• Maths isn't usually linear and it isn't usually easy either.

    From pepstein5@gmail.com@21:1/5 to All on Tue Jul 18 10:13:32 2023
    I understand (if I'm wrong, please correct me but refrain from
    destroying my village) that, for a match to n points, the standard
    time limit is to give each player 2 * n minutes for the match
    (+ a per-move delay which I think is around ten seconds).

    But isn't this too simplistic? Surely the relationship between
    expected match length (in terms of total number of plays)
    is non-linear in k where k is the minimum score needed to win
    the match? Why don't the rules respect the complex (and perhaps
    interesting) maths involved?

    Paul

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Tue Jul 18 21:02:02 2023
    On 7/18/2023 1:13 PM, peps...@gmail.com wrote:
    I understand (if I'm wrong, please correct me but refrain from
    destroying my village) that, for a match to n points, the standard
    time limit is to give each player 2 * n minutes for the match
    (+ a per-move delay which I think is around ten seconds).

    But isn't this too simplistic? Surely the relationship between
    expected match length (in terms of total number of plays)
    is non-linear in k where k is the minimum score needed to win
    the match? Why don't the rules respect the complex (and perhaps
    interesting) maths involved?

    There's value in having simple rules that anyone can understand.

    ---
    Tim Chow

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  • From ah....Clem@21:1/5 to Timothy Chow on Wed Jul 19 09:50:51 2023
    On 7/18/2023 9:02 PM, Timothy Chow wrote:
    On 7/18/2023 1:13 PM, peps...@gmail.com wrote:
    I understand (if I'm wrong, please correct me but refrain from
    destroying my village) that, for a match to n points, the standard
    time limit is to give each player 2 * n minutes for the match
    (+ a per-move delay which I think is around ten seconds).

    But isn't this too simplistic?  Surely the relationship between
    expected match length (in terms of total number of plays)
    is non-linear in k where k is the minimum score needed to win
    the match?  Why don't the rules respect the complex (and perhaps
    interesting) maths involved?

    There's value in having simple rules that anyone can understand.


    For a match to n points, the minimum number of games is 1 and the
    maximum number is 2n-1. I don't know what the "average" length is, but
    it is probably of O(n) so the simple rule is probably fine.

    I don't play with a clock, so it's not terribly relevant to me.

    --
    Ah....Clem
    The future is fun, the future is fair.

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  • From Axel Reichert@21:1/5 to ah....Clem on Wed Jul 19 17:51:35 2023
    "ah....Clem" <ah_clem@ymail.com> writes:

    For a match to n points, the minimum number of games is 1 and the
    maximum number is 2n-1. I don't know what the "average" length is,
    but it is probably of O(n)

    Nice fundamental argument!

    so the simple rule is probably fine.

    Fine with me for sure.

    After looking at

    https://www.bkgm.com/rgb/rgb.cgi?view+712

    I just ran 20 matches each with GNU Backgammon playing itself on
    expert level to augment the table. Here is the average number of games
    for different match lengths (my data starts with match length 13):

    |--------------+-------------------------|
    | Match length | Average Number of Games | |--------------+-------------------------|
    | 1 | 1.00 |
    | 3 | 2.35 |
    | 5 | 3.83 |
    | 7 | 5.02 |
    | 9 | 7.24 |
    | 11 | 7.81 | |--------------+-------------------------|
    | 13 | 10.35 |
    | 15 | 10.00 |
    | 17 | 11.60 |
    | 19 | 14.00 |
    | 21 | 13.20 |
    | 23 | 13.85 |
    | 25 | 15.80 | |--------------+-------------------------|

    20 matches each is certainly to few, which possibly explains the non-monotoneous growth. But I can easily imagine, as Paul put it, some nonlinear effects, due to "overshooting" or "undershooting" the match
    length with a particular (higher) cube level.

    Which for me immediately raises the question which match lengths are particularly interesting in the sense of having many match scores at
    which the cube action deviates strongly from money sessions. Also, is
    there any reason (theoretical or historical) for odd match lengths?

    Perhaps this is one of the reasons why 3 matches to 7 might be more
    attractive than one 21-pointer. After all, a very long match essentially
    starts out as a money session, the tricky skills for match (which
    distinguish the beginner from the expert) occur much later: Free drop at even-away post-Crawford, free take at odd-away post-Crawford, automatic redoubles, Gammon-Go, Gammon-Save, DMP, ...

    By the way, some years back Chiva Tafazzoli told me that he once ran a tournament with 2-point matches. When I looked at him in disbelief he
    said that it was incredible fun watching the players (knowledgable or
    not in theory) trying to outsmart each other. Of course often losing
    their market by a mile ... (-:

    Best regards

    Axel

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  • From MK@21:1/5 to ah....Clem on Wed Jul 19 16:27:14 2023
    On July 19, 2023 at 7:50:54 AM UTC-6, ah....Clem wrote:

    On 7/18/2023 1:13 PM, peps...@gmail.com wrote:

    expected match length (in terms of
    total number of plays)

    For a match to n points ..... I don't know
    what the "average" length is, but .....

    He is talking about "number of plays", not
    "number of games". Duh!

    MK

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  • From MK@21:1/5 to peps...@gmail.com on Wed Jul 19 16:20:30 2023
    On July 18, 2023 at 11:13:33 AM UTC-6, peps...@gmail.com wrote:

    Surely the relationship between expected
    match length (in terms of total number of
    plays) is non-linear

    How do you know this? Assuming that you
    are referring to gamblegammon matches,
    and assuming that what you are saying is
    true, would you say that in backgammon
    it is linear or at least relatively more linear
    than in gamblegammon..?

    in k where k is the minimum score needed
    to win the match?

    Do you mean the total of both sides scores?
    As one side reaching the minimum points,
    i.e. the match length, while the other side is
    still at zero..?

    If so, I can't see how do you relate minimum
    score with expected total number of plays in
    a match but you may be onto something and
    I would appreciate if you expand/explain it.

    MK

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  • From MK@21:1/5 to Axel Reichert on Wed Jul 19 17:01:28 2023
    On July 19, 2023 at 9:51:40 AM UTC-6, Axel Reichert wrote:

    "ah....Clem" <ah_...@ymail.com> writes:

    For a match to n points, the minimum number
    of games is 1 and the maximum number is 2n-1.
    I don't know what the "average" length is, but it
    is probably of O(n)

    Nice fundamental argument!

    Except that it's unrelated to what Paul was talking
    about, i.e. the "number of plays", not the "number of
    games" and even then it's at best a *probably* "nice
    fundamental argument"... :)

    After looking at
    https://www.bkgm.com/rgb/rgb.cgi?view+712

    What is remotely related to Paul's comments there
    is the "average and maximum sumber of moves in
    games", which may or may not apply to matches.

    I just ran 20 matches each with GNU Backgammon
    playing itself on expert level to augment the table.
    Here is the average number of games for different
    match lengths .....

    The average number of games for different match
    lengths are the "effective match lengths" between
    players with zero ELO difference. :)

    How is your other experiment coming along...? ;)

    is there any reason (theoretical or historical) for odd
    match lengths?

    In backgammon, only 5 or 7 points matches are
    played. Maybe initially gamblegammon matches
    were also the same lengths but using the cube..?

    Perhaps this is one of the reasons why 3 matches
    to 7 might be more attractive than one 21-pointer.

    It looks like you are finally beginning to understand
    what I have been explaining all along how the cube
    magifies luck, i.e. longer matches = higher cubes =
    "effective match lengths" increasing at slower rates.

    MK

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  • From Timothy Chow@21:1/5 to All on Thu Jul 20 08:03:36 2023
    On 7/20/2023 8:02 AM, I wrote:
    I learned from Douglas Zare that the cube action for 7-point matches is
    very similar to the cube action for money (more so than for 9-point
    or 11-point matches, I believe), including the recubes (though certainly
    not the re-recubes).

    Just to clarify, I meant the *initial game* of a 7-point match.

    ---
    Tim Chow

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  • From Timothy Chow@21:1/5 to Axel Reichert on Thu Jul 20 08:02:41 2023
    On 7/19/2023 11:51 AM, Axel Reichert wrote:
    Which for me immediately raises the question which match lengths are particularly interesting in the sense of having many match scores at
    which the cube action deviates strongly from money sessions. Also, is
    there any reason (theoretical or historical) for odd match lengths?

    I learned from Douglas Zare that the cube action for 7-point matches is
    very similar to the cube action for money (more so than for 9-point
    or 11-point matches, I believe), including the recubes (though certainly
    not the re-recubes). I never confirmed this calculation myself, but
    Zare is usually right about that sort of thing.

    As for odd match lengths, a surprising number of people will suggest
    that it's to avoid ties. This of course makes no logical sense, but
    there are of course many contests in sports that have a "best-of-n"
    form, where n needs to be odd to avoid ties. So perhaps people just
    got used to match lengths being an odd number in other sports, and
    carried over this tradition to backgammon even though there's no
    mathematical reason for it.

    ---
    Tim Chow

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  • From pepstein5@gmail.com@21:1/5 to Timothy Chow on Thu Jul 20 07:45:40 2023
    On Thursday, July 20, 2023 at 1:02:47 PM UTC+1, Timothy Chow wrote:
    ...

    As for odd match lengths, a surprising number of people will suggest
    that it's to avoid ties. This of course makes no logical sense, but
    there are of course many contests in sports that have a "best-of-n"
    form, where n needs to be odd to avoid ties. So perhaps people just
    got used to match lengths being an odd number in other sports, and
    carried over this tradition to backgammon even though there's no mathematical reason for it.
    ...

    I don't quite follow what you're saying here. For example, in mens pro tennis, best of 3 sets and best of 5 sets are both common formats. And yes, both 3 and 5
    are odd, and best of (for example) 6 sets wouldn't make any sense.

    But what (some) people are puzzling over is why the winner of a backgammon match
    is (almost) always first to 2 * n + 1 rather than first to 2n.
    But first to 2n means best of 4n - 1 which is of course odd.
    The thinking process you describe does nothing to explain why backgammon matches,
    in contrast to other sports, are (almost) always best of 4n + 1 (for some n) rather than
    best of 4n + 3. This can't be explained by pointing out that "best of k" needs k to be odd.

    Paul

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  • From pepstein5@gmail.com@21:1/5 to Timothy Chow on Thu Jul 20 07:37:33 2023
    On Thursday, July 20, 2023 at 1:02:47 PM UTC+1, Timothy Chow wrote:
    On 7/19/2023 11:51 AM, Axel Reichert wrote:
    Which for me immediately raises the question which match lengths are particularly interesting in the sense of having many match scores at
    which the cube action deviates strongly from money sessions. Also, is there any reason (theoretical or historical) for odd match lengths?
    I learned from Douglas Zare that the cube action for 7-point matches is
    very similar to the cube action for money (more so than for 9-point
    or 11-point matches, I believe), including the recubes (though certainly
    not the re-recubes). I never confirmed this calculation myself, but
    Zare is usually right about that sort of thing.

    As for odd match lengths, a surprising number of people will suggest
    that it's to avoid ties. This of course makes no logical sense, but
    there are of course many contests in sports that have a "best-of-n"
    form, where n needs to be odd to avoid ties. So perhaps people just
    got used to match lengths being an odd number in other sports, and
    carried over this tradition to backgammon even though there's no mathematical reason for it.

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Fri Jul 21 08:07:06 2023
    On 7/20/2023 10:45 AM, peps...@gmail.com wrote:
    On Thursday, July 20, 2023 at 1:02:47 PM UTC+1, Timothy Chow wrote:
    ...

    As for odd match lengths, a surprising number of people will suggest
    that it's to avoid ties. This of course makes no logical sense, but
    there are of course many contests in sports that have a "best-of-n"
    form, where n needs to be odd to avoid ties. So perhaps people just
    got used to match lengths being an odd number in other sports, and
    carried over this tradition to backgammon even though there's no
    mathematical reason for it.
    ...

    I don't quite follow what you're saying here. For example, in mens pro tennis,
    best of 3 sets and best of 5 sets are both common formats. And yes, both 3 and 5
    are odd, and best of (for example) 6 sets wouldn't make any sense.

    But what (some) people are puzzling over is why the winner of a backgammon match
    is (almost) always first to 2 * n + 1 rather than first to 2n.
    But first to 2n means best of 4n - 1 which is of course odd.
    The thinking process you describe does nothing to explain why backgammon matches,
    in contrast to other sports, are (almost) always best of 4n + 1 (for some n) rather than
    best of 4n + 3. This can't be explained by pointing out that "best of k" needs k to be odd.

    As I said, and as you have carefully spelled out, it makes no
    *logical* sense. My hypothesis is that people just got used to
    odd numbers showing up in match lengths, and blindly chose to use
    odd numbers in backgammon match lengths. Or in other words, my
    hypothesis is that people are illogical. Evidence for this
    hypothesis is that a surprising number of people, when asked this
    question, will offer an illogical answer ("it's to avoid ties").

    A former director of the lab where I work has a line which I love:
    "Your problem, Tim, is that you're trying to use logic." I believe
    that that applies here.

    ---
    Tim Chow

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  • From Bradley K. Sherman@21:1/5 to tchow12000@yahoo.com on Fri Jul 21 12:14:11 2023
    Timothy Chow <tchow12000@yahoo.com> wrote:
    ...
    A former director of the lab where I work has a line which I love:
    "Your problem, Tim, is that you're trying to use logic." I believe
    that that applies here.

    From the Encyclopedia Britannica article on logical fallacies:

    Logic is not concerned to discover premises that persuade
    an audience to accept, or to believe, the conclusion.
    This is the subject of rhetoric.

    --bks

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  • From MK@21:1/5 to Axel Reichert on Sat Jul 22 02:37:57 2023
    On July 19, 2023 at 9:51:40 AM UTC-6, Axel Reichert wrote:

    | Match length | Average Number of Games |
    | 1 | 1.00 |
    | 3 | 2.35 |
    | 5 | 3.83 |
    | 7 | 5.02 |
    | 9 | 7.24 |
    | 11 | 7.81 |
    | 13 | 10.35 |
    | 15 | 10.00 |
    | 17 | 11.60 |
    | 19 | 14.00 |
    | 21 | 13.20 |
    | 23 | 13.85 |
    | 25 | 15.80 |

    20 matches each is certainly to few, which
    possibly explains the non-monotoneous growth.

    What the heck "non-monotoneous" means? Can't you
    bring yourself to say say non-linear? ;)

    But I can easily imagine, as Paul put it, some
    nonlinear effects,

    What does "nonlinear effects" mean? Does bending
    words ease your pain in denying your own findings?

    You don't need to imagine anything. It only takes two
    minutes to put the above columns into a spreadsheet
    and click an icon to create a chart. Here it is for you:

    https://montanaonline.net/backgammon/ml.pdf

    It's an unmistakable curve just as I had predicted and
    described. If you run long trials, it will look as smooth
    as Tennessee whiskey...

    due to "overshooting" or "undershooting" the match
    length with a particular (higher) cube level.

    What "overshooting"? Winning a match by an inch or
    a foot is all the same.

    I can't even begin to wonder what "undershooting the
    match length may mean and/or be meaningful in this
    context..?!

    And what does "particular (higher) cube level" means?
    Can you give some "particular" examples...?

    Stop piling bullshit upon bullshit please! Is it really that
    hard to accept that I am right about cube's magnifying
    luck more than skill, even after your own findings show
    that...? :(

    Which for me immediately raises the question which
    match lengths are particularly interesting in the sense
    of having many match scores at which the cube action
    deviates strongly from money sessions.

    Oh yeah! Gild the brown lily trying to hide the smell... :)

    MK

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  • From MK@21:1/5 to Axel Reichert on Sat Jul 22 04:02:41 2023
    On July 19, 2023 at 9:51:40 AM UTC-6, Axel Reichert wrote:

    . .... But I can easily imagine, as Paul put it,
    some nonlinear effects, due to .....

    I remembered that I forgot to comment on this,
    after I posted.

    Paul hadn't put it as "average number of games
    in a match" but as "relationship between expected
    match length (in terms of total number of plays)".

    After I clarified it, I would have expected a decent
    human to rephrase himself but surely not Axel. :(

    I was the one who first suggested that the average,
    i.e. "effective", gamblegammon match lengths are
    non-linear and perhaps Paul got his idea, (which is
    not really clear and which he failed to explain thus
    far), from my that suggestion.

    What made me participate in this thread was that
    he spoke as "(in terms of total number of plays)"!

    I'm not sure if he misspoke or if he knew what he
    was talking about. So, I found it interesting and I
    inquired about it.

    Frankly, I never put any thought about the total
    and/or average number of "plays" in matches of
    various lengths. I was just curious to ask if it
    followed a curve similar to the one of average
    number of games in various match lengths.

    But, by now I know that I am again wasting my
    time trying to have an intelligent discussion with
    half-brained members of a mentally ill dog pack
    of addicted gamblers, who not only sniff one
    another butt but lick the shit off of one another... :((

    MK

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  • From Timothy Chow@21:1/5 to All on Sat Jul 22 08:16:02 2023
    On 7/22/2023 5:37 AM, MK wrote:
    On July 19, 2023 at 9:51:40 AM UTC-6, Axel Reichert wrote:
    20 matches each is certainly to few, which
    possibly explains the non-monotoneous growth.

    What the heck "non-monotoneous" means? Can't you
    bring yourself to say say non-linear? ;)

    I think he meant "non-monotonic".

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

    ---
    Tim Chow

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  • From MK@21:1/5 to Timothy Chow on Sat Jul 22 15:14:59 2023
    On July 22, 2023 at 6:16:05 AM UTC-6, Timothy Chow wrote:

    On 7/22/2023 5:37 AM, MK wrote:

    On July 19, 2023 at 9:51:40 AM UTC-6, Axel Reichert wrote:

    20 matches each is certainly to few, which
    possibly explains the non-monotoneous growth.

    What the heck "non-monotoneous" means? Can't you
    bring yourself to say say non-linear? ;)

    I think he meant "non-monotonic". https://en.wikipedia.org/wiki/Monotonic_function

    Ah, thanks for this little nudge that may help me
    keep moving towards better understanding and
    improving at least my own arguments.

    I couldn't wrap my head around "non-monotoneous"
    within the context, (not to claim that I could in any
    other context), but "non-monotonic" makes sense
    and is easier to understand within our subject.

    So, "non-monotonic" necessarily means "non-linear"
    but I understand that curves can be increasing both
    monotonically and non-monotonically..? Like these:

    https://i.stack.imgur.com/OriGC.png

    The only decreases in Axel's number are 10.35 to 10
    and 14 to 13.2 which may not jump at one's face but
    they become easier to see looking at my chart.

    I don't really understand Axel's usage of "nonlinear
    effects" in this context either. Specifically, I can't tell
    if they can apply only to some sections of a line or a
    curve or if they must apply to the entire function.

    Assuming that by "nonlinear effects" Axels refers to
    those two decreases, simply dismissing them trying
    to still call it "linear" won't work for him but I certainly
    can live with a "non-monotonic curve", increasing at
    a decreasing rate.

    MK

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  • From Timothy Chow@21:1/5 to Axel Reichert on Sun Jul 23 05:10:52 2023
    On 7/23/2023 4:35 AM, Axel Reichert wrote:
    So this terminology felt weird (and still does), the
    backgammon way feels more natural.

    Not only that, there's no reasonable way to describe a
    backgammon match in "best-of-n" language, because one can
    win or lose more than one point per game.

    By the way, here's a puzzle that I think I have posted on
    rec.games.backgammon before, but which you may not have seen.
    Two teams are playing in the World Series, which is a best-of-7
    match ("4 Gewinnsaetze"). One team, the Slow Starters, always
    loses the first game. The other team, the Late Chokers, always
    loses *if* the series reaches a score of 3-3. Otherwise, the
    two teams are evenly matched, and are equally likely to win any
    particular game. Which team is more likely to win the series?

    ---
    Tim Chow

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  • From Axel Reichert@21:1/5 to Timothy Chow on Sun Jul 23 10:35:48 2023
    Timothy Chow <tchow12000@yahoo.com> writes:

    As for odd match lengths, a surprising number of people will suggest
    that it's to avoid ties. This of course makes no logical sense, but
    there are of course many contests in sports that have a "best-of-n"
    form, where n needs to be odd to avoid ties. So perhaps people just
    got used to match lengths being an odd number in other sports, and
    carried over this tradition to backgammon even though there's no
    mathematical reason for it.

    Might be. In Germany, the "best-of-n" wording came up only some decades
    ago, probably as an "Americanism". The standard wording for, say, a
    best-of-5 tennis match was "3 Gewinnsaetze", roughly translating as "the
    winner will need 3 won sets". I still remember being puzzled by the
    "best-of-n" way, because I needed to do calculations to come up with the
    needed number of won sets and also because in many cases not all n sets
    are played. So this terminology felt weird (and still does), the
    backgammon way feels more natural.

    Best regards

    Axel

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  • From pepstein5@gmail.com@21:1/5 to Timothy Chow on Sun Jul 23 07:12:29 2023
    On Sunday, July 23, 2023 at 10:10:55 AM UTC+1, Timothy Chow wrote:
    On 7/23/2023 4:35 AM, Axel Reichert wrote:
    So this terminology felt weird (and still does), the
    backgammon way feels more natural.
    Not only that, there's no reasonable way to describe a
    backgammon match in "best-of-n" language, because one can
    win or lose more than one point per game.

    By the way, here's a puzzle that I think I have posted on rec.games.backgammon before, but which you may not have seen.
    Two teams are playing in the World Series, which is a best-of-7
    match ("4 Gewinnsaetze"). One team, the Slow Starters, always
    loses the first game. The other team, the Late Chokers, always
    loses *if* the series reaches a score of 3-3. Otherwise, the
    two teams are evenly matched, and are equally likely to win any
    particular game. Which team is more likely to win the series?

    As usual, in these things. "It doesn't matter which one you choose.
    Both candies are exactly the same size!"

    The late chokers start with a 1 0 lead.
    They win the match if they win 3 of the next 5.
    Because of the Tim-Termination condition, they lose if they win only
    two of the next 5.
    In a 50/50 context, winning at least 3 out of 5 is a 50/50 parlay.
    So you can take either candy you want.

    Paul

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  • From pepstein5@gmail.com@21:1/5 to Axel Reichert on Sun Jul 23 07:18:29 2023
    On Sunday, July 23, 2023 at 9:35:51 AM UTC+1, Axel Reichert wrote:
    Timothy Chow <tchow...@yahoo.com> writes:

    As for odd match lengths, a surprising number of people will suggest
    that it's to avoid ties. This of course makes no logical sense, but
    there are of course many contests in sports that have a "best-of-n"
    form, where n needs to be odd to avoid ties. So perhaps people just
    got used to match lengths being an odd number in other sports, and
    carried over this tradition to backgammon even though there's no mathematical reason for it.
    Might be. In Germany, the "best-of-n" wording came up only some decades
    ago, probably as an "Americanism". The standard wording for, say, a best-of-5 tennis match was "3 Gewinnsaetze", roughly translating as "the winner will need 3 won sets". I still remember being puzzled by the "best-of-n" way, because I needed to do calculations to come up with the needed number of won sets and also because in many cases not all n sets
    are played. So this terminology felt weird (and still does), the
    backgammon way feels more natural.


    The "best of" lingo makes the max number of sets the most important entity,
    and in many contexts, that's exactly right.
    For example, you might be a potential spectator who would be unwilling to leave in the middle of the match. So you focus on the max length to judge whether you
    can spend the time watching.
    You might want to promote the event to fans and entice them with the prospect of
    a long match. So the max length figures prominently. In tennis, audiences generally prefer longer matches.
    This contrasts to soccer, I think, where the aficionados generally like the match to
    be concluded in the regulation 90 minutes rather than hoping for extra time and penalties.

    Paul

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  • From Axel Reichert@21:1/5 to Timothy Chow on Sun Jul 23 18:56:47 2023
    Timothy Chow <tchow12000@yahoo.com> writes:

    On 7/22/2023 5:37 AM, MK wrote:
    On July 19, 2023 at 9:51:40 AM UTC-6, Axel Reichert wrote:
    20 matches each is certainly to few, which
    possibly explains the non-monotoneous growth.
    What the heck "non-monotoneous" means? Can't you
    bring yourself to say say non-linear? ;)

    I think he meant "non-monotonic".

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

    Yes, indeed. And of course, but at least you know this, there is a
    difference between non-monotonic and non-linear, which is why I tried to
    use the former on purpose.

    Meanwhile, I have automated things with GNU Backgammon (IMHO /the/
    killer feature compared to XG) and run 100 matches for all match lengths
    from 1 to 64 (the maximum allowed in GNU Backgammon). Here are the
    results (a plot shows games and moves to fit very nicely to straight
    lines), which do not bear out the hypothesis that there might be a
    different relation between the match length and the number of games
    played than O(n):

    |--------+-------+--------------+--------+------------|
    | Length | Games | Games/length | Moves | Moves/game | |--------+-------+--------------+--------+------------|
    | 1 | 1.00 | 1.000 | 55.0 | 54.95 |
    | 2 | 1.00 | 0.500 | 54.0 | 53.96 |
    | 3 | 2.24 | 0.747 | 95.8 | 42.78 |
    | 4 | 2.59 | 0.647 | 105.9 | 40.90 |
    | 5 | 3.38 | 0.676 | 145.2 | 42.96 |
    | 6 | 3.70 | 0.617 | 162.7 | 43.98 |
    | 7 | 4.69 | 0.670 | 199.3 | 42.49 |
    | 8 | 5.39 | 0.674 | 223.6 | 41.48 |
    | 9 | 5.98 | 0.664 | 257.3 | 43.03 |
    | 10 | 6.24 | 0.624 | 256.8 | 41.15 |
    | 11 | 7.05 | 0.641 | 307.1 | 43.56 |
    | 12 | 8.36 | 0.697 | 338.6 | 40.50 |
    | 13 | 8.29 | 0.638 | 350.6 | 42.30 |
    | 14 | 8.92 | 0.637 | 380.1 | 42.61 |
    | 15 | 9.40 | 0.627 | 401.3 | 42.69 |
    | 16 | 10.58 | 0.661 | 445.2 | 42.08 |
    | 17 | 11.46 | 0.674 | 475.2 | 41.46 |
    | 18 | 11.80 | 0.656 | 492.4 | 41.73 |
    | 19 | 12.49 | 0.657 | 529.5 | 42.40 |
    | 20 | 13.14 | 0.657 | 564.6 | 42.97 |
    | 21 | 14.25 | 0.679 | 608.2 | 42.68 |
    | 22 | 14.88 | 0.676 | 612.7 | 41.18 |
    | 23 | 14.35 | 0.624 | 600.9 | 41.87 |
    | 24 | 16.15 | 0.673 | 665.9 | 41.23 |
    | 25 | 16.61 | 0.664 | 680.5 | 40.97 |
    | 26 | 17.04 | 0.655 | 703.1 | 41.26 |
    | 27 | 17.63 | 0.653 | 746.1 | 42.32 |
    | 28 | 17.59 | 0.628 | 754.0 | 42.87 |
    | 29 | 19.29 | 0.665 | 796.6 | 41.30 |
    | 30 | 20.72 | 0.691 | 869.5 | 41.97 |
    | 31 | 20.89 | 0.674 | 868.4 | 41.57 |
    | 32 | 20.44 | 0.639 | 862.9 | 42.22 |
    | 33 | 22.07 | 0.669 | 910.2 | 41.24 |
    | 34 | 23.21 | 0.683 | 958.5 | 41.30 |
    | 35 | 23.76 | 0.679 | 974.3 | 41.01 |
    | 36 | 24.18 | 0.672 | 1017.4 | 42.08 |
    | 37 | 25.57 | 0.691 | 1046.1 | 40.91 |
    | 38 | 25.65 | 0.675 | 1075.5 | 41.93 |
    | 39 | 25.99 | 0.666 | 1081.4 | 41.61 |
    | 40 | 27.40 | 0.685 | 1143.7 | 41.74 |
    | 41 | 27.15 | 0.662 | 1144.9 | 42.17 |
    | 42 | 28.91 | 0.688 | 1204.2 | 41.65 |
    | 43 | 29.73 | 0.691 | 1241.3 | 41.75 |
    | 44 | 29.76 | 0.676 | 1268.0 | 42.61 |
    | 45 | 31.24 | 0.694 | 1299.0 | 41.58 |
    | 46 | 30.49 | 0.663 | 1264.4 | 41.47 |
    | 47 | 31.58 | 0.672 | 1306.6 | 41.38 |
    | 48 | 34.06 | 0.710 | 1429.5 | 41.97 |
    | 49 | 33.37 | 0.681 | 1383.9 | 41.47 |
    | 50 | 33.59 | 0.672 | 1404.7 | 41.82 |
    | 51 | 35.79 | 0.702 | 1474.2 | 41.19 |
    | 52 | 35.77 | 0.688 | 1479.1 | 41.35 |
    | 53 | 35.89 | 0.677 | 1477.9 | 41.18 |
    | 54 | 36.32 | 0.673 | 1491.2 | 41.06 |
    | 55 | 37.31 | 0.678 | 1547.9 | 41.49 |
    | 56 | 37.79 | 0.675 | 1557.7 | 41.22 |
    | 57 | 40.29 | 0.707 | 1645.4 | 40.84 |
    | 58 | 40.60 | 0.700 | 1684.1 | 41.48 |
    | 59 | 41.50 | 0.703 | 1723.9 | 41.54 |
    | 60 | 42.20 | 0.703 | 1737.5 | 41.17 |
    | 61 | 43.32 | 0.710 | 1790.3 | 41.33 |
    | 62 | 43.99 | 0.710 | 1828.3 | 41.56 |
    | 63 | 43.96 | 0.698 | 1822.4 | 41.46 |
    | 64 | 44.05 | 0.688 | 1822.3 | 41.37 |

    So the number of games is pretty constant at about 2/3 of the match
    length. The fit given in

    https://www.bkgm.com/rgb/rgb.cgi?view+1241

    seems to consider only the data for shorter matches from

    https://www.bkgm.com/rgb/rgb.cgi?view+712

    Even though longer matches would offer the the opportunity for
    higher cubes, thus drastically reducing the number of games played, it
    seems that the likelyhood of higher cubes (with proper cube skill)
    diminishes faster than the match length increases. See

    https://www.bkgm.com/rgb/rgb.cgi?view+662

    for how rare already a cube of 8 is.

    Also, the number of moves is about 42, apart from the obvious special
    cases of 1- and 2-pointers (about 54). This confirms the first table in

    https://www.bkgm.com/rgb/rgb.cgi?view+712

    I have done a similar thing for cubeless backgammon (but only for
    matches up to 25 point), the corresponding data look like this:

    |--------+-------+--------------+--------+------------|
    | Length | Games | Games/length | Moves | Moves/game | |--------+-------+--------------+--------+------------|
    | 1 | 1.00 | 1.000 | 54.6 | 54.65 |
    | 2 | 1.95 | 0.975 | 107.5 | 55.10 |
    | 3 | 3.00 | 1.000 | 163.8 | 54.61 |
    | 4 | 4.69 | 1.173 | 247.5 | 52.76 |
    | 5 | 5.97 | 1.194 | 323.8 | 54.24 |
    | 6 | 6.99 | 1.165 | 374.3 | 53.55 |
    | 7 | 8.70 | 1.243 | 465.4 | 53.49 |
    | 8 | 9.89 | 1.236 | 521.6 | 52.74 |
    | 9 | 11.51 | 1.279 | 609.8 | 52.98 |
    | 10 | 12.40 | 1.240 | 668.3 | 53.90 |
    | 11 | 14.00 | 1.273 | 759.0 | 54.21 |
    | 12 | 15.88 | 1.323 | 848.9 | 53.46 |
    | 13 | 16.61 | 1.278 | 886.8 | 53.39 |
    | 14 | 18.56 | 1.326 | 990.5 | 53.36 |
    | 15 | 20.16 | 1.344 | 1082.6 | 53.70 |
    | 16 | 20.89 | 1.306 | 1124.0 | 53.81 |
    | 17 | 22.71 | 1.336 | 1218.6 | 53.66 |
    | 18 | 24.14 | 1.341 | 1295.7 | 53.67 |
    | 19 | 25.40 | 1.337 | 1358.3 | 53.47 |
    | 20 | 26.46 | 1.323 | 1418.1 | 53.60 |
    | 21 | 28.57 | 1.360 | 1527.2 | 53.46 |
    | 22 | 29.75 | 1.352 | 1603.1 | 53.89 |
    | 23 | 31.37 | 1.364 | 1678.8 | 53.52 |
    | 24 | 32.91 | 1.371 | 1770.3 | 53.79 |
    | 25 | 33.93 | 1.357 | 1795.3 | 52.91 |

    The number of moves per game is again about 54, no surprise here. The
    number of games per match is pretty constant again, this time at about
    4/3 of the match length.

    If we put this together we end up with

    54 * 4/3 * m = 72 * m

    checker plays for cubeless backgammon (match length m) and

    42 * 2/3 * m = 28 * m

    for cubeful backgammon. For the latter (let us assume that the cube gets
    turned in the middle of the game, at move 21) there are 21 cube decision
    with the centered cube and about 10 (the half of the remaining 21 moves)
    with the cube owned by either of the players. All on average, of course,
    and a very rough estimate. If we factor in any take/pass decision there
    are about 60 decisions (checker or cube) in cubeful backgammon.

    This of course does not amount to cubeless backgammon being the more
    skillful game:

    1. Cashing a boring (in the sense of low equity difference between
    candidate plays) race or other low-skill games cuts away the luck.

    2. Imperfect human players might squander more equity getting cube
    decisions wrong than checker plays.

    Best regards

    Axel

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  • From MK@21:1/5 to Axel Reichert on Mon Jul 24 00:36:10 2023
    On July 23, 2023 at 10:56:53 AM UTC-6, Axel Reichert wrote:

    Timothy Chow <tchow...@yahoo.com> writes:

    On 7/22/2023 5:37 AM, MK wrote:

    On July 19, 2023 at 9:51:40 AM UTC-6, Axel Reichert wrote:

    20 matches each is certainly to few, which
    possibly explains the non-monotoneous growth.

    What the heck "non-monotoneous" means? Can't
    you bring yourself to say say non-linear? ;)

    Let me start by being nice to say that I appreciate
    your below work and I did my contributing part by
    copy-pasting it into spreadsheets and generating
    pretty looking charts to help you folks see things
    more clearly. As opposed to Axel's misinterpreting
    his own findings, once again, they indeed bolster
    my arguments more clearly, decisively. Let's begin.

    I think he meant "non-monotonic".
    https://en.wikipedia.org/wiki/Monotonic_function

    Yes, indeed. And of course, but at least you know
    this, there is a difference between non-monotonic
    and non-linear,

    If you are alluding to my comments, I had sait that
    "non-monotonic" necessarily meant "non-linear",
    which doesn't mean that there is no difference
    between them but that once you say something is
    "non-monotonic", you can no longer use the word
    "linear"! But of course you will keep arguing that it
    is "non-monotonic" and "linear" at the same time.

    which is why I tried to use the former on purpose.

    Ha ha! :) Bullshit! Tim licked the shit off of your ass.
    Just be thankful to him and leave it well alone. You
    don't need to be pathetic trying to return the favor by
    wiping it off of his lips... :(

    I have automated things with GNU Backgammon
    (IMHO /the/ killer feature compared to XG)

    I totally agree with this. They just added the ability
    to specify a session length to run. I was going to
    suggest that they also add the ability to specify the
    number of matches to run, i.e. a "session of matches"
    like a "session of (money) games", but I decided to
    not waste my time with them weird bunch. I'm sure
    they will implement it if someone other than Murat
    suggests it... Then, others won't need to "automate
    things" as you have done with Noo-BG.

    and run 100 matches for all match lengths from 1
    to 64 (the maximum allowed in GNU Backgammon).

    I suppose you will only share some results but not
    your data as for you previous experiments??

    Here are the results (a plot shows games and
    moves to fit very nicely to straight lines),

    They are not lines. They are "non-monotonic curves".

    which do not bear out the hypothesis that there
    might be a different relation between the match
    length and the number of games played than O(n):

    I can't believe how stubbornly stupid you guys are.
    O(n) was spiteful Walt's lack of understanding what
    Paul was talking about, i.e. the relation between the
    match length and the total number of plays, which
    is non-monotonic decreasing but perhaps not by
    not enough to warrant different clock rules. See:

    https://montanaonline.net/backgammon/mlg.pdf

    Paul was clearly talking about clock time which is
    depleated per move/play not per game. One must
    be a moron to miss that. Interestingly Paul would
    have a very strong case in backgammon even if
    not in gamblegammon.

    In backgammon, number of plays per game is also
    non-monotonic but increasing! and significatly. See:

    https://montanaonline.net/backgammon/mlb.pdf

    I also generated a chat for only 25 gamblegammon
    matches for easier visual comparing. See:

    https://montanaonline.net/backgammon/mlg25.pdf

    For one thing, you are calculating your "moves per
    game" column wrongly using the effective match
    lengths. One must be twice a moron to miss that,
    in his original post, Paul wrote "... give each player
    2 * n minutes for the match". So, I added a column
    showing plays per stated match length for which
    the curves look similar im gamblegammon but not
    in backgammon.

    So the number of games is pretty constant at
    about 2/3 of the match length.

    It is not constant!. It is not a line! It is not linear!

    Even though longer matches would offer the the
    opportunity for higher cubes, thus drastically
    reducing the number of games played,

    I dont remember if/what I had said on this but I'm
    a little disappointed that the curve doesn't bend as
    I had envisioned. Maybe because of that there are
    increasingly more matches of different lengths
    between cube value increments, i.e. between 4 and
    8 cube there are 4, 5, 6, 7-points; between 8 and 16
    cube there are 8, 9, 10, 11, 12, 13, 14, 15-points,
    and the matches of lengths closer after the cube
    value will be effected worse, i.e shortened by more
    games. Those are the zigzags, non-monotonic drops
    along the curve of effective match lengths.

    seems that the likelyhood of higher cubes (with
    proper cube skill) diminishes faster than the match
    length increases. See

    This is wishful bullshit.

    https://www.bkgm.com/rgb/rgb.cgi?view+662
    for how rare already a cube of 8 is.

    How rare in matches of what lengths? Nubers there
    seems for money games. Meaningless for matches.

    I have done a similar thing for cubeless backgammon
    (but only for matches up to 25 point),

    There is no such thing as "cubeless backgammon"!
    What you are referring to is a "cubeless variant of
    gamblegammon". None of the past or current bots
    offer "backgammon", i.e. without 3-point wins, etc.

    The number of moves per game is again about 54,
    no surprise here.

    I don't know what that "no surprise" is supposed to
    mean but you are wrongly dividing the total number
    of moves/plays by the effective match length, not by
    the stated match length. When you do it right, it's a
    range from 53.75 to 73.76 moves/plays per game.

    On a side note, I used the magic 54 in a mutant cube
    experiment draft that I never got around to posting.
    There are some stats out there which point at about
    that average but it's not always clear whether they're
    based on match games and/or money games. See:

    https://zooescape.com/backgammon-stats.pl

    The number of games per match is pretty constant
    again, this time at about 4/3 of the match length.

    It is not constant again! It is not a line again! It is not
    linear again! It is a *monotonic* increasing curve!

    If we put this together we end up with
    54 * 4/3 * m = 72 * m
    42 * 2/3 * m = 28 * m

    False! You are presenting your fantasies as facts.

    This of course does not amount to cubeless
    backgammon being the more skillful game:

    Of course it does. When referred to it correctly, even
    "cubeless gamblegammon" is a more skillful game,
    as your own experiment has demonstrated, because
    without the cube luck isn't magnified.

    Your experiment is between equally checker skilled
    players. Thus skill is already level and only luck can
    fluctuate.

    Look at the charts carefully.

    In "cubeless gamblegammon" luck fluctuates but
    never enough to overtake checker skill. That's why
    the effective match length is a *monotonic* curve.

    In "cubeful gamblegammon" luck fluctuations are
    magnified by the cube and overtake checker skill,
    (and cube skill for that matter), causing the dips
    in the non-monotic curve.

    With 4 cube, a 4-point match is more likely to end in
    a single game than a 5-point match. A 6-point match
    is less likely and a 7-point point match is even lesser
    like yet. The curve will dip again at 8-point match and
    again at 16-point match and again at 32-point match.

    If you don't believe me, try to believe yourself. What
    more proof do you want that cube add more luck to
    gamblegammon than it adds skill.

    And look at how smooth the effective match length,
    or number of games in a match as you say, curve is
    for "cubeless gamblegammon" compared to the one
    for "cubeful gamblegammon". You guys need to read
    what I had written in the thread "Circular Circus". See:

    https://groups.google.com/g/rec.games.backgammon/c/CiG54VoJvq8

    Here are a couple of snippets:

    "... real question is how quickly the match-winning
    "chances increase with match length". I couldn't
    "guess how quicky but in my opinion it will increase
    "more smoothly and steadily in backgammon, more
    "erratically in gamblegammon ...

    "As I had pointed out many times in the past,
    "doubling cube shortens matches. A 13 or a 17
    "point gamblegammon match may be equivalent
    "of a 5 point backgammon match, similarly a 19
    "or 25 point gamblegammon match may be
    "equivalent of a 7 point backgammon match.

    Lo and behold! Your total moves for a 5-point cubeless
    gamblegammon match is 324, for a 13-point cubeful
    gamblegammon match is 351. Similarly, for a 7-point
    cubeless gamblegammon match is 465, for a 19-point
    gamblegammon match is 530. Backgammon numbers
    would be higher as matches would last longer without
    3-point wins and thus would prove my guestimates to
    be pretty darn accurate, if not almost exact.

    1. Cashing a boring (in the sense of low equity
    difference between candidate plays) race or other
    low-skill games cuts away the luck.

    Ha ha! :) How funny. If shortening matches and games
    "cuts away the luck", why don't you make championship
    matches 15-points instead of 25-points? Or even why
    not 7-points? 3-points? 1-points? If that's still too boring
    for you, you can skip playing altogether and just roll dice
    or better yet toss a coin to determine the winner. ;)

    2. Imperfect human players might squander more
    equity getting cube decisions wrong than checker plays.

    You weigh humans using bots as scales but you have
    never made any efforts to check if your scales are not
    imperfect, inacurate themselves.

    As a last comment, let me say that despite all the harsh
    words I use in citicizing you, I still hold you special from
    others because you are the only one open minded and
    willing enough to conduct experiments. It's obvious that
    you are doing them not to discover, learn something new
    but to prove that your gambling addiction is actually an
    exercise in skill competition, in order to comfort your
    sick mind. Still, it's better than nothing. So, I do openly
    thank you for that.

    MK

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  • From Timothy Chow@21:1/5 to peps...@gmail.com on Mon Jul 24 07:58:52 2023
    On 7/23/2023 10:12 AM, peps...@gmail.com wrote:
    As usual, in these things. "It doesn't matter which one you choose.
    Both candies are exactly the same size!"

    The late chokers start with a 1 0 lead.
    They win the match if they win 3 of the next 5.
    Because of the Tim-Termination condition, they lose if they win only
    two of the next 5.
    In a 50/50 context, winning at least 3 out of 5 is a 50/50 parlay.
    So you can take either candy you want.

    Correct!

    Here's my solution. Best-of-n matches usually terminate as soon
    as one side clinches the win. But let's go ahead and force the
    players to play all n matches anyway. Furthermore, I'm going to
    stipulate that the Late Chokers always lose the 7th game, whether
    or not the score is 3-3 at that point. This won't change any
    outcomes, and it will allow us to apply a symmetry argument: the
    Late Chokers always lose the 7th game, and the Slow Starters always
    lose the 1st game. Otherwise, every game is equally likely to go
    either way. So the teams are equally likely to win the series.

    ---
    Tim Chow

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