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Backgammon --- Frequently Asked Questions. [monthly]

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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
   
     _________________________________________________________________
   
    bg06
    
   Backgammon for Windows version 0.6
   
   A fairly weak backgammon program for windows, originally introduced in
   1990.
   
   bg06 is available for anonymous ftp from ftp.cica.indiana.edu in the
   directory /pub/win3/games/
   
   
     _________________________________________________________________
   
    A PD mac program called ?
    
   There is a backgammon game for the Macintosh by Stephen Young, Debra
   Willrett, and David Young. The 1.0 version is fairly widespread,
   although there is a 2.0 version (dated May 25, 1989) available on
   America Online. The play is pretty weak, and the graphics are designed
   for the original small B&W Mac screen, but if you're really bored and
   can't find a human opponent, it works. The game is freeware, and you
   get what you pay for.
   
   -- Paul Ferguson
   
   
     _________________________________________________________________
   
    Death by Backgammon
    
   For those interested in a good bg game for Windows, why not try Death
   By Backgammon for Windows. It runs under Windows 3.1 or OS2/2.1, and
   features animated dice/game pieces, comprehensive help, move undo,
   suggest move, speed control over all motion, and is fully resizeable.
   Best of all, its strategy is very competitive (I wrote the thing, and
   have a roughly 50:50 average against it over many hundreds of games).
   If you are interested, I would be happy to send out a shareware
   version for evaluation. The shareware version is fully functional,
   except that the computer's moves are painfully slow. There is also a
   DOS version, which is a bit older, but still features animation and
   VGA graphics.
   
   To get hold of the program there are two options:
   
    1. To get the shareware version, (free of charge) let me know and I
       can email you a zipped uuencoded version of the shareware.
       Alternatively, I can send you a floppy if you provide your mailing
       address.
    2. To get a registered copy of the program, send a cheque made out to
       Chris Kanaris, and I will email or post as above.

     Prices: Shareware - Nil
             Registered: WIN $AS 35.00, $US 30.00.
                         DOS $AS 20.00, $US1 5.00.
     My Postal address is: Chris Kanaris
                           PO Box 495
                           Essendon,
                           Victoria, 3040
                           Australia.

   
   
   [ People who have tried the shareware version claim that the program
   plays a pretty weak game. Hopefully computer bg game writers will
   continue to make their games stronger and stronger. Not and easy task!
   ]
   
   
     _________________________________________________________________
   
    xgammon 

   From:  klasen@obelix.uni-muenster.de at SMTP-Post-Office
   Subject: contribution to FAQ

   xgammon.0.96
   xgammon is a BG-playing programm originally written for Linux.
   The authors are Lambert Klasen (klasen@uni-muenster.de) and
   Detlef Steuer (steuer@amadeus.statistik.uni-dortmund.de, blotstorm on FIBS)

   Features:
   xgammon is Freeware under the Gnu Copyright.
   xgammon has nice graphical interface, you move by clicking on mousebuttons.
   You can do a maildump for a position, that means you get a file with
   a FIBS  style board with current position in it.
   You can do money game or tournament game.
   You can edit positions via mouse on the board or via ascii plain text files.
   You can turn doubling on and off.
   You can do rollouts with doubling turned on and off.
   The programm uses an endgame database for perfect bearing off (and for
   reasonable running game).
   There is an compi_finish for shorten the boring part of the game.
   and and and ....
   You can have fun with xgammon.
   Give xgammon a chance getting compiled on your machine.
   We'd like any reactions, especially porting reports to OS different
   from Linux.
   (heard of AIX and Sun OS compiling), especially bug reports .
   Send a mail if you use it, please!

   You find the latest Version of xgammon, at the time xgammon.0.96.tar.gz,
   at ftp sunsite.unc.edu /pub/Linux/X11/games/strategy/xgammon.0.96.tar.gz.

   Detlef Steuer
   steuer@amadeus.statistik.uni-dortmund.de
   (blotstorm on FIBS)

   
     _________________________________________________________________
   
    Misc 
    
   Other programs that can be found around the net include: backga.zip,
   egagam20.zip pcgame.zip, pcgam416.zip and pcgammon.zip. Check DOS
   related ftp sites for locations.
   
   
     _________________________________________________________________
   
  C2. WHICH PROGRAMS ARE GOOD? HOW GOOD IS GOOD?

     Program Name        Source      Type        Score
     -----------------   ------      ------      ------
     TD-GAMMON 2.1       N/A         N/A          -0.05
     TD-GAMMON           IBM         OS/2
     JellyFish 1.0       Dahl        IBM-PC/Win   -0.15
     Expert BG 2.1       Weaver      IBM-PC       -0.20
     Expert BG 1.61      Weaver      IBM-PC       -0.35
     Championship BG     Spinnaker   IBM-PC       -0.66
     Expert BG           Komodo      Macintosh    -0.82
     Sensory BG 2        Scitek      Portable     -0.94
     Backgammon          Odesta      IBM-PC       -1.20
     BG by George        GS Labs     IBM-PC/Win   -1.52
     Video Gammon        Baudville   IBM-PC       -1.61
     PC-Gammon           Repsted     IBM-PC       -3.67
     Gammon              Gakken      Portable    -12.40
     Windows BG          Baudville   IBM-PC/Win  -13.83
     Gammon Pal          Fidelity    Portable    -15.63
     Micro BG            Fidelity    Portable    -15.53
     Games People Play   Toolworks   IBM-PC      -26.60

   [ From the 1994 The GAMMON PRESS catalog.
     and program reviews in Inside Backgammon.]

   Score is the number of points won per game, on average, against a top
   flight human player. Very large numbers are caused by bad doubling
   algorithms which cause a program to double when behind (typically when
   primed but ahead in the race), causing the computer to lose some very
   large cubes.
   
   
     _________________________________________________________________
   
  C3. WHY IS IT SO HARD TO WRITE A GOOD BACKGAMMON PROGRAM?
  
   There are two basic ways that a computer can play a game as well as or
   better than humans. One is to be really smart, the other is to do an
   awful lot of work. The general strategy most game-playing programs use
   is to use an evaluation function that isn't very smart, but to make up
   for it by looking ahead a lot of moves (doing a lot of work).
   
   With chess, there are typically 20-30 moves by each player per turn.
   With backgammon, there are 21 unique rolls and often 4-6 ways to play
   each one (not counting doubles with could have 10 or more ways of
   playing). This makes it very difficult to look ahead very many levels.
   Looking ahead 3 moves by both players examining all possibilities when
   there are 25 choices at each play requires evaluating "only" 244
   million positions. If there are 90 ways to play each move, there are
   530,000 million, positions.
   
   With a game like chess, one can discard all but the best 5 or 10 plays
   per person. With backgammon, there are always 21 different choices of
   best plays, depending on the dice. This makes it crucial to have an
   excellent evaluation function.
   
   The difficulty in doing this is that factors such as the race have a
   different effect on the value of the position depending on what stage
   the game is in. Consider the concept of timing -- hard enough for
   people to grasp, extremely difficult for computers.
   
   Another example of the difficulty of evaluating plays: It's almost
   always beneficial to close out your opponents checkers. But if you've
   hit one checker and you almost have to hit a second to be able to win,
   closing out your opponent is very bad.
   
   -michael j zehr
   
   Further information relating to machine learning in games may be found
   at: http://forum.swarthmore.edu/~jay/learn-game/systems/gammon.html
     _____________________________________________________________