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?
Any thoughts, caveats? This will ensure that luck is completely eliminated and the better player wins, yes?
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 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?
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
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
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 twoI'm less sure about this point. I can see that the luck will be
games will overlap.
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.
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.
I also think there's a reasonable likelihood that the racing phases of the two
games will overlap.
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.
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.
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.
Doubles seems reasonably common in backgammon, and those are teams.
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).
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.
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.
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.
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