On April 10, 2022 at 3:36:33 AM UTC-6, Axel Reichert wrote:
> MK <
mu...@compuplus.net> writes:
> I agree that this is an interesting question, but have
> some doubts about the usefulness. Some thoughts:
Well, it's already great that you and a couple others are
taking interest in the subject. Let's just delve into it with
open minds and see what we will duscover. Often times
some use is found for ideas that initially appear totally
useless.
> Imaging a vast area of land. A backgammon position is,
> well, a position somewhere in this area. A backgammon
> move is a path from one position to another one. Some
> of these paths are well-trodden ..... others are rarely used
> .....
> Coming to the end of the game, in a pure race there will a
> "squeezing" zone and both the number of positions and
> the number of paths will shrink.
This is a good start but I will try to paint it a little differently
and then tie it to some of my previous ideas.
I won't call "a backgammon move a path" but "an element
of scenery", along "a path of dice rolls sequence" going
from "a starting location to an end destination" within your
"a vast area of backgammon-land".
Let's say we are going from Seattle to New York. At the
start of our travel, we will see the same familiar elements
of scenery again and again, like the Space Needle. Towards
the end of our travel, we will see the same familiar elements
of scenery again and again also, like the Statue of Liberty.
This is similar to your above ideas about beginning and end
positions but using different analogies.
> Continuing with the opening stage, we will have a "combinatorial
> explosion" because of the much higher branching factor of
> backgammon compared to chess ....
Yes, and what I want to explore is kind of what you are calling
"branching factor", not between different games but between
different types of backgammon players like bots and humans
of varying skills and styles.
> GNU Backgammon Position ID: Pp8PAACfzwcAAA
> Match ID : cAkAAAAAAAAA
> This is "Double, take", but my Isight count said "Double, pass",
> which sealed the deal for him. I then asked whether he had
> ever seen this position over the board ("No").....
This in my analogy would be an element of scenery, a very odd
shaped cactus somewhere in the desert that nobody will never
travel by and never see.
When I say "backgammon" I mean the classic, cubeless variety
and thus I was really only talking about "positions" without any
regard to match scores, how to play a given rolls, etc. let alone
cube ownership, cube decisions, etc.
But by mentioning the cube, you made me realize that there is
value in discussing how "shortened cubeful travels" will effect
the frequency of positions themselves. I will get into this later
on in this post.
BTW: I insist that referring to cubeful-backgammon simply as
backgammnon is wrong. It should be given a different name
like any other backgammon variant which it clearly is. I call it
"gamble-gammon" and hope that it or another suggested name
will find acceptance and common usage.
>> I would propose that the most frequent positions in
>> human-v-human, human-v-bot and bot-v-bot games will
>> be distinctively different due to the characteristic
>> styles/strategies of different types of players, and perhaps
>> be also different based on the strength level of the
>> players in each of the above pairing combinations.
> Yes, sure: Splitters versus slotters, backgamers versus
> blitzers, novices running when behind, not daring to hit
> openly but preferring stacking plays, ...
Yes, it's great that you acknowledged and even elaborated some.
So, let's keep going.
Many times in the past, I likened bots to "trains on tracks" and
called their single-strategy (i.e. "best play", "perfect play" or to
make Tim happy "optimum play", etc.) style of play words like
"sterile", "metallic", "robotic" :), etc. and complained that playing
against bots eventually becomes rather boring.
I also likened other strategies and styles of play to riding cars,
atv's/horses. So, let me develop by combining those analogies
with my new one here about going from Seattle to New York.
If you take the train, it will follow a single track all the way, each
and every time. You will always see the same limited scenery
that you will eventually memorize and maybe even get bored of.
This is bot-vs-bot play. I predict that this style/strategy will lead
to the lowest number of possible positions. Especially so in
gamble-gammon because of dropped cubes, which can happen
after just a couple of rolls and cut the trip short before even
getting out of city limits.
A strong human player would have the capability of steering his
car but would stick to taking the major freeways, often running
along railways in parallel. Through occasional "PR-sacrificing
moves", he will get to see some more possible positions.
At weaker and weaker human (or bot) players may end up taking
some back-roads, dirt-roads or go off-road on their atv's/horses,
weaving and meandering around, thus encountering increasingly
larger and larger numbers of possible positions, maybe even get
totally lost at times to even see the odd shaped cactus that you
gave in your example position above.
Just to clarify, I'm not including here odd human players like me
who may claim that they can beat the train on horsback, even
though purposefully making "PR-sacrificing moves" and better
yet "PR-defying moves" will result in a larger number of possible
positions as well but I think that should be a different discussion.
> An interesting detail is that this "map of backgammon country"
> is mathematically a directed multi-graph (if I got the terminology
> right) with all its consequences regarding application of graph
> theory. It could be also seen a Markov chain, with probabilities
> assigned to status changes, e.g., after 31 in the starting position,
> we will end up almost certainly with the move 8/5 6/5, whereas
> for 43 we might have something like 35 % for Down, 35 % for .....
I'm not sure if I really understand what you are talking about but
I would like to see you elaborate and explain further.
The various stats I'm talking about can, of course, be presented
as graphs. Trying to understand what you wrote, I thought of
color spectrums of elements. I wonder if the graphs of bot-v-bot,
human-v-human, human-v-bot positions graphs can be similarly
recognizable enough characteristic? What about even subsets
like strong-bot-v-weak-human, weak-human-v-weak-human,
weak-bot-v-strong-human, etc...?? Can we look at a "spectrum
of positions" and be able to say that those come from games
played by weak-bots and strong-humans?
Also, back to the destructive effect of the cube: here I'm talking
about positions independent of what dice rolls the may come
after, etc. (as in your above mentioning of what will come after
31 in the starting position).
But cube decisions effect positions relevantly to the subject
here, because after a double/drop, the game gets truncated
and comes to an unnatural end as far as real backgammon
is concerned and not gamble-gammon. When that happens,
positions that could come up after each specific double/drop
position do no longer come up. The spectrum of positions in
gamble-gammon may be visibly different than in cubelessly
played "real" backgammon.
In fact, with this said, while tabulating frequency of positions,
each time a certain position is the final position of a game,
it should be marked and counted as such also.
> Yes, sure, technically this should be simple. But what would
> you do with this? The combinatorical explosion is really, really
> bad, so I am quite sure that since backgammon started being
> played we (which is all human players ever in existence) have
> so far covered only a fraction of "practically relevant" positions,
> let alone "theoretically possible" positions.
Am I using the "possible positions" wrongly? I'm only referring
to that "fraction" of positions that has have already come up
during the recorded games. I just want to count their frequencies
and tabulate/rank/plot them.
Among my reasons is just to look at them to see if something
alien will jump at my face... :)
>> Could the effort be justified for some beneficial uses like
>> "frequent positions books" to speed up bots or just to satisfy
>> human curiosity?
> My guess is that such a look-up table would have to be so
> huge that it would not save time anymore.
We can control the size to a practical number of most frequent
positions.
> Also, despite being huge, it would be too small to reasonably
> cover "backgammon country". Which is why humans use
> rules of thumb ("if in doubt, hit"). Even bots do not work by
> memorizing positions (again, in contrast to chess programs,
> at least in the opening stages), but by assigning weights to
> "features" of positions.
Is this like you guys givin creative/cute names to positions
when discussing them here? Also, I thought that at least some
bots were using opening books and even large positions files.
> This amounts to a huge compression of information. In fact,
> it is quite embarrassing that a neural network with a ridiculously
> low number of "brain cells" beats almost all human players in
> the long run.
How about using frequency stats during the training of neural
networks?
Since no entity with the necessary means is showing an interest
in working towards Alpha-Zero-BG-Bots, I keep trying to think of
things that can be subtituted towards better bots in the meantime.
Especially now that we know that the existing bots are not even
that good nor on the right track to becoming considerably better,
living happy enough with them is not possible. We must dump all
the old bullshit and try to create bots that are "differently better".
MK