I put up with some really strange and off the wall wins. Sometimes only
occuring after hitting some really very hard combinations. Now, I now that
it does happen in real life, but on a consistent basis!?
I got really curious after somebody had mentioned on this newsgroup on how
jellyfish behaves after doubling or being doubled, because I noticed the
same thing. Over a three day period I played probably over a hundred games
on the hardest level and doubling every single time. JF3 won every single
one of them.
Enough said.
I guess I'm repeating myself, but you can PROVE to yourself that it
doesn't cheat with the dice. The two numbers SEED and COUNTER (settings
menu) defines the state of the dice generator. If you like, you can
write down these number before starting the game. Before starting the
next game, do 'Swap sides' and reset SEED and COUNTER. You will then see
that you get the same sequence of rolls with you getting JFs dice and
vice versa. Swapping sides is done to make the other player win the
opening roll, otherwise you'll get the same sequence exactly. It does
not take a lot of work to see that the dice rolls are independant of who
is rolling, what the score is, what the position looks like etc.
When you start the program, it uses the system time of you pc to set the
seed, while the counter is zero.
--
- Fredrik Dahl
i was having the same problem. so, i decided to enter the dice
rolls manually. lo and behold, jellyfish kept getting great rolls
even with me rolling the dice! i have no idea how
fredrik worked that piece of magic into the code.
after getting annihilated 10 games in a row on level 2, i decided to
re-read a
couple backgammon books that i have and try to figure out what
i was doing wrong. now i am back to the point where i have about
a 50% score against level 4, even with it rolling the dice.
after reading those books it sure looked like i was getting lucky
a lot more. :)
tony
Anyway thanks Fredrik for a great program, it's up to the users to
make use of the resources, unfortunately it's often easier to be
critical and blame abstract forces for one's own shortcomings.
Graham.
Incredible. Incredible, that Fragino Arola posted that paragraph as a
*followup* to Fredrik Dahl's post which proved that Fragino is flat
out wrong! Once more, here's what Fredrik said:
>I guess I'm repeating myself, but you can PROVE to yourself that it
>doesn't cheat with the dice. The two numbers SEED and COUNTER (settings
>menu) defines the state of the dice generator. If you like, you can
>write down these numbers before starting the game. Before starting the
>next game, do 'Swap sides' and reset SEED and COUNTER. You will then see
>that you get the same sequence of rolls with you getting JFs dice and
>vice versa. Swapping sides is done to make the other player win the
>opening roll, otherwise you'll get the same sequence exactly. It does
>not take a lot of work to see that the dice rolls are independant of who
>is rolling, what the score is, what the position looks like etc.
Which part of this is so hard to understand?
Daniel Murphy rac...@cityraccoon.com San Francisco, CA
____________________________________________________________________
Backgammon on-line: telnet fibs.com 4321; Backgammon in
San Francisco, annotated games and more: http://www.backgammon.org/bgbg/
Fragino L. Arola <far...@sprynet.com> wrote in article
<01bc7235$4b887b00$e1aeaec7@default>...
> While I do not consider myself an AUTHORITY on backgammon, I do know
enough
> to finally have had enough with this program.
>
> I put up with some really strange and off the wall wins. Sometimes only
> occuring after hitting some really very hard combinations. Now, I now
that
> it does happen in real life, but on a consistent basis!?
<<snip>>
Fragino,
I have a sound piece of advice for you and all who have similar
convictions. If you want to play championship level backgammon, get
rid of this "the only reason I lose is bad dice" attitude. No excuses.
You're wasting your mental energies chasing windmills. Period.
Chuck
bo...@bigbang.astro.indiana.edu
c_ray on FIBS
Hey, "perception is reality". Leave the guy alone. :) He's entitled to his
opinion.
Daniel Murphy <rac...@cityraccoon.com> wrote:
: ... which proved that Fragino is flat
: out wrong!
: Which part of this is so hard to understand?
The only credibility that I want to claim is that I love to play the game
and that I want to find a good bg program (I'd like to think that I'm not
the only one.) I'm willing to say that I could be wrong and that I may
just not be good enough for the program. But after three weeks of
testing, it may not be the program for me, at any hardness level. I never
claimed any high authority. Just a basic knowledge of the game, the desire
to play and willingness to keep testing the program for three weeks before
making a decision.
What I really do appreciate though is that while we do disagree, we are
willing to say so in a reasoned manner.
Good Newsgroup.
Steve Fiete <sfi...@ix.netcom.com> wrote in article
<01bc7350$71b20000$4aa6...@steve.ix.netcom.com>...
>Steve:
>Good Newsgroup.
I have another suggestion for you. Make the small investment in the
jellyfish program. I suggest the tutor version because it will tell
you the best moves and also you can learn how to use the doubling
cube(most important at higher level play).
There are plenty of not so good programs that you could buy and you
could probably beat them consistently, but that won't improve your
game.
If you want to improve your game you have to be willing to give up
your theory of crooked dice. As long as you think the dice are crooked
you will always have a justification for losing.
Then all you have to do is start noticing how the winners win, whether
it be jellyfish or an expert human. The advantage of playing jellyfish
is profound though. I don't know too many human experts who will let
you pick their brains for less than about $100 per hour.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Bas Pluim Disclaimer: These are my views, ~
~ basp...@vnet.ibm.com not neccesarily IBM's. ~
~ ~
~ Error: Keyboard not attached. Press F1 to continue ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. The new feature which enables automatic dice rolling is wonderful, but
one unfortunate side effect is that you have to turn it off in order to
use the 'finish game' feature, because you can only use 'finish game'
before you roll. It would be better if the 'finish game' feature could be
used after the roll as well, to avoid this inconvenience.
2. Now that I have automatic rolling, I find myself accidentally clicking
the right-hand area to roll the dice even in situations where I do not
have to roll them. This, of course, results in the 'illegal move' dialog
box where you must click 'ok' to continue. While this is my own bad
habit, I noticed that even with JF 2.0 I would occasionally click in this
area by accident with the same result. It would be better if a click in
the right-hand area after the dice have already been rolled did not result
in an 'illegal move' message but simply had no effect at all.
3. The setting which enables automatic dice rolling in situations where
the player does not have access to the cube could be made even more
helpful by making the dice roll automatically when the cube is dead as
well. (E.g., at 2-away, 2-away, if JF doubles you after the opening roll,
automatic dice rolling should occur.)
4. The addition of comments such as "double/take" to the cube evaluation
window is quite nice. I assume that JF's evaluation of cube decisions is
based upon a "doubling window" type of analysis. I suspect many players
would find it handy to have the cube evaluation also indicate the doubling
window at the given match score.
I agree completely and mentioned this kind of thing to Fredrik a while
back. He agreed it was inconvenient to have to toggle off the auto-rolling
in order to be able to have JF finish game. I hope that next version (or
an earlier patch) will add this feature.
[...]
>3. The setting which enables automatic dice rolling in situations where
>the player does not have access to the cube could be made even more
>helpful by making the dice roll automatically when the cube is dead as
>well. (E.g., at 2-away, 2-away, if JF doubles you after the opening roll,
>automatic dice rolling should occur.)
Again, I agree.
Another improvement I would like is to be able enter a negative number
in the "roll automatically if the equity is less than this" box.
Embarassing as it is, I sometimes offer beaverable doubles. To use
JF as a learning tool, I don't want to have JF prevent me from doubling
when I have an equity of 0.00 or 0.20 or even -0.15. I'd like to set
the "of course I would never make such a stupid double" threshold at
-0.25 or lower, which would still allow me to make all the mistakes
to which I'm entitled, but would make it so I didn't have to roll vs
a closed board.
>4. The addition of comments such as "double/take" to the cube evaluation
>window is quite nice. I assume that JF's evaluation of cube decisions is
>based upon a "doubling window" type of analysis. I suspect many players
>would find it handy to have the cube evaluation also indicate the doubling
>window at the given match score.
I don't think JF does things as simply as you are thinking. In some
manner or another it incorporates the volatility, which complicates
the window. Different gammon rates also complicate what the cubeless
window would be. So I doubt that this feature is feasible.
David Montgomery
monty on FIBS
mo...@cs.umd.edu
You can find the rules of backgammon at:
http://www.bkgm.com/rules.html
Tom