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From: damish@ll.mit.edu (Mark Damish)
Newsgroups: rec.games.backgammon
Subject: Backgammon --- Frequently Asked Questions. [monthly]
Date: 14 Mar 1996 16:51:55 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
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/
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/
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:
ftp://sprite.berkeley.edu/tcl/
ftp://sprite.berkeley.edu/tcl/
ftp://sprite.berkeley.edu/tcl/
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
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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/
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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
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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
_____________________________________________________________