• Eliminating luck - would repeated dice rolls help?

    From Nasti Chestikov@21:1/5 to All on Thu Dec 1 09:31:11 2022
    Backgammon is a game of skill and luck, we all know that.

    I am going to write a DLL to use for the dice rolls in eXtreme Gammon.

    It will eliminate any of those "lucky" 6-6s in the bear-off that turn me into being 97% favourite to the bot being 97% favourite (AI Factory, I'm looking at you here).

    The DLL will roll two dice - let's say the bot gets first dibs, it makes it's roll. The user then gets the same two dice, he/she makes his/her roll.

    Then a new set of dice are generated, the bot makes it's roll, the user gets the same two dice and moves accordingly.

    Rinse and repeat.

    Any thoughts, caveats? This will ensure that luck is completely eliminated and the better player wins, yes?

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  • From ah...Clem@21:1/5 to Nasti Chestikov on Thu Dec 1 15:13:20 2022
    On 12/1/2022 12:31 PM, Nasti Chestikov wrote:
    Backgammon is a game of skill and luck, we all know that.

    I am going to write a DLL to use for the dice rolls in eXtreme Gammon.

    It will eliminate any of those "lucky" 6-6s in the bear-off that turn me into being 97% favourite to the bot being 97% favourite (AI Factory, I'm looking at you here).

    The DLL will roll two dice - let's say the bot gets first dibs, it makes it's roll. The user then gets the same two dice, he/she makes his/her roll.

    Then a new set of dice are generated, the bot makes it's roll, the user gets the same two dice and moves accordingly.

    Rinse and repeat.

    Any thoughts, caveats? This will ensure that luck is completely eliminated and the better player wins, yes?

    Well, it won't eliminate luck, since a great roll for one player is a
    terrible roll for the opponent.

    For example, an early 66 is great for one player, but stinks for the
    second player.

    Also, in no-contact positions the result would be a foregone conclusion
    most of the time, eliminating the skill factor of using the cube.

    I don't think this idea will accomplish what you think it does.

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  • From Timothy Chow@21:1/5 to Nasti Chestikov on Fri Dec 2 08:25:26 2022
    On 12/1/2022 12:31 PM, Nasti Chestikov wrote:
    Any thoughts, caveats? This will ensure that luck is completely eliminated and the better player wins, yes?

    As long as there are dice, there is going to be luck. Who
    gets to play first? That's still determined by luck, right?

    I seem to recall that there have been some attempts to play
    "duplicate backgammon" where you have teams of two people.
    Say Austin and Alyssa are on one team, and Brian and Brooke
    are on another team. Austin plays Brian and Alyssa plays
    Brooke. The referees ensure that whatever rolls Austin gets
    are identical to whatever rolls Brooke gets, and whatever
    rolls Brian gets are identical to whatever rolls Alyssa gets.
    The players don't get to see what's happening on the other
    board until the games are over. This might sound like a good
    way to eliminate luck, just as duplicate bridge eliminates
    the luck of the deal. The trouble is, as soon as someone
    makes a play on one board that diverges from the play on the
    other board, the fact that the dice are the same on both
    boards becomes almost irrelevant. For example, suppose the
    first roll of the game is 52, which Austin plays 24/22 13/8
    and Brooke plays 13/11 13/8. Then suppose the next roll is
    55. The positions on the board are now massively different;
    Austin now has two checkers on the bar and snake eyes are
    disastrous for him, while snake eyes are a joker for Brooke.
    Brooke's huge advantage compared to Austin at this point
    cannot be reasonably attributed to any difference in skill.

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Fri Dec 2 07:41:56 2022
    On Friday, December 2, 2022 at 1:25:29 PM UTC, Tim Chow wrote:
    On 12/1/2022 12:31 PM, Nasti Chestikov wrote:
    Any thoughts, caveats? This will ensure that luck is completely eliminated and the better player wins, yes?
    As long as there are dice, there is going to be luck. Who
    gets to play first? That's still determined by luck, right?

    I seem to recall that there have been some attempts to play
    "duplicate backgammon" where you have teams of two people.
    Say Austin and Alyssa are on one team, and Brian and Brooke
    are on another team. Austin plays Brian and Alyssa plays
    Brooke. The referees ensure that whatever rolls Austin gets
    are identical to whatever rolls Brooke gets, and whatever
    rolls Brian gets are identical to whatever rolls Alyssa gets.
    The players don't get to see what's happening on the other
    board until the games are over. This might sound like a good
    way to eliminate luck, just as duplicate bridge eliminates
    the luck of the deal. The trouble is, as soon as someone
    makes a play on one board that diverges from the play on the
    other board, the fact that the dice are the same on both
    boards becomes almost irrelevant. For example, suppose the
    first roll of the game is 52, which Austin plays 24/22 13/8
    and Brooke plays 13/11 13/8. Then suppose the next roll is
    55. The positions on the board are now massively different;
    Austin now has two checkers on the bar and snake eyes are
    disastrous for him, while snake eyes are a joker for Brooke.
    Brooke's huge advantage compared to Austin at this point
    cannot be reasonably attributed to any difference in skill.

    ---
    Tim Chow

    I've heard this argument before which does have some validity.
    I've never played this version, but I do like the idea a lot and would
    like to see it tried more.
    Two counter-arguments. There are a few rolls that have a very high
    probability of being lucky -- for example an early 31 and early doubles.
    So, it's good to see the luck of these events approximately cancelled out.
    Yes, somebody could roll these doubles and thereby dance on the bar,
    but the likely effect is for these lucky events to be made less lucky or for the luck to cancel out completely.
    I also think there's a reasonable likelihood that the racing phases of the two games will overlap.
    For all pure races, the luck of the roll has an extremely strong positive correlation
    with the pip count of the roll. So if the races overlap, we'll get a lot of this
    luck-cancelling or reduced luck.

    Paul

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  • From MK@21:1/5 to Nasti Chestikov on Fri Dec 2 12:17:14 2022
    On December 1, 2022 at 10:31:14 AM UTC-7, Nasti Chestikov wrote:

    I am going to write a DLL to use for the dice rolls
    in eXtreme Gammon.
    The DLL will roll two dice - let's say the bot gets
    first dibs, it makes it's roll. The user then gets the
    same two dice, he/she makes his/her roll.
    Any thoughts, caveats?

    Personally, I think it's impossible to measure luck
    in BG. Trying to do so is just a vain, pretentious
    attempt to make science out BG. Since you can't
    measure it, you can't compare the luck of players
    either but I will nevertheless suggest an idea based
    on measuring (done by the bot and assumed to be
    accurate) and comparing luck.

    After the 1st player rolls and plays, and before the
    2nd player rolls, look at the "dice map" ("temperature
    map in Gnubg) of equities of all possible rolls and
    roll the numbers with the closest equity (i.e. "luck")
    to what the 1st player had gained.

    Keep track of the -/+ equity difference so that when
    the 2nd player is on roll again, you can adjust his
    nearest "equity to be" by it (and keep repeating so).

    The players may not necessarily make the best use
    of their "luck" but will be at least given equal "luck",
    (with, of course, all these statements being based
    on the bot's calculations of "equity" and "luck"...)

    I don't think this can be done by writing and external
    DLL but it would be easy to add it to Gnubg, since it
    already has a temperature map feature and the inane
    "dice manipulation" feature which can be modified for
    this purpose and turned into something a little more
    useful. However, I don't think the Gnubg team cares
    to do any real improvements that would broaden the
    minds (or "horizons" as in the cliche) of BG players. :(

    MK

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  • From Nasti Chestikov@21:1/5 to peps...@gmail.com on Sat Dec 3 07:14:05 2022
    On Friday, 2 December 2022 at 15:41:57 UTC, peps...@gmail.com wrote:

    I've heard this argument before which does have some validity.
    I've never played this version, but I do like the idea a lot and would
    like to see it tried more.

    Paul

    I was a little disappointed that there was so little appetite for your idea here

    https://groups.google.com/g/rec.games.backgammon/c/IQjNOzKU0rk

    and Murat's subsequent idea that everyone should use the same sequence of dice rolls and settings......it would have been a truly level playing field.

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  • From Nasti Chestikov@21:1/5 to All on Sat Dec 3 07:07:23 2022
    On Friday, 2 December 2022 at 20:17:15 UTC, MK wrote:

    However, I don't think the Gnubg team cares
    to do any real improvements that would broaden the
    minds (or "horizons" as in the cliche) of BG players. :(

    MK

    Yes I was somewhat disappointed that the latest release the other week (the first update in four years) contained no groundbreaking advances.

    I'd love it if they brought back the "read dice from user DLL" feature that I understand was present many moons ago (and yet, strangely dropped from subsequent releases).

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  • From pepstein5@gmail.com@21:1/5 to Tim Chow on Sun Dec 4 06:38:19 2022
    On Sunday, December 4, 2022 at 2:28:01 PM UTC, Tim Chow wrote:
    On 12/2/2022 10:41 AM, peps...@gmail.com wrote:
    Two counter-arguments. There are a few rolls that have a very high probability of being lucky -- for example an early 31 and early doubles. So, it's good to see the luck of these events approximately cancelled out.
    This is a good point.
    I also think there's a reasonable likelihood that the racing phases of the two
    games will overlap.
    I'm less sure about this point. I can see that the luck will be
    significantly reduced if the racing phase starts at *exactly* the
    same time and the pip counts are approximately the same on both
    boards. But all it takes to disturb the balance is for there to be
    one big roll and for the race to start one roll later on one board.

    I think the main problem is that the concept of a "team" would be
    a hard sell in backgammon. It's caught on in bridge, but I have
    a hard time seeing it catch on in backgammon. It's also harder to
    implement in backgammon as a matter of logistics. In practice, I'm
    sure tournament organizers would resort to electronic dice, and
    players might not trust electronic dice.


    The extent to which this form reduces the luck would seem readily measurable. Simply look at the correlation between the results and the PR differentials.

    Doubles seems reasonably common in backgammon, and those are teams.
    I like the team arrangement where one player is much stronger than the other, and
    the weaker player does sanity checking for clear blunders. If there's not a clear leader,
    you just get squabbling. Another approach might be to agree in advance with your doubles
    partner that, whenever you have an unresolved disagreement over a play (meaning the captain's
    play happened but the non-captain still hated it), then there will always be a bot prop on the issue
    for a reasonable stake agreed in advance. That way, no disagreement need be too frustrating.
    If you don't get your play, then either your play is not clearly right (and you shouldn't complain) or
    you will win money in the prop (and therefore also shouldn't complain).

    Paul

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Sun Dec 4 09:27:59 2022
    On 12/2/2022 10:41 AM, peps...@gmail.com wrote:
    Two counter-arguments. There are a few rolls that have a very high probability of being lucky -- for example an early 31 and early doubles.
    So, it's good to see the luck of these events approximately cancelled out.

    This is a good point.
    I also think there's a reasonable likelihood that the racing phases of the two
    games will overlap.

    I'm less sure about this point. I can see that the luck will be
    significantly reduced if the racing phase starts at *exactly* the
    same time and the pip counts are approximately the same on both
    boards. But all it takes to disturb the balance is for there to be
    one big roll and for the race to start one roll later on one board.

    I think the main problem is that the concept of a "team" would be
    a hard sell in backgammon. It's caught on in bridge, but I have
    a hard time seeing it catch on in backgammon. It's also harder to
    implement in backgammon as a matter of logistics. In practice, I'm
    sure tournament organizers would resort to electronic dice, and
    players might not trust electronic dice.

    ---
    Tim Chow

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  • From Philippe Michel@21:1/5 to murat@compuplus.net on Sun Dec 4 22:36:39 2022
    On 2022-12-02, MK <murat@compuplus.net> wrote:

    After the 1st player rolls and plays, and before the
    2nd player rolls, look at the "dice map" ("temperature
    map in Gnubg) of equities of all possible rolls and
    roll the numbers with the closest equity (i.e. "luck")
    to what the 1st player had gained.

    This won't work very well since the rolls (with the exception of the
    first one) will not be random but determined by the previous rolls and
    plays.

    For instance, after 3-1, the second will will always be the same. After
    2-1 it will probably be different after 2-1 and split and 2-1 and slot,
    but it will still be predetermined.

    The idea is good, but you should apply the correction elsewhere: let the
    dice be random and substract the luck from the game or match result.

    This is what is called "luck adjusted result" in gnubg (and something
    less obvious in XG, but the feature is available in it as well).

    Winning or losing fractions of points in money games or some percentage
    of the match in match play is a bit puzzling at first, though.

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  • From MK@21:1/5 to Philippe Michel on Sun Dec 4 17:41:25 2022
    On December 4, 2022 at 3:36:41 PM UTC-7, Philippe Michel wrote:

    On 2022-12-02, MK <mu...@compuplus.net> wrote:

    After the 1st player rolls and plays, and before the
    2nd player rolls, look at the "dice map" ("temperature
    map in Gnubg) of equities of all possible rolls and
    roll the numbers with the closest equity (i.e. "luck")
    to what the 1st player had gained.

    As I sat down to write an essay on leveling of luck,
    Phillip's post came in. I'll postpone it and respond
    to him first, since this is a more specific subject.

    This won't work very well since the rolls (with the
    exception of the first one) will not be random but
    determined by the previous rolls and plays.

    Either I wasn't clear or you misunderstood. The first
    player always rolls random, (he is the driver), after
    each of his rolls the second player will be given an
    equally lucky/unlucky roll (he is the passenger but
    in the same car). I will illustrate with an example.

    For instance, after 3-1, the second will will always
    be the same. After 2-1 it will probably be different
    after 2-1 and split and 2-1 and slot, but it will still
    be predetermined.

    Let's say X rolls a 31 first. The best move 8/5 6/5
    gives him +0.231 equity.

    To give O a roll with similar "luck equity", we look at
    the temperature map and see that 33 is the closest
    with +0.093 and we give O a hand-picked 33 roll.

    At that point, O is still behind by +0.138 which we
    will add to his next hand-picked roll.

    Then X randomly rolls again, let's say a 52 giving him
    a -0.116 equity. Now he is only ahead by +0.022.

    We again look at the temperature map and see that
    64 is the closest with +0.033 and we give O a 64.

    At that point, X falls behind by -0.011 which we will
    subtract from O's next hand-picked roll.

    I hope you guys get the idea...?

    If O had started with an opening 21 instead, giving
    him only +0.003 equity by playing 24/23 13/11 as
    best move. Then from the map we would pick a 61
    for X which would give him +0.000 as nearest equity.

    After O would roll randomly again and play, we would
    add +0.003 to X's next "quity-to-be" and hand-pick a
    roll from the map that would place him closest to O.

    And so on...

    The idea is good,

    Yes. Thanks for acknowledging.

    but you should apply the correction elsewhere:
    let the dice be random and substract the luck
    from the game or match result.

    No. The two are not the same thing. In mine, players
    don't wait for luck to level out after the fact when it's
    already too late. Instead, luck is constantly kept as
    level as possible throughout the duration of each
    individual game, roll per roll. This is the beauty of it. ;)
    This is what sets it apart from retroactive calculations.

    You all be warned, though, that leveling luck this way
    will cause serious damage to the so-called "cube skill
    theory"...! (I'll explain this more in my next essay but
    you all can already guess what's going to happen :).

    This is what is called "luck adjusted result" in
    gnubg (and something less obvious in XG, but
    the feature is available in it as well).
    Winning or losing fractions of points in money
    games or some percentage of the match in
    match play is a bit puzzling at first, though.

    As I said above, what I'm proposing has absolutely
    nothing to do with all that after-the-fact, retroactive
    mathshittings... :( (I say this because in a world where
    "PR-sacrificing" moves are made, making the most out
    of one's luck is not necassary; there is no "wastage of
    luck"! You all may want to write down this expression
    that I coined. It may prove more valuable that the idea
    of "wastage of pips"...)

    Gnubg has that stupid "dice manipulation" feature that
    looks at the temperature map to hand-pic rolls for 21
    levels (no freaking less!!) of good/bad numbers.

    Just trash that "absurd feature". The code you need is
    already in there. Take a few lines from it, make a few
    minor changes to pick the roll with the closest equity
    to what is desired and throw out the the rest of the no
    longer deeded code. It should be trivial for you to do.

    You really have no excuses for refusing to make this
    "improvement" to Gnubg, which will throw a monkey
    wrench into the "jackoffski cube skill theory bullshit"
    also, that I'm sure you all will greatly enjoy... :))

    MK

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Mon Dec 5 08:56:46 2022
    On 12/4/2022 9:38 AM, peps...@gmail.com wrote:
    Doubles seems reasonably common in backgammon, and those are teams.

    Those with more experience than I do might want to weigh in, but my
    impression is that doubles are largely regarded as being "for fun,"
    whereas the idea of duplicate backgammon is presumably to emphasize
    skill.

    Chouettes are another example of team play in backgammon, but again,
    my impression is that people who play for significant stakes tend to
    favor non-consulting chouettes, which largely eliminates the "team"
    aspect of the game.

    Anyway, the main argument is probably that the idea has been tried
    a number of times before, and it has never caught on. You can read
    a little more about it here:

    http://www.bgonline.org/forums/webbbs_config.pl?read=48603

    https://bkgm.com/variants/Duplicate.html

    ---
    Tim Chow

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  • From Philippe Michel@21:1/5 to murat@compuplus.net on Thu Dec 8 22:58:57 2022
    On 2022-12-05, MK <murat@compuplus.net> wrote:

    Either I wasn't clear or you misunderstood. The first
    player always rolls random, (he is the driver), after
    each of his rolls the second player will be given an
    equally lucky/unlucky roll (he is the passenger but
    in the same car).

    OK. This is not how I had understood it.

    Still, these pairs of similarly lucky rolls would lead to some weird situations. For instance if player 1 rolls a big doublet in a close
    race, so will player 2? If player 1 rolls badly in a bearoff against a
    low anchor and exposes two blots, player 2 will roll badly as well and
    miss them?

    I suspect that the manipulation to level out luck so quickly would be
    more obvious and unnatural than you think.

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  • From MK@21:1/5 to Philippe Michel on Thu Dec 8 18:18:47 2022
    On December 8, 2022 at 3:58:59 PM UTC-7, Philippe Michel wrote:

    On 2022-12-05, MK <mu...@compuplus.net> wrote:

    Either I wasn't clear or you misunderstood. The first
    player always rolls random, (he is the driver), after
    each of his rolls the second player will be given an
    equally lucky/unlucky roll (he is the passenger but
    in the same car).

    OK. This is not how I had understood it.

    What I first wrote wasn't clear at all. I'm glad you are
    still interested in the subject. I've been thinking more
    on it for the past few days and working on an essay
    combining it with what I had in mind before, while at
    the same time giving you all time to digest the idea
    and pursue it further.

    Still, these pairs of similarly lucky rolls would lead to
    some weird situations. For instance if player 1 rolls
    a big doublet in a close race, so will player 2? If player
    1 rolls badly in a bearoff against a low anchor and
    exposes two blots, player 2 will roll badly as well and
    miss them?

    Such situations may arise if neither players owes any
    equity to the other. Remember that a running balance
    of equity will be kept and updated after every roll, so
    that the "passenger" player can be given a better or a
    worse roll. This is a key aspect of it. I hope you all do
    undertand this.

    Even if "equity balance" allows big doublets for both
    players in a close race, they may not necessarily help
    both players equally.

    Player 2 with a low anchor is likely to get stuck behind
    a block for a few rolls and "accrue" some "luck equity"
    which will be given to him as soon as possible in one
    of his next rolls. So, in your example above, he actually
    may be given a "luck equalizing" roll that hits both blots.

    I suspect that the manipulation to level out luck so
    quickly would be more obvious and unnatural than
    you think.

    I'm not so sure that what you are saying will happen
    even in equally skilled bot vs bot play because there
    may/will be positions where the closest equity to be
    given to player 2 may still be substancially different
    than what player 1 rolls.

    I'm pretty sure that things will look more natural in bot
    vs human play, and even more natual in human vs
    human play because error moves (or PR-sacrificing
    moves) will be made. Skill will emerge maybe slower
    than "normal" but more visibly and decisively, which is
    actually exactly what it tries to accomplish.

    You guys take your times. Think about it some more.
    There is no need to rush. Once you understand well
    enough I think you will recognize its value as another
    "mutant tool" to experiment with, especially to observe
    what happens to that so-called "cube skill theory" in
    the absence of excessive luck swings...

    In fact, I'm tempted to give it a bg variant name such
    as LevelGammon, because people may come to like
    playing it, especially against bots, (considering also
    its added benefit that it would limit, if not eliminate,
    any possible cheating by some bots;)

    As I said, the code to pick a roll from the temperature
    map is already there in Gnubg. You only need to add a
    variable to keep a running tab on equity. I hope you will
    see that with a minimal effort, this can be a very useful
    tool and/or even a possible variant.

    MK

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  • From MK@21:1/5 to All on Fri Dec 9 01:26:30 2022
    On December 8, 2022 at 7:18:48 PM UTC-7, MK wrote:

    As I said, the code to pick a roll from the temperature
    map is already there in Gnubg. You only need to add
    a variable to keep a running tab on equity. I hope you
    will see that with a minimal effort, this can be a very
    useful tool and/or even a possible variant.

    I'm sure Philippe is more than capable of doing it
    himself but because I would like to see this done
    very much and thus motivate him to do it, I want
    to contribute some effort myself also as a show
    of goodwill.

    In play.c there is a section that sorts the array of
    equities for the 21 possible dice rolls. I think that
    would be the best place to add one more line to
    compare which array element is closest to the
    "equity balance" of the "passenger player" and
    save the array index for it in a variable.

    And where it decides which nth best equity to roll,
    add one more line to check if luck leveling option is
    selected (i.e. 22nd level?) and use the above saved
    index to roll the numbers from that array element,

    You will need two more lines; one after each time
    the "driver" player rolls, to add the max equity from
    that roll to the "equity balance" of the "passenger"
    player, and one after each time the "passenger"
    player moves (or fails to move) to subtract the used
    (or add back the unused) equity to/from his "equity
    balance".

    That should be all that is needed. Oh, of course, a
    22nd option must be added to the drop-down list
    where users select the level of "dice manipulation" ;)

    Don't worry about whether it will lead to some weird
    situations and such. Because it's so easy to do, just
    do it please and let's all see what will come out of it,
    whatever that may be...

    MK

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  • From Axel Reichert@21:1/5 to All on Sat Jan 7 10:18:06 2023
    You can try this yourself without having to code. I did this and played
    10 games this way. Here is how to do this:

    - Set GNU Backgammon to manual dice.
    - Roll a pair of real dice (different colours) at hand
    - Determine who starts (e.g. GNU Backgammon is assigned the red die)

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