Section 0: FORE FAQ
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
Mark Damish
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.
Contributions will be
thankfully accepted. Send E-Mail to the editor of this list for inclusion and
credit in future FAQs.
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.php,
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.php
or at: Backgammon
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!
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.
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.
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.
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:
Backgammon
Thanks Stephen for mirroring the faq in the UK, which should allow
for quicker access from Europe and the Middle East.
Section A: ESSENTIALS
``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)
- 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.
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)
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.
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.)
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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
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
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
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
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:
mailto: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 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 <1..3>
- 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 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_upsetif the favorite
wins.< /LI>< /LI>< /LI>< /LI>< /LI>
- For the winner:
- Let K = max ( 1 , -experience/100+5 )
- The rating change is: 4*K*sqrt(n)*P
- For the loser:
- Let K = max ( 1 , -experience/100+5 )
- 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
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 (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-
[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: webmaster@gammoned.com WWW: Backgammon
Good places to find local internet providers are listed at the following web
sites: http://www.internic.net/
http://thelist.com/
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 - 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 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.
From: keithv@chiwaukum.CS.Berkeley.EDU (Keith Vetter)
Subject: TkFibs - an X interface to FIBS available
Date: 4 Apr 1994 19:31:41 GMT
Organization: University of California, Berkeley
Announcing TkFibs, an X based, graphical user interface to Fibs.
TkFibs is a tcl/tk client that provides a better interface to Fibs. It
displays two windows: one a graphical depiction of the board, the other
session window with Fibs ala the bottom two windows in tinyfugue.
I've been using the program for over 5 months now so it should be very
solid. I've run it on DecStations, SparcStations, HP 735 and Alphas.
The biggest caveat is that it requires TCL/TK to run. TCL/TK is a
very nice scripting / user interface package for X. It is available
from ftp.cs.berkeley.edu in /ucb/tcl.
TkFibs is located at ftp://shuksan.cs.berkeley.edu/pub/tkfibs
Send comments, suggestions, bugs, etc to:
tkfibs@shuksan.cs.berkeley.edu
Enjoy
keith vetter
FIBS/W is a Microsoft Windows(TM) based
client for FIBS.
FIBS/W provides a graphical game board and mouse-driven interface to the FIBS
server. Most operations required to play a game can be executed using mouse,
keyboard, menus or toolbar buttons.
Powerful configuration options for many common Internet host systems, and
communications service providers, and a built-in communications scripting
language allow FIBS/W to automatically dial and connect to FIBS via the Internet
with a single mouse click.
To use FIBS/W you must be able to satisfy one of two conditions:
- You must have modem access to a host computer providing telnet services.
If you can connect to the Internet using Windows Terminal, you can probably
use FIBS/W.
- You must have access to the internet via network TCP/IP, PPP or SL/IP via
the Winsock software interface. If you can find the file WINSOCK.DLL on your
system, you can probably use FIBS/W.
FIBS/W requires version 3.1 or
later of Microsoft Windows, or any version of Windows for Workgroups or
Windows/NT. FIBS/W will also run as a Windows application under OS/2 2.X. FIBS/W
does not currently support OS/2 Warp, or Netcom Netcruiser accounts (although
Netcom shell accounts do work).
FIBS/W is provided as Shareware. The registration fee is US$40. This version
of FIBS/W includes a Nag Screen (a mildly annoying dialog which is displayed
every time the program is run) but is otherwise fully functional.
FIBS/W is available via anonymous FTP at: resudox.net in the directory /pub/pc/windows/games/fibsw.
FIBS/W is available via the web at http://www.magic.com/~rdavies/fibsw.html
A WWW page for FIBS/W is available at ftp://resudox.net/pub/pc/windows/games/fibsw/html/fibsw.html
Best regards,
Robin Davies. http://www.cybercom.net/~damish/backgammon/rdavies@fox.nstn.ns.ca
FIBS: Q
From: d9jesper@dtek.chalmers.se (Jesper Blommaskog)
"xibc" is an X11 client to the First Internet Backgammon Server (FIBS). It
is using the freeware packages Tcl, Tk and Expect. Normally, you have
to fetch and compile those to be able to run xibc, but not anymore
(provided you have a SunSparc!).
ftp.cd.chalmers.se:pub/xibc/xibc-X.XX.tar.Z
ftp.cd.chalmers.se:pub/xibc/xibc-X.XX.README
ftp://ftp.cd.chalmers.se/pub/xibc/
# If you need an executable (Sun-SparcOS 4.1.x only):
ftp.cd.chalmers.se:pub/xibc/binREADME
ftp.cd.chalmers.se:pub/xibc/BX.enc
# If you need an executable and don't have a Sparc, then you need
# to compile Tcl, Tk and Expect on your own. Here's the ftp addresses:
sprite.berkeley.edu:/tcl/tcl7.3.tar.Z
sprite.berkeley.edu:/tcl/tk3.6.tar.Z
sprite.berkeley.edu:/tcl/tk3.6p1.patch
ftp.cme.nist.gov:/pub/expect/alpha.tar.Z
(all but the patch are present at cme.nist.gov)
Features of xibc include:
* Log out from FIBS but keep the interface on the screen (maybe
iconified). Permits you to start xibc in your X startup files
and keep it up all time.
* X resource Tk*xibcLogfile that names a file where to log match
results. Example from my own file ~/.Xdefaults:
Tk*xibcLogfile: ~/spel/backgammon/xibc.log
* Resource Tk*xibcDelay that sets the programmed delayes in the
interface (the time interval between the different moves in a
sequence). Time is in milliseconds. May also be changed during
a session from a menu (but may not be saved).
Example: Tk*xibcDelay: 500
* The command line has some emacs/tcsh-style "cooked" line features:
C-n next line in history
C-p previous line in history
C-a first on line
C-e last on line
C-u delete whole line
C-d delete the character after the insertion marker
and also
C-s toggle "autoscroll" mode of the text window
C-l toggle logging of game to a log file
C-c log out from server and quit the interface
* There is a menu option called "Emergency". It may also be invoked
with "M-e". It reloads the whole board position from the server.
Nice when the interface screws up (it does sometimes).
* A menu option "Empty textwindow" will delete all rows in the text
window in access of 500. May someday become an X resource.
Don't try to push the interface to hard, that is, don't try to break
it. You will most definitely succeed (not hard at all, I guess). Since
I'm sort of an artist, I don't like breaking my own things so I
haven't really tried to find the bugs.
Special features (also called known bugs):
* Try the "look" command.
* Play a game against "You".
* Do several things at "the same time".
* Answer questions like "Accept double" or "join/leave" from the
command line, not by using the interface.
If you try them out, remember there's always the "Emergency" command
around.
-Jesper Blommaskog, author of "xibc"
-----
[Just a reminder to client writers. Some of us live behind 'firewalls',
or can only obtain phone access. Please remember us!]
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
Garrett has shut down
Netgammon as of late February 1995. It will be remembered and missed.
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:
- Set your communications software for half duplex (local echo), at 300,
1200, 2400 baud.
- Dial toll free: 1-800-638-8369, or in Canada, 1-800-387-8330. Upon
connection, enter HHH
- At the U# prompt, enter JOINGENIE then press <RETURN>
- 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!]
- 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.]
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.
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
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...
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.html
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.
There are no backgammon servers other
than FIBS in operation on the internet at present.
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/
telnet seabass.st.usm.edu 7777 or 134.53.14.112.7777
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(tm)/Reversi: telnet faust.uni-paderborn.de 5000
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.
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.
Information about the checker playing program ``Chinook'' may be obtained by
visiting the web page: http://web.cs.ualberta.ca/~chinook/
Besides information, the Chinook page lets you play a game on-line against
the computer program which has beaten the human world champion.
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
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.
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.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. ;) )
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 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
|