xq/xq.html _________________________________________________________________ Othello Othello(tm)/Reversi: telnet faust.uni-paderborn.de 5000 _________________________________________________________________ Chess rafael.metiu.ucsb.edu 5000 128.111.246.2 5000 anemone.daimi.aau.dk 5000 130.225.18.58 5000 chess.lm.com 5000 129.15.10.21 5000 It has been reported that the chess servers now charge an anual fee. _________________________________________________________________ Go igs.nuri.net 6969 203.255.112.3 6969 information: tweet@ig.nuri.net tcasey@adobe.com It has been mentioned that it is possible to play chinese chess on this server. _________________________________________________________________ Checkers Information about the checker playing program ``Chinook'' may be obtained by visiting the web page: http://web.cs.ualberta.ca:80/~chinook/ Besides information, the Chinook page lets you play a game on-line against the computer program which has beaten the human world champion. _________________________________________________________________ Other Games Servers and Web Pages http://www.yahoo.com/Entertainment/Games YAHOO WWW Games Directory http://www.dcs.qmw.ac.uk/~steed/Games/bygame.html Games and Puzzles on the Internet http://www.io.com/games/servers.html A list of game servers http://www.inrete.it/games/telnet_e.html A list of game servers. _________________________________________________________________ _________________________________________________________________ Section C: ELECTRONIC BACKGAMMON: VS MACHINE COMMERCIAL BACKGAMMON PLAYING PROGRAMS _________________________________________________________________ C1. ARE THERE ANY BG PROGRAMS OUT THERE FOR MY COMPUTER? WHERE ARE THEY? JellyFish Ever since Gerry Tesauro finished TD-Gammon, it was only a matter of time before a neural network program would become available to the public. That time has come. Fredrik Dahl's masterpiece, Jellyfish, is a breakthrough for backgammon. Both the checker play and cube action of the program are at an expert level, making Jellyfish a truly enjoyable and challenging competitor. In addition the program looks over your plays and points out when you have made a serious error, making it extremely valuable for learning purposes. Jellyfish is run under Windows for the PC. Moves are made with the mouse, and can be done very quickly and efficiently. The display is nice and easy to see. Some additional features of the program: Plays both single games and matches (yes, it understands match equities). Allows the user to construct positions and save them. Gives the user the program's evaluation of the equity of a position upon request, and the evaluation function is surprisingly accurate. Tells the user when he has made an error in checker play or cube decision, making the program the most valuable tutor in the world. In addition, a separate version is expected which will also permit the user to roll out positions. In the past computer rollouts were always suspect because the program didn't play well enough so the results could be very distorted. This is no longer the case, since Jellyfish definitely plays well enough to handle almost any position adequately. Results from its rollouts can be trusted, and we will be able to find the answers to many backgammon questions which we previously did not know. For the casual player, Jellyfish provides an excellent opponent and a way to improve while playing. For the serious student of the game, this program is an absolute must. Our knowledge of the game is about to take a quantum leap, and the player who does not have access to Jellyfish will be left far behind. Kit Woolsey JellyFish Tutor 1.2 for MS-Windows. US$ 110. JellyFish Analyzer 1.0 for MS-Windows US$ 220. The Analyzer, will in addition to the Tutor, contain a rollout module It will be release Jan 16 1995. If you own the Tutor, the Analyzer may be purchased for the difference in price. If you order the Analyzer before Jan 16 1995, the Tutor will be shipped immediately, followed by the Analyzer when ready. Order from: EFFECT Software A/S P.O. Box 56 Skoyen N-0212 OSLO Norway. Please use International Postal Money Order, or Visa. If you use Visa, send the account number, date of expiration, amount and signature. You may also send a check, but in that case please add $10 for expenses. Hardware requirements: 386sx or better Software requirements: Windows 3.1 The JellyFish programs come on 3.5'' diskettes. Also available from: The GAMMON PRESS , Carol Joy Cole and The Dansk Backgammon Forlag. The program, and technical support are also available from Larry Strommen within the USA. Contact: L. A. Strommen; 6866 Meadow View Dr.; Indianapolis, IN 46226 Tel: (317) 545-0224 E-mail: diceman@indy.net Fredrik Dahl may be contacted at fredrikd@ifi.uio.no It should be noted that JellyFish uses a copy protection scheme. The program requires that you ``confirm'' your installation once a month, at the first of the month, by inserting the original disk. There are no limits to how many machines you may install the program on. The DOS rollout module is not protected at all, although the rollout files must be created using JellyFish. _________________________________________________________________ TD-Gammon From wbitting@crl.com Sat Sep 16 20:40:09 PDT 1995 Article: 9552 of rec.games.backgammon From: wbitting@crl.com (William C. Bitting) Newsgroups: rec.games.backgammon Subject: TD-Gammon & IBM Family FunPak Date: 14 Sep 1995 22:41:22 -0700 Excerpted from: OS/2 Warp Monthly Newsletter September 95 (starting at p86 of 176, ascii version) by Jeri Dube (This section is out of sequence as presented in original article.) Although playing backgammon on a computer that plays as well as a world class master seems somewhat awe-inspiring, you can work up to it. The game comes with five skill settings, where each higher setting uses an increasing larger and more complex neural network as its underlying engine. If you want to use TD-Gammon to improve your backgammon skills, it is quite good as a learning device. Not only do you get feedback from the results of your playing but the system is quite supportive of you. It gives a modest, `I win' message when you lose and a hearty `Congratulations, you win!', when the computer loses. To embody this expert backgammon-playing neural network into an OS/2 game, IBM Research hired Keith Weiner, a professional PC game developer, to add a front end written for OS/2's presentation manager. TD-Gammon is fully 32-bit and takes full advantage of OS/2 Warp's multi-threading capabilities. Like all presentation manager programs, TD- Gammon comes with a settings notebook where you can set things such as the background color and the animation speed. Given the success of the TD-Gammon game, I asked Gerry what his next neural network game would be. He told me that researchers have used other games such as Chess, Othello, and Go with varying degrees of success to study neural network learning. None have been as successful as backgammon. Gerry theorizes that the stochastic element of backgammon (i.e. throwing the dice) is what makes backgammon so useful in modeling the self-learning process. With that in mind, Gerry's next venture into self-learning is with financial time series analysis. If that project is as successful at learning as the backgammon game, then I'm really looking forward to that program. For more information on Gerry's work, you may want to read his article ``Temporal Difference Learning and TD-Gammon'' published in Communications of the ACM, volume 38, number 3, pp. 58-68 (March 1995). (The newsletter article starts here and ends with the above 4 paragraphs.) When most people think of IBM Research, they tend to think of fractals, scanning- tunneling-electron microscopes, or high temperature superconductivity. Games are not usually one of the thoughts that come to mind. However, the TD- Gammon game included in the IBM Family FunPak for OS/2 Warp was developed by IBM Research. By virtue of being created at such an auspicious place, you would think that this version of backgammon is quite special. Well, to be quite honest and not so humble, it is! TD-Gammon is the most advanced computer version of backgammon. It can play at the most advanced levels. If the system were a human, it would be rated as a World Class Master. TD-Gammon was developed by IBM Research Staff Member, Gerry Tesauro. Gerry is not a game developer, rather he is a theoretical physicist who has been working in the area of neural networks and artificial intelligence for several years. He did not initially intend to develop an OS/2 game for the Family FunPak. All he wanted to develop was a basic research project to study learning algorithms that would enable a computer to teach itself a task. Gerry chose backgammon as the task because it appeared to be a good domain in which a neural network might work well. At this point you may be wondering now that I've mentioned it twice, what is a neural network? Well, in short, it's a model of interconnected neurons (also known as nodes) that was inspired by the logical neurons in the human nervous system. Each connection between neurons has a particular weight value associated with it. In the case of backgammon, the state of the backgammon board is fed into input neurons that have connections to hidden neurons (or units). These hidden neurons in turn connect to an output layer that holds the value of the state (that is, the chances of winning from that particular state). The computation between the input neurons and the hidden neurons is a weighted linear summation of all the input neurons. The result of the summation is put through a thresholding function. This function compresses the value to lie within a certain range of probabilities. (In case it ever comes up in conversation, the function is known as a squashing function.) The squashing function is a non- linear function. The non-linearity allows a system to learn more complex functions. To use this model to teach a system backgammon, all the initial weights between the neurons are randomly set. The neural network starts from the opening backgammon position and plays both sides until one of the sides wins. The outcome of the game is used as a reward signal for reinforcement learning. That is, the neural network takes the outcome of the game and adjusts the weights accordingly. The adjustments improve the network's ability to evaluate board states for subsequent plays of the game. This learning process is repeated hundreds and thousands of times. Using an RS/6000 computer, the learning actually took about two weeks. Gerry and his colleagues were amazed at how well the neural network learned to play backgammon. The system kept getting better and better until it reached the world class master status. Actually, the neural network could improve its play even more with further training and a larger network. TD-Gammon is available on the new IBM Family FunPak for OS/2. The FunPak may be purchased from Indulable Blue [add url] or from a number of other mail order software houses. From: jiml@teleport.com (Jim Little) Newsgroups: comp.os.os2.games,rec.games.backgammon Subject: TD-Gammon available for free download Date: 9 Nov 1995 23:52:45 -0800 IBM has made TD-Gammon, their supposedly groundbreaking neural network- based version of Backgammon, available for free download. It seems to be part of an attempt to promote their IBM Family FunPack. You can get it by surfing to http://www.austin.ibm.com/pspinfo/funtdgammon.htm and following the "Read the license information" link. You will have to fill out a form with your name, address, etc. (But nothing forces you to enter valid information. ;) ) From their web page: "TD Gammon requires OS/2 2.1 or higher, an Intel 386-SX or higher, with Advanced and Expert levels requiring a 486-DX 33MHz or higher, and a minimum of 6 meg of memory is recommended." -Jim Little (jiml@teleport.com) [md] The original article is available at: http://www.austin.ibm.com/psinfo/m4bakgam.htm _________________________________________________________________ Newsgroups: rec.games.backgammon From: tesauro@watson.ibm.com (Gerry Tesauro) Subject: TD-Gammon paper available by FTP Sender: Gerald Tesauro (tesauro@watson.ibm.com) Date: Wed, 2 Jun 1993 18:06:35 GMT Disclaimer: This posting represents the poster's views, not necessarily those of IBM. The following paper, which has been accepted for publication in Neural Computation, has been placed in the neuroprose archive at Ohio State. Instructions for retrieving the paper by anonymous ftp are appended below. --------------------------------------------------------------- TD-Gammon, A Self-Teaching Backgammon Program, Achieves Master-Level Play Gerald Tesauro IBM Thomas J. Watson Research Center P. O. Box 704 Yorktown Heights, NY 10598 (tesauro@watson.ibm.com) Abstract: TD-Gammon is a neural network that is able to teach itself to play backgammon solely by playing against itself and learning from the results, based on the TD(lambda) reinforcement learning algorithm (Sutton, 1988). Despite starting from random initial weights (and hence random initial strategy), TD-Gammon achieves a surprisingly strong level of play. With zero knowledge built in at the start of learning (i.e. given only a ``raw'' description of the board state), the network learns to play at a strong intermediate level. Furthermore, when a set of hand-crafted features is added to the network's input representation, the result is a truly staggering level of performance: the latest version of TD-Gammon is now estimated to play at a strong master level that is extremely close to the world's best human players. --------------------------------------------------------------- FTP INSTRUCTIONS unix% ftp archive.cis.ohio-state.edu (or 128.146.8.52) Name: anonymous Password: (use your e-mail address) ftp> cd pub/neuroprose ftp> binary ftp> get tesauro.tdgammon.ps.Z ftp> bye unix% uncompress tesauro.tdgammon.ps unix% lpr tesauro.tdgammon.ps For a list of articles written by Gerry Tesauro, check out: A List of Backgammon Articles in Science and Business _________________________________________________________________ Expert Backgammon Expert Backgammon 2.1 for PC: List of features. Mark Damish E-Mail: damish@ll.mit.edu Here is some initial information on Expert Backgammon version 2.1 for the IBM PC. Intro: I remember November 92, the first time I walked into a backgammon club to participate in a tourney. After playing on FIBS for a month, I thought that I was already a decent player. Wrong. I won a match, and lost a match. Afterwards, I played a few games for $1/point. I reached a simple and common holding game position where I was doubled, and thought surely it was worth 25%, and took. My opponent, being helpful to a newcomer, pointed out that the position was only worth about 15%. Later, I was able to verify his claim using Expert Backgammon, and had my first 'benchmark' position. I have since used Expert Backgammon to benchmark many other simple positions, as well as to play hundreds of games against it. What it is: Expert Backgammon, (EXBG), is a program which allows you to play backgammon against the computer either in a `money' or `tournament' format. It also allows you enter a position, and let the computer `roll it out' --- that is, to let it play both sides many times, and show you the results. Expert Backgammon is currently one of the stronger computer program available commercially, and the game version is quite affordable! Brief Description of EXBG versions: Expert Backgammon is currently available in two releases: 1.61, and 2.1. Release 2.1 has 3 different versions, with different features EXBG 2.1 GAME VERSION $50. Plays the game of backgammon. EXBG 2.1 EXPERT VERSION $150. Plays BG, and Rolls out positions. EXBG 2.1 PRO VERSION $300. Plays BG, and Rolls out positions. Has some advanced rollout features. EXBG 1.61 EXPERT VERSION $100 Plays BG, and Rolls out positions. Upgrades from EXBG 1.61[expert] to EXBG 2.1[expert] $60 Upgrades from EXBG 1.61[expert] to EXBG 2.1[pro] $200 There are other upgrades available for the other versions as well. Some Random Features (pro version): + Fast non mouse interface for moving the checkers. + Match or Money play options. + Optional Jacoby rule. + Cube profile statistics. + Save positions for future evaluation. + Save games to be played back later. + Computer can suggest a move. + Shot counter. + Computer can finish game, when it becomes routine. + Woolsey or 35% (Friedman?) match equity table for matches. + Pip count. + Quick or Extended cube searches. Speed vs. accuracy. + Rollouts: o Random dice. o Sequenced dice for one or two sides. That is all 36 possible starting combinations for one or two sides. o Rollout multiple positions simultaneously in batch mode. o Duplicate dice when rolling out multiple positions. Speed: Less than 5 seconds per game to play a game from the starting position on a 486DX2-66 processer. This assumes that the graphical display is disabled. ie: moves and rolls are not shown. Strength: Seems stronger than 1.61. Strength is also a somewhat controversial subject. Can the machine play a complex prop as well as a human who is familiar with the position? Does the machine have any 'blind spots' in early game play? Can it 'work a prime' to get a second checker when needed? Does it blitz too often, not enough? 'Seems stronger' is as far as I'll venture until I learn more about how to play the game myself! See the section on How good is good? for Bill Roberties ratings of backgammon programs. Copy Protection: The program is copy protected. The distribution disks will allow you to install the program to two hard disks, as well as allowing you to run the program from the floppy. You may 'uninstall' the program from the hard disk, back to the floppy for installation on another disk/machine if required. It is best to uninstall the program before using backup programs, or reformatting your hard disk/partition, as you can loose your installation. Early versions of 1.61 used a differant scheme. They simply stopped running after a certain date. The authur supplies free updates to those with the early protection scheme. Sample Cube Analysis Screen: B L A C K C U B I N G A N A L Y S I S C U B E Game won by - lost by Gammons Backgammons Equity location size cube play cube play won lost won lost /Game Center 1 47 3 22 8 4 9 0 0 0.108 Black 2 8 0 0 11 0 0 0 1 -0.600 Red 2 0 21 2 2 4 0 2 0 2.000 Black 4 1 0 0 1 0 0 0 0 0.000 Red 4 0 1 1 0 0 0 0 0 0.000 Black 8 0 0 0 1 0 0 0 0 -8.000 01-21-1994 The Jacoby Rule was NOT USED Only Money Play with Extended Cube Search MARK won 61.074% of the games played Equity for MARK = 0.349 per game for 149 games Cubeless equity for MARK = 0.228 Net equity when Black took a 2 cube = -0.870 per game Net equity when Red took a 2 cube = 1.879 per game [An above average performance in this set.] Help Screen: F1 = MENU OF AVAILABLE OPTIONS - Professional Edition A - Automatic Double Ctrl+A - Automatic Concession B - Beaver Ctrl+B - Clear Board C - Checker Setup Ctrl+C - Cube Setup D - Double the Cube Ctrl+D - Manual Dice Entry E - Extended Cube Search Ctrl+E - Match Equity F - New Player Name Ctrl+F - File - Alternate Path G - Game - Money or Match Play Ctrl+G - Delete Game H - On-Line Help Service Ctrl+H - Using Option Defaults I - Invert Position Ctrl+I - Alter the Starting Position J - Jacoby Rule Ctrl+J - Title for Rollout K - Monitor Type Ctrl+K - Player Cube Profile L - Level of Difficulty Ctrl+L - Listing of Game M - Take Back Move N - Sound Ctrl+N - Start New Game O - Options Currently Selected Ctrl+O - Open Position P - Player on Roll Ctrl+P - Print Position Q - Show PiP Count Ctrl+Q - Black Shotcounter R - Replay Game Ctrl+R - Rollout Position S - Speed of Checker Movement Ctrl+S - Save Position T - Suggest Move for Black Ctrl+T - Match Win % Table U - Skip Save Game/Position Ctrl+U - Delete Position V - Black Detailed Shotcounter W - Expert to Finish the Game Ctrl+W - Write Rollout to Disk X - Cancel Move and Reroll Dice Ctrl+X - Print Disk Rollout Z - Zero the Score Spacebar - Roll the Dice Escape - Leave EXBG Rollout summary printout: EXPERT BACKGAMMON ROLLOUT SUMMARY Date: 12-12-1993 Games viewed = 0 File: 65_21_A Summary only = 1296 Version: 2.1 1296 games rolled out at Used Hrs:Min:Sec 1:37:41 4.522 seconds per game. Batched Duplicate Rollout of 1296 games. No doubling allowed - Cube at 1 level [ Diagram of board position was cut from here...] O on roll. O won 45.83% games 594 11.42% gammons 148 0.46% backgammons 6 --------------------------- 57.72% of the games 748 +0.170 points per game. X won 32.18% games 417 9.41% gammons 122 0.69% backgammons 9 --------------------------- 42.28% of the games. 548 -0.170 points per game. The dice rolls were generated randomly. Note: There is also a screen which shows the results of several games rolled out simultaniously. Note: Above screens were 'captured' by redirecting my printer port to a file, and have been edited slightly. Ordering Info: Tom Weaver Expert Backgammon 8063 Meadow Road, # 108 Dallas, Texas 75231 Call: Expert Backgammon (214) 692-1234 M-F 10am-10pm Central US time. An answering service answers when Tom isn't around. Tom also has an email address: tomweave@netcom.com Also available from Carol Joy Cole and The GAMMON PRESS. A Macintosh version of Expert Backgammon is also available. Contact the sources above, or Tom Johnson (auther) directly atkomodo@netcom.com. A demo of the Macintosh version is available for anonymous ftp from: ftp://ftp.cybercom.net/pub/users/damish/backgammon. _________________________________________________________________ SHAREWARE AND PUBLIC DOMAIN BACKGAMMON PLAYING PROGRAMS _________________________________________________________________ BLOT A backgammon program for MS-DOS "I believe Blot makes primarily other mistakes than the backgammon programs I know. Due to the selective (rather speculative) style definitely Blot is tactically the weakest program of all (with outrageous blunders in the endgame), but positionally not as flawed as many computer opponents." Blot has good results against many backgammon progs (see blot.doc). If you have any comments on blot, the authors are glad to receive mail from you. In case you don't want to bother with sending (real) mail, you can E-mail me, I'll forward your comments to the authors. The programm is still being developed, so be prepaired to get new blot versions soon :-). I hope you enjoy the programm! Alexander Fuchs available from: ftp://ftp.cybercom.net/pub/users/damish/backgammon/ _________________________________________________________________ Backgammon, By George! Backgammon, by George! Version 1.50 has been available since June 1995. This shareware ($15) program is suitable for Windows 3.x and Windows 95 and may be downloaded from the WINFUN forum in CompuServe and other places on the net. If you can't find it contact the author: George Sutty P.O.Box 6247 Huntinton Beach, CA 92615 USA sutty@ix.netcom.com _________________________________________________________________ bg06 Backgammon for Windows version 0.6 A fairly weak backgammon program for windows, originally introduced in 1990. bg06 is available for anonymous ftp from ftp.cica.indiana.edu in the directory /pub/win3/games/ _________________________________________________________________ A PD mac program called ? There is a backgammon game for the Macintosh by Stephen Young, Debra Willrett, and David Young. The 1.0 version is fairly widespread, although there is a 2.0 version (dated May 25, 1989) available on America Online. The play is pretty weak, and the graphics are designed for the original small B&W Mac screen, but if you're really bored and can't find a human opponent, it works. The game is freeware, and you get what you pay for. -- Paul Ferguson _________________________________________________________________ Death by Backgammon For those interested in a good bg game for Windows, why not try Death By Backgammon for Windows. It runs under Windows 3.1 or OS2/2.1, and features animated dice/game pieces, comprehensive help, move undo, suggest move, speed control over all motion, and is fully resizeable. Best of all, its strategy is very competitive (I wrote the thing, and have a roughly 50:50 average against it over many hundreds of games). If you are interested, I would be happy to send out a shareware version for evaluation. The shareware version is fully functional, except that the computer's moves are painfully slow. There is also a DOS version, which is a bit older, but still features animation and VGA graphics. To get hold of the program there are two options: 1. To get the shareware version, (free of charge) let me know and I can email you a zipped uuencoded version of the shareware. Alternatively, I can send you a floppy if you provide your mailing address. 2. To get a registered copy of the program, send a cheque made out to Chris Kanaris, and I will email or post as above. Prices: Shareware - Nil Registered: WIN $AS 35.00, $US 30.00. DOS $AS 20.00, $US1 5.00. My Postal address is: Chris Kanaris PO Box 495 Essendon, Victoria, 3040 Australia. [ People who have tried the shareware version claim that the program plays a pretty weak game. Hopefully computer bg game writers will continue to make their games stronger and stronger. Not and easy task! ] _________________________________________________________________ xgammon From: klasen@obelix.uni-muenster.de at SMTP-Post-Office Subject: contribution to FAQ xgammon.0.96 xgammon is a BG-playing programm originally written for Linux. The authors are Lambert Klasen (klasen@uni-muenster.de) and Detlef Steuer (steuer@amadeus.statistik.uni-dortmund.de, blotstorm on FIBS) Features: xgammon is Freeware under the Gnu Copyright. xgammon has nice graphical interface, you move by clicking on mousebuttons. You can do a maildump for a position, that means you get a file with a FIBS style board with current position in it. You can do money game or tournament game. You can edit positions via mouse on the board or via ascii plain text files. You can turn doubling on and off. You can do rollouts with doubling turned on and off. The programm uses an endgame database for perfect bearing off (and for reasonable running game). There is an compi_finish for shorten the boring part of the game. and and and .... You can have fun with xgammon. Give xgammon a chance getting compiled on your machine. We'd like any reactions, especially porting reports to OS different from Linux. (heard of AIX and Sun OS compiling), especially bug reports . Send a mail if you use it, please! You find the latest Version of xgammon, at the time xgammon.0.96.tar.gz, at ftp sunsite.unc.edu /pub/Linux/X11/games/strategy/xgammon.0.96.tar.gz. Detlef Steuer steuer@amadeus.statistik.uni-dortmund.de (blotstorm on FIBS) _________________________________________________________________ Misc Other programs that can be found around the net include: backga.zip, egagam20.zip pcgame.zip, pcgam416.zip and pcgammon.zip. Check DOS related ftp sites for locations. _________________________________________________________________ C2. WHICH PROGRAMS ARE GOOD? HOW GOOD IS GOOD? Program Name Source Type Score ----------------- ------ ------ ------ TD-GAMMON 2.1 N/A N/A -0.05 TD-GAMMON IBM OS/2 JellyFish 1.0 Dahl IBM-PC/Win -0.15 Expert BG 2.1 Weaver IBM-PC -0.20 Expert BG 1.61 Weaver IBM-PC -0.35 Championship BG Spinnaker IBM-PC -0.66 Expert BG Komodo Macintosh -0.82 Sensory BG 2 Scitek Portable -0.94 Backgammon Odesta IBM-PC -1.20 BG by George GS Labs IBM-PC/Win -1.52 Video Gammon Baudville IBM-PC -1.61 PC-Gammon Repsted IBM-PC -3.67 Gammon Gakken Portable -12.40 Windows BG Baudville IBM-PC/Win -13.83 Gammon Pal Fidelity Portable -15.63 Micro BG Fidelity Portable -15.53 Games People Play Toolworks IBM-PC -26.60 [ From the 1994 The GAMMON PRESS catalog. and program reviews in Inside Backgammon.] Score is the number of points won per game, on average, against a top flight human player. Very large numbers are caused by bad doubling algorithms which cause a program to double when behind (typically when primed but ahead in the race), causing the computer to lose some very large cubes. _________________________________________________________________ C3. WHY IS IT SO HARD TO WRITE A GOOD BACKGAMMON PROGRAM? There are two basic ways that a computer can play a game as well as or better than humans. One is to be really smart, the other is to do an awful lot of work. The general strategy most game-playing programs use is to use an evaluation function that isn't very smart, but to make up for it by looking ahead a lot of moves (doing a lot of work). With chess, there are typically 20-30 moves by each player per turn. With backgammon, there are 21 unique rolls and often 4-6 ways to play each one (not counting doubles with could have 10 or more ways of playing). This makes it very difficult to look ahead very many levels. Looking ahead 3 moves by both players examining all possibilities when there are 25 choices at each play requires evaluating "only" 244 million positions. If there are 90 ways to play each move, there are 530,000 million, positions. With a game like chess, one can discard all but the best 5 or 10 plays per person. With backgammon, there are always 21 different choices of best plays, depending on the dice. This makes it crucial to have an excellent evaluation function. The difficulty in doing this is that factors such as the race have a different effect on the value of the position depending on what stage the game is in. Consider the concept of timing -- hard enough for people to grasp, extremely difficult for computers. Another example of the difficulty of evaluating plays: It's almost always beneficial to close out your opponents checkers. But if you've hit one checker and you almost have to hit a second to be able to win, closing out your opponent is very bad. -michael j zehr Further information relating to machine learning in games may be found at: http://forum.swarthmore.edu/~jay/learn-game/systems/gammon.html _________________________________________________________________ C4. BACKGAMMON SUPPORT SOFTWARE AND SOFTWARE REVIEWS. COMMERCIAL SOFTWARE [NOTE: Programs that play backgammon are in the section: Are there any BG programs out there for my computer? Where are they? " ie: JellyFish & Expert Backgammon.] _________________________________________________________________ BOINQ Boinq is a program which analyzes bearoffs. It can handle any position where both sides have all their men in the inner board. All results are cubeless. For any position you enter, you can get the probabality of each side winning, equity on a 1-cube, proper way to play any roll of the dice, and a distribution of probabality of bearing off in any number of rolls. The results are displayed virtually instantaneously, since they are read directly from a data file rather than done by simulation. Very user friendly and easy to use -- I use it a lot for a quick check on bearoff problems. Program takes about 4 meg, so have some room on your hard disk. Produced by Hal Heinrich -- cost is $100 I think. Can contact Hal at: Hal Heinrich #203, 215 14th Ave. SW Calgary, AB Canada T2R 0M2 Phone: (403) 234-9944 E-mail address: heinrich@cuug.ab.ca Kit [Note: Also available from Carol Joy Cole] [Note: As far as I know, this is a PC program ...Mark] _________________________________________________________________ Hyper-Backgammon Hyper-Backgammon is a short version of backgammon where each side has three checkers. In initial position, these checkers start on opponent's ace, two and three points. From then on normal backgammon rules apply. Cube is in play, Jacoby rule, gammons and backgammons count (and are quite frequent). Proper play is much more subtle than might be imagined. The program produced by Hugh Sconyers plays the game perfectly, since Hugh has established a full data base which has the equities for all possible positions, and the program will tell you if you make an error. It can be a lot of fun to play, the games go quickly, and by playing the program you learn pretty quickly the correct strategies. Kit [Note: Also available from Carol Joy Cole and The GAMMON PRESS] [Note: The distribution is a CD-ROM for the PC ...Mark] _________________________________________________________________ Hugh Sconyers Bearoff & Backgame CDs Volume 1: Bearoff Equities and Backgame Probabilities INTRODUCTION: This CD-ROM disk contains two large databases of equities and probabilities. One database has the exact equities for all bearoff positions when each side has 9 men or less. The other database contains the probabilities for getting hit or hitting a man when one side has a backgame of 4 men or less. The bearoff database is over 400 MB and contains the answers to over 100,000,000 bearoff problems! In addition, you can do a MONTE CARLO simulation on any bearoff position with more than 9 men on a side. The program also has a feature which finds the best move given a specific position and dice roll. The backgame database is 90 MB and contains the answers to over 22,000,000 backgame positions (some of them are not legal positions). There is a feature which finds the best move given a dice roll and position. These databases will help settle many questions about fair settlement and the best moves. BEAROFF: Once the program has been loaded you can enter any bearoff position, assuming that all men are in their home board. If both positions you enter have 9 men or less, the program will give you the EXACT equities for all 4 cube positions - NO CUBE, ROLLER'S CUBE, CENTER CUBE, AND NON ROLLER'S CUBE. In addition, it will display the proper cube decision. These cube equities, as throughout this bearoff program, are the equities if you roll with the cube in that position. To compute the proper settlement in any bearoff position(assuming you are going to roll with the cube in that position) you would multiply the equity times the value of the cube. After the equities are displayed, you are given a chance to find the best move for the position you have just entered. Keep in mind your best move in the bearoff is the one that leaves your opponent with the smallest equity. The best move will often be different depending on the cube position. If you enter a bearoff position where one or both side have more than 9 men you will enter the MONTE CARLO subroutine. You will first be asked how many simulations you want to run. There is a limit of 30,000. This Monte Carlo subroutine rolls the dice and moves the men until each side has 9 men or less. Then it looks up the exact answers from the database. With a few hundred simulations the NO CUBE result should be very close to exact. The other cube positions results will be distorted by the fact that this subroutine assumes that there is no doubling until the positions are back in the database (ie each side has 9 men or less). For example, if you have 12 men and the cube is in the center and your opponent has 12 men, the cube will stay in the center until each side has 9 men or less. At that point, the subroutine will retrieve the exact equity from the database. BA