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- From: damish@ll.mit.edu (Mark Damish)
- Newsgroups: rec.games.backgammon,rec.answers,news.answers
- Subject: Backgammon --- Frequently Asked Questions. [monthly]
- Supersedes: <4dlmnk$2im@llnews.ll.mit.edu>
- Followup-To: rec.games.backgammon
- Date: 14 Mar 1996 16:51:55 GMT
- Organization: MIT Lincoln Laboratory
- Lines: 6243
- Approved: news-answers-request@MIT.EDU
- Expires: Sat, 13 Apr 1996 00:00:00 GMT
- Message-ID: <4i9irb$od9@llnews.ll.mit.edu>
- Summary: This posting contains answers to questions about the game of
- backgammon. It also contains resources pertaining to the
- game. It should be read by anyone interested in backgammon,
- especially those posting to the rec.games.backgammon news group.
- Keywords: backgammon Backgammon BG FAQ reference
- Originator: root@
- Xref: senator-bedfellow.mit.edu rec.games.backgammon:12211 rec.answers:19171 news.answers:66960
-
- Archive-name: games/backgammon-faq
- Posting-frequency: Monthly, around the 13th of each month.
- Last-modified: January 1996
- Version: 9603
-
-
- _________________________________________________________________
-
- BACKGAMMON --- FREQUENTLY ASKED QUESTIONS.
-
- Last modified: Mon Dec 18 10:51:27 1995
- Mark Damish <damish@ll.mit.edu>
-
-
- _________________________________________________________________
-
- CONTENTS
-
- SECTION 0: FORE FAQ
-
- Definition , Editor , Purpose , Contributions , Availability,
- Disclaimer , Editorial , Changes Gratitude , and News .
-
- SECTION A: ESSENTIALS
- * A1. What is backgammon?
- * A2. What are the basic rules of the game?
- + Backgammon Equipment
- + The backgammon board
- + Object of the game
- + Starting the game
- + Moving your men
- + Doublets
- + Making points
- + Prime
- + Blots
- + Closed board
- + Compulsory move
- + Bearing off
- + Gammon and Backgammon
- + Cocked dice
- * A3. What is the doubling cube for?
- * A4. What is the Crawford rule? (Why won't FIBS let me double?)
- * A5. What is the Jacoby rule?
- * A6. What is the Holland rule?
- * A7. What are those critters --- Beavers, raccoons?
- * A8. What is a Chouette?
- * A9. Basic Strategy for Beginners.
- * A10. Opening Rolls
-
- SECTION B: ELECTRONIC BACKGAMMON: VS OTHER HUMANS
- * B1. FIBS (First Internet Backgammon Server)
- + FIBS Introduction
- + FIBS Help
- + FIBS Ratings
- + Computer Programs On FIBS
- + FIBS Misc.
- * B2. What is the Internet and how do I get onto it?
- * B3. Are there any GUI's (Graphical User Interfaces) for FIBS?
- + Tinyfugue
- + xfibs
- + MacFIBS
- + TkFibs
- + FIBS/W
- + xibc
- * B4. What is LDB? (Long Distance Backgammon. BG by Email)
- * B5. What other ways are there to play people via
- nets/modems/e-mail?
- + Netgammon backgammon server
- + GEnie
- + outland
- + PBeM
- + JavaGammon
- * B6. Are there any electronic tournaments?
- * B7. Do other game servers exist?
- + Backgammon , Bridge , Scrabble-like , Chinese Chess (Xianqi)
- , Othello , Chess , Go , Checkers , Other Games Server and
- Web Pages
-
- SECTION C: ELECTRONIC BACKGAMMON: VS MACHINE
- * C1. Are there any BG programs out there for my computer? Where are
- they?
- + Commercial backgammon playing programs
- o JellyFish
- o TD-Gammon
- o Expert Backgammon
- + Shareware and Public Domain backgammon playing programs
- o BLOT
- o Backgammon, By George!
- o bg06
- o A PD mac program called ?
- o Death by Backgammon
- o xgammon
- o Misc.
- * C2. Which programs are good? How good is good?
- * C3. Why is it so hard to write a good backgammon program?
- * C4. Backgammon support software and software reviews.
- + Commercial Software
- o BOINQ
- o Hyper-Backgammon
- o Hugh Sconyers Bearoff & Backgame CDs
- o Matchqiz (and demo)
- o Backgammon Position Anylyzer
- o BG-SCRIBE
- o The Match Strategist (and demo)
- + Shareware and PD software
- o rfibs (fibs recorder & playback)
- o LaTeX Style for BG Positions and Games
- o BOA/386 Bearoff analyzer
-
- SECTION D: RESOURCES
- * D1. I'm looking for a club to play in...
- + Backgammon clubs in North America
- + Playing Backgammon in the Boston area
- + Other Backgammon Clubs
- * D2. Where are the tournaments?
- * D3. I'm looking for information about newsletters and other
- publications.
- + Anchors
- + Backgammon Magazine
- + BLITZ
- + Chicago Point Newsletter
- + European Backgammon News
- + Flint Area Backgammon News
- + GAMMON
- + Hoosier Backgammon Club Newsletter
- + Inside Backgammon
- + Norpunkt
- * D4. Backgammon books and book reviews.
- + BG books [summary] by Marty Storer
- + BG books [summary] by John Bazigos
- + How to play tournament BG [book]
- + Backgammon (Robin Clay) [book]
- + In The Game Until The End... [booklet]
- + Learning From the Machine... [booklet]
- + Kit Woolsey's "Tournament Series Backgammon"
- + The Backgammon Book
- + Playboy's Book of Backgammon
- + Other Books
- + Danny Kleinman Books
- * D5. A List of Backgammon Articles in Science and Business
- * D6. Where does one purchase backgammon supplies and books?
- + The GAMMON PRESS
- + Carol Joy Cole
- + The Backgammon Shop
- + Danny Kleinman
- + Dansk Backgammon Forlag
- + Crisloid
- + Larry Strommen
- + John Rather
- * D7. An index of backgammon resources available on the Internet.
-
- SECTION E: MISC.
- * E1. What other games can be played on a backgammon board?
- + Hyper-Backgammon
- + Nackgammon
- + Tapa
- + Narde
- + Diceless Backgammon
- + Acey-deucy
- + One Point Matches
- + Feuga
- + Greek/Turkish variation called ?
- * E2. How does one become a better player?
- * E3. Kent Goulding's International Backgammon Rating List
- * E4. Misc.
-
-
- _________________________________________________________________
-
-
- _________________________________________________________________
-
- Section 0: FORE FAQ
-
- DEFINITION
-
- FAQ /F-A-Q/ or /faq/ [USENET] n. 1. A Frequently Asked Question. 2. A
- compendium of accumulated lore, posted periodically to high-volume
- newsgroups in an attempt to forestall such questions. Some people
- prefer the term 'FAQ list' or 'FAQL' /fa'kl/, reserving 'FAQ' for
- sense 1.
-
- -- from: The jargon file, Version 2.9.12, 10 May 1993
-
- EDITOR
-
- Mark Damish damish@ll.mit.edu
-
- PURPOSE
-
- The purpose of this FAQ is to answer commonly asked questions which
- come up on the rec.games.backgammon news group and to compile a set of
- resources which might be useful to backgammon players in general.
-
- CONTRIBUTING
-
- Contributions will be thankfully accepted. Send E-Mail to the editor
- of this list for inclusion and credit in future FAQs.
-
- AVAILABILITY
-
- The FAQ will be posted on or around the 13th (13: is such a nice
- opening roll) of each month to rec.games.backgammon, rec.answers and
- news.answers.
-
- The FAQ is also available for anonymous ftp on:
- rtfm.mit.edu /pub/usenet/news.answers/games/backgammon-faq
-
- The ascii FAQ may also be obtained vie E-mail. Just send mail to:
-
-
- mail-server@rtfm.mit.edu
- with
- send usenet/news.answers/games/backgammon-faq
-
- in the body of the message.
-
- HTML version:
- An HTML (hypertext) version of the faq has been created. It is
- currently the `source' document for the ASCII version posted to
- rec.games.backgammon, and the rtfm archive. Within the document
- there are ``links'' from the table of contents, links within
- the document, and several links to ftp sites and other
- documents which make getting around the document, and the
- backgammon portion of internet quite easy. This version of the
- FAQ is called bg-faq.html, and may be downloaded for local
- reading with a Web-Browser, or may be read on line at:
- http://www.cybercom.net/~damish/backgammon/bg-faq.html or at:
- http://www.statslab.cam.ac.uk/~sret1/backgammon/faq.html The
- HTML version of the faq is updated at this site when the ascii
- version is posted to rec.games.backgammon.
-
- diff file:
- A diff file will created and posted to the rec.games.backgammon
- news group at the same time the FAQ is posted. This will
- contain the differences between successive FAQs. It will not be
- posted to the *.answers newsgroups, nor will it be archived at
- rtfm.mit.edu. The purpose of the diff file is to show recent
- changes without having to browse the entire FAQ. DO NOT use
- this file to update previous versions of the FAQ as it will
- have been edited!
-
- DISCLAIMER
-
- This posting is provided on an "as is" basis, NO WARRANTY whatsoever
- is expressed or implied, especially, NO WARRANTY that the information
- contained herein is correct or useful in any way, although both are
- intended.
-
- EDITORIAL
-
- CHANGES
-
- Changes may be spotted by examining the `diff' file, which is posted
- at the same time as this FAQ. In the diff file, a `<' charactor
- preceding a line indicates that the line has been removed. Likewise, a
- `>' charactor indicates an addition. The diff file is edited and
- should not be used for updating from previous versions.
-
- GRATITUDE
-
- Major and minor contributions and suggestions from the following:
-
-
- Jeremy Bagai Matchqiz review.
- Matthew Clegg The `What is Internet' section.
- Paul Ferguson Mac PD BG info. FIBS Client info.
- Erik Gravgaard This and that.
- Molly Holzschlag GEnie/RSCARDS info
- rjohnson Additional info for rules section A2.
- Mika Johnsson Original Backgammon article compilation.
- Rolf Kleef Nackgammon.
- Asger Kring Danish Newsletter, Book supply info. more.
- Andy Latto Jacoby, Holland, Beavers, Chouette, Useful advice.
- Mel Leifer Many critical pieces of information.
- Peter Nickless Acey-Deucy Submission.
- Perry R. Ross LDB (Long Distance Backgammon) mail server info.
- Mark Rozer Inspired me to play this game.
- Gerry Tesauro Backgammon article pointers.
- Michael Urban Boston area playing spots.
- Kit Woolsey Software reviews. Contributor at large.
- Michael J. Zehr Book Review, Holland rule, Combinitorics answer.
- More.
- Vincent Zweije FIBS description. Narde description. Proof reader
- deluxe.
-
- [I apologize if I missed anybody]
-
- Thanks for ALL corrections sent!
-
- PLUS Thanks to all who have submitted material to the
- rec.games.backgammon news group, whether or not it has been used here.
- Material from rec.games.backgammon is credited where used.
-
- May you roll above average when you need it most.
-
- NEWS
-
- Information that may or may not be included in the current FAQ:
-
- From: alberto da pra (dapra@iol.it)
- Newsgroups: rec.games.backgammon
- Subject: Olympiad of Backgammon
- Date: 2 Dec 1995 21:18:50 GMT
-
- The second edition of the Backgammon's Olympiad (the first was in the
- year 1992) will be in Venice from 25th to 30th June 1996. Who is
- intersted can ask info and the invitation.
- Alberto da Pra, President WBF
- Worldwide Backgammon Federation
-
- ----
-
- Newsgroups: comp.os.os2.games,rec.games.backgammon
- Subject: TD-Gammon available for free download
- Date: 9 Nov 1995 23:52:45 -0800
-
- IBM has made TD-Gammon, their supposedly groundbreaking neural network-
- based version of Backgammon, available for free download. It seems to
- be part of an attempt to promote their IBM Family FunPack. You can get
- it by surfing to http://www.austin.ibm.com/pspinfo/funtdgammon.html and
- following the "Read the license information" link. You will have to fill
- out a form with your name, address, etc. (But nothing forces you to enter
- valid information. ;) )
-
- ----
-
- The hypertext version of the FAQ is now available at:
-
- http://www.statslab.cam.ac.uk/~sret1/backgammon/faq.html
- Thanks Stephen for mirroring the faq in the UK, which should allow
- for quicker access from Europe and the Middle East.
-
-
- _________________________________________________________________
-
-
- _________________________________________________________________
-
- Section A: ESSENTIALS
-
- A1. WHAT IS BACKGAMMON?
-
- ``Backgammon is an obstacle race between two armies of 15 men each,
- moving around a track divided into 24 dagger-like divisions known as
- points.''
-
- ..The Rules
-
-
- _________________________________________________________________
-
- ``It's just a game.''
-
- -- Many
-
-
- _________________________________________________________________
-
- ``Sport of mind.''
-
- .. Alberto da Pra, President of WBF - Worldwide Backgammon
- Federation
-
-
- _________________________________________________________________
-
- ``It's a game of skill and luck. When I win I can claim it's due to
- my good skill. When I lose I can claim it's due to my bad luck.''
-
- -- submitted by David Forthoffer davidf@lpd.sj.nec.com
-
-
- _________________________________________________________________
-
- ``Backgammon is one of the oldest games in existence, dating back
- some 5000 years and believed to have been developed by the ancient
- Egyptians. It is not a game of luck as many believe, but a strategic
- game of war; in many ways as difficult to master as chess or Go. A
- random element (luck) is certainly involved, but a champion player
- also uses the laws of probability, intuition, imagination and
- psychology to outwit his opponent''.
-
- -- From the foward of the Expert Backgammon (Mac) documentation.
-
-
- _________________________________________________________________
-
- ``There's an aesthetic to the game, a flow. People think the game
- consists primarily of math --- calculating odds and so forth. That's
- not true. It's essentially a game of patterns, a visual game, like
- chess. Certain patterns fit together harmoniously, make sense in a
- away that is nontrivial.''
-
- -- Paul Magriel
-
-
- _________________________________________________________________
-
- Answering ``Why do you play backgammon'':
-
- ``We have become a spectator society, one that experiences
- excellence and creativity only by watching it on television or by
- reading about it in newspapers or magazines...Perhaps the best way
- of becoming something more than a spectator is to pursue activities
- that do not receive mass media coverage. We can invent our own art
- forms, or at least re-label existing forms as art. Backgammon,
- though it is very old and very common, is an excellent art form.
- Patterns of points and blots undergo poignant mutations. The player
- strains to work with them, to control them. One's identity is not
- entirely intrinsic, nor is it purely acquired. We can shape
- ourselves just as we can shape our surroundings. By playing
- backgammon, that is - by creating patterns of blots and points - I
- help to shape my identity, I set myself apart from the spectators. I
- become alive.''
-
- -- Felix Yen (from Anchors, Jan 92)
-
-
- _________________________________________________________________
-
- A2. WHAT ARE THE BASIC RULES OF THE GAME?
-
- Backgammon Equipment
- * A Backgammon board or layout.
- * Thirty round stones, or checkers, 15 each of two different colors,
- generally referred to as `men'.
- * A pair of regular dice, numbered from 1 to 6. (For convenience,
- two pairs of dice, one for each player, are generally used.)
- * A dice cup, used to shake and cast the dice. (Again, it is more
- convenient to have two dice cups.)
- * A doubling cube---A six-faced die, marked with the numerals
- 2,4,8,16,32 & 64. This is used to keep track of the number of
- units at stake in each game, as well as to mark the player who
- last doubled.
-
- The backgammon board
-
- Backgammon is an obstacle race between two armies of 15 men each,
- moving around a track divided into 24 dagger-like divisions known as
- ``points''.
-
- The Backgammon layout is divided down the center by a partition, known
- as the ``bar'' (See Diagram 1), into an outer and inner (or home)
- board or table. The side nearest you is your outer and home tables;
- the side farther away is your opponents outer and home boards. The
- arrows indicate the direction of play.
-
- For purposes of convenience we have numbered the points in the
- diagram. Though the points are not numbered on the actual board, they
- are frequently referred to during play to describe a move or a
- position. Your (X's) 4-point or 8-point will always be on your side of
- the board; your opponent's (O's) will always be on his side of the
- board.
-
- A move from your 9-point to your 5-point is four spaces (the bar does
- not count as a space). A move from White's 12-point to your 12-point,
- though it crosses from his board to yours, is but one space, for these
- two points are really next to each other.
-
- Diagram 2 shows the board set up ready for play. Each side has five
- men on his 6-point, three men on his 8-point, five men on his
- opponent's 12-point, and two men, known as ``runners'', on his
- opponents' 1-point. The runners will have to travel the full length of
- the track, the other men have shorter distances to go. Note that play
- proceeds in opposite directions, so that the men can be set up in two
- ways. Turn the diagram upside down to see the layout if play were
- proceeding in the other direction.
-
-
- +-------------------------------------------------->
- |
- | +-----------------------------< X moves this direction
- | |
- | |
- | | 13 14 15 16 17 18 19 20 21 22 23 24
- | | +------------------------------------------+
- | | | . . . . . . | | . . . . . . |
- | | | . . . . . . | | . . . . . . |
- | | | . . . . . . | | . . . . . . |
- | | | . . . . . . | | . . . . . . |
- | | | . . . . . . | | . . . . . . |
- | | | | | | +----+
- ^ v | Outer Board |BAR| Home Board | | 64 |
- | | | | | | +----+
- | | | P O I N T S | | . . . . . . | Doubling
- | | | . . . . . . | | . . . . . . | Cube
- | | | . . . . . . | | . . . . . . |
- | | | . . . . . . | | . . . . . . |
- | | | . . . . . . | | . . . . . . |
- | | +------------------------------------------+
- | | 12 11 10 9 8 7 6 5 4 3 2 1
- | |
- | +---------------------------------------------->
- |
- +---------------------------------< Y moves this direction
-
-
- Diagram 1 (Numbered from X's point of view)
-
-
- 13 14 15 16 17 18 19 20 21 22 23 24
- +------------------------------------------+
- | X . . . O . | | O . . . . X |
- | X O | | O X |
- | X O | | O |
- | X | | O |
- | X | | O | +----+
- | |BAR| | | 64 |
- | O | | X | +----+
- | O | | X |
- | O X | | X |
- | O X | | X O |
- | O . . . X . | | X . . . . O |
- +------------------------------------------+
- 12 11 10 9 8 7 6 5 4 3 2 1
-
- Diagram #2 (Numbered from X's point of view)
-
- Object of the game
-
- The object of Backgammon is for each player to bring all his men into
- his home board, and then to bear them off the board. The first player
- to get all his men off the board is the winner.
-
- Starting the game
-
- Each player casts one die. The player with the higher number makes the
- first move, using the two numbers cast by his die and his opponent's.
- In the event that both players roll the same number, it is a standoff
- and each rolls another die to determine the first move. In the event
- of subsequent ties, this process is repeated until the dice turn up
- different numbers. (In some games, players double the unit stake
- automatically every time they cast the same number; others limit the
- automatic doubles to one. In tournament play, there is no such thing
- as an automatic double.)
-
- Moving your men
-
- Each player's turn consists of the roll of two dice. He then moves one
- or more men in accordance with the numbers cast. Assume he rolls 4-2.
- He may move one man six spaces, or one man four spaces and another man
- two spaces. Bear in mind that, when moving a single man for the total
- shown by the two dice, you are actually making two moves with the one
- man---each move according to the number shown on one of the dice.
-
- Doublets
-
- If the same number appears on both dice, for example, 2-2 or 3-3
- (known as doublets), the caster is entitled to four moves instead of
- two. Thus, if he rolls 3-3, he can move up to four men, but each move
- must consist of three spaces.
-
- The players throw and play alternately throughout the game, except in
- the case where a player cannot make a legal move and therefore
- forfeits his turn.
-
- Making points
-
- A player makes a point by positioning two or more of his men on it. He
- then ``owns'' that point, and his opponent can neither come to rest on
- that point nor touch down on it when taking the combined total of his
- dice with one man.
-
- Prime
-
- A player who has made six consecutive points has completed a prime. An
- opposing man trapped behind a prime cannot move past, for it cannot be
- moved more than six spaces at a time---the largest number on a die.
-
- Blots
-
- A single man on a point is called a blot. If you move a man onto an
- opponent's blot, or touch down on it in the process of moving the
- combined total of your cast, the blot is hit, removed from the board
- and placed on the bar.
-
- A man that has been hit must re-enter in the opposing home table. A
- player may not make any move until such time as he has brought the man
- on the bar back into play. Re-entry is made on a point equivalent to
- the number of one of the dice cast, providing that point is not owned
- by the opponent.
-
- Closed board
-
- A Player who has made all six points in his home board is said to have
- a closed board. If the opponent has any men on the bar, he will not be
- able to re-enter it since there is no vacant point in his adversary;s
- home board. Therefore, he forfeits his rolls, and continues to do so
- until such time as the player has to open up a point in his home
- board, thus providing a point of rentry. It should be noted, the he
- doesn't loses his turn, as he still retains the ability to double his
- opponent before any of his opponents rolls, assuming the cube is
- centered or on his side.
-
- Compulsory move
-
- A player is compelled to take his complete move if there is any way
- for him to do so. If he can take either of the numbers but not both,
- he must take the higher number if possible, the lower if not.
-
- [Another way of saying this...]
- * If both parts of the roll can be played legally, then this must be
- done. Note that you may play the roll in such a way as to move
- fewer pips than the larger die indicates by playing the smaller
- die first --- this is common in bearoff situations, and legal as
- long as each part of the roll is played legally at the moment you
- play it.
- * If only one part of the roll can be played legally, then you must
- play the higher die if possible; if not, play the lower die.
-
-
-
- --kw
-
- Bearing off
-
- Once a player has brought all his men into his home board, he can
- commence bearing off. Men borne off the board are not re-entered into
- play. The player who bears off all his men first is the winner. A
- player may not bear off men while he has a man on the bar, or outside
- his home board. Thus if, in the process of bearing off, a player
- leaves a blot and it is hit by his opponent, he must first re-enter
- the man in his opponents home board, and bring it round the board into
- his own home board before he can continue the bearing off process.
-
- In bearing off, you remove men from the points corresponding to the
- numbers on the dice cast. However, you are not compelled to remove a
- man. You may, if you can, move a man inside your home board a number
- of spaces equivalent to the number of a die.
-
- If you roll a number higher than the highest point on which you have a
- man, you may apply that number to your highest occupied point. Thus,
- if you roll 6-3 and your 6-point has already been cleared but you have
- men on your 5-point, you may use your 6 to remove a man from your
- 5-point.
-
- In some cases it may be advantagous to play the smaller die first
- before applying the higher die to your highest point (See Compulsory
- Move). For example, suppose you have one checker on your 5 point, and
- two checkers on your 2 point. Your opponent has a checker on the ace
- (one point) and on the bar. You roll 6-3. You may play the 3 to the 2
- point then the 6 to bear a checker off the 2 point leaving your
- opponent no shots (no blots for the opponent to hit). The alternative,
- using the 6-3 to bear checkers off both the 5 and 2 points, would
- leave your opponent 20 out of 36 ways to hit your remaining blot.
-
- Gammon and Backgammon
-
- If you bear off all 15 of your men before your opponent has borne off
- a single man, you win a gammon, or double game.
-
- If you bear off all 15 of your men before your opponent has borne off
- a single man, and he still has one or more men in your home board or
- on the bar, you win a backgammon, or a triple game.
-
- Cocked dice
-
- It is customary to cast your dice in your right-hand board. Both dice
- must come to rest completely flat in that board. If one die crosses
- the bar into the other table, or jumps off the board, or does not come
- to rest flat, or ends up resting on one of the men, the dice are
- ``cocked'' and the whole throw, using both dice, must be retaken.
-
-
- _________________________________________________________________
-
- A3. WHAT IS THE DOUBLING CUBE FOR?
-
- The introduction of the doubling cube into the game is largely
- responsible for the leap in popularity of modern backgammon.
-
- Each face of the doubling cube bears a number to record progressive
- doubles and redoubles, starting with 2 and going on to 4, 8, 16, 32 &
- 64. At the commencement of play, the doubling cube rests on the bar,
- between the two players, or at the side of the board. At any point
- during the game, a player who thinks he is sufficiently ahead may,
- when it is his turn to play and before he casts his dice, propose to
- double the stake by turning the cube to 2. His opponent may decline to
- accept the double, in which case he forfeits the game and loses 1
- unit, or accept the double, in which case the game continues with the
- stake at 2 units. The player who accepts the double now ``owns'' the
- cube---which means that he has the option t redouble at any point
- during the rest of the game, but his opponent (the original doubler)
- may not. If, at a later stage he exercises this option, his opponent
- is now faced with a similar choice. He may either decline the redouble
- and so lose 2 units, or accept and play for 4, and he now ``owns'' the
- cube. A player may double when he is on the bar even if his opponent
- has a closed board and he cannot enter. Though he does not roll the
- dice, for he cannot make a move, he still has the right to double.
- Note that gammon doubles or backgammon triples the stake of the cube.
-
-
- _________________________________________________________________
-
- A4. WHAT IS THE CRAWFORD RULE? (WHY WON'T FIBS LET ME DOUBLE?)
-
- From the FIBS help screens:
-
- If you are playing an n-point match and your opponent is ahead
- of you and he gets to n-1 points you are not allowed to use
- the doubling cube in the next game to come
-
- EXAMPLE:
- 5 point match
- score
- game # You opponent
- 1 0 3
- 2 0 4
- 3 1 4 (you were not allowed to double in this game)
- 4 3 4 (you were allowed to double again)
- ... ... ...
-
-
- The Crawford rule is universally used in backgammon match play.
-
-
- _________________________________________________________________
-
- A5. WHAT IS THE JACOBY RULE?
-
- The Jacoby rule is used in money games. It states, that a gammon or
- backgammon may not be scored as such unless the cube has been passed
- and accepted. The purpose is to speed up play by eliminating long
- undoubled games.
-
- The Jacoby rule is never used in match play.
-
-
- _________________________________________________________________
-
- A6. WHAT IS THE HOLLAND RULE?
-
- This rule applies to match games and states that in post-Crawford
- games the trailer can only double after both sides have played two
- rolls. It makes the free drop more valuable to the leader but
- generally just confuses the issue.
-
- Unlike the Crawford rule, the Holland rule has not proved popular, and
- is rarely used today.
-
-
- _________________________________________________________________
-
- A7. WHAT ARE THOSE CRITTERS --- BEAVERS, RACCOONS?
-
- In money play, if player A doubles, and player B believes that he is a
- favorite holding the cube, he may turn the cube an extra notch as he
- takes, and keep the cube on his own side. For example, if A makes an
- initial double to 2, B may, instead of taking the double and holding a
- 2 cube, say ``beaver'', turn the cube an extra notch to 4, and
- continue the game holding a 4 cube.
-
- If A believes that B's beaver was in error, some play that he may then
- ``raccoon'', turning the cube yet another notch (to 8 in the example).
- Cube ownership remains with B. B may then if he wishes turn the cube
- yet another notch, saying ``aardvark'', or ``otter'' or whatever silly
- animal name he prefers (the correct animal is a matter of
- controversy), and so forth.
-
- Beavers and the rest of the animals may be played or not in money
- play, as the players wish.
-
- Beavers and other animals are never used in match play.
-
- -- Andy Latto
-
-
- _________________________________________________________________
-
- It should be noted that the original cube turner can drop a beaver.
- For example, suppose I miscount a bearoff and double, you accept and
- say you want to beaver. I realize something is wrong and recount. If I
- am horribly behind, I can drop the beaver, paying you the value on the
- cube before you beavered.
-
- -michael j zehr
-
-
- _________________________________________________________________
-
- A8. WHAT IS A CHOUETTE?
-
- A Chouette is a social backgammon variant for more than 2 players. One
- player is ``the box'', and plays against all other players on a single
- board. One other player is the captain, and rolls the dice and makes
- the plays for the team that opposes the box. If the box wins, the
- captain goes to the back of the line, and the next player becomes
- captain. If the captain wins, the box goes to the back of the line,
- and the captain becomes the new box.
-
- Customs vary as to the rights of the captain's partners: In some
- Chouettes, they may consult freely as to the way rolls should be
- played. In others, consultation is prohibited. A compromise, where
- consultation is allowed only after the cube has been turned, is
- popular.
-
- Originally, Chouettes were played with a single cube. The only
- decisions that players other than the captain were allowed to make
- independently concerned takes: If the box doubled, each player on the
- team could take or drop independently. Today, multiple-cube Chouettes
- are more popular; each player on the team has his own cube, and all
- doubling, dropping, and taking decisions are made independently by all
- players.
-
- -- Andy Latto
-
-
- _________________________________________________________________
-
- A9. BASIC STRATEGY FOR BEGINNERS.
-
- Single checkers (blots) on a point are vulnerable to enemy attack and
- must start over if hit by n opponent's checker. Two or more checkers
- on a point are safe from attack and can also be used for blocking or
- trapping your opponent.
-
- Essentially backgammon is a race to see who takes off all of his
- checkers first. However, the shortest distance between two points is
- not always a straight line. Most beginners, rarely leave exposed
- checkers and hit as often as they can. As you will find out, this
- seemingly logical approach is not the best strategy. The following is
- a simplification of some of the factors that you should consider in
- forming a winning game plan:
-
- Distribution.
- Distribution is how evenly your checkers are divided among the
- points occupied. It is usually better to have 3 checkers each
- on two different points rather than 4 checkers one and 2 on the
- other. You should rarely have six checkers on a point and
- almost never have any more. A player with even distribution
- will seemingly get "luckier" dice than his less flexible
- opponent.
-
- Exposure.
- Don't be afraid to leave shots early in the game to establish a
- strong offense or defense. Be more cautious as your enemy's
- home board gets stronger. The more points he has in his home
- board, the more difficult it will be for you to re-enter after
- being hit. Conversely, the more points that you control in your
- enemy's home board (anchors) the bolder you may play. Even if
- his board is weak, limit the number of blots (single checkers)
- to no more than four. If you are significantly ahead in the
- race or position, then restrict your exposure to maintain your
- lead.
-
- Blocking and Priming.
- Try to build points without gaps between them directly in front
- of the enemy checkers in your home board to prevent their
- escape. Establishing these critical points as early as possible
- in approximate order of importance: 5, 4, 7 to start your
- blockade. Six points in a row is called a prime. This makes it
- impossible for your opponent to escape for as long as you can
- maintain that structure.
-
- Hitting.
- Try to hit checkers that are the most advanced or checkers that
- your opponent would like to cover to establish an important
- point. Attack only when it is advantageous to do so. For
- example, if you already have two enemy checkers on the bar, it
- is more critical to make another point in your home board than
- to hit a third checker. Also refrain from hitting if it makes
- you more vulnerable than your opponent. Keep your objectives in
- mind and don't be side-tracked. However, there is an old
- backgammon adage that still carries weight, "When in doubt,
- hit."
-
- Anchoring.
- Anchoring is establishing a defensive point (anchor) in your
- enemies home board. This gives you a landing spot to come in on
- should you get hit and prevents your opponent from making his
- home board. Early in the game try to establish anchors on the
- higher points (20,21). If you become significantly behind in
- the race, the lower points (22,23,24) have more value as your
- strategy is to build your home board and wait for a shot. If
- you have two anchors try to keep them on adjacent points.
-
- These are just a few ideas for the beginner to get started and is not
- meant as a tutorial. There are many fine books available if you awant
- more information.
-
- From Macintosh Expert Backgammon Documentation by Tom Johnson
- komodo@netcom.com
-
-
-
- _________________________________________________________________
-
- A10. OPENING ROLLS.
-
- From: kwoolsey@netcom.com (Kit Woolsey)
- Subject: Re: What are the best ways to play the opening rolls?
- Date: Sun, 19 Mar 1995 05:19:43 GMT
-
- [...]
-
-
-
- Now, on the what I believe is an accurate synopsis of the 15 possible
- opening rolls:
-
- 2-1: The slotting play 13/11, 6/5 and the splitting play 24/23, 13/11,
- the two most common plays, seem to be about equal. Nothing else is a
- serious contender.
-
- 3-1: 8/5, 6/5 is obviously the only play.
-
- 4-1: The splitting play 24/23, 13/9 has come out clearly superior to
- the slotting play 13/9, 6/5. Probably the reason is that with the
- builder on the 9 point there are so many good pointing numbers next
- turn anyway that you don't need the 5 point slotted.
-
- 5-1: The splitting play 24/23, 13/8 has come out a bit better than the
- slotting play 13/8, 6/5. A third less common alternative, 24/18, came
- out clearly worse.
-
- 6-1: The obvious 13/7, 8/7 is correct. Magriel's experiment of 13/7,
- 6/5 is awful.
-
- 3-2: The splitting play 24/21, 13/11 came out a bit better than
- building with 13/10, 13/11.
-
- 4-2: 8/4, 6/4 of course.
-
- 5-2: The normal play for years has been 13/11, 13/8. However the newer
- splitting play, 24/22, 13/8, (shunned because of the crushing 5-5
- threat) has come out a bit better. The slotting play of 13/8, 6/4
- (which used to be my choice) did not survive the rollouts -- it was
- clearly inferior.
-
- 6-2: The splitting play of 24/18, 13/11 comes out fairly clearly
- superior. Running with 24/16 is 2nd, but the run isn't far enough.
- Slotting with 13/5 (a common choice several years ago) was definitely
- in third place.
-
- 4-3: The building play of 13/10, 13/9 and the common splitting play of
- 24/20, 13/10 were just about tied. The alternative split of 24/21,
- 13/9 was only a little behind.
-
- 5-3: The simple 8/3, 6/3 is clearly best. The once common 13/10, 13/8
- has been found vastly inferior.
-
- 6-3: The splitting 24/18, 13/10 comes out best, but the running play
- of 24/15 is not too far behind.
-
- 5-4: Splitting with 24/20, 13/8 and building with 13/9, 13/8 come out
- quite close (that builder on the 9 point is powerful), with the split
- generally a tiny bit better. 24/15 is weaker still.
-
- 6-4: Both running with 24/14 and splitting with 24/18, 13/9 are about
- equal. However the once laughed at 8/2, 6/2 has reared its head as a
- serious contender and comes out about equal with the other choices --
- nice play to try if you get familiar with it, since your opponent
- probably won't be.
-
- 6-5: The simple 24/13 is clearly better than any other possibilities.
-
- _________________________________________________________________
-
-
- _________________________________________________________________
-
- Section B: ELECTRONIC BACKGAMMON: VS OTHER HUMANS
-
-
- _________________________________________________________________
-
- B1. FIBS (FIRST INTERNET BACKGAMMON SERVER)
-
- FIBS INTRODUCTION
-
- On July 19, 1992 at 10:56:22 GMT, Marvin announced the birth of the
- FIBS. FIBS is an abbreviation for First Internet Backgammon Server. It
- is a server program written by Andreas Schneider
- marvin@fraggel65.mdstud.chalmers.se. Praise to him!
-
- After using a site in Aachen Germany, It moved to the present site ins
- Sweden on December 3, 1993.
-
- You can connect to FIBS using telnet; the server runs on machine
- fraggel65.mdstud.chalmers.se (raw address 129.16.235.165). Be sure to
- telnet to port 4321, because telnetting to the default port will give
- you a regular unix login prompt, which will be of no use to you since
- you probably have no account on that machine. For instance, on a unix
- machine which is connected directly to the internet, you issue one of
- the following commands:
-
-
- telnet fraggel65.mdstud.chalmers.se 4321
- telnet 129.16.235.165 4321
-
-
-
- and then you are connected to FIBS.
-
- Now you have to log in to FIBS. If you already have an account on
- FIBS, you use the login name and password you selected. If you're a
- first time user, you must log in as guest. Then you are granted a
- limited kind of access, until you make yourself known by choosing a
- FIBS user name and a password. From that moment on, you can use FIBS
- to play against other players, human or otherwise, from all over the
- world.
-
- Here is an example connect and login sequence for new users:
-
- %telnet fraggel65.mdstud.chalmers.se 4321
- Trying 129.16.235.165 ...
- Connected to fraggel65.mdstud.chalmers.se.
- Escape character is '^]'.
-
- WELCOME TO THE
- _______ _ ______ _____
- | _____| | | | __ \ / ____|
- | |___ | | | |__| | | |____
- | ___| | | | __ < \____ \
- | | | | | |__| | ____| |
- |_|irst |_|nternet |______/ackgammon |_____/erver
-
- If something unexpected happens please send mail to:
- marvin@fraggel65.mdstud.chalmers.se (Andreas Schneider)
- Bug reports are welcome.
-
- This server is on the net to meet people from all countries.
- All sorts of racists and fascists are not allowed to login here!
- Rude language will not be tolerated on this server. Be nice.
-
- LOGIN AS guest IF YOU ARE NEW TO THIS SERVER!
- One account per person only!
-
- Friday, September 30 10:23:10 MET ( Fri Sep 30 09:23:10 1994 UTC )
- login: guest
- Welcome to FIBS. You just logged in as guest.
- Please register before using this server:
-
- Type 'name username' where username is the name you want to use.
- The username may not contain blanks ' ' or colons ':'.
- The system will then ask you for your password twice.
- Please make sure that you don't forget your password. All
- passwords are encrypted before they are saved. If you forget
- your password there is no way to find out what it was.
- Please type 'bye' if you don't want to register now.
-
- ONE USERNAME PER PERSON ONLY!!!
- > name Newbie
- Please give your password:
- Please retype your password:
- You are registered.
- Type 'help beginner' to get started.
- >
-
-
-
- Once logged in, you are wise to read the help screens of FIBS. Read
- about how not to hear other people's shoutings, how the rating system
- works, how to watch other people play, how to talk to other people,
- how to invite people to play, and of couse, how to play. Everything
- you need is in the help screens. One thing: if you wish to read the
- help screens without logging into FIBS, they have been made available
- to WWW by Mike Quinn at
- http://www.cybercom.net/~damish/backgammon/mike_quinn/fibs.htm. Mark
- Damish made a version available for ftp or online reading from
- http://www.cybercom.net/~damish/backgammon/fibshelp.html
-
- When you are a little accustomed to FIBS, you can enter tournaments,
- which are organised occasionally by volunteers. Read newsgroup
- rec.games.backgammon, check out FIBS' login message, or listen for
- rumours spreading. Also, if you like FIBS, it will pay you to take the
- trouble to install/use a more friendly interface than a simple telnet
- client program. Several of these are available, see section Are there
- any GUI's for FIBS?.
-
- FIBS description last updated on October 4th, 1994 by Vincent Zweije
- (zweije@wi.leidenuniv.nl)
-
-
- _________________________________________________________________
-
- FIBS HELP
-
- FIBS Command Help Summary. (One liners)
-
- * about - display information about the server
- * accept - accepting doubles and resigns
- * address - make your email address known to other users.
- * autologin - how the tinymud style autologin feature works
- * average - show average number of users
- * away - leaving a message for other users before leaving the
- terminal
- * back - back again after the away command was used
- * beaver - offering an instant redouble that is a beaver
- * beginner - very short introduction to the server
- * blind - Stop people from watching you.
- * board - displays the board again
- * boardstyle - the various boardstyles
- * bye - leave the first internet backgammon server. Aliases for bye
- include: adios, ciao, tschoe, end, exti, logout, and quit.
- * client - one way to use a client
- * cls - clear the screen on a vt100 terminal
- * commands - how commands are entered.
- * complaints - how to complain about cheaters
- * countries - where do the players live
- * crawford - The Crawford rule
- * date - equivalent to the time command
- * dicetest - show statistics about the dice
- * double - Ship that cube!
- * erase - How and why accounts are erased
- * formula - The formulas used to calculate rating changes
- * gag - Inhibit yourself from hearing a players shouts etc...
- * help - help on different topic
- * hostnames - how to interpret hostnames given by the who command
- * invite - invite another user to play a game of backgammon
- * join - accept an invitation from another player
- * kibitz - talking to players and watchers
- * last - Display information about login times
- * leave - leave and save a game
- * look - Take a short look at a game
- * man - alias for help
- * message - Leave a message for a user
- * motd - Display the message of the day
- * move - Moving pieces on the board
- * names - name completion
- * off - bear off pieces with every possible move
- * oldboard - Display the board of a saved game.
- * oldmoves - Display the moves of a saved game.
- * otter - Offering an instant redouble that is an otter
- * panic - save a game to a special file
- * password - change password
- * pip - Display pip count
- * raccoon - Offering an instant redouble that is a raccoon
- * ratings - Display information from the rating list
- * rawboard - how to interpret the raw board output
- * rawwho - A version of the who command for client programs.
- * redouble - accepting doubles by redoubling
- * reject - Drop a double. Reject a resignation.
- * resign - resign a game
- * roll - roll the dice
- * rules - The basic rules of backgammon
- + rule1 - how the board looks like
- + rule2 - the direction you move pieces
- + rule3 - the goal of the game
- + rule4 - rolling the dice
- + rule5 - moving pieces
- + rule6 - moving pieces
- + rule7 - bearing off pieces
- + rule8 - winning
- + rule9 - doubling
- * save - save your current toggle settings
- * say - talk to your opponent
- * screen - how to tell FIBS about your screen
- * set - how to set variables that are not toggles
- * shout - say something to all users
- * show - Display information
- * shutdown - shutdown the server (privileged users)
- * sortwho - how the 'who' command sorts it's output
- * stat - display system usage information about the server
- * tell - say something to a specific player
- * time - display the current time
- * timezones - How the server supports different timezones
- * tinyfugue - a few hints on using the TinyFugue client
- * toggle - display or change the value of toggles
- + toggle-allowpip - Enable/Disable the servers `pip' command.
- + toggle-autoboard - Enable/Disable automatic board redraws.
- + toggle-autodouble - Enable/Disable Auomatic doubles on the
- 1st roll.
- + toggle-automove - Enable/Disable Automatic movement of forced
- rolls.
- + toggle-bell - Enable/Disable the bell in talking or invites.
- + toggle-crawford - Enable/Disable Crawford. Both players need
- to agree.
- + toggle-double - Enable/Disable automatic rolling.
- + toggle-greedy - Enable/Disable automatic bearoffs if
- possible.
- + toggle-moreboards - Redraw every move, or every move and
- roll.
- + toggle-moves - Enable/Disable listing of moves at end of
- game.
- + toggle-notify - Enable/Disable server notification of players
- logging in and out.
- + toggle-ratings - Enable/Disable the display of the rating
- calculation.
- + toggle-rawboard - Replaced by set boardstyle
- + toggle-ready - Toggles wether you are ready to play games.
- + toggle-report - Enable/Disable server messages when other
- players start or finish a match.
- + toggle-silent - Enable/Disable hearing players shouts.
- + toggle-telnet - Toggles extra newlines.
- + toggle-wrap - Toggles whether you or the server wraps lines
- larger than 80 charactors.
- * unwatch - stop watching a player
- * version - display version number of the server
- * watch - watch a player
- * wave - wave goodbye before leaving to players who receive shouts
- * where - display full hostnames
- * whisper - say something to watchers of a game
- * who - display information about currently logged in users
- * whois - Display information about a player
- * !! - repeat the last command
-
-
-
- [Last updated June 1995. Are there any missing commands?]
-
-
- _________________________________________________________________
-
- For more detailed information on FIBS commands, type ``help'' at the
- while on FIBS or check out Michael Quinn's Guide to FIBS at:
- http://www.abekrd.co.uk/FIBS
- _________________________________________________________________
-
- FIBS RATINGS
-
- FIBS Rating Formula [From the FIBS man pages.]
-
- NAME
- formula - The formulas used to calculate rating changes
-
- DESCRIPTION
- These are the formulas used to determine the ratings of a
- player: Let's say that two players P1 and P2 were playing a
- n-point match. The ratings of the players are r1 for P1 and r2
- for P2 .
-
- + Let D = abs(r1-r2) (rating difference)
- + Let P_upset = 1/(10^(D*sqrt(n)/2000)+1) (probability that
- underdog wins)
- + Let P=1-P_upset if the underdog wins and P=P_upset if the
- favorite wins.
-
-
-
- + For the winner:
- o Let K = max ( 1 , -experience/100+5 )
- o The rating change is: 4*K*sqrt(n)*P
- + For the loser:
- o Let K = max ( 1 , -experience/100+5 )
- o The rating change is: -4*K*sqrt(n)*P
-
-
-
- The 'experience' of a player is the sum of the lengths of all
- matches a player has finished. Every player starts with a
- rating of 1500 and an experience of 0.
-
- SEE ALSO
- ratings
-
-
- _________________________________________________________________
-
-
- From:gmortens@newstand.syr.edu (Gerald E Mortensen)
- Subject: fibs ratings formula plots
- Date: 23 Dec 1994 22:28:16 GMT
-
- i made these plots from the fibs ratings formula. experience >500. if
- you can't read these try setting your font to fixed or courier.
-
-
- P(win) vs. ratings difference
- 0.8 ++-----+-------+------+-------+------+------+-------+-----++
- + + + + + + + + C +
- | : C |
- 0.7 ++ : C B ++
- | : C B |
- | : B |
- | : C B |
- 0.6 ++ : C B A A ++
- | : B A A |
- | : B A A |
- 0.5 ++ A A A ++
- | A A B : |
- | A A B : |
- 0.4 ++ A A B C : 1 pt match A ++
- | B C : 5 pt match B |
- | B : 9 pt match C |
- | B C : |
- 0.3 ++ B C : ++
- | C : |
- + C + + + + + + + +
- 0.2 ++-----+-------+------+-------+------+------+-------+-----++
- -400 -300 -200 -100 0 100 200 300 400
-
- ratings change for a win vs. ratings difference
- 10 ++-----+-------+------+-------+------+------+-------+-----++
- + + + + + + + + +
- 9 ++ C : ++
- | C C : |
- 8 ++ C : 1 pt match A ++
- | : 5 pt match B |
- | C : 9 pt match C |
- 7 ++ C : ++
- | B C : |
- 6 ++ B B C ++
- | B B : C |
- 5 ++ B : C ++
- | B B C |
- 4 ++ : B C ++
- | : B B C |
- | : B B C |
- 3 ++ : B B ++
- | A A A A A : |
- 2 ++ A A A A A A A A ++
- + + + + + + + A A +
- 1 ++-----+-------+------+-------+------+------+-------+-----++
- -400 -300 -200 -100 0 100 200 300 400
- ratings diff (your rating - opponent's)
-
- ratings change is the same for both players if both have experience >
- than 500 (or have equal experience < 500).
-
- jay (wilfo)
- _________________________________________________________________
-
-
- FIBS - Rating Changes 2/16/95
-
- change in rating when favorite wins
- rate points in match
- diff 1 2 3 5 7 9 11
- ------------------------------------------------------------
- 0 2.00 2.83 3.46 4.47 5.29 6.00 6.63
- 40 1.95 2.74 3.33 4.24 4.97 5.59 6.13
- 80 1.91 2.64 3.19 4.01 4.65 5.18 5.63
- 120 1.86 2.55 3.05 3.79 4.34 4.77 5.14
- 160 1.82 2.46 2.92 3.56 4.03 4.38 4.67
- 200 1.77 2.37 2.78 3.35 3.73 4.01 4.22
- 240 1.73 2.28 2.65 3.13 3.44 3.65 3.79
- 280 1.68 2.19 2.52 2.93 3.16 3.31 3.39
- 320 1.64 2.11 2.39 2.73 2.90 2.99 3.02
- 360 1.59 2.02 2.27 2.54 2.65 2.69 2.68
- 400 1.55 1.94 2.15 2.35 2.42 2.41 2.37
- 440 1.50 1.86 2.03 2.18 2.20 2.15 2.08
- 480 1.46 1.78 1.92 2.01 1.99 1.92 1.83
-
- change in rating when underdog wins
- rate points in match
- diff 1 2 3 5 7 9 11
- ------------------------------------------------------------
- 0 2.00 2.83 3.46 4.47 5.29 6.00 6.63
- 40 2.05 2.92 3.60 4.70 5.61 6.41 7.14
- 80 2.09 3.01 3.74 4.93 5.93 6.82 7.64
- 120 2.14 3.10 3.88 5.16 6.25 7.23 8.13
- 160 2.18 3.19 4.01 5.38 6.56 7.62 8.60
- 200 2.23 3.28 4.15 5.60 6.86 7.99 9.05
- 240 2.27 3.37 4.28 5.81 7.14 8.35 9.48
- 280 2.32 3.46 4.41 6.02 7.42 8.69 9.88
- 320 2.36 3.55 4.53 6.22 7.68 9.01 10.2
- 360 2.41 3.63 4.66 6.41 7.93 9.31 10.6
- 400 2.45 3.72 4.78 6.59 8.17 9.59 10.9
- 440 2.50 3.80 4.89 6.76 8.39 9.85 11.2
- 480 2.54 3.88 5.01 6.93 8.59 10.1 11.4
-
- ratio - points lost to points won by favorite
- rate points in match
- diff 1 2 3 5 7 9 11
- ------------------------------------------------------------
- 0 1.00 1.00 1.00 1.00 1.00 1.00 1.00
- 40 1.05 1.07 1.08 1.11 1.13 1.15 1.17
- 80 1.10 1.14 1.17 1.23 1.28 1.32 1.36
- 120 1.15 1.22 1.27 1.36 1.44 1.51 1.58
- 160 1.20 1.30 1.38 1.51 1.63 1.74 1.84
- 200 1.26 1.38 1.49 1.67 1.84 2.00 2.15
- 240 1.32 1.48 1.61 1.85 2.08 2.29 2.50
- 280 1.38 1.58 1.75 2.06 2.35 2.63 2.91
- 320 1.45 1.68 1.89 2.28 2.65 3.02 3.39
- 360 1.51 1.80 2.05 2.53 2.99 3.47 3.95
- 400 1.58 1.92 2.22 2.80 3.38 3.98 4.61
- 440 1.66 2.05 2.40 3.10 3.82 4.57 5.37
- 480 1.74 2.18 2.60 3.44 4.31 5.25 6.25
-
-
-
-
- Batting Average for favorite to maintain rating
- points in match
-
- diff 1 2 3 5 7 9 11
- --------------------------------------
- 0 .500 .500 .500 .500 .500 .500 .500
- 40 .512 .516 .520 .526 .530 .534 .538
- 80 .523 .533 .540 .551 .561 .569 .576
- 120 .534 .549 .560 .577 .590 .602 .613
- 160 .546 .565 .579 .602 .619 .635 .648
- 200 .557 .581 .598 .626 .648 .666 .682
- 240 .569 .596 .617 .650 .675 .696 .714
- 280 .580 .612 .636 .673 .701 .725 .744
- 320 .591 .627 .654 .695 .726 .751 .772
- 360 .602 .642 .672 .716 .750 .776 .798
- 400 .613 .657 .689 .737 .772 .799 .822
- 440 .624 .672 .706 .756 .793 .820 .843
- 480 .635 .686 .723 .775 .812 .840 .862
-
- FIBS ratings tables submitted by William C. Bitting
- btbr68a@prodigy.com
- wbitting@crl.com
-
-
- _________________________________________________________________
-
- FIBS ratings reports are posted regularly to Rec.games.backgammon.
- Back issues are available from:
- http://www.columbia.edu/~radev/backgammon/fibsratings/
- http://www.cs.ualberta.ca/~banks/fibs/test.html
- _________________________________________________________________
-
- COMPUTER PROGRAMS ON FIBS
-
- Currently there several computer programs on FIBS:
- tesauro (the original neural net bg program TD-Gammon)
- mloner (neural net)
- idiot (neural net (JellyFish))
- jellyfish (nn)
- loner (The 1-pt version of mloner)
- EXBGthree
- fatboy (nn)
- fattest (nn)
- jemina (Algrithmic, entering cocoon, to emerge as a nn)
- music
- Big_Brother (only logs matches)
-
-
- Some programs play with humans entering the data, while others are
- full fledged bots.
- _________________________________________________________________
-
- FIBS MISC.
-
- FIBS (and FIBS/W) Instruction book.
-
- Hunter Jones has put together a very nice reference to FIBS and
- FIBS/W. It is nicely typeset and printed on heavy paper stock. The
- contents make a nice reference to FIBS and the FIBS/W interface.
- Commands are pre-sorted by catagory, and it makes looking for an
- answer extremely easy. It is 8 pages on 6 sheets of paper, and is
- especially worthwile for the new player. It is not just a rehash of
- the man pages.
-
- Price is $4 for U.S. addresses, $6 US for foreign addresses. All
- payments must be in US funds (check, money order or cash). If you wish
- expedited shipment, enclose suitable payment. (For example, $10
- additional for US FedEx overnight.) Be sure to enclose your address
- (FedEx and the like cannot deliver to PO Boxes.)
-
- Contact Hunter Jones at: hunter@ix.netcom.com
-
- 6617 Struttmann Lane
- Rockland MD
- 20852
-
-
- _________________________________________________________________
-
-
- From: thrash@mercury.interpath.net
- Newsgroups: rec.games.backgammon
- Subject: online FIBS help for OS/2 users
- Date: 7 Mar 1995 03:45:57 GMT
-
- For FIBS players who use OS/2:
-
- I recently created an online help file (.INF) for all the FIBS
- commands. It's basically the same help you get from the FIBS server
- but with hyper-text links to related commands.
-
- If you're new to FIBS, I'm sure it will help - although I can't
- guarantee it will increase your FIBS rating ;)
-
- Email me if your interested, I can send it via uuencode mail.
-
- -J-
-
-
- _________________________________________________________________
-
- B2. WHAT IS THE INTERNET AND HOW DO I GET ONTO IT?
-
- [This is copied verbatim, with permission, from OK.FAQ. References to
- 'OK' are referring to the bridge server.]
-
- [Permission from mclegg@cs.ucsd.edu (Matthew Clegg) for use here.]
-
- In addition to having access to a Unix system, you must also be
- connected to the Internet. The Internet is a worldwide computer
- network which was founded for the sake of promoting research and
- education. Recently, the Internet has been broadening its mission and
- it's likely that soon the Internet will be open for commercial as well
- as educational uses.
-
- Already it is possible for the general public to obtain access to the
- Internet for a modest fee in many metropolitan areas of the US. A few
- representative Internet providers include:
-
- Area Served Voice No. Email Organization
- ----------- -------- ----- ------------
- West Coast 408-554-UNIX info@netcom.com Netcom Online Comm. Svcs
- Boston 617-739-0202 office@world.std.com The World
- New York City 212-877-4854 alexis@panix.com PANIX Public Access Unix
-
-
-
- Many OKbridgers play from home using a PC or Mac and a modem.
- Frequently, these people have obtained access to the Internet by
- purchasing an account from a "public access Unix system connected to
- the Internet," which is the jargon describing the service provided by
- the above companies. Having obtained such an account, it is usually a
- simple matter to obtain OKbridge and begin playing (see below).
-
- If you will be searching for a means to use OKbridge, it is important
- to remember the wording, "public access Unix system (directly)
- connected to the Internet." There are a number of BBS operators who
- have Email connections to the Internet, but this is not sufficient.
- Also, there are several network services which provide access to the
- Internet but which are not Unix based (Delphi is a notable example).
-
- For more information about the Internet, which is an amazing and
- wonderful resource, see the books:
-
- Krol, Ed, The Whole Internet: User's Guide & Catalog,
- O'Reilly & Associates, 1992.
-
- Kehoe, Brendan P., Zen and the Art of the Internet: A Beginner's
- Guide,
- 2nd ed., Prentice Hall, 1993.
-
- LaQuey, Tracy, with Jeanne C. Ryer, The Internet Companion:
- A Beginner's Guide to Global Networking, Addison-Wesley, 1993.
-
- These books are filled with useful information about Unix and the
- Internet, including how to send electronic mail, how to download free
- software, and how to access some of the many information services
- which are available on the Internet.
- _________________________________________________________________
-
-
-
- The World Wide Web (WWW or 'Web' for short) is a system by which text,
- pictures, audio files and movies can be transmitted across the
- internet. Old resources you may have heard of -- telnet, news, gopher,
- ftp -- can all now be regarded as part of the Web.
-
- Many of the 'pages' on the Web are written in a language called HTML.
- This language allows basic formatting of the text, and images to be
- included within the text, but also it allows 'links' to other
- documents which may be local or on the other side of the world. For
- example, I could say 'I have information about cows' and the word
- 'cows' would be highlighted somehow (underlined or in a different
- colour). If you select that word -- typically by clicking your mouse
- on it or pressing Enter if you have no mouse -- you will be taken to a
- page about cows which could be another page of mine or of someone in
- Australia. It does not take much imagination to see how I can then hop
- all over the world, following these links and reading all manner of
- information.
-
- In order to access the Web, you need a so called 'client program' or
- 'browser'. The two most popular are called Mosaic (for graphical
- terminals) and 'lynx' for text based terminals. If you have got one of
- these programs, you can start browsing the Web immediately. If not, do
- what you can to get one!
-
- [The Netscape browser is also now worth a mention. It was only in beta
- test at the time I originally wrote this, and a bit buggy, but now
- it's my preferred browser. You can get it via anonymous ftp from
- ftp.mcom.com in the directory /netscape : it's free for academic and
- non-profit use. S.T. 30/1/95]
-
- Stephen R. E. Turner
-
- e-mail: sret1@cam.ac.uk
- WWW: http://www.statslab.cam.ac.uk/~sret1/home.html
-
-
- _________________________________________________________________
-
- Good places to find local internet providers are listed at the
- following web sites:
- http://www.internic.net
- http://thelist.com
- _________________________________________________________________
-
- B3. ARE THERE ANY GUI'S (GRAPHICAL USER INTERFACES) FOR FIBS?
-
- Tinyfugue
-
- Tinyfugue is a telnet client program which breaks the screen into
- separate 'panes' for input and output. A specialized version exists
- where a non scrolling backgammon board is displayed in a third pane.
- The specialized version is available for anonymous ftp from
- figment.csee.usf.edu in the directory /pub/misc/FIBS_client.
-
- The FIBS command "help tinyfugue" will provide some hints on using
- this program.
-
- Patches made by:
-
- David Eggert eggertd@aisb.ed.ac.uk
- (window routines)
-
- Andreas Schneider marvin@fraggel.mdstud65.chalmers.se
- (board printing routines and /board command)
-
- figment.csee.usf.edu /pub/misc/FIBS_client
- _________________________________________________________________
-
-
- From: jlehett@mailhost.gate.net
- Newsgroups: rec.games.backgammon
- Subject: OS/2 Native FIBS-Tinyfugue Client Available now!
- Date: 11 Dec 1994 01:49:27 GMT
-
- I just uploaded my port of the fibs-tinyfigue client to the incoming
- directories of the hobbes and ftp-os2/cdrom OS/2 sites. It only works
- via TCP/IP connections (SLIP/TIA are fine!) and requires the emxrt.zip
- support, so be sure to get that too. The included text file tells about
- the port so have a look all OS/2 fibsters!
-
- Send along any bugs, etc, and I'll see what I can do.
-
- ----
- John J. Lehett
- Land-J Technologies
- JLEHETT@GATE.NET
-
- [ It has been reported (95-06) That this e-mail address is no longer in use]
-
-
- _________________________________________________________________
-
- xfibs
-
-
-
- xfibs - graphical interface to FIBS (First Internet Backgammon Server)
-
-
- DESCRIPTION
-
- XFibs is a Motif-based interface to FIBS. FIBS allows you to play
- backgammon against other people (and an increasing number of computer
- programs). Unfortu- nately, FIBS is text-based and moves must be typed
- in numeric notation. XFibs graphical interface provides a mouse-driven
- board, which minimises text input. Below is an explanation of the
- various feautures of XFibs, and what you may do to further customize
- it according to your own desires. At the very end you'll also find the
- backgammon rules.
-
- HOW TO PLAY
-
- XFibs draws two windows, one to display a backgammon board which is
- fully resizable and scalable; and another for the text information.
- FIBS is a vibrant and lively place, often with lots of banter going on
- as well as matches starting and finish- ing. With XFibs you'll only
- really use the text window occasionally because you can forget all
- about how the board is numbered, in XFibs you move your pieces with
- the mouse.
-
- The right button brings forward a popup-menu with several choices like
- "roll dice", "double" etc., selecting "roll dice" when it's your turn
- will cause two dice to appear.
-
- The left button allows you to click on a piece and drag it to where
- you want to put it. You can then release the left button to drop the
- piece. If the move is valid, XFibs will draw the piece at the new
- location. (You can now pick-up a piece and move both dice in one
- action: i.e. 24-13 with 6-5, pick up from 24, drop on 13. The
- left-hand die is the default first die of a move, the the right-hand
- die. If the left-hand die can't move, XFibs will try the reverse
- combination. So If you have a roll in both combinations are legal, but
- only one hits an opponent, you may need to drag-and-drop to guarantee
- a hit or a miss).
-
- Alternatively, you can double-click on the middle button over a piece
- to have XFibs move it (again the left-hand die is the default first
- die of a move).
-
- If you decide that you didn't want to move a piece, you can take it
- back (either by drag-and-drop or by popup).
-
- Once you are happy with a move, it has to be sent to FIBS. This is
- done by clicking your right mouse button again. This popup menu
- changes according to what is going on. Now it says "accept move",
- "undo move" etc. Between games in a match it says "join" "leave". Try
- it out!
-
- If you get a text description of the board in the output window, you
- have to issue a 'set boardstyle 3' to FIBS. You may then save your
- setup my typing 'save' or include this command after a 'on_login'
- command in your startup file. (see below)
-
- All in all, just fool around with it, it isn't that hard to figure
- out... (At least I hope it isn't)
-
- [...]
-
- AUTHOR
-
- Torstein Hansen
- Minor patches made by David Eggert (Snoopy)
- Changes since version 0.7 made by Mike Quinn (mikeq)
-
-
- Available from: ftp://itekiris.kjemi.unit.no/pub and/or
- ftp://www.abekrd.co.uk/pub/fibs/
-
- The source is available from:
- ftp://ftp.x.org/contrib/games/xfibs08.tar.gz
- _________________________________________________________________
-
- MacFIBS
-
- MacFIBS greatly enhances the virtual backgammon experience; it's
- backgammon played "The Macintosh Way".
-
- MacFIBS provides a multi-window, graphical front end to FIBS , vastly
- superior to the "dumb terminal" telnet scrolling text format that FIBS
- uses underneath. It also makes excellent use of sound to reinforce the
- backgammon playing experience.
-
- Rather than viewing backgammon positions as a series of X's and O's in
- a crude character-based text window, MacFIBS offers a full color
- backgammon board. Instead of typing cryptic commands like 'm 24 22 15
- 14', you drag colored checkers around the board, exactly like playing
- a real game. The user can select from two board sizes and choose which
- color and direction to play. Real-time pip count information is also
- displayed.
-
- Other windows include: a Player window to invite, get info, or watch
- other players, an elegant Chat window for conversing with other
- players, and a Terminal window for full access to FIBS and telnet. The
- user can color code and keep private notes about other players (the
- color coding is also used in the Chat window).
-
- MacFIBS is freeware and is my contribution to the 'net. The program
- requires a color Macintosh and MacTCP, and is available via ftp at the
- Info-Mac Archives (sumex-aim.stanford.edu) as well as numerous mirror
- sites around the world.
-
- MacFIBS 2.0* is a self-extracting archive file:
- ftp://ftp.best.com/pub/fergy
-
- --fergy
- Paul Ferguson fergy@best.com
-
- [MacFIBS is also available on AOL, as well as Info-Mac mirror sites.
-
-
- _________________________________________________________________
-
- TkFibs
-
- From: keithv@chiwaukum.CS.Berkeley.EDU (Keith Vetter)
- Subject: TkFibs - an X interface to FIBS available
- Date: 4 Apr 1994 19:31:41 GMT
- Organization: University of California, Berkeley
-
- Announcing TkFibs, an X based, graphical user interface to Fibs.
-
- TkFibs is a tcl/tk client that provides a better interface to Fibs. It
- displays two windows: one a graphical depiction of the board, the other
- session window with Fibs ala the bottom two windows in tinyfugue.
-
- I've been using the program for over 5 months now so it should be very
- solid. I've run it on DecStations, SparcStations, HP 735 and Alphas.
-
- The biggest caveat is that it requires TCL/TK to run. TCL/TK is a
- very nice scripting / user interface package for X. It is available
- from ftp.cs.berkeley.edu in /ucb/tcl.
-
- TkFibs is located at ftp://shuksan.cs.berkeley.edu/pub/tkfibs
-
- Send comments, suggestions, bugs, etc to:
- tkfibs@shuksan.cs.berkeley.edu
-
- Enjoy
- keith vetter
-
-
- _________________________________________________________________
-
- FIBS/W
-
- FIBS/W is a Microsoft Windows(TM) based client for FIBS. FIBS/W
- provides a graphical game board and mouse-driven interface to the FIBS
- server. Most operations required to play a game can be executed using
- mouse, keyboard, menus or toolbar buttons.
-
- Powerful configuration options for many common Internet host systems,
- and communications service providers, and a built-in communications
- scripting language allow FIBS/W to automatically dial and connect to
- FIBS via the Internet with a single mouse click.
-
- To use FIBS/W you must be able to satisfy one of two conditions:
- * You must have modem access to a host computer providing telnet
- services. If you can connect to the Internet using Windows
- Terminal, you can probably use FIBS/W.
- * You must have access to the internet via network TCP/IP, PPP or
- SL/IP via the Winsock software interface. If you can find the file
- WINSOCK.DLL on your system, you can probably use FIBS/W.
-
- FIBS/W requires version 3.1 or later of Microsoft Windows, or any
- version of Windows for Workgroups or Windows/NT. FIBS/W will also run
- as a Windows application under OS/2 2.X. FIBS/W does not currently
- support OS/2 Warp, or Netcom Netcruiser accounts (although Netcom
- shell accounts do work).
-
- FIBS/W is provided as Shareware. The registration fee is US$40. This
- version of FIBS/W includes a Nag Screen (a mildly annoying dialog
- which is displayed every time the program is run) but is otherwise
- fully functional.
-
- FIBS/W is available via anonymous FTP at: resudox.net in the directory
- /pub/pc/windows/games/fibsw. FIBS/W is available via the web at
- http://www.magic.com/~rdavies/fibsw.html
-
- A WWW page for FIBS/W is available at
- ftp://resudox.net/pub/pc/windows/games/fibsw/html/fibsw.html
-
- Best regards,
-
- Robin Davies.
- rdavies@fox.nstn.ns.ca
- FIBS: Q
-
-
-
- _________________________________________________________________
-
- xibc
-
- From: d9jesper@dtek.chalmers.se (Jesper Blommaskog)
-
- "xibc" is an X11 client to the First Internet Backgammon Server (FIBS). It
- is using the freeware packages Tcl, Tk and Expect. Normally, you have
- to fetch and compile those to be able to run xibc, but not anymore
- (provided you have a SunSparc!).
-
- ftp.cd.chalmers.se:pub/xibc/xibc-X.XX.tar.Z
- ftp.cd.chalmers.se:pub/xibc/xibc-X.XX.README
-
- ftp://ftp.cd.chalmers.se/pub/xibc/
-
-
- # If you need an executable (Sun-SparcOS 4.1.x only):
-
- ftp.cd.chalmers.se:pub/xibc/binREADME
- ftp.cd.chalmers.se:pub/xibc/BX.enc
-
- # If you need an executable and don't have a Sparc, then you need
- # to compile Tcl, Tk and Expect on your own. Here's the ftp addresses:
-
- sprite.berkeley.edu:/tcl/tcl7.3.tar.Z
- sprite.berkeley.edu:/tcl/tk3.6.tar.Z
- sprite.berkeley.edu:/tcl/tk3.6p1.patch
- ftp.cme.nist.gov:/pub/expect/alpha.tar.Z
-
- (all but the patch are present at cme.nist.gov)
-
- Features of xibc include:
-
- * Log out from FIBS but keep the interface on the screen (maybe
- iconified). Permits you to start xibc in your X startup files
- and keep it up all time.
-
- * X resource Tk*xibcLogfile that names a file where to log match
- results. Example from my own file ~/.Xdefaults:
-
- Tk*xibcLogfile: ~/spel/backgammon/xibc.log
-
- * Resource Tk*xibcDelay that sets the programmed delayes in the
- interface (the time interval between the different moves in a
- sequence). Time is in milliseconds. May also be changed during
- a session from a menu (but may not be saved).
-
- Example: Tk*xibcDelay: 500
-
- * The command line has some emacs/tcsh-style "cooked" line features:
- C-n next line in history
- C-p previous line in history
- C-a first on line
- C-e last on line
- C-u delete whole line
- C-d delete the character after the insertion marker
- and also
- C-s toggle "autoscroll" mode of the text window
- C-l toggle logging of game to a log file
- C-c log out from server and quit the interface
-
- * There is a menu option called "Emergency". It may also be invoked
- with "M-e". It reloads the whole board position from the server.
- Nice when the interface screws up (it does sometimes).
-
- * A menu option "Empty textwindow" will delete all rows in the text
- window in access of 500. May someday become an X resource.
-
- Don't try to push the interface to hard, that is, don't try to break
- it. You will most definitely succeed (not hard at all, I guess). Since
- I'm sort of an artist, I don't like breaking my own things so I
- haven't really tried to find the bugs.
-
- Special features (also called known bugs):
- * Try the "look" command.
- * Play a game against "You".
- * Do several things at "the same time".
- * Answer questions like "Accept double" or "join/leave" from the
- command line, not by using the interface.
- If you try them out, remember there's always the "Emergency" command
- around.
-
- -Jesper Blommaskog, author of "xibc"
-
- -----
-
- [Just a reminder to client writers. Some of us live behind 'firewalls',
- or can only obtain phone access. Please remember us!]
-
-
- _________________________________________________________________
-
- B4. WHAT IS LDB? (LONG DISTANCE BACKGAMMON. BG BY EMAIL)
-
- Long Distance Backgammon. Play backgammon by E-mail.
- Program written by Perry R. Ross (perry@aap.com)
-
- From the ldb man page:
-
- Ldb allows two people to play backgammon over a network using
- electronic mail. It runs on character-oriented terminals, or emulators
- thereof, using the curses screen package. It will run on most UNIX
- dialects, as well as VAX-C under VMS 5.0 and above. Ldb handles all
- aspects of starting, playing, checking, and scoring games. It enforces
- all normal game rules, as well as several optional rules, and will not
- let you make an illegal move. When you have made your moves, ldb will
- automatically package your move and send them to your opponent.
-
- The latest version is 1.3.2. Version 1.3 can be found in directory
- volume36. Patches can be found in subsequent volumes at your favorite
- comp.sources.misc archive site. Patch 1 is in volume 39. Patch 2 is in
- volume 41. Use: 'unix_prompt$ archie ldb' to locate the sources.
-
- [from Perry]
- I mentioned in that patch that, for people who can't figure out how to
- get ldb or how to apply patches, I'd be happy to send them a complete
- copy of the latest version. You might want to put the same offer into
- the faq.
-
- [Has anybody written a PC/Mac version using CC-mail via a Novell
- network?]
-
- [from Perry...]
- Well, I'd always intended to do a PC port, but just never got around
- to it. I was a bad boy, 32-bit wise, so there would be a little effort
- involved making it 16-bit clean. There's a package that simulates
- curses on a PC, I've heard. As far as the particular mail transport,
- ldb doesn't really care. It puts outgoing messages into a text file
- and executes a user-defined command to send the message. Incoming mail
- can be read from a user-defined file (or pattern, to read multiple
- files), which ought to be pretty transport-independent. It wouldn't be
- that hard to port, I don't think.
-
- [Anybody have a little ambition?]
-
- The ldb 'game starter' operated by leopard@midnight.WPI.edu (Leo
- Gestetner) has been shut down. [ Are there others? ...Mark]
-
- LDB may be obtained on the net from:
- ftp://ftp.funet.fi/pub/vms/games/board/ldb.shr and
- ftp://ftp.funet.fi/pub/unix/games/ldb.tar.gz
- _________________________________________________________________
-
- B5. WHAT OTHER WAYS ARE THERE TO PLAY PEOPLE VIA NETS/MODEMS/E-MAIL?
-
- Netgammon backgammon server
-
- Garrett has shut down Netgammon as of late February 1995. It will be
- remembered and missed.
-
-
- _________________________________________________________________
-
- GEnie
-
- RSCARDS Backgammon on GEnie
-
- GEnie (General Electric's Consumer Information Service) offers on-line
- multi-player games in RSCARDS including backgammon.
-
- Features:
- * Graphic User Interface (GUI) is available for the following
- computers: IBM, Atari ST, Apple IIgs, Macintosh Mono, Macintosh
- Color, Amiga and Commodore 128 Mono
- * TTY [text only] for non-supported formats.
- * Friendly and fun atmosphere. Peak playing times are evenings and
- weekends.
- * Regular monthly prizes for eligible, high-score players.
- * Regular tournaments (see below).
- * Game transcripts available immediately.
- * Technical support and gaming discussion available in the
- Multiplayer Games RoundTable.
- * Access to other on-line multiplayer games including RSCARDS chess,
- checkers, reversi, poker, blackjack and bridge.
-
- How to Access RSCARDS Backgammon on GEnie:
-
- To sign up to GEnie, just follow these simple steps:
- 1. Set your communications software for half duplex (local echo), at
- 300, 1200, 2400 baud.
- 2. Dial toll free: 1-800-638-8369, or in Canada, 1-800-387-8330. Upon
- connection, enter HHH
- 3. At the U# prompt, enter JOINGENIE then press <RETURN>
- 4. When asked to enter a code enter: MMC524 [This will waive your
- first $8.95 month subscription fee and give you an additional
- $50.00 online credit during your first month on GEnie!]
- 5. Have a major credit card ready. In the U.S. you may also use your
- checking account number.
-
- For additional information including subscriptions and fees call:
- 1-800-638-9636
-
- Once you have a GEnie account, simply type RSCARDS from any GEnie
- prompt. This will take you to the main area, where you can download
- GUI's and get general information on RSCARDS.
- You can reach the Backgammon page directly by typing M877. This will
- bring you to a menu with specific backgammon information and access to
- play.
- For questions and technical support, visit the Multiplayer Games
- RoundTable. Type M1045 from any GEnie prompt and set to CATegory 29.
- There are a variety of Backgammon, GUI and RSCARDS TOPics available.
-
- TOURNAMENT INFORMATION:
-
- GEnie Backgammon Tourneys are held quarterly. Sign-ups start:
- January 1st, April 1st, July 1st and October 1st
-
- Tourney play starts the third Wednesday of those months
-
- [Section on tourney rules is available online at GEnie]
- [Note: GEnie is a service like compuserve... They have a monthly fee
- and you pay by the hour for use. Contact GEnie for rates.]
-
-
- _________________________________________________________________
-
- outland
-
- Backgammon is among a package of eight Macintosh only internet games
- offerred for a flat monthly fee ($9.95) by the on-line service
- Outland, Inc. The games are advertised and offerred for ftp and free
- trial at http://www.outland.com/OutlandBackgammon.html Judging from
- the web page it appears to share many features with FIBS plus
- providing a nice built-in graphical (draggable pieces) interface.
-
-
- _________________________________________________________________
-
- PBeM
-
- Play By E-Mail
-
- While not quite in thte same league as FIBS, I have a PBeM Server that
- supports Backgammon as one of its' games. Send mail to:
- pbmserv@vtsu.prc.com with 'help' as the Subject: line for details,
- or visit Richards page at: http://coyote.vtsu.prc.com:8080/~pbmserv
- _________________________________________________________________
-
- JavaGammon
-
- This appears to be a backgammon server that allows players with the
- hotjava browser to play other players. The server has been created by
- Lee Smith.
-
- http://www-leland.stanford.edu/~leesmith/JavaGammon.html JavaGammon
-
- http://www-leland.stanford.edu/~leesmith/hotjava.html Info on Java
- extensions, programs, etc...
- _________________________________________________________________
-
- B6. ARE THERE ANY ELECTRONIC TOURNAMENTS?
-
- There are tournaments on FIBS and GEnie.
-
- Tournaments on FIBS have been organized by David Escoffery (davide),
- and David Eggert (snoopy).
-
- contact: davide@sco.com
- eggertd@aisb.ed.ac.uk
- http://www.dai.ed.ac.uk/staff/personal_pages/eggertd/backgammon.htm
- l
-
-
- _________________________________________________________________
-
-
-
- GEnie has a quarterly single elimination tournament. $25 entry fee.
- Cash and credit prizes for first-fourth place. Hourly fee in effect
- while you play. The draw is non random, in that previous winners are
- placed such that they do not play each other in the first several
- rounds.
- _________________________________________________________________
-
- B7. DO OTHER GAME SERVERS EXIST?
-
- Backgammon
-
- There are no backgammon servers other than FIBS in operation on the
- internet at present.
-
-
- _________________________________________________________________
-
- Bridge
-
- Get 'OK.FAQ' from rec.games.bridge or rtfm.mit.edu for info on the
- Internet bridge server.
-
-
- Reported servers:
-
- telnet okbridge@irc.nsysu.edu.tw 4321
- login: okbridge password: okbridge
-
- telnet bridge:bridge.0@zaphod.ttu.ee
- login: bridge pasword: bridge.0
-
- [The above servers have been reported to have an annual fee.]
-
- telnet vanderbilt.okbridge.com
-
- [Free guest trials are availble for the above server.]
-
- A further source of information is available at:
- http://www.cts.com/~okbridge/
-
-
- _________________________________________________________________
-
- Scrabble-like
-
- telnet seabass.st.usm.edu 7777 or 134.53.14.112.7777
-
-
- _________________________________________________________________
-
- Chinese Chess (Xianqi)
-
- USA: telnet coolidge.harvard.edu 5555 or 128.103.28.15 5555
- Sweden: telnet hippolytos.ud.chalmers.se 5555 or 129.16.79.39 5555
- Taiwan: telnet 140.112.50.160 5555
-
- A Xianqi Web page may be read at: http://www.io.org/~sung/xq/xq.html
- _________________________________________________________________
-
- Othello
-
- Othello(tm)/Reversi: telnet faust.uni-paderborn.de 5000
-
-
- _________________________________________________________________
-
- Chess
-
- rafael.metiu.ucsb.edu 5000 128.111.246.2 5000
- anemone.daimi.aau.dk 5000 130.225.18.58 5000
- chess.lm.com 5000 129.15.10.21 5000
-
- It has been reported that the chess servers now charge an anual fee.
-
-
- _________________________________________________________________
-
- Go
-
- igs.nuri.net 6969 203.255.112.3 6969
-
- information: tweet@ig.nuri.net
- tcasey@adobe.com
-
- It has been mentioned that it is possible to play chinese chess on this
- server.
-
-
- _________________________________________________________________
-
- Checkers
-
-
-
- Information about the checker playing program ``Chinook'' may be
- obtained by visiting the web page:
- http://web.cs.ualberta.ca:80/~chinook/
-
- Besides information, the Chinook page lets you play a game on-line
- against the computer program which has beaten the human world
- champion.
- _________________________________________________________________
-
- Other Games Servers and Web Pages
-
- http://www.yahoo.com/Entertainment/Games
- YAHOO WWW Games Directory
-
- http://www.dcs.qmw.ac.uk/~steed/Games/bygame.html
- Games and Puzzles on the Internet
-
- http://www.io.com/games/servers.html
- A list of game servers
-
- http://www.inrete.it/games/telnet_e.html
- A list of game servers.
-
-
- _________________________________________________________________
-
-
- _________________________________________________________________
-
- Section C: ELECTRONIC BACKGAMMON: VS MACHINE
-
- COMMERCIAL BACKGAMMON PLAYING PROGRAMS
-
-
- _________________________________________________________________
-
- C1. ARE THERE ANY BG PROGRAMS OUT THERE FOR MY COMPUTER? WHERE ARE THEY?
-
- JellyFish
-
- Ever since Gerry Tesauro finished TD-Gammon, it was only a matter of
- time before a neural network program would become available to the
- public. That time has come. Fredrik Dahl's masterpiece, Jellyfish, is
- a breakthrough for backgammon. Both the checker play and cube action
- of the program are at an expert level, making Jellyfish a truly
- enjoyable and challenging competitor. In addition the program looks
- over your plays and points out when you have made a serious error,
- making it extremely valuable for learning purposes.
-
- Jellyfish is run under Windows for the PC. Moves are made with the
- mouse, and can be done very quickly and efficiently. The display is
- nice and easy to see. Some additional features of the program:
-
- Plays both single games and matches (yes, it understands match
- equities). Allows the user to construct positions and save them. Gives
- the user the program's evaluation of the equity of a position upon
- request, and the evaluation function is surprisingly accurate. Tells
- the user when he has made an error in checker play or cube decision,
- making the program the most valuable tutor in the world.
-
- In addition, a separate version is expected which will also permit the
- user to roll out positions. In the past computer rollouts were always
- suspect because the program didn't play well enough so the results
- could be very distorted. This is no longer the case, since Jellyfish
- definitely plays well enough to handle almost any position adequately.
- Results from its rollouts can be trusted, and we will be able to find
- the answers to many backgammon questions which we previously did not
- know.
-
- For the casual player, Jellyfish provides an excellent opponent and a
- way to improve while playing. For the serious student of the game,
- this program is an absolute must. Our knowledge of the game is about
- to take a quantum leap, and the player who does not have access to
- Jellyfish will be left far behind.
-
- Kit Woolsey
-
- JellyFish Tutor 1.2 for MS-Windows. US$ 110.
-
- JellyFish Analyzer 1.0 for MS-Windows US$ 220.
- The Analyzer, will in addition to the Tutor, contain a rollout
- module It will be release Jan 16 1995. If you own the Tutor,
- the Analyzer may be purchased for the difference in price. If
- you order the Analyzer before Jan 16 1995, the Tutor will be
- shipped immediately, followed by the Analyzer when ready.
-
- Order from:
- EFFECT Software A/S
- P.O. Box 56 Skoyen
- N-0212 OSLO
- Norway.
-
- Please use International Postal Money Order, or Visa. If you use Visa,
- send the account number, date of expiration, amount and signature. You
- may also send a check, but in that case please add $10 for expenses.
-
- Hardware requirements: 386sx or better
- Software requirements: Windows 3.1
- The JellyFish programs come on 3.5'' diskettes.
-
-
- Also available from: The GAMMON PRESS , Carol Joy Cole and The Dansk
- Backgammon Forlag.
-
- The program, and technical support are also available from Larry
- Strommen within the USA. Contact:
-
- L. A. Strommen; 6866 Meadow View Dr.; Indianapolis, IN 46226
- Tel: (317) 545-0224 E-mail: diceman@indy.net
-
- Fredrik Dahl may be contacted at fredrikd@ifi.uio.no
-
- It should be noted that JellyFish uses a copy protection scheme. The
- program requires that you ``confirm'' your installation once a month,
- at the first of the month, by inserting the original disk. There are
- no limits to how many machines you may install the program on. The DOS
- rollout module is not protected at all, although the rollout files
- must be created using JellyFish.
- _________________________________________________________________
-
- TD-Gammon
-
- From wbitting@crl.com Sat Sep 16 20:40:09 PDT 1995
- Article: 9552 of rec.games.backgammon
- From: wbitting@crl.com (William C. Bitting)
- Newsgroups: rec.games.backgammon
- Subject: TD-Gammon & IBM Family FunPak
- Date: 14 Sep 1995 22:41:22 -0700
-
-
- Excerpted from:
- OS/2 Warp Monthly Newsletter September 95 (starting at p86
- of 176, ascii version)
-
- by Jeri Dube
-
-
- (This section is out of sequence as presented in original article.)
-
- Although playing backgammon on a computer that plays as well as a
- world class master seems somewhat awe-inspiring, you can work up to
- it. The game comes with five skill settings, where each higher setting
- uses an increasing larger and more complex neural network as its
- underlying engine. If you want to use TD-Gammon to improve your
- backgammon skills, it is quite good as a learning device. Not only do
- you get feedback from the results of your playing but the system is
- quite supportive of you. It gives a modest, `I win' message when you
- lose and a hearty `Congratulations, you win!', when the computer
- loses.
-
- To embody this expert backgammon-playing neural network into an OS/2
- game, IBM Research hired Keith Weiner, a professional PC game
- developer, to add a front end written for OS/2's presentation manager.
- TD-Gammon is fully 32-bit and takes full advantage of OS/2 Warp's
- multi-threading capabilities. Like all presentation manager programs,
- TD- Gammon comes with a settings notebook where you can set things
- such as the background color and the animation speed.
-
- Given the success of the TD-Gammon game, I asked Gerry what his next
- neural network game would be. He told me that researchers have used
- other games such as Chess, Othello, and Go with varying degrees of
- success to study neural network learning. None have been as successful
- as backgammon. Gerry theorizes that the stochastic element of
- backgammon (i.e. throwing the dice) is what makes backgammon so useful
- in modeling the self-learning process. With that in mind, Gerry's next
- venture into self-learning is with financial time series analysis. If
- that project is as successful at learning as the backgammon game, then
- I'm really looking forward to that program.
-
- For more information on Gerry's work, you may want to read his article
- ``Temporal Difference Learning and TD-Gammon'' published in
- Communications of the ACM, volume 38, number 3, pp. 58-68 (March
- 1995).
-
- (The newsletter article starts here and ends with the above 4
- paragraphs.)
-
- When most people think of IBM Research, they tend to think of
- fractals, scanning- tunneling-electron microscopes, or high
- temperature superconductivity. Games are not usually one of the
- thoughts that come to mind. However, the TD- Gammon game included in
- the IBM Family FunPak for OS/2 Warp was developed by IBM Research.
-
- By virtue of being created at such an auspicious place, you would
- think that this version of backgammon is quite special. Well, to be
- quite honest and not so humble, it is! TD-Gammon is the most advanced
- computer version of backgammon. It can play at the most advanced
- levels. If the system were a human, it would be rated as a World Class
- Master.
-
- TD-Gammon was developed by IBM Research Staff Member, Gerry Tesauro.
- Gerry is not a game developer, rather he is a theoretical physicist
- who has been working in the area of neural networks and artificial
- intelligence for several years. He did not initially intend to develop
- an OS/2 game for the Family FunPak. All he wanted to develop was a
- basic research project to study learning algorithms that would enable
- a computer to teach itself a task.
-
- Gerry chose backgammon as the task because it appeared to be a good
- domain in which a neural network might work well. At this point you
- may be wondering now that I've mentioned it twice, what is a neural
- network? Well, in short, it's a model of interconnected neurons (also
- known as nodes) that was inspired by the logical neurons in the human
- nervous system. Each connection between neurons has a particular
- weight value associated with it.
-
- In the case of backgammon, the state of the backgammon board is fed
- into input neurons that have connections to hidden neurons (or units).
- These hidden neurons in turn connect to an output layer that holds the
- value of the state (that is, the chances of winning from that
- particular state). The computation between the input neurons and the
- hidden neurons is a weighted linear summation of all the input
- neurons. The result of the summation is put through a thresholding
- function. This function compresses the value to lie within a certain
- range of probabilities. (In case it ever comes up in conversation, the
- function is known as a squashing function.) The squashing function is
- a non- linear function. The non-linearity allows a system to learn
- more complex functions.
-
- To use this model to teach a system backgammon, all the initial
- weights between the neurons are randomly set. The neural network
- starts from the opening backgammon position and plays both sides until
- one of the sides wins. The outcome of the game is used as a reward
- signal for reinforcement learning. That is, the neural network takes
- the outcome of the game and adjusts the weights accordingly. The
- adjustments improve the network's ability to evaluate board states for
- subsequent plays of the game.
-
- This learning process is repeated hundreds and thousands of times.
- Using an RS/6000 computer, the learning actually took about two weeks.
- Gerry and his colleagues were amazed at how well the neural network
- learned to play backgammon. The system kept getting better and better
- until it reached the world class master status. Actually, the neural
- network could improve its play even more with further training and a
- larger network.
-
- TD-Gammon is available on the new IBM Family FunPak for OS/2. The
- FunPak may be purchased from Indulable Blue [add url] or from a number
- of other mail order software houses.
-
- From: jiml@teleport.com (Jim Little)
- Newsgroups: comp.os.os2.games,rec.games.backgammon
- Subject: TD-Gammon available for free download
- Date: 9 Nov 1995 23:52:45 -0800
-
-
- IBM has made TD-Gammon, their supposedly groundbreaking neural
- network- based version of Backgammon, available for free download. It
- seems to be part of an attempt to promote their IBM Family FunPack.
- You can get it by surfing to
- http://www.austin.ibm.com/pspinfo/funtdgammon.htm and following the
- "Read the license information" link. You will have to fill out a form
- with your name, address, etc. (But nothing forces you to enter valid
- information. ;) )
-
- From their web page: "TD Gammon requires OS/2 2.1 or higher, an Intel
- 386-SX or higher, with Advanced and Expert levels requiring a 486-DX
- 33MHz or higher, and a minimum of 6 meg of memory is recommended."
-
- -Jim Little (jiml@teleport.com)
-
- [md] The original article is available at:
- http://www.austin.ibm.com/psinfo/m4bakgam.htm
- _________________________________________________________________
-
-
- Newsgroups: rec.games.backgammon
- From: tesauro@watson.ibm.com (Gerry Tesauro)
- Subject: TD-Gammon paper available by FTP
- Sender: Gerald Tesauro (tesauro@watson.ibm.com)
- Date: Wed, 2 Jun 1993 18:06:35 GMT
- Disclaimer: This posting represents the poster's views, not necessarily
- those of IBM.
-
- The following paper, which has been accepted for publication in Neural
- Computation, has been placed in the neuroprose archive at Ohio State.
- Instructions for retrieving the paper by anonymous ftp are appended
- below.
-
-
-
- ---------------------------------------------------------------
- TD-Gammon, A Self-Teaching Backgammon Program,
- Achieves Master-Level Play
-
- Gerald Tesauro
- IBM Thomas J. Watson Research Center
- P. O. Box 704
- Yorktown Heights, NY 10598
- (tesauro@watson.ibm.com)
-
- Abstract:
- TD-Gammon is a neural network that is able to teach itself to play
- backgammon solely by playing against itself and learning from the
- results, based on the TD(lambda) reinforcement learning algorithm
- (Sutton, 1988). Despite starting from random initial weights (and
- hence random initial strategy), TD-Gammon achieves a surprisingly
- strong level of play. With zero knowledge built in at the start of
- learning (i.e. given only a ``raw'' description of the board state),
- the network learns to play at a strong intermediate level.
- Furthermore, when a set of hand-crafted features is added to the
- network's input representation, the result is a truly staggering level
- of performance: the latest version of TD-Gammon is now estimated to
- play at a strong master level that is extremely close to the world's
- best human players.
-
-
-
- ---------------------------------------------------------------
- FTP INSTRUCTIONS
-
- unix% ftp archive.cis.ohio-state.edu (or 128.146.8.52)
- Name: anonymous
- Password: (use your e-mail address)
- ftp> cd pub/neuroprose
- ftp> binary
- ftp> get tesauro.tdgammon.ps.Z
- ftp> bye
- unix% uncompress tesauro.tdgammon.ps
- unix% lpr tesauro.tdgammon.ps
-
-
-
- For a list of articles written by Gerry Tesauro, check out: A List of
- Backgammon Articles in Science and Business
-
-
- _________________________________________________________________
-
- Expert Backgammon
-
- Expert Backgammon 2.1 for PC: List of features.
-
- Mark Damish E-Mail: damish@ll.mit.edu
-
- Here is some initial information on Expert Backgammon version 2.1 for
- the IBM PC.
-
- Intro:
- I remember November 92, the first time I walked into a
- backgammon club to participate in a tourney. After playing on
- FIBS for a month, I thought that I was already a decent player.
- Wrong. I won a match, and lost a match. Afterwards, I played a
- few games for $1/point. I reached a simple and common holding
- game position where I was doubled, and thought surely it was
- worth 25%, and took. My opponent, being helpful to a newcomer,
- pointed out that the position was only worth about 15%. Later,
- I was able to verify his claim using Expert Backgammon, and had
- my first 'benchmark' position. I have since used Expert
- Backgammon to benchmark many other simple positions, as well as
- to play hundreds of games against it.
-
- What it is:
- Expert Backgammon, (EXBG), is a program which allows you to
- play backgammon against the computer either in a `money' or
- `tournament' format. It also allows you enter a position, and
- let the computer `roll it out' --- that is, to let it play both
- sides many times, and show you the results. Expert Backgammon
- is currently one of the stronger computer program available
- commercially, and the game version is quite affordable!
-
- Brief Description of EXBG versions:
- Expert Backgammon is currently available in two releases: 1.61,
- and 2.1. Release 2.1 has 3 different versions, with different
- features
-
-
- EXBG 2.1 GAME VERSION $50. Plays the game of backgammon.
- EXBG 2.1 EXPERT VERSION $150. Plays BG, and Rolls out positions.
- EXBG 2.1 PRO VERSION $300. Plays BG, and Rolls out positions. Has
- some advanced rollout features.
-
- EXBG 1.61 EXPERT VERSION $100 Plays BG, and Rolls out positions.
-
- Upgrades from EXBG 1.61[expert] to EXBG 2.1[expert] $60
- Upgrades from EXBG 1.61[expert] to EXBG 2.1[pro] $200
- There are other upgrades available for the other versions as well.
-
- Some Random Features (pro version):
-
- + Fast non mouse interface for moving the checkers.
- + Match or Money play options.
- + Optional Jacoby rule.
- + Cube profile statistics.
- + Save positions for future evaluation.
- + Save games to be played back later.
- + Computer can suggest a move.
- + Shot counter.
- + Computer can finish game, when it becomes routine.
- + Woolsey or 35% (Friedman?) match equity table for matches.
- + Pip count.
- + Quick or Extended cube searches. Speed vs. accuracy.
- + Rollouts:
- o Random dice.
- o Sequenced dice for one or two sides. That is all 36
- possible starting combinations for one or two sides.
- o Rollout multiple positions simultaneously in batch mode.
- o Duplicate dice when rolling out multiple positions.
-
-
-
- Speed:
- Less than 5 seconds per game to play a game from the starting
- position on a 486DX2-66 processer. This assumes that the
- graphical display is disabled. ie: moves and rolls are not
- shown.
-
- Strength:
- Seems stronger than 1.61.
-
- Strength is also a somewhat controversial subject. Can the
- machine play a complex prop as well as a human who is familiar
- with the position? Does the machine have any 'blind spots' in
- early game play? Can it 'work a prime' to get a second checker
- when needed? Does it blitz too often, not enough? 'Seems
- stronger' is as far as I'll venture until I learn more about
- how to play the game myself! See the section on How good is
- good? for Bill Roberties ratings of backgammon programs.
-
- Copy Protection:
- The program is copy protected. The distribution disks will
- allow you to install the program to two hard disks, as well as
- allowing you to run the program from the floppy. You may
- 'uninstall' the program from the hard disk, back to the floppy
- for installation on another disk/machine if required. It is
- best to uninstall the program before using backup programs, or
- reformatting your hard disk/partition, as you can loose your
- installation.
- Early versions of 1.61 used a differant scheme. They simply
- stopped running after a certain date. The authur supplies free
- updates to those with the early protection scheme.
-
- Sample Cube Analysis Screen:
-
-
-
- B L A C K C U B I N G A N A L Y S I S
-
- C U B E Game won by - lost by Gammons Backgammons Equity
- location size cube play cube play won lost won lost /Game
-
- Center 1 47 3 22 8 4 9 0 0 0.108
- Black 2 8 0 0 11 0 0 0 1 -0.600
- Red 2 0 21 2 2 4 0 2 0 2.000
- Black 4 1 0 0 1 0 0 0 0 0.000
- Red 4 0 1 1 0 0 0 0 0 0.000
- Black 8 0 0 0 1 0 0 0 0 -8.000
-
-
- 01-21-1994 The Jacoby Rule was NOT USED
- Only Money Play with Extended Cube Search
- MARK won 61.074% of the games played
-
- Equity for MARK = 0.349 per game for 149 games
- Cubeless equity for MARK = 0.228
-
- Net equity when Black took a 2 cube = -0.870 per game
- Net equity when Red took a 2 cube = 1.879 per game
-
- [An above average performance in this set.]
-
- Help Screen:
-
-
- F1 = MENU OF AVAILABLE OPTIONS - Professional Edition
- A - Automatic Double Ctrl+A - Automatic Concession
- B - Beaver Ctrl+B - Clear Board
- C - Checker Setup Ctrl+C - Cube Setup
- D - Double the Cube Ctrl+D - Manual Dice Entry
- E - Extended Cube Search Ctrl+E - Match Equity
- F - New Player Name Ctrl+F - File - Alternate Path
- G - Game - Money or Match Play Ctrl+G - Delete Game
- H - On-Line Help Service Ctrl+H - Using Option Defaults
- I - Invert Position Ctrl+I - Alter the Starting Position
- J - Jacoby Rule Ctrl+J - Title for Rollout
- K - Monitor Type Ctrl+K - Player Cube Profile
- L - Level of Difficulty Ctrl+L - Listing of Game
- M - Take Back Move
- N - Sound Ctrl+N - Start New Game
- O - Options Currently Selected Ctrl+O - Open Position
- P - Player on Roll Ctrl+P - Print Position
- Q - Show PiP Count Ctrl+Q - Black Shotcounter
- R - Replay Game Ctrl+R - Rollout Position
- S - Speed of Checker Movement Ctrl+S - Save Position
- T - Suggest Move for Black Ctrl+T - Match Win % Table
- U - Skip Save Game/Position Ctrl+U - Delete Position
- V - Black Detailed Shotcounter
- W - Expert to Finish the Game Ctrl+W - Write Rollout to Disk
- X - Cancel Move and Reroll Dice Ctrl+X - Print Disk Rollout
- Z - Zero the Score
- Spacebar - Roll the Dice Escape - Leave EXBG
-
- Rollout summary printout:
-
-
- EXPERT BACKGAMMON ROLLOUT SUMMARY
-
- Date: 12-12-1993 Games viewed = 0
- File: 65_21_A Summary only = 1296
- Version: 2.1 1296 games rolled out at
- Used Hrs:Min:Sec 1:37:41 4.522 seconds per game.
- Batched Duplicate Rollout of 1296 games.
- No doubling allowed - Cube at 1 level
-
- [ Diagram of board position was cut from here...]
-
- O on roll.
-
- O won
- 45.83% games 594
- 11.42% gammons 148
- 0.46% backgammons 6
- ---------------------------
- 57.72% of the games 748
- +0.170 points per game.
-
- X won
- 32.18% games 417
- 9.41% gammons 122
- 0.69% backgammons 9
- ---------------------------
- 42.28% of the games. 548
- -0.170 points per game.
-
- The dice rolls were generated randomly.
-
-
- Note: There is also a screen which shows the results of several games
- rolled out simultaniously.
-
- Note: Above screens were 'captured' by redirecting my printer port to
- a file, and have been edited slightly.
-
- Ordering Info:
- Tom Weaver
- Expert Backgammon
- 8063 Meadow Road, # 108
- Dallas, Texas
- 75231
-
-
- Call: Expert Backgammon (214) 692-1234 M-F 10am-10pm Central US
- time. An answering service answers when Tom isn't around.
-
- Tom also has an email address: tomweave@netcom.com
-
- Also available from Carol Joy Cole and The GAMMON PRESS.
-
- A Macintosh version of Expert Backgammon is also available.
- Contact the sources above, or Tom Johnson (auther) directly
- atkomodo@netcom.com. A demo of the Macintosh version is
- available for anonymous ftp from:
- ftp://ftp.cybercom.net/pub/users/damish/backgammon.
-
-
- _________________________________________________________________
-
- SHAREWARE AND PUBLIC DOMAIN BACKGAMMON PLAYING PROGRAMS
-
-
- _________________________________________________________________
-
- BLOT
-
- A backgammon program for MS-DOS
-
- "I believe Blot makes primarily other mistakes than the backgammon
- programs I know. Due to the selective (rather speculative) style
- definitely Blot is tactically the weakest program of all (with
- outrageous blunders in the endgame), but positionally not as flawed as
- many computer opponents."
-
- Blot has good results against many backgammon progs (see blot.doc).
-
- If you have any comments on blot, the authors are glad to receive mail
- from you. In case you don't want to bother with sending (real) mail,
- you can E-mail me, I'll forward your comments to the authors.
-
- The programm is still being developed, so be prepaired to get new blot
- versions soon :-).
-
- I hope you enjoy the programm!
-
- Alexander Fuchs
-
- available from: ftp://ftp.cybercom.net/pub/users/damish/backgammon/
- _________________________________________________________________
-
- Backgammon, By George!
-
- Backgammon, by George! Version 1.50 has been available since June
- 1995. This shareware ($15) program is suitable for Windows 3.x and
- Windows 95 and may be downloaded from the WINFUN forum in CompuServe
- and other places on the net. If you can't find it contact the author:
-
- George Sutty P.O.Box 6247
- Huntinton Beach, CA 92615
- USA
-
-
- sutty@ix.netcom.com
-
- _________________________________________________________________
-
- bg06
-
- Backgammon for Windows version 0.6
-
- A fairly weak backgammon program for windows, originally introduced in
- 1990.
-
- bg06 is available for anonymous ftp from ftp.cica.indiana.edu in the
- directory /pub/win3/games/
-
-
- _________________________________________________________________
-
- A PD mac program called ?
-
- There is a backgammon game for the Macintosh by Stephen Young, Debra
- Willrett, and David Young. The 1.0 version is fairly widespread,
- although there is a 2.0 version (dated May 25, 1989) available on
- America Online. The play is pretty weak, and the graphics are designed
- for the original small B&W Mac screen, but if you're really bored and
- can't find a human opponent, it works. The game is freeware, and you
- get what you pay for.
-
- -- Paul Ferguson
-
-
- _________________________________________________________________
-
- Death by Backgammon
-
- For those interested in a good bg game for Windows, why not try Death
- By Backgammon for Windows. It runs under Windows 3.1 or OS2/2.1, and
- features animated dice/game pieces, comprehensive help, move undo,
- suggest move, speed control over all motion, and is fully resizeable.
- Best of all, its strategy is very competitive (I wrote the thing, and
- have a roughly 50:50 average against it over many hundreds of games).
- If you are interested, I would be happy to send out a shareware
- version for evaluation. The shareware version is fully functional,
- except that the computer's moves are painfully slow. There is also a
- DOS version, which is a bit older, but still features animation and
- VGA graphics.
-
- To get hold of the program there are two options:
-
- 1. To get the shareware version, (free of charge) let me know and I
- can email you a zipped uuencoded version of the shareware.
- Alternatively, I can send you a floppy if you provide your mailing
- address.
- 2. To get a registered copy of the program, send a cheque made out to
- Chris Kanaris, and I will email or post as above.
-
- Prices: Shareware - Nil
- Registered: WIN $AS 35.00, $US 30.00.
- DOS $AS 20.00, $US1 5.00.
- My Postal address is: Chris Kanaris
- PO Box 495
- Essendon,
- Victoria, 3040
- Australia.
-
-
-
- [ People who have tried the shareware version claim that the program
- plays a pretty weak game. Hopefully computer bg game writers will
- continue to make their games stronger and stronger. Not and easy task!
- ]
-
-
- _________________________________________________________________
-
- xgammon
-
- From: klasen@obelix.uni-muenster.de at SMTP-Post-Office
- Subject: contribution to FAQ
-
- xgammon.0.96
- xgammon is a BG-playing programm originally written for Linux.
- The authors are Lambert Klasen (klasen@uni-muenster.de) and
- Detlef Steuer (steuer@amadeus.statistik.uni-dortmund.de, blotstorm on FIBS)
-
- Features:
- xgammon is Freeware under the Gnu Copyright.
- xgammon has nice graphical interface, you move by clicking on mousebuttons.
- You can do a maildump for a position, that means you get a file with
- a FIBS style board with current position in it.
- You can do money game or tournament game.
- You can edit positions via mouse on the board or via ascii plain text files.
- You can turn doubling on and off.
- You can do rollouts with doubling turned on and off.
- The programm uses an endgame database for perfect bearing off (and for
- reasonable running game).
- There is an compi_finish for shorten the boring part of the game.
- and and and ....
- You can have fun with xgammon.
- Give xgammon a chance getting compiled on your machine.
- We'd like any reactions, especially porting reports to OS different
- from Linux.
- (heard of AIX and Sun OS compiling), especially bug reports .
- Send a mail if you use it, please!
-
- You find the latest Version of xgammon, at the time xgammon.0.96.tar.gz,
- at ftp sunsite.unc.edu /pub/Linux/X11/games/strategy/xgammon.0.96.tar.gz.
-
- Detlef Steuer
- steuer@amadeus.statistik.uni-dortmund.de
- (blotstorm on FIBS)
-
-
- _________________________________________________________________
-
- Misc
-
- Other programs that can be found around the net include: backga.zip,
- egagam20.zip pcgame.zip, pcgam416.zip and pcgammon.zip. Check DOS
- related ftp sites for locations.
-
-
- _________________________________________________________________
-
- C2. WHICH PROGRAMS ARE GOOD? HOW GOOD IS GOOD?
-
- Program Name Source Type Score
- ----------------- ------ ------ ------
- TD-GAMMON 2.1 N/A N/A -0.05
- TD-GAMMON IBM OS/2
- JellyFish 1.0 Dahl IBM-PC/Win -0.15
- Expert BG 2.1 Weaver IBM-PC -0.20
- Expert BG 1.61 Weaver IBM-PC -0.35
- Championship BG Spinnaker IBM-PC -0.66
- Expert BG Komodo Macintosh -0.82
- Sensory BG 2 Scitek Portable -0.94
- Backgammon Odesta IBM-PC -1.20
- BG by George GS Labs IBM-PC/Win -1.52
- Video Gammon Baudville IBM-PC -1.61
- PC-Gammon Repsted IBM-PC -3.67
- Gammon Gakken Portable -12.40
- Windows BG Baudville IBM-PC/Win -13.83
- Gammon Pal Fidelity Portable -15.63
- Micro BG Fidelity Portable -15.53
- Games People Play Toolworks IBM-PC -26.60
-
- [ From the 1994 The GAMMON PRESS catalog.
- and program reviews in Inside Backgammon.]
-
- Score is the number of points won per game, on average, against a top
- flight human player. Very large numbers are caused by bad doubling
- algorithms which cause a program to double when behind (typically when
- primed but ahead in the race), causing the computer to lose some very
- large cubes.
-
-
- _________________________________________________________________
-
- C3. WHY IS IT SO HARD TO WRITE A GOOD BACKGAMMON PROGRAM?
-
- There are two basic ways that a computer can play a game as well as or
- better than humans. One is to be really smart, the other is to do an
- awful lot of work. The general strategy most game-playing programs use
- is to use an evaluation function that isn't very smart, but to make up
- for it by looking ahead a lot of moves (doing a lot of work).
-
- With chess, there are typically 20-30 moves by each player per turn.
- With backgammon, there are 21 unique rolls and often 4-6 ways to play
- each one (not counting doubles with could have 10 or more ways of
- playing). This makes it very difficult to look ahead very many levels.
- Looking ahead 3 moves by both players examining all possibilities when
- there are 25 choices at each play requires evaluating "only" 244
- million positions. If there are 90 ways to play each move, there are
- 530,000 million, positions.
-
- With a game like chess, one can discard all but the best 5 or 10 plays
- per person. With backgammon, there are always 21 different choices of
- best plays, depending on the dice. This makes it crucial to have an
- excellent evaluation function.
-
- The difficulty in doing this is that factors such as the race have a
- different effect on the value of the position depending on what stage
- the game is in. Consider the concept of timing -- hard enough for
- people to grasp, extremely difficult for computers.
-
- Another example of the difficulty of evaluating plays: It's almost
- always beneficial to close out your opponents checkers. But if you've
- hit one checker and you almost have to hit a second to be able to win,
- closing out your opponent is very bad.
-
- -michael j zehr
-
- Further information relating to machine learning in games may be found
- at: http://forum.swarthmore.edu/~jay/learn-game/systems/gammon.html
- _________________________________________________________________
-
- C4. BACKGAMMON SUPPORT SOFTWARE AND SOFTWARE REVIEWS.
-
- COMMERCIAL SOFTWARE
-
- [NOTE: Programs that play backgammon are in the section: Are there any
- BG programs out there for my computer? Where are they? " ie:
- JellyFish & Expert Backgammon.]
- _________________________________________________________________
-
- BOINQ
-
- Boinq is a program which analyzes bearoffs. It can handle any position
- where both sides have all their men in the inner board. All results
- are cubeless. For any position you enter, you can get the probabality
- of each side winning, equity on a 1-cube, proper way to play any roll
- of the dice, and a distribution of probabality of bearing off in any
- number of rolls. The results are displayed virtually instantaneously,
- since they are read directly from a data file rather than done by
- simulation. Very user friendly and easy to use -- I use it a lot for a
- quick check on bearoff problems. Program takes about 4 meg, so have
- some room on your hard disk. Produced by Hal Heinrich -- cost is $100
- I think. Can contact Hal at:
-
- Hal Heinrich
- #203, 215 14th Ave. SW
- Calgary, AB
- Canada T2R 0M2
-
-
- Phone: (403) 234-9944
- E-mail address: heinrich@cuug.ab.ca
-
-
- Kit
-
- [Note: Also available from Carol Joy Cole]
- [Note: As far as I know, this is a PC program ...Mark]
-
-
- _________________________________________________________________
-
- Hyper-Backgammon
-
- Hyper-Backgammon is a short version of backgammon where each side has
- three checkers. In initial position, these checkers start on
- opponent's ace, two and three points. From then on normal backgammon
- rules apply. Cube is in play, Jacoby rule, gammons and backgammons
- count (and are quite frequent). Proper play is much more subtle than
- might be imagined. The program produced by Hugh Sconyers plays the
- game perfectly, since Hugh has established a full data base which has
- the equities for all possible positions, and the program will tell you
- if you make an error. It can be a lot of fun to play, the games go
- quickly, and by playing the program you learn pretty quickly the
- correct strategies.
-
- Kit
-
- [Note: Also available from Carol Joy Cole and The GAMMON PRESS] [Note:
- The distribution is a CD-ROM for the PC ...Mark]
-
-
- _________________________________________________________________
-
- Hugh Sconyers Bearoff & Backgame CDs
-
-
-
- Volume 1: Bearoff Equities and Backgame Probabilities
-
-
-
- INTRODUCTION:
-
- This CD-ROM disk contains two large databases of equities and
- probabilities. One database has the exact equities for all bearoff
- positions when each side has 9 men or less. The other database
- contains the probabilities for getting hit or hitting a man when one
- side has a backgame of 4 men or less.
-
- The bearoff database is over 400 MB and contains the answers to over
- 100,000,000 bearoff problems! In addition, you can do a MONTE CARLO
- simulation on any bearoff position with more than 9 men on a side. The
- program also has a feature which finds the best move given a specific
- position and dice roll.
-
- The backgame database is 90 MB and contains the answers to over
- 22,000,000 backgame positions (some of them are not legal positions).
- There is a feature which finds the best move given a dice roll and
- position.
-
- These databases will help settle many questions about fair settlement
- and the best moves.
-
- BEAROFF:
-
- Once the program has been loaded you can enter any bearoff position,
- assuming that all men are in their home board. If both positions you
- enter have 9 men or less, the program will give you the EXACT equities
- for all 4 cube positions - NO CUBE, ROLLER'S CUBE, CENTER CUBE, AND
- NON ROLLER'S CUBE. In addition, it will display the proper cube
- decision. These cube equities, as throughout this bearoff program, are
- the equities if you roll with the cube in that position.
-
- To compute the proper settlement in any bearoff position(assuming you
- are going to roll with the cube in that position) you would multiply
- the equity times the value of the cube.
-
- After the equities are displayed, you are given a chance to find the
- best move for the position you have just entered. Keep in mind your
- best move in the bearoff is the one that leaves your opponent with the
- smallest equity. The best move will often be different depending on
- the cube position.
-
- If you enter a bearoff position where one or both side have more than
- 9 men you will enter the MONTE CARLO subroutine. You will first be
- asked how many simulations you want to run. There is a limit of
- 30,000. This Monte Carlo subroutine rolls the dice and moves the men
- until each side has 9 men or less. Then it looks up the exact answers
- from the database. With a few hundred simulations the NO CUBE result
- should be very close to exact. The other cube positions results will
- be distorted by the fact that this subroutine assumes that there is no
- doubling until the positions are back in the database (ie each side
- has 9 men or less). For example, if you have 12 men and the cube is in
- the center and your opponent has 12 men, the cube will stay in the
- center until each side has 9 men or less. At that point, the
- subroutine will retrieve the exact equity from the database.
-
- BACKGAME:
-
- Once the program has finished loading you can enter any backgame
- position provided the position not bearing off has 4 men or less. The
- side bearing off can have from 1 to 15 men. The program will return
- two probabilities: one for each side being on roll. These results are
- the probabilities that the side bearing off will have a man hit.
-
- After the probabilities are displayed, you are given a chance to find
- the best move for the position you have just entered. Keep in mind
- that the best move for the position bearing off is the one that leaves
- the other side with the smallest probability of hitting a man. The
- best move for the side in the backgame is the one that gives it the
- highest probability of hitting a man.
-
- This program assumes that the side playing the backgame has infinite
- timing; ie, he will never be forced to leave his opponent's home
- board. It follows from this assumption that the backgame side can take
- some, part or none of any roll.
-
- Sony's MMCD Player:
-
- This disc works on an MMCD player also. Sony makes this very small
- CD-ROM player which takes special exe files. This disc works both for
- dos and MMCD. The MMCD version is the same as the PC version except in
- a few places. To start the program place the disc in the MMCD player
- and turn the power on. If you plan to use the bestmove feature and the
- MONTE CARLO routine you will need to put the Volume #1 disc in the
- player after the program loads. The MONTE CARLO simulations are
- limited to 20,000 games.
-
-
- _________________________________________________________________
-
- Volume 2: Bearoff Equities for 4 Points and 15 Men
-
-
-
- INTRODUCTION:
-
- This CD-ROM disk contains two databases of equities for the bearoff.
- The first database(4X15) has the exact equities for all bearoff
- positions when each side has 15 men or less on the first 4 points. The
- second database(3X15) contains the exact equities for all bearoff
- positions when each side has 15 men on the first 3 points. The second
- database is a subset of the first. The smaller database(3X15) is
- included for a number of reasons, which will be explained later.
- Everything that follows applies to the 3X15 database when the 4's are
- change to 3's etc.
-
- The bearoff database for 4 points and 15 men is over 240 MB and
- contains the answers to over 60,000,000 bearoff problems! In addition,
- you can do a MONTE CARLO simulation for any bearoff position where one
- or both sides have men on the 5 or 6 points(4,5 or 6 in the case of
- the 3X15 database). The program also has a feature which finds the
- best move given a specific position and dice roll.
-
- These databases can help settle many questions about fair settlement
- and the best moves.
-
- BEAROFF EQUITIES:
-
- Once the program has loaded you can enter any bearoff position,
- assuming that all men are in their home board. If both positions you
- enter have all their men on the first 4 points, the program will give
- you the EXACT equities for all 4 cube positions - NO CUBE, ROLLER'S
- CUBE, CENTER CUBE, and NON ROLLER'S CUBE. In addition, it will display
- the proper cube decision and probability for winning in the no cube
- case. These cube equities, as throughout this bearoff program, are the
- equities if you roll with the cube in that position. If you find an
- equity greater than 1.000 or less than -1.000 this is due to the fact
- that a position with 15 men can still lose a gammon.
-
- To compute the proper settlement in any bearoff position(assuming you
- are going to roll with the cube in that position) you would multiply
- the equity times the value of the cube.
-
- After the equities are displayed, you have an opportunity to find the
- best move for the position you have just entered. Keep in mind your
- best move in the bearoff is the one that leaves your opponent with the
- smallest equity. The best move will often be different depending on
- the cube position.
-
- If you enter a bearoff position where one or both side have men on the
- 5 or 6 points you will automatically enter the MONTE CARLO subroutine.
- You will first be asked how many simulations you want to run. There is
- a limit of 30,000. This Monte Carlo subroutine rolls the dice and
- moves the men until each side has all men on the first 4 points. Then
- it looks up the exact answers from the database. With a few hundred
- simulations the NO CUBE result should be very close to exact. The
- other cube positions results will be distorted by the fact that this
- subroutine assumes that there is no doubling until the positions are
- back in the database (ie each side has all men on the first 4 points).
- For example, if you have 12 men on the one and 3 men on the 5 point
- versus the same, the cube stays in the current position until both
- sides have all their men on the first four points. At that point, the
- subroutine will retrieve the exact equity from the database.
-
- THE 3X15 DATABASE:
-
- There are several reasons that this database is included. First, it is
- small(only 10 MB!). This will allow it, if you desire, to be copied to
- your hard disk(be sure to copy BEQT4X15.EXE, helvb.fon and tmsrb.fon).
- Secondly, the 3X15 database has an advantage in speed when doing MONTE
- CARLO simulations. Simulations will run faster at the expense of some
- accuracy. If you have copied the 3X15 database to your hard disk it
- will run MONTE CARLO simulations substantially faster.
-
-
- _________________________________________________________________
-
- Volume 3: Bearoff Equities for 6 Points and 10 Men
-
- INTRODUCTION:
-
- This CD-ROM disk contains a database of equities for the bearoff. The
- database has the exact equities for all bearoff positions where one
- side has 10 men in the home board and the other side has 10 men or
- less in the home board.
-
- The bearoff database for 6 points and 10 men is over 625 MB and
- contains the answers to over 156,000,000 bearoff problems! In
- addition, you can do a MONTE CARLO simulation for any bearoff position
- where one or both sides have more than 10 men. The results of these
- simulations will be more accurate than the results from Volume #1. The
- program also has a feature which finds the best move given a specific
- position and dice roll. You will need Volume #1 to use the MONTE CARLO
- feature and you may need Volume #1 for the best move feature.
-
- These databases can help settle many questions about fair settlement
- and the best moves.
-
- BEAROFF EQUITIES:
-
- Once the program has loaded you can enter any bearoff position,
- assuming that all men are in their home board. If you enter a position
- where both positions have 9 men or less you will get an error message
- because all these positions are on Volume #1. For positions where one
- side has 10 men and the other side has 10 men or less, the program
- will give you the EXACT equities for all 4 cube positions - NO CUBE,
- ROLLER'S CUBE, CENTER CUBE, and NON ROLLER'S CUBE. In addition, it
- will display the proper cube decision and probability for winning in
- the no cube case. These cube equities, as throughout this bearoff
- program, are the equities if you roll with the cube in that position.
-
- To compute the proper settlement in any bearoff position (assuming you
- are going to roll with the cube in that position) you would multiply
- the equity times the value of the cube.
-
- After the equities are displayed, you have an opportunity to find the
- best move for the position you have just entered. Keep in mind your
- best move in the bearoff is the one that leaves your opponent with the
- smallest equity. The best move will often be different depending on
- the cube position. For some positions you will need Volume #1.
-
- If you enter a bearoff position where one or both sides have more than
- 10 men you will automatically enter the MONTE CARLO subroutine. You
- will need Volume #1 to use this subroutine. You will first be asked
- how many simulations you want to run. There is a limit of 30,000. This
- Monte Carlo subroutine rolls the dice and moves the men until both
- sides have 10 men on less. Then it looks up the exact answers from the
- database. With a few hundred simulations the NO CUBE result should be
- very close to exact. The other cube positions results will be
- distorted by the fact that this subroutine assumes that there is no
- doubling until the positions are back in the database (ie each side
- has all men on the first 4 points). For example, if you have 12 men on
- the six point and 3 men on the 5 point versus the same, the cube stays
- in the current position until both sides have 10 men or less. At that
- point, the subroutine stores that position and later retrieves the
- exact equity from the database on Volume #3 or Volume #1.
-
- Sony's MMCD Player:
-
- This disc works on an MMCD player also. Sony makes this very small
- CD-ROM player which takes special exe files. This disc works both for
- dos and MMCD. The MMCD version is the same as the PC version except in
- a few places. To start the program place the disc in the MMCD player
- and turn the power on. If you plan to use the bestmove feature and the
- MONTE CARLO routine you will need to put the Volume #1 disc in the
- player after the program loads. The MONTE CARLO simulations are
- limited to 20,000 games.
-
- Available from Carol Joy Cole, The GAMMON PRESS and The Backgammon
- Shop for $99 per volume.
-
- If you have any comments or questions, please forward them to the
-
- Hugh Sconyers
- sconyers@bga.com
- _________________________________________________________________
-
- Matchqiz (and demo)
-
- With the MatchQiz software, Kit Woolsey (long time contributer to
- Inside Backgammon and Backgammon with the Champions, author of How to
- Play Tournament Backgammon, and currently ranked #9 in the world) has
- added his name to the short list of backgammon indispensables. The
- very short list. Magriel, Robertie, Woolsey. I think that's all you
- really need.
-
- MatchQiz is more than very good; it is the single best tool I know of
- for transforming your game from intermediate to expert. First let me
- describe the format:
-
- You choose a match from a menu, and the computer shows you the
- starting position and opening roll. *Then you choose your play.* Now
- you get to see the actual play, plus Kit Woolsey's commentary. This
- happens for every play, every cube decision. It is an improvement over
- printed annotated matches in several ways:
-
- Convenience and speed. How many times have you followed a match on
- your own board only to find that the moves and commentary have stopped
- making sense? Perhaps you moved the wrong piece two rolls ago? Or was
- it three rolls ago? Maybe you should just start this game over. Never
- again with MQ.
-
- How many hints do you receive when going over printed matches? You can
- see that the player drops the cube because a new game begins next
- page. Or did the index card you use to cover the bottom of the page
- slip, denying you the chance to come up with your play without seeing
- Svobodny's? Not with MQ.
-
- Perfect use of default options. Do you have a tendency to forget the
- cube in complex positions? MQ will let you make that mistake -- but
- will chide you for it.
-
- Of course the format wouldn't mean much if the annotations weren't up
- to par. But they are exquisite. Woolsey is complete, concise, and
- entertaining. He covers all aspects of play, from the most elementary
- opening moves to the most subtle match equity considerations. Here is
- one small sample:
-
- ``This is an expert play which many players would not find. If
- Magriel quietly plays 13/5, O'Laughlin will be free to make any
- point that his dice dictate, and Magriel will be poorly placed in
- the upcoming prime vs. prime battle since he will have two men back
- will O'Laughlin will have only one man back. Magriel's play forces
- O'Laughlin to attack on the bar point whether he wants to or not,
- thus preventing him from making optimal use of such point making
- numbers as 42 or 51. It is thematic when you have the better board
- and your opponent has one man back to split your runners to make it
- difficult for your opponent to catch up in the board-building
- battle.'' You get this level of analysis after every nearly every
- play.
-
-
-
- One final benefit that might go unnoticed is volume. Woolsey has 18
- matches available now, and volume four is due soon. That is quite a
- library. Often an annotater will mention some general theme or
- principle and show how it applies it to a specific position. But would
- that principle apply if the position were slightly different? With the
- MQ library, you will be able to compare similar positions and examine
- if the same principles apply. This is especially true for the opening
- phase of the game, where the same sorts of decisions come up all the
- time.
-
- Woolsey sells one match for $20, or a set of 6 for $100. This is a
- fantastic deal considering that most printed annotated matches go for
- $20 or so, and I guarantee that you'll get more use out of these.
- Write to:
-
- Hal Heinrich
- #203, 215 14th Ave. SW
- Calgary, AB
- Canada T2R 0M2
-
-
- or call (403) 234-9944
-
- Jeremy Bagai
-
- [Note: Also available from Carol Joy Cole and The GAMMON PRESS] [Note:
- This program is written for the IBM-PC, but it 'should' run under
- "Soft-PC" for the Macintosh, any level, as the graphics are CGA
- (640x200x2) ...Mark]
-
-
- _________________________________________________________________
-
-
-
- From: kwoolsey@netcom.com (Kit Woolsey)
- Subject: Matchqiz Demo
- X-Newsreader: TIN [version 1.2 PL1]
-
-
- As many of you know, Hal Heinrich and I have produced several
- annotated matches which run on computer (PC only -- sorry, you MAC
- users). Hal is the programmer, I wrote the annotations. We have a demo
- match which we give away for free, so I thought it would be a good
- idea to make it available on the net both for the enjoyment of R.G.B.
- readers and, of course, to entice you to purchase the other annotated
- matches. This is my first effort at doing this so I may have screwed
- up somewhere -- if so, please let me know what went wrong.
-
- The program can be gotten via an anonymous ftp to ftp.netcom.com. go
- to the directory /pub/kw/kwoolsey/gammon/matchqiz -- there you will
- find 2 files. One is: readme, which is instructions for retrieving and
- running the program. The other is: mqizdemo.exe, which is the program
- and necessary files.
-
- Feel free to distribute this demo package to any friends who may be
- interested. If you run into any problems, please contact me at:
- kwoolsey@netcom.com
-
- Kit Woolsey
-
-
- _________________________________________________________________
-
- Backgammon Position Analyzer
-
- [9507]
-
- BPA is a program which has three basic features: The CPW of a
- position, the correct way to play either one or two numbers of a roll,
- and the number of rolls that bear-off all checkers in N turns.
-
- The data base is uniquely compressed to fit within 20 megabytes and
- covers all home board positions, many bear-in positions where you are
- setting up to bear-off, and a single checker race. In the single
- checker race, any number of checkers can be off and the single checker
- can be on any point from the 7 to the 19 point. Contact is allowed and
- a cpw will be calculated if the opponents position is in the data
- base, but contact is ignored in the calculation. Thus there are over
- 25 BILLION positions covered, not counting all the single checker
- positions. That's a very efficient use of data in memory. This
- concentration is possible because the answer for the cpw is an
- approximation, not an exact figure. However, the approximation is very
- good. Using an extended calculation from where others had left off,
- the expected error in the range of 20 to 80 % is 0.04%. This is good
- enough to make all checker plays accurately. ( Ok, you'll be able to
- find a few positions where the play made is off by a very small
- fraction of 1%.)
-
- When you have either one or two numbers you want to play, BPA will
- give an answer very quickly by looking into the data base and checking
- all possible ways to play the number(s).
-
- The number of rolls to bear-off in N turns is very helpful in
- understanding what is going on in certain positions, but is not for
- everyone.
-
- BPA is supplied with all the data calculated, and is distributed on 14
- diskettes. It is currently not copy protected but because of the
- extent of illegal distribution that has gone on, it will be protected
- in the future. Each program is individualized by showing a subsciber's
- name on the screen. btw, if anyone has an illegal copy and wants to
- get registered at no cost to them, they should contact me at
- diceman@indy.net for the procedure. This is a limited time offer and
- will end when and if BPA is integrated into any of the commercial game
- playing programs. Registered users will receive an upgraded EXE file
- to be able to use BPA with such a program.
-
- Larry Strommen diceman@indy.net
-
- Available from Larry Strommen and Carol Joy Cole
- _________________________________________________________________
-
- BG-SCRIBE
-
- Software Review: BG-SCRIBE, A Program By Walter Trice.
-
- Mark Damish (E-mail: damish@ll.mit.edu)
-
- BG-Scribe -- A system for editing, replaying, and printing backgammon
- matches for the IBM-PC by Walter Trice.
-
- This is a program which I consider essential for myself. It will:
- * Allow one to enter matches from books and magazines, or from those
- personally recorded, to be played back and studied later. Entry is
- done using the numeric keypad. After a while, you end up being
- able to enter a match very quickly, and become quite proficient at
- touch-typing the keypad to boot. An `AT' style keyboard is
- preferable for entering matches.
- * Play back matches purchased from Walter. Watching great matches
- between the masters is definitely enlightening. My favorite
- matches are the ones from annotated books. It shouldn't be hard to
- write a program to convert a match from one format to another, if
- already have a collection of matches. I've converted matches
- posted to Internet by Butch Meese using nothing more than simple
- editor macros. The matches are currently stored as plain ASCII
- files---one directory per match, and one file per game.
- * Print out matches to disk or printer. I like to: print out to
- disk, annotate my comments using a simple editor, then print the
- resulting file to a printer. The program will also embed diagrams
- of positions to the printout, but it uses IBM graphics characters,
- which might have to be changed if your printer doesn't support
- them. The diagram feature is especially useful for diagramming
- doubling decisions.
-
-
-
- The program is run from one of two screens. The first is a text screen
- with options for creating a new match, loading, saving, etc.
-
- The second screen displays the backgammon board using a CGA 4 color,
- 40 column text mode. Trust me here---this mode, with its X's and O's,
- looks a lot better than backgammon boards I've seen drawn using the
- CGA 2 color graphics mode. Why CGA text mode? Probably because it will
- run on any portable or palmtop machine, and likely on most PC
- emulators on other platforms. It also runs fine in a window under MS
- Windows, without having to mess around with a .pif file.
-
- The second screen is where matches are entered or played back. When
- playing back a match, you may see the dice, then the players choice,
- and then see the move when the screen is updated. It is possible to go
- forwards or backwards in a game. Although you may have entered your
- rolls in `landing spot' format, the program can optionally display
- them in `from/to' format. It only prints in the format which it was
- entered though. You may also mark positions which you would like to
- have diagrammed.
-
- As stated above, the user interface consists of two screens. Unlike
- modern X/Windows/Mac programs which do a lot for you, this program
- assumes that what you tell, or don't tell the program is exactly what
- you want. I.E.: You can enter data, then quit the program. If you
- didn't save, the program won't prompt you. It is like driving a
- standard after getting used to cruise control. The program does a lot,
- you have to remember to tell it what to do though! The learning curve
- has a slight incline, but the program is well worth the time it takes
- to become familiar with it. I found the instructions clear.
-
- I want to start bringing pen and steno paper to local events to record
- some `master games' for later entry/playback. I also want to review
- some of my `bad games', searching for weakness. There is a lot to be
- learned!
-
- The price of the program is $50, including 11 matches. Additional
- matches are available from Walter.
-
- I am not affiliated with BG-SCRIBE in any way, except for being a very
- satisfied customer. Please mention where you saw this article if you
- should contact Walter. I did mention to him that I was going to write
- a review---Last spring!
-
- ...Mark
-
- Contact:
- Walter G. Trice
- 549 Wachusett St.
- Holden, MA 01520
-
- (508) 829-3283
- e-mail wgt@world.std.com
-
- UPDATE 9512:
-
- Walter as added a program which will convert FIBS oldmoves format to
- BG-Scribe. I haven't tested it with output from rfibs.
- _________________________________________________________________
-
- The Match Strategist (and demo)
-
- Tom Johnson (komodo@netcom.com) has written a progam which is best
- described as a match equity calculator. Given: Match length, Score,
- Gammon chances, Cube value, and wether the cube is on the last roll,
- last two rolls, or a normal cube, the program will will calculate the
- information shown in the sample screen shown below.
-
-
-
- BLACK WHITE Menu
- Input data --------------------- -----
- match length (2 - 25) | 3 | 3 | L) Match length
- score (0 - 2) | 0 | 0 | S) Score
- cube value | 1 | | C) Cube value
- chance of winning the game | 35 % | 65 % | W) Winning chance
- chance of winning a gammon | 20 % | 20 % | G) Gammon chance
- cube situation (1 - 3) | 3 | 3 | V) Cube situation
- --------------------- N) New table
- Static match winning chance with --------------------- X) Exit
- no double this game | 45.99% | 54.01% | A) About demo
- double and take | 41.00% | 59.00% |
- double and drop | 60.44% | 39.56% | Cube situations
- double, take and redouble | 35.00% | 65.00% | ---------------
- Dynamic data (game win %) --------------------- 1) Last roll
- minimum give point | 50.00% | N/A | 2) Last two rolls
- optimum give point | 61.63% | N/A | 3) Normal cube
- minimum take point | N/A | 30.43% |
- doubling window (size) | 19.57% | 19.57% | N/A = Not applicable.
- ---------------------
- Strategy: Black should not double.
- His position is not strong enough.
-
-
- THE MATCH STRATEGIST DEMO - copyright(c) 1994 Komodo Software
-
-
- The demo program is limited to 3-point matches and is available for
- anonymous ftp from:
-
- machine: ftp.cybercom.net
- directry: pub/users/damish/backgammon
- file: matstrat.zip
-
- The program runs on a MS-DOS machine, and the file needs to be 'unzipped'
- with pkunzip 2.04 or later.
-
- A commercial version, which gives equities up to a 25-point match may be
- obtained from the auther for $45 + S&H.
-
- [Now (3-95) advertized by Carol Joy Cole for $25.]
-
-
- _________________________________________________________________
-
-
- SHAREWARE AND PD SOFTWARE
-
-
- _________________________________________________________________
-
- rfibs (fibs recorder & playback)
-
- Newsgroups: rec.games.backgammon
- From: spitz@irb.uni-hannover.de (Jan Spitzkowsky)
- Subject: Recording and replaying games played on FIBS
- Date: Wed, 31 Aug 1994 10:00:21 GMT
-
- Hello fibsters,
-
- I wrote two utilities for FIBS and i want to distribute them. The tools are
- able to record (rfibs) own games and watched games and to replay (sfibs)
- them.
- I observe a lot of discussions about interesting positions in this group.
- With 'rfibs' and 'sfibs' it is possible to extract special positions played
- on FIBS (or even a whole game) and to comment it.
- I am interested in a collection of good and interesting games, commented or
- not, to improve my own playing. If someone wants to get these utilities
- for collecting and sharing some games, too, the address of our ftp-server
- is:
-
- ftp.irb.uni-hannover.de
- File: pub/spitz/bg/bg.tar.gz
-
- Below I give a short description of the two tools:
-
- Hope to find much interest for my work and many good games,
-
- Jan (hotspot on FIBS)
-
- Version 26th August 94:
-
- Any bug reports, comments ... etc.
-
- rfibs [<record file>] [-c]
-
- 'rfibs' records games played on FIBS and filters the textual output.
- Therefore the setting boardstyle must be set to 3 and the stdout of
- FIBS must be piped through 'rfibs'. The correct call for 'rfibs' is:
- 'telnet <...> | rfibs <args>'.
- Two additional FIBS-commands are available with 'rfibs':
- - bstyle <b>: switches the board display. Additional board displays can be
- created and added in the source 'boards.c' and 'fibs.h'. <b> currently
- ranges from 0 to 1.
- - switch: switches the player and the board.
- - recinit: stops recording of the actual game.
- - comment <comment>: A comment is inserted into the record file.
- Every started, resumed or watched game will be stored in
- <record file>.
- Every talk of the players or watchers will be included in the game as a
- comment.
- The argument '-c' suppresses recording the talks as comments.
- The created file has the same syntax like the output of the FIBS-command
- 'oldmoves'.
-
- Bugs:
- The prompt '>' is missing
- Prompts for login and password are missing, too.
-
- sfibs { <gamefile> [-g] | -p } [-y<b>] [-s]
-
- 'sfibs' shows a recorded game given in <gamefile>. The gamefile can
- be created with 'rfibs' or with the FIBS-command 'oldmoves'.
- Argument '-g' suppresses interaction: The whole game is printed.
- Argument '-y' gives the boardstyle. The available boardstyles are the same
- as in 'rfibs'.
- Argument '-s' puts player O on the downside. Default is player X on the
- downside.
- Argument '-p' doesn't show a game. It enables the user to create and to
- print his own positions.
-
- 'rfibs' and 'sfibs' are given in the following files:
- readme, makefile, fibs.h, sfibs.c, rfibs.c, boards.c
-
- __________________________________________________________________________
-
-
-
- An "as is" DOS Port by Robin Davies (FIBS/W author) is available for
- ftp from:
- ftp://ftp.cybercom.net/pub/users/damish/backgammon/rfibs.zip
- This version will work with output saved using the '>' command for saving
- matches from FIBS/W. The file currently contains executables only.
-
-
- _________________________________________________________________
-
- LaTeX Style for BG Positions and Games I have just finished the first
- version of a LaTeX style to print out positions and matches.
-
- The main features are:
- * Boards produced with a special font made with metafont, no
- inclusion of Postscript files needed (i.e. every dvi previewer
- should be able to display the boards).
- * Two different environments for single positions and complete
- matches.
- * Board layout customizable in both environments.
- * Automatic generation of the current board at arbitrary places in
- the game environment. Only the moves have to be entered, the state
- of the board is maintained internally by the style.
-
-
-
- I have uploaded my LaTeX package to ftp.dante.de as a CTAN submission
- and was told that it's installed under
-
- macros/latex209/contrib/backgammon
-
- It should be available on every CTAN Server (these are if I am right
- informed: ftp.dante.de, ftp.shsu.edu and ftp.tex.ac.uk)
-
- Joerg
-
-
- _________________________________________________________________
-
- BOA/386 Bearoff analyzer From Harold Wittmann
- wittmann@fmi.uni-passau.de
-
-
- I have written a piece of backgammon software that gives you the
- winning probability for bearoff positions.
-
- BOA/386. It's inexpensive shareware. Try it!
- --------------------------------------------
- Never again rollout bearoffs!
-
-
- Here is what FILE_ID.DIZ says:
- +-------------------------------------+
- | BOA/386 v1.1 |
- |-------------------------------------|
- | A Backgammon Bearoff Analyzer: |
- | - gives probability of each side |
- | winning, cubeless (both side must |
- | have all their men in the inner |
- | board) |
- | - shows proper way to play any roll |
- | of dice |
- | - very fast and accurate |
- | - less than 1MB HD-space |
- | - MS-DOS, 386SX+ required |
- |-------------------------------------|
- | BOA/386 is inexpensive shareware. |
- | Only 20$ registration fee. |
- +-------------------------------------+
-
-
-
- Available for anonymous ftp from:
- ftp://ftp.cybercom.net/pub/users/damish/backgammon/
- Please note that the file is over 800k.
- _________________________________________________________________
-
- Section D: RESOURCES
-
- D1. I'M LOOKING FOR A CLUB TO PLAY IN...
-
- Backgammon clubs in North America
-
- Below is a list of backgammon clubs in North America. It was taken
- from the January/Febrary 1995 issue of the Chicago Point newsletter.
- It may be copied for noncommercial purposes as long as you give full
- credit to "CHICAGO POINT, 3940 W. Bryn Mawr Ave., Suite 504 Chicago,
- IL 60659-3128"
-
- Information for this listing has been obtained directly from the
- featured backgammon clubs. Changes are inevitable and we suggest that
- you always call before attending. As a service to our readers, CHICAGO
- POINT would like to maintain an accurate listing of Backgammon Clubs
- In North America. Please send information including updates, club
- closings, and new clubs to:
-
-
- Contact: Chicago Point
- Bill Davis, Editor
- 3940 W. Bryn Mawr Ave., Suite 504
- Chicago, IL 60659-3128
-
- Phone: 312 583-6464
- Fax: 312 583-3264
-
-
- (FORMAT)
-
- CLUB NAME....................... LOCATION..................
- CITY & STATE........ MEETING ON................ TIME...
- CONTACT............. TELEPHONE...
- MAIL INQUIRIES TO...................................
-
-
- (WEST)
-
- Backgammon Club of San Diago Java House
- Delmar, CA Sunday 2:00 PM
- Mike Fujita 619/294-2007
- P.O Box 178119; San Diago, CA 92177
-
- Backgammon Club of San Diago II Forno
- La Jolia, CA Wednesday Monthly 6:30 PM
- Mike Fujita 619/294-2007
- P.O Box 178119; San Diago, CA 92177
-
- San Francisco Backgammon Golden Gate Grill
- San Francisco, CA Tuesday 7:45 PM
- Doug Adsit 415/931-4600
- 3200 Fillmore Street; San Francisco, CA 94123
-
- San Francisco Bridge & BG Club Clubroom
- San Francisco, CA Wed., Fri. 9:00 PM
- Augie Hunt 415/776-6949
- 777 Jones Street; San Francisco, CA 94109
-
- Gammon Associates Grand Slam Bridge & BG Club
- Woodland Hills, CA Tuesday 7:00 PM
- Patrick Gibson 818/901-0464
- 7641 Orion Avenue; Van Nuys, CA 91406
-
- Gammon Associates Grand Slam Bridge & BG Club
- Woodland Hills, CA Sunday 7:00 PM
- Patrick Gibson 818/901-0464
- 7641 Orion Avenue; Van Nuys, CA 91406
-
- Prime BG Club of Las Vegas Jockey Club
- Las Vegas, NV Tuesday 7:00 PM
- Howard Markowitz 702/893-6025
- 2620 S. Maryland Pkwy; Box 230; Las Vegas, NV 89109
-
- No. Nevada Backgammon Assn. Rapscallion Seafood House
- Reno, NV Thursday 7:30 PM
- Jim Allen 702/329-1227
- 449 W. Plumb Lane; Reno, NV 89509
-
- Oergon Backgammon Club Lacey's
- Lake Oswego, OR 1st & 3rd Tuesday 7:00 PM
- Henry Moss 503/636-6258
- 2360 Greebtree Road; Lake Oswego, OR 97034
-
- Pacific NW Backgammon Assn. Shakey's Pizza
- Bellevue, WA Monday 7:00 PM
- Chuck Breckenridge 206/778-8181
- 18204 Olympic View Drive; Edmonds, WA 98020
-
- Puget Sound Backgammon Assn. European Connecktion
- Seattle, WA Tuesday 7:30 PM
- Guy Thurber 206/244-6737
- 428 SW 127th Street; Seattle, WA 98146
-
-
- (CENTRAL)
-
- Bloomington-Normal BG Club Ride The Nine
- Bloomington, IL 1st/3rd/5th Tues. 6:15 PM
- Lane O'Connor 309/454-1947
- 108 Riss Drive; Normal, IL 61761
-
- Games People Play Alexander's
- Chicago, IL Monday 6:30 PM
- J.A. Miller 312/768-5523
- P.O. Box 8630; Chicago, IL 60680
-
- Chicago Bar Point Club Golden Flame
- Chicago, IL Tuesday 6:15 PM
- Bill Davis 312/338-6380
- 2726 W. Lunt Avenue; Chicago, IL 60645
-
- Chicago Bar Point Club Braxton Seafood Grill
- Oak Brook, IL Sunday bimonthly 12:30 PM
- Peter Kalba 312/252-7755
- 2510 W. Iowa Street; Chicago, IL 60622
-
- Pub Club Crickets Pub & Grill
- Glendale Heights, IL Monday 7:30 PM
- V.W. Zimnicki 708/924-8632
- P.O. Box 72216; Roselle, IL 60172
-
- Prime BG Club of Chicago TJ's Lounge/Radisson Hotel
- Lincolnwood, IL Friday 7:00 PM
- Joann Feinstein 708/674-0120
- 8149 Kenton; Skokie, IL 60076
-
- Central Illinois Backgammon Club Cummins Family Restaraunt
- Peoria, IL Thursday 6:30 PM
- Ed Bauder 309/686-6662
- 1115 E. McClure Avenue; Peoria, IL 61603
-
- Sangamon Valley BG Assn. Parker's Sports Bar
- Springfield, IL 2nd & 4th Tuesday 6:00 PM
-
- Sangamon Valley BG Assn. Parker's Sports Bar
- Springfield, IL 1st Sat./Nov.-Apr. 11:30 AM
- Randy Armstrong 217/528-0117
- 2012 N. 20th Street; Springfield, IL 62702
-
- Winnetka Backgammon Club Winnetka Community House
- Winnetka, IL Wednesday 7:00 PM
- Trudie Stern 708/446-0537
- 4200 W. Lake 302C; Glenview, IL 60025
-
- Summit City Backgammon League Alumni Club
- Ft. Wayne, IN Wednesday 7:00 PM
- Ken Bruck 219/639-6898
- P.O. Box 6546; Fort Wayne, IN 46896
-
- Hoosier Backgammon Club Spats
- Indianapolis, IN Thursday 7:00 PM
- Butch Meese 317/845-8435
- 7620 Kilmer Lane; Indianapolis, IN 46256
-
- Flint Area Backgammon Club Ramada Inn
- Flint, Ml Thursday 7:00 PM
- Carol Joy Cole 810/232-9731
- 3003 Ridgecliffe Drive; Flint, MI 48532
-
- Plymouth Backgammon Club Box Bar & Grill
- Plymouth, MI Wednesday 7:30 PM
- Dean Adamian 313/981-5706
- 42954 Barchester; Canton, MI 48187
-
- Cavendish North BG Club Clubhouse
- Southfield, MI Daily except Sun. 1:00 PM
- Joe Sylvester 810/642-9616
- 30065 Greenfield Road; Southfield, MI 48076
-
- Minneapolis Backgammon Minneapolis Athletic Club
- Minneapolis, MN Monday 5:00 PM
- Fred Kalantari 612/682-1716
- 4701 Valley View Road; Edina, MN 55424
-
- Cleveland Area Backgammon Boulevard Sports Tavem
- Cuyahoga Falls, OH Wednesday 6:30 PM
- Irv Taylor 216/663-7332
- P.O. Box 28515; Cleveland, OH 44128
-
- Dallas Backgammon League Scoreboard
- Addison, TX Wednesday 7:45 PM
- Rich Weaver 214/620-7462
- 2682 Hearthstone; Dallas, TX 75234
-
- Austin Backgammon Assn. Bombay Bicycle Club
- Austin, TX Monday 7:30 PM
- Jackie Seiders-Smart 512/261-8518
- 30 Hightrail Way, Austin TX 78738
-
- American Backgammon Club Vickery Feed Store
- Dallas, TX Sunday 6:00 PM
- Kati Pratt 214/827-8403
- 5631 Ellsworth; Dallas, TX 75206
-
- Houston Backgammon Club Abdallah's
- Houston, TX Tuesday 7:00 PM
- Jack Butler 713/774-9439
- 5931 Reamer Street; Houston, TX 77074
-
- San Antonio Backgammon Dad's
- San Antonio, TX Friday 8:00 PM
- Marcel Mommers 210/606-0025
- 3812 Greenridge Drive; Cilbo, TX 78108
-
- Milwaukee Backgammon Club Gas Lite North
- Milwaukee, WI Wednesday 7:00 PM
- Marv Amol 414/355-8805
- 9031 N. 70th Street; Milwaukee, WI 53223
-
- Milwaukee Backgammon John Hawks Pub
- Milwaukee, WI Sunday Bimonthly 11:30 AM
- Merril Schrager 414/463-2498
- 9043 W. Grbaosa Druve; Milwaukee, WI 53225
-
-
- (NORTHEAST)
-
- Beltway Backgammon Club Promenade Cardroom
- Bethesda, MD 2nd & 4th Sunday 12:00 N
- Barry Steinberg 301/530-0604
- 5712 Quebec Street; Benwyn Hts. MD 20740
- bkgm@aol.com
-
- Cavendish Club of Boston Clubroom
- Brookline, MA Thur. & Sat. 1:00 PM
- Carl Saldinger 617/734-2230
- 111 Cypress Street; Brookline, MA 02146
-
- New England Backgammon Club Sheraton Commander Hotel
- Cambridge, MA Sunday monthly [Sep-Jun] 12:30 PM
- Andy Latto 617/374-2537 (days) 617/784/6114 (eves)
- 156 Massapoag Avenue; Sharon, MA 02067
- andyl@harlequin.com
-
- New England Backgammon Club Sheraton Commander Hotel
- Cambridge, MA Monday 7:00 PM
-
- New Jersey Backgammon Assn. Best Western Oritani Hotel
- Hackensack,NJ Tues. & Fri. 7:45 PM
- Ron Whitney 201/833-2915
- 279 Glen Court; Teaneck, NJ 07666
-
- Ace Point Backgammon Club Clubroom
- New York, NY Daily 3:00 PM
- Michael Valentine 212/753-0842
- 41 E. 60th Street; New York, NY 10022
-
- Coterie Clubroom
- New York, NY Daily 1:00 PM
- Louise Goldsmith 212/371-5151
- Private club. Telephone for information.
-
- New York Chess & Backgammon Office Building
- New York, NY Daily, Tour. Sunday 12:00 N
- Steve Manning 212/302-5874
- 120 W. 41st Street 3; New York, NY 10036
-
- Saratoga Backgammon Club Waterfront Restaraunt
- Saratoga Springs, NY Friday 1:00 PM
- Lee Hoge 518/584-1714
- P.O. Box 563; Saratoga Springs, NY 12866
-
- Greater New York BG Club Woodbury Ramada Inn
- Woodbury, NY Sunday monthly 12:30 PM
- Dr. Bob Hill 718/341-3779
- 194-22 115th Road; Jamaica, NY 11412
-
- Cavendish Club of Philadelphia Clubroom
- Philadelphia, PA Mon, Wed, Thu, Sat 1:00 PM
- Ken Relver 215/878-5777
- 3801 Conshohocken Avenue; Philadelphia, PA 19131
-
- Pittsburgh Backgammon Assn. Murphy's Tap Room
- Pittsburgh, PA Tuesday 8:30 PM
- Steve Hast 412/823-7500
- 3560 Ridgewood Road; Pittsburgh, PA 15235
-
-
- (SOUTH)
-
- Suncoast Backgammon Assn. New York, New York Lounge
- Clearwater, FL Monday 7:00 PM
- Drew Giovanis 813/726-1398
- 25350 U.S. Hwy 19 N. 67; Clearwater, FL 34623
-
- South Florida Backgammon Big Apple Sports Club
- Ft. Lauderdale, FL Sunday 1:00 PM
- Elayne Feinstein 305/785-1282
- 2621 NE 7th Terrace; Pompano Beach, FL 33064
-
- Backgammon Club of N.W. Florida Olde English Pub
- Lynn Haven, FL Tuesday 7:30 PM
- Rick Bieniak 904/773-2013
- P.O. Box 416; Wausau, FL 32463
-
- Orando Backgammon Coach's Locker Room
- Orando, FL Tuesday 7:30 PM
- David Thomas 904/736-2844
- P.O. Box 803, Deland, FL 32721
-
- Backgammon Society of Sarasota Bath & Raquet Club
- Sarasota, FL Tuesday 7:00 PM
- Frank Shank 813/792-3992
- 5320 86th St. W.; Brandenton, FL 34210
-
- Atlanta Backgammon Association Cabo Wabo & Grill
- Atlanta, GA Wednesday 7:00 PM
- Dave Cardwell 404/682-1969
- P.O. Box 956547; Duluth, GA 30136
-
- Atlanta Backgammon Association CafFiends Coffee Bar
- Atlanta, GA Sunday Monthly 7:00 PM
- Dave Cardwell 404/682-1969
- P.O. Box 956547; Duluth, GA 30136
-
- Louisville Backgammon Club Encore Restaurant
- Louisville, KY 2nd & 4th Tuesday 6:30 PM
- Quint McTyeire 502/896-9783
- 4906 Crofton Road; Louisville, KY 40207
-
- Raleigh Backgammon Club Western Bowling Alley
- Raleigh, NC 1st & 3rd Friday 7:30 PM
- Frank Bommarito 919/552-2291
- 401 St. John Court; Holly Springs, NC 27540
-
-
- (CANADA)
-
- Vancouver Backgammon Jo-Anne's Place
- Vancouver, BC Tuesday 8:00 PM
- Marty Jensen 604/688-8317
- 1339 Burnaby St. 402; Vancouver, BC V6E 1R2; CANADA
-
- Nat'l Capital Backgammon Club Lunergan's Pub
- Vanier, ON lst Sun./Sep.-Jun. 12:30 PM
- Eden Windish 613/741-2530
- 396 Talbot Street; Ottawa, ON KlK 2N6; CANADA
-
- Le Gammon Clubroom
- Montreal, QB Daily 3:30 PM
- Michel Medifti 514/845-8370
- 552 St. Catherine East, Montreal, OB H2L 2E1; CANADA
-
- Playing Backgammon in the Boston area
-
- From: mau@world.std.com (Michael A Urban)
- Date: 19 Oct 1993
-
- Frequently, membership fees are waived for initial participants.
- For complete details, contact the club of interest.
-
- Cavendish Club 617-734-2230
- 111 Cypress St.
- Brookline, MA 02146 USA Fee: $150/year
-
- The Cavendish runs chouettes on Thursday evenings and Saturday
- afternoons. The club also has duplicate and rubber bridge.
-
-
- _________________________________________________________________
-
-
- New England Backgammon Club
- c/o Sheraton Commander Hotel
- 16 Garden Street
- Cambridge, MA 02138-3609 USA Fee: $35/year
-
- President:
- Andy Latto 617/374-2537 (days) 617/784/6114 (eves)
- 156 Massapoag Avenue; Sharon, MA 02067
- andyl@harlequin.com
-
- The NEBC runs weekly Monday tournaments starting at 7pm and monthly
- Sunday tournaments beginning at 1pm. No smoking is permitted in the
- tournament room. The NEBC publishes, "Anchors", a monthly newsletter.
-
- A homepage for the NEBC is under construction:
- http://www.cybercom.net/~damish/backgammon/nebc/nebc.html
-
- [Note: There are no Sunday tournaments in July or August]
- [Note: Some Sunday tournaments start at noon. Nov and May in 94/95
- season] [Note: There are no Monday tournaments During the summer of
- 1995]
-
-
- _________________________________________________________________
-
- Other Backgammon Clubs
-
- The Danish BG Federation Phone: (+45 39 40 06 07)
-
- The Danish Backgammon Federation is maintaining two extensive national
- ratinglists (all matches and tournament matches). As far as I recall
- we are currently rating more than 50,000 matches a year !!
-
- Furthermore the DBgF is offering a variety of things stretching from a
- monthly magazine, live tournaments EVERY DAY, international
- tournaments (NORDIC OPEN every Easter) and many more things.
-
- For your information: The DBgF is a democratically governed
- organisation. We encourage all other nations to form national
- organisations. It is the only way if we really want to promote the
- game in a serious manner.
-
- Erik M. Gravgaard
- President of the Danish BG Federation
- erikg on FIBS
-
-
-
- _________________________________________________________________
-
-
-
- [95-03]
- In your FAQ you have details of backgammon clubs ... can you include
- ours please? Several fibsters come to it regularly.
-
- Rose and Thistle, Argyle Road, Reading, UK. Weekly Wednesdays from
- 8:30 pm. Informal - no officers, but contact number: Marina 01734
- 612814
-
- Thanks. :-)
- --
- * Marina Smith * Reading, U.K. *
- marina on FIBS.
-
- _________________________________________________________________
-
- From: Jake Jacobs
- Newsgroups: rec.games.backgammon,rec.gambling
- Subject: New Backgammon Club in Chicago
- Date: 4 Dec 1995 16:48:00 GMT
-
-
- In January, 1996, Dean Muench will be opening the Chicago Board Of
- Backgammon. The CBOB will be a private club for backgammon and other
- games. Address is 175 w. Jackson (right near the CBOT). It will be
- open Monday through Friday from 12 noon, and on weekends for special
- events. I can forward inquiries to Dean till he gets a phone #. I'm at
- itaewon@interaccess.com.
-
- The CBOB will hold a grand opening tournament on 1/6/96 at 12 noon.
- The address is 175 w. Jackson, suite 1103. The phone number from that
- date onward will be 312-922-0404.
- _________________________________________________________________
-
-
- From: pfmcm@worm.hooked.net (Paul McMillan)
- Newsgroups: rec.games.backgammon
- Subject: New Weekly BG Site in San Francisco
- Date: 27 Feb 1995 15:55:35 -0800
-
- The Baja Cantina will begin hosting weekly BG tournaments on
- Wednesdays at 8:00 p.m. starting March 8, 1995.
-
- The format will largely resemble that of the tournaments formerly held
- on Tuesdays at the Golden Gate Grill.
-
- The Baja is located across the street from the Golden Gate Grill at
- 3154 Fillmore, corner of Greenwich. The phone number there is 415
- 885-2252.
-
- Please bring your boards.
- _________________________________________________________________
-
-
-
- Hi Mark! On my recent trip to Sydney, I visited the bg club that has
- been running there 12 years. They said to put it on the FAQ, so here
- are the details:
-
- The Clocktower pub
- Corner of Crown St. and Nixon St.
- Tuesday nights.
-
-
- * Marina Smith * Reading, U.K. *
- _________________________________________________________________
-
-
- From: "Dr. Linton Hutchinson" (webuniv@iag.net)
- Newsgroups: rec.games.backgammon
- Subject: Re: North American clubs on WWW
- Date: 28 May 1995 03:35:26 GMT
-
- The Orlando Backgammon meets on Tuesday 9:30 to whenever. The location
- is on 436 just past I-4. First shopping center on the right. Behind TGI
- Friday's at the Coaches Lockerroom. Upstairs.
-
-
- _________________________________________________________________
-
-
-
- The Tyson's Corner Backgammon Club meets every Monday at 7:00 PM at
- Mr. Smith's Restaurant, 8369 Leesburg Pike (Route 7) in the Pike 7
- Shopping Center. It's in northern Virginia near Washington, DC.
- call Bill Pow at (703) 549-1808 or (301)227-1915
-
- [Submitted by Mel Leifer]
-
-
- _________________________________________________________________
-
-
-
- Backgammon clubs around the world may be obtained from:
- http://www.statslab.cam.ac.uk/~sret1/backgammon/clubs/index.html
- _________________________________________________________________
-
- D2. WHERE ARE THE TOURNAMENTS?
- * Look for ads in backgammon newsletters.
- * Check backgammon clubs.
- * Sometimes announcements are posted to the news group
- rec.games.backgammon.
- * Various WWW pages are now posting schedules.
-
-
- _________________________________________________________________
-
- D3. I'M LOOKING FOR INFORMATION ABOUT NEWSLETTERS AND OTHER PUBLICATIONS.
-
- Anchors
-
- Newsletter of the New England Backgammon Club
- Monthly except July, usually 8 pages, two devoted to local news with
- remaining to analytical material and backgammon related stories with
- minimal advertising.
-
-
- Subscription: USA/Canada/Mexico: $15/year.
- Overseas: $25/year (check drawn on U.S. bank).
- Contact: NEBC
- c/o Sheraton-Commander Hotel
- 16 Garden Street
- Cambridge, MA 02138-3609
-
-
- _________________________________________________________________
-
- Backgammon Magazine
-
- Lately this has been published quarterly in a combined German/English
- edition.
-
-
- Vertrieb (sales/marketing)
- Edith Johanni
- Emil-Nolde-Str. 26
- 90455 Nurnberg
- Tel.: 0911/883253
-
- Redaktion (Editor)
- Harold Johanni
- Hochstr. 7
- 90429 Nurnberg
- Tel.:0911/269567
-
-
- _________________________________________________________________
-
- BLITZ
-
- Bi-monthly, 24 A5 sized pages. in Danish. It is a newsletter/magazine
- for a BG club in Copenhagen. 4-6 pages are directed towrds the members
- of the club, the rest is general analysis, commentated matches,
- articles, problems etc. There is a quiz a la Inside BG's quiz. 4
- problems each issue, with the answers taking 4-6 pages.
-
-
- Subscription: Scandinavia Danish kr. 120
- Europe Dkr. 140
- Overseas (USA/Canada) Dkr. 160
- Contact: Asger Kring (proj13@srv.imsor.dth.dk)
- Lykkesholms Alle 4B,3 th.
- 1902 Frederiksberg C.
- Denmark
- tlf: 3131 1439
-
-
- _________________________________________________________________
-
- Chicago Point Newsletter
-
- A Prime Source of Backgammon Information
-
-
- Monthly newsletter, 10 pages:
- Subscription: USA/Canada/Mexico: $25/year.
- Overseas: $35/year airmail in USD check drawn on
- U.S. bank.
- Contact: Chicago Point
- Bill Davis, Editor
- 3940 W. Bryn Mawr Ave., Suite 504
- Chicago, IL 60659-3128
-
- Phone: 312 583-6464
- Fax: 312 583-3264
-
-
- _________________________________________________________________
-
- European Backgammon News
-
- Contact: European Backgammon News
- Apartado 81
- E-04630
- Garrucha (Almeria)
- Spain
-
- FAX: 34/68-438347
-
- Subscription: $30/12 issues in Europe. $40 elsewhere.
- Published since July 1993 by Martin de Bruin.
-
-
- _________________________________________________________________
-
- Flint Area Backgammon News
-
- Monthly newsletter, 10 pages: Problem analysis, book and software
- reviews, tournament schedules and complete results, local, national
- and international backgammon news and views. Full page catalog of
- backgammon merchandise.
-
-
- Subscription: USA/Canada/Mexico: $20/year or $200 lifetime.
- Overseas: $25/year or $250 lifetime subscription.
- Contact: Carol Joy Cole, Editor
- 3003 Ridgecliffe Drive
- Flint, Michigan 48532-3730 USA
- Phone/Fax: 810-232-9731.
-
-
- _________________________________________________________________
-
- GAMMON
-
- Members magazine for the Danish Backgammon Federation.
- A5 sized. Published 6 - 8 times a year with a circulation between
- 1,800 and 10,000 (10,000 during Carlsberg Backgammon Cup).
- 32 to 44 pages with articles, rating lists, tournament invitations and
- reviews, general BG theori, "ask the experts"-coloumn, annotated
- matches etc. Mainly in Danish, with occasional English articles.
- Subscription can also be obtained by non-members for DKK 180 per year
- (US$ 30).
- Advertisement: Please contact Chris Ternel for prices.
-
- Editor:
- Chris Ternel
- Danish Backgammon Federation
- Gersonsvej 25
- DK-2900 Hellerup
- DENMARK
- Tel. +45 39 40 06 07
- Fax. +45 39 40 01 44
-
- or you can contact:
-
- Erik Gravgaard, president of DBgF
- e-mail: erikg@inet.uni-c.dk
-
-
- _________________________________________________________________
-
- Hoosier Backgammon Club Newsletter
-
- Bi-monthly, 8 pages: Articles/problems plus very issue non-annotated
- matches of todays best players.
-
-
- Subscription: USA: $12/years Canada/Mexico: $14/year.
- Overseas: $16/year (cash or check drawn on US bank.)
- Contact: Butch & Mary Ann Meese
- Hoosier Backgammon Club
- 7620 Kilmer Lane
- Indianapolis, IN 46256 USA
-
- Tel: 317.845.8435
- E-mail: hbc@ix.netcom.com
-
-
- _________________________________________________________________
-
- Inside Backgammon
-
- Bi-monthly, 24 pages: Technical magazine with quizzes, articles and
- annotated matches by the best backgammon players today.
-
-
- Subscription: USA: $40/years
- Canada/Mexico and oversea ground: $45/year.
- Overseas airmail: $60/year (US funds).
- Contact: INSIDE BACKGAMMON
- P. O. Box 294
- Arlington, MA 02174 USA
-
- (617) 641-2091
-
-
- _________________________________________________________________
-
- Norpunkt
-
- Norpunkt is the magazine of the Norwegian Backgammon Federation
- (Norges Backgammon Forbund). It's published quarterly, but only
- written in Norwegian.
-
- A sample of articles written in Norwegian appears at WWW site:
- http://www.oslonett.no/home/swelle/norpunkt.html
-
- The WWW page for the Norwegian Backgammon Federation is:
- http://www.oslonett.no/home/swelle/NBgF.html
-
- For Further information send E-mail to Stein Welle at
- swelle@oslonett.no
-
-
- _________________________________________________________________
-
- Are there any other backgammon newsletters or magazines out there?
- Please help to keep the faq up to date. (thanks!)
-
-
- _________________________________________________________________
-
- D4. BACKGAMMON BOOKS AND BOOK REVIEWS.
-
- BG books [summary] by Marty Storer
-
- (From rec.games.backgammon)
- From: hunter@work.nlm.nih.gov (Larry Hunter)
- Subject: Bibliography
- Date: 21 May 92 20:11:35 GMT
- Sender: usenet@nlm.nih.gov (usenet news poster)
-
- One more for the FAQ. Before Marty Storer left the list, I pestered
- him for an annotated bibliography. He came through in grand style.
- Here it is:
-
- Must have:
-
- Backgammon
-
- Paul Magriel, NY Times/Quadrangle Press, New York 1976.
- The best introduction to the game. Covers basic checker play
- very well. If you read and thoroughly understand this book,
- you'll play a decent game. Weaknesses--skimpy treatment of the
- doubling cube.
-
- Genud vs Dwek: The 1981 World Backgammon Championship_ (or similar
- title)
-
- Bill Robertie, The GAMMON PRESS, Arlington, Mass. 1982.
- Very thorough coverage of the 25-point finals of the 1981 Monte
- Carlo tournament. Goes into quite a bit of detail about ins and
- outs of match play. Excellent section on backgames. I've
- referred to this as Robertie(red) since it has a red cover 8-).
-
-
- Backgammon With The Champions
-
- Kent Goulding, ~1980-82.
- Series of annotated matches between good players. Forget how
- many in all. Excellent material, giving very good insight into
- how top players think. Commentary by Goulding, often in
- collaboration with Kit Woolsey; both of these guys are very,
- very strong players. Let's see, the matches are Seidel vs.
- Hodis; Magriel vs. Sconyers; Genud vs. Posner; Pasko vs.
- Motakhasses; two (?) 5-point matches in one volume: Lester vs.
- Horan and Woolsey vs. Pasko; Robertie vs. Senkiewicz; Goulding
- vs. Maxakuli; Dwek vs. Chafetz; Ballard vs. Lubetkin; Eisenberg
- vs. Magriel(?); and more I can't remember. I can't recommend
- this series too highly (though Genud vs. Posner was a lousy
- match).
-
- Advanced Backgammon (2nd edition; two volumes)
-
- Bill Robertie,
- The GAMMON PRESS, Arlington, Mass. '91. I haven't seen this
- yet--only the first edition of one volume. Series of problems,
- giving very good introduction to truly advanced concepts.
- Errors in first edition are supposedly corrected. The first
- edition is what I call Robertie(blue); the second is
- Robertie(white).
-
- Backgammon Times , all back editions.
- This was a very good backgammon newspaper that was around in
- about '82-'83. A lot of interesting articles by top players and
- analysts. Probably hard to get these days.
-
- Reno 1986
-
- Bill Robertie, The Gammon Press, Arlington, Mass. 1987.
- Two annotated matches from the very strong Reno tournament of
- '86. Semifinal match is between Nack Ballard and Mike
- Senkiewicz; an excellent match, well annotated. Finals between
- Ballard and Howard Markowitz. The book is in quiz format, so
- you can test your skill against Ballard's (well, kind of:
- Ballard had to find his moves over-the-board under great
- pressure--nothing like the finals of a big tournament to get
- the adrenalin flowing!). I've only found a couple of mistakes
- in the annotations. This book is referred to as
- Robertie(yellow).
-
- World Class Backgammon, Move By Move
-
- Roy Friedman, 1989 or 90;
- forget other publication info. Annotated matches between
- Robertie and ``international star'' Rick Barabino (Barabino is
- strong, but ``international star''--I dunno...). Three 9-point
- matches with some excellent games (check out the second game of
- the first match particularly). Annotations are very good;
- Friedman put a lot of work into rolling out many of the
- diagrammed positions. The annotation style is terse; Friedman
- takes a very scientific approach.
-
- Vision Laughs at Counting (two volumes)
-
- Danny Kleinman, ~1978.
-
- -all other material by Kleinman is "must have"--write to him at
- 5312-1/2 Village Green, Los Angeles, CA 90016 and tell him I
- sent ya.
- Seminal work on match play, money play, doubling cube, races,
- and more. Kleinman is very prolific. His analyses are often
- more mathematical than the average reader can handle, but Real
- Mathematicians [tm] and even the layperson with math aptitude
- shouldn't be fazed. A Real Mathematician wouldn't call
- Kleinman's math "deep", but it sure is accurate, and you won't
- find anything similar anywhere else. He does the important work
- of formulating the right problems the right way, where many
- others couldn't.
-
- Drawbacks: his books are self-published with lousy layout and
- graphics. He's supposedly not that great a player (I've never
- seen him play), so his analyses often lack the world-class
- insight into the thought processes of the strong practical
- player that you could get from a Goulding or a Robertie. In
- particular, his middle-game intuition seems less than
- world-class. But these drawbacks are more than made up for by
- the wealth of information in his books, which I still haven't
- completely soaked up after many years. Kleinman is a subtle
- thinker and a meticulous analyst of the countable, and he does
- a lot to develop backgammon "vision." His stuff is often
- uproariously funny, but sometimes one gets impatient trying to
- filter out what's relevant to the practical player from the
- humor.
-
-
-
- I repeat--all his books are "must have's" for the serious player.
- They're a bit expensive since I think he bears all the production
- costs himself, but for the serious player they're worth every cent.
-
- Pretty Good Books But Not "Must Have's":
-
- Backgammon For Profit
-
- Joe Dwek, Stein and Day, New York 1975 (out of print)
- Problems that would now be considered fairly basic. Almost all
- solutions are right. Tables of replies to opening moves show
- how badly people played in 1975.
-
- Paradoxes and Probabilities
-
- Barclay Cooke, Random House, New York 1978.
- This is almost a "must have." 168 problems, most of which are
- very interesting. Current thinking is that solutions to about a
- third of them are wrong, but the analysis gives very good
- insight into how Cooke, a first-generation world class player,
- thought about backgammon.
-
- The Doubling Cube In Backgammon
-
- Jeff Ward, Aquarian Enterprises, San Diego 1982.
- Goes into basic doubling-cube concepts and gives some benchmark
- positions with equities derived from rollouts. Gives some
- bearoff tables, etc. Analysis of benchmark positions is pretty
- good but sometimes skimpy; Ward only admits to having done
- 100-200 rollouts to derive his equities. Worth having.
-
- Backgammon Master Games
-
- Bill Kennedy and Chuck Papazian, 1982 (forget other publication info).
-
- Annotated games and positions from master match play. Analysis
- is largely based on intuitive concepts, and isn't well grounded
- in match-equity considerations etc. Not well supported by
- rollouts; a fair amount of errors, but the analysis overall is
- pretty sound.
-
-
-
- Other books that I've read aren't worth much, including Competitive
- Backgammon Vol. II, Mike Labins, Marty Storer, and Bill Tallmadge,
- Competitive Backgammon Publications, Syracuse 1981. (It was good for
- the time but would be considered lousy now.)
-
- As I mentioned before, you can reach Gammon Press at (617)641-2091,
- fax: (617)641-2660 or PO Box 294 Arlington, MA 02174 USA
-
- Larry
- --
- Lawrence Hunter, PhD.
- National Library of Medicine
- Bldg. 38A, MS-54
- Bethesda. MD 20894
- (301) 496-9300
- (301) 496-0673 (fax)
- hunter@nlm.nih.gov (internet)
-
-
- [Note: Fax number edited to reflect the current number.]
-
-
- _________________________________________________________________
-
- BG books [summary] by John Bazigos
-
- Article: 1666 of rec.games.backgammon
- Newsgroups: rec.games.backgammon
- From: johnsson@sara.cc.utu.fi (MIKA JOHNSSON)
- Subject: BG BOOKS INFO
- Date: Thu, 1 Jul 1993 10:20:19 GMT
-
- HI !
-
- Many people (last Snoopy) have asked about good BG books, well here is
- and answer that i got from John Bazigos (Doc), when I asked him about
- books
-
- -Mika
-
- BG BOOKS BY JOHN BAZIGOS
-
- The two best introductory books are Paul Magriel's ``Backgammon'' (New
- York Times Quadrangle Press; New York, NY; USA; 1976) and Enno
- Heyken's and Martin B. Fischer's ``The Backgammon Handbook'' (The
- Crowood Press; Ramsbury, Marlborough, Wiltshire SN8 2HE; Great
- Britain; 1990).
-
- The advantages of Magriel's ``Backgammon'' are, first, Magriel was a
- clear-minded, distinguished mathematician at the top of the backgammon
- world when he wrote it; second, it was the only truly analytic book on
- backgammon since Oswald Jacoby's and John R. Crawford's ``The
- Backgammon Book''; third, it rendered all backgammon texts preceding
- it (including ``The Backgammon Book''), and even some subsequent
- backgammon texts, obsolete as introductory texts; fourth, it
- systematically elucidates backgammon strategy, from fundamental to
- intermediate to advanced; fifth, it does great justice to its topics
- in its well-diagrammed over-400 pages; and sixth, it has passed the
- test of time as an introductory text, having been commonly referred to
- as ``The Bible'' of backgammon. Its disadvantages are, first, some
- important details of some advanced topics (e.g., desirable back-game
- points), and even some major points of some beginning/intermediate
- topics (e.g., tradeoffs between positional and racing equity) are
- obsolete; second, the prose, though very readable, is structurally and
- stylistically weak; third, the text has been out-of-print since some
- time last year, though is well worth a search of *all* your local
- used/out-of-print bookstores; and fourth, though the publication price
- was $24.95, the only mail-order list on which I have found it prices
- it at $80, which makes a used/out-of-print bookstore an even better
- source -- since it is typically discounted to about $15 there, in my
- experience (here in the San Francisco Bay Area).
-
- The advantages of ``The Backgammon Handbook'' are, first, like
- ``Backgammon'', it systematically elucidates backgammon strategy;
- second, it contains the complete score, with some annotations, of the
- very illuminating, 26-game match between two-time World Backgammon
- Champion and leading bg theorist Bill Robertie and now-inactive [as of
- this writing] international master Nack Ballard (Reno, 1987) that the
- former described as ``...perhaps the most interesting one I've ever
- played in my life!''; and third, it is still in print with a
- publication price of about $35. Its disadvantages are, first, Heyken
- --though an International Master in chess-- does not have an
- international backgammon rating, and Fischer does not have a master
- rating in backgammon; second, it contains only about 60% as much text
- as ``Backgammon'', while not being significantly terser; and third,
- the authors' lack of qualifications is evidenced in some of their
- misleading and/or naive analyses.
-
- I think that you should search your local, or even not quite local,
- used/out-of-print bookstores for ``Backgammon'', and pay up to about
- $50 for it -- though if you find it in such a store, it is likely to
- be discounted to about $15; and then, if you cannot find it at a
- reasonable price, buy and read ``The Backgammon Handbook'' -- after
- which your time won't be best spent reading Magriel soon thereafter.
-
-
- [ Note:
- The Backgammon Handbook is still in print and can be ordered direct from
- the (very small) publisher:
- The Crowood Press
- Ramsbury
- Marlborough
- SN8 2HE, U.K.
- Or from any decent bookshop. The price is UKP 15.95 ]
-
-
-
-
- > are you familiar with Danny Kleinmans books,
-
- I have read most of his ``magnum opus'' ``Vision Laughs at Counting'',
- which contains much sound advice on the practical aspects of bg play
- (e.g., sections on bg hustlers, bg cheaters, chouette money
- management), seminal advice on handling the doubler, and even a few
- unprecedented mathematical characterizations of certain aspects of
- certain positions (e.g., how many pips to penalize a player for having
- one or more checkers on the bar).
-
- > are they good ?
-
- ``Vision Laughs at Counting'' is generally insightful and often very
- amusingly written, but not suitable as an introductory text, sometimes
- obsolete, and sometimes simply wrong; and though it is the only text
- by Kleinman that I have read, I have good reason to believe that that
- judgment applies to Kleinman's other texts, as well.
-
- Ok; then after finishing ``Backgammon'' or ``The Backgammon
- Handbook'', study Jeff Ward's ``The Doubling Cube in Backgammon'' --
- which has long been offered through Carol Joy Cole.
-
- Magriel's ``Backgammon'' routinely used to be, and sometimes still is,
- referred to as ``the Bible (of backgammon)''; but since the
- publication of Robertie's three books on backgammon --i.e., ``Lee
- Genud vs. Joe Dwek'' (1982), ``Advanced Backgammon'' (1984 and 1991,
- the latter edition in two volumes), and ``Reno, 1986'' (1987)-- I
- think that it's more appropriate to refer to ``Backgammon'' and
- collectively those three as the Old and New Testaments of backgammon,
- respectively. Given that you have already finished studying ``The
- Backgammon Handbook'' and ``The Doubling Cube in Backgammon'', I think
- that you should read one or more books of Robertie's ``New Testament''
- fairly soon after finishing Roy Friedman's ``World Class Backgammon,
- Move-By-Move'' -- which I, also, recently received a copy of from
- Carol Joy Cole, and is the backgammon book that I intend to read
- next.
-
- Well, from the quality perspective, I was significantly more impressed
- with it when perhaps the only bg literature I had read was typical
- junk from the 1970s (i.e., Bruce Becker's monumentally horrible
- ``Backgammon for Blood'', and Barclay Cooke's often-misleading ``The
- Cruelest Game'' and slightly-better ``Championship Backgammon''),
- ``The Backgammon Book'', and Magriel's ``Backgammon''; and from the
- price perspective, the decision is strictly yours, though I hereby
- make the following three interrelated claims:
- 1. If you read enough backgammon books, there will quite possibly
- come a time when ``Vision Laughs at Counting'' will be the best
- book for to read next to improve your technique maximally.
- 2. You are probably at least seven books from that point: ``World
- Class Backgammon, Move-By-Move'', the four volumes of backgammon's
- New Testament, and both volumes of Kent Goulding's ``Backgammon
- With The Champions'' are presently better for that purpose (and
- you can perhaps most profitably read them in that order).
- 3. ``Vision Laughs at Counting'' is the most entertaining
- instructional backgammon book that has been published to date.
-
-
-
- > BTW are there other good bg newspapers or magazines ?
-
- Last year was an unprecedentedly good one for backgammon periodicals,
- in that it saw the first issues of what I strongly believe were and
- still are the two best periodicals for backgammon theory ever --i.e.,
- Bill Robertie' and Kent Goulding's bi-monthly ``Inside Backgammon'',
- and Roy Friedman's almost bi-monthly ``Leading Edge Backgammon''. The
- former is still being published (I recently received my copy of the
- fourth issue of its second volume), and publication of the latter was
- suspended at the end of last year (due to some personal problems that
- Roy was having); but it was possible to order either or both of them
- from Carol the last time I checked (Please inform me if you need
- ordering information on either or both of them).
-
- Those are the only three backgammon periodicals to which I (have ever)
- subscribe(d), though that may change soon; more on that in a
- forthcoming e-mail message from me.
-
- > Do you know any technical papers about BG,
-
- One of the best features of both ``Inside Backgammon'' and ``Leading
- Edge Backgammon'' is they consist mostly of (what I would consider)
- technical papers on backgammon.
-
- >I have read Keelers and Spencers "optimal doubling in BG"
-
- So have I, but I have also read a paper co-authored by Zadeh, titled
- ``On Optimal Doubling in Backgammon'', that explicitly rendered that
- paper obsolete. I'll provide you with more information on both that
- and other technical papers from the 1970s in a forthcoming e-mail
- message.
-
- > and in one AI-magazine was an article about Tesauros TD-gammon
- (about 20 p)
-
- The second volume of ``Inside Backgammon'' contains about one article
- per issue on TD-Gammon, two of which document (recent) sessions that
- Robertie, Magriel, and at least one other bg master had against it;
- more on that, also, in an forthcoming e-mail message from me.
-
-
- _________________________________________________________________
-
- How to play tournament BG [book]
-
- ``How to play tournament BG'' by Kit Woolsey
-
- This is an excellent introduction to how play and particularly cube
- handling varies in games. It shows how to compute push and cash
- points, recube equity, how to figure gammon costs, etc. It gives Kit's
- latest match equity chart and gives a method for remembering most of
- it fairly well. If you play matches games and don't immediately
- recognize any of these terms, I strongly suggest reading it.
-
- -michael j zehr
-
-
- _________________________________________________________________
-
- Here is an outline of the book:
-
-
- 0. Introduction
- 1. Crawford Game Strategies
- 2. Post-Crawford Play
- 2.1. The Free Drop
- 2.2. Mandatory Doubling
- 3. The Two-Away versus Two-Away Score
- 4. The Match-Equity Table
- 5. Learning the Table
- 5.1. The Janowski Formula
- 6. Using the Table
- 6.1. Gain-Loss Tables
- 6.2. The Doubling Window
- 7. Initial Cube-Decisions at Various Scores
- 8. Redoubles and Cube-Leverage
- 9. Cube-Leverage in Gammonish Positions
- 10. Gammon Potential and Checker Play
- 11. Five Practical Examples
- 12. An Illustrative Game: Woolsey-Robertie, Reno 1993
-
- -- John Bazigos (``doc'' on FIBS)
- _________________________________________________________________
-
- Backgammon (Robin Clay) [book]
-
- Backgammon by Robin Clay $7.95 NTC Publishing Group
-
- I was surprised to see this book for sale recently at a local book
- shop. This book was 'skimmed' by two intermediate players, and both
- immediately found that the some of the concepts and advice given were
- grossly incorrect. One of these 'reviewers', went as far as to say:
- "If your opponent says that he has just read this book, immediately
- raise the stakes!".
-
- ...Mark
-
-
- _________________________________________________________________
-
- In The Game Until The End... [booklet]
-
- In The Game Until The End: Winning In Ace-Point Endgames by Bob
- Watchel
-
- You've played an ace-point game; Your opponent is down to his last few
- checkers. Should you run? Should you stay? If your opponent wants to
- settle, what's the game worth? How aggressively should you try to pick
- up a second checker?
-
- If you don't know the answers to these critical questions, you need
- this book. In Chapter 4 alone you'll discover the secrets of the
- famous "Tino Road Position," an endgame so complicated that - once you
- know how to play it - you can take the position from either side and
- win. Olympiad Champion Bob Watchel has thoroughly analyzed hundreds of
- ace-point game positions to generate a complete picture of what's
- really going on in these common yet widely-misplayed situations.
-
- Soft bound, 112 Pages. Level: Advanced and Serious Intermediate.
- Available from The GAMMON PRESS. US$25 + Shipping
-
- [From a flyer from The GAMMON PRESS]
-
-
- _________________________________________________________________
-
- Learning From the Machine... [booklet]
-
- Learning from the Machine: Robertie vs. TD-GAMMON by Bill Robertie
-
- For years, computer backgammon was a languishing sideshow, with the
- best computer programs barely able to rise to the intermediate level.
-
- This all changed in 1991 with the emergence of TD-Gammon, an
- experimental neural network program developed at IBM's research labs.
- TD-Gammon taught itself to play, starting with a knowledge of the
- rules of the game. After playing thousands of games against itself,
- the program reached strong Open player level; within months, it became
- world-class. TD-Gammon plays like a strong human player in many parts
- of the game. In some areas, it plays quite unlike what has generally
- been accepted as "correct strategy" leading increasing numbers of top
- players to begin to experiment with some of TD-Gammon's unconventional
- plays. Here is your chance to see for yourself.
-
- Bill Robertie played two long matches against TD-Gammon as part of its
- evaluation process. "Learning from the Machine" is the complete
- account of the 31 games of the first match, with annotations by
- Robertie.
-
- Soft bound, 56 Pages. Level: All. Available from The GAMMON PRESS.
- US$20 + Shipping
-
- [From a flyer from the GAMMON PRESS]
- [Note: This is most likely TD-GAMMON Version 1.0]
-
-
- _________________________________________________________________
-
- Kit Woolsey's "Tournement Series Backgammon"
-
- In December 1994, The GAMMON PRESS announced its publication of the
- first three (of 18) volumes Kit Woolsey's Tournement Backgammon
- Series. These are text versions of Kit's instructional Match Qiz
- software. There are many diagrams, which means a board is not required
- to study the material. The typesetting is elegant. The comments are
- elequent.
-
-
- Book 1: Joe Sylvester vs. Nack Ballard 150 pages US$20
- Book 2: Philip Marmorstein vs. Michael Greiner 240 pages US$25
- Book 3: Mika Lidov vs. Hal Heinrich 220 pages US$25
-
-
- _________________________________________________________________
-
- The Backgammon Book
-
- [Authers: Oswald Jacoby and John R. Crawford]
-
- There are many who will be quick to dismiss _The BG Book_ because it
- was written in 1970 and knowledge has come very far since then.
-
- However, I recommend this book to players who are just beginning to
- study the game seriously because it offers an excellent overview of
- several central features of backgammon thinking and analysis. Although
- the anaysis doen't go very FAR, a reader will get clear introductions
- to:
- * Basic probability (how dice work)
- * Pip Counting (the basis for evaluating racing chances)
- * Doubling Cube theory (the 25% rule)
- * Settlements (useful concept even if you never settle)
- * general strategic categories (backgames, etc).
-
-
-
- I think this book is a fine place to start, but if you hope to get
- anywhere you will need to follow up with some more sophisticated
- books. Magriel if you can find it, of course. Dwek's _BG for Profit_
- is a good next step, too. Avoid Barclay Cooke's _Paradoxes &
- Probabilities_ and _Championship BG_, though, because those books are
- wrong in their evaluation of many common positions.
-
- Good luck in your studies!
-
- Albert Steg
-
-
- _________________________________________________________________
-
- Playboy's Book of Backgammon
-
- One of my favorite books on BG is Lewis Deyong's _Playboy's Book of
- Backgammon_, becasue he alternates chapters on tactics and strategy
- with sections recounting various stories from major tournaments all
- over the world : California, Las Vegas, Munich, Athens, Johannesburg,
- Beirut.
-
- Reading it, you get a pretty vivid picture of the BG "scene" in the
- 60's and 70's. You also get some understanding of how Calcutta
- Auctions work, and may learn some good anecdotal lessons about the
- psychology of the game: steaming, taking insurance, etc.
-
- -- Albert Steg
-
-
- _________________________________________________________________
-
- Other Books
-
- Other books seeking write-ups:
- * Fascinating Backgammon by Antonio Ortega, Edited by Danny
- Klienman, forwarded by Carol Joy Cole and Neil Kazaross (English
- Version)
- * Backgammon For Winners by Bill Robertie. $6.95 Cardoza Publishing
- * Costa Rica 1993 (Wilcox Snellings vs. Mike Senkiewics) by Antonio
- Ortega, Max Esquivel, Mario Madrigal, and Neil Kazaross (185 pages
- $35)
-
- Kit Woolsey reviewed this book in the June 95 Chicago Point and
- wrote that it contains the most accurate and thorough match
- analysis he had ever seen in print.
-
-
- _________________________________________________________________
-
- Danny Kleinman Books
-
- A list of Danny Kleinman books (Backgammon)
-
-
- Pages Price (US$)
- ----- -----------
- VISION LAUGHS AT COUNTING with ADVICE TO THE DICELORN 438 $64
- WONDERFUL WORLD OF BACKGAMMON 132 $18
- MEANWHILE, BACK AT THE CHOUETTE 142 $20
- DOUBLE-SIXES FROM THE BAR 135 $19
- IS THERE LIFE AFTER BACKGAMMON? 148 $21
- HOW CAN I KEEP FROM DANCING? 134 $19
- THE DICE CONQUER ALL 228 $33
- HOW LITTLE WE KNOW ABOUT BACKGAMMON 168 $25
- THE OTHER SIDE OF MIDNIGHT 142 $20
- ... BUT ONLY THE HOGS WIN BACKGAMMONS 244 $37
- A Backgammon Book For Gabriel. 144 $24
- The Long Road To Gammon. 176 $32
-
- [Note: Danny will be raising the price of his publications shorty (9507)]
-
-
- _________________________________________________________________
-
- D5. A LIST OF BACKGAMMON ARTICLES IN SCIENCE AND BUSINESS
-
- [Original list submited by Mika Johnsson] [sorted by date]
-
- Hans Berliner: ``A Program that Plays Backgammon''
- SIGART Newsletter No. 54, October 1975
-
- E.B. Keeler, J. Spencer: ``Optimal doubling in Backgammon''
- Operations Research Vol. 23 No. 6, November-December 1975
-
- P.J. Orth: ``A Comment on "Optimal Doubling in Backgammon''
- Operations Research 24, 1179 (1976)
-
- David Levner: ``Is Brute Force Backgammon Possible ?''
- SIGART newsletter No. 58, June 1976
-
- N. Zadeh: ``On Doubling in Tournament Backgammon''
- Management Science 23, 986-993 (1977)
-
- N. Zadeh and G.Kobliska: ``On optimal doubling in backgammon''
- Management Science 23, 853-858 (1977)
-
- Hans Berliner: ``Backgammon computer program beats world champion''
- Artificial intelligence 14 (1980), 205-220
-
- Hans Berliner: ``Computer Backgammon''
- Scientific American 243:1, 64-72 (1980)
-
- An on-line summary by Dr. Berliner of his work in ai/games is
- found under his name at either:
- "http://www.cs.cmu.edu/afs/cs.cmu.edu/misc/mosaic/common/omeg
- a/web/frg.txt
- http://www.cs.cmu.edu/afs/cs.cmu.edu/user/burks/frg.95
-
- G. Tesauro: ``Neurogammon wins Computer Olympiad.''
- Neural computation 1, 321-323 (1989)
-
- G.Tesauro, T.J.Sejnowski: ``A parallel network that learns to play
- Backgammon''
- Artificial intelligence 39 (1989) 357-390
-
- G. Tesauro, ``Neurogammon: a neural network backgammon program.''
- IJCNN Proceedings vol. III, 33-40 (1990).
-
- G. Tesauro, ``Practical issues in temporal difference learning.''
- Machine Learning vol. 8, 257-277 (1992).
-
- G. Tesauro, ``TD-Gammon, a self-teaching backgammon program, achieves
- master-level play.''
- Neural Computation, vol. 6, 215-219 (1994).
-
- G. Tesauro, ``Temporal Difference Learning and TD-Gammon''
- Communications of the ACM, Vol.38, No.3, 58-68 (March 1995)
-
- http://forum.swarthmore.edu/~jay/learn-game/systems/gammon.html
- Jay Scott's backgammon in his Machine Learning in Games site.
-
-
- _________________________________________________________________
-
- D6. WHERE DOES ONE PURCHASE BACKGAMMON SUPPLIES AND BOOKS?
-
- The GAMMON PRESS
-
- The GAMMON PRESS (Bill Robertie)
- PO Box 294
- Arlington, MA
- 02174
- U.S.A.
-
- PHONE: (617) 641-2091
- FAX: (617) 641-2660
-
- Books, software, video, backgammon sets, precision dice, ++. The
- GAMMON PRESS publishes Inside Backgammon, as well as books and
- booklets.
-
-
- _________________________________________________________________
-
- Carol Joy Cole
-
- Carol Joy Cole
- 3003 Ridgecliffe Dr.
- Flint, MI
- 48532
- U.S.A.
-
- (810) 232-9731.
-
- E-mail: carlcole@sils.umich.edu
-
-
-
- Books, software, backgammon sets, precision dice, cubes, ++. Carol Joy
- Cole is also the editor of the Flint Area Backgammon News.
-
-
- _________________________________________________________________
-
- The Backgammon Shop
-
- The Backgammon Shop (Backgammon Butikken)
- Gersonsvej 25
- DK-2900 Hellerup
- Denmark
-
- Tel. +45 39 40 06 07
- Fax + 45 39 40 01 44
- E-mail: erikg@inet.uni-c.dk
-
-
- _________________________________________________________________
-
- Danny Kleinman
-
- Danny Kleinman
- 5312 1/2 Village Green
- Los Angeles, CA
- 90016
- U.S.A.
-
- Read Kleinman, or rely on dice.
-
-
-
- Books on Backgammon, Bridge, O'Hell, and life.
-
-
- _________________________________________________________________
-
- Dansk Backgammon Forlag
-
- Dansk Backgammon Forlag (Danish Backgammon Press)
- Gersonsvej 25
- dk-2900 Hellerup
- Denmark
- phone: +45 39 40 06 07
-
- or contact Erik Gravgarrd at erikg@inet.uni-c.dk
-
-
-
- Books, sets, dice and generel backgammon equipment. You can get all
- the modern books there, plus some of the old ones from the seventies,
- among them `Backgammon' (Magriel). Also some software.
-
-
- _________________________________________________________________
-
- Crisloid
-
- Crisloid INC.
- P.O. Box 2205
- Providence, Rhode Island
- 02905
-
- tel: (401) 461-7200
- fax: (401) 785-3750
-
- They require a minimum order of $100 to obtain wholesale prices.
-
-
- _________________________________________________________________
-
- Larry Strommen
-
- L. A. Strommen
- 6866 Meadow View Dr.
- Indianapolis, IN 46226
-
- Tel: (317) 545-0224
- E-mail: diceman@indy.net
-
-
-
- Precision Dice and JellyFish sales & support, Backgammon Position
- Analyzer.
- _________________________________________________________________
-
- John Rather
-
-
-
- A source for hard-to-find BG books.
-
- John C. Rather
- --------------
-
- Old & Rare Books
- P.O. Box 273
- Kensington, MD 20895 USA
- Telephone: (301) 942-0515
-
-
-
- John is a longtime book collector and dealer who specializes in hard-
- to-find out-of-print BG books. He usually has a copy or more of
- Magriel's ``Backgammon'' (aka ``The Bible''), for sale at a fair
- price. A carefully annotated book price list is available upon
- request. John's other book specialities are chess, magic and
- mountaineering.
- _________________________________________________________________
-
- D7. AN INDEX OF BACKGAMMON RESOURCES AVAILABLE ON THE INTERNET.
-
- By Site:
-
-
- rec.games.backgammon
- The backgammon newsgroup. Articles, problems, and information
- about the game of backgammon are discussed daily in this group.
-
- fraggel65.mdstud.chalmers.se 4321
- The First Internet Backgammon Server (FIBS)
-
- http://www.cybercom.net/~damish/backgammon/bg-faq.html
- The backgammon faq.
-
- http://www.statslab.cam.ac.uk/~sret1/backgammon/faq.html
- Mirror of the backgammon FAQ in the UK. Thanks Stephen!
-
- http://www.statslab.cam.ac.uk/~sret1/backgammon/main.html
- Stephen Turner's World Wide Web backgammon page.
-
- http://www.oslonett.no/home/swelle/NBgF.html
- WWW page of the Norwegian Backgammon Federation.
-
- http://www.cybercom.net/~damish/backgammon/nebc/nebc.html
- New England Backgammon Club home page (under construction).
-
- http://baugi.ifi.uio.no:80/~paalf/BG
- Paal Fladstrups Index of Backgammon files.
-
- http://www.ifi.uio.no/~paalf/backgammon.html
- Paal's Backgammon Page.
-
- http://www.utu.fi/harrastus/bg/
- BACKGAMMONSIVU WWW page in the Finnish language
-
- http://hdirisc9.kfk.de/www/mata/mata93/mat0m6/bg/bg.html
- Marco Lau's Backgammon-Seite (German and English)
-
- http://www.cybercom.net/~damish/backgammon/mike_quinn/fibs.htm
- Michael Quinn's Guide to FIBS.
-
- http://www.dknet.dk/~kring/backgam.html
- Asger Kring's (Albatross) backgammon page.
-
- http://www.cybercom.net/~damish/backgammon/fibshelp.html
- Mark Damish's FIBS help document.
-
- http://www.dai.ed.ac.uk/staff/personal_pages/eggertd/backgammon.html
- David Eggert's page, which includes announcements and results for his
- FIBS tournaments.
-
- http://www.statslab.cam.ac.uk/~sret1/backgammon/clubs/
- Stephen Turner's compilation of backgammon clubs around the world.
-
- http://www.gammon.com
- Patti Beadles backgammon page: A central repository for backgammon
- related information, and Patti's personal playground.
- FIBS T-shirt info.
-
- http://www.io.org/~takeith/bg/glossary.html
- Backgammon glossary.
-
- http://www.msen.com/~lwp/BGglossary.html
- Spider's BG glossary.
-
- http://www.phil.uni-sb.de/fun/jargon/backgammon.html
- Jargon File 3.0.0 - backgammon
-
- http://sg3.organ.su.se/~tsz/equity.html
- Equity Tables for different gammon rates and player strengths.
-
- http://forum.swarthmore.edu/~jay/learn-game/systems/gammon.html
- Jay Scotts machine learning in games web site.
-
- http://www.columbia.edu/~radev/backgammon/fibsratings/
- Back issues of the FIBS Rating Reports.
-
- http://www.cs.ualberta.ca/~banks/fibs/test.html
- Back issues of the FIBS Rating Reports.
-
-
- http://www.yahoo.com/Recreation/Games/Board_Games/Backgammon/
- A list of backgammon resources around the net.
-
- http://www.mi.aau.dk/~mortend/elite.html
- Morten Daugbjerg's homepage, which includes the bearoff program BGOUT
-
- http://www.io.org/~takeith/bg/mpd.html
- "Backgammon Match Play Doubling Strategy" By Tom Keith.
-
- http://www.io.org/~takeith/bg/met.html
- "How to Compute A Match Equity Table" By Tom Keith.
-
- http://158.38.60.54/webcon/bgframes.html
- A web page bearoff analyzer (BOA)
-
- http://webcom.com/~markplag/backgammonpage.html
- Mark's (A differant Mark) Backgammon Page. Upgrade MacFibs to include
-
- http://www.outland.com/OutlandBackgammon.html
- Outland Backgammon
-
- http://realbeer.com/realbeer/games/beergammon.html
- Games - BEERgammon
-
- http://www.pmms.cam.ac.uk/~gjm11/programs/main.html#race3
- Gareth McCaughan: programsGareth McCaughan: programs (Bearoff program)
-
- http://www.pmms.cam.ac.uk/~gjm11/bgm/
- Some Backgammon Things.
-
- ftp://resudox.net/pub/pc/windows/games/fibsw/html/fibsw.html
- FIBS/W web page.
-
- http://este.darmstadt.gmd.de:5000/persons/fankhaus/backgammon.html
- funk's Backgammon links.
-
-
- __________________________________________________________________________
-
-
-
-
- ftp://ftp.netcom.com/pub/kw/kwoolsey/gammon/matchqiz/matchqiz.exe
- matchqiz.exe Match Qiz demo for DOS. Self extracting.
-
- ftp://ftp.netcom.com/pub/pa/pattib/backgammon/
- kvj_*.ps.gz Kit Woolsey vs. Jeremy Bagai match. Postscript format.
- Typeset by jrichter@aldebaran.cs.uni-sb.de
- (Joerg Richter)
-
- ftp://ftp.cybercom.net/pub/users/damish/backgammon/
- File Name Type Notes
- ------------ ---- -----------------------------------------------------
- 00-index.txt A File that contains this message.
- bg-faq-ptr A Location of the backgammon FAQ (ASCII version).
- bg-faq.ascii A ASCII version of the backgammon FAQ
- bg-faq.html A Hypertext version of FAQ. Read online, or save from
- your browser to read offline.
- bg-matches D Directory containing backgammon matches.
- bg-rules.html A Backgammon Rules in formated hyper-text.
- bg_1.0.tar.gz B Joerg Richter's LaTeX style & font for documenting
- backgammon positions and games.
- blot D A New [9511] Backgammon program for DOS.
- boa_v11.exe B Bearoff program. Gives cubeless probability of
- winning, and best move for up to 15 checkers on
- each side in the home board. Shareware.
- bqdemo.zip B Walter Trices Bearoff Quizmaster Demo. (MS-DOS)
- exbgdemo.sea B Demo of Expert Backgammon for the Macintosh.
- Change type to "APPL", creater to "aust"
- would a .hqx (binhex) be better?
- fibshelp.html A Formated HTML of FIBS help screens. AUG 94
- kw_jb.tar.Z B Kit Woolsey vs. Jeremy Bagai match. Text version.
- matstrat.zip B MS-DOS demo of 'Match Strategist'.
- pubeval.tar.Z B Gerry Tesauros backgammon 'benchmark' function.
- race.tar.Z B 2 bearoff programs: 'race2' & 'race4'. No makefile.
- rfibsdos.zip B Robin Davies DOS port of rfibs and sfibs.
-
-
- ftp://figment.csee.usf.edu/pub/misc/FIBS_client
- tiny-fugue text interface to FIBS.
-
- ftp://itekiris.kjemi.unit.no/pub
- ftp://www.abekrd.co.uk/pub/fibs/
- xfibs08 X interface to FIBS.
-
- ftp://shuksan.cs.berkeley.edu/pub/tkfibs/
- TkFibs X Tk/Tcl interface to FIBS.
-
- ftp://resudox.net/pub/pc/windows/games/fibsw/
- fibsw MS Windows interface to FIBS.
-
- ftp://ftp.cd.chalmers.se/pub/xibc/
- xibc-X.XX.tar.Z X Tcl/Tk/Expect interface to FIBS.
-
- ftp summex-aim.stanford.edu /info-mac/game/brd/mac-fibs-10.hqx
- MacFIBS Mac interface to fibs.
-
- ftp ftp.statslab.cam.ac.uk /pub/users/sret1/backgammon/
- bg2fig Board description to fig converter.
- matches Backagmmon matches.
- printmatch FIBS `oldmoves' to ascii bg boards converter.
- psboards --> bg2fig
-
- ftp ftp.irb.uni-hannover.de /pub/spitz/bg/
- bg.tar.gz FIBS recording/playback tools.
-
- ftp://figment.csee.usf.edu/pub/misc/FIBS_client/ms_vs_Snoopy.ascii.Z
- ftp://figment.csee.usf.edu/pub/misc/FIBS_client/ms_vs_Snoopy.ps.Z
- ms vs. Snoopy match annotated by Kit Woolsey, TD-Gammon, and JellyFish.
- ASCII and postscript versions. The postscript version looks great!
-
- ftp://ftp.darmstadt.gmd.de/pub/dimsys/kodim/fibstotex.tar
- FIBS oldmoves to TeX converter by Peter Fankhauser.
- Requires Joerg Richters bg.tex package.
-
- ftp://ftp.darmstadt.gmd.de/pub/dimsys/kodim/rgb-positions
- Peter Fankhauser's collection of problems from rec.games.backgammon.
-
- ftp://ftp.cica.indiana.edu/pub/win3/games/bg06.zip
- A weak shareware backgammon program for windows.
-
- http://www.austin.ibm.com/pspinfo/funtdgammon.html
- TD-Gammon, the program, for OS/2
-
-
-
-
- _________________________________________________________________
-
-
- _________________________________________________________________
-
- Section E: MISC.
-
- E1. WHAT OTHER GAMES CAN BE PLAYED ON A BACKGAMMON BOARD?
- * Acey-Deucy
- * TricTrac
- * Jacquet
- * Moultezim
- * Plakoto (Portas)
- * Fevka (spelling?)
- * Narde
- * Gioul (Turkish variation)
- * Nackgammon
- * Cubeless, one point backgammon games.
- * Many versions of `diceless' backgammon.
- * Hyper-Backgammon
- * On some boards, you can flip it over, and play checkers or chess.
- :-)
-
-
- _________________________________________________________________
-
- Hyper-Backgammon
-
- Newsgroups: rec.games.backgammon
- From: mau@world.std.com (Michael A Urban)
- Subject: Re: 3-Checker Hyper Backgammon
- Date: Thu, 14 Oct 1993 02:23:24 GMT
-
-
-
- Each side starts with 3 checkers on their respective 24, 23, and 22
- points. The cube is in play. Jacoby rule in effect. Matches will start
- at 7 points and work their way up in later rounds. All other normal
- backgammon rules apply.
- _________________________________________________________________
-
- Nackgammon
-
- From: kleef@cs.utwente.nl (Rolf Kleef) at SMTP-Post-Office 10/15/93
-
- Nackgammon: The same as backgammon, but with a different starting
- position: instead of five men on both your midpoint and 6-point, you
- just put four there. The remaining two men end up at the 23-point:
-
- 13 14 15 16 17 18 19 20 21 22 23 24
- +------------------------------------------+ X:
- | O X | | X O O |
- | O X | | X O O |
- | O X | | X |
- | O | | X |
- | | | |
- v| |BAR| |
- | | | |
- | X | | O |
- | X O | | O |
- | X O | | O X X |
- | X O | | O X X |
- +------------------------------------------+ O:
- 12 11 10 9 8 7 6 5 4 3 2 1
-
-
-
- This was invented by Nack Ballard (hence the name), to force his bg
- students to practice positional play. Games tend to be much longer,
- since you can't easily start a race with a 65 or 66 opening-phase
- roll. In July this year, we hosted the first European Championship
- Nackgammon during our series of Kater Cup tournaments. Teun Ruardy
- from Groningen, The Netherlands became the first EC Nackgammon!
-
- [What are the cube and gammon rules for Nackgammon?]
-
-
- _________________________________________________________________
-
- Tapa
-
- From: vladimir@cs.ualberta.ca 1/24/95
- Subject: Tapa (yet another kind of backgammon)
-
- The word "tapa" means "bottle cap" and it's an apt name because one
- seeks to block out the opponent's pieces. The starting position is as
- shown below
-
-
- 13 14 15 16 17 18 19 20 21 22 23 24
- +------------------------------------------+
- | | | OOO|
- | | | OOO|
- | | | OOO|
- | | | OOO|
- | | | OOO|
- O v| |BAR| |
- moves | | | XXX|
- this | | | XXX|
- way | | | XXX|
- | | | XXX|
- | | | XXX|
- +------------------------------------------+
- 12 11 10 9 8 7 6 5 4 3 2 1
-
-
-
- The move direction and game objective are the same as in BG. There is
- one important difference:
- Blots (single men) are not taken out when hit. Rather, the opponent's
- man rests on top of the blot and thus forms a point. Points can also
- be formed in the usual way, by placing two or more of your men at the
- same slot.
-
- If you leave a blot at your home slot (1 or 24) and it gets covered,
- you certainly lose a backgammon (unless your opponent has done the
- same, in which case it's a tie).
-
- A long doublet (5 and 5 or 6 and 6) in the initial stage of the game
- can be very useful because usually the opponent would have some blots
- in their home quadrant and you may cover them. The closer this happens
- to their home slot, the better, because the later you will free the
- blot when you are bearing off.
-
- Tapa is very much a game of strategy. Even if you get caught very
- close to your home row, you may be able to force the opponent to free
- it by blocking enough of his men, so that he doesn't have any other
- move. During most of the game it better to move SLOWER rather than
- faster. Primes are not necessarily useful, eg when the opponent has
- enough space for short moves behind the prime.
-
- If nobody gets caught in the early stage, the two players try to
- advance their men in "almost primed" formations. Then the
- passing-through of the two armies can be a rather dramatic clash.
-
- Tapa is quite popular in Bulgaria. In fact people play three games
- --BG, Gul Bara, and Tapa-- in a row. The cube isn't used and there are
- no backgammons (although there are gammons, called "mars"). I think
- these games (or at least the names) have come to Bulgaria from Turkey.
- Some people (esp. the older ones) use Turkish names for the rolls, eg
- "shesh-besh" is "6 and 5". I'd say backgammon is the favorite
- recreation of Bulgarian pensioners.
-
- Gul Bara is similar to Narde (the actuall name is Nardy where "y"
- signifies the Russian letter "ery" as in "byk" (bull)), but double
- rolls are very powerful, eg if you roll 1 and 1 then you get to move 4
- ones, 4 twos, 4 threes, ..., 4 sixes.
-
-
- _________________________________________________________________
-
- Narde
-
- From: zweije@wi.leidenuniv.nl (Vincent Zweije)
-
- In Kazachstan, and probably Russia too, people play a game called
- "Narde" on a backgammon board. It is also played with 15 checkers
- each, in the following starting position (point numbering is taken
- from backgammon).
-
- O's side
-
- 13 14 15 16 17 18 19 20 21 22 23 24
- +------------------------------------------+
- | | | OOO|
- | | | OOO|
- | | | OOO|
- | | | OOO|
- | | | OOO|
- v| |BAR| |^
- |XXX | | |
- |XXX | | |
- |XXX | | |
- |XXX | | |
- |XXX | | |
- +------------------------------------------+
- 12 11 10 9 8 7 6 5 4 3 2 1
-
- X's side
-
-
-
- Do to language problems I never got a formal introduction to the game.
- I'll have to write down the rules out of my head. It is played like
- backgammon, with the following exceptions:
-
- 1: Both players move in the same direction. X moves from 12 down to
- 1, then to 24 and down to 13, and finally off; O moves from 24 down
- to 13, then to 12 and down to 1, and finally off.
-
- 2: A point is already made with one checker on it. There is no
- hitting in the game.
-
- 3: Doublets are not special. If you roll 3-3, you get to move a
- checker three pips twice. Possibly the same checker.
-
-
-
- Bearing off is like backgammon. Moving is mandatory when possible. I
- don't know whether, like in backgammon, you have to move the higher of
- the dice if you have to choose. It never happened during actual play.
-
- The game is almost fully one of chance. The main thing is to take care
- not to get blocked by a six-point prime (already made with six
- checkers in a row!).
-
- [ There seems to be quite a few games with this starting postion,
- going the same direction, where 1 blot is a blocker, and there is no
- hitting. The rules vary with how many may be in a row, doubles, and
- starting criteria. It seems to be a game where 'blocking' is the
- predonimant strategy. Some games have double games, triple games, quad
- games, depending upon what quadrant the opponent has his remaining
- checkers in. I've never seen this played in the USA. ...Mark ]
-
-
- _________________________________________________________________
-
- Diceless Backgammon
-
- From: igor@krest.kharkov.ukraine.ussr (Igor)
- Newsgroups: rec.games.backgammon
- Subject: Re: Diceless Backgammon?
- Date: 27 Mar 92 00:48:51 GMT
- Organization: Society of connoiseurs of female beauty
-
- In fact, there's a version of backgammon, which is much more popular
- than regular bg in USSR, especially in Azerbajdzhan and Uzbekistan.
- Main features are following:
- * both players go same direction ( namely counterclockwise )
- * starting position is different
- * you're not allowed to hit ( which changes strategy a lot).
-
- And, as far as I know, there are tournaments, where people play this
- version without dices, i.e. calling their rolls. Consequently, there
- exist time control in this tournaments.
-
-
- _________________________________________________________________
-
- Acey-deucy
-
- In this game all the men start off the board. They enter and move
- around the board in the same way as men sent home in regular
- backgammon. In other words, the white men enter in black's home board
- and move around through black's outer board and white's outer board
- until all are gathered in white's home board; then white can start to
- bear them off. Black enters his men in the white home board and moves
- around in the same manner.
-
- Rules are the same as for backgammon, except that you can move any man
- you want to at any time, whether or not you have men to bring in. In
- addition, the roll of 1-2 -- acey-deucy -- is an especially valuable
- roll. You begin by playing your ace-deuce. Then you play any number
- four times (in other words, you pick any double you wish). Then you
- get an extra roll. and if this extra roll is also 1-2 you get the same
- extras with it.
-
- Early game strategy in acey-deucy is to try to establish advanced
- points as quickly as you can, and if possible also establish adjacent
- points as base for a prime. If both sides develop primes right smack
- up against one another, the advantage lies with the prime that is
- farther advanced. Even if the man with the farther-advanced prime has
- to break his first, he will probably win the game; if he can hold his
- prime longer, he almost surely will win.
- Credit: The Backgammon Book, Oswald Jacoby/John Crawford
-
- My own comments: Acey-deucy is a fun game, with a much greater element
- of luck or chance than regular backgammon. 1-2 rolls are deadly. You
- are never out-of-it right to the end. The pace is fast and furious (at
- least compared to regular backgammon -- which, incidentally, I still
- prefer, but Acey-deucy makes a nice change of pace once in a while).
- One key point of strategy -- block your opponent from a play of 1 or 2
- if you can. This opportunity only occasionally presents itself, but
- watch for it. If you can't play your lowly 1-2, you lose the bonus
- double and extra roll.
-
- Acey-Deucy typed/submitted by Peter Nickless
- (nickless@ccs.carleton.ca)
-
-
- _________________________________________________________________
-
- One Point Matches
-
- This variant is played the same as `regular' backgammon with two
- exceptions; the cube is not used, and gammons/backgammon don't exist.
- This often leads to very strategicaly played games, where a back-game
- is more of an option than in the regular version since staying back
- forever never leads to losing more than one point. Since all games are
- played to to completion, `slime vigorish' to turn a game around
- suddenly occurs more frequently since you cannot cube your opponent
- out.
-
- Why play `one point matches'? Well, similar games occur all of the
- time in tournament play. Double match point, and crawford to an even
- score are examples.
-
- One point matches have been labled the `Crack' of backgammon at the
- New England Backgammon Club (NEBC), and the opium of the game by
- others.
-
-
- _________________________________________________________________
-
- Feuga
-
-
-
- From: sheyn@cs.bu.edu (Igor Sheyn)
- Newsgroups: rec.games.backgammon
- Subject: Re: Greek Backgammon
- Date: 4 May 1995 14:10:31 GMT
-
-
- OK, here's the attempt to put down a complete set of rule for the game
- called feuga in Greek.
-
- Equipment: Backgammon board, 15 checkers for each player, 2 pairs of
- dice ( we play it with 1 pair, but let's keep it to bg as close to
- possible )
-
- Initial checkers setup: Each player has all of his checker on the same
- point.
-
- 24 23 22 21 20 19 18 17 16 15 14 13
- X
- X
- X
- X
- 15
-
- 15
- O
- O
- O
- O
- 1 2 3 4 5 6 7 8 9 10 11 12
-
- Direction: Both players move counter clock-wise. Using numeration
- above, O moves from 1 to 19-24 quater, which is his home. X moves from
- 13 to 24 and then continues 1 to 7-12 quater, which is his home.
-
- Goal: Bring your men home and bear them off as in backgammon.
-
- Main difference from backgammon: Hitting is not a part of a game,
- hence the point is considered made when there's only 1 checker on it (
- no blots and slotting in this game ).
-
- Various aspects: the initial point for each player ( 13 for X, 1 for O
- in the setup above ) is called "head". A player is allowed to move
- only 1 checker from his head per roll. If he can't obey this rule on
- any given roll, he can't play his roll fully. Exception: if your 1st
- roll of the game is 6-6 or 4-4, you're allowed to play 2 checkers off
- your head, 1/7(2) with 6-6 and 1/9(2) with 4-4.
-
- Priming: there's one restriction on building a 6prime. You can build a
- 6prime only provided there's at least one opposing checker ahead of
- your prime. E.g., if you want to build your prime from 1 to 6 as O, X
- has to have at least 1 checker anywhere from 7 to 12. This rule is to
- prevent trivial strategy of building 6prime right in the beginning and
- then just rolling it home.
-
- Gammon: Gammon is counted in same way as in BG. Backgammons do not
- count ( as far as I know ).
-
- Cube: No cube is used ( this can be easily fixed though ).
-
- If u have any questions or if u think I left smth out, please let me
- know.
-
- Igor
- _________________________________________________________________
-
- Greek/Turkish variation called ?
-
-
-
- From: eadengle@cgl.uwaterloo.ca (Ed "Cynwrig" Dengler)
- Subject: Re: Greek Backgammon
-
-
- As taught to me by my uncle (who is a Greek):
-
- Setup: All 15 of your men start on your 24 point (farthest point from
- your bearoff).
-
- Initially: Each player rolls 1 die, whoever rolls the highest uses
- both dice to move. Play alternates with each player rolling two dice.
-
- Movement and bearing off is the same as standard backgammon. The big
- difference in Greek backgammon is that you never 'hit' an opponent's
- checker and send it to the bar. Instead, you 'trap' the checker under
- your own. Your opponent is not allowed to move his checker until you
- uncover it. In addition, the trapped checker acts as one of your own
- to form a blot (ie. equivalent to two checkers of your own colour on a
- point).
-
- Because of the trapping rule, if you manage to trap an opponent's
- checker in your bearoff quadrant, you can pretty much force a gammon,
- unless you get trapped yourself and are forced to break the trap
- first. Also, backgammons are much more common than in regular
- backgammon.
- _________________________________________________________________
-
- E2. HOW DOES ONE BECOME A BETTER PLAYER?
-
- [Suggestions/articles from ALL levels sought for this space]
- _________________________________________________________________
-
-
-
- [Edited from a message about proper cube handling. ...Mark]
-
- Always play backgammon for affordable but meaningful stakes. This is
- surprisingly important. If you play "just for fun" you'll take doubles
- "to see how they'll turn out" and win some of those games anyway,
- giving yourself incorrect reinforcement. Likewise you'll drop doubles
- you should take because "you dont' feel like playing it out." If
- something is riding on the game, you're much less likely to do that.
- In short, it hones the senses and makes you think about the cube all
- the time. There is also definite penalties and rewards for correct
- cube action.
-
- Practice practice practice.
-
- -- michael j zehr
-
-
- _________________________________________________________________
-
- I think the first step in becoming a good player is to realize what a
- game backgammon is. Many people think they're unlucky when they lose,
- and don't realize that it is actually also a game of skill.
-
- The first thing I learned from backgammon was to lose, even from the
- most incredible positions. You shouldn't spend your energy whining
- about your bad rolls, spend it on making good moves (and cube
- decitions!) instead.
-
- Other than that, it's simple to describe how to become a good
- backgammonplayer: Study, and read all books you can get your hand on.
- If you go to a club or a tournament, watch the good players. One of my
- friends did that a lot when he started. Also, don't be afraid to ask
- strong players questions about a move you made, a move HE made or
- something like that. Most of the strong players are very friendly when
- people ask them about their opinion.
-
- You can also record matches. This can be matches between two good
- players, or you can have ask a friend to record one of your matches.
- There's a big difference in what you can learn from the former
- compared to the latter.
-
- I played a tournament in Chicago in '92 and recorded a couple of
- matches, one between Rick Barabino and Dean Muench. Afterwards I went
- through the match myself, and noted the plays I would certairnly not
- have made myself. I asked Dean Muench about why he did this and that,
- and he explained it in a very logical way to me. He asked me which
- flight i played in, I answeared 'Intermediate', and he said 'You won't
- be that for much longer if you keep studying like that!' I was also
- lucky to get an extremely interesting game in that match.
-
- If you get one of your friends to record your match, you get a chance
- to analyse your own play. This can particularly helpfull if you do it
- a while after the match has played, to see how (if) your game has
- evolved.
-
- -- Asger Kring
-
-
- _________________________________________________________________
-
- [...]
- But a must if you want to reach a high level of backgammon skill is to
- build a positions database. Study positions, and remember as many
- benchmark positions as you can. The most costly mistakes are bad
- middlegame cube actions, and the more benchmarks you have available,
- the better your equity estimates can be, and the more accurate will be
- your related match-equity calculations. Also, the less time you have
- to spend grunting and sweating over equities, the more time you'll
- have for figuring out your opponent--and you'll just have more energy,
- which is at a premium in long tournaments or money sessions.
-
- --Marty Storer
-
-
- _________________________________________________________________
-
- Just study and play. What else is there?
-
- -- Roy Friedman
- _________________________________________________________________
-
- [...]
- One last thing: someone remarked that the best way to learn bg was to
- play and observe on FIBS. I might argue. Get a hold of the matches
- Heinrich sells. Go through them. Many times. Roll out positions. Try
- and see the line of thought behind a play. Second only to playing
- countless hours, those matches were some of the most useful studying
- I've done.
-
- -- Kim Scheinberg
- _________________________________________________________________
-
- Exerpts from `A Talk with Paul Weaver' by Walter Trice from `Anchors'
- (The New England BACKGAMMON CLUB Newsletter) Oct 1994
-
- [Paul Weaver was rated number 1 on Kent Goulding's International
- rating list in June 1992, and June 1993.]
-
- [...]
- WT: What do you have to say to the up-and-coming intermediate who has
- decided that he is absolutely determined to win the 1996 World Cup?
- What would he have to do?
-
- PW: Well there's no way that he can ENSURE winning it without
- cheating. Even if you're the best player in the world the chances that
- you're going to win this tournament are actually quite small.
-
- WT: Okay, let's just say that he wants to give himself a damn good
- shot at it.
-
- PW: Well, first of all he needs to be in excellent shape physically.
- You need to have a lot of stamina. If you're in good enough shape to
- go out and run 5 miles a day, then you're probably in good enough
- shape to play. Stamina is a very important ingredient of success in
- this kind of tournament, and if you look at Sylvester and Horan, both
- of them have a lot of stamina.
-
- In addition to stamina, technical knowledge is important, so how do
- you get to be a good player technically? Read the newsletters, read
- the books including Kit Woolsey's MATCHQIZ material, and start doing
- all you can to analyze positions and roll out positions. When I say
- roll out positions, I don't just mean feed them to your computer, I
- mean sit down and move the checkers yourself. When you roll something
- out yourself you learn an awful lot more than just the raw numbers.
- You get an insight into the variations that develop in the position,
- and you start figuring out for yourself what checker strategies work
- and what strategies don't. You see fluky ways that you can lose the
- game, and when you start seeing them over and over again, you realize
- that maybe they aren't so fluky and that you should find ways to
- prevent them. So my advice to any intermediate who wants to improve
- his game would be to get your hands dirty and do some work and roll
- out positions. When I did this my game began to improve immensely.
-
- WT: You've certainly rolled out a lot of positions. How many is it at
- this point?
-
- PW: Well, the number has got to be over a thousand.
-
- WT: Do you think it's important to actually play?
-
- PW: Oh sure. Rolling out positions by itself is not going to make you
- a good player. It's important to play, and also to play the strongest
- competition available. To play in the toughest tournaments that you
- can, and to play heads-up sessions with the strongest players that are
- available. Play for enough to make it meaningful.
-
- WT: So it's read, roll out, play. Plus jog.
-
- PW: More than jog -- I would say run. Get yourself in good shape. Diet
- and rest are also important.
-
- WT: How much time do you devote to backgammon during the average week?
- Is it like a full-time job?
-
- PW: Well, I suppose it is. It varies -- sometimes very little,
- sometimes as much as 40 or 50 hours. But lately my life has changed
- and with all the travelling I'm doing and being in Brazil, I don't
- spend nearly as much time rolling out positions. And I've decided that
- my time has come to stop rolling things out and start playing the game
- for real. But I constantly review my material. I have close to 1000
- reference positions.
-
- WT: So you don't see yourself having any more major improvements in
- your game? You've just about "got it?"
-
- PW: No! Not by a long shot. For one thing, the computer software... I
- believe that within a few years someone is going to come up with a
- piece of software that will nail down the equity of any backgammon
- position to within 1/100 of a point. It's conceivable that it has
- already happened.
-
- WT: You think maybe there's a perfect backgammon machine out there?
-
- PW: Not just one. Enough different people are working on it that
- there's a good chance that this thing will be solved by more than one
- person. And since a lot of people are working on it it won't be kept a
- secret for long. And when this tool becomes available I'll learn a
- lot, for example about backgames. I'll learn whether it's true that
- different match scores will affect your opening plays and responses.
- We'll get all the openings and responses nailed down, and pretty much
- all the 3rd roll things will be committed to memory.
- [...]
-
-
- _________________________________________________________________
-
- [...]
- What is it that makes the better player better? It is his ability to
- play through a full game making fewer mistakes than the weaker player.
-
- [...]
-
- From a posting to rec.games.backgammon by Kit Woolsey
-
-
- _________________________________________________________________
-
- IMHO, FIBS is the single best learning took for backgammon right now.
- Hang around, play, watch better players... you can't help but improve
- your game.
-
- Patti Beadles pattib@gammon.com
-
-
- _________________________________________________________________
-
- I have personally developed my skills in backgammon partly by reading
- the available literature, but also by playing fairly high stakes money
- games.
-
- One of the single most developing activities has been my money game
- session with another Danish player. We have invoked our own very
- special rule that sharpens your game considerably and hence improves
- your performance.
-
- The rule is:
- In case of any cube action -
- Any player has the option of demanding the other player to
- accept a proposition to be played five times.
-
- For instance:
- Peter doubles me. I drop. Peter thinks that I should have
- accepted. Now he can demand to be paid one point five times,
- each time setting up the same position with him accepting i.e.
- he owns the cube on 2.
-
-
-
- With this rule in effect you have to consider any cube action much
- more in depth, because you also have to consider the other side. And
- also there will be no "cheap" drops where you might want to "play it
- safe" on the score sheet. A drop that really is a take can prove very
- costly indeed.
-
- For my friend and myself it has been a very efficient learning tool as
- well as a great gambling add-on to normal backgammon.
-
- --- Erik Gravgaard
-
-
- _________________________________________________________________
-
- While I'd agree that watching good players is a useful part of
- learning, I doubt that there is any substitute for playing many many
- many games. Most really strong players are people who spend many hours
- at a (real) backgammon table, playing for $ both head up & in
- chouettes. Reading good books can help a great deal, but the knowledge
- in them doesn't really become "your own" until you have put it into
- uses over the course of hundreds/thousands of games. Because there are
- many different criteria (racing chances, shot equity, timing, prime
- architecture, etc.) to bring to bear on any given play, it is
- difficult to learn how to the *weight* of the various considerations
- from reading alone. Experience develops your feel for what is most
- important in a given situation. After reading the fundamental books,
- and perhaps taking notes on the bits you find "new & useful," I'd
- spend 5-10 hours playing to one hour studying. Write down interesting
- positions that arise when you play and study them, perhaps rolling
- them out by hand later. Play in chouettes as often as possible, in
- which you are neither the strongest nor weakest player. Learn from
- your betters, and earn from your lessers. Wonderful as it may be in
- many ways, I still think FIBS is a "second best" playing option -- you
- just don't get as many games per hour played. -- Albert Steg
- _________________________________________________________________
-
- E3. KENT GOULDING'S INTERNATIONAL BACKGAMMON RATING LIST
-
- Kent Goulding maintains the International Backgammon Rating list for
- Backgammon. Copies are available for $5 from:
- Kent Goulding
- 9201 Marseille Drive
- Potomac MD
- 20854
- _________________________________________________________________
-
- E4. MISC.
-
- Apparently it is possible to receive and post to newsgroups via
- E-mail. Send mail to netnews@db.stanford.edu Put "help" in your
- message. You will receive a reply explaining how you can subscribe to
- all Usenet messages that contain a particular keyword or list of
- keywords in them.
-
- radev@news.cs.columbia.edu (Dragomir R. Radev)
- _________________________________________________________________
-
- Netnews@stanford is good for reading Usenet by mail.
-
- To post to rgb you need the UTexas mail-to-news gateway send mail to
- "rec-games-backgammon@cs.utexas.edu and this will post to r.g.b.
-
- -- Radev
- _________________________________________________________________
-
- From: lwp@conch.msen.com
- Newsgroups: rec.games.backgammon
- Subject: access to r.g.b. without a news server
- Date: Thu, 16 Nov 1995 09:42:16 -0500
-
-
- This is a test post. If this appears in r.g.b., I have found a working
- gateway for posting news via email. See my backgammon page at
- http://www.msen.com/~lwp/bg.html for links which allow people to
- read r.g.b. without a news server and to post to r.g.b. via this
- gateway.
-
- -- Spider
-
-
- _________________________________________________________________
-
- NNNN [End of backgammon-faq]
-