• Any stats about the frequency of backgammon positions?

    From MK@21:1/5 to All on Sat Apr 9 20:21:23 2022
    I don't know much about them but apparently there are quite a number of collections/databases of games/matches that are kept for various reasons
    like rating/ranking players, analysing positions, etc.

    What I'm wondering is whether there are any stats about the frequency of backgammon positions?

    I know the the number of all possible legal positions is very large but the number of positions that actually occur during real playing is probably not very large at all. I think this would be a very interesting and useful thing to know for all kinds of practical applications.

    I would propose that the most frequent positions in human-v-human,
    human-v-bot and bot-v-bot games will be distinctively different due to the characteristic styles/strategies of different types of players, and perhaps
    be also different based on the strength level of the players in each of the above pairing combinations.

    Most stored games are probably already saved as sequences of unique
    position ID's or can be batch converted to be so. And then a script can
    read through all available games and tabulate the frequency of all the
    unique position ID's encountered.

    Any thoughts on this subject?

    Any ideas about how difficult would this be to accomplish?

    Could the effort be justified for some beneficial uses like "frequent
    positions books" to speed up bots or just to satisfy human curiosity?

    Personally, it would be worth for me to contribute some of my time and
    effort towards this if I can be useful in some way.

    MK

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  • From Axel Reichert@21:1/5 to murat@compuplus.net on Sun Apr 10 11:36:31 2022
    MK <murat@compuplus.net> writes:

    I know the the number of all possible legal positions is very large
    but the number of positions that actually occur during real playing is probably not very large at all. I think this would be a very
    interesting and useful thing to know for all kinds of practical
    applications.

    I agree that this is an interesting question, but have some doubts about
    the usefulness. Some thoughts:

    Imaging a vast area of land. A backgammon position is, well, a position somewhere in this area. A backgammon move is a path from one position to another one. Some of these paths are well-trodden (kind of a six-lane autobahn), e.g., the one from the starting position to the one after 31:
    8/5 6/5, others are rarely used and have become overgrown, e.g., the one
    from the starting position to the one after 31: 8/7 8/5. Other paths
    from the starting position might have an intermediate state, such as the
    3 most common moves with 43 ("Down", "Split", "Zplit"), whereas the "mediterranean" "Up" has become a smaller one over the decades. An
    interesting detail is that this "map of backgammon country" is
    mathematically a directed multi-graph (if I got the terminology right)
    with all its consequences regarding application of graph theory. It
    could be also seen a Markov chain, with probabilities assigned to status changes, e.g., after 31 in the starting position, we will end up almost certainly with the move 8/5 6/5, whereas for 43 we might have something
    like 35 % for Down, 35 % for Split, 30 % for Zplit and 5 % for Up, see
    (the perhaps outdated) https://www.bkgm.com/openings.html.

    Continuing with the opening stage, we will have a "combinatorial
    explosion" because of the much higher branching factor of backgammon
    compared to chess (which is one of the reasons why it took roughly 10
    years longer for the computers to become better than world class
    players).

    Coming to the end of the game, in a pure race there will a "squeezing"
    zone and both the number of positions and the number of paths will
    shrink. Especially in bear-off I expect a large discrepancy between
    positions theoretically possible versus positions encountered during
    live play. After I published my Isight count, I got a comment from
    someone stating roughly "looks like a bad method, since it failed my
    basic test". When I asked about the "basic test", it turned out that he
    had used this:

    GNU Backgammon Position ID: Pp8PAACfzwcAAA
    Match ID : cAkAAAAAAAAA
    +24-23-22-21-20-19------18-17-16-15-14-13-+ O: gnubg
    | O O O | | | 0 points
    | O O O | | |
    | O O O | | |
    | O O O | | |
    | O O O | | |
    | |BAR| |v (Cube: 1)
    | X X X | | |
    | X X X | | |
    | X X X | | |
    | X X X | | | On roll
    | X X X | | | 0 points
    +-1--2--3--4--5--6-------7--8--9-10-11-12-+ X: axel
    Pip counts: O 60, X 45

    This is "Double, take", but my Isight count said "Double, pass", which
    sealed the deal for him. I then asked whether he had ever seen this
    position over the board ("No") and asked whether it makes more sense to
    devise a method such that it works well for positions encountered in
    real life ("I never thought along these lines, but maybe yes"). This is
    why I used Tom Keith's database of endgame positions gathered from real
    matches played on FIBS.

    I would propose that the most frequent positions in human-v-human, human-v-bot and bot-v-bot games will be distinctively different due to
    the characteristic styles/strategies of different types of players,
    and perhaps be also different based on the strength level of the
    players in each of the above pairing combinations.

    Yes, sure: Splitters versus slotters, backgamers versus blitzers,
    novices running when behind, not daring to hit openly but preferring
    stacking plays, ...

    Most stored games are probably already saved as sequences of unique
    position ID's or can be batch converted to be so. And then a script
    can read through all available games and tabulate the frequency of all
    the unique position ID's encountered.

    Yes, sure, technically this should be simple. But what would you do with
    this? The combinatorical explosion is really, really bad, so I am quite
    sure that since backgammon started being played we (which is all human
    players ever in existence) have so far covered only a fraction of
    "practically relevant" positions, let alone "theoretically possible"
    positions.

    Could the effort be justified for some beneficial uses like "frequent positions books" to speed up bots or just to satisfy human curiosity?

    My guess is that such a look-up table would have to be so huge that it
    would not save time anymore. Also, despite being huge, it would be too
    small to reasonably cover "backgammon country". Which is why humans use
    rules of thumb ("if in doubt, hit"). Even bots do not work by memorizing positions (again, in contrast to chess programs, at least in the opening stages), but by assigning weights to "features" of positions. This
    amounts to a huge compression of information. In fact, it is quite
    embarrassing that a neural network with a ridiculously low number of
    "brain cells" beats almost all human players in the long run.

    So to summarize: I do not think that such a brute-force approach to
    backgammon will work. But it might serve well in extracting information
    for a "compressed" heuristics (which is what both humans and bots do and
    did).

    Best regards

    Axel

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  • From Simon Woodhead@21:1/5 to All on Sun Apr 10 19:41:56 2022
    On 10/04/2022 1:21 pm, MK wrote:

    I don't know much about them but apparently there are quite a number of collections/databases of games/matches that are kept for various reasons
    like rating/ranking players, analysing positions, etc.

    Indeed.

    What I'm wondering is whether there are any stats about the frequency of backgammon positions?

    Probably not, or you'd have found them surely?

    I know the the number of all possible legal positions is very large but the number of positions that actually occur during real playing is probably not very large at all. I think this would be a very interesting and useful thing to
    know for all kinds of practical applications.

    Not sure why, but ok.

    I would propose that the most frequent positions in human-v-human, human-v-bot and bot-v-bot games will be distinctively different due to the characteristic styles/strategies of different types of players, and perhaps be also different based on the strength level of the players in each of the above pairing combinations.

    Most stored games are probably already saved as sequences of unique
    position ID's or can be batch converted to be so.

    They are more likely saved as match logs - plain text files of moves
    and/or .xg files.

    And then a script can
    read through all available games and tabulate the frequency of all the
    unique position ID's encountered.

    Yes, if it knew how to build position ids from move lists.

    Any thoughts on this subject?

    A few.

    Any ideas about how difficult would this be to accomplish?

    Technically easy, even I could do it. Practically, it depends on the accessibility of the data and the format it's saved in.

    Could the effort be justified for some beneficial uses like "frequent positions books" to speed up bots or just to satisfy human curiosity?

    For the latter, yes, if one were willing to devote the time and effort required.

    Personally, it would be worth for me to contribute some of my time and
    effort towards this if I can be useful in some way.

    As you're a self-confessed programmer, you can do it all yourself. All
    the tools you need are publicly available.

    Let us know how you go.

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  • From Frank Berger@21:1/5 to All on Sun Apr 10 07:57:49 2022
    MK schrieb am Sonntag, 10. April 2022 um 05:21:24 UTC+2:

    Most stored games are probably already saved as sequences of unique
    position ID's or can be batch converted to be so. And then a script can
    read through all available games and tabulate the frequency of all the unique position ID's encountered.

    Any thoughts on this subject?

    Any ideas about how difficult would this be to accomplish?

    Wasn't MK the one who named bgblitz rubbish because I said I fixed about 50 bugs and claimed that he is quite well in the programming area even providing a link to his website?
    And now you ask this question for an pretty trivial task? (Why I'm not really astonished)

    There are about 10^20 possible positions and if only 1% of the them occur in real games and you need about 20 bytes to describe a position you can't do that counting even with the current largest supercomputer.
    So if you only use recorded matches (I have a colection with about 4 million human matches, let's say if all BG servers collaborate we might get 100 million matches) it might be doable with a decent PC (probably within a 4 digit budget) But counting the
    individual positions is pointless unless you categoryze them.

    BTW the effort is moderate it took me about 1 or 2 evenings to code that stuff, and I used it for categorizing.
    Using that for a lookup is not a relevant idea as Axel already pointed out.

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  • From MK@21:1/5 to Axel Reichert on Mon Apr 11 20:27:07 2022
    On April 10, 2022 at 3:36:33 AM UTC-6, Axel Reichert wrote:

    MK <mu...@compuplus.net> writes:

    I agree that this is an interesting question, but have
    some doubts about the usefulness. Some thoughts:

    Well, it's already great that you and a couple others are
    taking interest in the subject. Let's just delve into it with
    open minds and see what we will duscover. Often times
    some use is found for ideas that initially appear totally
    useless.

    Imaging a vast area of land. A backgammon position is,
    well, a position somewhere in this area. A backgammon
    move is a path from one position to another one. Some
    of these paths are well-trodden ..... others are rarely used
    .....
    Coming to the end of the game, in a pure race there will a
    "squeezing" zone and both the number of positions and
    the number of paths will shrink.

    This is a good start but I will try to paint it a little differently
    and then tie it to some of my previous ideas.

    I won't call "a backgammon move a path" but "an element
    of scenery", along "a path of dice rolls sequence" going
    from "a starting location to an end destination" within your
    "a vast area of backgammon-land".

    Let's say we are going from Seattle to New York. At the
    start of our travel, we will see the same familiar elements
    of scenery again and again, like the Space Needle. Towards
    the end of our travel, we will see the same familiar elements
    of scenery again and again also, like the Statue of Liberty.

    This is similar to your above ideas about beginning and end
    positions but using different analogies.

    Continuing with the opening stage, we will have a "combinatorial
    explosion" because of the much higher branching factor of
    backgammon compared to chess ....

    Yes, and what I want to explore is kind of what you are calling
    "branching factor", not between different games but between
    different types of backgammon players like bots and humans
    of varying skills and styles.

    GNU Backgammon Position ID: Pp8PAACfzwcAAA
    Match ID : cAkAAAAAAAAA
    This is "Double, take", but my Isight count said "Double, pass",
    which sealed the deal for him. I then asked whether he had
    ever seen this position over the board ("No").....

    This in my analogy would be an element of scenery, a very odd
    shaped cactus somewhere in the desert that nobody will never
    travel by and never see.

    When I say "backgammon" I mean the classic, cubeless variety
    and thus I was really only talking about "positions" without any
    regard to match scores, how to play a given rolls, etc. let alone
    cube ownership, cube decisions, etc.

    But by mentioning the cube, you made me realize that there is
    value in discussing how "shortened cubeful travels" will effect
    the frequency of positions themselves. I will get into this later
    on in this post.

    BTW: I insist that referring to cubeful-backgammon simply as
    backgammnon is wrong. It should be given a different name
    like any other backgammon variant which it clearly is. I call it "gamble-gammon" and hope that it or another suggested name
    will find acceptance and common usage.

    I would propose that the most frequent positions in
    human-v-human, human-v-bot and bot-v-bot games will
    be distinctively different due to the characteristic
    styles/strategies of different types of players, and perhaps
    be also different based on the strength level of the
    players in each of the above pairing combinations.

    Yes, sure: Splitters versus slotters, backgamers versus
    blitzers, novices running when behind, not daring to hit
    openly but preferring stacking plays, ...

    Yes, it's great that you acknowledged and even elaborated some.
    So, let's keep going.

    Many times in the past, I likened bots to "trains on tracks" and
    called their single-strategy (i.e. "best play", "perfect play" or to
    make Tim happy "optimum play", etc.) style of play words like
    "sterile", "metallic", "robotic" :), etc. and complained that playing
    against bots eventually becomes rather boring.

    I also likened other strategies and styles of play to riding cars, atv's/horses. So, let me develop by combining those analogies
    with my new one here about going from Seattle to New York.

    If you take the train, it will follow a single track all the way, each
    and every time. You will always see the same limited scenery
    that you will eventually memorize and maybe even get bored of.

    This is bot-vs-bot play. I predict that this style/strategy will lead
    to the lowest number of possible positions. Especially so in
    gamble-gammon because of dropped cubes, which can happen
    after just a couple of rolls and cut the trip short before even
    getting out of city limits.

    A strong human player would have the capability of steering his
    car but would stick to taking the major freeways, often running
    along railways in parallel. Through occasional "PR-sacrificing
    moves", he will get to see some more possible positions.

    At weaker and weaker human (or bot) players may end up taking
    some back-roads, dirt-roads or go off-road on their atv's/horses,
    weaving and meandering around, thus encountering increasingly
    larger and larger numbers of possible positions, maybe even get
    totally lost at times to even see the odd shaped cactus that you
    gave in your example position above.

    Just to clarify, I'm not including here odd human players like me
    who may claim that they can beat the train on horsback, even
    though purposefully making "PR-sacrificing moves" and better
    yet "PR-defying moves" will result in a larger number of possible
    positions as well but I think that should be a different discussion.

    An interesting detail is that this "map of backgammon country"
    is mathematically a directed multi-graph (if I got the terminology
    right) with all its consequences regarding application of graph
    theory. It could be also seen a Markov chain, with probabilities
    assigned to status changes, e.g., after 31 in the starting position,
    we will end up almost certainly with the move 8/5 6/5, whereas
    for 43 we might have something like 35 % for Down, 35 % for .....

    I'm not sure if I really understand what you are talking about but
    I would like to see you elaborate and explain further.

    The various stats I'm talking about can, of course, be presented
    as graphs. Trying to understand what you wrote, I thought of
    color spectrums of elements. I wonder if the graphs of bot-v-bot, human-v-human, human-v-bot positions graphs can be similarly
    recognizable enough characteristic? What about even subsets
    like strong-bot-v-weak-human, weak-human-v-weak-human,
    weak-bot-v-strong-human, etc...?? Can we look at a "spectrum
    of positions" and be able to say that those come from games
    played by weak-bots and strong-humans?

    Also, back to the destructive effect of the cube: here I'm talking
    about positions independent of what dice rolls the may come
    after, etc. (as in your above mentioning of what will come after
    31 in the starting position).

    But cube decisions effect positions relevantly to the subject
    here, because after a double/drop, the game gets truncated
    and comes to an unnatural end as far as real backgammon
    is concerned and not gamble-gammon. When that happens,
    positions that could come up after each specific double/drop
    position do no longer come up. The spectrum of positions in
    gamble-gammon may be visibly different than in cubelessly
    played "real" backgammon.

    In fact, with this said, while tabulating frequency of positions,
    each time a certain position is the final position of a game,
    it should be marked and counted as such also.

    Yes, sure, technically this should be simple. But what would
    you do with this? The combinatorical explosion is really, really
    bad, so I am quite sure that since backgammon started being
    played we (which is all human players ever in existence) have
    so far covered only a fraction of "practically relevant" positions,
    let alone "theoretically possible" positions.

    Am I using the "possible positions" wrongly? I'm only referring
    to that "fraction" of positions that has have already come up
    during the recorded games. I just want to count their frequencies
    and tabulate/rank/plot them.

    Among my reasons is just to look at them to see if something
    alien will jump at my face... :)

    Could the effort be justified for some beneficial uses like
    "frequent positions books" to speed up bots or just to satisfy
    human curiosity?

    My guess is that such a look-up table would have to be so
    huge that it would not save time anymore.

    We can control the size to a practical number of most frequent
    positions.

    Also, despite being huge, it would be too small to reasonably
    cover "backgammon country". Which is why humans use
    rules of thumb ("if in doubt, hit"). Even bots do not work by
    memorizing positions (again, in contrast to chess programs,
    at least in the opening stages), but by assigning weights to
    "features" of positions.

    Is this like you guys givin creative/cute names to positions
    when discussing them here? Also, I thought that at least some
    bots were using opening books and even large positions files.

    This amounts to a huge compression of information. In fact,
    it is quite embarrassing that a neural network with a ridiculously
    low number of "brain cells" beats almost all human players in
    the long run.

    How about using frequency stats during the training of neural
    networks?

    Since no entity with the necessary means is showing an interest
    in working towards Alpha-Zero-BG-Bots, I keep trying to think of
    things that can be subtituted towards better bots in the meantime.

    Especially now that we know that the existing bots are not even
    that good nor on the right track to becoming considerably better,
    living happy enough with them is not possible. We must dump all
    the old bullshit and try to create bots that are "differently better".

    MK

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  • From MK@21:1/5 to Simon Woodhead on Tue Apr 12 00:08:25 2022
    On April 10, 2022 at 3:42:03 AM UTC-6, Simon Woodhead wrote:

    On 10/04/2022 1:21 pm, MK wrote:

    What I'm wondering is whether there are any stats
    about the frequency of backgammon positions?

    Probably not, or you'd have found them surely?

    I looked. Not found. Never even heard any mention of
    anything along those lines. I guess it takes an unusal
    mind capable of free thinking to come up with unusual
    questions.

    I think this would be a very interesting and useful
    thing to know for all kinds of practical applications.

    Not sure why, but ok.

    If there is ongoing interest in the subject, I have a few
    ideas that I may offer for conversation.

    Any ideas about how difficult would this be to accomplish?

    Technically easy, even I could do it.

    Your name sounded familiar and I checked. Sure enough
    you are the creator of www.bglog.org/rgbnews.html which
    I use every so rarely. So, this should be your specialty.

    Could the effort be justified for some beneficial uses
    like "frequent positions books" to speed up bots or just
    to satisfy human curiosity?

    For the latter, yes, if one were willing to devote the time
    and effort required.

    You said the thechnical part was easy. Could you provide
    the scripts? Then we can see can do the legwork of data
    gathering. After that, I would bet more than a few people
    would be interested to analyse and interpret the stats.

    Personally, it would be worth for me to contribute some
    of my time and effort towards this if I can be useful in
    some way.

    As you're a self-confessed programmer, you can do it all
    yourself. All the tools you need are publicly available.

    It may be a little too much for one person to do it quickly
    enough. I haven't looked to see what tools are available.
    I have a few other major projects of deep interest on my
    list that I only have time and energy to peck at as I can.

    As far as backgammon, I am also pecking at the design
    of a "Lego-Bg-Bot" and any amount of time and effort I
    could spare for backgammon would first go towards that.

    Even if I get no help, I may be able to hack it from Gnubg
    but it may take me too long to start on it and then too long
    to complete it.

    Let us know how you go.

    Don't worry, I will keep it a secret... ;)

    MK

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  • From MK@21:1/5 to bgbl...@googlemail.com on Tue Apr 12 01:01:16 2022
    On April 10, 2022 at 8:57:50 AM UTC-6, bgbl...@googlemail.com wrote:

    MK schrieb am Sonntag, 10. April 2022 um 05:21:24 UTC+2:

    Any ideas about how difficult would this be to accomplish?

    Wasn't MK the one who named bgblitz rubbish because I
    said I fixed about 50 bugs and claimed that he is quite well
    in the programming area even providing a link to his website?

    So? BTW, I called your bot garbage for other more important
    reasons than the 50 bugs you fixed. If you want to prove me
    "right" for a change, try to give it away for free. Let's see how
    many people will switch to using your shitty bot instead of XG
    or Gnubg... :)

    And now you ask this question for an pretty trivial task?

    Okay, I have been humiliated for having to ask to learn that it
    is a trivial task. It's very encouraging and promising to know.

    (Why I'm not really astonished)

    I don't know that either. :( Please tell.

    There are about 10^20 possible positions and if only 1% of
    the them occur in real games

    How do you know this? Are you that sure it is not .5% or 2%?

    and you need about 20 bytes to describe a position

    Actually, strictly speaking about positions, it only takes 10
    bytes but this is not a major issue to debate. For what I am
    talking about, there is no need to know the match ID which
    is the other 10 bytes.

    you can't do that counting even with the current largest
    supercomputer.

    Can you give specific numbers instead of a generic claim?

    So if you only use recorded matches (I have a colection with
    about 4 million human matches, let's say if all BG servers
    collaborate we might get 100 million matches)

    These numbers are beyond what my wildest guesses would be.
    Wow! Great. That means we can make somewhat statistically
    meaningful observations.

    it might be doable with a decent PC (probably within a 4
    digit budget) But counting the individual positions is
    pointless unless you categoryze them.

    Surely we can find a few thousand dollars worth of volunteer
    work, no? Encouraging still.

    I would only mark the final moves in order to investigate the
    doubling cube's destructive effect on backgammon, by its
    unnaturally ending games and depriving the players of some
    possibly very exciting, enjoyable positions to play if the game
    wasn't abruptly truncated for the thrill of gambling.

    But hey, I'm glad that you could see some use in categoryzing
    positions in perhaps many other ways. While at it, who would
    keep you from doing that too.

    I faintly remember some comments by bott-kissing PR-nuts
    that positions should be ranked based on their complexities
    and be used in skill and luck calculations accordingly. There
    is an opportunity to improve your shitty bot... ;)

    BTW the effort is moderate it took me about 1 or 2 evenings
    to code that stuff, and I used it for categorizing.

    Oh, you already did it. I'm impressed. BTW, I hope I never said
    anything bad about your programming abilities and assumed
    that you could do better than your existing bot.

    That's why I gave you some suggestions but obviously my
    opinion/advice wasn't valuable for you. I have no problem
    with that. If you can only be a follower and not an innovator,
    there is no value nor fairness in making you wrong for that.

    Using that for a lookup is not a relevant idea as Axel already
    pointed out.

    That's not what he said at all. He said it would require too much
    resources for the usefulness it could provide. And that's just one
    man's opinion which I acknowledge and value as such. But then
    he also said that it could be useful for other puprposes. Go back
    and read it again...

    MK

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  • From Axel Reichert@21:1/5 to murat@compuplus.net on Tue Apr 12 09:53:02 2022
    MK <murat@compuplus.net> writes:

    On April 10, 2022 at 3:36:33 AM UTC-6, Axel Reichert wrote:

    dropped cubes, which can happen after just a couple of rolls and cut
    the trip short before even getting out of city limits.

    Yes.

    If you take the train, it will follow a single track all the way, each
    and every time. You will always see the same limited scenery that you
    will eventually memorize and maybe even get bored of.

    A resounding "No", see below.

    players may end up taking some back-roads, dirt-roads or go off-road
    on their atv's/horses, weaving and meandering around, thus
    encountering increasingly larger and larger numbers of possible
    positions, maybe even get totally lost at times to even see the odd
    shaped cactus that you gave in your example position above.

    Yes. Being an adventure cyclist, I know what you mean.

    An interesting detail is that this "map of backgammon country" is
    mathematically a directed multi-graph (if I got the terminology
    right) with all its consequences regarding application of graph
    theory. It could be also seen a Markov chain, with probabilities
    assigned to status changes, e.g., after 31 in the starting position,
    we will end up almost certainly with the move 8/5 6/5, whereas for 43
    we might have something like 35 % for Down, 35 % for .....

    I'm not sure if I really understand what you are talking about but I
    would like to see you elaborate and explain further.

    You understood "graph" as something like a contour plot or this:

    https://en.wikipedia.org/wiki/Graph_of_a_function#/media/File:Three-dimensional_graph.png

    I meant this:

    https://en.wikipedia.org/wiki/Graph_(discrete_mathematics)

    The various stats I'm talking about can, of course, be presented as
    graphs. Trying to understand what you wrote, I thought of color
    spectrums of elements. I wonder if the graphs of bot-v-bot,
    human-v-human, human-v-bot positions graphs can be similarly
    recognizable enough characteristic?

    Sounds like

    https://www.strava.com/heatmap

    Different activities (running versus cycling) yield different results.

    In fact, with this said, while tabulating frequency of positions, each
    time a certain position is the final position of a game, it should be
    marked and counted as such also.

    Like I said, easy, but for which purpose?

    Among my reasons is just to look at them to see if something alien
    will jump at my face... :)

    Without classification, you will simply be drowned in data.

    My guess is that such a look-up table would have to be so
    huge that it would not save time anymore.

    We can control the size to a practical number of most frequent
    positions.

    No. The branching factor is so high, that even in "boring" bot-vs-bot
    play you will rarely encounter exactly the same position after you have
    left the city limits and before you have entered New York. Try it
    yourself, you have played some longer sessions against GNU
    Backgammon. Extract the Match and Position ID, sort it and check for
    multiple occurrences.

    I did so just now, with one file containing 1096762 different
    positions. Of these, 770042 occured exactly once and 321517 occured
    exactly twice. The fraction of positions occuring more than twice was
    thus less than 5 permille, and the highest number of occurences at all
    was 6. That much to your statement from above: "If you take the train,
    it will follow a single track all the way, each and every time." It is
    simply not true.

    I thought that at least some bots were using opening books and even
    large positions files.

    GNU Backgammon has a bear-off database. So this covers Manhattan. I do
    not think it covers Seattle.

    How about using frequency stats during the training of neural
    networks?

    No. The branching factor is too high. The outcome will be fed back
    immediately, AFAIK.

    Since no entity with the necessary means is showing an interest
    in working towards Alpha-Zero-BG-Bots, I keep trying to think of
    things that can be subtituted towards better bots in the meantime.

    A table lookup-up will not do, for the reasons given above.

    Best regards

    Axel

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  • From Axel Reichert@21:1/5 to murat@compuplus.net on Tue Apr 12 20:18:01 2022
    MK <murat@compuplus.net> writes:

    On April 10, 2022 at 3:36:33 AM UTC-6, Axel Reichert wrote:

    dropped cubes, which can happen after just a couple of rolls and cut
    the trip short before even getting out of city limits.

    Yes.

    If you take the train, it will follow a single track all the way, each
    and every time. You will always see the same limited scenery that you
    will eventually memorize and maybe even get bored of.

    A resounding "No", see below.

    players may end up taking some back-roads, dirt-roads or go off-road
    on their atv's/horses, weaving and meandering around, thus
    encountering increasingly larger and larger numbers of possible
    positions, maybe even get totally lost at times to even see the odd
    shaped cactus that you gave in your example position above.

    Yes. Being an adventure cyclist, I know what you mean.

    An interesting detail is that this "map of backgammon country" is
    mathematically a directed multi-graph (if I got the terminology
    right) with all its consequences regarding application of graph
    theory. It could be also seen a Markov chain, with probabilities
    assigned to status changes, e.g., after 31 in the starting position,
    we will end up almost certainly with the move 8/5 6/5, whereas for 43
    we might have something like 35 % for Down, 35 % for .....

    I'm not sure if I really understand what you are talking about but I
    would like to see you elaborate and explain further.

    You understood "graph" as something like a contour plot or this:

    https://en.wikipedia.org/wiki/Graph_of_a_function#/media/File:Three-dimensional_graph.png

    I meant this:

    https://en.wikipedia.org/wiki/Graph_(discrete_mathematics)

    The various stats I'm talking about can, of course, be presented as
    graphs. Trying to understand what you wrote, I thought of color
    spectrums of elements. I wonder if the graphs of bot-v-bot,
    human-v-human, human-v-bot positions graphs can be similarly
    recognizable enough characteristic?

    Sounds like

    https://www.strava.com/heatmap

    Different activities (running versus cycling) yield different results.

    In fact, with this said, while tabulating frequency of positions, each
    time a certain position is the final position of a game, it should be
    marked and counted as such also.

    Like I said, easy, but for which purpose?

    Among my reasons is just to look at them to see if something alien
    will jump at my face... :)

    Without classification, you will simply be drowned in data.

    My guess is that such a look-up table would have to be so
    huge that it would not save time anymore.

    We can control the size to a practical number of most frequent
    positions.

    No. The branching factor is so high, that even in "boring" bot-vs-bot
    play you will rarely encounter exactly the same position after you have
    left the city limits and before you have entered New York. Try it
    yourself, you have played some longer sessions against GNU
    Backgammon. Extract the Match and Position ID, sort it and check for
    multiple occurrences.

    I did so just now, with one file containing 10000 games with 491623
    positions. Of these, 485584 occured exactly once, which is almost 99 %
    of all positions. One position came up 10000 times (guess which), and 17 positions came up some hundred times (the ones after the 15 different
    opening ROLLS, played somewhat differently by my program and GNU
    Backgammon, hence 17 POSITIONS after the play, not 15).

    That much to your statement from above: "If you take the train, it will
    follow a single track all the way, each and every time." It is simply
    not true and backgammon is a more scenic ride than you thought. Which is
    why we love this game. (-:

    I thought that at least some bots were using opening books and even
    large positions files.

    GNU Backgammon has a bear-off database. So this covers Manhattan. I do
    not think it covers Seattle.

    How about using frequency stats during the training of neural
    networks?

    No. The branching factor is too high. The outcome will be fed back
    immediately, AFAIK.

    Since no entity with the necessary means is showing an interest
    in working towards Alpha-Zero-BG-Bots, I keep trying to think of
    things that can be subtituted towards better bots in the meantime.

    A table lookup-up will not do, for the reasons given above.

    Best regards

    Axel

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  • From Simon Woodhead@21:1/5 to All on Wed Apr 13 08:20:28 2022
    On 12/04/2022 5:08 pm, MK wrote:

    You said the thechnical part was easy. Could you provide
    the scripts? Then we can see can do the legwork of data
    gathering. After that, I would bet more than a few people
    would be interested to analyse and interpret the stats.

    As Frank pointed out, developing this part of what you want to
    do is easy enough, a few hours work. To generate ids from move
    lists is a little extra. No I cannot provide the scripts, the
    parts you want are embedded deep in bglog and would be meaningless
    outside of that context. Besides, if you were to do this work,
    you'd gain credibility in a community that you spend half your
    time swearing at.

    It may be a little too much for one person to do it quickly
    enough. I haven't looked to see what tools are available.
    I have a few other major projects of deep interest on my
    list that I only have time and energy to peck at as I can.

    Me too, probably Frank also. So why would we spend time doing your
    bidding when we have more interesting projects to do? And again,
    as Frank pointed out this is not a hard thing to do so if you are
    serious about this, show us by developing the code to generate id
    lists from move lists. That would be a good start and even with a
    learning curve should only take you a week or two.

    As far as backgammon, I am also pecking at the design
    of a "Lego-Bg-Bot" and any amount of time and effort I
    could spare for backgammon would first go towards that.

    Even if I get no help, I may be able to hack it from Gnubg
    but it may take me too long to start on it and then too long
    to complete it.

    No-one helped me write bglog. I'm sure no-one helped Frank write
    bgblitz. These are labours of love, and tens of thousands of hours
    of work over literally decades of development. Anyone can start a
    project. Finishing it to the point where it's useful to others is
    another matter. You have yet to perform, so go and make something
    great for the backgammon community. You'll be showered with gifts
    and admiration. Ok, you won't, but you'll get the self-satisfaction
    of having achieved something useful. Assuming it's useful ;-)

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  • From Axel Reichert@21:1/5 to Simon Woodhead on Wed Apr 13 09:05:46 2022
    Simon Woodhead <simon@bglog.org> writes:

    As Frank pointed out, developing this part of what you want to
    do is easy enough, a few hours work.

    Easy? It is trivial! The statistics I have given in a previous reply
    were generated by 1 line of code. After reading "Classic Shell
    Scripting" and "Unix Power Tools" any willing learner should be ready to
    go. The problem is probably the "willing" ...

    No I cannot provide the scripts, the parts you want are embedded deep
    in bglog and would be meaningless outside of that context.

    Same here. Code is living language, not cryo-conserved quotes.

    Besides, if you were to do this work, you'd gain credibility in a
    community that you spend half your time swearing at.

    This pretty much sums it up.

    Me too, probably Frank also. So why would we spend time doing your
    bidding when we have more interesting projects to do?

    Me too. Although I have to admit that the non-swearing half of
    contributions (deliberately not using quotation marks here) is sometimes original and stimulating. At least I was thus enticed to learn and
    program ("hark, hark") something with Markov chains, which proved useful
    for my investigations about the beaver-caused "Petersburg paradox".

    But the "value proposition" of this current project is very poor indeed,
    at least so far.

    Best regards

    Axel

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  • From Simon Woodhead@21:1/5 to Axel Reichert on Wed Apr 13 19:35:34 2022
    On 13/04/2022 5:05 pm, Axel Reichert wrote:

    Simon Woodhead <simon@bglog.org> writes:

    As Frank pointed out, developing this part of what you want to
    do is easy enough, a few hours work.

    Easy? It is trivial! The statistics I have given in a previous reply
    were generated by 1 line of code. After reading "Classic Shell
    Scripting" and "Unix Power Tools" any willing learner should be ready to
    go. The problem is probably the "willing" ...

    If you have long lists of just ids, sure. It's a bit more effort to
    generate ids from move lists. But yeah, "willing" is the key.

    "Code is living language, not cryo-conserved quotes."

    Love this :-)

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  • From Timothy Chow@21:1/5 to Axel Reichert on Wed Apr 13 08:36:40 2022
    On 4/10/2022 5:36 AM, Axel Reichert wrote:
    Continuing with the opening stage, we will have a "combinatorial
    explosion" because of the much higher branching factor of backgammon
    compared to chess (which is one of the reasons why it took roughly 10
    years longer for the computers to become better than world class
    players).

    Let me see if I can translate the core of MK's question into more
    commonly understandable language.

    Create two large piles of backgammon positions. Pile 1 consists of
    positions taken from bot-versus-bot games. Pile 2 consists of
    positions taken from human-versus-human games.

    Can we train a classifier to distinguish between a randomly chosen
    position from Pile 1 and a randomly chosen position from Pile 2?
    Of course it won't be perfect because some positions will appear in
    both piles. But how high an accuracy/recall is possible?

    ---
    Tim Chow

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  • From MK@21:1/5 to Axel Reichert on Wed Apr 13 14:54:25 2022
    On April 12, 2022 at 1:53:06 AM UTC-6, Axel Reichert wrote:

    MK <mu...@compuplus.net> writes:

    On April 10, 2022 at 3:36:33 AM UTC-6, Axel Reichert wrote:

    dropped cubes, which can happen after just a couple of rolls
    and cut the trip short before even getting out of city limits.

    Yes.

    It's good that you acknowledge this but will you also accept
    that it has consequences?

    If we take all the recorded gamble-gammon games we have
    and look at the frequence of very early positions, we will see
    that the positions that could come up immediately following
    the dropped cube will not come up as frequently as in regular
    backgammon games.

    From that, by looking at a "spectrum" of positions from a data
    set, we can tell if those came from gamble-gammon games
    or backgammon games.

    What can be the practical use of that? I don't know yet but we
    may find some as the discussion progresses. This is similar to
    staring at posters (like the one in this link) with hidden images
    until you get cross eyed and see them.

    https://i.pinimg.com/originals/fe/43/d8/fe43d88059ec9a06c4377410739e7004.jpg

    I can do this on my own but sharing thought here is like looking
    at clouds together to see shapes. When I say I think I'm seeing
    a cat up there, I don't do it asking to be negated but hoping that
    someone may say it looks more like shaggy little dog than a cat.

    If you take the train, it will follow a single track all the way,
    each and every time. You will always see the same limited
    scenery that you will eventually memorize and maybe even
    get bored of.

    A resounding "No", see below.

    I will illustrate and explain that is indeed a resounding "Yes", but
    in a separate post. Addressing specific issues separately while
    still in the same thread may be easier and more productive.

    My guess is that such a look-up table would have to be
    so huge that it would not save time anymore.

    We can control the size to a practical number of most
    frequent positions.

    No. The branching factor is so high, that even in "boring"
    bot-vs-bot play you will rarely encounter exactly the same
    position after you have left the city limits.....

    I'm not talking about "play" but "positions". We will be looking
    at positions in already played games. Whatever the braching
    factor was in those games, it has already happened and it's
    nearly not as high as theoretically possible.

    I a given set of games, most positions will occur very rarely
    and perhaps mostly only once. But some beginning and end
    positions will occur frequently and that may/will be enough
    to see some patterns, distinctive markers.


    I did so just now, with one file containing 1096762 different
    positions. Of these, 770042 occured exactly once and....

    You're on the wrong track here. I'll explain in the other post.

    I thought that at least some bots were using opening books
    and even large positions files.

    GNU Backgammon has a bear-off database. So this covers
    Manhattan. I do not think it covers Seattle.

    If it makes sense to have bots with doable opening and closing
    (bear-off) books, why not a doable mid-game book? We don't
    need to map every tree and telephone pole all the way. We can
    create a city size map of only major elemets of scenery, like
    recognizable landmarks, and stretch it across the states.

    How about using frequency stats during the training of neural
    networks?

    No. The branching factor is too high. The outcome will be fed
    back immediately, AFAIK.

    Branching factor has nothing to do with what I'm proposing. I
    defend this idea much more avidly than the look-up table idea
    as I will explain it in much detail in another post.

    MK

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  • From pepstein5@gmail.com@21:1/5 to peps...@gmail.com on Wed Apr 13 16:12:37 2022
    On Thursday, April 14, 2022 at 12:10:22 AM UTC+1, peps...@gmail.com wrote:
    On Wednesday, April 13, 2022 at 1:36:45 PM UTC+1, Tim Chow wrote:
    On 4/10/2022 5:36 AM, Axel Reichert wrote:
    Continuing with the opening stage, we will have a "combinatorial explosion" because of the much higher branching factor of backgammon compared to chess (which is one of the reasons why it took roughly 10 years longer for the computers to become better than world class players).
    Let me see if I can translate the core of MK's question into more
    commonly understandable language.

    Create two large piles of backgammon positions. Pile 1 consists of positions taken from bot-versus-bot games. Pile 2 consists of
    positions taken from human-versus-human games.

    Can we train a classifier to distinguish between a randomly chosen
    position from Pile 1 and a randomly chosen position from Pile 2?
    Of course it won't be perfect because some positions will appear in
    both piles. But how high an accuracy/recall is possible?
    If we take the entirety of human backgammon games, no matter how weak the players, then the positions are completely different.
    Probably over 99% of humans are weak beginners or worse.
    I think I could distinguish between a random human position and a random strong bot vs strong bot position with over 90% confidence.
    For example, beginners are terrified of getting hit so you get massive candlesticks
    around the 8 and 6 points. A 5 point slotted is a strong suggestion of a non-beginner
    and therefore a non-human.
    A better question is whether we can readily distinguish between positions encountered
    when strong bots play each other, and positions encountered when world-class humans
    play each other. Almost certainly, no, we can't.

    Paul

    More fundamentally, beginners (over 95% of humans) are completely ignorant of priming
    and closing out. So if all humans are in the sample then, if one of the players has a strong inner board
    or a prime, then it's a bot position.

    Paul

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Wed Apr 13 16:10:21 2022
    On Wednesday, April 13, 2022 at 1:36:45 PM UTC+1, Tim Chow wrote:
    On 4/10/2022 5:36 AM, Axel Reichert wrote:
    Continuing with the opening stage, we will have a "combinatorial
    explosion" because of the much higher branching factor of backgammon compared to chess (which is one of the reasons why it took roughly 10
    years longer for the computers to become better than world class
    players).
    Let me see if I can translate the core of MK's question into more
    commonly understandable language.

    Create two large piles of backgammon positions. Pile 1 consists of
    positions taken from bot-versus-bot games. Pile 2 consists of
    positions taken from human-versus-human games.

    Can we train a classifier to distinguish between a randomly chosen
    position from Pile 1 and a randomly chosen position from Pile 2?
    Of course it won't be perfect because some positions will appear in
    both piles. But how high an accuracy/recall is possible?

    If we take the entirety of human backgammon games, no matter how weak the players, then the positions are completely different.
    Probably over 99% of humans are weak beginners or worse.
    I think I could distinguish between a random human position and a random
    strong bot vs strong bot position with over 90% confidence.
    For example, beginners are terrified of getting hit so you get massive candlesticks
    around the 8 and 6 points. A 5 point slotted is a strong suggestion of a non-beginner
    and therefore a non-human.
    A better question is whether we can readily distinguish between positions encountered
    when strong bots play each other, and positions encountered when world-class humans
    play each other. Almost certainly, no, we can't.

    Paul

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  • From MK@21:1/5 to Axel Reichert on Wed Apr 13 16:32:37 2022
    On April 12, 2022 at 1:53:06 AM UTC-6, Axel Reichert wrote:

    MK <mu...@compuplus.net> writes:

    An interesting detail is that this "map of backgammon
    country" is mathematically a directed multi-graph (if I
    got the terminology right) with all its consequences
    regarding application of graph theory. It could be also
    seen a Markov chain, with probabilities assigned to
    status changes, e.g., after 31 in the starting position,
    we will end up almost certainly with the move 8/5 6/5,
    whereas for 43 we might have something like 35 % for
    Down, 35 % for Split, 30 % for Zplit and 5 % for Up, see
    (the perhaps outdated) https://www.bkgm.com/openings.html.

    I'm not sure if I really understand what you are talking about
    but I would like to see you elaborate and explain further.

    You understood "graph" as something like a contour plot or this:

    https://en.wikipedia.org/wiki/Graph_of_a_function#/media/File:Three-dimensional_graph.png

    Yes, I knew you were speaking a different language but your
    use of it led me to make use of it in its common meaning.

    The graph in your link is much beyond what would be enough
    for my purpose.

    The various stats I'm talking about can, of course, be presented
    as graphs. Trying to understand what you wrote, I thought of
    color spectrums of elements. I wonder if the graphs of bot-v-bot,
    human-v-human, human-v-bot positions graphs can be similarly
    recognizable enough characteristic?

    Visualizing helps understand thing better and I was trying use
    the idea of graphs to help you guys understand me better but
    I was thinking more about graphs like these:

    https://www.astro.rug.nl/~ndouglas/teaching/IMAGES/achilles.elements.gif

    https://smallpond.ca/jim/misc/cfl/spectra.jpg

    Maybe "chart" would be a better word here. Replace element
    names in these with various combinations bot, human, strong,
    weak, etc. or light bulb names with names of various bots.

    Can we substitute frequencies of backgammon positions for
    wavelengths of colors and create spectrum charts of positions
    taken from certain sets of games, and then looking at them
    observe characteristics of certain types of gamble-gammon,
    backgammon, players, styles, strayegies, etc...??

    Am I flyings too high above you guys? Look up! It's a bird, it's a
    plane, it's Murat...!

    I meant this:
    https://en.wikipedia.org/wiki/Graph_(discrete_mathematics)

    Your heatmap of different activities (running versus cycling)
    doesn't apply at all here but let's go back to your other ideas
    and let me requote for clarity:

    An interesting detail is that this "map of backgammon
    country" is mathematically a directed multi-graph (if I
    got the terminology right) with all its consequences
    regarding application of graph theory.

    I did read the wiki and my understanding is that it would be
    a "mixed multigraph". Trying to speak your lingo, if positions
    are "vertices" and dice rolls are "edges", dice rolls played in
    one or more possible ways would be "directed edges", each
    to a different position. If it ended here, it would be a "directed multi-graph". But if we look at those resulting positions and
    the same dice rolls, if it's the opposite side's (i.e. "white's")
    turn to play, one of the (necessarily legal) plays would be the
    exact reverse of the first side's (i.e. "black's) play. Thus those
    "edges" would also be "undirected edges" and thus the graph
    would be a "mixed multigraph" not a "directed multi-graph".
    (Warning! I'm not a math PHD. :)

    And now it's my turn to ask you what is the practical use (if
    any) of this? Can you expand on what you mean by "with all
    its consequences regarding application of graph theory"??

    seen a Markov chain, with probabilities assigned to
    status changes, e.g., after 31 in the starting position,
    we will end up almost certainly with the move 8/5 6/5,
    whereas for 43 we might have something like 35 % for
    Down, 35 % for Split, 30 % for Zplit and 5 % for Up, see
    (the perhaps outdated) https://www.bkgm.com/openings.html.

    Looking at that page, no two opening moves have the same
    equity.

    Humans may chose to make an inferior, "PR-sacrificing" move
    but bots will always make the move they conside the best.

    In your example of 43, the bot will always play 13/10 13/9.
    In bot play you will never see "35 % for Down, 35 % for Split,
    30 % for Zplit and 5 % for Up" regardless of which bot and
    regardless of what strength level of that bot.

    They may occur in human play but in measuring, consistency
    is essential and we can only use bots for measuring beacuse
    they play 100% consistently, regardless of which bot and
    regardless of what strength level of that bot.

    So, it's again my turn again to ask you what's the practical use
    (if any) of this nonsense of yours?

    Your trying to bring in the "Markov chain" again fails badly.
    Are you trying to impress people by bulshitting big with high
    math stuff?

    And, BTW, what was the result of your experiment with "Murat
    mutant" against Gnubg? Is the hury still out? Will you ever
    share your finddings with us, hopefully in a common language
    that we all can understand?

    MK

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Wed Apr 13 21:02:46 2022
    On 4/13/2022 7:10 PM, peps...@gmail.com wrote:
    I think I could distinguish between a random human position and a random strong bot vs strong bot position with over 90% confidence.
    For example, beginners are terrified of getting hit so you get massive candlesticks
    around the 8 and 6 points. A 5 point slotted is a strong suggestion of a non-beginner
    and therefore a non-human.
    A better question is whether we can readily distinguish between positions encountered
    when strong bots play each other, and positions encountered when world-class humans
    play each other. Almost certainly, no, we can't.

    Even if what you say is true, there is still a rather large zone
    of players between beginners and top humans. I'd guess that the
    available recorded games contain a fairly large sample of games from
    this "middle zone." True beginners generally don't have their games
    recorded, and only a handful of players are at the very top.

    ---
    Tim Chow

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  • From MK@21:1/5 to Axel Reichert on Wed Apr 13 18:28:22 2022
    On April 12, 2022 at 12:18:03 PM UTC-6, Axel Reichert wrote:

    MK <mu...@compuplus.net> writes:

    opening ROLLS, played somewhat differently by my program and
    GNU Backgammon, hence 17 POSITIONS after the play, not 15).

    That much to your statement from above: "If you take the train, it
    will follow a single track all the way, each and every time." It is
    simply not true and backgammon is a more scenic ride than you
    thought. Which is why we love this game. (-:

    I'll use this post to try explain in detail at least one possible use
    analysing frequency of positions.

    I've never said that backgammon-land wasn't scenic. I said that gamble-gammon-land was less scenic. I tried to say that either
    one is more scenic on horseback or on a bike than on train.

    Anologies are difficult. You may have misunderstood my train
    analogy. By train ride, I didn't mean you or your bot (perhaps
    the Murat mutant bot?) or I playing against a bot. Right after
    my sentence that you quoted above, I said "This is bot-vs-bot
    play".

    In fact, initially I thought of it as strongest-bot-vs-strongest-bot
    but later I expanded it to include any boy of any strength level
    as long as it plays against itself (which is necessary to achieve
    100% consistent play).

    Now, let's start by using an example from your first post.

    Some of these paths are well-trodden (kind of a six-lane
    autobahn), e.g., the one from the starting position to the
    one after 31: 8/5 6/5, others are rarely used and have
    become overgrown, e.g., the one from the starting position
    to the one after 31: 8/7 8/5.

    If we look at positions from games played by, let's say, Gnubg
    4-Ply against itself, we will never see the position resulting
    from playin an opening 31 as 8/7 8/5 because it will alwas
    play it as 8/5 6/5.

    The same is true for all other 8 preset levels of Gnubg, from
    Grandmaster to Beginner.

    This means not only that we wont see 31: 8/7 8/5 when those
    levels play against themselves but also that we won't see it
    even when 4-Ply plays against Beginner. Never. Not even once.

    Thus, the absence of 31: 8/7 8/5 is a uniquely distinctive marker
    of Gnubg-vs-Gnubg games.

    Now if we look at positions from a set of randomly picked
    games and see 31: 8/7 8/5 even once, we can conclude that
    these positions didn't come from Gnubg-vs-Gnubg games.

    This in itself may not be useful but since we know that even
    Gnubg Beginner leven dosen't play 31: 8/7 8/5, we conclude
    also that 31: 8/7 8/5 can only be played by a bot or human
    weaker than Gnubg Beginner. (Except, of course, while they
    were playing against Gnubg, if Mockey or Mickey had a few
    too many sakes. :)

    Having a marker like this can be very useful. Let me explain.

    We know that something the current bots lack is to be able
    to adjust their games to the skill level of their opponents, like
    some human players can claimedly do, in order to exploit a
    weaker (or stronger?) opponent. Ways of improving bots to
    do this have been often discussed in the past.

    One suggestion I had made was to train bots making them
    play not just against themselves ("masturbation") but also,
    and more so, against opponents ("intercourse") of different
    skill levels.

    Assuming that this (or similar) idea has merit, after being
    so trained, bots would still need to assess their opponents
    during actual play in order to adjust their games accordingly.

    One way of achieving this may be for the bot to constantly
    monitor the opponents error rate keep updating a calculated
    assessment of its opponent.

    Another way may be for the bot to look for unique markers
    such as the example above, which may be more efficient.

    Markers not as strong as the above example can be used in
    various combinations to make them stronger and more precise.

    I realize that all can do and all I'm doing here is sowing a seed.
    It may grow a tree, a bush or a bonsai. Who kows...?

    MK

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  • From Timothy Chow@21:1/5 to All on Wed Apr 13 22:37:38 2022
    On 4/13/2022 9:28 PM, MK wrote:
    Another way may be for the bot to look for unique markers
    such as the example above, which may be more efficient.

    Markers not as strong as the above example can be used in
    various combinations to make them stronger and more precise.

    What you're calling a "marker" is usually called a "feature"
    in the machine learning community.

    The frequency with which a position occurs might be called a
    "static" feature, whereas tracking behavior over the course of
    a game might be called a "dynamic" feature.

    In the old days, having human programmers propose specific
    features was more or less the only way to get off the ground
    with machine learning. Nowadays, though, the increase in
    computing power means that it's often better to just let the
    programs discover their own features rather than hand-craft
    features using human expertise. Static features are simpler
    but dynamic features tend to be more powerful, and again
    because of the increase in computing power, dynamic features
    tend to be the way to go if they are available.

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Thu Apr 14 00:31:25 2022
    On Thursday, April 14, 2022 at 2:02:48 AM UTC+1, Tim Chow wrote:
    On 4/13/2022 7:10 PM, peps...@gmail.com wrote:
    I think I could distinguish between a random human position and a random strong bot vs strong bot position with over 90% confidence.
    For example, beginners are terrified of getting hit so you get massive candlesticks
    around the 8 and 6 points. A 5 point slotted is a strong suggestion of a non-beginner
    and therefore a non-human.
    A better question is whether we can readily distinguish between positions encountered
    when strong bots play each other, and positions encountered when world-class humans
    play each other. Almost certainly, no, we can't.
    Even if what you say is true, there is still a rather large zone
    of players between beginners and top humans. I'd guess that the
    available recorded games contain a fairly large sample of games from
    this "middle zone." True beginners generally don't have their games
    recorded, and only a handful of players are at the very top.

    My first guess is that distinguishing positions from the best bots and from competent humans
    is extremely difficult. I'd expect to be able to do this (or teach a computer to do this) with somewhere
    around 55 to 60% accuracy.
    The key difference is that, in contact positions, bots are far more likely to create a mega-blotty home board
    in order to make points later or preserve timing. The bots can see that the trillions of blots are not a problem
    because no sequence exists to take advantage of these blots. We are unable to get ourselves hit to attack them
    and we are unable to take advantage of these blots by loose plays that wouldn't work otherwise.
    Since many thousands of sequences need to be assessed to make this assessment, humans can't generally
    do these mega-blotty plays successfully.

    Paul

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  • From Axel Reichert@21:1/5 to murat@compuplus.net on Thu Apr 14 21:51:56 2022
    MK <murat@compuplus.net> writes:

    If it makes sense to have bots with doable opening and closing
    (bear-off) books, why not a doable mid-game book?

    Because in contrast to bear-off positions and especially opening
    positions you will almost never come across exactly the same
    "landmark". Hence the cartographer's work would be futile. No one else
    will visit the same spot in forseeable time. This is caused by the
    branching factor of the dice, even if an algorithm plays the same
    position always in the same way.

    Best regards

    Axel

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  • From Axel Reichert@21:1/5 to murat@compuplus.net on Thu Apr 14 22:04:38 2022
    MK <murat@compuplus.net> writes:

    On April 12, 2022 at 1:53:06 AM UTC-6, Axel Reichert wrote:

    https://en.wikipedia.org/wiki/Graph_(discrete_mathematics)

    [...]

    And now it's my turn to ask you what is the practical use (if any) of
    this? Can you expand on what you mean by "with all its consequences
    regarding application of graph theory"??

    I thought we were still in brainstorming mode? Also, it is YOUR burden
    to tell what you are after. I am just helping out with ideas.

    In your example of 43, the bot will always play 13/10 13/9. In bot
    play you will never see "35 % for Down, 35 % for Split, 30 % for Zplit
    and 5 % for Up" regardless of which bot and regardless of what
    strength level of that bot.

    They may occur in human play but in measuring, consistency is
    essential and we can only use bots for measuring beacuse they play
    100% consistently, regardless of which bot and regardless of what
    strength level of that bot.

    So, it's again my turn again to ask you what's the practical use (if
    any) of this nonsense of yours?

    As before, I am just helping out with ideas. No need to flip-flop back
    into insulting mode. Some paragraphs before, you were hypothesising
    about distinguishing bots from human, now humans are out. And since you
    mention "measuring", but do not say what you want to measure, I am out
    as well. Good luck with your project.

    [Further insults deleted]

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  • From Simon Woodhead@21:1/5 to All on Fri Apr 15 12:51:57 2022
    On 15/04/2022 12:40 pm, MK wrote:

    [blah blah blah]
    If you don't want to be around me while I'm trying so,
    you can stuff your gifts and admirations up your asses
    and go fuck yourselves away from me... ;)

    Yeah, no worries Murat, you get what you deserve. You could have had
    help here but, as Avon once said "If you didn't want the answer, why
    did you ask the question?"

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  • From MK@21:1/5 to Axel Reichert on Thu Apr 14 20:07:48 2022
    On April 13, 2022 at 1:06:05 AM UTC-6, Axel Reichert wrote:

    Simon Woodhead <si...@bglog.org> writes:

    As Frank pointed out, developing this part of what
    you want to do is easy enough, a few hours work.

    Easy? It is trivial! The statistics I have given in a
    previous reply were generated by 1 line of code.
    After reading "Classic Shell Scripting" and "Unix
    Power Tools" any willing learner should be ready
    to go. The problem is probably the "willing" ...

    Sad to see you joing the club of dickheads. :(

    Although I have to admit that the non-swearing half
    of contributions (deliberately not using quotation
    marks here) is sometimes original and stimulating.
    At least I was thus enticed to learn and program
    ("hark, hark") something with Markov chains, which
    proved useful for my investigations about the
    beaver-caused "Petersburg paradox".

    In the computer world, programming is the easiest
    thing to do. That's why people advance from that to
    system analysis and design, to testing, to innovating.

    I'm glad someone expressedly benefited from my
    contribution here, in this case was my proposing
    some easy ways that people can use to prove to
    themselves that the "so-called cube theroy" is just
    a elaborate, fanciful pile of bullshit.

    Unfortunately, even after his experiments proved
    it to him, Axel is unable overcome his denial, or
    order to accept it and contribute back by openly
    sharing his findings. :(

    But the "value proposition" of this current project is
    very poor indeed, at least so far.

    Yes, not only "so far" is the keyword here but also
    everyone may not get the same mileage from the
    same tank of gas... Especially not if you take off
    making bullshit assertions by flooring the gas pedal
    and coming to a backflip stop... ;)

    MK

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  • From MK@21:1/5 to Simon Woodhead on Thu Apr 14 19:40:41 2022
    On April 12, 2022 at 4:20:33 PM UTC-6, Simon Woodhead wrote:

    On 12/04/2022 5:08 pm, MK wrote:

    As Frank pointed out, developing this part of what
    you want to do is easy enough, a few hours work.
    To generate ids from move lists is a little extra.

    Apparently Frank has already done what I propose
    partially, for a different purpose. So for him it may
    take not even a few hours but only a few minutes
    to adapt his scripts.

    You guys are stingy of donating a few hours to a
    project for the sake of the game but you don't mind
    wasting as many hours at being dickheads to me. :(

    No I cannot provide the scripts, the parts you
    want are embedded deep in bglog and would
    be meaningless outside of that context.

    Fine, just say so and leave it at that.

    Besides, if you were to do this work, you'd gain
    credibility in a community that you spend half
    your time swearing at.

    If I were concerned about credibility, respectability,
    likability, etc. in a dog pack community of mentally
    ill gamblers who created for themselves a closed,
    comfortable little universe in denial of realities, I
    would't swear at you all in the first place, would I?

    Me too, probably Frank also. So why would we
    spend time doing your bidding when we have
    more interesting projects to do?

    I couldn't have known this without asking probing
    questions to the entire RGB. If you don't want to
    contribute that's fine. Simply not responding at
    all would have been good enough for me and save
    you your precious time. But you guys had to be a
    dickheads, didn't you?

    And again, as Frank pointed out this is not a hard
    thing to do so if you are serious about this, show
    us by developing the code to generate id lists...

    I didn't ask for anything from you, Frank or anybody
    else directly. Neither can you ask anything from me.

    Even if I get no help, I may be able to hack it from
    Gnubg but it may take me too long to start on it
    and then too long to complete it.

    No-one helped me write bglog. I'm sure no-one
    helped Frank write bgblitz. These are labours of
    love, and tens of thousands of hours of work over
    literally decades of development.

    Which one of you devised the position encoding?
    Or maybe one of you even invented the wheel??

    You couldn't have produced what you have without
    the helps of "the labours of love and tens of thousands
    of hours of work over literally decades of development"
    of other people before you!

    Knowledge is accumulative and eventually belongs to
    all, as we all somehow benefit from the innovations
    and efforts of other. So, it's okay for you two to have
    done the same and hopefully at least morally/legally,
    as opposed to some petty crook scumbags who steal
    in broad daylight, make money from it and still menage
    to get more respect from this community that I could
    never get. I guess I lack what it takes to belong among
    you; fortunately... :)

    You have yet to perform, so go and make something
    great for the backgammon community.

    As a lone ranger outsider, I have contributed greatly
    and uniquely to this community, for over 25 years,
    constantly having to suppress my disgust for the sake
    of the game that I love (and surely love differently and
    for different reasons than the majority here).

    You'll be showered with gifts and admiration. Ok,
    you won't, but you'll get the self-satisfaction of
    having achieved something useful. Assuming it's
    useful ;-)

    I do my thing and I am self-content with my existance
    here regardless of how much I achieve as perceived
    by you all. It's not easy to crack some people's thick
    skulls to open their minds but I'll keep trying.

    If you don't want to be around me while I'm trying so,
    you can stuff your gifts and admirations up your asses
    and go fuck yourselves away from me... ;)

    MK

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  • From MK@21:1/5 to Tim Chow on Thu Apr 14 20:44:59 2022
    On April 13, 2022 at 6:36:45 AM UTC-6, Tim Chow wrote:

    On 4/10/2022 5:36 AM, Axel Reichert wrote:

    Continuing with the opening stage, we will have a
    "combinatorial explosion" ....

    Let me see if I can translate the core of MK's question
    into more commonly understandable language.

    I thought I was the common man speaking the
    commonly understandable language here. Do
    you think it may help better if you translate to a
    laguage that mathematicians can understand?

    Create two large piles of backgammon positions.
    Pile 1 consists of positions taken from bot-versus-bot
    games. Pile 2 consists of positions taken from
    human-versus-human games.

    Can we train a classifier to distinguish between a
    randomly chosen position from Pile 1 and a randomly
    chosen position from Pile 2? Of course it won't be
    perfect because some positions will appear in both
    piles. But how high an accuracy/recall is possible?

    That's not what I tried to say. In fact, I believe that
    distinguishing between randomly chosen positions
    would be not just "imperfect" but "impossible".

    What I proposed was to create a chart from all the
    positions in your Pile 1 and another chart from all
    the positions in your Pile 2. Then take a chart made
    from all the positions in a ramdom pile and compare
    it to previous two charts to see if it looks like one of
    them.

    Depending on whether it looks "somewhat", "mostly"
    or "exactly" like one of them, we may be able to say
    that it must consists of positions taken from bot-
    versus-bot games or from a human-versus-human
    games with a proportionate confidence.

    Thanks for trying to pitch in. I would like to see you
    and others delve deeper into the discussion.

    MK

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  • From MK@21:1/5 to Tim Chow on Thu Apr 14 21:37:27 2022
    On April 13, 2022 at 8:37:39 PM UTC-6, Tim Chow wrote:

    On 4/13/2022 9:28 PM, MK wrote:

    In the old days, having human programmers propose
    specific features was more or less the only way to get
    off the ground with machine learning.

    You must be, in your way, referring to 3rd paragrah of
    4th chapter at this link, for example:

    https://www.cs.cornell.edu/boom/2001sp/Tsinteris/gammon.htm

    I quote for your convenience:

    "Tesauro also released subsequent versions of TD-Gammon
    "that built upon the initial success. Instead of just using a
    "raw" board encoding (number of white and black pieces at
    "each location) as input, a set of handcrafted features deemed
    "important by experts was also added. This included pre-
    "computed information such as the probability of being hit,
    "or the strength of a blockade.

    We have discussed this many times, in different contexts,
    and I did/do object to it as the injected human bias in all
    current bots that are all offsprings of TD-G v2. which has
    become much worse when bots started to be trained to
    play matches, cubeful money games, etc....

    Nowadays, though, the increase in computing power means
    that it's often better to just let the programs discover their
    own features rather than hand-craft features using human
    expertise.

    Yes, of course. As you know I have long advocated that new
    alpha-zero type bots should be trained through only random
    checker play for backgammon and through random cube
    play in addition to that for gamble-gammon.

    Static features are simpler but dynamic features tend to
    be more powerful, and again because of the increase in
    computing power, dynamic features tend to be the way to
    go if they are available.

    Again, I agree in essence. However, what you call "static
    features" may be used as a compromise to improve the
    existing bots while waiting for alspha-zero type bots.

    Often updated "static features" can also be a reasonable
    compromise for "dynamic features" in the meantime.

    Are you also talking about bots running on user computers
    continuing to train themselves during actual play?

    Would they then collect all the ongoing trainings at a hub
    and redistribute to users?

    What would be the likelyhood of "rooster fights" between
    privately trained bots by world-class-rooster-training giants
    instead of them competing themselves against one another? :)

    MK

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  • From MK@21:1/5 to Axel Reichert on Fri Apr 15 00:45:01 2022
    On April 14, 2022 at 1:51:58 PM UTC-6, Axel Reichert wrote:

    MK <mu...@compuplus.net> writes:

    If it makes sense to have bots with doable opening and
    closing (bear-off) books, why not a doable mid-game book?

    Because in contrast to bear-off positions and especially
    opening positions you will almost never come across
    exactly the same "landmark". Hence the cartographer's
    work would be futile. No one else will visit the same spot
    in forseeable time. This is caused by the branching factor
    of the dice, even if an algorithm plays the same position
    always in the same way.

    After a break, I'm back. Sorry folk, I can't stop posting
    tonight. I'm still under the influence of a covid booster.

    Instead of talking about them as Manhattan or Seattle
    size, I wanted to use the actual numbers of possible
    opening and closing positions. I searched and found
    that there are 54,263 possible bear-off positions but
    couldn't find the number for opening positions. Does
    anyone know it offhand?

    About mid-game positions, I understand the branching
    factor and all that but I personally think that they won't
    branch out as much as what would be expected.

    I believe the "theoretical" number of possible positions
    is calculated based on backgammon and if so, I would
    propose that the branching factor for gamble-gammon
    will be smaller.

    For either game, as the skill level of the opponents go
    up, the "actual" branching factor will go down because
    the moves will become more consistent and thus more
    repetitive, causing the resulting positions to branch out
    less and occur more frequently.

    I'm as happy to offer my estimates and opinions on it
    as anyone else of you but I would be much happier to
    have some actual numbers. Even if they may be based
    on a small sample of only 100,000 games and thus not
    very accurate, anything will be better than nothing.

    (Please guys, spare me from dickhead comments like
    I should count them myself and such. Thanks.)

    MK

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  • From MK@21:1/5 to Axel Reichert on Fri Apr 15 01:30:19 2022
    On April 14, 2022 at 2:04:40 PM UTC-6, Axel Reichert wrote:

    MK <mu...@compuplus.net> writes:

    On April 12, 2022 at 1:53:06 AM UTC-6, Axel Reichert wrote:

    https://en.wikipedia.org/wiki/Graph_(discrete_mathematics)

    And now it's my turn to ask you what is the practical use (if
    any) of this? Can you expand on what you mean by "with all
    its consequences regarding application of graph theory"??

    I thought we were still in brainstorming mode? Also, it is YOUR
    burden to tell what you are after. I am just helping out with ideas.

    Come on Axel, I can tell when you are trying to helpt out with
    ideas and when you are "mathshitting" ;)

    Even so, at that point I was only asking you elaborate on your
    own words which didn't make any sense to me.

    Since yesterday, I probably thought about discrete math graphs
    more than you did. For example, after my last comments on it,
    I realized the some positions (vertices) would have unplayable
    rolls (loop edges). In some special positions like closed boards
    with the opponent on the bar, none of the rolls will be playable.
    Thus they all will be "loops" of that vertex, with none connecting
    it to nother vertices. It will look like da daisy flower floating out
    there in the space by itself. In fact, I understand that in that case
    it becomes a separate graph by itself with a single vertex. And
    do you know what it's called then? "A bouquet". :))

    So, it's again my turn again to ask you what's the practical use
    (if any) of this nonsense of yours?

    As before, I am just helping out with ideas. No need to flip-flop
    back into insulting mode.

    Wow. I didn't know that you were so sensitive to feel insulted by
    by my calling some of your comments "nonsense".

    I was going to make pun of you by calling you "nonsensitive" but
    I decide not to, fearing that you may think I made fun of you and
    run off crying... ;)

    Some paragraphs before, you were hypothesising about
    distinguishing bots from human, now humans are out.

    No, they are not out. I only clarified that by "train ride" I meant
    bot-vs-bot play. We can still talk about humans riding cars,
    horses, bikes... And the idea is to differentiate between styles,
    strategies, etc. more than simple between bots and humans.

    And since you mention "measuring", but do not say what you
    want to measure, I am out as well. Good luck with your project.

    This is a "nonsensitive" excuse. If the kitchen got too hot for
    you, fine, you can go.

    If you want to come back later to accept by your own will that
    some of your comments were wrong, incomplete, useless or
    whatever, I'll allow you to be polite to yourself and use your
    choice of nice words... ;) Okay?? :)

    MK

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  • From Timothy Chow@21:1/5 to Axel Reichert on Fri Apr 15 23:22:00 2022
    On 4/14/2022 4:04 PM, Axel Reichert wrote:
    As before, I am just helping out with ideas. No need to flip-flop back
    into insulting mode.

    Fun fact: there's an early Persian version of the fable in which it
    stings a turtle rather than a frog.

    ---
    Tim Chow

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  • From Timothy Chow@21:1/5 to All on Fri Apr 15 23:17:32 2022
    On 4/14/2022 10:40 PM, MK wrote:
    You guys are stingy of donating a few hours to a
    project for the sake of the game but you don't mind
    wasting as many hours at being dickheads to me. :(

    Someone should invent a saying about the color of common kitchen items.

    ---
    Tim Chow

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  • From Grunty@21:1/5 to All on Fri Apr 15 22:50:30 2022
    On Friday, April 15, 2022 at 5:30:20 AM UTC-3, MK wrote:
    [...]
    (Please guys, spare me from dickhead comments like
    I should count them myself and such. Thanks.)
    [...]
    Wow. I didn't know that you were so sensitive to feel insulted by
    by my calling some of your comments "nonsense".

    I was going to make pun of you by calling you "nonsensitive" but
    I decide not to, fearing that you may think I made fun of you and
    run off crying... ;)
    [...]
    This is a "nonsensitive" excuse. If the kitchen got too hot for
    you, fine, you can go.

    If you want to come back later to accept by your own will that
    some of your comments were wrong, incomplete, useless or
    whatever, I'll allow you to be polite to yourself and use your
    choice of nice words... ;) Okay?? :)

    MK

    And once again, Murat is left alone, king in his island, talking to the winds. His lack of manners and zeppelin-sized ego strike again, leading him to dilapidate his interlocutors' willingness to contribute to a discussion he himself proposed.

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  • From Axel Reichert@21:1/5 to Grunty on Sat Apr 16 08:41:39 2022
    Grunty <gruntingdwarf@yahoo.com> writes:

    And once again, Murat is left alone, king in his island, talking to
    the winds. His lack of manners and zeppelin-sized ego strike again,
    leading him to dilapidate his interlocutors' willingness to contribute
    to a discussion he himself proposed.

    (-:

    Or, since we were having it from trivial programming tasks:

    1. Come up with a vague idea that is somewhere between weird and
    stimulating.

    2. Get criticism from a diverse range of others, who point out
    theoretical issues.

    3. Fail to know/learn the theory behind the others' arguments.

    4. Switch to ranting/insulting mode as next attempt to get the others do
    the work for you.

    5. Get further criticism (theoretical, satirical) or get ignored.

    6. Switch to whining mode.

    7. Stay silent for some weeks.

    8. Repeat.

    Best regards

    Axel

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  • From Timothy Chow@21:1/5 to Axel Reichert on Sat Apr 16 09:07:13 2022
    On 4/16/2022 2:41 AM, Axel Reichert wrote:
    4. Switch to ranting/insulting mode as next attempt to get the others do
    the work for you.

    I think it would be fun to see MK try to coerce Nasti Chestikov
    into doing work for him.

    ---
    Tim Chow

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  • From Axel Reichert@21:1/5 to Timothy Chow on Sat Apr 16 17:40:49 2022
    Timothy Chow <tchow12000@yahoo.com> writes:

    I think it would be fun to see MK try to coerce Nasti Chestikov
    into doing work for him.

    Yes! I was thinking along the same lines. At least this would have a
    famous precedent: If I remember correctly, David Hilbert (though upon re-searching it, it could also have been Edmund Landau) was for a time responsible to deal with claimants of the Wolfskehl prize for proving
    Fermat's last conjecture. Since it was a highly tiresome work, at some
    point he answered to a claimant along these lines: "Unfortunately the mathematics you are using is too difficult for me, but I will refer you
    to another more knowledgeable expert in this field, namely ..." (he
    inserted the name of another claimant here). This turned out to reliably
    dry up the stream of claimant correspondence. (-:

    Best regards

    Axel

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  • From MK@21:1/5 to Tim Chow on Mon Apr 18 00:01:37 2022
    On April 15, 2022 at 9:17:35 PM UTC-6, Tim Chow wrote:

    On 4/14/2022 10:40 PM, MK wrote:

    You guys are stingy of donating a few hours to a
    project for the sake of the game but you don't mind
    wasting as many hours at being dickheads to me. :(

    Someone should invent a saying about the color of
    common kitchen items.

    I'll try if you tell me what color you want me to call you..?

    MK

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  • From MK@21:1/5 to Grunty on Mon Apr 18 01:04:12 2022
    On April 15, 2022 at 11:50:31 PM UTC-6, Grunty wrote:

    On Friday, April 15, 2022 at 5:30:20 AM UTC-3, MK wrote:

    And once again, Murat is left alone,

    I was not "left" alone by them. I chased them off myself.

    king in his island, talking to the winds.

    This neither new nor the first time. During my 26 years in
    RGB, I've been mostly talking to the winds...

    His lack of manners and zeppelin-sized ego strike again,

    Being a zeppeling among hot air balloons wasn't by my
    choices. Manners and all are part the role I got cast here.
    It's a dirty, nay, disgusting job but if somebody has to do it
    but nobody else here has what it takes to do it, and if the
    reward is worth it, then I don't mind being the one doing it.

    leading him to dilapidate his interlocutors' willingness to
    contribute to a discussion he himself proposed.

    What you may have not noticed is that static noises were
    already degrading the sound quality of the discussion...
    In radio terminology static noise is called "parasite". Think
    of an elephant dirtying himseld by taking a mud bath in
    order to get rid of the parasites...

    MK

    PS: Have you guys ever heard the King Crimson song
    called "I talk to the wind"? Here are the partial lyrics
    and a link to listen to it:

    https://www.youtube.com/watch?v=UlKrH07au6E

    .....
    I'm on the outside looking inside
    What do I see?
    Much confusion, disillusion
    All around me

    I talk to the wind
    My words are all carried away
    I talk to the wind
    The wind does not hear, the wind cannot hear

    You don't possess me, don't impress me
    Just upset my mind
    Can't instruct me or conduct me
    Just use up my time

    I talk to the wind
    My words are all carried away
    I talk to the wind
    The wind does not hear, the wind cannot hear
    .......

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  • From MK@21:1/5 to Tim Chow on Mon Apr 18 00:21:12 2022
    On April 15, 2022 at 9:22:02 PM UTC-6, Tim Chow wrote:

    On 4/14/2022 4:04 PM, Axel Reichert wrote:

    As before, I am just helping out with ideas. No need
    to flip-flop back into insulting mode.

    Fun fact: there's an early Persian version of the
    fable in which it stings a turtle rather than a frog.

    What is fun about that..?? BTW, not all stingers are
    bad. Think of the stinging nettle with its numerous
    beneficial and medicinal uses. When you run out of
    toilet paper during a discussion, just don't try to wipe
    yourself with it.

    How about a real fun math fact gift from me to you?

    When a sick pack of mother loving, rooster sucking,
    indiscreet mathematicians form a Markovian daisy
    chain, in discrete mathematics it's called a "directed
    cycle graph"... ;)

    https://en.wikipedia.org/wiki/Cycle_graph

    MK

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  • From MK@21:1/5 to Axel Reichert on Mon Apr 18 01:43:31 2022
    On April 16, 2022 at 12:41:41 AM UTC-6, Axel Reichert wrote:

    1. Come up with a vague idea that is somewhere between
    weird and stimulating.
    2. Get criticism from a diverse range of others, who point
    out theoretical issues.
    3. Fail to know/learn the theory behind the others' arguments.
    4. Switch to ranting/insulting mode as next attempt to get
    the others do the work for you.
    5. Get further criticism (theoretical, satirical) or get ignored.
    6. Switch to whining mode.
    7. Stay silent for some weeks.
    8. Repeat.

    Here is my version:

    1- Murat comes up with an interesting idea regarding BG.
    2- After mulling over it for a while, he introduces to RGB.
    3- Some people find it "stimulating" and join the discussion.
    4- They fail to add much to it but they can't let Murat own it.
    5- They start bulshitting big, mostly mathshitting since there
    is quite a crowd of sick gambler mathematicians in RGB,
    about even things not directly related to the subject, in
    order to rise above Murat.
    6- Murat slaps senseless one of the senseless sick puppies.
    7- Little puppy feels offended and starts wailing and yipping.
    8- Hearing him, all the other hyena puppies of RGB come out
    of their holes, break their silence and all start yipping and
    nipping at Murat's toes.
    9- At first he is tickled and amused. Then he shoos them away.
    10- The chorus of yelping, yowling, howling pack scatters off.
    11- They go back to their daily addictive, compulsive routine
    of discussing positions, pip counting, etc. ad nauseam.
    12- After a hiatus, Murat comes up with a new idea about BG.
    13- The routine repeats... :)

    MK

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  • From MK@21:1/5 to All on Mon Apr 18 04:06:45 2022
    On April 18, 2022 at 2:04:13 AM UTC-6, MK wrote:

    PS: Have you guys ever heard the King Crimson song
    called "I talk to the wind"? Here are the partial lyrics
    and a link to listen to it:

    https://www.youtube.com/watch?v=UlKrH07au6E

    Shit, I'm on my second glass of wine at 4:00am and
    following up to my own post, to myself.

    This is all Grunty's fault. Please folks, stop reading.

    After hearing the above song, I couldn't keep myself
    from also listening to "Epitaph". But I managed to stop
    there.

    When that album came out, I was in 12th grade in a
    boarding school. The best we could have then were
    small transistor radios, with sound quality of police
    walkie-talkies, that we could only listen to pressed
    against our ears, with our head under our pillows.
    Going to sleep listening to one of those songs, despite
    the "parasite", was the high point of our days.

    But what I want to talk about now is something else.
    On that same youtube page, there were links to many
    ELP songs. One of which took me weirdly from 1970's
    to 2010's...

    After the movie "Burlesque", all of a sudden an aged,
    once wanna-be ballerina, then dance instructor to
    children, had gathered enough bored wives in a small
    rural town to put on a burlesque show. Frankly, they
    did well beyond expectations, in their sexy fishnets.

    After rehearsals, they would join everyone else in our
    regular pubs where everyone almost knew everyone else.

    One night, one of the youngish players complained to
    me that she was scolded and forbidden from chewing
    gum on the stage because that would interfere with her
    acting.

    I told her to go tell the older (near my age) chreographer
    that Greg Palmer could sing while chewing gum.

    It didn't register with her even enough to give me a blank
    stare. It just flew over her head. But what if she had told
    her boss? Would she know what I was referring to?

    Here: https://www.youtube.com/watch?v=7nyt57LxWy8

    Buth then again how many people on this entire planet
    would have ever noticed it and then remembered it 40+
    years later and then again 10+ years later talking about
    the frequency of BG positions.

    I guess this is what happens when different Markov
    chains and discrete math graphs collide like galaxies
    swirling into one another, combinatorial supernovae
    exploding, etc... This is all Grunty's fault... :(

    MK

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  • From Timothy Chow@21:1/5 to All on Mon Apr 18 10:14:12 2022
    On 4/18/2022 3:21 AM, MK wrote:
    What is fun about that..??

    It's fun because the comment elicits more entertaining nonsense
    from you.

    ---
    Tim Chow

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  • From Nasti Chestikov@21:1/5 to Tim Chow on Tue Apr 26 10:30:19 2022
    On Saturday, 16 April 2022 at 14:07:16 UTC+1, Tim Chow wrote:
    On 4/16/2022 2:41 AM, Axel Reichert wrote:
    4. Switch to ranting/insulting mode as next attempt to get the others do the work for you.
    I think it would be fun to see MK try to coerce Nasti Chestikov
    into doing work for him.

    ---
    Tim Chow

    Or Timothy Chow coming out as Alex Choi and admitting that he hawks fast cars around YouTube.

    So transparent.

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  • From Timothy Chow@21:1/5 to Nasti Chestikov on Wed Apr 27 08:46:47 2022
    On 4/26/2022 1:30 PM, Nasti Chestikov wrote:
    On Saturday, 16 April 2022 at 14:07:16 UTC+1, Tim Chow wrote:
    On 4/16/2022 2:41 AM, Axel Reichert wrote:
    4. Switch to ranting/insulting mode as next attempt to get the others do >>> the work for you.
    I think it would be fun to see MK try to coerce Nasti Chestikov
    into doing work for him.

    ---
    Tim Chow

    Or Timothy Chow coming out as Alex Choi and admitting that he hawks fast cars around YouTube.

    So transparent.

    I don't hawk fast cars much any more because I'm so busy
    developing Eraser.

    ---
    Tim Chow

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  • From MK@21:1/5 to Tim Chow on Wed Apr 27 14:46:48 2022
    On April 27, 2022 at 6:46:49 AM UTC-6, Tim Chow wrote:

    I don't hawk fast cars much any more because I'm so busy
    developing Eraser.

    This is your fifth or sixth asinine one-liner just in this thread diluting/degrading the discussion along with several others
    from your ilks... :(

    Why can't you pathetic little sick cretins stay out of it if you
    have nothing meaningful to contribute?

    Why can't you mother loving, rooster sucking scumbags do
    it in your own moronic discussions in threads that you can
    start yourselves instead of spoiling mine?

    MK

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  • From Timothy Chow@21:1/5 to All on Wed Apr 27 22:06:19 2022
    On 4/27/2022 5:46 PM, MK wrote:
    Why can't you pathetic little sick cretins stay out of it if you
    have nothing meaningful to contribute?

    Why can't you mother loving, rooster sucking scumbags do
    it in your own moronic discussions in threads that you can
    start yourselves instead of spoiling mine?

    If your sock puppet talks, it's only common courtesy to respond!

    ---
    Tim Chow

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