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authorRuss Allbery <rra@debian.org>2013-07-21 13:49:36 -0700
committerRuss Allbery <rra@debian.org>2013-07-21 13:49:36 -0700
commit02afa49ca106bbd29895a61ce16c110d3d819b3d (patch)
tree5b1c86964e47ed31dca8c4f96fa9b88c48f28e0a /doc
parent71a137c6c77cadddd4ed628cf0dcc310fbb32a49 (diff)
Imported Upstream version 1.01.003
Diffstat (limited to 'doc')
-rw-r--r--doc/.cvsignore26
-rw-r--r--doc/Makefile.in682
-rw-r--r--doc/gnubg/allabout.html62
-rw-r--r--doc/gnubg/allabout.pdfbin3249241 -> 2887169 bytes
-rw-r--r--doc/gnubg/gnubg.64
-rw-r--r--doc/gnubg/gnubg.html824
-rw-r--r--doc/gnubg/gnubg.info872
-rw-r--r--doc/gnubg/gnubg.pdfbin2419810 -> 2239324 bytes
-rw-r--r--doc/gnubg/gnubg.texi827
-rw-r--r--doc/gnubgdb.xml118
10 files changed, 1929 insertions, 1486 deletions
diff --git a/doc/.cvsignore b/doc/.cvsignore
deleted file mode 100644
index 06bb249..0000000
--- a/doc/.cvsignore
+++ /dev/null
@@ -1,26 +0,0 @@
-Makefile
-Makefile.in
-config.cache
-config.log
-config.status
-gnubg.pdf
-allabout.pdf
-gnubg.html
-gnubg.info*
-gnubg.log gnubg.dvi gnubg.aux gnubg.cp gnubg.fn gnubg.vr
-gnubg.ps
-gnubg.tp gnubg.ky gnubg.pg gnubg.toc gnubg.tmp gnubg.cps gnubg.kys
-gnubg.txt
-rulfig1.eps rulfig2.eps rulfig3.eps rulfig4.eps rulfig5.eps
-stamp-vti
-anneal.txt annealing.png annealing.eps annealing.eps001.ppm
-gnubg
-gnubg.xml
-version.texi
-gnubg.6
-gnubg.texi
-.gnubginfo.err
-.gnubgman.err
-.gnubgtexi.err
-allabout.html
-manpage*
diff --git a/doc/Makefile.in b/doc/Makefile.in
new file mode 100644
index 0000000..dccff70
--- /dev/null
+++ b/doc/Makefile.in
@@ -0,0 +1,682 @@
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+
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-<html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=ISO8859-1" /><title>All about GNU Backgammon</title><meta name="generator" content="DocBook XSL Stylesheets V1.74.0" /><link rel="home" href="#allabout" title="All about GNU Backgammon" /><link rel="next" href="#Acknowledgments" title="Acknowledgments" /></head><body><div class="article" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="allabout"></a>All about GNU Backgammon</h2></div><div><div class="authorgroup"><div class="author"><h3 class="author"><span class="firstname">Albert</span> <span class="surname">Silver</span></h3><div class="affiliation"><span class="orgname">GNU Backgammon Project<br /></span><div class="address"><p><br />
+<html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=ISO8859-1" /><title>All about GNU Backgammon</title><meta name="generator" content="DocBook XSL Stylesheets V1.76.1" /><link rel="home" href="#allabout" title="All about GNU Backgammon" /><link rel="next" href="#Acknowledgments" title="Acknowledgments" /></head><body><div xml:lang="en" class="article" title="All about GNU Backgammon" lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="allabout"></a>All about GNU Backgammon</h2></div><div><div class="authorgroup"><div class="author"><h3 class="author"><span class="firstname">Albert</span> <span class="surname">Silver</span></h3><div class="affiliation"><span class="orgname">GNU Backgammon Project<br /></span><div class="address"><p><br />
            <code class="email">&lt;<a class="email" href="mailto:silver_albert@hotmail.com">silver_albert@hotmail.com</a>&gt;</code><br />
          </p></div></div></div><div class="author"><h3 class="author"><span class="firstname">Christian</span> <span class="surname">Anthon</span></h3><div class="affiliation"><span class="orgname">GNU Backgammon Project<br /></span><div class="address"><p><br />
            <code class="email">&lt;<a class="email" href="mailto:congoneser@gmail.com">congoneser@gmail.com</a>&gt;</code><br />
-          </p></div></div></div></div></div><div><p class="releaseinfo">This is the GFDL docbook version of Albert Silver's introduction to GNU Backgammon. </p></div><div><p class="copyright">Copyright © -2007 Albert Silver</p></div><div><p class="copyright">Copyright © 2007 Christian Anthon</p></div><div><div class="legalnotice"><a id="id3000421"></a><p> Permission is granted to copy, distribute and/or modify this document under the
+          </p></div></div></div></div></div><div><p class="releaseinfo">This is the GFDL docbook version of Albert Silver's introduction to GNU Backgammon. </p></div><div><p class="copyright">Copyright © -2007 Albert Silver</p></div><div><p class="copyright">Copyright © 2007 Christian Anthon</p></div><div><div class="legalnotice" title="Feedback"><a id="idp256960"></a><p> Permission is granted to copy, distribute and/or modify this document under the
terms of the GNU Free Documentation License, Version 1.3 or any later version
published by the Free Software Foundation; with no Invariant Sections, no
Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in
-the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref" href="#legal" title="A. GNU Free Documentation License">Appendix A, <i>GNU Free Documentation License</i></a>. </p><p class="legalnotice-title"><b>Feedback</b></p><p>To report a bug or make a suggestion regarding the <span class="application">GNU Backgammon</span> application or this
+the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref" href="#legal" title="A. GNU Free Documentation License">Appendix A, <em>GNU Free Documentation License</em></a>. </p><p class="legalnotice-title"><strong>Feedback</strong></p><p>To report a bug or make a suggestion regarding the <span class="application">GNU Backgammon</span> application or this
manual, send your suggestions to <code class="email">&lt;<a class="email" href="mailto:bug-gnubg@gnu.org">bug-gnubg@gnu.org</a>&gt;</code> or
make a <a class="ulink" href="https://savannah.gnu.org/bugs/?group=gnubg" target="_top">bug
- report</a>.</p></div></div><div><div class="revhistory"><table border="1" width="100%" summary="Revision history"><tr><th align="left" valign="top" colspan="2"><b>Revision History</b></th></tr><tr><td align="left">Revision All about GNU Backgammon</td><td align="left">March 2007</td></tr><tr><td align="left" colspan="2">
+ report</a>.</p></div></div><div><div class="revhistory"><table border="1" width="100%" summary="Revision history"><tr><th align="left" valign="top" colspan="2"><strong>Revision History</strong></th></tr><tr><td align="left">Revision All about GNU Backgammon</td><td align="left">March 2007</td></tr><tr><td align="left" colspan="2">
<p class="publisher">The GNU Backgammon Project</p>
</td></tr><tr><td align="left">Revision All about GNU</td><td align="left">March 2007</td></tr><tr><td align="left" colspan="2">
<p class="publisher">Albert Silver and Tom Keith</p>
- </td></tr></table></div></div></div><hr /></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="#Acknowledgments">Acknowledgments</a></span></dt><dt><span class="sect1"><a href="#Introduction">Introduction</a></span></dt><dt><span class="sect1"><a href="#Features">Features</a></span></dt><dd><dl><dt><span class="sect2"><a href="#How_strong_is_GNU_Backgammon">How strong is GNU Backgammon?</a></span></dt><dt><span class="sect2"><a href="#Brief_feature_list">Brief feature list</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Where_to_get_it">Where to get it</a></span></dt><dt><span class="sect1"><a href="#Playing_a_game">Playing a game</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Starting_a_game">Starting a game</a></span></dt><dt><span class="sect2"><a href="#Player_strength">Player strength</a></span></dt><dt><span class="sect2"><a href="#Playing_options_and_Tutor">Playing options and Tutor</a></span></dt><dt><span class="sect2"><a href="#Backgammon_variations">Backgammon variations</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Advanced_Playing_Information">Advanced Playing Information</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Match_Equity_Table">Match Equity Table</a></span></dt><dt><span class="sect2"><a href="#Kleinman_and_Thorp_counts">Kleinman and Thorp counts</a></span></dt><dt><span class="sect2"><a href="#Market_Window_Gammon_value">Market Window/Gammon value</a></span></dt><dt><span class="sect2"><a href="#Temperature_Map">Temperature Map</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Importing_and_Exporting_games">Importing and Exporting games</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Importing_games">Importing games</a></span></dt><dt><span class="sect2"><a href="#FIBS_-_Importing_and_analyzing">FIBS - Importing and analyzing</a></span></dt><dt><span class="sect2"><a href="#GamesGrid___Importing_and_analyzing">GamesGrid &#8211; Importing and analyzing</a></span></dt><dt><span class="sect2"><a href="#TrueMoneyGames___Importing_and_Analyzing">TrueMoneyGames &#8211; Importing and Analyzing</a></span></dt><dt><span class="sect2"><a href="#Exporting_games_positions">Exporting games/positions</a></span></dt><dt><span class="sect2"><a href="#Windows_Clipboard_export">Windows Clipboard export</a></span></dt><dt><span class="sect2"><a href="#PNG_Image_export">PNG Image export</a></span></dt><dt><span class="sect2"><a href="#HTML_export">HTML export</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Analyzing_matches">Analyzing matches</a></span></dt><dt><span class="sect1"><a href="#Analysis_Results_and_Grade">Analysis Results and Grade</a></span></dt><dt><span class="sect1"><a href="#Player_Records">Player Records</a></span></dt><dt><span class="sect1"><a href="#Reviewing_moves_and_mistakes">Reviewing moves and mistakes</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Game_Record">Game Record</a></span></dt><dt><span class="sect2"><a href="#Hint_window__Analysis_pane">Hint window &amp; Analysis pane</a></span></dt><dt><span class="sect2"><a href="#Commenting_moves">Commenting moves</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Rollouts">Rollouts</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Playing_strength">Playing strength</a></span></dt><dt><span class="sect2"><a href="#Trials">Trials</a></span></dt><dt><span class="sect2"><a href="#Truncated_rollouts">Truncated rollouts</a></span></dt><dt><span class="sect2"><a href="#Evaluation_for_later_plies">Evaluation for later plies</a></span></dt><dt><span class="sect2"><a href="#Stop_at_specific_Standard_Deviation">Stop at specific Standard Deviation</a></span></dt><dt><span class="sect2"><a href="#Stop_at_specific_Joint_Standard_Deviation">Stop at specific Joint Standard Deviation</a></span></dt><dt><span class="sect2"><a href="#Cubeful">Cubeful</a></span></dt><dt><span class="sect2"><a href="#Bearoff_Truncation">Bearoff Truncation</a></span></dt><dt><span class="sect2"><a href="#Quasi-Random_dice">Quasi-Random dice</a></span></dt><dt><span class="sect2"><a href="#Rollout_as_initial_position">Rollout as initial position</a></span></dt><dt><span class="sect2"><a href="#Seed">Seed</a></span></dt><dt><span class="sect2"><a href="#Same_cube_and_checker_settings_">Same cube and checker settings </a></span></dt><dt><span class="sect2"><a href="#Same_settings_for_both_players">Same settings for both players</a></span></dt><dt><span class="sect2"><a href="#Final_truncated_evaluation">Final truncated evaluation</a></span></dt><dt><span class="sect2"><a href="#My_suggested_settings">My suggested settings</a></span></dt><dt><span class="sect2"><a href="#Stopping_and_continuing_rollouts">Stopping and continuing rollouts</a></span></dt><dt><span class="sect2"><a href="#Copy_and_Paste_results">Copy and Paste results</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Setting_up_a_position">Setting up a position</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Names_and_score">Names and score</a></span></dt><dt><span class="sect2"><a href="#Side__cube__and_dice">Side, cube, and dice</a></span></dt><dt><span class="sect2"><a href="#Checker_setup">Checker setup</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Appearance">Appearance</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Skins">Skins</a></span></dt><dt><span class="sect2"><a href="#Board_designs___2D_and_3D">Board designs &#8211; 2D and 3D</a></span></dt><dt><span class="sect2"><a href="#Full_Screen_Board">Full Screen Board</a></span></dt><dt><span class="sect2"><a href="#Creating_Original_Designs">Creating Original Designs</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Conclusion">Conclusion</a></span></dt><dt><span class="sect1"><a href="#A_Word_about__Cheating_">A Word about Cheating</a></span></dt><dt><span class="appendix"><a href="#legal">A. GNU Free Documentation License</a></span></dt></dl></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Acknowledgments"></a>Acknowledgments</h2></div></div></div><p>This manual is largely identical to Albert Silver's excellent <a class="ulink" href="http://www.bkgm.com/gnu/AllAboutGNU.html" target="_top">introduction</a> to GNU Backgammon, which may be found on Tom Keith's <a class="ulink" href="http://www.bkgm.com" target="_top">backgammon site</a>.</p></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Introduction"></a>Introduction</h2></div></div></div><p>By now, it's fairly common knowledge that just about all the top players make use of the neural-net backgammon programs such as Snowie, or the older Jellyfish. The impact these programs have had on the way the game is understood and played cannot be overstated. Players of all levels have the option of purchasing these revolutionary <span class="emphasis"><em>bots</em></span> (short for robots) in order to not only have the pleasure of getting a drubbing by a world-class opponent as many times as they want, but also have it analyze their moves, games, and matches. The program will point out our mistakes, tell us how big a blunder our move was, and list the best moves. It is still up to us to understand why our move or cube action was wrong, however there is no question such a tool is priceless. </p><p>Perhaps <span class="emphasis"><em>priceless</em></span> is a poor choice of words as the price is by no means a given. Though the programs come with different options depending on how much one is willing to spend, a version with all the trimmings, such as importing one's matches, analyzing the games, grading your play, allowing rollouts, etc. will set you back no less than $380 for Snowie or <span class="emphasis"><em>only</em></span> $220 for the older, and less sophisticated Jellyfish. This would seem to indicate that a top-quality aide is only in reach of someone with deep pockets or a deep commitment. If not, one has to look at some of the free offerings available on the Internet.</p><p>Personally, when I first heard of GNU Backgammon, I immediately remembered with a grimace my first experience with an old version of GNU Chess several years earlier: an engine that barely played at an expert level, as opposed to other master-level programs, an absolute bare minimum in functions, and graphics that reminded me of my first Atari video game system from back in 1977. The surprise that awaited me couldn't have been greater.</p><p>GNU Backgammon is first of all a neural-net program of World-Class strength. It is based on the same technology from which Jellyfish and Snowie originated. </p><div class="informaltable"><table border="1"><colgroup><col /></colgroup><tbody><tr><td>
+ </td></tr></table></div></div></div><hr /></div><div class="toc"><p><strong>Table of Contents</strong></p><dl><dt><span class="sect1"><a href="#Acknowledgments">Acknowledgments</a></span></dt><dt><span class="sect1"><a href="#Introduction">Introduction</a></span></dt><dt><span class="sect1"><a href="#Features">Features</a></span></dt><dd><dl><dt><span class="sect2"><a href="#How_strong_is_GNU_Backgammon">How strong is GNU Backgammon?</a></span></dt><dt><span class="sect2"><a href="#Brief_feature_list">Brief feature list</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Where_to_get_it">Where to get it</a></span></dt><dt><span class="sect1"><a href="#Playing_a_game">Playing a game</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Starting_a_game">Starting a game</a></span></dt><dt><span class="sect2"><a href="#Player_strength">Player strength</a></span></dt><dt><span class="sect2"><a href="#Playing_options_and_Tutor">Playing options and Tutor</a></span></dt><dt><span class="sect2"><a href="#Backgammon_variations">Backgammon variations</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Advanced_Playing_Information">Advanced Playing Information</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Match_Equity_Table">Match Equity Table</a></span></dt><dt><span class="sect2"><a href="#Kleinman_and_Thorp_counts">Kleinman and Thorp counts</a></span></dt><dt><span class="sect2"><a href="#Market_Window_Gammon_value">Market Window/Gammon value</a></span></dt><dt><span class="sect2"><a href="#Temperature_Map">Temperature Map</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Importing_and_Exporting_games">Importing and Exporting games</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Importing_games">Importing games</a></span></dt><dt><span class="sect2"><a href="#FIBS_-_Importing_and_analyzing">FIBS - Importing and analyzing</a></span></dt><dt><span class="sect2"><a href="#GamesGrid___Importing_and_analyzing">GamesGrid &#8211; Importing and analyzing</a></span></dt><dt><span class="sect2"><a href="#TrueMoneyGames___Importing_and_Analyzing">TrueMoneyGames &#8211; Importing and Analyzing</a></span></dt><dt><span class="sect2"><a href="#Exporting_games_positions">Exporting games/positions</a></span></dt><dt><span class="sect2"><a href="#Windows_Clipboard_export">Windows Clipboard export</a></span></dt><dt><span class="sect2"><a href="#PNG_Image_export">PNG Image export</a></span></dt><dt><span class="sect2"><a href="#HTML_export">HTML export</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Analyzing_matches">Analyzing matches</a></span></dt><dt><span class="sect1"><a href="#Analysis_Results_and_Grade">Analysis Results and Grade</a></span></dt><dt><span class="sect1"><a href="#Player_Records">Player Records</a></span></dt><dt><span class="sect1"><a href="#Reviewing_moves_and_mistakes">Reviewing moves and mistakes</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Game_Record">Game Record</a></span></dt><dt><span class="sect2"><a href="#Hint_window__Analysis_pane">Hint window &amp; Analysis pane</a></span></dt><dt><span class="sect2"><a href="#Commenting_moves">Commenting moves</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Rollouts">Rollouts</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Playing_strength">Playing strength</a></span></dt><dt><span class="sect2"><a href="#Trials">Trials</a></span></dt><dt><span class="sect2"><a href="#Truncated_rollouts">Truncated rollouts</a></span></dt><dt><span class="sect2"><a href="#Evaluation_for_later_plies">Evaluation for later plies</a></span></dt><dt><span class="sect2"><a href="#Stop_at_specific_Standard_Deviation">Stop at specific Standard Deviation</a></span></dt><dt><span class="sect2"><a href="#Stop_at_specific_Joint_Standard_Deviation">Stop at specific Joint Standard Deviation</a></span></dt><dt><span class="sect2"><a href="#Cubeful">Cubeful</a></span></dt><dt><span class="sect2"><a href="#Bearoff_Truncation">Bearoff Truncation</a></span></dt><dt><span class="sect2"><a href="#Quasi-Random_dice">Quasi-Random dice</a></span></dt><dt><span class="sect2"><a href="#Rollout_as_initial_position">Rollout as initial position</a></span></dt><dt><span class="sect2"><a href="#Seed">Seed</a></span></dt><dt><span class="sect2"><a href="#Same_cube_and_checker_settings_">Same cube and checker settings </a></span></dt><dt><span class="sect2"><a href="#Same_settings_for_both_players">Same settings for both players</a></span></dt><dt><span class="sect2"><a href="#Final_truncated_evaluation">Final truncated evaluation</a></span></dt><dt><span class="sect2"><a href="#My_suggested_settings">My suggested settings</a></span></dt><dt><span class="sect2"><a href="#Stopping_and_continuing_rollouts">Stopping and continuing rollouts</a></span></dt><dt><span class="sect2"><a href="#Copy_and_Paste_results">Copy and Paste results</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Setting_up_a_position">Setting up a position</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Names_and_score">Names and score</a></span></dt><dt><span class="sect2"><a href="#Side__cube__and_dice">Side, cube, and dice</a></span></dt><dt><span class="sect2"><a href="#Checker_setup">Checker setup</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Appearance">Appearance</a></span></dt><dd><dl><dt><span class="sect2"><a href="#Skins">Skins</a></span></dt><dt><span class="sect2"><a href="#Board_designs___2D_and_3D">Board designs &#8211; 2D and 3D</a></span></dt><dt><span class="sect2"><a href="#Full_Screen_Board">Full Screen Board</a></span></dt><dt><span class="sect2"><a href="#Creating_Original_Designs">Creating Original Designs</a></span></dt></dl></dd><dt><span class="sect1"><a href="#Conclusion">Conclusion</a></span></dt><dt><span class="sect1"><a href="#A_Word_about__Cheating_">A Word about <span class="emphasis"><em>Cheating</em></span></a></span></dt><dt><span class="appendix"><a href="#legal">A. GNU Free Documentation License</a></span></dt></dl></div><div class="sect1" title="Acknowledgments"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Acknowledgments"></a>Acknowledgments</h2></div></div></div><p>This manual is largely identical to Albert Silver's excellent <a class="ulink" href="http://www.bkgm.com/gnu/AllAboutGNU.html" target="_top">introduction</a> to GNU Backgammon, which may be found on Tom Keith's <a class="ulink" href="http://www.bkgm.com" target="_top">backgammon site</a>.</p></div><div class="sect1" title="Introduction"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Introduction"></a>Introduction</h2></div></div></div><p>By now, it's fairly common knowledge that just about all the top players make use of the neural-net backgammon programs such as Snowie, or the older Jellyfish. The impact these programs have had on the way the game is understood and played cannot be overstated. Players of all levels have the option of purchasing these revolutionary <span class="emphasis"><em>bots</em></span> (short for robots) in order to not only have the pleasure of getting a drubbing by a world-class opponent as many times as they want, but also have it analyze their moves, games, and matches. The program will point out our mistakes, tell us how big a blunder our move was, and list the best moves. It is still up to us to understand why our move or cube action was wrong, however there is no question such a tool is priceless. </p><p>Perhaps <span class="emphasis"><em>priceless</em></span> is a poor choice of words as the price is by no means a given. Though the programs come with different options depending on how much one is willing to spend, a version with all the trimmings, such as importing one's matches, analyzing the games, grading your play, allowing rollouts, etc. will set you back no less than $380 for Snowie or <span class="emphasis"><em>only</em></span> $220 for the older, and less sophisticated Jellyfish. This would seem to indicate that a top-quality aide is only in reach of someone with deep pockets or a deep commitment. If not, one has to look at some of the free offerings available on the Internet.</p><p>Personally, when I first heard of GNU Backgammon, I immediately remembered with a grimace my first experience with an old version of GNU Chess several years earlier: an engine that barely played at an expert level, as opposed to other master-level programs, an absolute bare minimum in functions, and graphics that reminded me of my first Atari video game system from back in 1977. The surprise that awaited me couldn't have been greater.</p><p>GNU Backgammon is first of all a neural-net program of World-Class strength. It is based on the same technology from which Jellyfish and Snowie originated. </p><div class="informaltable"><table border="1"><colgroup><col /></colgroup><tbody><tr><td>
<p>Neural Net technology</p>
<p>The concept of neural-net technology is what permitted the breakthrough in playing levels from <span class="emphasis"><em>interesting amateur</em></span> to <span class="emphasis"><em>world-class</em></span> playing literally on par with the best in the world. The person behind this <a class="ulink" href="http://researchweb.watson.ibm.com/massive/tdl.html" target="_top">brilliant idea</a> is Gerald Tesauro, a researcher for IBM, who built the first neural-net program called TD-Gammon. The difference it brought was that instead of simply using weights and strategies of programmers and players, it created its own by playing against itself hundreds of thousands of times, with each version stronger than the previous one. By version 2.1, which had played 1.5 million games, two-time World Champion Bill Robertie declared it as good as a strong master and even wrote a book on the experience called <a class="ulink" href="http://bkgm.com/books/Robertie-LearningFromTheMachine.html" target="_top">Learning from the Machine</a>. In fact, because of its independent learning, its play and that of subsequent programs using neural-net technology have revealed revolutionary strategic knowledge of the game from which top modern practice is based. GNU Backgammon is among those neural-net giants, and is among the top programs in the world.</p>
- </td></tr></tbody></table></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Features"></a>Features</h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="How_strong_is_GNU_Backgammon"></a>How strong is GNU Backgammon?</h3></div></div></div><p>On <a class="ulink" href="http://www.gamesgrid.com/" target="_top">Gamesgrid</a>, the famous online server where many of the world's best play, a bot called GGRaccoon, using the GNU 0.13 engine and playing on a weaker setting so that it plays instantly, has achieved a rating as high as 2165 and is a favorite sparring partner of the top players there.</p><p>A match was also done using Tony Lezard's <a class="ulink" href="http://www.jobstream.com/~tony/backgammon/" target="_top">Dueller</a> software where GNU 0.13 played 100 7-point matches against Snowie 4 using their ideal settings. Although GNU won with a convincing 56-44, subsequent analysis, taking into account the luck factor, revealed that they were of exactly the same strength. GNU 0.14 is 1.18% stronger at 0-ply (the setting of GGRaccoon) than GNU 0.13 at 0-ply in money games.</p><p>GNU is made of 3 neural nets: the contact net which is the main net for middlegame positions, the crashed net, and the race net which is so that GNU does not suffer from the common bane of backgammon programs: the non-contact bearin. For more information on how the neural nets were developed, see Joseph Heled's (the developer) site <a class="ulink" href="http://pages.quicksilver.net.nz/pepe/ngb/index.html" target="_top">The GNU Backgammon Training Program</a>. Be sure to select full instead of concise at the bottom left of the site if you do visit it.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Brief_feature_list"></a>Brief feature list</h3></div></div></div><p>Aside from offering an analytical engine of the highest order, the program's interface provides a very impressive number of features for users, many of which are not available in commercial programs. It's worth mentioning that GNU Backgammon is also available for MacOS, Solaris, Linux, and other operating systems. There are also programs using the GNU engine running on <a class="ulink" href="http://bglightce.homelinux.net/" target="_top">Pocket PC PDAs</a>, and the <a class="ulink" href="http://www.nongnu.org/bglight/" target="_top">source</a> is available to be ported to PDAs. </p><div class="orderedlist"><ol type="1"><li><p>Import and export one's games and matches from other sources such as FIBS, Gamesgrid (it imports comments as well), and TrueMoneyGames.</p></li><li><p>Analyze a game or entire match with a detailed report, including your rating and even the equivalent Snowie error rate.</p></li><li><p>Keeps track of your results in the Player Record</p></li><li><p>Rollouts galore with checker play according to score and extensive customizable options.</p></li><li><p>Setting up of positions.</p></li><li><p>Export to text documents (with diagrams) and PDF documents.</p></li><li><p>Export to HTML customizing the information exported and the graphics used.</p></li><li><p>Copy board and analysis to the Windows clipboard for easy pasting elsewhere.</p></li><li><p>Numerous ready-made board designs plus the option to make one's own.</p></li><li><p>Several skins available.</p></li><li><p>Bearoff databases (both two-sided and one-sided), and tools to make one's own, however large (up to the 12-point, 13-point, etc.).</p></li></ol></div><p>Advanced players will also find a wealth of options to help in their study of the game: </p><div class="orderedlist"><ol type="1"><li><p>Choose between no less than 12(!) Match Equity Tables such as Woolsey's, Trice and Jacobs, or even the Snowie table, not to mention some newer more precise ones. You can also create your own to use instead.</p></li><li><p>A Temperature Map to visualize the dangers and jokers of a move as well as the volatility of cube decisions.</p></li><li><p>Kleinman counts and Thorp counts.</p></li><li><p>Gammon Values and a powerful Market Value viewer showing the values of take points, cash point, beavers, etc. including separate values for a dead cube or live cube.</p></li></ol></div><p>What follows is a tutorial intended to present most of what GNU Backgammon has to offer, though not exhaustively so, and how to make the most of it. </p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Where_to_get_it"></a>Where to get it</h2></div></div></div><p>The official site of GNU Backgammon is either <a class="ulink" href="http://www.gnu.org/software/gnubg/" target="_top">http://www.gnu.org/software/gnubg/</a> or <a class="ulink" href="http://www.gnubg.org/" target="_top">http://www.gnubg.org</a> though to download an installable version of the program, you'll want to go to the second site. Go there and select Download </p><div class="mediaobject" align="center"><img src="images/md9b1995.png" align="middle" /></div><p>And then the version (Windows, Mac OS X, Linux, etc.) you want. </p></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Playing_a_game"></a>Playing a game</h2></div></div></div><p>The first and most basic feature is to simply set up a game and play, so let's start with that. Start the program and maximize the window. If the appearance isn't to your liking, you will find out how to customize it further below. </p><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Starting_a_game"></a>Starting a game</h3></div></div></div><p>To start a game, just click on the New button <img src="images/5412263e.png" /> and a small window will open </p><div class="mediaobject" align="center"><img src="images/m259fcca6.png" align="middle" /></div><p>so you can set your choice of a game, match, or money game session, as well as whether you want to use Manual dice, or activate the Tutor mode. When you are playing, it will automatically show the pip count (and difference), though you can de-activate it by going to Settings menu and in Options, under the Display tab</p><div class="mediaobject" align="center"><img src="images/51394706.png" align="middle" /></div><p>uncheck the box Show pip count below board. If you want to only refer to it on occasion, for example to test your own estimation, go to the Analyze menu, select Pip count, and the count will appear at the bottom left.</p><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="Rolling_dice_and_doubling"></a>Rolling dice and doubling</h4></div></div></div><p>To roll the dice, simply click on the empty space of the board on the right side. The same goes for doubling, where you can just click on the cube on the board.</p><div class="mediaobject" align="center"><img src="images/m7cee1bfc.png" align="middle" /></div><p>After you've rolled the dice, just clicking on a checker will have GNU play the highest number with it, and after with a second checker or the same one, it will play the lower number. GNU will also help you see where the pieces can go. Just click on a piece and start to drag it. You will see the possible landing squares highlight in green.</p><div class="mediaobject" align="center"><img src="images/m3a7e4f1b.png" align="middle" /></div><p>If you would like the programs analysis of a move or cube decision while playing, go to the Analyze menu and select Hint, or press the keyboard shortcut Ctrl-H. For details on the Hint/Annotation window, see below. </p><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>You can also play GNU with a full-screen 3D board and 3D dice rolling. See <a class="xref" href="#Board_designs___2D_and_3D" title="Board designs &#8211; 2D and 3D">Board designs</a> and <a class="xref" href="#Full_Screen_Board" title="Full Screen Board">Full Screen</a> for more on that.</p></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="Toolbar"></a>Toolbar</h4></div></div></div><p>While playing, you can access the main functions through the toolbar at the top:</p><div class="mediaobject" align="center"><img src="images/m215edfe5.png" align="middle" /></div><p>The functions from left to right are: </p><div class="orderedlist"><ol type="1"><li><p>New &#8211; to start a new game </p></li><li><p>Open &#8211; to open a saved match or position </p></li><li><p>Import &#8211; to import a game/match from another source, such as FIBS, Gamesgrid, or Truemoneygames.</p></li><li><p>Save &#8211; to save a game or position in the program's native format.</p></li><li><p>Export &#8211; to export the game to HTML or another format</p></li><li><p>Accept and Decline &#8211; In case a double or redouble is offered.</p></li><li><p>Beaver &#8211; allows you to beaver in case a double or redouble is offered in a money game.</p></li><li><p>Resign &#8211; to resign, though GNU will refuse an offer for a single game if there is a chance for a gammon still.</p></li><li><p>Undo &#8211; if you haven't clicked on the dice yet, and want to change your move.</p></li><li><p>Hint &#8211; to ask the program's considerable opinion</p></li><li><p>Edit &#8211; to change the names of the players, or the position.</p></li><li><p>Direction &#8211; to change the direction the checkers move.</p></li><li><p>Stop &#8211; to stop the program if it is analyzing or doing a rollout. </p></li></ol></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="Human_vs._Human"></a>Human vs. Human</h4></div></div></div><p>You may wish to use GNU to keep track of a game or match against a friend, and play directly on the program, or you may wish to enter a game from another source such as a book or a videotape for safekeeping and analysis. Start a game by clicking on the New button. In the window, select Human vs. Human. Select Manual dice if you want to enter the dice played, and not have GNU roll them.</p><div class="mediaobject" align="center"><img src="images/38371a4c.png" align="middle" /></div><p>If you want to change the direction of the play (ex: left to right), just click on the Reverse Direction <img src="images/1540d81e.png" /> button. You can set/change whose turn it is to play by clicking on the small checker next to the player's name at the bottom. </p><div class="mediaobject" align="center"><img src="images/m2b86c3ea.png" align="middle" /></div><p>You can also set the turn of the player to move in the Game menu and by selecting Set turn at the bottom. </p><p>To enter the moves, just play as you normally would against the program: clicking on the board to roll the dice, selecting the dice rolled, and then playing the move. If you make a mistake and enter the wrong dice, just go to the Game menu again and select Set dice.</p><p>If you make a mistake in the move played, and want to correct this, go to the Game Record (the move list), click on the move you want to change,</p><div class="mediaobject" align="center"><img src="images/78be1dd5.png" align="middle" /></div><p>replay it, and continue from there. It will automatically erase the moves after. If you also want to change the dice rolled, click on the move, then press the Edit button on the toolbar, click on the dice, select the dice you want, press the Edit again, and continue from there.</p><p>If you wanted to double, the simplest way is to click on the move before, re-enter it, and then double. GNU will automatically continue the game with your change and erase the moves that came after.</p><p>If you don't see the move list, go to the View menu, and select Game Record.</p><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>Don't forget to save your results regularly (press the Save button) so you don't lose important information by accident.</p></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Player_strength"></a>Player strength</h3></div></div></div><p>First set the settings by clicking on the Settings menu at the top, then click on Players. This opens a window displaying the settings for GNU or allowing you to play against someone else (or even have GNU play against itself). At the top there is a tab where you can also set your name for the player. For the GNU engine, I prefer the pre-defined setting of Supremo or World Class for both checker play and cube decisions. At this setting it will take some time to play at given moments which may not be to the taste of everyone, so if you want a top-notch game, just a fraction worse, but almost instant, select Expert instead. You may also get tired of getting beat up by it (if you think it cheats, read the section <a class="xref" href="#A_Word_about__Cheating_" title="A Word about Cheating">Cheating </a>), in which case, you can select more modest playing levels.</p><div class="mediaobject" align="center"><img src="images/48d8024f.png" align="middle" /></div><p>If you are a Snowie user, or have seen Snowie's analysis, you may wonder why my recommended level of play (Supremo) is set at 2-ply when Snowie's strongest setting is at 3-ply. The reason is simply one of nomenclature, or naming. Snowie starts counting at 1-ply whereas GNU starts at 0-ply, so the program's 2-ply is in fact the same search depth as Snowie's 3-ply.</p><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="Move_Filter"></a>Move Filter</h4></div></div></div><p>The move filter allows you to control exactly how many moves GNU is examining at each ply. A ply is basically one move played by one side, thus if both sides played a move, it would be one whole move, but two plies, one for each side. To change the specific settings, press the Modify... button.</p><p>Although the level presets, such as World Class, Supremo, etc. are tested and good, you may want to know or control how GNU filters its moves to analyze and how many. </p><div class="mediaobject" align="center"><img src="images/e613071.png" align="middle" /></div><p>If you are playing Expert level (this is what GGRaccoon is set at) or another 0-ply setting, the Move Filter settings will not change a thing, as Expert level automatically examines all moves. At Supremo level, this changes though, as it takes a selection of the best moves from 0-ply and examines them at 2-ply. This means that for those selected moves it will calculate all the possibilities 2 plies ahead and evaluate them, allowing it to find better moves. Since Supremo is a 2-ply setting, we are only interested in the 2-ply settings of Large as in the figure above. 3-ply or 4-ply settings will have no effect here because Supremo doesn't examine at that depth. </p><p>In the figure above, we can see it first will Always accept 0 moves. This first line means that it won't force any moves to be analyzed at 2-ply, it will only analyze moves according to the second line. If it had said it would always analyze 2 moves, this would mean that no matter how ridiculously bad the 2nd move was compared to the 1st, it would analyze both at 2-ply. </p><p>The second line says it will Add extra 16 moves within 0.320. This means that provided they aren't more than 0.320 equity worse than the top move, it will select a maximum of 16 moves to analyze at 2-ply. For example, in the diagram below</p><div class="mediaobject" align="center"><img src="images/m4149eeab.png" align="middle" /></div><p>the 2nd best move is no less than 0.453 equity worse than the top choice, so it didn't bother analyzing them at 2-ply as it is unlikely to change its mind on what the best move is. </p><p>Take a look at the figure below now:</p><div class="mediaobject" align="center"><img src="images/m4ed24f10.png" align="middle" /></div><p>Here, the exact same settings were maintained, but the 1-ply filter was activated. This just means that those 16 moves selected from the 0-ply are sent instead to be analyzed at 1-ply, and then up to 5 moves from 1-ply will be sent to be analyzed at 2-ply. So this would actually be faster than the previous setting (and weaker), since a maximum of only 5 moves would be analyzed at 2-ply depth.</p><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>Feel free to experiment with the settings, as you can always reset them by simply choosing one of the level presets. One setting change I'd recommend is that of the 4-ply. The default setting only considers 2 moves if they are within 0.040 equity of each other. While I trust the program's analysis, there is often more than one move within that range, and I wouldn't want it to miss analyzing one because it is instructed to only look at two moves. I set the filter as in the diagram below: </p></div><div class="mediaobject" align="center"><img src="images/4bd6c15f.png" align="middle" /></div><p>Before going any further, do not forget to click on Save settings at the bottom of the Settings menu. You must do this every time you make changes you wish the program to remember the next time you load it.</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Playing_options_and_Tutor"></a>Playing options and Tutor</h3></div></div></div><p>In the Settings menu, select Options, and a small window opens. Here, you can activate automatic bear-off (it will automatically take off the most checkers if it can sparing you the effort of playing obvious moves), choose the equity table to be used (Woolsey's, Snowie's, etc.), select Nackgammon, choose to play with manual dice (you play with your own personal dice instead of the computer's) AND a great teaching tool: the Tutor Mode.</p><p>When activated, the Tutor mode has GNU analyzing your moves and/or cube decisions and comparing them with its choices. You set the threshold for its alerts, so if you set it for bad, it will only warn you when you make a bad mistake. It will then allow you to re-examine your choice, go right ahead with it, or provide a <span class="emphasis"><em>hint</em></span> essentially showing you its analysis. </p><div class="mediaobject" align="center"><img src="images/58c77df2.png" align="middle" /></div><p>My personal choices are to set the limit to bad, and to set the Tutor decisions as Same as Analysis. </p><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>Before going any further, do not forget to click on Save settings at the bottom of the Settings menu. You must do this every time you make changes you wish the program to remember the next time you load it.</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Backgammon_variations"></a>Backgammon variations</h3></div></div></div><p>Backgammon has a number of variations, some of which are quite popular on the servers. The main ones are Nackgammon and Hypergammon, both of which are supported by the program, as well as an Eastern variation of the rules not allowing more than 5 checkers on a single point. GNU is also capable of directly importing and recognizing Nackgammon and Hypergammon games played on the servers for analysis.</p><div class="orderedlist"><ol type="1"><li><p>Nackgammon &#8211; This variation of backgammon conceived by Nick "Nack" Ballard has two checkers removed from the 6 and 13 points and places them in the opponent's board to form a second anchor. Play follows standard backgammon rules and games are naturally longer. It is considered a more strategic struggle, with luck influencing less than normal backgammon. To play a game of Nackgammon against the program, go to the Settings menu and then select Options.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/m68ad25e2.png" align="middle" /></div><p>Under the tab Game, select Standard backgammon with Nackgammon starting position. This way it will set up a game of Nackgammon instead of normal backgammon.</p><p>Hypergammon &#8211; Hypergammon is a very different game, though it too follows the standard rules of backgammon. In it, each player starts with only 3 checkers in the opponent's board and must of course cross the board and bear them off as in normal backgammon. To play Hypergammon in GNU you must first build the Hypergammon databases using the tool makehyper.exe or you can download the bases <a class="ulink" href="ftp://ftp.demon.nl/pub/games/gnubg/databases/hyper" target="_top">here</a>.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Advanced_Playing_Information"></a>Advanced Playing Information</h2></div></div></div><p>For players seeking more advanced information on the position, GNU also provides information on the Match Equity Table (MET), race theory (Kleinman count, Thorp count), a powerful Market Window/Gammon value viewer, and a new tool called the Temperature Map courtesy of <a class="ulink" href="http://www46.pair.com/sengoku/TempMap/English/TempMap.html" target="_top">Sho Sengoku</a>.</p><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Match_Equity_Table"></a>Match Equity Table</h3></div></div></div><p>The Match Equity Table can be viewed at any moment by entering the Analyze menu and selecting Match Equity Table. There you will see table values including Pre-Crawford and Post-Crawford scores. The table used by GNU is by no means imposed, and you can select any of a number of provided ones, including the Snowie MET, Woolsey's, Jacob and Trice's, etc. by selecting Load Table. </p><div class="mediaobject" align="center"><img src="images/33d3487.png" align="middle" /></div><p>In the window that opens, enter the met directory on the right, and then on the right choose the table you want. The tables all end with the .XML extension, so to select the Jacobs and Trice table, choose jacobs.xml. Again, don't forget to save the settings (<span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Save Settings</span>) otherwise it won't remember your choice of table the next time you use the program. </p><div class="informaltable"><table border="1"><colgroup><col /></colgroup><tbody><tr><td>
+ </td></tr></tbody></table></div></div><div class="sect1" title="Features"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Features"></a>Features</h2></div></div></div><div class="sect2" title="How strong is GNU Backgammon?"><div class="titlepage"><div><div><h3 class="title"><a id="How_strong_is_GNU_Backgammon"></a>How strong is GNU Backgammon?</h3></div></div></div><p>On <a class="ulink" href="http://www.gamesgrid.com/" target="_top">Gamesgrid</a>, the famous online server where many of the world's best play, a bot called GGRaccoon, using the GNU 0.13 engine and playing on a weaker setting so that it plays instantly, has achieved a rating as high as 2165 and is a favorite sparring partner of the top players there.</p><p>A match was also done using Tony Lezard's <a class="ulink" href="http://www.jobstream.com/~tony/backgammon/" target="_top">Dueller</a> software where GNU 0.13 played 100 7-point matches against Snowie 4 using their ideal settings. Although GNU won with a convincing 56-44, subsequent analysis, taking into account the luck factor, revealed that they were of exactly the same strength. GNU 0.14 is 1.18% stronger at 0-ply (the setting of GGRaccoon) than GNU 0.13 at 0-ply in money games.</p><p>GNU is made of 3 neural nets: the contact net which is the main net for middlegame positions, the crashed net, and the race net which is so that GNU does not suffer from the common bane of backgammon programs: the non-contact bearin. For more information on how the neural nets were developed, see Joseph Heled's (the developer) site <a class="ulink" href="http://pages.quicksilver.net.nz/pepe/ngb/index.html" target="_top">The GNU Backgammon Training Program</a>. Be sure to select full instead of concise at the bottom left of the site if you do visit it.</p></div><div class="sect2" title="Brief feature list"><div class="titlepage"><div><div><h3 class="title"><a id="Brief_feature_list"></a>Brief feature list</h3></div></div></div><p>Aside from offering an analytical engine of the highest order, the program's interface provides a very impressive number of features for users, many of which are not available in commercial programs. It's worth mentioning that GNU Backgammon is also available for MacOS, Solaris, Linux, and other operating systems. There are also programs using the GNU engine running on <a class="ulink" href="http://bglightce.homelinux.net/" target="_top">Pocket PC PDAs</a>, and the <a class="ulink" href="http://www.nongnu.org/bglight/" target="_top">source</a> is available to be ported to PDAs. </p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Import and export one's games and matches from other sources such as FIBS, Gamesgrid (it imports comments as well), and TrueMoneyGames.</p></li><li class="listitem"><p>Analyze a game or entire match with a detailed report, including your rating and even the equivalent Snowie error rate.</p></li><li class="listitem"><p>Keeps track of your results in the Player Record</p></li><li class="listitem"><p>Rollouts galore with checker play according to score and extensive customizable options.</p></li><li class="listitem"><p>Setting up of positions.</p></li><li class="listitem"><p>Export to text documents (with diagrams) and PDF documents.</p></li><li class="listitem"><p>Export to HTML customizing the information exported and the graphics used.</p></li><li class="listitem"><p>Copy board and analysis to the Windows clipboard for easy pasting elsewhere.</p></li><li class="listitem"><p>Numerous ready-made board designs plus the option to make one's own.</p></li><li class="listitem"><p>Several skins available.</p></li><li class="listitem"><p>Bearoff databases (both two-sided and one-sided), and tools to make one's own, however large (up to the 12-point, 13-point, etc.).</p></li></ol></div><p>Advanced players will also find a wealth of options to help in their study of the game: </p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Choose between no less than 12(!) Match Equity Tables such as Woolsey's, Trice and Jacobs, or even the Snowie table, not to mention some newer more precise ones. You can also create your own to use instead.</p></li><li class="listitem"><p>A Temperature Map to visualize the dangers and jokers of a move as well as the volatility of cube decisions.</p></li><li class="listitem"><p>Kleinman counts and Thorp counts.</p></li><li class="listitem"><p>Gammon Values and a powerful Market Value viewer showing the values of take points, cash point, beavers, etc. including separate values for a dead cube or live cube.</p></li></ol></div><p>What follows is a tutorial intended to present most of what GNU Backgammon has to offer, though not exhaustively so, and how to make the most of it. </p></div></div><div class="sect1" title="Where to get it"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Where_to_get_it"></a>Where to get it</h2></div></div></div><p>The official site of GNU Backgammon is either <a class="ulink" href="http://www.gnu.org/software/gnubg/" target="_top">http://www.gnu.org/software/gnubg/</a> or <a class="ulink" href="http://www.gnubg.org/" target="_top">http://www.gnubg.org</a> though to download an installable version of the program, you'll want to go to the second site. Go there and select Download </p><div class="mediaobject" align="center"><img src="images/md9b1995.png" align="middle" /></div><p>And then the version (Windows, Mac OS X, Linux, etc.) you want. </p></div><div class="sect1" title="Playing a game"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Playing_a_game"></a>Playing a game</h2></div></div></div><p>The first and most basic feature is to simply set up a game and play, so let's start with that. Start the program and maximize the window. If the appearance isn't to your liking, you will find out how to customize it further below. </p><div class="sect2" title="Starting a game"><div class="titlepage"><div><div><h3 class="title"><a id="Starting_a_game"></a>Starting a game</h3></div></div></div><p>To start a game, just click on the New button <img src="images/5412263e.png" /> and a small window will open </p><div class="mediaobject" align="center"><img src="images/m259fcca6.png" align="middle" /></div><p>so you can set your choice of a game, match, or money game session, as well as whether you want to use Manual dice, or activate the Tutor mode. When you are playing, it will automatically show the pip count (and difference), though you can de-activate it by going to Settings menu and in Options, under the Display tab</p><div class="mediaobject" align="center"><img src="images/51394706.png" align="middle" /></div><p>uncheck the box Show pip count below board. If you want to only refer to it on occasion, for example to test your own estimation, go to the Analyze menu, select Pip count, and the count will appear at the bottom left.</p><div class="sect3" title="Rolling dice and doubling"><div class="titlepage"><div><div><h4 class="title"><a id="Rolling_dice_and_doubling"></a>Rolling dice and doubling</h4></div></div></div><p>To roll the dice, simply click on the empty space of the board on the right side. The same goes for doubling, where you can just click on the cube on the board.</p><div class="mediaobject" align="center"><img src="images/m7cee1bfc.png" align="middle" /></div><p>After you've rolled the dice, just clicking on a checker will have GNU play the highest number with it, and after with a second checker or the same one, it will play the lower number. GNU will also help you see where the pieces can go. Just click on a piece and start to drag it. You will see the possible landing squares highlight in green.</p><div class="mediaobject" align="center"><img src="images/m3a7e4f1b.png" align="middle" /></div><p>If you would like the programs analysis of a move or cube decision while playing, go to the Analyze menu and select Hint, or press the keyboard shortcut Ctrl-H. For details on the Hint/Annotation window, see below. </p><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>You can also play GNU with a full-screen 3D board and 3D dice rolling. See <a class="xref" href="#Board_designs___2D_and_3D" title="Board designs &#8211; 2D and 3D">Board designs</a> and <a class="xref" href="#Full_Screen_Board" title="Full Screen Board">Full Screen</a> for more on that.</p></div></div><div class="sect3" title="Toolbar"><div class="titlepage"><div><div><h4 class="title"><a id="Toolbar"></a>Toolbar</h4></div></div></div><p>While playing, you can access the main functions through the toolbar at the top:</p><div class="mediaobject" align="center"><img src="images/m215edfe5.png" align="middle" /></div><p>The functions from left to right are: </p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>New &#8211; to start a new game </p></li><li class="listitem"><p>Open &#8211; to open a saved match or position </p></li><li class="listitem"><p>Import &#8211; to import a game/match from another source, such as FIBS, Gamesgrid, or Truemoneygames.</p></li><li class="listitem"><p>Save &#8211; to save a game or position in the program's native format.</p></li><li class="listitem"><p>Export &#8211; to export the game to HTML or another format</p></li><li class="listitem"><p>Accept and Decline &#8211; In case a double or redouble is offered.</p></li><li class="listitem"><p>Beaver &#8211; allows you to beaver in case a double or redouble is offered in a money game.</p></li><li class="listitem"><p>Resign &#8211; to resign, though GNU will refuse an offer for a single game if there is a chance for a gammon still.</p></li><li class="listitem"><p>Undo &#8211; if you haven't clicked on the dice yet, and want to change your move.</p></li><li class="listitem"><p>Hint &#8211; to ask the program's considerable opinion</p></li><li class="listitem"><p>Edit &#8211; to change the names of the players, or the position.</p></li><li class="listitem"><p>Direction &#8211; to change the direction the checkers move.</p></li><li class="listitem"><p>Stop &#8211; to stop the program if it is analyzing or doing a rollout. </p></li></ol></div></div><div class="sect3" title="Human vs. Human"><div class="titlepage"><div><div><h4 class="title"><a id="Human_vs._Human"></a>Human vs. Human</h4></div></div></div><p>You may wish to use GNU to keep track of a game or match against a friend, and play directly on the program, or you may wish to enter a game from another source such as a book or a videotape for safekeeping and analysis. Start a game by clicking on the New button. In the window, select Human vs. Human. Select Manual dice if you want to enter the dice played, and not have GNU roll them.</p><div class="mediaobject" align="center"><img src="images/38371a4c.png" align="middle" /></div><p>If you want to change the direction of the play (ex: left to right), just click on the Reverse Direction <img src="images/1540d81e.png" /> button. You can set/change whose turn it is to play by clicking on the small checker next to the player's name at the bottom. </p><div class="mediaobject" align="center"><img src="images/m2b86c3ea.png" align="middle" /></div><p>You can also set the turn of the player to move in the Game menu and by selecting Set turn at the bottom. </p><p>To enter the moves, just play as you normally would against the program: clicking on the board to roll the dice, selecting the dice rolled, and then playing the move. If you make a mistake and enter the wrong dice, just go to the Game menu again and select Set dice.</p><p>If you make a mistake in the move played, and want to correct this, go to the Game Record (the move list), click on the move you want to change,</p><div class="mediaobject" align="center"><img src="images/78be1dd5.png" align="middle" /></div><p>replay it, and continue from there. It will automatically erase the moves after. If you also want to change the dice rolled, click on the move, then press the Edit button on the toolbar, click on the dice, select the dice you want, press the Edit again, and continue from there.</p><p>If you wanted to double, the simplest way is to click on the move before, re-enter it, and then double. GNU will automatically continue the game with your change and erase the moves that came after.</p><p>If you don't see the move list, go to the View menu, and select Game Record.</p><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>Don't forget to save your results regularly (press the Save button) so you don't lose important information by accident.</p></div></div></div><div class="sect2" title="Player strength"><div class="titlepage"><div><div><h3 class="title"><a id="Player_strength"></a>Player strength</h3></div></div></div><p>First set the settings by clicking on the Settings menu at the top, then click on Players. This opens a window displaying the settings for GNU or allowing you to play against someone else (or even have GNU play against itself). At the top there is a tab where you can also set your name for the player. For the GNU engine, I prefer the pre-defined setting of Supremo or World Class for both checker play and cube decisions. At this setting it will take some time to play at given moments which may not be to the taste of everyone, so if you want a top-notch game, just a fraction worse, but almost instant, select Expert instead. You may also get tired of getting beat up by it (if you think it cheats, read the section <a class="xref" href="#A_Word_about__Cheating_" title="A Word about Cheating">Cheating </a>), in which case, you can select more modest playing levels.</p><div class="mediaobject" align="center"><img src="images/48d8024f.png" align="middle" /></div><p>If you are a Snowie user, or have seen Snowie's analysis, you may wonder why my recommended level of play (Supremo) is set at 2-ply when Snowie's strongest setting is at 3-ply. The reason is simply one of nomenclature, or naming. Snowie starts counting at 1-ply whereas GNU starts at 0-ply, so the program's 2-ply is in fact the same search depth as Snowie's 3-ply.</p><div class="sect3" title="Move Filter"><div class="titlepage"><div><div><h4 class="title"><a id="Move_Filter"></a>Move Filter</h4></div></div></div><p>The move filter allows you to control exactly how many moves GNU is examining at each ply. A ply is basically one move played by one side, thus if both sides played a move, it would be one whole move, but two plies, one for each side. To change the specific settings, press the Modify... button.</p><p>Although the level presets, such as World Class, Supremo, etc. are tested and good, you may want to know or control how GNU filters its moves to analyze and how many. </p><div class="mediaobject" align="center"><img src="images/e613071.png" align="middle" /></div><p>If you are playing Expert level (this is what GGRaccoon is set at) or another 0-ply setting, the Move Filter settings will not change a thing, as Expert level automatically examines all moves. At Supremo level, this changes though, as it takes a selection of the best moves from 0-ply and examines them at 2-ply. This means that for those selected moves it will calculate all the possibilities 2 plies ahead and evaluate them, allowing it to find better moves. Since Supremo is a 2-ply setting, we are only interested in the 2-ply settings of Large as in the figure above. 3-ply or 4-ply settings will have no effect here because Supremo doesn't examine at that depth. </p><p>In the figure above, we can see it first will Always accept 0 moves. This first line means that it won't force any moves to be analyzed at 2-ply, it will only analyze moves according to the second line. If it had said it would always analyze 2 moves, this would mean that no matter how ridiculously bad the 2nd move was compared to the 1st, it would analyze both at 2-ply. </p><p>The second line says it will Add extra 16 moves within 0.320. This means that provided they aren't more than 0.320 equity worse than the top move, it will select a maximum of 16 moves to analyze at 2-ply. For example, in the diagram below</p><div class="mediaobject" align="center"><img src="images/m4149eeab.png" align="middle" /></div><p>the 2nd best move is no less than 0.453 equity worse than the top choice, so it didn't bother analyzing them at 2-ply as it is unlikely to change its mind on what the best move is. </p><p>Take a look at the figure below now:</p><div class="mediaobject" align="center"><img src="images/m4ed24f10.png" align="middle" /></div><p>Here, the exact same settings were maintained, but the 1-ply filter was activated. This just means that those 16 moves selected from the 0-ply are sent instead to be analyzed at 1-ply, and then up to 5 moves from 1-ply will be sent to be analyzed at 2-ply. So this would actually be faster than the previous setting (and weaker), since a maximum of only 5 moves would be analyzed at 2-ply depth.</p><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>Feel free to experiment with the settings, as you can always reset them by simply choosing one of the level presets. One setting change I'd recommend is that of the 4-ply. The default setting only considers 2 moves if they are within 0.040 equity of each other. While I trust the program's analysis, there is often more than one move within that range, and I wouldn't want it to miss analyzing one because it is instructed to only look at two moves. I set the filter as in the diagram below: </p></div><div class="mediaobject" align="center"><img src="images/4bd6c15f.png" align="middle" /></div><p>Before going any further, do not forget to click on Save settings at the bottom of the Settings menu. You must do this every time you make changes you wish the program to remember the next time you load it.</p></div></div><div class="sect2" title="Playing options and Tutor"><div class="titlepage"><div><div><h3 class="title"><a id="Playing_options_and_Tutor"></a>Playing options and Tutor</h3></div></div></div><p>In the Settings menu, select Options, and a small window opens. Here, you can activate automatic bear-off (it will automatically take off the most checkers if it can sparing you the effort of playing obvious moves), choose the equity table to be used (Woolsey's, Snowie's, etc.), select Nackgammon, choose to play with manual dice (you play with your own personal dice instead of the computer's) AND a great teaching tool: the Tutor Mode.</p><p>When activated, the Tutor mode has GNU analyzing your moves and/or cube decisions and comparing them with its choices. You set the threshold for its alerts, so if you set it for bad, it will only warn you when you make a bad mistake. It will then allow you to re-examine your choice, go right ahead with it, or provide a <span class="emphasis"><em>hint</em></span> essentially showing you its analysis. </p><div class="mediaobject" align="center"><img src="images/58c77df2.png" align="middle" /></div><p>My personal choices are to set the limit to bad, and to set the Tutor decisions as Same as Analysis. </p><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>Before going any further, do not forget to click on Save settings at the bottom of the Settings menu. You must do this every time you make changes you wish the program to remember the next time you load it.</p></div></div><div class="sect2" title="Backgammon variations"><div class="titlepage"><div><div><h3 class="title"><a id="Backgammon_variations"></a>Backgammon variations</h3></div></div></div><p>Backgammon has a number of variations, some of which are quite popular on the servers. The main ones are Nackgammon and Hypergammon, both of which are supported by the program, as well as an Eastern variation of the rules not allowing more than 5 checkers on a single point. GNU is also capable of directly importing and recognizing Nackgammon and Hypergammon games played on the servers for analysis.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Nackgammon &#8211; This variation of backgammon conceived by Nick "Nack" Ballard has two checkers removed from the 6 and 13 points and places them in the opponent's board to form a second anchor. Play follows standard backgammon rules and games are naturally longer. It is considered a more strategic struggle, with luck influencing less than normal backgammon. To play a game of Nackgammon against the program, go to the Settings menu and then select Options.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/m68ad25e2.png" align="middle" /></div><p>Under the tab Game, select Standard backgammon with Nackgammon starting position. This way it will set up a game of Nackgammon instead of normal backgammon.</p><p>Hypergammon &#8211; Hypergammon is a very different game, though it too follows the standard rules of backgammon. In it, each player starts with only 3 checkers in the opponent's board and must of course cross the board and bear them off as in normal backgammon. To play Hypergammon in GNU you must first build the Hypergammon databases using the tool makehyper.exe or you can download the bases <a class="ulink" href="ftp://ftp.demon.nl/pub/Demon/games/gnubg/databases/hyper" target="_top">here</a>.</p></div></div><div class="sect1" title="Advanced Playing Information"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Advanced_Playing_Information"></a>Advanced Playing Information</h2></div></div></div><p>For players seeking more advanced information on the position, GNU also provides information on the Match Equity Table (MET), race theory (Kleinman count, Thorp count), a powerful Market Window/Gammon value viewer, and a new tool called the Temperature Map courtesy of <a class="ulink" href="http://www46.pair.com/sengoku/TempMap/English/TempMap.html" target="_top">Sho Sengoku</a>.</p><div class="sect2" title="Match Equity Table"><div class="titlepage"><div><div><h3 class="title"><a id="Match_Equity_Table"></a>Match Equity Table</h3></div></div></div><p>The Match Equity Table can be viewed at any moment by entering the Analyze menu and selecting Match Equity Table. There you will see table values including Pre-Crawford and Post-Crawford scores. The table used by GNU is by no means imposed, and you can select any of a number of provided ones, including the Snowie MET, Woolsey's, Jacob and Trice's, etc. by selecting Load Table. </p><div class="mediaobject" align="center"><img src="images/33d3487.png" align="middle" /></div><p>In the window that opens, enter the met directory on the right, and then on the right choose the table you want. The tables all end with the .XML extension, so to select the Jacobs and Trice table, choose jacobs.xml. Again, don't forget to save the settings (<span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Save Settings</span>) otherwise it won't remember your choice of table the next time you use the program. </p><div class="informaltable"><table border="1"><colgroup><col /></colgroup><tbody><tr><td>
<p>Match Equity Tables</p>
- <p>The use and knowledge of Match Equity Tables, or METs, in match play is well understood by experienced players. If 25% is the limit to take a double in a money game, ignoring cube revig, in a match this changes enormously according to score. The most famous and popular MET is probably that by Kit Woolsey and Hal Heinrich. However, quite a number have been developed by notable players and researchers, each seeking to get a little closer to playing perfection. GNU allows you to select the MET of your choice, and also includes several you may not be familiar with, with mysterious names such as g11 or Mec26. The first thing to realize is that the Woolsey/Heinrich table is based on a 20% gammon rate, and the bots have clearly shown by today that a more appropriate gammon rate is around 26%. Both the g11 and Mec26 tables use such a rate, though g11 is probably even more precise, as the values up to an 11-point match were generated from extensive rollouts by the program, and the scores above refer to the Mec26 table. For an expert opinion on the subject, allow me to refer to <a class="ulink" href="http://www.chicagopoint.com/abtalltime.html" target="_top">Neil Kazaross</a>, who wrote a <a class="ulink" href="http://www.bkgm.com/rgb/rgb.cgi?view+1187" target="_top">post</a> on this at the <a class="ulink" href="http://www.gammonline.com/" target="_top">GammonLine</a> forum.</p>
- </td></tr></tbody></table></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Kleinman_and_Thorp_counts"></a>Kleinman and Thorp counts</h3></div></div></div><p>If the game situation is a race, one can look up what the Kleinman count or Thorp count has to say about it.</p><div class="mediaobject" align="center"><img src="images/ff1f1de.png" align="middle" /></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Market_Window_Gammon_value"></a>Market Window/Gammon value</h3></div></div></div><p>GNU offers a powerful Market Window/Gammon values tool (<span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Market Window</span>) to the advanced or aspiring player. This tool will answer all questions on a position's take point, double point, etc. for both players at any match situation, including side-by-side dead-cube/live-cube scores. If you wish to see how other match scores would affect the figures, you can simply use the arrows, and you can change the cube value. And if it is a money game, then the respective double, beaver, raccoon, redouble values will be shown instead.</p><div class="mediaobject" align="center"><img src="images/234924dc.png" align="middle" /></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Temperature_Map"></a>Temperature Map</h3></div></div></div><p>Sho Sengoku conceived and developed the idea of the <a class="ulink" href="http://www46.pair.com/sengoku/TempMap/English/TempMap.html" target="_top">Temperature Map</a>, which is now available to GNU users. Essentially what it does is allow you to see the possible consequences of a move or cube decision in a visual manner. It is available in the Analysis pane, and in the Hint window. The best way to understand this is to give an example. </p><div class="mediaobject" align="center"><img src="images/3658e0e8.png" align="middle" /></div><p>Commenting on the position above, as can be seen in the Hint window below, GNU says that running off the anchor with 20/14 would lose 0.064 equity compared to the best move 6/5 6/1. </p><div class="mediaobject" align="center"><img src="images/m2759b1ca.png" align="middle" /></div><p>It explains this to us through its estimated percentages of wins and losses, but even trusting the numbers, it is sometimes difficult for a player to see why one is worse than the other. This is a classic "pay now, pay later" situation, ideally suited for the Temperature Map. To see it I highlight the moves I want to compare, and then press the Temp. Map button. To select more than one move, keep the Ctrl key pressed and click on the moves you want to examine. Here is what it shows me:</p><div class="mediaobject" align="center"><img src="images/2e6307ae.png" align="middle" /></div><p>The whiter the squares the worse the roll would be for me, and the darker the red, the better. We can see that after 20/14 there would be a number of possible rolls that would lead to disastrous situations compared to the ugly, but necessary 6/5 6/1. </p><p>If for example, you wanted to see why a certain roll, flagged with a white square, plays worse, you can click on Show best move, and the best move after each roll will appear in the corresponding square. Likewise, checking Show equities would show the resulting equities of each case scenario.</p><p>The Temperature Map is also available for cube decisions. Why cube decisions you might ask? The reason is that it allows you to see the volatility of the position, and would thus allow you to see quickly and easily the potential market losers of a position. You can set the depth of the analysis as seen at the bottom of the figure above, but be warned that even a 2-ply analysis of all the possibilities can take some time.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Importing_and_Exporting_games"></a>Importing and Exporting games</h2></div></div></div><p>GNU allows users to import matches from a variety of formats, including the Jellyfish formats, the FIBS oldmoves format, the Snowie GamesGrid format (.sgg), the TrueMoneyGames format (.tmg), and even Snowie's Standard Text Format among others. It also allows you to export your games and positions into the Jellyfish format (.mat), HTML (including easily customizable graphics), a readable text format with diagrams (.txt), and even a PDF document. If you'd like to share a position and some analysis in text format, you can have GNU send this directly to the Windows clipboard for pasting.</p><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Importing_games"></a>Importing games</h3></div></div></div><p>Since many players who play online will want to make use of this to analyze their matches, or at the very least see how they did, below are step-by-step instructions on how to do this whether you play at <a class="ulink" href="http://www.fibs.com/" target="_top">FIBS</a>, <a class="ulink" href="http://www.gamesgrid.com/" target="_top">GamesGrid</a>, or <a class="ulink" href="http://www.truemoneygames.com/" target="_top">TrueMoneyGames</a>. Essentially, you just want to save the games in a format that GNU can read and then import them.</p><p>To import a match or position, just press the <img src="images/m46788d89.png" /> button on the toolbar. Then select the type of file you wish to import, locate the file, and that's that.</p><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>For those who take online classes, please note that it imports the commentary saved on a move-by-move basis at GamesGrid, so you can see comments in the annotation window when going over the moves. I tested this with an online class and it was all there, neatly saved at every move.</p></div><div class="mediaobject" align="center"><img src="images/m6e43baca.png" align="middle" /></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="FIBS_-_Importing_and_analyzing"></a>FIBS - Importing and analyzing</h3></div></div></div><p>These instructions are for use with <a class="ulink" href="http://www.fibs.com/~cthulhu/" target="_top">JavaFIBS</a>, my preferred FIBS client.</p><div class="orderedlist"><ol type="1"><li><p>After your match or game is finished, in the JavaFIBS client, go to the Tools menu and select Match Converter.</p></li><li><p>In the window that opens, click on the match you want to analyze, and press the Convert button. I'd recommend deleting the match after this (pressing the Delete button) so the list doesn't grow too big.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/m5878543.png" align="middle" /></div><div class="orderedlist"><ol type="1"><li><p>Open the program, enter the File menu, select Import, and then choose .mat match.</p></li><li><p>Locate the match and import it. You'll find it in the main JavaFIBS directory, in the subdirectory Match and then Jellyfish. See the <a class="xref" href="#remember" title="Tip">remember</a> below to avoid having to do this everytime.</p></li><li><p>Go to the Analyze menu and select Analyze match. See <a class="xref" href="#Analyzing_matches" title="Analyzing matches">Analyzing matches</a> to learn how to change the analysis settings.</p></li></ol></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="GamesGrid___Importing_and_analyzing"></a>GamesGrid &#8211; Importing and analyzing</h3></div></div></div><div class="orderedlist"><ol type="1"><li><p>When playing or watching a match at Gamesgrid, be certain to activate the Record button <img src="images/m2c37a1e7.png" /> so it will save the game when you are done.</p></li><li><p>In the save game window, change the format to be saved to Gamesgrid Snowie Match (.sgg) and then press Save.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/m93f2ca3.png" align="middle" /></div><div class="orderedlist"><ol type="1"><li><p>Open the program, enter the File menu, select Import, and then choose Gamesgrid .sgg match.</p></li><li><p>Locate the match and import it. You'll probably find it in the Gamesgrid directory in a subdirectory called SaveGame. See the <a class="xref" href="#remember" title="Tip">remember</a> below to avoid having to do this everytime.</p></li><li><p>Go to the Analyze menu and select Analyze match. See <a class="xref" href="#Analyzing_matches" title="Analyzing matches">Analyzing matches</a> to learn how to change the analysis settings.</p></li></ol></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="TrueMoneyGames___Importing_and_Analyzing"></a>TrueMoneyGames &#8211; Importing and Analyzing</h3></div></div></div><div class="orderedlist"><ol type="1"><li><p>I'd first suggest changing the option in the TrueMoneyGames client so that it always saves matches by default. Note that you cannot save a match that you are only watching. After opening the program, go to the Tools menu and select Options. In the window that opens, click on the Table tab at the top and then set the options as in the figure below.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/16d7944c.png" align="middle" /></div><div class="orderedlist"><ol type="1"><li><p>After saving your game or match, open the program, enter the File menu, select Import, and then choose TrueMoneyGames .tmg match.</p></li><li><p>Locate the match and import it. You'll probably find it in the TrueMoneyGames directory, called TMG, in a subdirectory called SavedGames. See the <a class="xref" href="#remember" title="Tip">remember</a>" below to avoid having to do this everytime.</p></li><li><p>Go to the Analyze menu and select Analyze match. See <a class="xref" href="#Analyzing_matches" title="Analyzing matches">Analyzing matches</a> to learn how to change the analysis settings. </p></li></ol></div><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title"><a id="remember"></a>Tip</h3><p>You can have GNU always remember where to get or save a specific file format. For example, to have it remember where to import your matches from Gamesgrid go to File, then Import, and then Gamesgrid .sgg match. In the window that opens, first go to the directory where the matches are saved, but before opening the file, press the Set As Default button at the top. After this, save your settings (<span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Save Settings</span>) and GNU will remember where to find your Gamesgrid matches. You can set GNU to remember different directories for each and every type of file format.</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Exporting_games_positions"></a>Exporting games/positions</h3></div></div></div><p>GNU allows users to Export their games and matches into a variety of formats such as the Jellyfish formats, text format, not to mention PDF, LaTex, PostScript, and even HTML. Note that when exporting to these formats you get the moves, diagrams at each move, the analysis, and even the game/match statistics. In text format you'll see the boards in ASCII art, and in PDF, you'll literally get an instant e-book of the match. It also can export board positions and Gammonline HTML to the Windows clipboard for easy pasting.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Windows_Clipboard_export"></a>Windows Clipboard export</h3></div></div></div><div class="orderedlist"><ol type="1"><li><p>Text export - If you want to share a position and analysis with someone via e-mail or a bulletin board, you can save it to a text file and then recopy the contents, but there is a simpler way. When the position is on the board, go to the Edit menu and select Copy as and the Position as ASCII.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/2d9edbab.png" align="middle" /></div><p>Now all you need to do is paste it wherever you like using the Paste command from the menu or the Windows shortcut Ctrl-V (or Shift-Ins) and get something like this:</p><div class="informalexample"><pre class="screen">
+ <p>The use and knowledge of Match Equity Tables, or METs, in match play is well understood by experienced players. If 25% is the limit to take a double in a money game, ignoring cube revig, in a match this changes enormously according to score. The most famous and popular MET is probably that by Kit Woolsey and Hal Heinrich. However, quite a number have been developed by notable players and researchers, each seeking to get a little closer to playing perfection. GNU allows you to select the MET of your choice, and also includes several you may not be familiar with, with mysterious names such as g11 or mec26. The first thing to realize is that the Woolsey/Heinrich table is based on a 20% gammon rate, and the bots have clearly shown by today that a more appropriate gammon rate is around 26-27%. Both the Rockwell-Kazaross, g11 and mec26 tables use such a rate, though Rockwell-Kazaross is probably the most precise, as the values up to a 15-point match were generated from extensive 2-ply rollouts by the program. For an expert opinion on the subject, allow me to refer to <a class="ulink" href="http://www.chicagopoint.com/abtalltime.html" target="_top">Neil Kazaross</a>, who wrote a <a class="ulink" href="http://www.bkgm.com/rgb/rgb.cgi?view+1187" target="_top">post</a> on this at the <a class="ulink" href="http://www.gammonline.com/" target="_top">GammonLine</a> forum.</p>
+ </td></tr></tbody></table></div></div><div class="sect2" title="Kleinman and Thorp counts"><div class="titlepage"><div><div><h3 class="title"><a id="Kleinman_and_Thorp_counts"></a>Kleinman and Thorp counts</h3></div></div></div><p>If the game situation is a race, one can look up what the Kleinman count or Thorp count has to say about it.</p><div class="mediaobject" align="center"><img src="images/ff1f1de.png" align="middle" /></div></div><div class="sect2" title="Market Window/Gammon value"><div class="titlepage"><div><div><h3 class="title"><a id="Market_Window_Gammon_value"></a>Market Window/Gammon value</h3></div></div></div><p>GNU offers a powerful Market Window/Gammon values tool (<span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Market Window</span>) to the advanced or aspiring player. This tool will answer all questions on a position's take point, double point, etc. for both players at any match situation, including side-by-side dead-cube/live-cube scores. If you wish to see how other match scores would affect the figures, you can simply use the arrows, and you can change the cube value. And if it is a money game, then the respective double, beaver, raccoon, redouble values will be shown instead.</p><div class="mediaobject" align="center"><img src="images/234924dc.png" align="middle" /></div></div><div class="sect2" title="Temperature Map"><div class="titlepage"><div><div><h3 class="title"><a id="Temperature_Map"></a>Temperature Map</h3></div></div></div><p>Sho Sengoku conceived and developed the idea of the <a class="ulink" href="http://www46.pair.com/sengoku/TempMap/English/TempMap.html" target="_top">Temperature Map</a>, which is now available to GNU users. Essentially what it does is allow you to see the possible consequences of a move or cube decision in a visual manner. It is available in the Analysis pane, and in the Hint window. The best way to understand this is to give an example. </p><div class="mediaobject" align="center"><img src="images/3658e0e8.png" align="middle" /></div><p>Commenting on the position above, as can be seen in the Hint window below, GNU says that running off the anchor with 20/14 would lose 0.064 equity compared to the best move 6/5 6/1. </p><div class="mediaobject" align="center"><img src="images/m2759b1ca.png" align="middle" /></div><p>It explains this to us through its estimated percentages of wins and losses, but even trusting the numbers, it is sometimes difficult for a player to see why one is worse than the other. This is a classic "pay now, pay later" situation, ideally suited for the Temperature Map. To see it I highlight the moves I want to compare, and then press the Temp. Map button. To select more than one move, keep the Ctrl key pressed and click on the moves you want to examine. Here is what it shows me:</p><div class="mediaobject" align="center"><img src="images/2e6307ae.png" align="middle" /></div><p>The whiter the squares the worse the roll would be for me, and the darker the red, the better. We can see that after 20/14 there would be a number of possible rolls that would lead to disastrous situations compared to the ugly, but necessary 6/5 6/1. </p><p>If for example, you wanted to see why a certain roll, flagged with a white square, plays worse, you can click on Show best move, and the best move after each roll will appear in the corresponding square. Likewise, checking Show equities would show the resulting equities of each case scenario.</p><p>The Temperature Map is also available for cube decisions. Why cube decisions you might ask? The reason is that it allows you to see the volatility of the position, and would thus allow you to see quickly and easily the potential market losers of a position. You can set the depth of the analysis as seen at the bottom of the figure above, but be warned that even a 2-ply analysis of all the possibilities can take some time.</p></div></div><div class="sect1" title="Importing and Exporting games"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Importing_and_Exporting_games"></a>Importing and Exporting games</h2></div></div></div><p>GNU allows users to import matches from a variety of formats, including the Jellyfish formats, the FIBS oldmoves format, the Snowie GamesGrid format (.sgg), the TrueMoneyGames format (.tmg), and even Snowie's Standard Text Format among others. It also allows you to export your games and positions into the Jellyfish format (.mat), HTML (including easily customizable graphics), a readable text format with diagrams (.txt), and even a PDF document. If you'd like to share a position and some analysis in text format, you can have GNU send this directly to the Windows clipboard for pasting.</p><div class="sect2" title="Importing games"><div class="titlepage"><div><div><h3 class="title"><a id="Importing_games"></a>Importing games</h3></div></div></div><p>Since many players who play online will want to make use of this to analyze their matches, or at the very least see how they did, below are step-by-step instructions on how to do this whether you play at <a class="ulink" href="http://www.fibs.com/" target="_top">FIBS</a>, <a class="ulink" href="http://www.gamesgrid.com/" target="_top">GamesGrid</a>, or <a class="ulink" href="http://www.truemoneygames.com/" target="_top">TrueMoneyGames</a>. Essentially, you just want to save the games in a format that GNU can read and then import them.</p><p>To import a match or position, just press the <img src="images/m46788d89.png" /> button on the toolbar. Then select the type of file you wish to import, locate the file, and that's that.</p><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>For those who take online classes, please note that it imports the commentary saved on a move-by-move basis at GamesGrid, so you can see comments in the annotation window when going over the moves. I tested this with an online class and it was all there, neatly saved at every move.</p></div><div class="mediaobject" align="center"><img src="images/m6e43baca.png" align="middle" /></div></div><div class="sect2" title="FIBS - Importing and analyzing"><div class="titlepage"><div><div><h3 class="title"><a id="FIBS_-_Importing_and_analyzing"></a>FIBS - Importing and analyzing</h3></div></div></div><p>These instructions are for use with <a class="ulink" href="http://www.fibs.com/~cthulhu/" target="_top">JavaFIBS</a>, my preferred FIBS client.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>After your match or game is finished, in the JavaFIBS client, go to the Tools menu and select Match Converter.</p></li><li class="listitem"><p>In the window that opens, click on the match you want to analyze, and press the Convert button. I'd recommend deleting the match after this (pressing the Delete button) so the list doesn't grow too big.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/m5878543.png" align="middle" /></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Open the program, enter the File menu, select Import, and then choose .mat match.</p></li><li class="listitem"><p>Locate the match and import it. You'll find it in the main JavaFIBS directory, in the subdirectory Match and then Jellyfish. See the <a class="xref" href="#remember" title="Tip">remember</a> below to avoid having to do this everytime.</p></li><li class="listitem"><p>Go to the Analyze menu and select Analyze match. See <a class="xref" href="#Analyzing_matches" title="Analyzing matches">Analyzing matches</a> to learn how to change the analysis settings.</p></li></ol></div></div><div class="sect2" title="GamesGrid &#8211; Importing and analyzing"><div class="titlepage"><div><div><h3 class="title"><a id="GamesGrid___Importing_and_analyzing"></a>GamesGrid &#8211; Importing and analyzing</h3></div></div></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>When playing or watching a match at Gamesgrid, be certain to activate the Record button <img src="images/m2c37a1e7.png" /> so it will save the game when you are done.</p></li><li class="listitem"><p>In the save game window, change the format to be saved to Gamesgrid Snowie Match (.sgg) and then press Save.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/m93f2ca3.png" align="middle" /></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Open the program, enter the File menu, select Import, and then choose Gamesgrid .sgg match.</p></li><li class="listitem"><p>Locate the match and import it. You'll probably find it in the Gamesgrid directory in a subdirectory called SaveGame. See the <a class="xref" href="#remember" title="Tip">remember</a> below to avoid having to do this everytime.</p></li><li class="listitem"><p>Go to the Analyze menu and select Analyze match. See <a class="xref" href="#Analyzing_matches" title="Analyzing matches">Analyzing matches</a> to learn how to change the analysis settings.</p></li></ol></div></div><div class="sect2" title="TrueMoneyGames &#8211; Importing and Analyzing"><div class="titlepage"><div><div><h3 class="title"><a id="TrueMoneyGames___Importing_and_Analyzing"></a>TrueMoneyGames &#8211; Importing and Analyzing</h3></div></div></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>I'd first suggest changing the option in the TrueMoneyGames client so that it always saves matches by default. Note that you cannot save a match that you are only watching. After opening the program, go to the Tools menu and select Options. In the window that opens, click on the Table tab at the top and then set the options as in the figure below.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/16d7944c.png" align="middle" /></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>After saving your game or match, open the program, enter the File menu, select Import, and then choose TrueMoneyGames .tmg match.</p></li><li class="listitem"><p>Locate the match and import it. You'll probably find it in the TrueMoneyGames directory, called TMG, in a subdirectory called SavedGames. See the <a class="xref" href="#remember" title="Tip">remember</a>" below to avoid having to do this everytime.</p></li><li class="listitem"><p>Go to the Analyze menu and select Analyze match. See <a class="xref" href="#Analyzing_matches" title="Analyzing matches">Analyzing matches</a> to learn how to change the analysis settings. </p></li></ol></div><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title"><a id="remember"></a>Tip</h3><p>You can have GNU always remember where to get or save a specific file format. For example, to have it remember where to import your matches from Gamesgrid go to File, then Import, and then Gamesgrid .sgg match. In the window that opens, first go to the directory where the matches are saved, but before opening the file, press the Set As Default button at the top. After this, save your settings (<span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Save Settings</span>) and GNU will remember where to find your Gamesgrid matches. You can set GNU to remember different directories for each and every type of file format.</p></div></div><div class="sect2" title="Exporting games/positions"><div class="titlepage"><div><div><h3 class="title"><a id="Exporting_games_positions"></a>Exporting games/positions</h3></div></div></div><p>GNU allows users to Export their games and matches into a variety of formats such as the Jellyfish formats, text format, not to mention PDF, LaTex, PostScript, and even HTML. Note that when exporting to these formats you get the moves, diagrams at each move, the analysis, and even the game/match statistics. In text format you'll see the boards in ASCII art, and in PDF, you'll literally get an instant e-book of the match. It also can export board positions and Gammonline HTML to the Windows clipboard for easy pasting.</p></div><div class="sect2" title="Windows Clipboard export"><div class="titlepage"><div><div><h3 class="title"><a id="Windows_Clipboard_export"></a>Windows Clipboard export</h3></div></div></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Text export - If you want to share a position and analysis with someone via e-mail or a bulletin board, you can save it to a text file and then recopy the contents, but there is a simpler way. When the position is on the board, go to the Edit menu and select Copy as and the Position as ASCII.</p></li></ol></div><div class="mediaobject" align="center"><img src="images/2d9edbab.png" align="middle" /></div><p>Now all you need to do is paste it wherever you like using the Paste command from the menu or the Windows shortcut Ctrl-V (or Shift-Ins) and get something like this:</p><div class="informalexample"><pre class="screen">
GNU Backgammon Position ID: sGfwGQDg28EBBg
Match ID : cAlvATAAIAAA
+13-14-15-16-17-18------19-20-21-22-23-24-+ O: Kit Woolsey
@@ -37,9 +37,9 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
| O O X X | | X | Rolled 63
| O O X X | | X | 4 points
+12-11-10--9--8--7-------6--5--4--3--2--1-+ X: Gammonline Readers
- </pre></div><p>If the diagram comes out bad, it is probably because of the font. To fix it to look like the above, highlight the text of the diagram and change the font to Courier New and the size to 9 or 10.</p><p>To paste the analysis of the position, look at the analysis in either the Annotation window or the Hint window, highlight the moves, and press the Copy button. Then paste it just like the diagram.</p><div class="orderedlist"><ol type="1"><li><p>Gammonline HTML export &#8211; If you are a <a class="ulink" href="http://www.gammonline.com/" target="_top">GammonLine</a> subscriber, enjoy the GammonLine forum, and would like to share an interesting position, you can also make use of the GammonLine board images as seen in pretty much every article available, AND publish the analysis in elegant HTML. To do this go to the Edit menu, select Copy as, and then GammOnLine (HTML). </p></li></ol></div><div class="mediaobject" align="center"><img src="images/60df14d2.png" align="middle" /></div><p>Now go to the text body in the forum and paste it with Ctrl-V (or Shift-Ins). This will work even if the analysis is only in the Hint window.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="PNG_Image_export"></a>PNG Image export</h3></div></div></div><p>You may also wish to simply save the board position as an image file that you can add to a Word document or HTML document for example. To do so, go to the File menu and select Export, then Position, and PNG. Be careful to add .PNG to the name when saving the image. The board image saved will use the color scheme currently being used. If you wish a different color scheme, change the design (for more info see Appearance|boards). You can also change the size of the image that is created by entering the Settings menu, then Export, and at the bottom right of the window that opens, set the size you want.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="HTML_export"></a>HTML export</h3></div></div></div><p>GNU is capable of creating elegant HTML files so that you can publish your games on the web. It will create them exactly according to your specifications, including the number of moves, what it analyzed, the board design of your choice, and even the match/game statistics. Here is a sample of what it looks like:</p><p>Move number 3: mamabear to play 31</p><p>
+ </pre></div><p>If the diagram comes out bad, it is probably because of the font. To fix it to look like the above, highlight the text of the diagram and change the font to Courier New and the size to 9 or 10.</p><p>To paste the analysis of the position, look at the analysis in either the Annotation window or the Hint window, highlight the moves, and press the Copy button. Then paste it just like the diagram.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Gammonline HTML export &#8211; If you are a <a class="ulink" href="http://www.gammonline.com/" target="_top">GammonLine</a> subscriber, enjoy the GammonLine forum, and would like to share an interesting position, you can also make use of the GammonLine board images as seen in pretty much every article available, AND publish the analysis in elegant HTML. To do this go to the Edit menu, select Copy as, and then GammOnLine (HTML). </p></li></ol></div><div class="mediaobject" align="center"><img src="images/60df14d2.png" align="middle" /></div><p>Now go to the text body in the forum and paste it with Ctrl-V (or Shift-Ins). This will work even if the analysis is only in the Hint window.</p></div><div class="sect2" title="PNG Image export"><div class="titlepage"><div><div><h3 class="title"><a id="PNG_Image_export"></a>PNG Image export</h3></div></div></div><p>You may also wish to simply save the board position as an image file that you can add to a Word document or HTML document for example. To do so, go to the File menu and select Export, then Position, and PNG. Be careful to add .PNG to the name when saving the image. The board image saved will use the color scheme currently being used. If you wish a different color scheme, change the design (for more info see Appearance|boards). You can also change the size of the image that is created by entering the Settings menu, then Export, and at the bottom right of the window that opens, set the size you want.</p></div><div class="sect2" title="HTML export"><div class="titlepage"><div><div><h3 class="title"><a id="HTML_export"></a>HTML export</h3></div></div></div><p>GNU is capable of creating elegant HTML files so that you can publish your games on the web. It will create them exactly according to your specifications, including the number of moves, what it analyzed, the board design of your choice, and even the match/game statistics. Here is a sample of what it looks like:</p><p>Move number 3: mamabear to play 31</p><p>
<img src="images/20d56757.png" />
- </p><p>Position ID: 0HPhATDg2+ABMA Match ID: MIHlAEAAAAAAPip counts: mamabear 160, KitWoolsey 162</p><p>*mamabear moves 24/20*</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /></colgroup><tbody><tr><td> <p>#</p> </td><td> <p>Ply</p> </td><td> <p>Move</p> </td><td> <p>Equity</p> </td></tr><tr><td> <p>*1</p> </td><td> <p>2</p> </td><td> <p>24/20*</p> </td><td> <p>+0.206</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>60.6% 21.1% 1.7% - 39.4% 8.9% 0.2%</p> </td></tr><tr><td> <p>2</p> </td><td> <p>2</p> </td><td> <p>8/5 6/5</p> </td><td> <p>-0.067 ( -0.272)</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>55.2% 18.1% 1.1% - 44.8% 13.8% 0.6%</p> </td></tr><tr><td> <p>3</p> </td><td> <p>0</p> </td><td> <p>24/23 13/10</p> </td><td> <p>-0.244 ( -0.449)</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>50.2% 15.1% 0.9% - 49.8% 15.1% 0.6%</p> </td></tr><tr><td> <p>4</p> </td><td> <p>0</p> </td><td> <p>24/23 24/21</p> </td><td> <p>-0.256 ( -0.462)</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>49.8% 13.6% 0.8% - 50.2% 14.8% 0.4%</p> </td></tr><tr><td> <p>5</p> </td><td> <p>0</p> </td><td> <p>24/21 6/5</p> </td><td> <p>-0.285 ( -0.491)</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>49.7% 14.4% 1.0% - 50.3% 16.5% 0.7%</p> </td></tr></tbody></table></div><p>To set all the settings as you'd like, you need to go to the Settings and then select Export. There you can choose, down to the smallest details, what it will display and how. The <span class="emphasis"><em>how</em></span> concerns the images used to produce board positions. This is chosen at the bottom of the window and you can choose between its own HTML images or two others, which are FIBS and BBS. </p><p>You can choose what the board in the HTML page will look like, and have it appear exactly as the board design (see <a class="xref" href="#Board_designs___2D_and_3D" title="Board designs &#8211; 2D and 3D">Board designs</a> for more on this) you are using in the program. To do so, you need to create a directory to place the images and then export them. First, go to the File menu, select Export, and then HTML Images... Find a directory to place them in, or create your own by pressing the Create Directory button at the top. I'd suggest using the default name \html-images. Now enter the directory and press the OK button. Be careful to remember the name of the directory you placed the images in, including capital letters if you used any. Now go to the Settings menu, select Export and then at the bottom select GNU Backgammon board images (circled in red below) and type the name of the directory. </p><div class="mediaobject" align="center"><img src="images/29c6aa57.png" align="middle" /></div><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>If you want to post a position in an online forum that supports HTML you can do this regardless of whether the forum itself supports the necessary images. Here's how:</p></div><p>1) First be sure the image to be exported is currently on the board, and then in the Export settings set the HTML board type to fibs2html. In the space below URL to pictures, enter <a class="ulink" href="http://fibs2html.sourceforge.net/images/" target="_top">http://fibs2html.sourceforge.net/images/</a> as shown below. Be sure to click Ok, and then Save Settings.</p><div class="mediaobject" align="center"><img src="images/m3fb550fb.png" align="middle" /></div><p>2) Go to the File menu, and select Export, then Position, and then HTML.. Save the file and then open it in Internet Explorer. In case this already sounds a bit mysterious, inside IE just go to <span class="guimenu">File</span> &#8594; <span class="guimenuitem">Open...</span> and click on Browse... Locate the HTML file you saved and open it.</p><p>3) Once you see the board and image in front of you, still in IE, go to the View menu and select Source... This will open a small window with a lot of code. Copy the entire contents to the body of the post you are writing, and the board and analysis should appear in the forum without any problems.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Analyzing_matches"></a>Analyzing matches</h2></div></div></div><p>GNU also comes with a set of functions that allow it to analyze a game or match, provide a detailed graded report, and allow you to navigate through the moves to quickly see the mistakes made.</p><p>Before starting, you'll want to configure the settings first, though this will only need to be done once. Go to Settings and select Analysis. A fairly large window will open, allowing you to play with as many settings as you could want. This is also where you set the thresholds for the Tutor mode (dubious, bad, etc.). Feel free to look around, but I simply set this to analyze checker play, cube decisions, and luck, and set the level of analysis at World Class for both checker play and cube decisions. The Move limit setting is to set the maximum number of moves it will display in the Hint window and the Analysis pane.</p><div class="mediaobject" align="center"><img src="images/3b2e620f.png" align="middle" /></div><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>Once more, please do not forget to save (Settings|Save settings) after making changes in the settings, or you will be forced to change them again the next time you start the program.</p></div><p>If you just played a match at an online server, import it first, then go to the Analyze menu and select Analyze match. If you only want to analyze a specific game, open it and then select Analyze game. Once started, you will see a bar in the bottom right corner showing the progress made in both the number of moves and percentage completed.</p></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Analysis_Results_and_Grade"></a>Analysis Results and Grade</h2></div></div></div><p>Once GNU has finished analyzing your games, you'll want to see the report and then go over the bloopers. In the Analyze menu, select Match statistics, and a window will open. Feel free to resize it (clicking and dragging the edges) to show more information. It will show you the results of both players side by side, allowing you to quickly compare notes. </p><div class="mediaobject" align="center"><img src="images/m3fd7ee24.png" align="middle" /></div><p>You can click on the tabs at the top see the detailed information on how you did specifically in checker play, cubes, and even how luck or unlucky you were, and see the individual grades for each area. </p><p>If you right-click on the information, you will have the choice to copy it or all the pages into the Windows clipboard, that you can paste wherever you like. </p><p>It is very revealing when you see a very different evaluation of your checker play as opposed to your cube decisions. Another feature (in my opinion) is that GNU only grades your checker play according to non-forced moves, contrary to Snowie which grades while including moves that were spent on the bar or that were forced. In other words, if you played 50 moves but 10 of those were spent on the bar (you can hardly make a mistake if you can't play), then GNU will average your error rate according to the 40 unforced moves. You can save these results with the match (<span class="guimenu">File</span> &#8594; <span class="guisubmenu">Save</span> &#8594; <span class="guimenuitem">Match</span>), so that you can see the analysis at anytime without having to redo it. If you are used to Snowie's grade system, or would like to compare them, you will see the equivalent Snowie grade at the top.</p><p>GNU can be quite tough on the grades, much harder than Snowie 4, so an Advanced grade in GNU could easily be an Expert or World Class grade in Snowie 4. Below are the limits of each grade:</p><p>Snowie's thresholds (to understand the Snowie rating) are:</p><div class="informaltable"><table border="1"><colgroup><col /></colgroup><tbody><tr><td>
+ </p><p>Position ID: 0HPhATDg2+ABMA Match ID: MIHlAEAAAAAAPip counts: mamabear 160, KitWoolsey 162</p><p>*mamabear moves 24/20*</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /><col class="c3" /><col class="c4" /></colgroup><tbody><tr><td> <p>#</p> </td><td> <p>Ply</p> </td><td> <p>Move</p> </td><td> <p>Equity</p> </td></tr><tr><td> <p>*1</p> </td><td> <p>2</p> </td><td> <p>24/20*</p> </td><td> <p>+0.206</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>60.6% 21.1% 1.7% - 39.4% 8.9% 0.2%</p> </td></tr><tr><td> <p>2</p> </td><td> <p>2</p> </td><td> <p>8/5 6/5</p> </td><td> <p>-0.067 ( -0.272)</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>55.2% 18.1% 1.1% - 44.8% 13.8% 0.6%</p> </td></tr><tr><td> <p>3</p> </td><td> <p>0</p> </td><td> <p>24/23 13/10</p> </td><td> <p>-0.244 ( -0.449)</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>50.2% 15.1% 0.9% - 49.8% 15.1% 0.6%</p> </td></tr><tr><td> <p>4</p> </td><td> <p>0</p> </td><td> <p>24/23 24/21</p> </td><td> <p>-0.256 ( -0.462)</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>49.8% 13.6% 0.8% - 50.2% 14.8% 0.4%</p> </td></tr><tr><td> <p>5</p> </td><td> <p>0</p> </td><td> <p>24/21 6/5</p> </td><td> <p>-0.285 ( -0.491)</p> </td></tr><tr><td> </td><td class="auto-generated"> </td><td colspan="2"> <p>49.7% 14.4% 1.0% - 50.3% 16.5% 0.7%</p> </td></tr></tbody></table></div><p>To set all the settings as you'd like, you need to go to the Settings and then select Export. There you can choose, down to the smallest details, what it will display and how. The <span class="emphasis"><em>how</em></span> concerns the images used to produce board positions. This is chosen at the bottom of the window and you can choose between its own HTML images or two others, which are FIBS and BBS. </p><p>You can choose what the board in the HTML page will look like, and have it appear exactly as the board design (see <a class="xref" href="#Board_designs___2D_and_3D" title="Board designs &#8211; 2D and 3D">Board designs</a> for more on this) you are using in the program. To do so, you need to create a directory to place the images and then export them. First, go to the File menu, select Export, and then HTML Images... Find a directory to place them in, or create your own by pressing the Create Directory button at the top. I'd suggest using the default name \html-images. Now enter the directory and press the OK button. Be careful to remember the name of the directory you placed the images in, including capital letters if you used any. Now go to the Settings menu, select Export and then at the bottom select GNU Backgammon board images (circled in red below) and type the name of the directory. </p><div class="mediaobject" align="center"><img src="images/29c6aa57.png" align="middle" /></div><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>If you want to post a position in an online forum that supports HTML you can do this regardless of whether the forum itself supports the necessary images. Here's how:</p></div><p>1) First be sure the image to be exported is currently on the board, and then in the Export settings set the HTML board type to fibs2html. In the space below URL to pictures, enter <a class="ulink" href="http://fibs2html.sourceforge.net/images/" target="_top">http://fibs2html.sourceforge.net/images/</a> as shown below. Be sure to click Ok, and then Save Settings.</p><div class="mediaobject" align="center"><img src="images/m3fb550fb.png" align="middle" /></div><p>2) Go to the File menu, and select Export, then Position, and then HTML.. Save the file and then open it in Internet Explorer. In case this already sounds a bit mysterious, inside IE just go to <span class="guimenu">File</span> &#8594; <span class="guimenuitem">Open...</span> and click on Browse... Locate the HTML file you saved and open it.</p><p>3) Once you see the board and image in front of you, still in IE, go to the View menu and select Source... This will open a small window with a lot of code. Copy the entire contents to the body of the post you are writing, and the board and analysis should appear in the forum without any problems.</p></div></div><div class="sect1" title="Analyzing matches"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Analyzing_matches"></a>Analyzing matches</h2></div></div></div><p>GNU also comes with a set of functions that allow it to analyze a game or match, provide a detailed graded report, and allow you to navigate through the moves to quickly see the mistakes made.</p><p>Before starting, you'll want to configure the settings first, though this will only need to be done once. Go to Settings and select Analysis. A fairly large window will open, allowing you to play with as many settings as you could want. This is also where you set the thresholds for the Tutor mode (dubious, bad, etc.). Feel free to look around, but I simply set this to analyze checker play, cube decisions, and luck, and set the level of analysis at World Class for both checker play and cube decisions. The Move limit setting is to set the maximum number of moves it will display in the Hint window and the Analysis pane.</p><div class="mediaobject" align="center"><img src="images/3b2e620f.png" align="middle" /></div><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>Once more, please do not forget to save (Settings|Save settings) after making changes in the settings, or you will be forced to change them again the next time you start the program.</p></div><p>If you just played a match at an online server, import it first, then go to the Analyze menu and select Analyze match. If you only want to analyze a specific game, open it and then select Analyze game. Once started, you will see a bar in the bottom right corner showing the progress made in both the number of moves and percentage completed.</p></div><div class="sect1" title="Analysis Results and Grade"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Analysis_Results_and_Grade"></a>Analysis Results and Grade</h2></div></div></div><p>Once GNU has finished analyzing your games, you'll want to see the report and then go over the bloopers. In the Analyze menu, select Match statistics, and a window will open. Feel free to resize it (clicking and dragging the edges) to show more information. It will show you the results of both players side by side, allowing you to quickly compare notes. </p><div class="mediaobject" align="center"><img src="images/m3fd7ee24.png" align="middle" /></div><p>You can click on the tabs at the top see the detailed information on how you did specifically in checker play, cubes, and even how luck or unlucky you were, and see the individual grades for each area. </p><p>If you right-click on the information, you will have the choice to copy it or all the pages into the Windows clipboard, that you can paste wherever you like. </p><p>It is very revealing when you see a very different evaluation of your checker play as opposed to your cube decisions. Another feature (in my opinion) is that GNU only grades your checker play according to non-forced moves, contrary to Snowie which grades while including moves that were spent on the bar or that were forced. In other words, if you played 50 moves but 10 of those were spent on the bar (you can hardly make a mistake if you can't play), then GNU will average your error rate according to the 40 unforced moves. You can save these results with the match (<span class="guimenu">File</span> &#8594; <span class="guisubmenu">Save</span> &#8594; <span class="guimenuitem">Match</span>), so that you can see the analysis at anytime without having to redo it. If you are used to Snowie's grade system, or would like to compare them, you will see the equivalent Snowie grade at the top.</p><p>GNU can be quite tough on the grades, much harder than Snowie 4, so an Advanced grade in GNU could easily be an Expert or World Class grade in Snowie 4. Below are the limits of each grade:</p><p>Snowie's thresholds (to understand the Snowie rating) are:</p><div class="informaltable"><table border="1"><colgroup><col /></colgroup><tbody><tr><td>
<p>0.0 - 1.2 : Extra-terrestrial</p>
<p>1.2 - 4.4 : World class</p>
<p>4.4 - 5.9 : Expert</p>
@@ -55,7 +55,7 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
<p>0.018 - 0.026 Casual Player </p>
<p>0.026 - 0.035 Beginner </p>
<p>0.035 - oo Awful! </p>
- </td></tr></tbody></table></div><p>GNU will also attribute an estimated Elo rating of your play based on the <a class="ulink" href="http://www.northcoast.com/~mccool/fibsrate.html" target="_top">FIBS rating system</a>, but it will only do so for match play. To know how they are derived, consult the <a class="ulink" href="http://www.cs.ubc.ca/~kvdoel/tmp/ratings/" target="_top">author's paper</a> on this.</p><p>You can also copy the results of the report to another document. To do this, click on any of the lines, then right-click with the mouse, and select either Copy Page or Copy all Pages</p><div class="mediaobject" align="center"><img src="images/34740886.png" align="middle" /></div><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>If you use a program such as Word or WordPad (avoid Notepad), the formatting will be lost when you paste it, but this is easily fixed: in the document, highlight the text, and change the font to Courier New and size to either 9 or 10. Ex:</p></div><div class="informalexample"><pre class="screen">
+ </td></tr></tbody></table></div><p>GNU will also attribute an estimated Elo rating of your play based on the <a class="ulink" href="http://www.northcoast.com/~mccool/fibsrate.html" target="_top">FIBS rating system</a>, but it will only do so for match play. To know how they are derived, consult the <a class="ulink" href="http://www.cs.ubc.ca/~kvdoel/tmp/ratings/" target="_top">author's paper</a> on this.</p><p>You can also copy the results of the report to another document. To do this, click on any of the lines, then right-click with the mouse, and select either Copy Page or Copy all Pages</p><div class="mediaobject" align="center"><img src="images/34740886.png" align="middle" /></div><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>If you use a program such as Word or WordPad (avoid Notepad), the formatting will be lost when you paste it, but this is easily fixed: in the document, highlight the text, and change the font to Courier New and size to either 9 or 10. Ex:</p></div><div class="informalexample"><pre class="screen">
Malcolm Davis Neil Kazaross
Overall Statistics:
Error rate (total) -1.421 (-12.205%) -1.121 (-10.072%)
@@ -67,12 +67,12 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
Luck based FIBS rating diff. +9.13
Error based abs. FIBS rating 1951.5 1972.1
Checkerplay errors rating loss 89.2 77.4
- </pre></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Player_Records"></a>Player Records</h2></div></div></div><p>You can keep track of the results obtained by yourself and your opponents using the Player Records. There you can store the statistics of your matches and keep records of the average results obtained such as checker play, cube decisions, and luck. It will also break down the results according to the last 20 games played, the last 100, etc.</p><div class="mediaobject" align="center"><img src="images/m7bf4f29.png" align="middle" /></div><p>To add results to an existing account, or simply create a new account in which to add the results (of course you must first have an analyzed match open), go to the Analyze menu, and select Add to Player Records and Match statistics. If the account doesn't already exist, GNU will create it automatically and add the results. If you wish to remove an account, then click on the name in the Player Records, and press the Erase button.</p></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Reviewing_moves_and_mistakes"></a>Reviewing moves and mistakes</h2></div></div></div><p>Once you have seen the results of the report, you will probably want to go over the mistakes you made. To do this, you'll need to be sure both the Game Record and the Analysis panes are visible. If you don't see them, or are unsure, go to the View menu, and activate them. </p><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Game_Record"></a>Game Record</h3></div></div></div><p>The Game Record pane is located at the top right, and will list the moves, games, and errors:</p><div class="mediaobject" align="center"><img src="images/4b13a0e7.png" align="middle" /></div><p>It always shows the last move of the last game when you open or import a match. You can navigate backwards and forwards move-by-move with the green arrows, and game-by-game with the red arrows. If you use the buttons with the question marks on the green arrows, it will go from mistake-to-mistake. The side-by-side list with colored commentary (note that you must first analyze the match or move before) allows you to quickly overview who made more mistakes in a game, and identify what mistakes and how bad they were. Remember you can set the limits of what is considered a mistake by GNU in the Analysis options in the Settings menu.</p><p>Here is a summary of what the colors and codes mean. The early versions of GNU didn't have the color coding, so they used punctuation marks, standard in chess notation, to describe the moves.</p><p>!? indicates a dubious move</p><p>? indicates a bad move, and</p><p>?? indicates a blunder</p><p>Since every move has two decisions involved, a checker play and a cube decision, one can make two mistakes in a single move, and thus see something like:</p><p>63: 24/15!???</p><p>Though it may seem like GNU got overly enthusiastic about its comments, the fact is there are two separate comments above. The first punctuation (!?) is for the checker play, and the second (??) is for the cube, so here a dubious checker play was made, and a cube decision blunder was also made.</p><p>Note that you can ignore this if you like, and stick to the color coding, as described below. If all this seems a bit disorienting at first, with a bit of practice, it will become second nature.</p><p>Green text indicates a dubious checker play</p><p>Blue text indicates a bad checker play</p><p>Red text indicates a very bad checker play</p><p>Grey background indicates a dubious cube decision</p><p>Purple background indicates a bad cube decision</p><p>Yellow background indicates a very bad cube decision</p><p>Boldface indicates a very lucky move</p><p>Italics indicates a very unlucky move</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Hint_window__Analysis_pane"></a>Hint window &amp; Analysis pane</h3></div></div></div><p>You can see the program's analysis either in the Hint window by pressing the <img src="images/m6e32590b.png" /> button on the toolbar, or in the Analysis pane after a game or move has been analyzed (see <a class="xref" href="#Analyzing_matches" title="Analyzing matches">Analyzing matches</a> above). You will see a window open showing the best to worst moves from top to bottom or an analysis of the cube decision. </p><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>GNU allows one to see the analysis in several forms, such as the GWC (Game winning chances) or MWC. In order to see it as shown below go to the Settings menu, select Options, then select the Display tab at the top. Set the last 3 choices as below:</p></div><div class="mediaobject" align="center"><img src="images/m6fc19da0.png" align="middle" /></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="Checker_play_analysis"></a>Checker play analysis</h4></div></div></div><p>A first suggestion is to go to the Settings menu, then Appearance, and in it, to the right, make sure the box for GWC as Percentage is checked. Here is what it shows for the dubious move shown above:</p><div class="mediaobject" align="center"><img src="images/m2759b1ca.png" align="middle" /></div><p>First of all, if you are new to backgammon software, and the above looks hopelessly complicated, relax, it isn't nearly that bad. Let's look at the 5th line in red, the move that was played, and figure out what it all means:</p><div class="orderedlist"><ol type="1"><li><p>Rank &#8211; As it's ranked 5th we know that GNU thinks it is only the 5th best move.</p></li><li><p>Type &#8211; It says Cubeful which means that it is taking into account the possibility that someone may double. This means that occasionally you may see several moves with an equity of -1.000 (see Equity below), despite significantly different winning percentiles, because it thinks that if they are played then the opponent will double, and you should pass. The 2-ply is the depth GNU analyzed the move.</p></li><li><p>Win - This number is the percentage the move has to win the game. Thus the move played gives the player a 29.7% chance to win (including gammons and backgammons). </p></li><li><p>W g - This number is the percentage of games that should win by at least a gammon (including backgammons). Thus you have a 0.7% of winning with a gammon or better.</p></li><li><p>W bg &#8211; This number is the percentage of games that should win by a backgammon. Thus you have a 0.0% of winning with a backgammon.</p></li><li><p>Lose &#8211; This is the percentage of losses expected. Thus one has a 70.3% chance of losing the game (including gammons and backgammons). </p></li><li><p>L g - This number is the percentage of games that should lose by at least a gammon (including backgammons). Thus 8.1% of the games will lose by a gammon or worse.</p></li><li><p>L bg - This number is the percentage of games that should end in backgammon losses. Thus 0.2% of the games will lose by a backgammon.</p></li><li><p>Equity &#8211; This is the overall evaluation of the position by the program, after considering the different win/loss percentiles, the cube position, and the match score. A 1.000 would mean that you are expected to win a point, a 0.000 would mean that it is roughly equal, and a -1.000 that you are expected to lose a point. The score shows an edge for the side that played as it says 0.137</p></li><li><p>Diff. &#8211; This is the size of the error (the difference in equity) perceived in comparison to the top move. As we can see, the top move's equity reads 0.187 and the move played only 0.137, thus equating to a -0.050 error. The thresholds of the degrees of errors are determined in the Analysis settings. </p></li><li><p>Move &#8211; This is the move being evaluated. In the case of the red line, it is the move that was played.</p></li></ol></div><p>As you can see, it shows the best moves considered, with the move actually played in red, plus the various equity scores for gammons, etc. Most players will focus on the last three, which are the total equity of the move, the difference in equity between the move played and the program's top choice, and what move is being evaluated. However, since GNU can't explain why one move is better than another, looking at the win percentage, and the respective percentages of gammon wins and gammon losses can help.</p><p>That's all nice and well for the Hint window, however the Analysis pane, if activated, will appear below the Game Record a bit differently. If you don't see it at all, be sure it is activated in the View menu. Remember also that you must first have analyzed moves or games (<span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Analyze match</span>) for it to display anything.</p><div class="mediaobject" align="center"><img src="images/5308d35c.png" align="middle" /></div><p>The organization is similar to the Hint window described above, and the information is identical. The top line of each move shows the rank, the type (depth), the equity and the move played (in boldface). The line below shows the move's winning percentages, the gammon winning chances, and the backgammon percentages, followed by the respective percentages of the opponent. See above for a detailed description.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="Cube_analysis"></a>Cube analysis</h4></div></div></div><div class="mediaobject" align="center"><img src="images/m1bd07579.png" align="middle" /></div><p>In the diagram above, you can see how its cube analysis looks like. First you will see that aside from the pure cubeless equity, it also says (Money: +0.357). The reason is that the cube analysis was from a match, where the score can completely change the value and correctness of a double or not, and GNU tells you what the equity would be if the decision were in a money game.</p><p>Below you can see the expected win/loss percentages, just as for checker play, and below that you can see the actual cube analysis. Here is what you are seeing:</p><p>1. Double, take +0.688 &#8211; This is the equity GNU estimates you will have if you double, and your opponent accepts. You will notice this is quite different from the cubeless equity at the top at +0.308. The reason is that this second equity of +0.688 takes into account the cube and power it gives. Since we know this is a match cube, the cube may have a very different value depending on how much it weighs on the match score.</p><p>2. Double, pass +1.000 +0.312 &#8211; The +1.000 is simply because if your opponent passes, you would win a single game (no gammon or backgammon) hence the +1.000 equity. Since this is considerably higher than your equity of +0.688 if he were to take, dropping the cube would be a +0.312 blunder (1000 &#8211; 688).</p><p>3. No double +0.646 -0.042 &#8211; This is what your equity would be if you didn't double. Since the equity is lower than the +0.688 you would have if you doubled and the double was accepted, not doubling would lose 0.042 (688 &#8211; 646), and would therefore be a mistake.</p><p>Proper cube action obviously represents what should be done on both sides, in other words you should double, since not doubling would be a 0.042 mistake as we saw, and your opponent should take, since dropping would be a 0.312 blunder.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="Other_analysis_functions"></a>Other analysis functions</h4></div></div></div><p>If you'd like to copy the analysis of a move(s) or cube decision to a document, highlight the moves that interest you, and press Copy. If you want to highlight more than one, keep the Ctrl key pressed while selecting the moves. Then paste it where you wish. Don't forget to change the font to Courier New size 9 or 10 if you wish to maintain the formatting.</p><p>If you'd like to see how the different moves it analyzed appear on the board, press the Show button. </p><div class="mediaobject" align="center"><img src="images/m1921b4.png" align="middle" /></div><p>Now just click on a move you want to see in the list of analyzed moves and the board will display it. To see another move, just click on it. This allows you to quickly see and compare the moves it analyzed. To exit Show mode to be able to analyze the moves or run rollouts, click on the Show button again.</p><p>You'll also note a button called the Temp. Map <img src="images/m707a2772.png" />. This is a powerful tool conceived and developed by Sho Sengoku. Please refer to the <a class="xref" href="#Temperature_Map" title="Temperature Map">Temperature Map</a> section for details.</p><p>You may also want to have GNU analyze a few select moves a bit deeper. To do this you can have it go a 3rd ply, a 4th ply, or even do a rollout. To do a 3-ply or 4-ply analysis, select the moves you want analyzed, and then press the <img src="images/m22b92249.png" /> or <img src="images/3117171e.png" />. Let's have it do a 3-ply analysis of the three moves highlighted above. Just click on the number <span class="emphasis"><em>3</em></span> and it will do a 3-ply analysis. Be a little patient as 3 plies is considerably slower than 2 plies, but it shouldn't be too long. If you want to customize the evaluator, click on the button indicated with a small red circle <img src="images/m2a94f4ab.png" />, and change the parameters you want. Now just click on the Eval button, and let it compute its results. You may also prefer to see the Match Winning Chances of the moves instead of the equity. This shows the chances of winning the match as opposed to the evaluation according to a single game. To do so, press the MWC button:</p><div class="mediaobject" align="center"><img src="images/53ce0fa6.png" align="middle" /></div><p>Here we see the results of the 2-ply analysis, displayed not only in percentiles, but in Match Winning Chances, as opposed to Game Winning Chances.</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Commenting_moves"></a>Commenting moves</h3></div></div></div><p>You can add or read text comments on moves or cube decisions. This is available through the Commentary pane, available through the View menu (<span class="guimenu">View</span> &#8594; <span class="guimenuitem">Commentary</span>).</p><div class="mediaobject" align="center"><img src="images/m72075f4e.png" align="middle" /></div><p>These comments are saved with the game score and can also be exported into HTML, PDF, text files, or any of the other Export options in <a class="xref" href="#Exporting_games_positions" title="Exporting games/positions">Exporting games positions</a>.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Rollouts"></a>Rollouts</h2></div></div></div><p>So what's a rollout? A rollout is when you have the program play against itself a set amount of times (number of trials) and then sum up all the results of wins, losses, gammons, etc. from those games to give a more precise evaluation of a move/position. The interest is that the program may easily be underestimating some features/dangers of a position, and not realize this by only looking a couple of plies ahead. By playing it out, things will happen, and the game will unfold, giving it more accurate information on the consequences of a move. </p><p>One can do a full rollout, meaning it will play the position out until the last checker is born off, or it can be a truncated rollout, playing to a certain depth in plies, enough to evaluate the consequences, or even a mixture of settings. </p><p>Rollouts can be done at any time either directly from the Analysis pane with the Rollout option, or from the Hint window. To use the rollout function you must first select the moves you want to rollout, otherwise the button will remain grayed out and inaccessible. You will want to set your preferred options the first time by clicking on the <img src="images/m57625db1.png" /> button to the right of the Rollout button. </p><div class="mediaobject" align="center"><img src="images/mb4b1284.png" align="middle" /></div><p>GNU offers a vast number of ways to set the rollouts, allowing you as many possibilities for efficiency as possible. Its 0-ply play is incredibly strong and practically instant, so it can help give meaningful results very quickly. GNU also plays according to score in its rollouts (using the match equity table of your choice naturally), which Snowie 4 does not for example. I will explain the main options, share the results of some of the testing that has been done, and share my preferences.</p><p>When one opens the rollout options window for the first time, it can look vastly intimidating and confusing. </p><p>
+ </pre></div></div><div class="sect1" title="Player Records"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Player_Records"></a>Player Records</h2></div></div></div><p>You can keep track of the results obtained by yourself and your opponents using the Player Records. There you can store the statistics of your matches and keep records of the average results obtained such as checker play, cube decisions, and luck. It will also break down the results according to the last 20 games played, the last 100, etc.</p><div class="mediaobject" align="center"><img src="images/m7bf4f29.png" align="middle" /></div><p>To add results to an existing account, or simply create a new account in which to add the results (of course you must first have an analyzed match open), go to the Analyze menu, and select Add to Player Records and Match statistics. If the account doesn't already exist, GNU will create it automatically and add the results. If you wish to remove an account, then click on the name in the Player Records, and press the Erase button.</p></div><div class="sect1" title="Reviewing moves and mistakes"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Reviewing_moves_and_mistakes"></a>Reviewing moves and mistakes</h2></div></div></div><p>Once you have seen the results of the report, you will probably want to go over the mistakes you made. To do this, you'll need to be sure both the Game Record and the Analysis panes are visible. If you don't see them, or are unsure, go to the View menu, and activate them. </p><div class="sect2" title="Game Record"><div class="titlepage"><div><div><h3 class="title"><a id="Game_Record"></a>Game Record</h3></div></div></div><p>The Game Record pane is located at the top right, and will list the moves, games, and errors:</p><div class="mediaobject" align="center"><img src="images/4b13a0e7.png" align="middle" /></div><p>It always shows the last move of the last game when you open or import a match. You can navigate backwards and forwards move-by-move with the green arrows, and game-by-game with the red arrows. If you use the buttons with the question marks on the green arrows, it will go from mistake-to-mistake. The side-by-side list with colored commentary (note that you must first analyze the match or move before) allows you to quickly overview who made more mistakes in a game, and identify what mistakes and how bad they were. Remember you can set the limits of what is considered a mistake by GNU in the Analysis options in the Settings menu.</p><p>Here is a summary of what the colors and codes mean. The early versions of GNU didn't have the color coding, so they used punctuation marks, standard in chess notation, to describe the moves.</p><p>!? indicates a dubious move</p><p>? indicates a bad move, and</p><p>?? indicates a blunder</p><p>Since every move has two decisions involved, a checker play and a cube decision, one can make two mistakes in a single move, and thus see something like:</p><p>63: 24/15!???</p><p>Though it may seem like GNU got overly enthusiastic about its comments, the fact is there are two separate comments above. The first punctuation (!?) is for the checker play, and the second (??) is for the cube, so here a dubious checker play was made, and a cube decision blunder was also made.</p><p>Note that you can ignore this if you like, and stick to the color coding, as described below. If all this seems a bit disorienting at first, with a bit of practice, it will become second nature.</p><p>Green text indicates a dubious checker play</p><p>Blue text indicates a bad checker play</p><p>Red text indicates a very bad checker play</p><p>Grey background indicates a dubious cube decision</p><p>Purple background indicates a bad cube decision</p><p>Yellow background indicates a very bad cube decision</p><p>Boldface indicates a very lucky move</p><p>Italics indicates a very unlucky move</p></div><div class="sect2" title="Hint window &amp; Analysis pane"><div class="titlepage"><div><div><h3 class="title"><a id="Hint_window__Analysis_pane"></a>Hint window &amp; Analysis pane</h3></div></div></div><p>You can see the program's analysis either in the Hint window by pressing the <img src="images/m6e32590b.png" /> button on the toolbar, or in the Analysis pane after a game or move has been analyzed (see <a class="xref" href="#Analyzing_matches" title="Analyzing matches">Analyzing matches</a> above). You will see a window open showing the best to worst moves from top to bottom or an analysis of the cube decision. </p><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>GNU allows one to see the analysis in several forms, such as the GWC (Game winning chances) or MWC. In order to see it as shown below go to the Settings menu, select Options, then select the Display tab at the top. Set the last 3 choices as below:</p></div><div class="mediaobject" align="center"><img src="images/m6fc19da0.png" align="middle" /></div><div class="sect3" title="Checker play analysis"><div class="titlepage"><div><div><h4 class="title"><a id="Checker_play_analysis"></a>Checker play analysis</h4></div></div></div><p>A first suggestion is to go to the Settings menu, then Appearance, and in it, to the right, make sure the box for GWC as Percentage is checked. Here is what it shows for the dubious move shown above:</p><div class="mediaobject" align="center"><img src="images/m2759b1ca.png" align="middle" /></div><p>First of all, if you are new to backgammon software, and the above looks hopelessly complicated, relax, it isn't nearly that bad. Let's look at the 5th line in red, the move that was played, and figure out what it all means:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Rank &#8211; As it's ranked 5th we know that GNU thinks it is only the 5th best move.</p></li><li class="listitem"><p>Type &#8211; It says Cubeful which means that it is taking into account the possibility that someone may double. This means that occasionally you may see several moves with an equity of -1.000 (see Equity below), despite significantly different winning percentiles, because it thinks that if they are played then the opponent will double, and you should pass. The 2-ply is the depth GNU analyzed the move.</p></li><li class="listitem"><p>Win - This number is the percentage the move has to win the game. Thus the move played gives the player a 29.7% chance to win (including gammons and backgammons). </p></li><li class="listitem"><p>W g - This number is the percentage of games that should win by at least a gammon (including backgammons). Thus you have a 0.7% of winning with a gammon or better.</p></li><li class="listitem"><p>W bg &#8211; This number is the percentage of games that should win by a backgammon. Thus you have a 0.0% of winning with a backgammon.</p></li><li class="listitem"><p>Lose &#8211; This is the percentage of losses expected. Thus one has a 70.3% chance of losing the game (including gammons and backgammons). </p></li><li class="listitem"><p>L g - This number is the percentage of games that should lose by at least a gammon (including backgammons). Thus 8.1% of the games will lose by a gammon or worse.</p></li><li class="listitem"><p>L bg - This number is the percentage of games that should end in backgammon losses. Thus 0.2% of the games will lose by a backgammon.</p></li><li class="listitem"><p>Equity &#8211; This is the overall evaluation of the position by the program, after considering the different win/loss percentiles, the cube position, and the match score. A 1.000 would mean that you are expected to win a point, a 0.000 would mean that it is roughly equal, and a -1.000 that you are expected to lose a point. The score shows an edge for the side that played as it says 0.137</p></li><li class="listitem"><p>Diff. &#8211; This is the size of the error (the difference in equity) perceived in comparison to the top move. As we can see, the top move's equity reads 0.187 and the move played only 0.137, thus equating to a -0.050 error. The thresholds of the degrees of errors are determined in the Analysis settings. </p></li><li class="listitem"><p>Move &#8211; This is the move being evaluated. In the case of the red line, it is the move that was played.</p></li></ol></div><p>As you can see, it shows the best moves considered, with the move actually played in red, plus the various equity scores for gammons, etc. Most players will focus on the last three, which are the total equity of the move, the difference in equity between the move played and the program's top choice, and what move is being evaluated. However, since GNU can't explain why one move is better than another, looking at the win percentage, and the respective percentages of gammon wins and gammon losses can help.</p><p>That's all nice and well for the Hint window, however the Analysis pane, if activated, will appear below the Game Record a bit differently. If you don't see it at all, be sure it is activated in the View menu. Remember also that you must first have analyzed moves or games (<span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Analyze match</span>) for it to display anything.</p><div class="mediaobject" align="center"><img src="images/5308d35c.png" align="middle" /></div><p>The organization is similar to the Hint window described above, and the information is identical. The top line of each move shows the rank, the type (depth), the equity and the move played (in boldface). The line below shows the move's winning percentages, the gammon winning chances, and the backgammon percentages, followed by the respective percentages of the opponent. See above for a detailed description.</p></div><div class="sect3" title="Cube analysis"><div class="titlepage"><div><div><h4 class="title"><a id="Cube_analysis"></a>Cube analysis</h4></div></div></div><div class="mediaobject" align="center"><img src="images/m1bd07579.png" align="middle" /></div><p>In the diagram above, you can see how its cube analysis looks like. First you will see that aside from the pure cubeless equity, it also says (Money: +0.357). The reason is that the cube analysis was from a match, where the score can completely change the value and correctness of a double or not, and GNU tells you what the equity would be if the decision were in a money game.</p><p>Below you can see the expected win/loss percentages, just as for checker play, and below that you can see the actual cube analysis. Here is what you are seeing:</p><p>1. Double, take +0.688 &#8211; This is the equity GNU estimates you will have if you double, and your opponent accepts. You will notice this is quite different from the cubeless equity at the top at +0.308. The reason is that this second equity of +0.688 takes into account the cube and power it gives. Since we know this is a match cube, the cube may have a very different value depending on how much it weighs on the match score.</p><p>2. Double, pass +1.000 +0.312 &#8211; The +1.000 is simply because if your opponent passes, you would win a single game (no gammon or backgammon) hence the +1.000 equity. Since this is considerably higher than your equity of +0.688 if he were to take, dropping the cube would be a +0.312 blunder (1000 &#8211; 688).</p><p>3. No double +0.646 -0.042 &#8211; This is what your equity would be if you didn't double. Since the equity is lower than the +0.688 you would have if you doubled and the double was accepted, not doubling would lose 0.042 (688 &#8211; 646), and would therefore be a mistake.</p><p>Proper cube action obviously represents what should be done on both sides, in other words you should double, since not doubling would be a 0.042 mistake as we saw, and your opponent should take, since dropping would be a 0.312 blunder.</p></div><div class="sect3" title="Other analysis functions"><div class="titlepage"><div><div><h4 class="title"><a id="Other_analysis_functions"></a>Other analysis functions</h4></div></div></div><p>If you'd like to copy the analysis of a move(s) or cube decision to a document, highlight the moves that interest you, and press Copy. If you want to highlight more than one, keep the Ctrl key pressed while selecting the moves. Then paste it where you wish. Don't forget to change the font to Courier New size 9 or 10 if you wish to maintain the formatting.</p><p>If you'd like to see how the different moves it analyzed appear on the board, press the Show button. </p><div class="mediaobject" align="center"><img src="images/m1921b4.png" align="middle" /></div><p>Now just click on a move you want to see in the list of analyzed moves and the board will display it. To see another move, just click on it. This allows you to quickly see and compare the moves it analyzed. To exit Show mode to be able to analyze the moves or run rollouts, click on the Show button again.</p><p>You'll also note a button called the Temp. Map <img src="images/m707a2772.png" />. This is a powerful tool conceived and developed by Sho Sengoku. Please refer to the <a class="xref" href="#Temperature_Map" title="Temperature Map">Temperature Map</a> section for details.</p><p>You may also want to have GNU analyze a few select moves a bit deeper. To do this you can have it go a 3rd ply, a 4th ply, or even do a rollout. To do a 3-ply or 4-ply analysis, select the moves you want analyzed, and then press the <img src="images/m22b92249.png" /> or <img src="images/3117171e.png" />. Let's have it do a 3-ply analysis of the three moves highlighted above. Just click on the number <span class="emphasis"><em>3</em></span> and it will do a 3-ply analysis. Be a little patient as 3 plies is considerably slower than 2 plies, but it shouldn't be too long. If you want to customize the evaluator, click on the button indicated with a small red circle <img src="images/m2a94f4ab.png" />, and change the parameters you want. Now just click on the Eval button, and let it compute its results. You may also prefer to see the Match Winning Chances of the moves instead of the equity. This shows the chances of winning the match as opposed to the evaluation according to a single game. To do so, press the MWC button:</p><div class="mediaobject" align="center"><img src="images/53ce0fa6.png" align="middle" /></div><p>Here we see the results of the 2-ply analysis, displayed not only in percentiles, but in Match Winning Chances, as opposed to Game Winning Chances.</p></div></div><div class="sect2" title="Commenting moves"><div class="titlepage"><div><div><h3 class="title"><a id="Commenting_moves"></a>Commenting moves</h3></div></div></div><p>You can add or read text comments on moves or cube decisions. This is available through the Commentary pane, available through the View menu (<span class="guimenu">View</span> &#8594; <span class="guimenuitem">Commentary</span>).</p><div class="mediaobject" align="center"><img src="images/m72075f4e.png" align="middle" /></div><p>These comments are saved with the game score and can also be exported into HTML, PDF, text files, or any of the other Export options in <a class="xref" href="#Exporting_games_positions" title="Exporting games/positions">Exporting games positions</a>.</p></div></div><div class="sect1" title="Rollouts"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Rollouts"></a>Rollouts</h2></div></div></div><p>So what's a rollout? A rollout is when you have the program play against itself a set amount of times (number of trials) and then sum up all the results of wins, losses, gammons, etc. from those games to give a more precise evaluation of a move/position. The interest is that the program may easily be underestimating some features/dangers of a position, and not realize this by only looking a couple of plies ahead. By playing it out, things will happen, and the game will unfold, giving it more accurate information on the consequences of a move. </p><p>One can do a full rollout, meaning it will play the position out until the last checker is born off, or it can be a truncated rollout, playing to a certain depth in plies, enough to evaluate the consequences, or even a mixture of settings. </p><p>Rollouts can be done at any time either directly from the Analysis pane with the Rollout option, or from the Hint window. To use the rollout function you must first select the moves you want to rollout, otherwise the button will remain grayed out and inaccessible. You will want to set your preferred options the first time by clicking on the <img src="images/m57625db1.png" /> button to the right of the Rollout button. </p><div class="mediaobject" align="center"><img src="images/mb4b1284.png" align="middle" /></div><p>GNU offers a vast number of ways to set the rollouts, allowing you as many possibilities for efficiency as possible. Its 0-ply play is incredibly strong and practically instant, so it can help give meaningful results very quickly. GNU also plays according to score in its rollouts (using the match equity table of your choice naturally), which Snowie 4 does not for example. I will explain the main options, share the results of some of the testing that has been done, and share my preferences.</p><p>When one opens the rollout options window for the first time, it can look vastly intimidating and confusing. </p><p>
<img src="images/2dd86698.png" />
- </p><p>However, it really isn't, so let's run through it from top to bottom and see what GNU can do for you.</p><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Playing_strength"></a>Playing strength</h3></div></div></div><p>To set the primary playing strength used in the rollouts, click on the tab First Play Both at the top:</p><div class="mediaobject" align="center"><img src="images/m5781f59d.png" align="middle" /></div><p>This is where you configure the primary strength of play. If you want to set a different playing strength for the cube decisions, you must go to the General Settings tab and at the bottom deactivate the option Cube decisions use same settings as Checker play.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Trials"></a>Trials</h3></div></div></div><p>The topmost part under the tab General Settings is where you set the number of trials.</p><div class="mediaobject" align="center"><img src="images/m4796afa7.png" align="middle" /></div><p>The number of trials is simply the number of games you want GNU to play out (or roll out) as it collects the results. The more trials the better as this reduces the error margin of the results. After all, if it won a certain position 2 times in 3, it could be a fluke, but after hundreds or thousands of trials with variance reduction (see below) the results become far more trustworthy.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Truncated_rollouts"></a>Truncated rollouts</h3></div></div></div><p>Truncated rollouts are rollouts played to a certain number of moves as opposed to full rollouts. You may feel that the program doesn't really need to play the game to the last move to know whether a move leads to good positions or bad ones.</p><div class="mediaobject" align="center"><img src="images/m19f9a2cc.png" align="middle" /></div><p>In the above figure the setting is 11 plies, so GNU will play out 11 moves, stop and evaluate the resulting position, and then start the next trial. This is far faster of course, and is particularly desirable if you want to analyze using a 2-ply playing strength which might be too slow for a full rollout.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Evaluation_for_later_plies"></a>Evaluation for later plies</h3></div></div></div><p>One can set GNU to use a different playing strength after a specified number of plies in the Evaluation for later plies.</p><div class="mediaobject" align="center"><img src="images/3cb4011e.png" align="middle" /></div><p>For example, suppose you had a backgame situation to rollout. Although you wanted the game to be rolled out at 0-ply (1900-2000 Elo), you didn't trust the first plies to be the best. Enabling this as above, you could set the first 8 plies to be played at Supremo (2-ply) and the rest of the game at 0-ply, giving you a bit of both worlds. In fact this has been tested and shown to be very efficient for exactly that type of scenario.</p><p>So how does one set the playing strength of the first 5 plies (for example) and after? At the top, there are those mysterious tabs: </p><div class="mediaobject" align="center"><img src="images/4e43baf8.png" align="middle" /></div><p>If you click on the tab First Play Both, you can set the strength of the first plies to be played. Naturally, if you haven't activated the Evaluation for later plies option this will be the default rollout playing strength. Now, once you have set this, click on the Later Play Both, and you will be able to set the playing strength for the subsequent plies. You can use this option in both full rollouts and truncated rollouts. </p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Stop_at_specific_Standard_Deviation"></a>Stop at specific Standard Deviation</h3></div></div></div><p>Obviously, a rollout with too few trials will not yield reliable results due to the large Standard Deviation, or in other words how much the result could be wrong by. The more trials the smaller the possible error, however how many trials are necessary? Unfortunately, this can vary a lot according to the position, so to get a Standard Deviation of 0.020 (meaning the equity given could be actually 0.020 more or 0.020 less) one position might need 400 trials, and another might need 1400. This option is designed to address this problem.</p><div class="mediaobject" align="center"><img src="images/m23e0471c.png" align="middle" /></div><p>In the figure above, the margin was set to 0.100 and a minimum of 144 games were requested. </p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Stop_at_specific_Joint_Standard_Deviation"></a>Stop at specific Joint Standard Deviation</h3></div></div></div><p>&#8220;<span class="quote">When comparing the results of two plays, each of which has an associated random uncertainty (standard deviation), a 'joint standard deviation' needs to be calculated. If s1 and s2 are the respective uncertainties, the the joint standard deviation is given by sj = sqrt(s1*s1 + s2*s2). If s1 and s2 are close (which is almost always the case in backgammon rollouts where the same number of trials were used for each play), this simplifies to s*sqrt(2) = 1.4*s.</span>&#8221; (Chuck Bower, <a class="ulink" href="http://www.gammonline.com/members/Jan01/articles/uncert.htm" target="_top">Understanding Uncertainty</a>, 2001)</p><div class="mediaobject" align="center"><img src="images/m30dc13f6.png" align="middle" /></div><p>This option allows you to set a rollout to stop when a specific j.s.d. has been reached to compare two moves. You can have it stop when there is no longer any doubt which move is better, or you can have it continue until a certain degree of precision has been reached (you not only want to know which move is best, but by how much), while requiring a minimum number of trials before stopping. </p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Cubeful"></a>Cubeful</h3></div></div></div><p>This option is designed to activate or not cubeful rollouts. </p><div class="mediaobject" align="center"><img src="images/be5c848.png" align="middle" /></div><p>A cubeful rollout means that it is using the cube in the rollout and, just as in a normal game, might stop the rollout short due to a doubled cube that is passed.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Bearoff_Truncation"></a>Bearoff Truncation</h3></div></div></div><p>Since GNU comes with bearoff databases allowing not only perfect play but perfect evaluations of a position as well, it makes since to have the program stop a rollout when it reaches one of these databases.</p><div class="mediaobject" align="center"><img src="images/723e49fc.png" align="middle" /></div><p>Here one can activate or de-activate this option, though it is on by default.</p><div class="informaltable"><table border="1"><colgroup><col /></colgroup><tbody><tr><td>
+ </p><p>However, it really isn't, so let's run through it from top to bottom and see what GNU can do for you.</p><div class="sect2" title="Playing strength"><div class="titlepage"><div><div><h3 class="title"><a id="Playing_strength"></a>Playing strength</h3></div></div></div><p>To set the primary playing strength used in the rollouts, click on the tab First Play Both at the top:</p><div class="mediaobject" align="center"><img src="images/m5781f59d.png" align="middle" /></div><p>This is where you configure the primary strength of play. If you want to set a different playing strength for the cube decisions, you must go to the General Settings tab and at the bottom deactivate the option Cube decisions use same settings as Checker play.</p></div><div class="sect2" title="Trials"><div class="titlepage"><div><div><h3 class="title"><a id="Trials"></a>Trials</h3></div></div></div><p>The topmost part under the tab General Settings is where you set the number of trials.</p><div class="mediaobject" align="center"><img src="images/m4796afa7.png" align="middle" /></div><p>The number of trials is simply the number of games you want GNU to play out (or roll out) as it collects the results. The more trials the better as this reduces the error margin of the results. After all, if it won a certain position 2 times in 3, it could be a fluke, but after hundreds or thousands of trials with variance reduction (see below) the results become far more trustworthy.</p></div><div class="sect2" title="Truncated rollouts"><div class="titlepage"><div><div><h3 class="title"><a id="Truncated_rollouts"></a>Truncated rollouts</h3></div></div></div><p>Truncated rollouts are rollouts played to a certain number of moves as opposed to full rollouts. You may feel that the program doesn't really need to play the game to the last move to know whether a move leads to good positions or bad ones.</p><div class="mediaobject" align="center"><img src="images/m19f9a2cc.png" align="middle" /></div><p>In the above figure the setting is 11 plies, so GNU will play out 11 moves, stop and evaluate the resulting position, and then start the next trial. This is far faster of course, and is particularly desirable if you want to analyze using a 2-ply playing strength which might be too slow for a full rollout.</p></div><div class="sect2" title="Evaluation for later plies"><div class="titlepage"><div><div><h3 class="title"><a id="Evaluation_for_later_plies"></a>Evaluation for later plies</h3></div></div></div><p>One can set GNU to use a different playing strength after a specified number of plies in the Evaluation for later plies.</p><div class="mediaobject" align="center"><img src="images/3cb4011e.png" align="middle" /></div><p>For example, suppose you had a backgame situation to rollout. Although you wanted the game to be rolled out at 0-ply (1900-2000 Elo), you didn't trust the first plies to be the best. Enabling this as above, you could set the first 8 plies to be played at Supremo (2-ply) and the rest of the game at 0-ply, giving you a bit of both worlds. In fact this has been tested and shown to be very efficient for exactly that type of scenario.</p><p>So how does one set the playing strength of the first 5 plies (for example) and after? At the top, there are those mysterious tabs: </p><div class="mediaobject" align="center"><img src="images/4e43baf8.png" align="middle" /></div><p>If you click on the tab First Play Both, you can set the strength of the first plies to be played. Naturally, if you haven't activated the Evaluation for later plies option this will be the default rollout playing strength. Now, once you have set this, click on the Later Play Both, and you will be able to set the playing strength for the subsequent plies. You can use this option in both full rollouts and truncated rollouts. </p></div><div class="sect2" title="Stop at specific Standard Deviation"><div class="titlepage"><div><div><h3 class="title"><a id="Stop_at_specific_Standard_Deviation"></a>Stop at specific Standard Deviation</h3></div></div></div><p>Obviously, a rollout with too few trials will not yield reliable results due to the large Standard Deviation, or in other words how much the result could be wrong by. The more trials the smaller the possible error, however how many trials are necessary? Unfortunately, this can vary a lot according to the position, so to get a Standard Deviation of 0.020 (meaning the equity given could be actually 0.020 more or 0.020 less) one position might need 400 trials, and another might need 1400. This option is designed to address this problem.</p><div class="mediaobject" align="center"><img src="images/m23e0471c.png" align="middle" /></div><p>In the figure above, the rollout was set to stop when the standard deviation of the equity is less than 0.01 and a minimum of 144 games were requested. </p></div><div class="sect2" title="Stop at specific Joint Standard Deviation"><div class="titlepage"><div><div><h3 class="title"><a id="Stop_at_specific_Joint_Standard_Deviation"></a>Stop at specific Joint Standard Deviation</h3></div></div></div><p><span class="quote">&#8220;<span class="quote">When comparing the results of two plays, each of which has an associated random uncertainty (standard deviation), a 'joint standard deviation' needs to be calculated. If s1 and s2 are the respective uncertainties, the the joint standard deviation is given by sj = sqrt(s1*s1 + s2*s2). If s1 and s2 are close (which is almost always the case in backgammon rollouts where the same number of trials were used for each play), this simplifies to s*sqrt(2) = 1.4*s.</span>&#8221;</span> (Chuck Bower, <a class="ulink" href="http://www.gammonline.com/members/Jan01/articles/uncert.htm" target="_top">Understanding Uncertainty</a>, 2001)</p><div class="mediaobject" align="center"><img src="images/m30dc13f6.png" align="middle" /></div><p>This option allows you to set a rollout to stop when a specific j.s.d. has been reached to compare two moves. You can have it stop when there is no longer any doubt which move is better, or you can have it continue until a certain degree of precision has been reached (you not only want to know which move is best, but by how much), while requiring a minimum number of trials before stopping. </p></div><div class="sect2" title="Cubeful"><div class="titlepage"><div><div><h3 class="title"><a id="Cubeful"></a>Cubeful</h3></div></div></div><p>This option is designed to activate or not cubeful rollouts. </p><div class="mediaobject" align="center"><img src="images/be5c848.png" align="middle" /></div><p>A cubeful rollout means that it is using the cube in the rollout and, just as in a normal game, might stop the rollout short due to a doubled cube that is passed.</p></div><div class="sect2" title="Bearoff Truncation"><div class="titlepage"><div><div><h3 class="title"><a id="Bearoff_Truncation"></a>Bearoff Truncation</h3></div></div></div><p>Since GNU comes with bearoff databases allowing not only perfect play but perfect evaluations of a position as well, it makes since to have the program stop a rollout when it reaches one of these databases.</p><div class="mediaobject" align="center"><img src="images/723e49fc.png" align="middle" /></div><p>Here one can activate or de-activate this option, though it is on by default.</p><div class="informaltable"><table border="1"><colgroup><col /></colgroup><tbody><tr><td>
<p>Variance Reduction</p>
<p>Whenever running a rollout, you will always want the Variance Reduction activated as it greatly increases the reliability of the results. The first time this ingenious <a class="ulink" href="http://www.rci.rutgers.edu/~drhoover/SIMULATIONR.PDF" target="_top">technique</a> was introduced to backgammon rollouts was by Fredrik Dahl, the author of Jellyfish. In a nutshell, it factors in luck when evaluating results, so that the program doesn't need 10,000 games to average out the luck of the dice and that way ensure luck wasn't a factor in the results obtained. With it, 100 rolled out games with Variance Reduction can be the equivalent of 5,000 games with no Variance Reduction.</p>
- </td></tr></tbody></table></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Quasi-Random_dice"></a>Quasi-Random dice</h3></div></div></div><p>Normally, GNU will roll the dice out completely randomly, but this may not be desirable in the rollouts. The reason is that luck may cause a number of flukes to happen, especially in the first roll. What if in your trials, the first roll it played never included some numbers which might lead to a slight change in its evaluation? The variance reduction will compensate for this, but so does the option to use quasi-random dice.</p><div class="mediaobject" align="center"><img src="images/4332f3e4.png" align="middle" /></div><p>This option deliberately alternates the first roll for every trial so that every possible first roll will have been played after 36 trials, starting with 1 and 1, then 1 and 2, all the way to 6 and 6. The idea is to help negate the luck in the rollouts a bit more. However, this also means that if used, one must use a number of trials that is a multiple of 36. That is why 1296 trials (or 2592 or 3888) is a good number to run rollouts as it is 36 x 36.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Rollout_as_initial_position"></a>Rollout as initial position</h3></div></div></div><p>If you plan to do a rollout on one of the opening moves you will want to activate the option Rollout as initial position.</p><div class="mediaobject" align="center"><img src="images/74a66417.png" align="middle" /></div><p>The reason is that in the opening move one is not allowed to roll a double. This guarantees this will be respected if you roll from the opening position.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Seed"></a>Seed</h3></div></div></div><p>The seed is a random number that you can choose and that is linked to the random dice generator. It doesn't affect the randomness by any means, and its sole purpose is to allow you or others to exactly reproduce rollout results. </p><div class="mediaobject" align="center"><img src="images/m518778bb.png" align="middle" /></div><p>If you see a posted rollout result with the played settings (strength and number of trials), the type of random dice generator chosen, and the seed, you should be able to exactly reproduce the results by using the same settings and the same seed.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Same_cube_and_checker_settings_"></a>Same cube and checker settings </h3></div></div></div><p>You may want to use different settings for the cube decisions than the checker play. If so, uncheck the option Cube decisions use same settings as Checker play.</p><div class="mediaobject" align="center"><img src="images/26e34ea5.png" align="middle" /></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Same_settings_for_both_players"></a>Same settings for both players</h3></div></div></div><p>Although the obvious choice (and the default one) is to have both players use the same settings, you can also choose not to.</p><div class="mediaobject" align="center"><img src="images/1805dc7d.png" align="middle" /></div><p>By deactivating the Use same settings for both players option, you can configure different checker and cube play settings for each side. Thus one side could be playing at Expert level, and the other at Supremo. To set the different playing strengths, you'll now make use of two other tabs at the top:</p><div class="mediaobject" align="center"><img src="images/m2c28ffc2.png" align="middle" /></div><p>Once you have opted for individual settings for each side, you must set them. Without this option, the tabs First Play Both and Later Play Both establish the playing strength for both sides. With it, they only determine the playing strength of the first player. You must go to First Play (1) to set the level to be used for the other player. If you have activated <a class="xref" href="#Evaluation_for_later_plies" title="Evaluation for later plies">Evaluation for later plies</a> you must also set the Later Play (1).</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Final_truncated_evaluation"></a>Final truncated evaluation</h3></div></div></div><p>If you are using a truncated rollout, you may be concerned about the final and decisive evaluation. For example, you might be content to let it play 17 plies at 0-ply to evaluate the resulting position, but want a little more precision on the evaluation of the final position. You can change this by deactivating the Use player0 setting for truncation point.</p><div class="mediaobject" align="center"><img src="images/m3eb29fd9.png" align="middle" /></div><p>When deactivated, you can set a different playing level for that final evaluation. It goes without saying that this is pointless for a full rollout. To set the level, you'll need to go to the top to the Truncation Point tab.</p><div class="mediaobject" align="center"><img src="images/m2698978a.png" align="middle" /></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="My_suggested_settings"></a>My suggested settings</h3></div></div></div><p>A lot of testing has been done by a number of people seeking to find the most reliable settings under different circumstances, as well as spotting the unreliable ones. I'd like to especially thank Michael Depreli, Ian Shaw, Ian Dunstan and Neil Kazaross for their painstaking research and the huge amount of computer time spent gathering and processing the data. The results helped answer a number of questions that reflect in my choice settings.</p><p>The first thing to note is that the 0-ply checker play is indeed extremely strong (as any victim of GGRaccoon can attest to) and due to its speed is usually ideal for full rollouts. It is only less than ideal for backgame situations, prime vs. prime situations, and positions where timing is an important consideration. So for pretty much any other situation, it can be used confidently. There has been significant questioning of the odd-ply play as it has often been seen that 1-ply would produce erratic results. Tests have shown that this is true of cube decision, but 1-ply checker play is a bit stronger than 0-ply as one would expect.</p><p>The primary setting is what I use the most and covers 95% of my rollouts, giving excellent results within a few minutes.</p><div class="orderedlist"><ol type="1"><li><p>My primary setting: </p></li></ol></div><div class="orderedlist"><ol type="1"><li><div class="orderedlist"><ol type="a"><li><p>Set the number of games to either 648 games or 1296 using the arrows on the right. The reason for these numbers is that there are 36 possible combinations of the dice, and 1296 is 36 times 36.</p></li><li><p>Uncheck Truncate Rollouts, meaning it is a full rollout.</p></li><li><p>Set the level to Expert</p></li><li><p>Leave the other defaults as are</p></li></ol></div></li></ol></div><div class="orderedlist"><ol type="1"><li><p>My secondary setting is when I feel the cube decisions at 0-ply may not be reliable:</p><div class="orderedlist"><ol type="a"><li><p>Set the number of games to either 648 games or 1296 using the arrows on the right. The reason for these numbers is that there are 36 possible combinations of the dice, and 1296 is 36 times 36.</p></li><li><p>Uncheck Truncate Rollouts, meaning it is a full rollout.</p></li><li><p>Uncheck Cube decisions use same settings as Checker play</p></li><li><p>Set the checker play at Expert, </p></li><li><p>Set the Cube decisions to World Class</p></li><li><p>Leave the other defaults as are</p></li></ol></div></li></ol></div><div class="orderedlist"><ol type="1"><li><p>My third setting is when the first moves may be difficult (backgame, etc.)</p><div class="orderedlist"><ol type="a"><li><p>Set the number of games to either 648 games or 1296 using the arrows on the right. The reason for these numbers is that there are 36 possible combinations of the dice, and 1296 is 36 times 36.</p></li><li><p>Activate Enable separate evaluations and set Change eval after ply to a number between 8 and 12.</p></li><li><p>Uncheck Truncate Rollouts, meaning it is a full rollout.</p></li><li><p>Under the tab First Play Both set the checker play at World Class</p></li><li><p>Under the tab Later Play Both set the checker play to Expert.</p></li><li><p>Set the Cube decisions to World Class</p></li><li><p>Leave the other defaults as are</p></li></ol></div></li></ol></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Stopping_and_continuing_rollouts"></a>Stopping and continuing rollouts</h3></div></div></div><p>If you are running a rollout but must stop it before reaching a satisfactory answer, you can stop the rollout and then continue it later. After stopping the rollout, save it. When you open it and go back to the move, if it is a checker play, select the moves you had been analyzing (or only the ones you want to continue) and just press the Rollout button. There is no need to reset the settings, as GNU will remember the exact same settings it had been using when it first began the rollout.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Copy_and_Paste_results"></a>Copy and Paste results</h3></div></div></div><p>Once you have set your choices, press Ok, and then the Rollout button. When you are done, you may wish to copy the results to a document or e-mail for example. To do so, just select the moves that interest you, keeping the Ctrl key pressed to select more than one, and then press the Copy button as shown.</p><div class="mediaobject" align="center"><img src="images/m1e2a8a3a.png" align="middle" /></div><p>To see the results, just paste them on the document (Ctrl-V or Shift-Ins for Windows users). </p><div class="informalexample"><pre class="screen">
+ </td></tr></tbody></table></div></div><div class="sect2" title="Quasi-Random dice"><div class="titlepage"><div><div><h3 class="title"><a id="Quasi-Random_dice"></a>Quasi-Random dice</h3></div></div></div><p>Normally, GNU will roll the dice out completely randomly, but this may not be desirable in the rollouts. The reason is that luck may cause a number of flukes to happen, especially in the first roll. What if in your trials, the first roll it played never included some numbers which might lead to a slight change in its evaluation? The variance reduction will compensate for this, but so does the option to use quasi-random dice.</p><div class="mediaobject" align="center"><img src="images/4332f3e4.png" align="middle" /></div><p>This option deliberately alternates the first roll for every trial so that every possible first roll will have been played after 36 trials, starting with 1 and 1, then 1 and 2, all the way to 6 and 6. The idea is to help negate the luck in the rollouts a bit more. However, this also means that if used, one must use a number of trials that is a multiple of 36. That is why 1296 trials (or 2592 or 3888) is a good number to run rollouts as it is 36 x 36.</p></div><div class="sect2" title="Rollout as initial position"><div class="titlepage"><div><div><h3 class="title"><a id="Rollout_as_initial_position"></a>Rollout as initial position</h3></div></div></div><p>If you plan to do a rollout on one of the opening moves you will want to activate the option Rollout as initial position.</p><div class="mediaobject" align="center"><img src="images/74a66417.png" align="middle" /></div><p>The reason is that in the opening move one is not allowed to roll a double. This guarantees this will be respected if you roll from the opening position.</p></div><div class="sect2" title="Seed"><div class="titlepage"><div><div><h3 class="title"><a id="Seed"></a>Seed</h3></div></div></div><p>The seed is a random number that you can choose and that is linked to the random dice generator. It doesn't affect the randomness by any means, and its sole purpose is to allow you or others to exactly reproduce rollout results. </p><div class="mediaobject" align="center"><img src="images/m518778bb.png" align="middle" /></div><p>If you see a posted rollout result with the played settings (strength and number of trials), the type of random dice generator chosen, and the seed, you should be able to exactly reproduce the results by using the same settings and the same seed.</p></div><div class="sect2" title="Same cube and checker settings"><div class="titlepage"><div><div><h3 class="title"><a id="Same_cube_and_checker_settings_"></a>Same cube and checker settings </h3></div></div></div><p>You may want to use different settings for the cube decisions than the checker play. If so, uncheck the option Cube decisions use same settings as Checker play.</p><div class="mediaobject" align="center"><img src="images/26e34ea5.png" align="middle" /></div></div><div class="sect2" title="Same settings for both players"><div class="titlepage"><div><div><h3 class="title"><a id="Same_settings_for_both_players"></a>Same settings for both players</h3></div></div></div><p>Although the obvious choice (and the default one) is to have both players use the same settings, you can also choose not to.</p><div class="mediaobject" align="center"><img src="images/1805dc7d.png" align="middle" /></div><p>By deactivating the Use same settings for both players option, you can configure different checker and cube play settings for each side. Thus one side could be playing at Expert level, and the other at Supremo. To set the different playing strengths, you'll now make use of two other tabs at the top:</p><div class="mediaobject" align="center"><img src="images/m2c28ffc2.png" align="middle" /></div><p>Once you have opted for individual settings for each side, you must set them. Without this option, the tabs First Play Both and Later Play Both establish the playing strength for both sides. With it, they only determine the playing strength of the first player. You must go to First Play (1) to set the level to be used for the other player. If you have activated <a class="xref" href="#Evaluation_for_later_plies" title="Evaluation for later plies">Evaluation for later plies</a> you must also set the Later Play (1).</p></div><div class="sect2" title="Final truncated evaluation"><div class="titlepage"><div><div><h3 class="title"><a id="Final_truncated_evaluation"></a>Final truncated evaluation</h3></div></div></div><p>If you are using a truncated rollout, you may be concerned about the final and decisive evaluation. For example, you might be content to let it play 17 plies at 0-ply to evaluate the resulting position, but want a little more precision on the evaluation of the final position. You can change this by deactivating the Use player0 setting for truncation point.</p><div class="mediaobject" align="center"><img src="images/m3eb29fd9.png" align="middle" /></div><p>When deactivated, you can set a different playing level for that final evaluation. It goes without saying that this is pointless for a full rollout. To set the level, you'll need to go to the top to the Truncation Point tab.</p><div class="mediaobject" align="center"><img src="images/m2698978a.png" align="middle" /></div></div><div class="sect2" title="My suggested settings"><div class="titlepage"><div><div><h3 class="title"><a id="My_suggested_settings"></a>My suggested settings</h3></div></div></div><p>A lot of testing has been done by a number of people seeking to find the most reliable settings under different circumstances, as well as spotting the unreliable ones. I'd like to especially thank Michael Depreli, Ian Shaw, Ian Dunstan and Neil Kazaross for their painstaking research and the huge amount of computer time spent gathering and processing the data. The results helped answer a number of questions that reflect in my choice settings.</p><p>The first thing to note is that the 0-ply checker play is indeed extremely strong (as any victim of GGRaccoon can attest to) and due to its speed is usually ideal for full rollouts. It is only less than ideal for backgame situations, prime vs. prime situations, and positions where timing is an important consideration. So for pretty much any other situation, it can be used confidently. There has been significant questioning of the odd-ply play as it has often been seen that 1-ply would produce erratic results. Tests have shown that this is true of cube decision, but 1-ply checker play is a bit stronger than 0-ply as one would expect.</p><p>The primary setting is what I use the most and covers 95% of my rollouts, giving excellent results within a few minutes.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>My primary setting: </p></li></ol></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><div class="orderedlist"><ol class="orderedlist" type="a"><li class="listitem"><p>Set the number of games to either 648 games or 1296 using the arrows on the right. The reason for these numbers is that there are 36 possible combinations of the dice, and 1296 is 36 times 36.</p></li><li class="listitem"><p>Uncheck Truncate Rollouts, meaning it is a full rollout.</p></li><li class="listitem"><p>Set the level to Expert</p></li><li class="listitem"><p>Leave the other defaults as are</p></li></ol></div></li></ol></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>My secondary setting is when I feel the cube decisions at 0-ply may not be reliable:</p><div class="orderedlist"><ol class="orderedlist" type="a"><li class="listitem"><p>Set the number of games to either 648 games or 1296 using the arrows on the right. The reason for these numbers is that there are 36 possible combinations of the dice, and 1296 is 36 times 36.</p></li><li class="listitem"><p>Uncheck Truncate Rollouts, meaning it is a full rollout.</p></li><li class="listitem"><p>Uncheck Cube decisions use same settings as Checker play</p></li><li class="listitem"><p>Set the checker play at Expert, </p></li><li class="listitem"><p>Set the Cube decisions to World Class</p></li><li class="listitem"><p>Leave the other defaults as are</p></li></ol></div></li></ol></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>My third setting is when the first moves may be difficult (backgame, etc.)</p><div class="orderedlist"><ol class="orderedlist" type="a"><li class="listitem"><p>Set the number of games to either 648 games or 1296 using the arrows on the right. The reason for these numbers is that there are 36 possible combinations of the dice, and 1296 is 36 times 36.</p></li><li class="listitem"><p>Activate Enable separate evaluations and set Change eval after ply to a number between 8 and 12.</p></li><li class="listitem"><p>Uncheck Truncate Rollouts, meaning it is a full rollout.</p></li><li class="listitem"><p>Under the tab First Play Both set the checker play at World Class</p></li><li class="listitem"><p>Under the tab Later Play Both set the checker play to Expert.</p></li><li class="listitem"><p>Set the Cube decisions to World Class</p></li><li class="listitem"><p>Leave the other defaults as are</p></li></ol></div></li></ol></div></div><div class="sect2" title="Stopping and continuing rollouts"><div class="titlepage"><div><div><h3 class="title"><a id="Stopping_and_continuing_rollouts"></a>Stopping and continuing rollouts</h3></div></div></div><p>If you are running a rollout but must stop it before reaching a satisfactory answer, you can stop the rollout and then continue it later. After stopping the rollout, save it. When you open it and go back to the move, if it is a checker play, select the moves you had been analyzing (or only the ones you want to continue) and just press the Rollout button. There is no need to reset the settings, as GNU will remember the exact same settings it had been using when it first began the rollout.</p></div><div class="sect2" title="Copy and Paste results"><div class="titlepage"><div><div><h3 class="title"><a id="Copy_and_Paste_results"></a>Copy and Paste results</h3></div></div></div><p>Once you have set your choices, press Ok, and then the Rollout button. When you are done, you may wish to copy the results to a document or e-mail for example. To do so, just select the moves that interest you, keeping the Ctrl key pressed to select more than one, and then press the Copy button as shown.</p><div class="mediaobject" align="center"><img src="images/m1e2a8a3a.png" align="middle" /></div><p>To see the results, just paste them on the document (Ctrl-V or Shift-Ins for Windows users). </p><div class="informalexample"><pre class="screen">
1. Rollout 10/9 7/4 Eq.: -0.2669
35.74% 10.04% 0.38% - 64.26% 21.19% 0.74% CL -0.4004 CF -0.2669
[ 0.13% 0.13% 0.03% - 0.13% 0.17% 0.05% CL 0.0034 CF 0.0049]
@@ -100,7 +100,7 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
keep the first 0 0-ply moves and up to 8 more moves within equity 0.16
Skip pruning for 1-ply moves.
Cube: 2-ply cubeful prune [world class]
- </pre></div><p>If you are using Word or Wordpad, it is suggested you set the pasted text to the font Courier New, and the size to 9 or 10, else the formatting will be lost, and it may be difficult to read.</p><p>Once more: Remember to save your settings before exiting the program or you will need to reconfigure your settings the next time you use the program.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Setting_up_a_position"></a>Setting up a position</h2></div></div></div><p>Naturally, other than matches and games, you might just want to set up a position from a book or other source, and ask the program's expert advice. First, you must start a new game or match, and then just press the Edit button, located at the top in the toolbar.</p><div class="mediaobject" align="center"><img src="images/20bc52ca.png" align="middle" /></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Names_and_score"></a>Names and score</h3></div></div></div><p>At the bottom, you will see you have the option of setting the scores or the names of the players.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Side__cube__and_dice"></a>Side, cube, and dice</h3></div></div></div><p>If you want to change the dice on the board, click on the side of the board where you would normally click to roll the dice. If you click on the left-side of the board it will propose the dice for the top player, and if you click on the right-side of the board it will present the dice for the bottom player. </p><p>You can set whose turn it is to play by clicking on the small checker next to the player's name at the bottom. </p><div class="mediaobject" align="center"><img src="images/m2b86c3ea.png" align="middle" /></div><p>You can also set the turn of the player to move in the Game menu and by selecting Set turn at the bottom.</p><p>To set the cube position and value click on the cube or enter the Game menu and select Set cube. A small window will appear with cubes set in all directions. </p><div class="mediaobject" align="center"><img src="images/m76e2d010.png" align="middle" /></div><p>The cubes that are upside down are for the top player, the ones rightside up are for the bottom player, and if you wish to set the cube in the center, choose the ones facing sideward. If you want the cube at its initial value in the center, choose the 64 cube facing sideward.</p><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>If you want to setup the same position another GNU user posted, you don't need to set it all up manually. You can simply copy the Position ID and Match ID and instantly get the position, cube, and score. Suppose you saw this:</p></div><div class="informalexample"><pre class="screen">
+ </pre></div><p>If you are using Word or Wordpad, it is suggested you set the pasted text to the font Courier New, and the size to 9 or 10, else the formatting will be lost, and it may be difficult to read.</p><p>Once more: Remember to save your settings before exiting the program or you will need to reconfigure your settings the next time you use the program.</p></div></div><div class="sect1" title="Setting up a position"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Setting_up_a_position"></a>Setting up a position</h2></div></div></div><p>Naturally, other than matches and games, you might just want to set up a position from a book or other source, and ask the program's expert advice. First, you must start a new game or match, and then just press the Edit button, located at the top in the toolbar.</p><div class="mediaobject" align="center"><img src="images/20bc52ca.png" align="middle" /></div><div class="sect2" title="Names and score"><div class="titlepage"><div><div><h3 class="title"><a id="Names_and_score"></a>Names and score</h3></div></div></div><p>At the bottom, you will see you have the option of setting the scores or the names of the players.</p></div><div class="sect2" title="Side, cube, and dice"><div class="titlepage"><div><div><h3 class="title"><a id="Side__cube__and_dice"></a>Side, cube, and dice</h3></div></div></div><p>If you want to change the dice on the board, click on the side of the board where you would normally click to roll the dice. If you click on the left-side of the board it will propose the dice for the top player, and if you click on the right-side of the board it will present the dice for the bottom player. </p><p>You can set whose turn it is to play by clicking on the small checker next to the player's name at the bottom. </p><div class="mediaobject" align="center"><img src="images/m2b86c3ea.png" align="middle" /></div><p>You can also set the turn of the player to move in the Game menu and by selecting Set turn at the bottom.</p><p>To set the cube position and value click on the cube or enter the Game menu and select Set cube. A small window will appear with cubes set in all directions. </p><div class="mediaobject" align="center"><img src="images/m76e2d010.png" align="middle" /></div><p>The cubes that are upside down are for the top player, the ones rightside up are for the bottom player, and if you wish to set the cube in the center, choose the ones facing sideward. If you want the cube at its initial value in the center, choose the 64 cube facing sideward.</p><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>If you want to setup the same position another GNU user posted, you don't need to set it all up manually. You can simply copy the Position ID and Match ID and instantly get the position, cube, and score. Suppose you saw this:</p></div><div class="informalexample"><pre class="screen">
GNU Backgammon Position ID: sGfwGQDg28EBBg
Match ID : cAlvATAAIAAA
+13-14-15-16-17-18------19-20-21-22-23-24-+ O: Kit Woolsey
@@ -116,7 +116,7 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
| O O X X | | X | Rolled 63
| O O X X | | X | 4 points
+12-11-10--9--8--7-------6--5--4--3--2--1-+ X: Gammonline Readers
- </pre></div><p>Just copy the code after the Position ID into your the program's space (highlight it and press Ctrl-C) for the Position ID</p><div class="mediaobject" align="center"><img src="images/66ed48bd.png" align="middle" /></div><p>Now do the same for the Match ID, and that's all there is to it.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Checker_setup"></a>Checker setup</h3></div></div></div><p>Moving and setting up the checkers is quite easy and Snowie users will feel at home as the method is identical. To remove or add white checkers to a point for example, use the right mouse button and click on the point. You determine the number of checkers to be added or removed by the height of the point you press. For example, in the following diagram, </p><div class="mediaobject" align="center"><img src="images/6a6ae1b7.png" align="middle" /></div><p>if you have 5 white checkers on the 19-point and only want to have 3, click with the right mouse button on the 3rd checker where the yellow arrow indicates and the top two will be removed. Adding checkers is the same, so if you wanted to add a red checker to the 6-point you would place the cursor where the green arrow indicates and left-click. If you want to quickly get the starting position, you can click on the area indicated by the blue ellipses on the left, and if you want to quickly clear the board of all checkers, click instead on the right side on the area indicated by the pink ellipses. Try it and experiment a little. It's much easier to do than to explain.</p><p>Once the position is set up, press the Edit button again to exit Edit mode. Now just go to the Analyze menu and select Hint (suggested even for rollouts). Attention, this isn't a suggestion, you must exit the Edit mode before asking for GNU to evaluate the position otherwise you will get odd results.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Appearance"></a>Appearance</h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Skins"></a>Skins</h3></div></div></div><p>You can change the overall appearance of the menus through a number of skins included with the installation, however this cannot be done from within the program and must done manually. The procedure is fairly painless if you aren't afraid of moving a couple of files in the Windows Explorer. </p><p>Open Windows Explorer, and enter the \Program Files\gnubg directory. In it there is a directory called \Themes, where the skins are located, and in that, you will see a number of directories with the names of the skins they contain. Enter the directory you want and copy the files in it to the main \gnubg directory. It will ask you if you want to overwrite the files in it. Say yes, and start GNU to see the changes. It is important to copy and not move the files, so if you're not Windows savvy, this means holding the Ctrl key on the keyboard down while dragging the files. Keep the Ctrl key pressed when you let go of the mouse button.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Board_designs___2D_and_3D"></a>Board designs &#8211; 2D and 3D</h3></div></div></div><p>The appearance of the boards can also be changed making use of a number of presets, or you can design your own. To make changes, go to the Settings menu and select Appearance. A window will appear, displaying a number of tabs at the top. Select Designs and you will see a list of the preset board designs, as well as thumbnails of what they look like. To choose one, just click on the name of the preset and press Ok. That's all there is to it.</p><div class="mediaobject" align="center"><img src="images/6e75aa33.png" align="middle" /></div><p>If you'd like to enjoy a 3D board, go to the General tab, and select 3D board:</p><div class="mediaobject" align="center"><img src="images/4aad0142.png" align="middle" /></div><p>Here and in the Lighting tab you can also set and control as much of the appearance as possible, allowing you also a great deal of creative possibilities. </p><div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>The 3D performance can suffer a little if you don't have a good video card, so if you find this to be your case, and would like to enjoy the 3D board, select Quick drawing:</p></div><div class="mediaobject" align="center"><img src="images/m20a4701e.png" align="middle" /></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Full_Screen_Board"></a>Full Screen Board</h3></div></div></div><p>You can also enjoy a full screen game, without panels, toolbars, or any other distractions, by going to the View menu, and selecting Full screen. If you have a large screen it can be quite an experience, and it can also be a nice way to play against a friend if you have no board nearby. </p><div class="mediaobject" align="center"><table border="0" summary="manufactured viewport for HTML img" cellspacing="0" cellpadding="0" width="100%"><tr><td align="center"><img src="images/5ada89e8.png" align="middle" width="100%" /></td></tr></table></div><p>To exit the Full Screen mode, just press the Esc key.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="Creating_Original_Designs"></a>Creating Original Designs</h3></div></div></div><p>You can also make your own designs and save them. Using the tabs at the top, you can change the appearance of the board and if you really like your new design, go back to the Designs tab and save it by pressing Add current design and then Save designs. Send the GNU team your best ones, pressing the Export design button, and they may include them in the next release. <img src="images/m60d5424b.png" /> </p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Conclusion"></a>Conclusion</h2></div></div></div><p>By now it should be clear that while a number of backgammon players have complained about the steep prices of top commercial software excluding them from the tools and type of progress available to more fortunate players, that complaint is now definitely without foundation. </p><p>It's true that it is ever a work in progress and has its rough edges, but with time they will undoubtedly be ironed out for the most part. It is also an engine that is stronger than its older top-of-the-line siblings in GamesGrid, and at its price (free), one would have to be crazy not to have it, even if one does own the legendary Snowie. After all, two heads are better than one. </p><p>I would like to effusively thank the authors of GNU Backgammon and its numerous contributors, and would also like to suggest that anyone enjoying their efforts make a contribution to the <a class="ulink" href="http://www.fsf.org/" target="_top">Free Software Foundation</a> (FSF), the principal organizational sponsor of the GNU Project, as a token of appreciation. The FSF survives mostly off the contributions, however small, of private donations, and without it, those loud complaints mentioned above would be entirely justified. </p></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="A_Word_about__Cheating_"></a>A Word about <span class="emphasis"><em>Cheating</em></span></h2></div></div></div><p>By far, the most common complaint seen about all backgammon software, weak or strong, is that it must be cheating to get so lucky. Most of these complaints stem from a lack of understanding of probabilities, and how skillful play will affect luck or the possibility of lucky rolls. </p><p>To begin with, let it be stated that there is no bias of any kind, and the source code of GNU is open to any doubting it. If you still cannot believe it, feel free to use your own dice by entering the Settings menu and selecting Options, and then in the right side Manual dice. If you are rigorously honest about your results, you will find no difference in the long run.</p><p>Probabilities are what rule supreme in backgammon. As there is indeed an uncontrollable luck factor, one cannot guarantee a victory or loss no matter how stacked up the chances are. So, good backgammon strategy is designed to maximize the good rolls for the playing side, and minimize the good rolls for the other side. In other words, after the best play, there will be fewer good rolls for the other side. If the other side doesn't realize what is happening, then it will seem like a never-ending streak of bad luck. It's not; it's the consequence of good playing. GNU is among the very best, so use it and learn with it. You can set it at a much weaker setting, and watch how its luck dries up.</p><p>The mathematics behind probabilities are also usually very poorly understood. Take for example the situation below. If your opponent had a checker on the bar, what is his chance of entering that single point?</p><div class="mediaobject" align="center"><img src="images/m634daa5.png" align="middle" /></div><p>If you said 11 chances in 36 or a little over 30%, good for you, but if you said 1 in 6 then you need a little brushing up. 1 in 6 would be correct if your opponent were only using one die, but with two, the chances add up to 11 in 36. So how come you never enter and GNU does? It may seem like that at times, but it's really not the case. It is natural to focus more on what causes us anguish making reality look quite distorted, but maybe you were very unlucky. Stories of hard luck abound. In a live game, I once played my opening move, and then lost to a backgammon without ever playing another move. My opponent hit me, and I danced for the rest of the game. I wasn't even able to avoid a backgammon. A top professional once told me of an instance where he was giving a gammon, got hit, and lost after dancing 7 straight times against a 3-point board. Does it seem to get more doubles? What about those doubles you rolled while on the bar? They don't count, you say? Sorry, but lady luck makes no case of guaranteeing the double will arrive at the right time. Good strategy will help you be able to use it when it does arrive.</p></div><div class="appendix" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="legal"></a>A. GNU Free Documentation License</h2></div></div></div><p>Version 1.3, 3 November 2008</p><p>
+ </pre></div><p>Just copy the code after the Position ID into your the program's space (highlight it and press Ctrl-C) for the Position ID</p><div class="mediaobject" align="center"><img src="images/66ed48bd.png" align="middle" /></div><p>Now do the same for the Match ID, and that's all there is to it.</p></div><div class="sect2" title="Checker setup"><div class="titlepage"><div><div><h3 class="title"><a id="Checker_setup"></a>Checker setup</h3></div></div></div><p>Moving and setting up the checkers is quite easy and Snowie users will feel at home as the method is identical. To remove or add white checkers to a point for example, use the right mouse button and click on the point. You determine the number of checkers to be added or removed by the height of the point you press. For example, in the following diagram, </p><div class="mediaobject" align="center"><img src="images/6a6ae1b7.png" align="middle" /></div><p>if you have 5 white checkers on the 19-point and only want to have 3, click with the right mouse button on the 3rd checker where the yellow arrow indicates and the top two will be removed. Adding checkers is the same, so if you wanted to add a red checker to the 6-point you would place the cursor where the green arrow indicates and left-click. If you want to quickly get the starting position, you can click on the area indicated by the blue ellipses on the left, and if you want to quickly clear the board of all checkers, click instead on the right side on the area indicated by the pink ellipses. Try it and experiment a little. It's much easier to do than to explain.</p><p>Once the position is set up, press the Edit button again to exit Edit mode. Now just go to the Analyze menu and select Hint (suggested even for rollouts). Attention, this isn't a suggestion, you must exit the Edit mode before asking for GNU to evaluate the position otherwise you will get odd results.</p></div></div><div class="sect1" title="Appearance"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Appearance"></a>Appearance</h2></div></div></div><div class="sect2" title="Skins"><div class="titlepage"><div><div><h3 class="title"><a id="Skins"></a>Skins</h3></div></div></div><p>You can change the overall appearance of the menus through a number of skins included with the installation, however this cannot be done from within the program and must done manually. The procedure is fairly painless if you aren't afraid of moving a couple of files in the Windows Explorer. </p><p>Open Windows Explorer, and enter the \Program Files\gnubg directory. In it there is a directory called \Themes, where the skins are located, and in that, you will see a number of directories with the names of the skins they contain. Enter the directory you want and copy the files in it to the main \gnubg directory. It will ask you if you want to overwrite the files in it. Say yes, and start GNU to see the changes. It is important to copy and not move the files, so if you're not Windows savvy, this means holding the Ctrl key on the keyboard down while dragging the files. Keep the Ctrl key pressed when you let go of the mouse button.</p></div><div class="sect2" title="Board designs &#8211; 2D and 3D"><div class="titlepage"><div><div><h3 class="title"><a id="Board_designs___2D_and_3D"></a>Board designs &#8211; 2D and 3D</h3></div></div></div><p>The appearance of the boards can also be changed making use of a number of presets, or you can design your own. To make changes, go to the Settings menu and select Appearance. A window will appear, displaying a number of tabs at the top. Select Designs and you will see a list of the preset board designs, as well as thumbnails of what they look like. To choose one, just click on the name of the preset and press Ok. That's all there is to it.</p><div class="mediaobject" align="center"><img src="images/6e75aa33.png" align="middle" /></div><p>If you'd like to enjoy a 3D board, go to the General tab, and select 3D board:</p><div class="mediaobject" align="center"><img src="images/4aad0142.png" align="middle" /></div><p>Here and in the Lighting tab you can also set and control as much of the appearance as possible, allowing you also a great deal of creative possibilities. </p><div class="tip" title="Tip" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Tip</h3><p>The 3D performance can suffer a little if you don't have a good video card, so if you find this to be your case, and would like to enjoy the 3D board, select Quick drawing:</p></div><div class="mediaobject" align="center"><img src="images/m20a4701e.png" align="middle" /></div></div><div class="sect2" title="Full Screen Board"><div class="titlepage"><div><div><h3 class="title"><a id="Full_Screen_Board"></a>Full Screen Board</h3></div></div></div><p>You can also enjoy a full screen game, without panels, toolbars, or any other distractions, by going to the View menu, and selecting Full screen. If you have a large screen it can be quite an experience, and it can also be a nice way to play against a friend if you have no board nearby. </p><div class="mediaobject" align="center"><table border="0" summary="manufactured viewport for HTML img" cellspacing="0" cellpadding="0" width="100%"><tr><td align="center"><img src="images/5ada89e8.png" align="middle" width="100%" /></td></tr></table></div><p>To exit the Full Screen mode, just press the Esc key.</p></div><div class="sect2" title="Creating Original Designs"><div class="titlepage"><div><div><h3 class="title"><a id="Creating_Original_Designs"></a>Creating Original Designs</h3></div></div></div><p>You can also make your own designs and save them. Using the tabs at the top, you can change the appearance of the board and if you really like your new design, go back to the Designs tab and save it by pressing Add current design and then Save designs. Send the GNU team your best ones, pressing the Export design button, and they may include them in the next release. <img src="images/m60d5424b.png" /> </p></div></div><div class="sect1" title="Conclusion"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="Conclusion"></a>Conclusion</h2></div></div></div><p>By now it should be clear that while a number of backgammon players have complained about the steep prices of top commercial software excluding them from the tools and type of progress available to more fortunate players, that complaint is now definitely without foundation. </p><p>It's true that it is ever a work in progress and has its rough edges, but with time they will undoubtedly be ironed out for the most part. It is also an engine that is stronger than its older top-of-the-line siblings in GamesGrid, and at its price (free), one would have to be crazy not to have it, even if one does own the legendary Snowie. After all, two heads are better than one. </p><p>I would like to effusively thank the authors of GNU Backgammon and its numerous contributors, and would also like to suggest that anyone enjoying their efforts make a contribution to the <a class="ulink" href="http://www.fsf.org/" target="_top">Free Software Foundation</a> (FSF), the principal organizational sponsor of the GNU Project, as a token of appreciation. The FSF survives mostly off the contributions, however small, of private donations, and without it, those loud complaints mentioned above would be entirely justified. </p></div><div class="sect1" title="A Word about Cheating"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="A_Word_about__Cheating_"></a>A Word about <span class="emphasis"><em>Cheating</em></span></h2></div></div></div><p>By far, the most common complaint seen about all backgammon software, weak or strong, is that it must be cheating to get so lucky. Most of these complaints stem from a lack of understanding of probabilities, and how skillful play will affect luck or the possibility of lucky rolls. </p><p>To begin with, let it be stated that there is no bias of any kind, and the source code of GNU is open to any doubting it. If you still cannot believe it, feel free to use your own dice by entering the Settings menu and selecting Options, and then in the right side Manual dice. If you are rigorously honest about your results, you will find no difference in the long run.</p><p>Probabilities are what rule supreme in backgammon. As there is indeed an uncontrollable luck factor, one cannot guarantee a victory or loss no matter how stacked up the chances are. So, good backgammon strategy is designed to maximize the good rolls for the playing side, and minimize the good rolls for the other side. In other words, after the best play, there will be fewer good rolls for the other side. If the other side doesn't realize what is happening, then it will seem like a never-ending streak of bad luck. It's not; it's the consequence of good playing. GNU is among the very best, so use it and learn with it. You can set it at a much weaker setting, and watch how its luck dries up.</p><p>The mathematics behind probabilities are also usually very poorly understood. Take for example the situation below. If your opponent had a checker on the bar, what is his chance of entering that single point?</p><div class="mediaobject" align="center"><img src="images/m634daa5.png" align="middle" /></div><p>If you said 11 chances in 36 or a little over 30%, good for you, but if you said 1 in 6 then you need a little brushing up. 1 in 6 would be correct if your opponent were only using one die, but with two, the chances add up to 11 in 36. So how come you never enter and GNU does? It may seem like that at times, but it's really not the case. It is natural to focus more on what causes us anguish making reality look quite distorted, but maybe you were very unlucky. Stories of hard luck abound. In a live game, I once played my opening move, and then lost to a backgammon without ever playing another move. My opponent hit me, and I danced for the rest of the game. I wasn't even able to avoid a backgammon. A top professional once told me of an instance where he was giving a gammon, got hit, and lost after dancing 7 straight times against a 3-point board. Does it seem to get more doubles? What about those doubles you rolled while on the bar? They don't count, you say? Sorry, but lady luck makes no case of guaranteeing the double will arrive at the right time. Good strategy will help you be able to use it when it does arrive.</p></div><div xml:lang="en" class="appendix" title="A. GNU Free Documentation License" lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="legal"></a>A. GNU Free Documentation License</h2></div></div></div><p>Version 1.3, 3 November 2008</p><p>
Copyright © 2000, 2001, 2002, 2007, 2008
<a class="ulink" href="http://www.fsf.org/" target="_top">Free Software Foundation, Inc.</a>
</p><p>
@@ -292,37 +292,37 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
filling the role of the Document, thus licensing distribution and
modification of the Modified Version to whoever possesses a copy of it. In
addition, you must do these things in the Modified Version:
- </p><div class="orderedlist"><ol type="A"><li>
+ </p><div class="orderedlist"><ol class="orderedlist" type="A"><li class="listitem">
Use in the Title Page (and on the covers, if any) a title distinct
from that of the Document, and from those of previous versions (which
should, if there were any, be listed in the History section of the
Document). You may use the same title as a previous version if the
original publisher of that version gives permission.
- </li><li>
+ </li><li class="listitem">
List on the Title Page, as authors, one or more persons or entities
responsible for authorship of the modifications in the Modified
Version, together with at least five of the principal authors of the
Document (all of its principal authors, if it has fewer than five),
unless they release you from this requirement.
- </li><li>
+ </li><li class="listitem">
State on the Title page the name of the publisher of the Modified
Version, as the publisher.
- </li><li>
+ </li><li class="listitem">
Preserve all the copyright notices of the Document.
- </li><li>
+ </li><li class="listitem">
Add an appropriate copyright notice for your modifications adjacent to
the other copyright notices.
- </li><li>
+ </li><li class="listitem">
Include, immediately after the copyright notices, a license notice
giving the public permission to use the Modified Version under the
terms of this License, in the form shown in the Addendum below.
- </li><li>
+ </li><li class="listitem">
Preserve in that license notice the full lists of Invariant Sections
and required Cover Texts given in the Document&#8217;s license
notice.
- </li><li>
+ </li><li class="listitem">
Include an unaltered copy of this License.
- </li><li>
+ </li><li class="listitem">
Preserve the section Entitled &#8220;History&#8221;, Preserve its
Title, and add to it an item stating at least the title, year, new
authors, and publisher of the Modified Version as given on the Title
@@ -330,7 +330,7 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
Document, create one stating the title, year, authors, and publisher
of the Document as given on its Title Page, then add an item
describing the Modified Version as stated in the previous sentence.
- </li><li>
+ </li><li class="listitem">
Preserve the network location, if any, given in the Document for
public access to a Transparent copy of the Document, and likewise the
network locations given in the Document for previous versions it was
@@ -338,23 +338,23 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
section. You may omit a network location for a work that was published
at least four years before the Document itself, or if the original
publisher of the version it refers to gives permission.
- </li><li>
+ </li><li class="listitem">
For any section Entitled &#8220;Acknowledgements&#8221; or
&#8220;Dedications&#8221;, Preserve the Title of the section, and
preserve in the section all the substance and tone of each of the
contributor acknowledgements and/or dedications given therein.
- </li><li>
+ </li><li class="listitem">
Preserve all the Invariant Sections of the Document, unaltered in
their text and in their titles. Section numbers or the equivalent are
not considered part of the section titles.
- </li><li>
+ </li><li class="listitem">
Delete any section Entitled &#8220;Endorsements&#8221;. Such a section
may not be included in the Modified Version.
- </li><li>
+ </li><li class="listitem">
Do not retitle any existing section to be Entitled
&#8220;Endorsements&#8221; or to conflict in title with any Invariant
Section.
- </li><li>
+ </li><li class="listitem">
Preserve any Warranty Disclaimers.
</li></ol></div><p>
If the Modified Version includes new front-matter sections or appendices
diff --git a/doc/gnubg/allabout.pdf b/doc/gnubg/allabout.pdf
index 866a720..9e18ba0 100644
--- a/doc/gnubg/allabout.pdf
+++ b/doc/gnubg/allabout.pdf
Binary files differ
diff --git a/doc/gnubg/gnubg.6 b/doc/gnubg/gnubg.6
index a6ea693..5d6b6cd 100644
--- a/doc/gnubg/gnubg.6
+++ b/doc/gnubg/gnubg.6
@@ -1,11 +1,11 @@
-.\" -*- coding: us-ascii -*-
+'\" -*- coding: us-ascii -*-
.if \n(.g .ds T< \\FC
.if \n(.g .ds T> \\F[\n[.fam]]
.de URL
\\$2 \(la\\$1\(ra\\$3
..
.if \n(.g .mso www.tmac
-.TH gnubg 6 "28 February 2011" "" ""
+.TH gnubg 6 "16 May 2013" "" ""
.SH NAME
gnubg \- GNU Backgammon program
.SH SYNOPSIS
diff --git a/doc/gnubg/gnubg.html b/doc/gnubg/gnubg.html
index f68c5e0..712ccd6 100644
--- a/doc/gnubg/gnubg.html
+++ b/doc/gnubg/gnubg.html
@@ -1,105 +1,108 @@
<?xml version="1.0" encoding="ISO8859-1" standalone="no"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
-<html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=ISO8859-1" /><title>GNU Backgammon Manual V0.90.0</title><meta name="generator" content="DocBook XSL Stylesheets V1.74.0" /><meta name="description" content="The GNU Backgammon manual" /><link rel="home" href="#gnubg" title="GNU Backgammon Manual V0.90.0" /><link rel="next" href="#gnubg-intro" title="Introduction" /></head><body><div class="article" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="gnubg"></a><span class="application">GNU Backgammon</span> Manual
- V0.90.0</h2></div><div><div class="authorgroup"><div class="author"><h3 class="author"><span class="firstname">Christian</span> <span class="surname">Anthon</span></h3><div class="affiliation"><span class="orgname">GNU Backgammon Project<br /></span><div class="address"><p><br />
+<html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=ISO8859-1" /><title>GNU Backgammon Manual V1.00.0</title><meta name="generator" content="DocBook XSL Stylesheets V1.76.1" /><meta name="description" content="The GNU Backgammon manual" /><link rel="home" href="#gnubg" title="GNU Backgammon Manual V1.00.0" /><link rel="next" href="#gnubg-intro" title="Introduction" /></head><body><div xml:lang="en" class="article" title="GNU Backgammon Manual V1.00.0" lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="gnubg"></a><span class="application">GNU Backgammon</span> Manual
+ V1.00.0</h2></div><div><div class="authorgroup"><div class="author"><h3 class="author"><span class="firstname">Christian</span> <span class="surname">Anthon</span></h3><div class="affiliation"><span class="orgname">GNU Backgammon Project<br /></span><div class="address"><p><br />
            <code class="email">&lt;<a class="email" href="mailto:christian.anthon@gmail.com">christian.anthon@gmail.com</a>&gt;</code><br />
-          </p></div></div></div></div></div><div><p class="releaseinfo">This manual describes version 0.90.0 of GNU Backgammon. </p></div><div><p class="copyright">Copyright © 1999, 2000, 2001, 2002, 2003 Achim Mueller, Gary Wong</p></div><div><p class="copyright">Copyright © 2007 Christian Anthon</p></div><div><div class="legalnotice"><a id="id2759362"></a><p> Permission is granted to copy, distribute and/or modify this document under the
+          </p></div></div></div></div></div><div><p class="releaseinfo">This manual describes version 1.00.0 of GNU Backgammon. </p></div><div><p class="copyright">Copyright © 1999, 2000, 2001, 2002, 2003 Achim Mueller, Gary Wong</p></div><div><p class="copyright">Copyright © 2007 Christian Anthon</p></div><div><div class="legalnotice" title="Feedback"><a id="idp186128"></a><p> Permission is granted to copy, distribute and/or modify this document under the
terms of the GNU Free Documentation License, Version 1.3 or any later version
published by the Free Software Foundation; with no Invariant Sections, no
Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in
-the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref" href="#legal" title="A. GNU Free Documentation License">Appendix A, <i>GNU Free Documentation License</i></a>. </p><p class="legalnotice-title"><b>Feedback</b></p><p>To report a bug or make a suggestion regarding the <span class="application">GNU Backgammon</span> application or this
+the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref" href="#legal" title="A. GNU Free Documentation License">Appendix A, <em>GNU Free Documentation License</em></a>. </p><p class="legalnotice-title"><strong>Feedback</strong></p><p>To report a bug or make a suggestion regarding the <span class="application">GNU Backgammon</span> application or this
manual, send your suggestions to <code class="email">&lt;<a class="email" href="mailto:bug-gnubg@gnu.org">bug-gnubg@gnu.org</a>&gt;</code> or
make a <a class="ulink" href="https://savannah.gnu.org/bugs/?group=gnubg" target="_top">bug
- report</a>.</p></div></div><div><div class="revhistory"><table border="1" width="100%" summary="Revision history"><tr><th align="left" valign="top" colspan="2"><b>Revision History</b></th></tr><tr><td align="left">Revision GNU Backgammon Manual (docbook version)</td><td align="left">February 2007</td></tr><tr><td align="left" colspan="2">
+ report</a>.</p></div></div><div><div class="revhistory"><table border="1" width="100%" summary="Revision history"><tr><th align="left" valign="top" colspan="2"><strong>Revision History</strong></th></tr><tr><td align="left">Revision GNU Backgammon Manual (docbook version)</td><td align="left">February 2007</td></tr><tr><td align="left" colspan="2">
<p class="publisher">GNU Backgammon Project</p>
</td></tr><tr><td align="left">Revision GNU Backgammon Manual (wiki version)</td><td align="left">January 2007</td></tr><tr><td align="left" colspan="2">
<p class="publisher">GNU Backgammon Project</p>
</td></tr><tr><td align="left">Revision GNU Backgammon Manual (texinfo version)</td><td align="left">November 2003</td></tr><tr><td align="left" colspan="2">
<p class="publisher">GNU Backgammon Project</p>
- </td></tr></table></div></div><div><div class="abstract"><p class="title"><b>Abstract</b></p><p>The GNU Backgammon manual</p></div></div></div><hr /></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="sect1"><a href="#gnubg-intro">Introduction</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-intro_gpl">GPL copying/warranty info</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-rules">Rules of the game</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-rules_setup">Setup</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_object">Object of the Game</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_movement">Movement of the Checkers</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_hitting">Hitting and Entering</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_bearingoff">Bearing Off</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_doubling">Doubling</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_gammons">Gammons and Backgammons</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_optional">Optional Rules</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_match">Rules for Match Play</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-starting">Starting GNU Backgammon</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-starting_unix">Linux and Unix</a></span></dt><dt><span class="sect2"><a href="#gnubg-starting_ms">Microsoft Windows</a></span></dt><dt><span class="sect2"><a href="#gnubg-starting_mac">Mac OSX</a></span></dt><dt><span class="sect2"><a href="#gnubg-starting_options">Command line options</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-playing">Playing a game</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-playing_new">Starting a new match or session</a></span></dt><dt><span class="sect2"><a href="#gnubg-playing_roll">Rolling the dice</a></span></dt><dt><span class="sect2"><a href="#gnubg-playing_move">Moving the checkers</a></span></dt><dt><span class="sect2"><a href="#gnubg-playing_double">Using the double cube</a></span></dt><dt><span class="sect2"><a href="#gnubg-playing_resign">Resigning</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-hint">Getting hints and Tutor Mode</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-hint_manual">Getting hints manually</a></span></dt><dt><span class="sect2"><a href="#gnubg-hint_tutor">Tutor mode</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-edit">Setting up a position</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-edit_entering">Entering Edit mode</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_edit">Editing</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_clear">Clearing the board</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_quick">Quick edit</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_drag">Editing by drag and drop</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_turn">Setting the player on turn</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_dice">Setting the dice</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_cube">Setting the cube</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_score">Setting the score</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_exit">Exiting Edit mode</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_analyze">Analyzing the position</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-matches">Working with matches</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-matches_ras">Retrieving and storing backgammon files</a></span></dt><dt><span class="sect2"><a href="#gnubg-matches_entering">Entering live tournament matches</a></span></dt><dt><span class="sect2"><a href="#gnubg-matches_analysing">Analyzing matches</a></span></dt><dt><span class="sect2"><a href="#gnubg-matches_review">Reviewing matches</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-rollouts">Rollouts</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-rollouts_intro">Introduction to rollouts</a></span></dt><dt><span class="sect2"><a href="#gnubg-rollouts_gnubg">Rollouts in GNU Backgammon</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-custom">Customizing GNU Backgammon</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-custom_eval">Evaluation settings</a></span></dt><dt><span class="sect2"><a href="#gnubg-custom_appearance">Appearance</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-technotes">Technical Notes</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-tech_databases">Obtaining bearoff databases</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_met">Match Equity Tables</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_python">Python scripting</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_equities">Equities explained</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_postionid">A technical description of the Position ID</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_matchid">A technical description of the Match ID</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_css">Description of the CSS style sheet</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-faq">Frequently Asked Questions</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-faq_general">General questions</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_install">How to install</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_start">Running GNU Backgammon</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_play">Playing backgammon</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_settings">Settings</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_analysing">Analyzing</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_abbr">Abbreviations</a></span></dt></dl></dd><dt><span class="appendix"><a href="#legal">A. GNU Free Documentation License</a></span></dt></dl></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-intro"></a>Introduction</h2></div><div><div class="abstract"><p class="title"><b>Abstract</b></p><p>Introduction to GNU Backgammon</p></div></div></div></div><p>This manual describes how to use <span class="application">GNU
+ </td></tr></table></div></div><div><div class="abstract" title="Abstract"><p class="title"><strong>Abstract</strong></p><p>The GNU Backgammon manual</p></div></div></div><hr /></div><div class="toc"><p><strong>Table of Contents</strong></p><dl><dt><span class="sect1"><a href="#gnubg-intro">Introduction</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-intro_gpl">GPL copying/warranty info</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-rules">Rules of the game</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-rules_setup">Setup</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_object">Object of the Game</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_movement">Movement of the Checkers</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_hitting">Hitting and Entering</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_bearingoff">Bearing Off</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_doubling">Doubling</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_gammons">Gammons and Backgammons</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_optional">Optional Rules</a></span></dt><dt><span class="sect2"><a href="#gnubg-rules_match">Rules for Match Play</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-starting">Starting GNU Backgammon</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-starting_unix">Linux and Unix</a></span></dt><dt><span class="sect2"><a href="#gnubg-starting_ms">Microsoft Windows</a></span></dt><dt><span class="sect2"><a href="#gnubg-starting_mac">Mac OSX</a></span></dt><dt><span class="sect2"><a href="#gnubg-starting_options">Command line options</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-playing">Playing a game</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-playing_new">Starting a new match or session</a></span></dt><dt><span class="sect2"><a href="#gnubg-playing_roll">Rolling the dice</a></span></dt><dt><span class="sect2"><a href="#gnubg-playing_move">Moving the checkers</a></span></dt><dt><span class="sect2"><a href="#gnubg-playing_double">Using the doubling cube</a></span></dt><dt><span class="sect2"><a href="#gnubg-playing_resign">Resigning</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-hint">Getting hints and Tutor Mode</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-hint_manual">Getting hints manually</a></span></dt><dt><span class="sect2"><a href="#gnubg-hint_tutor">Tutor mode</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-edit">Setting up a position</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-edit_entering">Entering Edit mode</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_edit">Editing</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_clear">Clearing the board</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_quick">Quick edit</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_drag">Editing by drag and drop</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_turn">Setting the player on turn</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_dice">Setting the dice</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_cube">Setting the cube</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_score">Setting the score</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_exit">Exiting Edit mode</a></span></dt><dt><span class="sect2"><a href="#gnubg-edit_analyze">Analyzing the position</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-matches">Working with matches</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-matches_ras">Retrieving and storing backgammon files</a></span></dt><dt><span class="sect2"><a href="#gnubg-matches_entering">Entering live tournament matches</a></span></dt><dt><span class="sect2"><a href="#gnubg-matches_analysing">Analyzing matches</a></span></dt><dt><span class="sect2"><a href="#gnubg-matches_review">Reviewing matches</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-rollouts">Rollouts</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-rollouts_intro">Introduction to rollouts</a></span></dt><dt><span class="sect2"><a href="#gnubg-rollouts_gnubg">Rollouts in <span class="application">GNU Backgammon</span></a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-custom">Customizing <span class="application">GNU Backgammon</span></a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-custom_eval">Evaluation settings</a></span></dt><dt><span class="sect2"><a href="#gnubg-custom_appearance">Appearance</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-technotes">Technical Notes</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-tech_databases">Obtaining bearoff databases</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_met">Match Equity Tables</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_python">Python scripting</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_equities">Equities explained</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_postionid">A technical description of the Position ID</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_matchid">A technical description of the Match ID</a></span></dt><dt><span class="sect2"><a href="#gnubg-tech_css">Description of the CSS style sheet</a></span></dt></dl></dd><dt><span class="sect1"><a href="#gnubg-faq">Frequently Asked Questions</a></span></dt><dd><dl><dt><span class="sect2"><a href="#gnubg-faq_general">General questions</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_install">How to install</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_start">Running <span class="application">GNU Backgammon</span></a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_play">Playing backgammon</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_settings">Settings</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_analysing">Analyzing</a></span></dt><dt><span class="sect2"><a href="#gnubg-faq_abbr">Abbreviations</a></span></dt></dl></dd><dt><span class="appendix"><a href="#legal">A. GNU Free Documentation License</a></span></dt></dl></div><div class="sect1" title="Introduction"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-intro"></a>Introduction</h2></div><div><div class="abstract" title="Abstract"><p class="title"><strong>Abstract</strong></p><p>Introduction to GNU Backgammon</p></div></div></div></div><p>This manual describes how to use <span class="application">GNU
Backgammon</span> to play and analyze backgammon games and
- matches. It corresponds to version 0.90.0 (updated in August, 2009).</p><p><span class="application">GNU Backgammon</span> (gnubg)
- plays and analyzes both money game sessions and tournament matches. It evaluates and rolls out positions, and much more. Driven by a command-line interface, it displays an ASCII rendering of a board on text-only terminals, but also allows the user to play games and manipulate positions with a graphical GTK+ interface. <span class="application">GNU Backgammon</span> is
- extensible on platforms which support Python. </p><div class="screenshot"><div class="mediaobject"><table border="0" summary="manufactured viewport for HTML img" cellspacing="0" cellpadding="0" width="100%"><tr><td><img src="images/gtkinterface.png"
- alt="Screenshot of board window." width="100%" /></td></tr></table></div></div><p><span class="application">GNU Backgammon</span> is a world
+ matches. It corresponds to version 1.00.0 (updated in August, 2009).</p><p><span class="application">GNU Backgammon</span> (gnubg)
+ plays and analyzes both money game sessions and tournament matches. It
+ evaluates and rolls out positions, and much more. Driven by a command-line
+ interface, it displays an ASCII rendering of a board on text-only terminals,
+ but also allows the user to play games and manipulate positions with a
+ graphical GTK+interface. <span class="application">GNU
+ Backgammon</span> is extensible on platforms which support Python.
+ </p><div class="screenshot"><div class="mediaobject"><table border="0" summary="manufactured viewport for HTML img" cellspacing="0" cellpadding="0" width="100%"><tr><td><img src="images/gtkinterface.png" width="100%" /></td></tr></table></div></div><p><span class="application">GNU Backgammon</span> is a world
class opponent and rates at around 2000 on FIBS, the First Internet
- Backgammon Server &#8211; at its best, it is in the top 5 of over 6000 rated
+ Backgammon Server - at its best, it is in the top 5 of over 6000 rated
players there). <span class="application">GNU Backgammon</span>
can be played on numerous other on-line backgammon servers.</p><p>The following features can be found in the current release of
- <span class="application">GNU Backgammon</span>.</p><div class="itemizedlist"><ul type="disc"><li><p>A command line interface (with full command editing features if
+ <span class="application">GNU Backgammon</span>.</p><div class="itemizedlist"><ul class="itemizedlist" type="disc"><li class="listitem"><p>A command line interface (with full command editing features if
GNU readline is available) that lets you play matches and sessions
against GNU Backgammon with a rough ASCII representation of the board
- on text terminals.</p></li><li><p>Support for a GTK+ graphical user interface with both 2D and 3D views of the board. </p></li><li><p>Tournament match and money session cube handling and cubeful play.
+ on text terminals.</p></li><li class="listitem"><p>Support for a GTK+ graphical user interface with both 2D and 3D
+ views of the board.</p></li><li class="listitem"><p>Tournament match and money session cube handling and cubeful play.
All governed by an underlying cubeless money game based
- neural net.</p></li><li><p>Support for both 1-sided and 2-sided bearoff databases: 1-sided
+ neural net.</p></li><li class="listitem"><p>Support for both 1-sided and 2-sided bearoff databases: 1-sided
bearoff database for 15 checkers on the first 6 points and optional
- 2-sided database kept in memory. Larger 1-sided and 2-sided databases may
- be stored on disk. </p></li><li><p>Automated rollouts of positions, with lookahead and race variance
- reduction where appropriate. Rollouts may be extended. </p></li><li><p>Automatic and manual annotation (analysis and commentary) of games
- and matches.</p></li><li><p>Record keeping of player statistics in games
- and matches using relational databases (SQLite, MySQL, and PostgreSQL are
- supported).</p></li><li><p>Loading and saving analyzed games and matches as .sgf files (Smart
- Game Format).</p></li><li><p>Importing of positions, games, and matches
- from a number of standard file formats, including: native GNU Backgammon
- file (.sgf), GamesGrid Save Game (.sgg), Hans Berliner's BKG format
- (.bkg), Jellyfish Match (.mat), FIBS Oldmoves (.fibs), Jellyfish
- Position (.pos), Snowie Text (.txt), TrueMoneyGames (.tmg), GammonEmpire
- Game (.gam), PartyGammon Game (.gam), and BackGammonRoom Game
- (.bgf).</p></li><li><p>Exporting of positions, games, and matches to a
- number of standard file formats, including: native GNU Backgammon file
- (.sgf), Hypertext Markup Language (.html), Jellyfish Game (.gam),
- Jellyfish Match (.mat), Jellyfish Position (.pos), LaTeX (.tex),
- Portable Document Format (.pdf), Plain Text (.txt), Portable Network
- Graphics (.png), Postscript (.ps), Snowie Text (.txt), and Scalable
- Vector Graphics (.svg).</p></li><li><p>Python Scripting ability. </p></li><li><p>Native language support; 12 languages are complete or in progress: (cs_CZ, da_DK, en_GB, en_US, es_ES, fr_FR,
- de_DE, is_IS, it_IT, ja_JP, ru_RU, and
- tr_TR) </p></li></ul></div><div class="sect2" lang="en"
- xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-intro_gpl"></a>GPL copying/warranty info</h3></div></div></div><p><span class="application">GNU Backgammon</span> is
+ 2-sided database kept in memory. Larger 1-sided and 2-sided databases
+ may be stored on disk.</p></li><li class="listitem"><p>Automated rollouts of positions, with lookahead and variance
+ reduction where appropriate. Rollouts may be extended.</p></li><li class="listitem"><p>Automatic and manual annotation (analysis and commentary) of games
+ and matches.</p></li><li class="listitem"><p>Record keeping of player statistics in games and matches using relational databases (SQLite, MySQL, and PostgreSQL are supported).</p></li><li class="listitem"><p>Loading and saving analyzed games and matches as .sgf files (Smart
+ Game Format).</p></li><li class="listitem"><p>Importing of positions, games, and matches from a number of
+ standard file formats, including: native GNU Backgammon file (.sgf),
+ GamesGrid Save Game (.sgg), Hans Berliner's BKG format (.bkg),
+ Jellyfish Match (.mat), FIBS Oldmoves (.fibs), Jellyfish Position
+ (.pos), Snowie Text (.txt), TrueMoneyGames (.tmg), GammonEmpire Game
+ (.gam), PartyGammon Game (.gam), and BackGammonRoom Game (.bgf).</p></li><li class="listitem"><p>Exporting of positions, games, and matches to a number of
+ standard file formats, including: native GNU Backgammon file (.sgf),
+ Hypertext Markup Language (.html), Jellyfish Game (.gam), Jellyfish
+ Match (.mat), Jellyfish Position (.pos), LaTeX (.tex), Portable
+ Document Format (.pdf), Plain Text (.txt), Portable Network Graphics
+ (.png), Postscript (.ps), Snowie Text (.txt), and Scalable Vector
+ Graphics (.svg).</p></li><li class="listitem"><p>Python Scripting ability.</p></li><li class="listitem"><p>Native language support; 13 languages are complete or in progress:
+ (cs_CZ, da_DK, en_GB, en_US, es_ES, fr_FR, de_DE, is_IS, it_IT,
+ ja_JP, ro_RO, ru_RU and tr_TR)</p></li></ul></div><div class="sect2" title="GPL copying/warranty info"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-intro_gpl"></a>GPL copying/warranty info</h3></div></div></div><p><span class="application">GNU Backgammon</span> is
developed under the GNU General Public License (GPL) and it is part of
- the GNU project. For more information about the GNU project please visit their website: <a class="ulink" href="http://www.gnu.org/" target="_top">http://www.gnu.org/</a>.
- For more information about free software in general please visit The Free Software
- Foundation at: <a class="ulink" href="http://www.fsf.org/" target="_top">http://www.fsf.org/</a>.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-rules"></a>Rules of the game</h2></div></div></div><p>This section describes how to play a game, a match, or a session of
+ the GNU project. For more information about the GNU project please visit their website:
+ <a class="ulink" href="http://www.gnu.org/" target="_top">http://www.gnu.org/</a> For more information about free software in general please visit The Free
+ Software Foundation at: <a class="ulink" href="http://www.fsf.org/" target="_top">http://www.fsf.org/</a>.</p></div></div><div class="sect1" title="Rules of the game"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-rules"></a>Rules of the game</h2></div></div></div><p>This section describes how to play a game, a match, or a session of
money games against <span class="application">GNU
- Backgammon</span> or a human opponent. It is taken directly from the rules section of <a class="ulink" href="http://www.bkgm.com/" target="_top">Backgammon Galore</a>, courtesy of Tom Keith.</p><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_setup"></a>Setup</h3></div></div></div><p>Backgammon is a game for two players, played on a board consisting
+ Backgammon</span> or a human opponent. It is taken directly from
+ the rules section of <a class="ulink" href="http://www.bkgm.com/" target="_top">Backgammon Galore
+ </a>, courtesy of Tom Keith.</p><div class="sect2" title="Setup"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_setup"></a>Setup</h3></div></div></div><p>Backgammon is a game for two players, played on a board consisting
of twenty-four narrow triangles called points. The triangles alternate
in color and are grouped into four quadrants of six triangles each. The
quadrants are referred to as a player's home board and outer board, and
the opponent's home board and outer board. The home and the outer boards
are separated from each other by a ridge down the center of the board
- called the bar.</p><div class="figure"><a id="gnubg-fig_init"></a><p class="title"><b>Figure 1. A board with the checkers in their initial position.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig1.png" alt="A board with the checkers in their initial position." /></div></div></div><br class="figure-break" /><p>An alternate arrangement is the reverse of the one shown here, with
+ called the bar.</p><div class="figure"><a id="gnubg-fig_init"></a><p class="title"><strong>Figure 1. A board with the checkers in their initial position.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig1.png" alt="A board with the checkers in their initial position." /></div></div></div><br class="figure-break" /><p>An alternate arrangement is the reverse of the one shown here, with
the home board on the left and the outer board on the right.</p><p>The points are numbered for either player starting in that player's
home board. The outermost point is the twenty-four point, which is also
the opponent's one point. Each player has fifteen checkers of his own
color. The initial arrangement of checkers is: two on each player's
twenty-four point, five on each player's thirteen point, three on each
player's eight point, and five on each player's six point.</p><p>Both players have their own pair of dice and a dice cup used for
- shaking. A double cube, with the numerals 2, 4, 8, 16, 32, and 64 on its
- faces, is used to keep track of the current stake of the game.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_object"></a>Object of the Game</h3></div></div></div><p>The object of the game is for a player to move all of his checkers
+ shaking. A doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on
+ its faces, is used to keep track of the current stake of the game.</p></div><div class="sect2" title="Object of the Game"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_object"></a>Object of the Game</h3></div></div></div><p>The object of the game is for a player to move all of his checkers
into his own home board and then bear them off. The first player to bear
- off all of his checkers wins the game.</p><div class="figure"><a id="gnubg-fig_direction"></a><p class="title"><b>Figure 2. Direction of movement of White's checkers. Red's checkers move in
- the opposite direction.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig2.png" alt="Direction of movement of White's checkers. Red's checkers move in the opposite direction." /></div></div></div><br class="figure-break" /></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_movement"></a>Movement of the Checkers</h3></div></div></div><p>To start the game, each player throws a single die. This determines
+ off all of his checkers wins the game.</p><div class="figure"><a id="gnubg-fig_direction"></a><p class="title"><strong>Figure 2. Direction of movement of White's checkers. Red's checkers move in
+ the opposite direction.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig2.png" alt="Direction of movement of White's checkers. Red's checkers move in the opposite direction." /></div></div></div><br class="figure-break" /></div><div class="sect2" title="Movement of the Checkers"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_movement"></a>Movement of the Checkers</h3></div></div></div><p>To start the game, each player throws a single die. This determines
both the player to go first and the numbers to be played. If equal
numbers come up, then both players roll again until they roll different
numbers. The player throwing the higher number now moves his checkers
according to the numbers showing on both dice. After the first roll, the
players throw two dice and alternate turns.</p><p>The roll of the dice indicates how many points, or pips, the player
is to move his checkers. The checkers are always moved forward, to a
- lower-numbered point. The following rules apply:</p><div class="orderedlist"><ol type="1"><li><p>A checker may be moved only to an open point, one that is not
- occupied by two or more opposing checkers. </p></li><li><p>The numbers on the two dice constitute separate moves. For
+ lower-numbered point. The following rules apply:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>A checker may be moved only to an open point, one that is not
+ occupied by two or more opposing checkers. </p></li><li class="listitem"><p>The numbers on the two dice constitute separate moves. For
example, if a player rolls 5 and 3, he may move one checker five
spaces to an open point and another checker three spaces to an open
point, or he may move the one checker a total of eight spaces to an
open point, but only if the intermediate point (either three or five
- spaces from the starting point) is also open.</p><div class="figure"><a id="gnubg-fig_opening"></a><p class="title"><b>Figure 3. White opens the game with 53.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig3.png" alt="White opens the game with 53." /></div></div></div><br class="figure-break" /></li><li><p>A player who rolls doubles plays the numbers shown on the dice
+ spaces from the starting point) is also open.</p><div class="figure"><a id="gnubg-fig_opening"></a><p class="title"><strong>Figure 3. White opens the game with 53.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig3.png" alt="White opens the game with 53." /></div></div></div><br class="figure-break" /></li><li class="listitem"><p>A player who rolls doubles plays the numbers shown on the dice
twice. A roll of 6 and 6 means that the player has four sixes to
use, and he may move any combination of checkers he feels
- appropriate to complete this requirement. </p></li><li><p>A player must use both numbers of a roll if this is legally
+ appropriate to complete this requirement. </p></li><li class="listitem"><p>A player must use both numbers of a roll if this is legally
possible (or all four numbers of a double). When only one number can
be played, the player must play that number. Or if either number can
be played but not both, the player must play the larger one. When
neither number can be used, the player loses his turn. In the case
of doubles, when all four numbers cannot be played, the player must
- play as many numbers as he can. </p></li></ol></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_hitting"></a>Hitting and Entering</h3></div></div></div><p>A point occupied by a single checker of either color is called a
+ play as many numbers as he can. </p></li></ol></div></div><div class="sect2" title="Hitting and Entering"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_hitting"></a>Hitting and Entering</h3></div></div></div><p>A point occupied by a single checker of either color is called a
blot. If an opposing checker lands on a blot, the blot is hit and placed
on the bar.</p><p>Any time a player has one or more checkers on the bar, his first
obligation is to enter those checker(s) into the opposing home board. A
@@ -107,13 +110,13 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
the numbers on the rolled dice.</p><p>For example, if a player rolls 4 and 6, he may enter a checker onto
either the opponent's four point or six point, so long as the
prospective point is not occupied by two or more of the opponent's
- checkers.</p><div class="figure"><a id="gnubg-fig_bar"></a><p class="title"><b>Figure 4. White rolls 64 with a checker on the bar.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig4.png" alt="White rolls 64 with a checker on the bar." /></div></div></div><br class="figure-break" /><p> If White rolls [64] with a checker on the bar, he must enter the
+ checkers.</p><div class="figure"><a id="gnubg-fig_bar"></a><p class="title"><strong>Figure 4. White rolls 64 with a checker on the bar.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig4.png" alt="White rolls 64 with a checker on the bar." /></div></div></div><br class="figure-break" /><p> If White rolls [64] with a checker on the bar, he must enter the
checker onto Red's four point since Red's six point is not open. If
neither of the points is open, the player loses his turn. If a player is
able to enter some but not all of his checkers, he must enter as many as
he can and then forfeit the remainder of his turn.</p><p>After the last of a player's checkers has been entered, any unused
numbers on the dice must be played, by moving either the checker that
- was entered or a different checker.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_bearingoff"></a>Bearing Off</h3></div></div></div><p>Once a player has moved all of his fifteen checkers into his home
+ was entered or a different checker.</p></div><div class="sect2" title="Bearing Off"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_bearingoff"></a>Bearing Off</h3></div></div></div><p>Once a player has moved all of his fifteen checkers into his home
board, he may commence bearing off. A player bears off a checker by
rolling a number that corresponds to the point on which the checker
resides, and then removing that checker from the board. Thus, rolling a
@@ -122,11 +125,11 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
point. If there are no checkers on higher-numbered points, the player is
permitted (and required) to remove a checker from the highest point on
which one of his checkers resides. A player is under no obligation to
- bear off if he can make an otherwise legal move.</p><div class="figure"><a id="gnubg-fig_bearoff"></a><p class="title"><b>Figure 5. White rolls 64 and bears off two checkers.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig5.png" alt="White rolls 64 and bears off two checkers." /></div></div></div><br class="figure-break" /><p>A player must have all of his active checkers in his home board in
+ bear off if he can make an otherwise legal move.</p><div class="figure"><a id="gnubg-fig_bearoff"></a><p class="title"><strong>Figure 5. White rolls 64 and bears off two checkers.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/rulfig5.png" alt="White rolls 64 and bears off two checkers." /></div></div></div><br class="figure-break" /><p>A player must have all of his active checkers in his home board in
order to bear off. If a checker is hit during the bear-off process, the
player must bring that checker back to his home board before continuing
to bear off. The first player to bear off all fifteen checkers wins the
- game.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_doubling"></a>Doubling</h3></div></div></div><p>Backgammon is played for an agreed stake per point. Each game starts
+ game.</p></div><div class="sect2" title="Doubling"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_doubling"></a>Doubling</h3></div></div></div><p>Backgammon is played for an agreed stake per point. Each game starts
at one point. During the course of the game, a player who feels he has a
sufficient advantage may propose doubling the stakes. He may do this
only at the start of his own turn and before he has rolled the dice.</p><p>A player who is offered a double may refuse, in which case he
@@ -137,36 +140,36 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
player refuses a redouble, he must pay the number of points that were at
stake prior to the redouble. Otherwise, he becomes the new owner of the
cube and the game continues at twice the previous stakes. There is no
- limit to the number of redoubles in a game.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_gammons"></a>Gammons and Backgammons</h3></div></div></div><p>At the end of the game, if the losing player has borne off at least
- one checker, he loses only the value showing on the double cube (one
+ limit to the number of redoubles in a game.</p></div><div class="sect2" title="Gammons and Backgammons"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_gammons"></a>Gammons and Backgammons</h3></div></div></div><p>At the end of the game, if the losing player has borne off at least
+ one checker, he loses only the value showing on the doubling cube (one
point, if there have been no doubles). However, if the loser has
<span class="emphasis"><em>not</em></span> borne off any of his checkers, he is gammoned
- and loses <span class="emphasis"><em>twice</em></span> the value of the double cube. Or,
+ and loses <span class="emphasis"><em>twice</em></span> the value of the doubling cube. Or,
worse, if the loser has not borne off any of his checkers and still has
a checker on the bar or in the winner's home board, he is backgammoned
and loses <span class="emphasis"><em>three times</em></span> the value of the double
- cube.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_optional"></a>Optional Rules</h3></div></div></div><p>The following optional rules are in widespread use.</p><div class="orderedlist"><ol type="1"><li><p>Automatic doubles. If identical numbers are thrown on the first
- roll, the stakes are doubled. The double cube is turned to 2 and
+ cube.</p></div><div class="sect2" title="Optional Rules"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_optional"></a>Optional Rules</h3></div></div></div><p>The following optional rules are in widespread use.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Automatic doubles. If identical numbers are thrown on the first
+ roll, the stakes are doubled. The doubling cube is turned to 2 and
remains in the middle. Players usually agree to limit the number of
- automatic doubles to one per game. </p></li><li><p>Beavers. When a player is doubled, he may immediately redouble
+ automatic doubles to one per game. </p></li><li class="listitem"><p>Beavers. When a player is doubled, he may immediately redouble
(beaver) while retaining possession of the cube. The original
doubler has the option of accepting or refusing as with a normal
- double. </p></li><li><p>The Jacoby Rule. Gammons and backgammons count only as a single
+ double. </p></li><li class="listitem"><p>The Jacoby Rule. Gammons and backgammons count only as a single
game if neither player has offered a double during the course of the
game. This rule speeds up play by eliminating situations where a
- player avoids doubling so he can play on for a gammon. </p></li></ol></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_match"></a>Rules for Match Play</h3></div></div></div><p>When backgammon tournaments are held to determine an overall winner,
+ player avoids doubling so he can play on for a gammon. </p></li></ol></div></div><div class="sect2" title="Rules for Match Play"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rules_match"></a>Rules for Match Play</h3></div></div></div><p>When backgammon tournaments are held to determine an overall winner,
the usual style of competition is match play. Competitors are paired
off, and each pair plays a series of games to decide which player
progresses to the next round of the tournament. This series of games is
called a match.</p><p>Matches are played to a specified number of points. The first player
to accumulate the required points wins the match. Points are awarded in
the usual manner: one for a single game, two for a gammon, and three for
- a backgammon. The double cube is used, so the winner receives the value
- of the game multiplied by the final value of the double cube.</p><p>Matches are normally played using the Crawford rule. The Crawford
+ a backgammon. The doubling cube is used, so the winner receives the value
+ of the game multiplied by the final value of the doubling cube.</p><p>Matches are normally played using the Crawford rule. The Crawford
rule states that if one player reaches a score one point short of the
match, neither player may offer a double in the immediately following
game. This one game with no doubling is called the Crawford game. If the
- Crawford game is won by the trailing player then the double cube becomes
+ Crawford game is won by the trailing player then the doubling cube becomes
available in all subsequent games (and it's most often in the best
interests of the trailing player to double immediately in these games).</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /></colgroup><tbody><tr><td>Match to 5</td><td>White</td><td>Black</td><td>Doubling</td></tr><tr><td>White wins 2</td><td>2</td><td>0</td><td>Allowed</td></tr><tr><td>Black wins 1 </td><td>2</td><td>1</td><td>Allowed</td></tr><tr><td>White wins 2 </td><td>4</td><td>1</td><td>Allowed</td></tr><tr><td>Black wins 1 </td><td>4</td><td>2</td><td>Crawford Game</td></tr><tr><td>Black wins 2 </td><td>4</td><td>4</td><td>Allowed</td></tr><tr><td>White wins 2 </td><td>6</td><td>4</td><td>Allowed</td></tr></tbody></table></div><p>In this example, White and Black are playing a 5-point match. After
three games White has 4 points, which is just one point short of what he
@@ -174,13 +177,13 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
doubling in next game, Game 4.</p><p>There is no bonus for winning more than the required number of
points in match play. The sole goal is to win the match, and the size of
the victory doesn't matter.</p><p>Automatic doubles, beavers, and the Jacoby rule are not used in
- match play.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-starting"></a>Starting GNU Backgammon</h2></div><div><div class="abstract"><p class="title"><b>Abstract</b></p><p>Starting GNU Backgammon. Command line options.</p></div></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-starting_unix"></a>Linux and Unix</h3></div></div></div><p>If <span class="application">GNU Backgammon</span> is
+ match play.</p></div></div><div class="sect1" title="Starting GNU Backgammon"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-starting"></a>Starting GNU Backgammon</h2></div><div><div class="abstract" title="Abstract"><p class="title"><strong>Abstract</strong></p><p>Starting GNU Backgammon. Command line options.</p></div></div></div></div><div class="sect2" title="Linux and Unix"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-starting_unix"></a>Linux and Unix</h3></div></div></div><p>If <span class="application">GNU Backgammon</span> is
properly installed on your system, you can start it by simply typing
gnubg at the command prompt. If you want to start the GNU Backgammon
command line interface, you can type gnubg --tty or gnubg -t. With this
option, <span class="application">GNU Backgammon</span> starts
without the graphic user interface. There is also other options which
- can be added at the start-up.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-starting_ms"></a>Microsoft Windows</h3></div></div></div><p>The builds of <span class="application">GNU
+ can be added at the start-up.</p></div><div class="sect2" title="Microsoft Windows"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-starting_ms"></a>Microsoft Windows</h3></div></div></div><p>The builds of <span class="application">GNU
Backgammon</span> which may be downloaded from the <a class="ulink" href="http://www.gnubg.org" target="_top">main <span class="application">GNU
Backgammon</span> page</a> comes with an installation
system. The installation system will create a launch menu item in your
@@ -188,25 +191,25 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<a class="xref
command line interface. This is supplied as a separate executable file
on Microsoft Windows. You can start this version of <span class="application">GNU Backgammon</span> by choosing <span class="guimenu">Start</span> &#8594; <span class="guimenuitem">Programs</span> &#8594; <span class="guimenuitem">GNU Backgammon</span> &#8594; <span class="guimenuitem">GNU Backgammon Command Line
Interface.</span>
- </p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-starting_mac"></a>Mac OSX</h3></div></div></div><p>Once you have installed both an X11R6 server and <span class="application">GNU Backgammon</span> for MacOS X, you can run
+ </p></div><div class="sect2" title="Mac OSX"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-starting_mac"></a>Mac OSX</h3></div></div></div><p>Once you have installed both an X11R6 server and <span class="application">GNU Backgammon</span> for MacOS X, you can run
<span class="application">GNU Backgammon</span> for MacOS X
- by:</p><div class="orderedlist"><ol type="1"><li><p>Start your X11R6 server; </p></li><li><p>Once your X11R6 server is running, in one of its Terminal
+ by:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Start your X11R6 server; </p></li><li class="listitem"><p>Once your X11R6 server is running, in one of its Terminal
windows (by default, Apple's X11 opens one such window at start-up,
- and XDarwin opens three), do the following: </p><div class="orderedlist"><ol type="a"><li><p>If you have installed <span class="application">GNU
+ and XDarwin opens three), do the following: </p><div class="orderedlist"><ol class="orderedlist" type="a"><li class="listitem"><p>If you have installed <span class="application">GNU
Backgammon</span> in your private Applications folder,
type <span class="command"><strong> cd Applications/gnubg</strong></span> to get into
<span class="application">GNU Backgammon</span> for
MacOS X's folder, and then type <span class="command"><strong>./gnubg</strong></span> to
- run it;</p></li><li><p>If you have installed <span class="application">GNU
+ run it;</p></li><li class="listitem"><p>If you have installed <span class="application">GNU
Backgammon</span> in the global, top-level Applications
folder, type <span class="command"><strong>cd /Applications/gnubg</strong></span> to get
into <span class="application">GNU Backgammon</span>
for MacOS X's folder, and type <span class="command"><strong>./gnubg</strong></span> to run
- it; </p></li></ol></div></li></ol></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-starting_options"></a>Command line options</h3></div></div></div><p> The following options control the startup of <span class="application">GNU Backgammon</span>. Most options are
+ it; </p></li></ol></div></li></ol></div></div><div class="sect2" title="Command line options"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-starting_options"></a>Command line options</h3></div></div></div><p> The following options control the startup of <span class="application">GNU Backgammon</span>. Most options are
available in all versions of <span class="application">GNU
Backgammon</span>, but notably, the -w and -t options don't work
under MS windows where separate command line and GUI applications exist
- instead.</p><div class="example"><a id="gnubg-options"></a><p class="title"><b>Example 1. GNU Backgammon startup options</b></p><div class="example-contents"><pre class="programlisting">
+ instead.</p><div class="example"><a id="gnubg-options"></a><p class="title"><strong>Example 1. GNU Backgammon startup options</strong></p><div class="example-contents"><pre class="programlisting">
Usage:
gnubg [OPTION...] [file.sgf]
@@ -228,7 +231,6 @@ Application Options:
-c, --commands=FILE Evaluate commands in FILE and exit
-d, --datadir=DIR Read database and weight files from DIR
-l, --lang=LANG Set language to LANG
--n, --new-weights=N Create new neural net (of size N)
-p, --python=FILE Evaluate Python code in FILE and exit
-q, --quiet Disable sound effects
-r, --no-rc Do not read .gnubgrc and .gnubgautorc commands
@@ -237,34 +239,34 @@ Application Options:
-v, --version Show version information and exit
-w, --window-system-only Ignore tty input when using window system
--display=DISPLAY X display to use
- </pre></div></div><br class="example-break" /></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-playing"></a>Playing a game</h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_new"></a>Starting a new match or session</h3></div></div></div><p>To start a new game, match or session choose <span class="guimenu">File</span> &#8594; <span class="guimenuitem">New</span>, or use the <span class="guibutton">New</span> button in the
+ </pre></div></div><br class="example-break" /></div></div><div class="sect1" title="Playing a game"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-playing"></a>Playing a game</h2></div></div></div><div class="sect2" title="Starting a new match or session"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_new"></a>Starting a new match or session</h3></div></div></div><p>To start a new game, match or session choose <span class="guimenu">File</span> &#8594; <span class="guimenuitem">New</span>, or use the <span class="guibutton">New</span> button in the
toolbar. This will open a dialog box, where you can select the main
- options for the new backgammon game you are about to begin. </p><div class="figure"><a id="gnubg-fig_newdialog"></a><p class="title"><b>Figure 6. The dialog for starting a new match.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/newbox.png" alt="The dialog for starting a new match." /></div></div></div><br class="figure-break" /><p>The shortcut buttons are the quickest way to start the game or
+ options for the new backgammon game you are about to begin. </p><div class="figure"><a id="gnubg-fig_newdialog"></a><p class="title"><strong>Figure 6. The dialog for starting a new match.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/newbox.png" alt="The dialog for starting a new match." /></div></div></div><br class="figure-break" /><p>The shortcut buttons are the quickest way to start the game or
match. If you click on the button with the $ sign, you will start a new
money game session immediately. If you click on a numbered button, you
- will start a new match of the specified length.</p><p>The dialog allows a fine tuning of the startup options:</p><div class="orderedlist"><ol type="1"><li><p>Use the radio buttons to choose whether you want to start a
+ will start a new match of the specified length.</p><p>The dialog allows a fine tuning of the startup options:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Use the radio buttons to choose whether you want to start a
match, game or session. If you wish to start a new match, you should
select the match length by typing into the Match length field.
- </p></li><li><p>You may play against both the program itself or against a
+ </p></li><li class="listitem"><p>You may play against both the program itself or against a
friend. If you want to start a match or game against a friend,
- select the Human vs. Human option.</p></li><li><p>Normally the dice are generated by a random number generator,
+ select the Human vs. Human option.</p></li><li class="listitem"><p>Normally the dice are generated by a random number generator,
but you may use manual dice if you check this option. Then
<span class="application"> GNU Backgammon</span> will prompt for the
- dice roll before each roll.</p></li><li><p><span class="application">GNU Backgammon</span> comes with a tutor
+ dice roll before each roll.</p></li><li class="listitem"><p><span class="application">GNU Backgammon</span> comes with a tutor
mode. If this mode is active, GNU Backgammon analyzes each move you
do, and warn you each time you make a mistake. More about tutor mode
- later.</p></li><li><p>By clicking on the Modify player settings... button, you will
+ later.</p></li><li class="listitem"><p>By clicking on the Modify player settings... button, you will
see the whole player setting dialog. Here you define the playing
strength of <span class="application">GNU Backgammon</span>. This dialog
- will be explained later.</p></li></ol></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_roll"></a>Rolling the dice</h3></div></div></div><p>The simplest way to roll the dice is to click in the right board
- area between the board points. You can also roll the dice from the menu <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Roll</span> or with the keyboard shortcut <span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>R</strong></span>.</p><div class="figure"><a id="gnubg-fig_roll"></a><p class="title"><b>Figure 7. Click in the red rectangle to roll the dice.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/rolldice.png" alt="Click in the red rectangle to roll the dice." /></div></div></div><br class="figure-break" /><p>When you have moved your checkers to make the desired move, you
- complete your turn by clicking on the dice.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_move"></a>Moving the checkers</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_move_drag"></a>Moving by drag and drop</h4></div></div></div><p>One way to move the checkers is to click on a checker you want to
+ will be explained later.</p></li></ol></div></div><div class="sect2" title="Rolling the dice"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_roll"></a>Rolling the dice</h3></div></div></div><p>The simplest way to roll the dice is to click in the right board
+ area between the board points. You can also roll the dice from the menu <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Roll</span> or with the keyboard shortcut <span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>R</strong></span>.</p><div class="figure"><a id="gnubg-fig_roll"></a><p class="title"><strong>Figure 7. Click in the red rectangle to roll the dice.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/rolldice.png" alt="Click in the red rectangle to roll the dice." /></div></div></div><br class="figure-break" /><p>When you have moved your checkers to make the desired move, you
+ complete your turn by clicking on the dice.</p></div><div class="sect2" title="Moving the checkers"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_move"></a>Moving the checkers</h3></div></div></div><div class="sect3" title="Moving by drag and drop"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_move_drag"></a>Moving by drag and drop</h4></div></div></div><p>One way to move the checkers is to click on a checker you want to
move and then drag it, while holding the mouse button down, to the
desired designation point. If you have the option Show target help
when dragging checkers enabled, you will see the a green guiding at
any legal target point for the checker you are dragging. You can find
this option by choosing <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Options...</span> &#8594; <span class="guimenuitem">Display</span>
- </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_move_click"></a>Moving checkers by clicking</h4></div></div></div><p>Move the mouse cursor over the checker you want to move. If you
+ </p></div><div class="sect3" title="Moving checkers by clicking"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_move_click"></a>Moving checkers by clicking</h4></div></div></div><p>Move the mouse cursor over the checker you want to move. If you
now click the <span class="emphasis"><em>left</em></span> mouse button, the checker will
move the pips of the <span class="emphasis"><em>left</em></span> die. If you have
already moved one checker, clicking on a new checker will move it
@@ -274,10 +276,10 @@ Application Options:
Some users prefer showing the higher die to the left. You can make
<span class="application">GNU Backgammon</span> show the highest die to
the left if you choose <span class="guimenu"> Settings </span> &#8594; <span class="guimenuitem"> Options... </span> &#8594; <span class="guimenuitem"> Dice </span> and check the check box labeled Show higher die on
- left.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_move_undo"></a>Undo a move</h4></div></div></div><p>Before you complete your move by clicking the dice, it's possible
+ left.</p></div><div class="sect3" title="Undo a move"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_move_undo"></a>Undo a move</h4></div></div></div><p>Before you complete your move by clicking the dice, it's possible
to undo your moves and return to the position before any checkers have
been moved. You can either click the Undo button in the toolbar, or
- you can choose <span class="guimenu"> Edit </span> &#8594; <span class="guimenuitem"> Undo </span> from the menu or the keyboard shortcut <span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>Z</strong></span>.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_move_shortcut"></a>Some shortcuts</h4></div></div></div><p>There are some shortcuts for moving the checkers. You can
+ you can choose <span class="guimenu"> Edit </span> &#8594; <span class="guimenuitem"> Undo </span> from the menu or the keyboard shortcut <span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>Z</strong></span>.</p></div><div class="sect3" title="Some shortcuts"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_move_shortcut"></a>Some shortcuts</h4></div></div></div><p>There are some shortcuts for moving the checkers. You can
<span class="emphasis"><em>make a new point</em></span> by right clicking on the empty
point that you want to make. As an example, if you roll 31 as the
opening roll, and you want to play 8/5 6/5, you simply place the mouse
@@ -286,19 +288,19 @@ Application Options:
clicking in the bearoff tray, <span class="emphasis"><em>two checkers will be born
off</em></span> if such a move is legal.</p><p><span class="application">GNU Backgammon</span> can auto play forced
moves for you. This feature can be enabled by choosing <span class="guimenu"> Settings </span> &#8594; <span class="guimenuitem"> Options... </span> &#8594; <span class="guimenuitem"> Game </span>, and then check the box Play forced moves
- automatically.</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_double"></a>Using the double cube</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_double_offer"></a>Offering a double</h4></div></div></div><p>You offer a double to your opponent by clicking on the cube. This
- will offer the cube immediately. You can also click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Double</span> from the menu or the keyboard shortcut <span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>D</strong></span>.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_double_tp"></a>Accepting or declining a cube</h4></div></div></div><p>You accept a double made by your opponent by clicking on the
- offered double cube at the board. If you want to decline the double,
+ automatically.</p></div></div><div class="sect2" title="Using the doubling cube"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_double"></a>Using the doubling cube</h3></div></div></div><div class="sect3" title="Offering a double"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_double_offer"></a>Offering a double</h4></div></div></div><p>You offer a double to your opponent by clicking on the cube. This
+ will offer the cube immediately. You can also click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Double</span> from the menu or the keyboard shortcut <span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>D</strong></span>.</p></div><div class="sect3" title="Accepting or declining a cube"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_double_tp"></a>Accepting or declining a cube</h4></div></div></div><p>You accept a double made by your opponent by clicking on the
+ offered doubling cube at the board. If you want to decline the double,
you can right click on the cube.</p><p>There are also three buttons in the toolbar for handling cube
offers. These buttons are marked Accept, Decline and Beaver. The
beaver button is only activated in money game sessions where beavers
- are allowed.</p><div class="figure"><a id="gnubg-fig_double"></a><p class="title"><b>Figure 8. The toolbar double buttons.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/cubebuttons.png" alt="[[cubebuttons.png]]" /></div></div></div><br class="figure-break" /><p>There are also menu options from the drop down menu for all the
- cube actions. Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Take</span> from the menu, to accept an offered double(<span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>T</strong></span>). Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Drop</span>, from the menu, to to decline an offered double(<span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>P</strong></span>). Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Beaver</span>, from the menu, to beaver an offered double. </p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_resign"></a>Resigning</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_resign_offer"></a>Offering a resignation</h4></div></div></div><p>It's also possible to resign during a game. To resign during play
+ are allowed.</p><div class="figure"><a id="gnubg-fig_double"></a><p class="title"><strong>Figure 8. The toolbar double buttons.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/cubebuttons.png" alt="[[cubebuttons.png]]" /></div></div></div><br class="figure-break" /><p>There are also menu options from the drop down menu for all the
+ cube actions. Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Take</span> from the menu, to accept an offered double(<span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>T</strong></span>). Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Drop</span>, from the menu, to to decline an offered double(<span class="keycap"><strong>Ctrl</strong></span>+<span class="keycap"><strong>P</strong></span>). Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Beaver</span>, from the menu, to beaver an offered double. </p></div></div><div class="sect2" title="Resigning"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-playing_resign"></a>Resigning</h3></div></div></div><div class="sect3" title="Offering a resignation"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_resign_offer"></a>Offering a resignation</h4></div></div></div><p>It's also possible to resign during a game. To resign during play
press the Resign button in the toolbar. This is the button with the
image of a white flag. When this button is pressed, a dialog box will
appear where you can select if you want to resign a single game,
gammon or backgammon. The resignation dialog may also be reached from
- the menu system. Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Resign</span> to offer your resignation.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_resign_accept"></a>Accepting or declining a resignation</h4></div></div></div><p>When a resignation is offered a white square will appear on the
+ the menu system. Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Resign</span> to offer your resignation.</p></div><div class="sect3" title="Accepting or declining a resignation"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-playing_resign_accept"></a>Accepting or declining a resignation</h4></div></div></div><p>When a resignation is offered a white square will appear on the
board area. The square has a number 1, 2 or 3. A square with a
<span class="emphasis"><em>1</em></span>, means that a single game resignation is
offered, a <span class="emphasis"><em>2</em></span> that a gammon resignation is
@@ -308,15 +310,15 @@ Application Options:
want to decline the resignation, you right click instead. You can also
use the same toolbar buttons as for accepting or declining a double.
There is also a menu option for accepting and declining resignations.
- Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Agree to resignation</span> from the menu, to accept an offered resignation. Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Decline resignation</span> from the menu, to decline an offered resignation.</p></div></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-hint"></a>Getting hints and Tutor Mode</h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-hint_manual"></a>Getting hints manually</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-hint_tutor_checker"></a>Getting checker play hints while playing</h4></div></div></div><p>If you want to get a hint of the best move or the best cube action
+ Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Agree to resignation</span> from the menu, to accept an offered resignation. Click <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Decline resignation</span> from the menu, to decline an offered resignation.</p></div></div></div><div class="sect1" title="Getting hints and Tutor Mode"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-hint"></a>Getting hints and Tutor Mode</h2></div></div></div><div class="sect2" title="Getting hints manually"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-hint_manual"></a>Getting hints manually</h3></div></div></div><div class="sect3" title="Getting checker play hints while playing"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-hint_tutor_checker"></a>Getting checker play hints while playing</h4></div></div></div><p>If you want to get a hint of the best move or the best cube action
press the Hint button in the tool bar or the menu option
<span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Hint</span>.
- This will open a hint window.</p><div class="figure"><a id="gnubg-fig_hint"></a><p class="title"><b>Figure 9. The hint window</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/hintwindow.png" alt="[[hintwindow.png]]" /></div></div></div><br class="figure-break" /><p>This Hint window shows a list of all possible moves for the position
+ This will open a hint window.</p><div class="figure"><a id="gnubg-fig_hint"></a><p class="title"><strong>Figure 9. The hint window</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/hintwindow.png" alt="[[hintwindow.png]]" /></div></div></div><br class="figure-break" /><p>This Hint window shows a list of all possible moves for the position
and dice roll. The different moves are sorted by how <span class="application">GNU
Backgammon</span> ranks each move; there is one move on each
line in the list. The rest of the numbers may look a bit complicated and
cryptic but, once you learn what each number means, it isn't really that
- bad.</p><div class="orderedlist"><ol type="1"><li><p><span class="emphasis"><em>Rank</em></span> is the number that shows
+ bad.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p><span class="emphasis"><em>Rank</em></span> is the number that shows
<span class="application">GNU Backgammon</span>'s rank of the move. All
moves evaluated at a given ply are ranked above those evaluated at a
lesser ply. If you use the 0, 1, 2, etc, buttons below the hint list
@@ -326,7 +328,7 @@ Application Options:
<span class="emphasis"><em>re-evaluate all moves above it in the list</em></span>.
(And slipping with the mouse and re-evaluating, e.g., a 3-ply move
at 2-ply may make the move <span class="emphasis"><em>disappear</em></span> down to
- the bottom of the list!) </p></li><li><p><span class="emphasis"><em>Type</em></span> is a description of the evaluation
+ the bottom of the list!) </p></li><li class="listitem"><p><span class="emphasis"><em>Type</em></span> is a description of the evaluation
that was used to calculate the results. Cubeful means that it is
taking into account the possibility that someone may double.
Occasionally you may see several moves with the equity of -1.000,
@@ -334,32 +336,32 @@ Application Options:
different winning percentiles. This is because it thinks that if any
of these moves are played then the opponent will double and you
should pass. The n-ply is the depth to which <span class="application">GNU
- Backgammon</span> analyzed the move. </p></li><li><p><span class="emphasis"><em>Win</em></span> is the fractions of games that
+ Backgammon</span> analyzed the move. </p></li><li class="listitem"><p><span class="emphasis"><em>Win</em></span> is the fractions of games that
<span class="application">GNU Backgammon</span> thinks will be won by a
- single game, gammon or backgammon. </p></li><li><p><span class="emphasis"><em>Wg</em></span> is the fractions of games that
+ single game, gammon or backgammon. </p></li><li class="listitem"><p><span class="emphasis"><em>Wg</em></span> is the fractions of games that
<span class="application">GNU Backgammon</span> thinks will be won by a
- gammon or backgammon. </p></li><li><p><span class="emphasis"><em>Wbg</em></span> is the fractions of games that
+ gammon or backgammon. </p></li><li class="listitem"><p><span class="emphasis"><em>Wbg</em></span> is the fractions of games that
<span class="application">GNU Backgammon</span> thinks will be won by a
- backgammon. </p></li><li><p><span class="emphasis"><em>Loose</em></span> is the fractions of games that
+ backgammon. </p></li><li class="listitem"><p><span class="emphasis"><em>Lose</em></span> is the fractions of games that
<span class="application">GNU Backgammon</span> thinks will be lost by a
single game, gammon or backgammon. (Notice that this number is equal
- to 1 - Win) </p></li><li><p><span class="emphasis"><em>Lg</em></span> is the fractions of games that
+ to 1 - Win) </p></li><li class="listitem"><p><span class="emphasis"><em>Lg</em></span> is the fractions of games that
<span class="application">GNU Backgammon</span> thinks will be lost by a
- gammon or backgammon. </p></li><li><p><span class="emphasis"><em>Lbg</em></span> is the fractions of games that
+ gammon or backgammon. </p></li><li class="listitem"><p><span class="emphasis"><em>Lbg</em></span> is the fractions of games that
<span class="application">GNU Backgammon</span> thinks will be lost by a
- backgammon. </p></li><li><p><span class="emphasis"><em>Equity</em></span> is the overall evaluation of the
+ backgammon. </p></li><li class="listitem"><p><span class="emphasis"><em>Equity</em></span> is the overall evaluation of the
position by the program, after considering the different win/loss
percentiles, the cube position, and the match score. A 1.000 would
mean that you are expected to win a point, a 0.000 would mean that
it is roughly equal, and a -1.000 that you are expected to lose a
point. When the evaluation is cubeful this number is not computable
- by the win/loss brake down of the previous columns. </p></li><li><p><span class="emphasis"><em>Diff.</em></span> is the difference in equity,
- perceived in comparison to the top ranked move. </p></li><li><p><span class="emphasis"><em>Move</em></span> is the move being evaluated. In the
- case of a red line, it is the move that was played. </p></li></ol></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-hint_manual_cube"></a>Getting cube decision hints while playing</h4></div></div></div><p>If you're thinking about a cube decision before rolling you can
+ by the win/loss brake down of the previous columns. </p></li><li class="listitem"><p><span class="emphasis"><em>Diff.</em></span> is the difference in equity,
+ perceived in comparison to the top ranked move. </p></li><li class="listitem"><p><span class="emphasis"><em>Move</em></span> is the move being evaluated. In the
+ case of a red line, it is the move that was played. </p></li></ol></div></div><div class="sect3" title="Getting cube decision hints while playing"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-hint_manual_cube"></a>Getting cube decision hints while playing</h4></div></div></div><p>If you're thinking about a cube decision before rolling you can
press the same Hint button in the toolbar, as you pressed when you
wanted checker play hint. The hint window will again appear, but this
time it will look a bit different and it will show a hint of the correct
- cube decision.</p><div class="figure"><a id="gnubg-fig_cubehint"></a><p class="title"><b>Figure 10. The cube hint window</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/hintcubewindow.png" alt="[[hintcubewindow.png]]" /></div></div></div><br class="figure-break" /><p>The first lines is the window dialog shows the evaluation depth, and
+ cube decision.</p><div class="figure"><a id="gnubg-fig_cubehint"></a><p class="title"><strong>Figure 10. The cube hint window</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/hintcubewindow.png" alt="[[hintcubewindow.png]]" /></div></div></div><br class="figure-break" /><p>The first lines is the window dialog shows the evaluation depth, and
the cubeless equity with the evaluated probabilities. This equity is
compensated for the match score. The cubeless equity for a money game,
where the the calculation of equity is not compensated for match score,
@@ -380,18 +382,18 @@ Application Options:
potential. It is the necessary percentage chance you think you can bluff
your opponent into passing the cube to make the double theoretically
correct. This number is only available when the position is considered
- No double, take or Too good to double, pass.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-hint_button"></a>The hint tool buttons</h4></div></div></div><p>As you may see in both figures above, there is a set of buttons
+ No double, take or Too good to double, pass.</p></div><div class="sect3" title="The hint tool buttons"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-hint_button"></a>The hint tool buttons</h4></div></div></div><p>As you may see in both figures above, there is a set of buttons
below the move list or cube analysis. Here follows a short description
- of what each of the buttons does:</p><div class="orderedlist"><ol type="1"><li><p><span class="emphasis"><em>Eval</em></span> will evaluate the selected moves, or
- the cube decision with the current evaluation setting. </p></li><li><p><span class="emphasis"><em>...</em></span> will open the evaluation setting
+ of what each of the buttons does:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p><span class="emphasis"><em>Eval</em></span> will evaluate the selected moves, or
+ the cube decision with the current evaluation setting. </p></li><li class="listitem"><p><span class="emphasis"><em>...</em></span> will open the evaluation setting
dialog. You can then modify the evaluation setting. More about
- evaluation settings in the next chapter. </p></li><li><p><span class="emphasis"><em>0 1 2 3 4</em></span> will evaluate the selected moves
+ evaluation settings in the next chapter. </p></li><li class="listitem"><p><span class="emphasis"><em>0 1 2 3 4</em></span> will evaluate the selected moves
or cube decision at cubeful 0-ply or cubeful 1-ply or cubeful 2-ply
- and so on. </p></li><li><p><span class="emphasis"><em>Rollout</em></span> will start a rollout ((A
+ and so on. </p></li><li class="listitem"><p><span class="emphasis"><em>Rollout</em></span> will start a rollout ((A
<span class="emphasis"><em>rollout</em></span> is simply a Monte Carlo simulation of
a backgammon position. More about rollouts in a later chapter.)) of
- the selected moves or cube decision. </p></li><li><p><span class="emphasis"><em>...</em></span> will open the rollout settings dialog.
- This dialog will be further described later in this manual. </p></li><li><p><span class="emphasis"><em>MWC</em></span> (Match Winning Chance). If this button
+ the selected moves or cube decision. </p></li><li class="listitem"><p><span class="emphasis"><em>...</em></span> will open the rollout settings dialog.
+ This dialog will be further described later in this manual. </p></li><li class="listitem"><p><span class="emphasis"><em>MWC</em></span> (Match Winning Chance). If this button
is pressed the values in the hint window will be shown as the chance
to win the whole match. If this button is unpressed or there is a
money game that's played, the values in the hint window is reported
@@ -399,18 +401,18 @@ Application Options:
from match winning chance to equity. This recalculated number is
often referred to as EMG, Equivalent to Money Game. The EMG number
is comparable to the equity in a money game, and are therefore
- labeled 'Equity'. </p></li><li><p><span class="emphasis"><em>Show</em></span> will show the board as it would be
+ labeled 'Equity'. </p></li><li class="listitem"><p><span class="emphasis"><em>Show</em></span> will show the board as it would be
after the selected move is made. The button is only available in the
- checker play hint window. </p></li><li><p><span class="emphasis"><em>Move</em></span> will make the move selected in the
+ checker play hint window. </p></li><li class="listitem"><p><span class="emphasis"><em>Move</em></span> will make the move selected in the
list. It's also possible to make a move directly from the list by
double clicking on the move. The button is also available only in
- the checker play hint window. </p></li><li><p><span class="emphasis"><em>Copy</em></span> will copy the text of all selected
- moves to clipboard. </p></li><li><p><span class="emphasis"><em>Temp. Map</em></span> will show Sho Sengoku's
+ the checker play hint window. </p></li><li class="listitem"><p><span class="emphasis"><em>Copy</em></span> will copy the text of all selected
+ moves to clipboard. </p></li><li class="listitem"><p><span class="emphasis"><em>Temp. Map</em></span> will show Sho Sengoku's
temperature map. This map is further described later in the
document. When this window remembers its size and position it will
- really become useful. </p></li></ol></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-hint_tutor"></a>Tutor mode</h3></div></div></div><p>One of the greatest tools for learning, is Tutor Mode. Tutor mode
+ really become useful. </p></li></ol></div></div></div><div class="sect2" title="Tutor mode"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-hint_tutor"></a>Tutor mode</h3></div></div></div><p>One of the greatest tools for learning, is Tutor Mode. Tutor mode
can be activated by clicking <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Options...</span> and then click on the Tutor flag. Activate Tutor Mode by
- checking the Tutor mode check box.</p><div class="figure"><a id="gnubg-fig_tutor"></a><p class="title"><b>Figure 11. The tutor window</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/tutor.png" alt="[[tutor.png]]" /></div></div></div><br class="figure-break" /><p>In Tutor Mode, <span class="application">GNU Backgammon</span> will
+ checking the Tutor mode check box.</p><div class="figure"><a id="gnubg-fig_tutor"></a><p class="title"><strong>Figure 11. The tutor window</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/tutor.png" alt="[[tutor.png]]" /></div></div></div><br class="figure-break" /><p>In Tutor Mode, <span class="application">GNU Backgammon</span> will
analyze your moves and/or cube decisions and compare them with its
choices. You set the threshold for its alerts, for example, if you set
it for bad then it will only warn you when you make a bad mistake. It
@@ -418,7 +420,7 @@ Application Options:
or provide a 'hint' - essentially, showing you its analysis.</p><p>The tutor can give warnings on both cube decisions and checker play.
If you want the tutor to only warn on cube decisions, you can uncheck
the box for the Checker play. Likewise, if you want it to only warn on
- checker play decisions, you can uncheck the box for the Cube decisions.</p><div class="figure"><a id="gnubg-fig_tutorwarn"></a><p class="title"><b>Figure 12. The tutor warning window</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/tutorwarning.png" alt="[[tutorwarning.png]]" /></div></div></div><br class="figure-break" /><p>In the above figure, you can see a warning dialog from the tutor
+ checker play decisions, you can uncheck the box for the Cube decisions.</p><div class="figure"><a id="gnubg-fig_tutorwarn"></a><p class="title"><strong>Figure 12. The tutor warning window</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/tutorwarning.png" alt="[[tutorwarning.png]]" /></div></div></div><br class="figure-break" /><p>In the above figure, you can see a warning dialog from the tutor
mode. If you press the button labeled Play anyway, the move you made
will be kept and the game will continue. If you press the Rethink
button, the dialog will close and the checkers that you moved will be
@@ -428,14 +430,14 @@ Application Options:
button to show the hint window with its list of possible moves and their
evaluations. Finally, if you press the End Tutor Mode button, the dialog
will close and turn Tutor Mode off.</p><p>A similar warning window will also appear for poor cube
- handling.</p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-edit"></a>Setting up a position</h2></div></div></div><p>Think about the Friday night chouette where there was this tough
+ handling.</p></div></div><div class="sect1" title="Setting up a position"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-edit"></a>Setting up a position</h2></div></div></div><p>Think about the Friday night chouette where there was this tough
choice between two move candidates. Which move was the best? Or what about
that match score cube decision from the weekend tournament. Wouldn't it be
nice to be able to set up the position in <span class="application">GNU
- Backgammon</span> and ask for it's opinion? This is possible in
+ Backgammon</span> and ask for its opinion? This is possible in
<span class="application">GNU Backgammon</span>, and it's one of the features
that really can give you the answer to a lot of questions, and in that way
- give you a better understanding of the game.</p><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_entering"></a>Entering Edit mode</h3></div></div></div><p>To set up a position, you have to be in <span class="emphasis"><em>Edit
+ give you a better understanding of the game.</p><div class="sect2" title="Entering Edit mode"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_entering"></a>Entering Edit mode</h3></div></div></div><p>To set up a position, you have to be in <span class="emphasis"><em>Edit
mode</em></span>. To enter Edit mode you simply click the Edit button in
the tool bar. There is currently no keyboard shortcut or menu item for
entering edit mode. The Edit button is a toggle button and you will stay
@@ -446,17 +448,17 @@ Application Options:
future.) If there is no game in progress and you want to set up a
position, you can simply start a new game or match by clicking New in
the toolbar.</p><p>When you are in edit mode you will see the the text (Editing) in the
- match information box below the board.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_edit"></a>Editing</h3></div></div></div><p>Setting up a position is basically done by editing the current
+ match information box below the board.</p></div><div class="sect2" title="Editing"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_edit"></a>Editing</h3></div></div></div><p>Setting up a position is basically done by editing the current
position. The editing it self is controlled by clicking different areas
- of the board and may not be obvious at first hand.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_clear"></a>Clearing the board</h3></div></div></div><p>In edit mode you can easily clear the board by clicking in one of
+ of the board and may not be obvious at first hand.</p></div><div class="sect2" title="Clearing the board"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_clear"></a>Clearing the board</h3></div></div></div><p>In edit mode you can easily clear the board by clicking in one of
the bearoff trays. It's often easier to start setting up a position with
a empty board, so this feature is really handy. When you click on one of
- the bearoff tray, all checkers will be moved to the bearoff.</p><div class="figure"><a id="gnubg-fig_clear"></a><p class="title"><b>Figure 13. Click in the one of the areas marked with a red ellipse to clear
- the board.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/clearboard.png" alt="[[clearboard.png]]" /></div></div></div><br class="figure-break" /><p>You can also just as easy generate the initial position by clicking
+ the bearoff tray, all checkers will be moved to the bearoff.</p><div class="figure"><a id="gnubg-fig_clear"></a><p class="title"><strong>Figure 13. Click in the one of the areas marked with a red ellipse to clear
+ the board.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/clearboard.png" alt="[[clearboard.png]]" /></div></div></div><br class="figure-break" /><p>You can also just as easy generate the initial position by clicking
the opposite trays when in edit mode. Clicking in one of these trays
- puts all checkers back to the initial position.</p><div class="figure"><a id="gnubg-fig_initpos"></a><p class="title"><b>Figure 14. Click in the one of the areas marked with a red ellipse to get to
- the initial position.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/initialboard.png" alt="[[initialboard.png]]" /></div></div></div><br class="figure-break" /><p>Note that the bearoff trays change side when the board is displayed
- with clockwise movement.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_quick"></a>Quick edit</h3></div></div></div><p>The default method of editing a position is called <span class="emphasis"><em>Quick
+ puts all checkers back to the initial position.</p><div class="figure"><a id="gnubg-fig_initpos"></a><p class="title"><strong>Figure 14. Click in the one of the areas marked with a red ellipse to get to
+ the initial position.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/initialboard.png" alt="[[initialboard.png]]" /></div></div></div><br class="figure-break" /><p>Note that the bearoff trays change side when the board is displayed
+ with clockwise movement.</p></div><div class="sect2" title="Quick edit"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_quick"></a>Quick edit</h3></div></div></div><p>The default method of editing a position is called <span class="emphasis"><em>Quick
edit</em></span>. It's based on clicking on the point where you want to
place checkers. The number of checkers placed on the point is depending
on where you click, for example if you want to place 3 checkers on a
@@ -467,7 +469,7 @@ Application Options:
clear a point, click on the border of the board below or above the point
- depending on if the point is in the lower or top half of the board.
The bar works just like normal points - the more you click to the middle
- of the bar, the more checkers will be placed there.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_drag"></a>Editing by drag and drop</h3></div></div></div><p>There is also a different way of editing the checker positions. You
+ of the bar, the more checkers will be placed there.</p></div><div class="sect2" title="Editing by drag and drop"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_drag"></a>Editing by drag and drop</h3></div></div></div><p>There is also a different way of editing the checker positions. You
can drag and drop checkers around the board while you're holding down
the Ctrl key on your keyboard. Press the Ctrl key and hold it down. Then
left-click the checker you want to drag to another point and drag it
@@ -475,29 +477,29 @@ Application Options:
button), to the destination point. You can drag checkers to open points
or to points where you have checkers of the same color. You can also
'hit' opponent blots with the drag and drop edit method.</p><p>This method of editing comes handy when there is just a small
- adjustment to be done in the position.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_turn"></a>Setting the player on turn</h3></div></div></div><p>The player on turn can be set by clicking the small checker icons
- below the board. See figure below.</p><div class="figure"><a id="gnubg-fig_turn"></a><p class="title"><b>Figure 15. Clicking the White checker image will set White on turn, clicking
- the Black image will set Black in turn.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/setturn.png" alt="[[initialboard.png]]" /></div></div></div><br class="figure-break" /><p>Note that setting the turn sets the turn before the dice has been
+ adjustment to be done in the position.</p></div><div class="sect2" title="Setting the player on turn"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_turn"></a>Setting the player on turn</h3></div></div></div><p>The player on turn can be set by clicking the small checker icons
+ below the board. See figure below.</p><div class="figure"><a id="gnubg-fig_turn"></a><p class="title"><strong>Figure 15. Clicking the White checker image will set White on turn, clicking
+ the Black image will set Black in turn.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/setturn.png" alt="[[initialboard.png]]" /></div></div></div><br class="figure-break" /><p>Note that setting the turn sets the turn before the dice has been
rolled. If there is a dice present at the board, setting the turn will
remove the dice rolled. In this way you can set up a position to be a
cube decision evaluation instead of a move decision evaluation.</p><p>The turn can also be set by choosing <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Set turn</span>. Both these methods for setting the player on turn can
- also be used without being in edit mode.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_dice"></a>Setting the dice</h3></div></div></div><p>You can set the dice for a player by clicking in the middle part of
+ also be used without being in edit mode.</p></div><div class="sect2" title="Setting the dice"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_dice"></a>Setting the dice</h3></div></div></div><p>You can set the dice for a player by clicking in the middle part of
the board where you usually click when you roll the dice while playing.
Click in the middle of the right playing area to set the dice for player
0, the bottom player. Click the left dice rolling area to set the dice
for player 1, the top player. Once you click one of these areas the dice
selection widget will appear and you can select a dice roll by clicking
- on a dice pair.</p><div class="figure"><a id="gnubg-fig_dice"></a><p class="title"><b>Figure 16. Click inside the red rectangle to set the dice for Black. Click
- inside the green rectangle to set the dice for White.</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/setdice.png" alt="[[setdice.png]]" /></div></div></div><br class="figure-break" /><p>Setting the dice in edit mode sets both dice and the player on turn.
+ on a dice pair.</p><div class="figure"><a id="gnubg-fig_dice"></a><p class="title"><strong>Figure 16. Click inside the red rectangle to set the dice for Black. Click
+ inside the green rectangle to set the dice for White.</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/setdice.png" alt="[[setdice.png]]" /></div></div></div><br class="figure-break" /><p>Setting the dice in edit mode sets both dice and the player on turn.
Setting the dice for player 0, will make player 0 on turn with that
specific dice roll to play.</p><p>This method for setting the dice roll only works in edit mode. If
you're not in edit mode you can set the dice by choosing <span class="guimenu">Game</span> &#8594; <span class="guimenuitem">Set dice...</span> from the menu, however this will set the dice for the
- player on turn.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_cube"></a>Setting the cube</h3></div></div></div><p>Setting the cube is quite simple while you're in edit mode. Simply
+ player on turn.</p></div><div class="sect2" title="Setting the cube"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_cube"></a>Setting the cube</h3></div></div></div><p>Setting the cube is quite simple while you're in edit mode. Simply
click the cube in the board and the cube selection widget appears.</p><p>Selecting a cube in the first row, where the number is displayed
up-side-down, the top player will be the cube owner. The value of the
cube will be the value of the cube you click in the widget. Note that
the unturned cube is the leftmost cube labeled 64, just as it usually is
- on real double cube.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_score"></a>Setting the score</h3></div></div></div><p>Very often i backgammon the match score does matter on how the
+ on real doubling cube.</p></div><div class="sect2" title="Setting the score"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_score"></a>Setting the score</h3></div></div></div><p>Very often i backgammon the match score does matter on how the
position is evaluated. <span class="application">GNU Backgammon</span>'s
evaluation algorithms does take the score into account. You can
therefore adjust the the match length and the score to each player while
@@ -507,11 +509,11 @@ Application Options:
player 1, the bottom player, has the right score. You can also set the
match score in the in the match field to the right. There is also a box
to tick whenever the position is from a Crawford game.</p><p>If you want the computer to do a money game evaluation of the
- position, you should set the match score to 0 (zero).</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_exit"></a>Exiting Edit mode</h3></div></div></div><p>Before you can start analyzing the position you have to exit edit
+ position, you should set the match score to 0 (zero).</p></div><div class="sect2" title="Exiting Edit mode"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_exit"></a>Exiting Edit mode</h3></div></div></div><p>Before you can start analyzing the position you have to exit edit
mode. This is done by releasing the Edit button in the toolbar by
clicking it. Note that editing a position destroys your game record with
no warning, so it might be an idea to save your match if you want to
- keep it.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_analyze"></a>Analyzing the position</h3></div></div></div><p>After you have successfully set up the position you desire, you can
+ keep it.</p></div><div class="sect2" title="Analyzing the position"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-edit_analyze"></a>Analyzing the position</h3></div></div></div><p>After you have successfully set up the position you desire, you can
now analyze the position. You can click Hint in the toolbar to get the
best move of cube decision in the same way as described in the chapter
called <a class="xref" href="#gnubg-playing" title="Playing a game">the section called &#8220;Playing a game&#8221;</a>. Hint, rollouts and evaluations done
@@ -525,13 +527,13 @@ Application Options:
button, red checkers. (assuming you didn't change the colors). You will
get used to this editing. and it makes it much faster to set up a
position.</p><p>See also <a class="ulink" href="http://www.bkgm.com/rgb/rgb.cgi?view+1098" target="_top">Albert Silver's post on GammOnLine</a>
- </p></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-matches"></a>Working with matches</h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-matches_ras"></a>Retrieving and storing backgammon files</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_ras_sgff"></a>The Smart Game Format</h4></div></div></div><p><span class="application">GNU Backgammon</span> uses the Smart Game
+ </p></div></div><div class="sect1" title="Working with matches"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-matches"></a>Working with matches</h2></div></div></div><div class="sect2" title="Retrieving and storing backgammon files"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-matches_ras"></a>Retrieving and storing backgammon files</h3></div></div></div><div class="sect3" title="The Smart Game Format"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_ras_sgff"></a>The Smart Game Format</h4></div></div></div><p><span class="application">GNU Backgammon</span> uses the Smart Game
Format (SGF) to store games, matches, sessions and positions. SGF is
used in as a standard format for several other turn based games. The
SGF files can store all the rolls and moves and cube decisions as well
as commentary and analysis.</p><p> A game that uses SGF extensively is Go. The format is described
at <a class="ulink" href="http://www.red-bean.com/sgf/" target="_top">this site</a>.
- </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_opening"></a>Opening and importing matches</h4></div></div></div><p>Since version 0.16 the GUI recognizes all importable files
+ </p></div><div class="sect3" title="Opening and importing matches"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_opening"></a>Opening and importing matches</h4></div></div></div><p>Since version 0.16 the GUI recognizes all importable files
automatically (with the exception of the FIBS format). To open or
import a file choose <span class="guimenu">File</span> &#8594; <span class="guimenuitem">Open</span>. A file dialog box will appear where you can select the
file and the dialog will inform you of the recognized format, if the
@@ -541,7 +543,7 @@ Application Options:
underlying command line interface. Enable the command pane by choosing <span class="guimenu">View</span> &#8594; <span class="guimenuitem">Command</span>. In the command pane type in <span class="command"><strong>import oldmoves
&lt;filepath&gt;</strong></span> to import, e.g., an oldmoves fibs
formatted file.</p><p>The following table contains the supported formats and the
- corresponding commands for manual import of a file.</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>FIBS oldmoves format</td><td> <span class="command"><strong>import oldmoves &lt;filepath&gt;</strong></span> </td></tr><tr><td>Gamesgrid Save Game</td><td> <span class="command"><strong>import sgg &lt;filepath&gt;</strong></span> </td></tr><tr><td>GammonEmpire Game</td><td> <span class="command"><strong>import empire &lt;filepath&gt;</strong></span> </td></tr><tr><td>Hans Berliner's BKG Format</td><td> <span class="command"><strong>import bkg &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Game</td><td> <span class="command"><strong>import gam &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Match</td><td> <span class="command"><strong>import mat &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Position</td><td> <span class="command"><strong>import pos &lt;filepath&gt;</strong></span> </td></tr><tr><td>PartyGammon Game</td><td> <span class="command"><strong>import party &lt;filepath&gt;</strong></span> </td></tr><tr><td>Snowie Text</td><td> <span class="command"><strong>import snowietxt &lt;filepath&gt;</strong></span> </td></tr><tr><td>True Moneygames</td><td> <span class="command"><strong>import tmg &lt;filepath&gt;</strong></span> </td></tr></tbody></table></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_saving"></a>Saving and exporting positions, games or matches</h4></div></div></div><p>If you have played or imported a match into <span class="application">GNU
+ corresponding commands for manual import of a file.</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>FIBS oldmoves format</td><td> <span class="command"><strong>import oldmoves &lt;filepath&gt;</strong></span> </td></tr><tr><td>Gamesgrid Save Game</td><td> <span class="command"><strong>import sgg &lt;filepath&gt;</strong></span> </td></tr><tr><td>GammonEmpire Game</td><td> <span class="command"><strong>import empire &lt;filepath&gt;</strong></span> </td></tr><tr><td>Hans Berliner's BKG Format</td><td> <span class="command"><strong>import bkg &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Game</td><td> <span class="command"><strong>import gam &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Match</td><td> <span class="command"><strong>import mat &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Position</td><td> <span class="command"><strong>import pos &lt;filepath&gt;</strong></span> </td></tr><tr><td>PartyGammon Game</td><td> <span class="command"><strong>import party &lt;filepath&gt;</strong></span> </td></tr><tr><td>Snowie Text</td><td> <span class="command"><strong>import snowietxt &lt;filepath&gt;</strong></span> </td></tr><tr><td>TrueMoneyGames</td><td> <span class="command"><strong>import tmg &lt;filepath&gt;</strong></span> </td></tr></tbody></table></div></div><div class="sect3" title="Saving and exporting positions, games or matches"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_saving"></a>Saving and exporting positions, games or matches</h4></div></div></div><p>If you have played or imported a match into <span class="application">GNU
Backgammon</span>, and wish to save your efforts, you can
choose <span class="guimenu">File</span> &#8594; <span class="guimenuitem">Save</span>. A file dialog box will appear and you can type in a
file name or keep the suggested default file name. (The suggested
@@ -550,8 +552,7 @@ Application Options:
session. If there is any analysis or commentary available this will
also be saved to the file. You can also use the tool bar button
labeled Save to open the file dialog box directly. There is also a
- keyboard shortcut, Ctrl-S, for saving a match or session.</p><div class="warning" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Warning</h3><p>Please note that saving a position will not save any
- analysis.</p></div><p>The export dialog is accessed by choosing <span class="guimenu">File</span> &#8594; <span class="guimenuitem">Export</span> This dialog is similar to the save dialog. Again you may
+ keyboard shortcut, Ctrl-S, for saving a match or session.</p><p>The export dialog is accessed by choosing <span class="guimenu">File</span> &#8594; <span class="guimenuitem">Export</span> This dialog is similar to the save dialog. Again you may
choose a different filename and whether to export an entire match, a
game or a position. Then you must choose an export format as well.
Notice some file formats only supports export of matches and some only
@@ -561,18 +562,18 @@ Application Options:
that with some formats only some of M(atch), G(ame), P(osition) is
allowed. For example to export a Jellyfish position you would issue
the command <span class="command"><strong>export position pos
- &lt;filepath&gt;</strong></span></p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Encapsulated Postscript</td><td> <span class="command"><strong>export &lt;P&gt; eps &lt;filepath&gt;</strong></span> </td></tr><tr><td>HTML</td><td> <span class="command"><strong>export &lt;MGP&gt; html &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Game</td><td> <span class="command"><strong>export &lt;G&gt; gam &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Match</td><td> <span class="command"><strong>export &lt;M&gt; mat &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Position</td><td> <span class="command"><strong>export &lt;P&gt; pos &lt;filepath&gt;</strong></span> </td></tr><tr><td>LaTeX</td><td> <span class="command"><strong>export &lt;MG&gt; latex &lt;filepath&gt;</strong></span> </td></tr><tr><td>PDF</td><td> <span class="command"><strong>export &lt;MG&gt; pdf &lt;filepath&gt;</strong></span> </td></tr><tr><td>Plain Text</td><td> <span class="command"><strong>export &lt;MGP&gt; text &lt;filepath&gt;</strong></span> </td></tr><tr><td>Portable Network Graphics</td><td> <span class="command"><strong>export &lt;P&gt; pdf &lt;filepath&gt;</strong></span> </td></tr><tr><td>PostScript</td><td> <span class="command"><strong>export &lt;MG&gt; postscript &lt;filepath&gt;</strong></span> </td></tr><tr><td>Snowie Text</td><td> <span class="command"><strong>export &lt;P&gt; snowietxt &lt;filepath&gt;</strong></span>
- </td></tr></tbody></table></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_saving_html"></a>HTML export</h5></div></div></div><p><span class="application">GNU Backgammon</span> can export the current
+ &lt;filepath&gt;</strong></span></p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>Encapsulated Postscript</td><td> <span class="command"><strong>export &lt;P&gt; eps &lt;filepath&gt;</strong></span> </td></tr><tr><td>HTML</td><td> <span class="command"><strong>export &lt;MGP&gt; html &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Game</td><td> <span class="command"><strong>export &lt;G&gt; gam &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Match</td><td> <span class="command"><strong>export &lt;M&gt; mat &lt;filepath&gt;</strong></span> </td></tr><tr><td>Jellyfish Position</td><td> <span class="command"><strong>export &lt;P&gt; pos &lt;filepath&gt;</strong></span> </td></tr><tr><td>LaTeX</td><td> <span class="command"><strong>export &lt;MG&gt; latex &lt;filepath&gt;</strong></span> </td></tr><tr><td>PDF</td><td> <span class="command"><strong>export &lt;MG&gt; pdf &lt;filepath&gt;</strong></span> </td></tr><tr><td>Plain Text</td><td> <span class="command"><strong>export &lt;MGP&gt; text &lt;filepath&gt;</strong></span> </td></tr><tr><td>Portable Network Graphics</td><td> <span class="command"><strong>export &lt;P&gt; pdf &lt;filepath&gt;</strong></span> </td></tr><tr><td>PostScript</td><td> <span class="command"><strong>export &lt;MG&gt; postscript &lt;filepath&gt;</strong></span> </td></tr><tr><td>Snowie Text</td><td> <span class="command"><strong>export &lt;P&gt; snowietxt &lt;filepath&gt;</strong></span>
+ </td></tr></tbody></table></div><div class="sect4" title="HTML export"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_saving_html"></a>HTML export</h5></div></div></div><p><span class="application">GNU Backgammon</span> can export the current
position, game, match or session in HTML if you wish to publish it
on the web. </p><p><span class="application">GNU Backgammon</span> exports in validating
XHTML 1.0 with the use of CSS style sheets. You may add your own
style sheet to the exported HTML files if you wish to override the
default layout, e.g., change colors or fonts.</p><p>The board is made up from hundreds of pictures. Currently, you
- can choose between three different sets of pictures:</p><div class="orderedlist"><ol type="1"><li><p>the BBS images used by Kit Woolsey's GammOnLine e-magazine,
+ can choose between three different sets of pictures:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>the BBS images used by Kit Woolsey's GammOnLine e-magazine,
Danish Backgammon Federation's web-based discussion group and
- others </p></li><li><p>the fibs2html images used by the Joseph Heled's program
- <a class="ulink" href="http://fibs2html.sf.net/" target="_top">fibs2html</a>
- </p></li><li><p>images generated by <span class="application">GNU
+ others </p></li><li class="listitem"><p>the fibs2html images used by the Joseph Heled's program
+ <a class="ulink" href="http://fibs2html.sourceforge.net/" target="_top">fibs2html</a>
+ </p></li><li class="listitem"><p>images generated by <span class="application">GNU
Backgammon</span> itself. </p></li></ol></div><p>The images generated by <span class="application">GNU
Backgammon</span> will use your current board design in
<span class="application">GNU Backgammon</span>, and honors your
@@ -586,9 +587,7 @@ Application Options:
Also, you may enter a specific URL to the pictures used to compose
the board which is useful for posting positions on web-based
discussion groups such as Kit Woolsey's GammOnLine, the Danish
- Backgammon Federation's Debat Forum, or you may opt to use a default
- set of images available from the <a class="ulink" href="http://www.gnubg.org/images/html-images/" target="_top">gnubg.org</a>
- web site.</p><p>If you want to have html images locally on your computer, you
+ Backgammon Federation's Debat Forum.</p><p>If you want to have html images locally on your computer, you
can have <span class="application">GNU Backgammon</span> generate these.
The html images will be generated based on the current appearance
settings. You can also control the size of the images in the export
@@ -597,7 +596,7 @@ Application Options:
right in this dialog</p><p>To start the generation of the html images, select in the menu <span class="guimenu">File</span> &#8594; <span class="guimenuitem">Export</span> &#8594; <span class="guimenuitem">HTML images...</span>. In the file dialog box, you can select a
<span class="emphasis"><em>directory</em></span> where the images will be generated.
The images are stored in PNG format.</p><p>To generate images for the command line, use the command:</p><p>export htmlimages directory</p><p>where directory is the directory where you want your images to
- be created.</p></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_saving_latex"></a>LaTeX export</h5></div></div></div><p><span class="application">GNU Backgammon</span> can export games,
+ be created.</p></div><div class="sect4" title="LaTeX export"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_saving_latex"></a>LaTeX export</h5></div></div></div><p><span class="application">GNU Backgammon</span> can export games,
match and positions to the document typesetting system LaTeX. For
exporting a match or session to LaTeX</p><p>The LaTeX export will export all board diagrams and analysis if
available. The produced documents can therefore be quite large. Note
@@ -606,10 +605,10 @@ Application Options:
also needs epic, textcomp and ucs, but these are more common in
LaTeX distributions so you probably already have these.)).</p><p>You can not export a position to LaTeX. (At least not yet!)
However, you can export a position to EPS and include this EPS file
- in your LaTeX document.</p></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-matches_entering"></a>Entering live tournament matches</h3></div></div></div><p>It's possible to enter match transcriptions into <span class="application">GNU
+ in your LaTeX document.</p></div></div></div><div class="sect2" title="Entering live tournament matches"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-matches_entering"></a>Entering live tournament matches</h3></div></div></div><p>It's possible to enter match transcriptions into <span class="application">GNU
Backgammon</span>. It's not very difficult. Presuming you're
- using the GUI, do this:</p><div class="orderedlist"><ol type="1"><li><p>Start a match of any length, pressing the New button, and select
- Human-Human and manual dice. </p></li><li><p>To select the opening roll, click on the right dice pair in the
+ using the GUI, do this:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Start a match of any length, pressing the New button, and select
+ Human-Human and manual dice. </p></li><li class="listitem"><p>To select the opening roll, click on the right dice pair in the
dice selection window that appears. The left die in the dice pair is
the die that's rolled by player 0, or the player at the top. The
right die is the die that will be rolled by player 1 or the bottom
@@ -618,14 +617,14 @@ Application Options:
is therefore beginning this game. However, if you select the 35 dice
combination it means that player 0 rolls a 3 and player 1 rolls a 5.
Player 1 will therefore begin when you select 53 instead of 35.
- </p></li><li><p>To change the names, use the Edit button at the top. If you want
+ </p></li><li class="listitem"><p>To change the names, use the Edit button at the top. If you want
to enter information such as the name of the Annotator, date,
locale, etc. go to the Game menu and choose Match Information.
- </p></li><li><p>To enter written comments, you first have to play the move, and
+ </p></li><li class="listitem"><p>To enter written comments, you first have to play the move, and
then go back to the move in the move list to be able to use the
Commentary pane (feel free to close the Messages pane from the
Windows menu). Don't forget to save the match every once in a while.
- </p></li><li><p>One comment: when entering the Cube commentary of a cube play
+ </p></li><li class="listitem"><p>One comment: when entering the Cube commentary of a cube play
(meaning it was turned), select the Take/Pass decision to enter the
commentary. The reason is that if you export it after, and didn't do
this, the commentary appears before the cube decision and not after
@@ -638,14 +637,14 @@ Application Options:
even if you ran a deeper 3-ply or 4-ply from the Hint window. After
playing the move and confirming the dice, go back in the move list and
click on the move, and you'll see the analysis appear in the Analysis
- pane as it should.</p><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_entering_illegal"></a>Entering illegal moves</h4></div></div></div><p>It's possible to enter illegal moves with a little trick. This is a
+ pane as it should.</p><div class="sect3" title="Entering illegal moves"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_entering_illegal"></a>Entering illegal moves</h4></div></div></div><p>It's possible to enter illegal moves with a little trick. This is a
step by step guide for the example: If a player rolls 41 and the player
- makes an illegal move as the dice showed 31.</p><div class="orderedlist"><ol type="1"><li><p>Manually enter the roll which was rolled. 41. </p></li><li><p>Do a legal move with 41 (this is just to get the analysis of the
- roll, and the best legal move.) </p></li><li><p>Click the dice to pick them up and complete the move. </p></li><li><p>Now, before you roll the opponents dice, click the Edit button.
- </p></li><li><p>While holding down the CTRL-button on your keyboard, you can now
+ makes an illegal move as the dice showed 31.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Manually enter the roll which was rolled. 41. </p></li><li class="listitem"><p>Do a legal move with 41 (this is just to get the analysis of the
+ roll, and the best legal move.) </p></li><li class="listitem"><p>Click the dice to pick them up and complete the move. </p></li><li class="listitem"><p>Now, before you roll the opponents dice, click the Edit button.
+ </p></li><li class="listitem"><p>While holding down the CTRL-button on your keyboard, you can now
drag the checkers to the resulting illegal position which was played
- over the board. </p></li><li><p>Release the Edit button to exit edit mode. </p></li><li><p>Make sure the right player is on turn, by clicking on the
- checker image for the player on roll, under the game board. </p></li><li><p>Continue to enter the rest of the game. </p></li></ol></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-matches_analysing"></a>Analyzing matches</h3></div></div></div><p><span class="application">GNU Backgammon</span> can analyze your matches
+ over the board. </p></li><li class="listitem"><p>Release the Edit button to exit edit mode. </p></li><li class="listitem"><p>Make sure the right player is on turn, by clicking on the
+ checker image for the player on roll, under the game board. </p></li><li class="listitem"><p>Continue to enter the rest of the game. </p></li></ol></div></div></div><div class="sect2" title="Analyzing matches"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-matches_analysing"></a>Analyzing matches</h3></div></div></div><p><span class="application">GNU Backgammon</span> can analyze your matches
for skill and luck. If you have an open match (as a result of playing,
loading or importing), the analysis is started by choosing <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Analyze match</span>. You should now see a progress bar at the bottom right
corner of the main interface window while the computer is busy
@@ -655,11 +654,11 @@ Application Options:
probably like to view the result of the analysis. This can be done in
terms of overall statistics by choosing <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Match statistics</span>, or in detail by browsing through the match. More on these
subjects in the upcoming sections.</p><p>You can also analyze just the current game, by choosing <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Analyze game</span>. If you're only interested in the analysis of the current
- move, you can select <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Analyze move</span>.</p><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_analysing_settings"></a>Analysis settings</h4></div></div></div><p>You can configure how <span class="application">GNU Backgammon</span>
+ move, you can select <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Analyze move</span>.</p><div class="sect3" title="Analysis settings"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_analysing_settings"></a>Analysis settings</h4></div></div></div><p>You can configure how <span class="application">GNU Backgammon</span>
analysis the match or game for you. This can be configured in the dialog
- box that appears when choose <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Analysis</span>.</p><div class="figure"><a id="gnubg-fig_analyze"></a><p class="title"><b>Figure 17. Analyze settings dialog</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/analysesettings.png" alt="[[analysesettings.png]]" /></div></div></div><br class="figure-break" /><p>In the top left frame in this dialog box, you can select what to
+ box that appears when choose <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Analysis</span>.</p><div class="figure"><a id="gnubg-fig_analyze"></a><p class="title"><strong>Figure 17. Analyze settings dialog</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/analysesettings.png" alt="[[analysesettings.png]]" /></div></div></div><br class="figure-break" /><p>In the top left frame in this dialog box, you can select what to
analyze. <span class="application">GNU Backgammon</span> is able to analyze
- three different properties in a match.</p><div class="orderedlist"><ol type="1"><li><p>Checker play </p></li><li><p>Cube decisions </p></li><li><p>Luck of each roll </p></li></ol></div><p>In addition you can have the analysis to analyze just one of the
+ three different properties in a match.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Checker play </p></li><li class="listitem"><p>Cube decisions </p></li><li class="listitem"><p>Luck of each roll </p></li></ol></div><p>In addition you can have the analysis to analyze just one of the
players, or both. There is also possible to set a limit of how many
moves to be analyzed at each position. When you're reviewing your match,
the number of analyzed moves will be limited to number in this field.
@@ -677,12 +676,12 @@ Application Options:
rolls.</p><p>The right part of the dialog box is an evaluation setting for how
each move or cube decision should be evaluated in the analysis. For an
explanation of this settings, see the chapter called "[[Evaluation
- settings]]".</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-matches_review"></a>Reviewing matches</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_review_record"></a>Game record</h4></div></div></div><p>When a match is analyzed in <span class="application">GNU
+ settings]]".</p></div></div><div class="sect2" title="Reviewing matches"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-matches_review"></a>Reviewing matches</h3></div></div></div><div class="sect3" title="Game record"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_review_record"></a>Game record</h4></div></div></div><p>When a match is analyzed in <span class="application">GNU
Backgammon</span> you should open the <span class="emphasis"><em>game
record</em></span> window. Open this by checking <span class="guimenu">Window</span> &#8594; <span class="guimenuitem">Game record</span> on from the main menu. The game record window can also
be docked into the right side panel. If you want it docked into the
right side panel you should check on <span class="guimenu">Window</span> &#8594; <span class="guimenuitem">Dock panels</span>. The game record window shows a list of all the moves in
- the game. You can also navigate between the games and moves.</p><div class="figure"><a id="gnubg-fig_record"></a><p class="title"><b>Figure 18. The Game record pane</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/gamerecord.png" alt="[[gamerecord.png]]" /></div></div></div><br class="figure-break" /><p>The figure shows a typical game record list. The moves are shown
+ the game. You can also navigate between the games and moves.</p><div class="figure"><a id="gnubg-fig_record"></a><p class="title"><strong>Figure 18. The Game record pane</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/gamerecord.png" alt="[[gamerecord.png]]" /></div></div></div><br class="figure-break" /><p>The figure shows a typical game record list. The moves are shown
in two columns. The left column shows the moves for player 0,the to
player, and the right column shows the moves of player 1, the bottom
player. You can navigate through the game with the arrow buttons at
@@ -707,18 +706,18 @@ Application Options:
you to the previous move.</p><p>After a analysis some of the move in the game list will be marked.
You will see some moves marked with <span class="emphasis"><em>?</em></span> and some
with <span class="emphasis"><em>?!</em></span> and some with <span class="emphasis"><em>??</em></span>.
- These marks means the same as the marks in normal chess notation.</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>??</td><td>a very bad move</td></tr><tr><td>?</td><td>a bad move</td></tr><tr><td>?!</td><td>a doubtful move</td></tr></tbody></table></div><p>Note that it is the same marks for cube decisions as for checker
+ These marks means the same as the marks in normal chess notation.</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>??</td><td>a very bad move</td></tr><tr><td>?</td><td>a bad move</td></tr><tr><td>?!</td><td>a doubtful move</td></tr></tbody></table></div><p>Note that it is the same marks for cube decisions as for checker
moves. Nevertheless, checker moves marks are before the cube decisions
marks. If no mark exists for checker move, the cube mark is separated
by two spaces.</p><p>In newer builds of <span class="application">GNU Backgammon</span> the
various moves also get a color code. The cube decisions are shown by
the background color. The checkers move decisions are shown by the
- font color.</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td> </td><td>Cube(background)</td><td>Move(font)</td></tr><tr><td>Very Bad</td><td>Yellow</td><td>Red</td></tr><tr><td>Bad</td><td>Pink</td><td>Blue</td></tr><tr><td>Doubtful</td><td>Grey</td><td>Green</td></tr></tbody></table></div><p>The luck is also marked in the font</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Luck</td><td>Font</td></tr><tr><td>Very Lucky</td><td>Bold</td></tr><tr><td>Very Unlucky</td><td>Italics</td></tr></tbody></table></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_review_analysis"></a>Analysis panel</h4></div></div></div><p>You can also study your moves and cube decisions in more detail in
+ font color.</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td> </td><td>Cube(background)</td><td>Move(font)</td></tr><tr><td>Very Bad</td><td>Yellow</td><td>Red</td></tr><tr><td>Bad</td><td>Pink</td><td>Blue</td></tr><tr><td>Doubtful</td><td>Grey</td><td>Green</td></tr></tbody></table></div><p>The luck is also marked in the font</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Luck</td><td>Font</td></tr><tr><td>Very Lucky</td><td>Bold</td></tr><tr><td>Very Unlucky</td><td>Italics</td></tr></tbody></table></div></div><div class="sect3" title="Analysis panel"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_review_analysis"></a>Analysis panel</h4></div></div></div><p>You can also study your moves and cube decisions in more detail in
the analysis window, or analysis panel if you have checked Dock panels
in the Window menu. You can open this window by checking on <span class="guimenu">Window</span> &#8594; <span class="guimenuitem">Analysis</span>. If you have docked panels the analysis panel will
appear under the game record. The analysis window is basically the
same as the Hint window described in the "[[Playing a game or match]]"
- chapter.</p><div class="figure"><a id="gnubg-fig_analyzepane"></a><p class="title"><b>Figure 19. The Analyze pane</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/analysepane.png" alt="[[analasyepane.png]]" /></div></div></div><br class="figure-break" /><p>In the figure you can see the analysis panel. At the top of the
+ chapter.</p><div class="figure"><a id="gnubg-fig_analyzepane"></a><p class="title"><strong>Figure 19. The Analyze pane</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/analysepane.png" alt="[[analasyepane.png]]" /></div></div></div><br class="figure-break" /><p>In the figure you can see the analysis panel. At the top of the
analysis panel you will see three pull-down menus. The leftmost
pull-down menu is a comment on the cube decision. In the figure it is
a position where the player didn't double and the <span class="application">GNU
@@ -755,38 +754,38 @@ Application Options:
will not be visible if the cube is not available to the player.</p><p>There is also a set of tool buttons in the analysis panel. These
buttons does exactly the same as the tool buttons in the Hint window,
which is described in the the chapter called "[[Playing a game or
- match]]".</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_review_stat"></a>Statistics</h4></div></div></div><p>You can get a summary of the analysis from the game, match, or
+ match]]".</p></div><div class="sect3" title="Statistics"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-matches_review_stat"></a>Statistics</h4></div></div></div><p>You can get a summary of the analysis from the game, match, or
session analysis. The game analysis is a summary for the current game
whereas the match or session statistics is a summary of all the games
in the match or session. The match analysis is available in the GUI
- from <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Match Statistics</span> or at the bottom of exported files.</p><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_review_stat_check"></a>Checker play statistics</h5></div></div></div><p>This section provides a summary of the checker play statistics.
- The following information is available</p><div class="orderedlist"><ol type="1"><li><p>Total moves: The total number of moves in the match. </p></li><li><p>Unforced moves: The number of unforced moves, i.e., all
+ from <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Match Statistics</span> or at the bottom of exported files.</p><div class="sect4" title="Checker play statistics"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_review_stat_check"></a>Checker play statistics</h5></div></div></div><p>This section provides a summary of the checker play statistics.
+ The following information is available</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Total moves: The total number of moves in the match. </p></li><li class="listitem"><p>Unforced moves: The number of unforced moves, i.e., all
checker play decisions which had more than one legal move.
- </p></li><li><p>Moves marked <span class="emphasis"><em>xxx</em></span>: The number of moves
+ </p></li><li class="listitem"><p>Moves marked <span class="emphasis"><em>xxx</em></span>: The number of moves
marked <span class="emphasis"><em>very good</em></span>, <span class="emphasis"><em>very
bad</em></span> etc. The analysis will mark moves <span class="emphasis"><em>very
bad</em></span>, <span class="emphasis"><em>bad</em></span> etc. based on the
threshold you've defined in the analysis settings.
<span class="application">GNU Backgammon</span> can currently not
automatically mark moves, e.g., <span class="emphasis"><em>good</em></span>, but
- you can mark moves <span class="emphasis"><em>good</em></span> yourself. </p></li><li><p>Error rate (total): The first number is the total amount of
+ you can mark moves <span class="emphasis"><em>good</em></span> yourself. </p></li><li class="listitem"><p>Error rate (total): The first number is the total amount of
normalized equity that the player gave up during this game or
match. The number in parenthesis is the un-normalized
counterpart; for money play the all errors are multiplied with
the value of the cube, and for match play the total match
- winning chance given up by the player is reported. </p></li><li><p>Error rate (per move): The error rate per move is the total
+ winning chance given up by the player is reported. </p></li><li class="listitem"><p>Error rate (per move): The error rate per move is the total
error rate divided by the number of <span class="emphasis"><em>unforced
moves</em></span>. Note that is different from Snowie 4 that
defines the error rate per move as the total error rate divided
by the total number of moves for both players, i.e., the sum of
<span class="emphasis"><em>total moves</em></span> for both players. In general,
your error rate per move will be lower in Snowie than in
- <span class="application">GNU Backgammon</span>. </p></li><li><p>Checker play rating: <span class="application">GNU
+ <span class="application">GNU Backgammon</span>. </p></li><li class="listitem"><p>Checker play rating: <span class="application">GNU
Backgammon</span> will assign a rating for your checker
play ranging from <span class="emphasis"><em>Awful!</em></span> to
<span class="emphasis"><em>Supernatural</em></span>. See the description for the
- overall rating below. </p></li></ol></div></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_review_stat_luck"></a>Luck analysis</h5></div></div></div><p>This section provides information about how Ms. Fortuna
- distributed her luck. The following information is available:</p><div class="orderedlist"><ol type="1"><li><p>Rolls marked <span class="emphasis"><em>xxx</em></span>: The number of moves
+ overall rating below. </p></li></ol></div></div><div class="sect4" title="Luck analysis"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_review_stat_luck"></a>Luck analysis</h5></div></div></div><p>This section provides information about how Ms. Fortuna
+ distributed her luck. The following information is available:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Rolls marked <span class="emphasis"><em>xxx</em></span>: The number of moves
marked <span class="emphasis"><em>very lucky</em></span>,
<span class="emphasis"><em>lucky</em></span> etc. Moves marked <span class="emphasis"><em>very
lucky</em></span> are huge jokers that improve your equity with
@@ -795,20 +794,20 @@ Application Options:
evaluations to calculate the luck, but you can change that under
the analysis settings. See below for a complete overview of what
is considered <span class="emphasis"><em>very lucky</em></span>,
- <span class="emphasis"><em>lucky</em></span>, etc. </p></li><li><p>Luck rate (total): The total luck for this game or match
- reported both normalized and unnormalized. </p></li><li><p>Luck rate (per move): The luck rate per move reported both
- normalized and unnormalized. </p></li><li><p>Luck rating: Based on the luck rate per move
+ <span class="emphasis"><em>lucky</em></span>, etc. </p></li><li class="listitem"><p>Luck rate (total): The total luck for this game or match
+ reported both normalized and unnormalized. </p></li><li class="listitem"><p>Luck rate (per move): The luck rate per move reported both
+ normalized and unnormalized. </p></li><li class="listitem"><p>Luck rating: Based on the luck rate per move
<span class="application">GNU Backgammon</span> will assign you a
humorous luck rating. See below for the possible ratings.
- </p></li></ol></div><p>Thresholds for marking of rolls:</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Deviation of equity from average</td><td>Roll is marked</td></tr><tr><td>&gt; 0.6</td><td>very lucky</td></tr><tr><td>0.3 - 0.6</td><td>lucky</td></tr><tr><td>-0.3 - 0.3</td><td>unmarked</td></tr><tr><td>-0.6 - -0.3</td><td>unlucky</td></tr><tr><td>&lt; -0.6</td><td>very unlucky</td></tr></tbody></table></div><p>Luck ratings:</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Normalized luck rate per move</td><td>Luck rating</td></tr><tr><td>&gt; 0.10</td><td>Cheater :-)</td></tr><tr><td>0.06 - 0.10</td><td>Go to Las Vegas immediately</td></tr><tr><td>0.02 - 0.06</td><td>Good dice, man!</td></tr><tr><td>-0.02 - 0.02</td><td>none</td></tr><tr><td>-0.06 - -0.02</td><td>Better luck next time</td></tr><tr><td>-0.06 - -0.10</td><td>Go to bed</td></tr><tr><td>&lt; -0.10</td><td>Haaa-haaa</td></tr></tbody></table></div></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_review_stat_cube"></a>Cube statistics</h5></div></div></div><p>This section provides a summary of the cube decision statistics:
- the number of cube decisions, missed doubles, etc.</p><div class="orderedlist"><ol type="1"><li><p>Total cube decisions: The total number of cube decisions,
- i.e., the sum of no-doubles, doubles, takes, and passes. </p></li><li><p>Close or actual cube decisions: Similar to Total cube
+ </p></li></ol></div><p>Thresholds for marking of rolls:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>Deviation of equity from average</td><td>Roll is marked</td></tr><tr><td>&gt; 0.6</td><td>very lucky</td></tr><tr><td>0.3 - 0.6</td><td>lucky</td></tr><tr><td>-0.3 - 0.3</td><td>unmarked</td></tr><tr><td>-0.6 - -0.3</td><td>unlucky</td></tr><tr><td>&lt; -0.6</td><td>very unlucky</td></tr></tbody></table></div><p>Luck ratings:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>Normalized luck rate per move</td><td>Luck rating</td></tr><tr><td>&gt; 0.10</td><td>Cheater :-)</td></tr><tr><td>0.06 - 0.10</td><td>Go to Las Vegas immediately</td></tr><tr><td>0.02 - 0.06</td><td>Good dice, man!</td></tr><tr><td>-0.02 - 0.02</td><td>none</td></tr><tr><td>-0.06 - -0.02</td><td>Better luck next time</td></tr><tr><td>-0.06 - -0.10</td><td>Go to bed</td></tr><tr><td>&lt; -0.10</td><td>Haaa-haaa</td></tr></tbody></table></div></div><div class="sect4" title="Cube statistics"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_review_stat_cube"></a>Cube statistics</h5></div></div></div><p>This section provides a summary of the cube decision statistics:
+ the number of cube decisions, missed doubles, etc.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Total cube decisions: The total number of cube decisions,
+ i.e., the sum of no-doubles, doubles, takes, and passes. </p></li><li class="listitem"><p>Close or actual cube decisions: Similar to Total cube
decisions, except that no-doubles are only included if they're
considered <span class="emphasis"><em>close</em></span>. <span class="application">GNU
Backgammon</span> considers a cube decision close if
- the relevant equities are within 0.25 from each other or if the
- position is too good. </p></li><li><p>Doubles, Takes, Passes: The total number of doubles, takes,
- and passes in the game or match. </p></li><li><p>Missed doubles around DP, Missed doubles around TG: The
+ the relevant equities are within 0.16 from each other or if the
+ position is too good. </p></li><li class="listitem"><p>Doubles, Takes, Passes: The total number of doubles, takes,
+ and passes in the game or match. </p></li><li class="listitem"><p>Missed doubles around DP, Missed doubles around TG: The
number of missed doubles around the double point and too good
point respectively. If the equity is below 0.95 the position is
considered to be around the double point else it considered to
@@ -816,15 +815,15 @@ Application Options:
double point, it usually means that you double too late, whereas
missed doubles around the too good point means that you're too
greedy and play on for gammon when the position is
- <span class="emphasis"><em>not</em></span> too good. </p></li><li><p>Wrong doubles around DP, Wrong doubles around TG: The number
+ <span class="emphasis"><em>not</em></span> too good. </p></li><li class="listitem"><p>Wrong doubles around DP, Wrong doubles around TG: The number
of wrong doubles around the double point and too good point,
respectively. If you have wrong doubles around the double point
that generally means that you double too early where you really
should hold the cube, whereas wrong doubles around the too good
point means that you double positions where you really should
- play on for a gammon or backgammon. </p></li><li><p>Wrong takes, Wrong passes: The total number of wrong takes
- and passes, respectively. </p></li><li><p>Error rate (total): The accumulated cube errors for this
- game or match reported both normalized and unnormalized. </p></li><li><p>Error rate (per cube decision): The error rate per cube
+ play on for a gammon or backgammon. </p></li><li class="listitem"><p>Wrong takes, Wrong passes: The total number of wrong takes
+ and passes, respectively. </p></li><li class="listitem"><p>Error rate (total): The accumulated cube errors for this
+ game or match reported both normalized and unnormalized. </p></li><li class="listitem"><p>Error rate (per cube decision): The error rate per cube
decision is the total error rate divided by the number of
<span class="emphasis"><em>close or actual cube decisions</em></span>. Note that
is different from Snowie 4 that defines the error rate per cube
@@ -832,12 +831,12 @@ Application Options:
moves for both players. In general, your error rate per cube
decision will be lower in Snowie than in <span class="application">GNU
Backgammon</span>. Note that the reported number is
- multiplied by 1000 in the default settings. </p></li><li><p>Cube decision rating: <span class="application">GNU
+ multiplied by 1000 in the default settings. </p></li><li class="listitem"><p>Cube decision rating: <span class="application">GNU
Backgammon</span> will assign a rating for your cube
decisions ranging from <span class="emphasis"><em>Awful!</em></span> to
<span class="emphasis"><em>Supernatural</em></span>. See the description for the
- overall rating below. </p></li></ol></div></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_review_stat_overall"></a>Overall rating</h5></div></div></div><p>The last section is the overall summary.</p><div class="orderedlist"><ol type="1"><li><p>Error rate (total): The accumulated checker play and cube
- decision errors reported by normalized and unnormalized. </p></li><li><p>Error rate (per decision): The error rate per decision is
+ overall rating below. </p></li></ol></div></div><div class="sect4" title="Overall rating"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-matches_review_stat_overall"></a>Overall rating</h5></div></div></div><p>The last section is the overall summary.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Error rate (total): The accumulated checker play and cube
+ decision errors reported by normalized and unnormalized. </p></li><li class="listitem"><p>Error rate (per decision): The error rate per decision is
the total error rate divided by the number of non-trivial
decisions (i.e., the sum of <span class="emphasis"><em>unforced moves</em></span>
and <span class="emphasis"><em>close or actual cube decisions</em></span>). Again,
@@ -848,14 +847,14 @@ Application Options:
Backgammon</span>. An investigation of approximately
300 matches showed the on average the <span class="application">GNU
Backgammon</span> error rate with be 1.4 times higher
- than your Snowie 4 error rate. </p></li><li><p>Equivalent Snowie error rate: For easy comparison
+ than your Snowie 4 error rate. </p></li><li class="listitem"><p>Equivalent Snowie error rate: For easy comparison
<span class="application">GNU Backgammon</span> will also print the
total error rate calculated by the same formula as Snowie 4.
- </p></li><li><p>Overall rating: Based on your normalized error rate per move
+ </p></li><li class="listitem"><p>Overall rating: Based on your normalized error rate per move
GNU Backgammon will assign you a rating ranging from
<span class="emphasis"><em>Awful!</em></span> to
<span class="emphasis"><em>Supernatural</em></span>. See the table below for the
- thresholds. </p></li><li><p>Actual result: The actual result of the game or match. For
+ thresholds. </p></li><li class="listitem"><p>Actual result: The actual result of the game or match. For
money game this is simply the number of points won or lost
during the game or match. For match play the number is
calculated as 50% added to the result of the game or match in
@@ -863,13 +862,13 @@ Application Options:
to an actual result of 0% and 100%, respectively. Winning 1
point in the first game of 7 point match is worth 6% using Kit
Woolsey's match equity table, hence the actual result is 56%.
- </p></li><li><p>Luck adjusted result: The luck adjusted result is calculated
+ </p></li><li class="listitem"><p>Luck adjusted result: The luck adjusted result is calculated
as the <span class="emphasis"><em>actual result</em></span> plus the total
unnormalized luck rate. This is also called <span class="emphasis"><em>variance
- reduction of skill</em></span> as described in Douglas Zare's
- excellent article <a class="ulink" href="http://math.columbia.edu/~zare/vrskill.html" target="_top">Hedging
- Toward Skill</a>. This should give an unbiased measure of
- the strengths of the players. </p></li><li><p>MWC against current opponent: For match play
+ reduction of skill</em></span> as described in Douglas Zare's
+ excellent article <a class="ulink" href="http://www.bkgm.com/articles/Zare/HedgingTowardSkill.html" target="_top">
+ Hedging Toward Skill</a>. This should give an unbiased
+ measure of the strengths of the players. </p></li><li class="listitem"><p>MWC against current opponent: For match play
<span class="application">GNU Backgammon</span> will calculate your
MWC against the current opponent. The number is calculated as
50% - your total unnormalized error rate + your opponent's total
@@ -882,21 +881,21 @@ Application Options:
a 0-ply analysis a game between GNU Backgammon 2-ply and 0-ply
will suggest that 0-ply is a favorite, which it is clearly not.
For an unbiased measure use the <span class="emphasis"><em>luck adjusted
- result</em></span> above. </p></li></ol></div><p>Threshold for ratings:</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Normalized total error rate per move</td><td>Rating</td></tr><tr><td>0.000 - 0.002</td><td>Supernatural</td></tr><tr><td>0.002 - 0.005</td><td>World Class</td></tr><tr><td>0.005 - 0.008</td><td>Expert</td></tr><tr><td>0.008 - 0.012</td><td>Advanced</td></tr><tr><td>0.012 - 0.018</td><td>Intermediate</td></tr><tr><td>0.018 - 0.026</td><td>Casual Player</td></tr><tr><td>0.026 - 0.035</td><td>Beginner</td></tr><tr><td>&gt; 0.035</td><td>Awful!</td></tr></tbody></table></div><p>Please note: The Normalized total error rate per move is
- multiplied by 1000 in the default settings.</p></div></div></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-rollouts"></a>Rollouts</h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rollouts_intro"></a>Introduction to rollouts</h3></div></div></div><p>The million dollar question is simple enough: out of all the games
+ result</em></span> above. </p></li></ol></div><p>Threshold for ratings:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>Normalized total error rate per move</td><td>Rating</td></tr><tr><td>0.000 - 0.002</td><td>Supernatural</td></tr><tr><td>0.002 - 0.005</td><td>World Class</td></tr><tr><td>0.005 - 0.008</td><td>Expert</td></tr><tr><td>0.008 - 0.012</td><td>Advanced</td></tr><tr><td>0.012 - 0.018</td><td>Intermediate</td></tr><tr><td>0.018 - 0.026</td><td>Casual Player</td></tr><tr><td>0.026 - 0.035</td><td>Beginner</td></tr><tr><td>&gt; 0.035</td><td>Awful!</td></tr></tbody></table></div><p>Please note: The Normalized total error rate per move is
+ multiplied by 1000 in the default settings.</p></div></div></div></div><div class="sect1" title="Rollouts"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-rollouts"></a>Rollouts</h2></div></div></div><div class="sect2" title="Introduction to rollouts"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rollouts_intro"></a>Introduction to rollouts</h3></div></div></div><p>The million dollar question is simple enough: out of all the games
that could result from playing this position, how many do we win (and
how many of our wins and losses are gammons, and how many are
backgammons)? The model is exactly the same as if we had an urn with a
googol balls in it (it's a big urn), and many of the balls have win
written on them, and some say gammon loss, and if we look hard enough
- there are a few that read backgammon win, and so on. ((Balls and urns
+ there are a few that read backgammon win, and so on. (Balls and urns
are to probability theorists what teapots and checkerboards are to
computer graphics researchers, or <span class="emphasis"><em>squeamish
- ossifrage</em></span> is to cryptographers &#8211; they seem to come with the
- territory.)) Instead of having the patience to count the googol balls,
+ ossifrage</em></span> is to cryptographers; they seem to come with the
+ territory.) Instead of having the patience to count the googol balls,
we just give the urn a really good shake and then pull 100 balls out
without looking, and say for instance "Well, I got 53 wins, 31 losses, 9
- gammon wins, 6 gammon losses, and a backgammon win &#8211; looks like my
+ gammon wins, 6 gammon losses, and a backgammon win. It looks like my
equity's roughly +0.26." and go home. If we were a bit more thorough, we
could go a bit further and figure out that by cheating and measuring the
sample proportions instead of the population proportions, we introduced
@@ -914,15 +913,15 @@ Application Options:
<span class="application">GNU Backgammon</span> vs. <span class="application">GNU
Backgammon</span> are representative of the results of a
perfect player vs. a perfect player, or of you vs. Joe Average, but
- that's another story.)</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rollouts_gnubg"></a>Rollouts in <span class="application">GNU Backgammon</span></h3></div></div></div><p>In <span class="application">GNU Backgammon</span> the Rollout function
+ that's another story.)</p></div><div class="sect2" title="Rollouts in GNU Backgammon"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-rollouts_gnubg"></a>Rollouts in <span class="application">GNU Backgammon</span></h3></div></div></div><p>In <span class="application">GNU Backgammon</span> the Rollout function
implements the procedure described above, with the following
- improvements:</p><div class="orderedlist"><ol type="1"><li><p>Truncation: instead of rolling out all the way to the end of the
+ improvements:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Truncation: instead of rolling out all the way to the end of the
game, it can stop and pretend its evaluation after a few plies is
perfect. This may obviously introduce some amount of systematic
- error, but in practice this may not matter because: </p></li><li><p>it makes rollouts much faster, which means you can do more of
- them (and thus trade sampling error for systematic error); </p></li><li><p>different positions will be reached in different trials, so the
+ error, but in practice this may not matter because: </p></li><li class="listitem"><p>it makes rollouts much faster, which means you can do more of
+ them (and thus trade sampling error for systematic error); </p></li><li class="listitem"><p>different positions will be reached in different trials, so the
correlation between errors in each trial weakens and the errors
- cancel out to some extent; </p></li><li><p>if you are rolling out the positions after making different
+ cancel out to some extent; </p></li><li class="listitem"><p>if you are rolling out the positions after making different
plays, then any remaining systematic error between the two rollouts
is likely to be somewhat correlated and so the error in the
comparison between the plays is hopefully small. This implies that
@@ -931,12 +930,12 @@ Application Options:
move here, 13/10*/9 or 13/10* 6/5*?</em></span>) than
<span class="emphasis"><em>absolute</em></span> equity (<span class="emphasis"><em>at this match
score I need 29% wins to accept a dead cube; can I take in this
- position?</em></span>). </p></li><li><p>Race database truncation: when the game enters its 2-sided
+ position?</em></span>). </p></li><li class="listitem"><p>Race database truncation: when the game enters its 2-sided
bearoff database, <span class="application">GNU Backgammon</span> can
estimate the probability of winning from that position with no error
at all (it can play and evaluate endgame positions perfectly), which
saves time and avoids introducing the errors that can result from
- large equity variances at the end of the game. </p></li><li><p>Variance reduction: when using lookahead evaluations, it can
+ large equity variances at the end of the game. </p></li><li class="listitem"><p>Variance reduction: when using lookahead evaluations, it can
reduce errors by making use of the equity difference from one ply to
the next. (This can be interpreted as either canceling out the
estimated <span class="emphasis"><em>luck</em></span> (i.e. the difference in equity
@@ -944,13 +943,13 @@ Application Options:
evaluations to estimate the error in prior ones; the two views are
equivalent). <span class="application">GNU Backgammon</span> automatically
performs variance reduction when looking ahead at least one ply.
- </p></li><li><p>Stratified sampling: uses quasi-random number generation instead
+ </p></li><li class="listitem"><p>Stratified sampling: uses quasi-random number generation instead
of pseudo-random number generation (this is a standard technique in
Monte Carlo simulations where having a near-perfect uniform
distribution in your sample is more important than
unpredictability). <span class="application">GNU Backgammon</span> only
stratifies the first 2 plies of a rollout, though it would be easy
- enough to extend it to the remainder. </p></li></ol></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-rollouts_gnubg_quasi"></a>Quasi-Random Dice</h4></div></div></div><p>Quasi-Random Dice are used to reduce the element of luck in
+ enough to extend it to the remainder. </p></li></ol></div><div class="sect3" title="Quasi-Random Dice"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-rollouts_gnubg_quasi"></a>Quasi-Random Dice</h4></div></div></div><p>Quasi-Random Dice are used to reduce the element of luck in
rollouts. Instead of selecting purely random dice, <span class="application">GNU
Backgammon</span> will ensure a uniform distribution of the
first roll of the rollout. If 36 trials are requested, one game will
@@ -995,7 +994,7 @@ Application Options:
(<span class="emphasis"><em>rollout as initial position</em></span>) every 36 (30) games
you get all possible 1st rolls, every 1296 (1080) games get every
possible first 2 rolls, every 46656 (38880) games you get full sets of 3
- rolls, etc.</p></div></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-custom"></a>Customizing <span class="application">GNU Backgammon</span></h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-custom_eval"></a>Evaluation settings</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_intro"></a>Introduction to evaluation settings</h4></div></div></div><p><span class="application">GNU Backgammon</span> evaluation functionality
+ rolls, etc.</p></div></div></div><div class="sect1" title="Customizing GNU Backgammon"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-custom"></a>Customizing <span class="application">GNU Backgammon</span></h2></div></div></div><div class="sect2" title="Evaluation settings"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-custom_eval"></a>Evaluation settings</h3></div></div></div><div class="sect3" title="Introduction to evaluation settings"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_intro"></a>Introduction to evaluation settings</h4></div></div></div><p><span class="application">GNU Backgammon</span> evaluation functionality
is driven by 3 separate neural networks. The neural nets evaluates
each position statically, and returns the outcome probabilities of the
game at the given position. However, there are several different
@@ -1006,9 +1005,9 @@ Application Options:
<span class="emphasis"><em>evaluation setting</em></span>. In <span class="application">GNU
Backgammon</span> there are several of these evaluations
setting for each operation <span class="application">GNU Backgammon</span>
- does.</p><div class="orderedlist"><ol type="1"><li><p>Evaluation setting for Hints and Evaluations </p></li><li><p>Evaluation setting for analysis. </p></li><li><p>Evaluation setting for <span class="application">GNU
- Backgammon</span> when it's playing. </p></li><li><p>Several evaluation settings for each move performed in a
- rollout. </p></li></ol></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_depth"></a>The depth to search and plies</h4></div></div></div><p>A <span class="emphasis"><em>ply</em></span> is simply considered to be one turn by
+ does.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Evaluation setting for Hints and Evaluations </p></li><li class="listitem"><p>Evaluation setting for analysis. </p></li><li class="listitem"><p>Evaluation setting for <span class="application">GNU
+ Backgammon</span> when it's playing. </p></li><li class="listitem"><p>Several evaluation settings for each move performed in a
+ rollout. </p></li></ol></div></div><div class="sect3" title="The depth to search and plies"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_depth"></a>The depth to search and plies</h4></div></div></div><p>A <span class="emphasis"><em>ply</em></span> is simply considered to be one turn by
a player. Any position can be evaluated at 0-ply. That means that GNU
Backgammon does not look ahead in the game to evaluate the position.
When GNU Backgammon is evaluating a checker play decision, it looks at
@@ -1045,11 +1044,11 @@ Application Options:
minutes to be selected. It's also not clear that using much deeper
lookahead actually gains a lot in terms of playing strength - if you
really need better answers than 2 ply, rollouts are probably a lot
- better.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_define"></a>Defining evaluation settings</h4></div></div></div><p>First of all: There are several places in <span class="application">GNU
+ better.</p></div><div class="sect3" title="Defining evaluation settings"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_define"></a>Defining evaluation settings</h4></div></div></div><p>First of all: There are several places in <span class="application">GNU
Backgammon</span> where you can adjust either it's skill at
- playing or the quality of it's hints and analysis:</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_skill"></a>Playing skill:</h4></div></div></div><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Players</span> &#8594; <span class="guimenuitem">Player 0</span> - choose Supremo or World Class. GNU Backgammon will
+ playing or the quality of it's hints and analysis:</p></div><div class="sect3" title="Playing skill:"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_skill"></a>Playing skill:</h4></div></div></div><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Players</span> &#8594; <span class="guimenuitem">Player 0</span> - choose Supremo or World Class. GNU Backgammon will
take longer choosing its moves, but they will be very strong. At this
- setting, it is much stronger than Jellyfish level 7.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_hint"></a>Hints:</h4></div></div></div><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Evaluation</span> - choose Supremo or World Class if you want hints to be
+ setting, it is much stronger than Jellyfish level 7.</p></div><div class="sect3" title="Hints:"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_hint"></a>Hints:</h4></div></div></div><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Evaluation</span> - choose Supremo or World Class if you want hints to be
very accurate, but, like the playing skill setting, you may find that
it can take as long as 15 seconds to get an answer on a 1GHz PC.
Expert will be very fast, but for some positions where you need to
@@ -1058,12 +1057,12 @@ Application Options:
somewhere around 2 or 3 percent of the time, World Class or stronger
settings would give a different best move and maybe less than 1/2
percent of the time, the Expert result would be seriously
- wrong.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_analysis"></a>Analysis:</h4></div></div></div><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Analysis</span> - these settings are used by the Analyze Move/Game/Match
+ wrong.</p></div><div class="sect3" title="Analysis:"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_analysis"></a>Analysis:</h4></div></div></div><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Analysis</span> - these settings are used by the Analyze Move/Game/Match
or Session command. Note that this is totally different to what is
used in the Hint command, which uses the above settings. You probably
want at least World Class here. My experience on a 700MHz PC is that a
7 point match takes about 15 to 20 minutes to analyze on the Supremo
- settings. But the results tend to be very accurate.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_rollout"></a>Rollouts:</h4></div></div></div><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Rollouts</span> &#8594; <span class="guimenuitem">General Settings</span> tick the boxes for 'Cube decisions use same settings
+ settings. But the results tend to be very accurate.</p></div><div class="sect3" title="Rollouts:"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_rollout"></a>Rollouts:</h4></div></div></div><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Rollouts</span> &#8594; <span class="guimenuitem">General Settings</span> tick the boxes for 'Cube decisions use same settings
same as checker play' and 'Use same settings for both players'</p><p><span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Rollouts</span> &#8594; <span class="guimenuitem">First Play Both</span> - select Expert here (this is my opinion). When doing
rollouts, most of the time Expert play will be more than strong enough
if you do say 1296 trials with no truncation. The rollout function has
@@ -1073,19 +1072,14 @@ Application Options:
functions. The downside is that rolling out 1296 trials of an early
move in a game can take a couple of hours. On World Class or Supremo
rollout settings, it can take more than 24 hours of computing
- time.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_dialog"></a>Changing evaluation settings</h4></div></div></div><p>A typical evaluation settings dialog is shown in this figure.</p><div class="figure"><a id="gnubg-fig_evaldialog"></a><p class="title"><b>Figure 20. The evaluation settings dialog</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/evalsetting.png" alt="[[evalsettings.png]]" /></div></div></div><br class="figure-break" /><p>The dialog is consisting of two columns, the left column is for
+ time.</p></div><div class="sect3" title="Changing evaluation settings"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_dialog"></a>Changing evaluation settings</h4></div></div></div><p>A typical evaluation settings dialog is shown in this figure.</p><div class="figure"><a id="gnubg-fig_evaldialog"></a><p class="title"><strong>Figure 20. The evaluation settings dialog</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/evalsetting.png" alt="[[evalsettings.png]]" /></div></div></div><br class="figure-break" /><p>The dialog is consisting of two columns, the left column is for
setting the checker play decision evaluation settings, and the right
column is for setting the cube decision evaluation settings.</p><p>For each column you can select some predefined settings, or you
can define your own settings.</p><p>In the lookahead box, you can adjust the lookahead of each
evaluation by specifying the plies to be evaluated. Each ply costs
approximately a factor of 21 in computational time. Also note that
- 2-ply is equivalent to Snowie's 3-ply setting.</p><p>For evaluation deeper than 0 plies, it's possible to reduce the
- number of rolls to evaluate in the lookahead. This can be set in the
- Reduced evaluation box. Instead of averaging over all 21 possible dice
- rolls it is possible to average over a reduced set, for example 7
- rolls for the 33% speed option. The 33% speed option will typically be
- three times faster than the full search without reduction.</p><p>In the box for Cubeful evaluations, you can specify if you want
- GNU Backgammon to evaluate the cube ownership in it's evaluations.
+ 2-ply is equivalent to Snowie's 3-ply setting.</p><p>In the box for Cubeful evaluations, you can specify if you want
+ GNU Backgammon to evaluate the cube ownership in its evaluations.
With this option turned on it generally improves the evaluation,
specially when it's close to cube decisions, so we recommend that this
option is turned on.</p><p>In the Noise box, you can add noise to the evaluation. This can be
@@ -1094,36 +1088,34 @@ Application Options:
useful for introducing levels below 0-ply. The lower rated bots (e.g.,
GGotter) on the GamesGrid backgammon server uses this technique. The
introduced noise can be deterministic, i.e., always the same noise for
- the same position, or it can be random.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_predefined"></a>Predefined settings</h4></div></div></div><p>At the top of each evaluation settings column, it's possible to
- set a predefined setting.</p><div class="orderedlist"><ol type="1"><li><p>Beginner This setting uses no lookahead and add up to 0.060
+ the same position, or it can be random.</p></div><div class="sect3" title="Predefined settings"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_predefined"></a>Predefined settings</h4></div></div></div><p>At the top of each evaluation settings column, it's possible to
+ set a predefined setting.</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Beginner This setting uses no lookahead and add up to 0.060
noise to the evaluation. With this setting <span class="application">GNU
- Backgammon</span> will evaluate like a beginner. </p></li><li><p>Casual play This setting uses no lookahead and add up to 0.050
+ Backgammon</span> will evaluate like a beginner. </p></li><li class="listitem"><p>Casual play This setting uses no lookahead and add up to 0.050
noise to the evaluation. With this setting <span class="application">GNU
Backgammon</span> will evaluate a bit better than the
- beginner setting but not much. </p></li><li><p>Intermediate This setting uses no lookahead and add up to
+ beginner setting but not much. </p></li><li class="listitem"><p>Intermediate This setting uses no lookahead and add up to
0.030 noise to each evaluation. It still plays a intermediate
- game. </p></li><li><p>Advanced This setting uses no lookahead and add up to 0.015
- noise to each evaluation. This setting plays a good game. </p></li><li><p>Expert This setting uses no lookahead, but does not add any
+ game. </p></li><li class="listitem"><p>Advanced This setting uses no lookahead and add up to 0.015
+ noise to each evaluation. This setting plays a good game. </p></li><li class="listitem"><p>Expert This setting uses no lookahead, but does not add any
noise to the evaluations. This settings play a strong game.
- </p></li><li><p>World class This setting uses 2-ply lookahead, it uses no
+ </p></li><li class="listitem"><p>World class This setting uses 2-ply lookahead, it uses no
noise, and it uses a normal move filter. This plays a really
- strong game close to the best humans players in the world. </p></li><li><p>Supremo This is basically the same as the World Class setting,
- but it uses a larger move filter. </p></li><li><p>Grandmaster This setting uses 3-ply lookahead, no noises, and
+ strong game close to the best humans players in the world. </p></li><li class="listitem"><p>Supremo This is basically the same as the World Class setting,
+ but it uses a larger move filter. </p></li><li class="listitem"><p>Grandmaster This setting uses 3-ply lookahead, no noises, and
a normal move filter. This setting is extremely strong, but it's
- also very slow. </p></li></ol></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_filter"></a>Move filters</h4></div></div></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-custom_eval_filter_intro"></a>Introduction to move filters</h5></div></div></div><p><span class="application">GNU Backgammon</span> uses a technique
+ also very slow. </p></li></ol></div></div><div class="sect3" title="Move filters"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_filter"></a>Move filters</h4></div></div></div><div class="sect4" title="Introduction to move filters"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-custom_eval_filter_intro"></a>Introduction to move filters</h5></div></div></div><p><span class="application">GNU Backgammon</span> uses a technique
called move filters in order to prune the complete list of legal
- moves when analyzing checker play decisions. Move filters can be
- considered a generalization of the search space used in earlier
- versions of <span class="application">GNU Backgammon</span>.</p><p>A move filter for a given ply, say, 2-ply, consists of four
- parameters for each sub ply:</p><div class="orderedlist"><ol type="1"><li><p>whether to analyze at all at this sub ply, </p></li><li><p>the number of moves always accepted at the given level,
- </p></li><li><p>the number of extra moves to add, </p></li><li><p>the threshold for adding extra moves. </p></li></ol></div><p>A move filter for a given ply, say, 2-ply, consists of four
+ moves when analyzing checker play decisions.</p><p>A move filter for a given ply, say, 2-ply, consists of four
+ parameters for each sub ply:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>whether to analyze at all at this sub ply, </p></li><li class="listitem"><p>the number of moves always accepted at the given level,
+ </p></li><li class="listitem"><p>the number of extra moves to add, </p></li><li class="listitem"><p>the threshold for adding extra moves. </p></li></ol></div><p>A move filter for a given ply, say, 2-ply, consists of four
parameters for each sub ply:</p><p>whether to analyze at all at this sub ply, the number of moves
always accepted at the given level, the number of extra moves to
add, the threshold for adding extra moves. For example, for 2-ply
checker play decisions there are two move filters: one for pruning
at 0-ply, and another for pruning at 1-ply. The predefined setting
<span class="emphasis"><em>Normal</em></span> has: accept 0 moves and add up to 8
- moves within 0.16 at 0-ply, and no pruning at 1-ply.</p><p>Consider the opening position where 4-2 has been rolled:</p><div class="figure"><a id="gnubg-fig_movefilter"></a><p class="title"><b>Figure 21. Example of move filter settings</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/movefilterex.png" alt="[[movefilterex.png]]" /></div></div></div><br class="figure-break" /><p><span class="application">GNU Backgammon</span> starts by finding all
+ moves within 0.16 at 0-ply, and no pruning at 1-ply.</p><p>Consider the opening position where 4-2 has been rolled:</p><div class="figure"><a id="gnubg-fig_movefilter"></a><p class="title"><strong>Figure 21. Example of move filter settings</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/movefilterex.png" alt="[[movefilterex.png]]" /></div></div></div><br class="figure-break" /><p><span class="application">GNU Backgammon</span> starts by finding all
possible moves and evaluate those at 0-ply:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /><col /><col /></colgroup><tbody><tr><td>1.</td><td>Cubeful</td><td>0-ply</td><td>8/4 6/4</td><td>Eq.:+0.189</td><td> </td></tr><tr><td>2.</td><td>Cubeful</td><td>0-ply</td><td>24/20 13/11</td><td>Eq.:+0.046</td><td>(-0.143)</td></tr><tr><td>3.</td><td>Cubeful</td><td>0-ply</td><td>13/11 13/9</td><td>Eq.:+0.044</td><td>(-0.145)</td></tr><tr><td>4.</td><td>Cubeful</td><td>0-ply</td><td>24/22 13/9</td><td>Eq.:+0.034</td><td>(-0.155)</td></tr><tr><td>5.</td><td>Cubeful</td><td>0-ply</td><td>24/22 24/20</td><td>Eq.:-0.006</td><td>(-0.194)</td></tr><tr><td>6.</td><td>Cubeful</td><td>0-ply</td><td>24/18</td><td>Eq.:-0.009</td><td>(-0.198)</td></tr><tr><td>7.</td><td>Cubeful</td><td>0-ply</td><td>24/20 6/4</td><td>Eq.:-0.019</td><td>(-0.208)</td></tr><tr><td>8.</td><td>Cubeful</td><td>0-ply</td><td>13/9 6/4</td><td>Eq.:-0.024</td><td>(-0.213)</td></tr><tr><td>9.</td><td>Cubeful</td><td>0-ply</td><td>13/7</td><td>Eq.:-0.052</td><td>(-0.241)</td></tr><tr><td>10.</td><td>Cubeful</td><td>0-ply</td><td>24/20 8/6</td><td>Eq.:-0.053</td><td>(-0.242)</td></tr></tbody></table></div><p></p><p>According to the move filter the first 0 moves are accepted. The
equity of the best move is +0.189, and according to the move filter
we add up to 8 extra moves if they're within 0.160, that is, if they
@@ -1133,7 +1125,7 @@ Application Options:
any pruning at 1-ply, so moves 1 through 4 are submitted for
evaluation at 2-ply;</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /><col /><col /></colgroup><tbody><tr><td>1.</td><td>Cubeful</td><td>2-ply</td><td>8/4 6/4</td><td>Eq.:+0.180</td><td> </td></tr><tr><td>2.</td><td>Cubeful</td><td>2-ply</td><td>24/20 13/11</td><td>Eq.:+0.052</td><td>(-0.127)</td></tr><tr><td>3.</td><td>Cubeful</td><td>2-ply</td><td>13/11 13/9</td><td>Eq.:+0.043</td><td>(-0.137)</td></tr><tr><td>4.</td><td>Cubeful</td><td>2-ply</td><td>24/22 13/9</td><td>Eq.:+0.035</td><td>(-0.145)</td></tr><tr><td>5.</td><td>Cubeful</td><td>0-ply</td><td>24/22 24/20</td><td>Eq.:-0.006</td><td>(-0.185)</td></tr><tr><td>6.</td><td>Cubeful</td><td>0-ply</td><td>24/18</td><td>Eq.:-0.009</td><td>(-0.189)</td></tr><tr><td>7.</td><td>Cubeful</td><td>0-ply</td><td>24/20 6/4</td><td>Eq.:-0.019</td><td>(-0.199)</td></tr><tr><td>8.</td><td>Cubeful</td><td>0-ply</td><td>13/9 6/4</td><td>Eq.:-0.024</td><td>(-0.203)</td></tr><tr><td>9.</td><td>Cubeful</td><td>0-ply</td><td>13/7</td><td>Eq.:-0.052</td><td>(-0.232)</td></tr><tr><td>10.</td><td>Cubeful</td><td>0-ply</td><td>24/20 8/6</td><td>Eq.:-0.053</td><td>(-0.232)</td></tr></tbody></table></div><p></p><p>If we instead request a 4-ply checker play decision,
<span class="application">GNU Backgammon</span> will use the move
- filters defined for 4-ply:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /></colgroup><tbody><tr><td>Ply</td><td>Accept moves</td><td>Extra moves</td><td>Threshold for extra moves</td></tr><tr><td>0</td><td>0</td><td>8</td><td>0.160</td></tr><tr><td>1</td><td>no pruning</td><td> </td><td> </td></tr><tr><td>2</td><td>0</td><td>2</td><td>0.040</td></tr><tr><td>3</td><td>no pruning</td><td> </td><td> </td></tr></tbody></table></div><p>The 4-ply move filter is identical to the 2-ply for pruning at
+ filters defined for 4-ply:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /><col class="c3" /><col class="c4" /></colgroup><tbody><tr><td>Ply</td><td>Accept moves</td><td>Extra moves</td><td>Threshold for extra moves</td></tr><tr><td>0</td><td>0</td><td>8</td><td>0.160</td></tr><tr><td>1</td><td>no pruning</td><td> </td><td> </td></tr><tr><td>2</td><td>0</td><td>2</td><td>0.040</td></tr><tr><td>3</td><td>no pruning</td><td> </td><td> </td></tr></tbody></table></div><p>The 4-ply move filter is identical to the 2-ply for pruning at
0-ply, so after 0-ply we have the same three moves as above. Since
there is no pruning at 1-ply these three moves are evaluated at
2-ply as above. There is no pruning at 3-ply.</p><p>At 4-ply we do not accept any moves, but add up to two moves if
@@ -1148,13 +1140,13 @@ Application Options:
analysis. However, do note that <span class="application">GNU
Backgammon</span> will force evaluation at the specified ply
if the actual move made is doubtful. This ensures that all errors
- and blunders are evaluated at the same level.</p></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-custom_eval_filter_define"></a>Defining move filters</h5></div></div></div><p>The move filter allows you to control exactly how many moves GNU
+ and blunders are evaluated at the same level.</p></div><div class="sect4" title="Defining move filters"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-custom_eval_filter_define"></a>Defining move filters</h5></div></div></div><p>The move filter allows you to control exactly how many moves GNU
is examining at each ply. A ply is basically one move played by one
side, thus if both sides played a move, it would be one whole move,
but two plies, one for each side. To change the specific settings,
press the Modify... button.</p><p>Although the predefined levels, such as World Class, Supremo,
etc. are tested and good, you may want to know or control how GNU
- filters its moves to analyze and how many.</p><div class="figure"><a id="gnubg-fig_movefilter1"></a><p class="title"><b>Figure 22. Move filter 1</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/movefilter1.png" alt="[[movefilter1.png]]" /></div></div></div><br class="figure-break" /><p>If you are playing Expert level (this is what GGRaccoon is set
+ filters its moves to analyze and how many.</p><div class="figure"><a id="gnubg-fig_movefilter1"></a><p class="title"><strong>Figure 22. Move filter 1</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/movefilter1.png" alt="[[movefilter1.png]]" /></div></div></div><br class="figure-break" /><p>If you are playing Expert level (this is what GGRaccoon is set
at) or another 0-ply setting, the Move Filter settings will not
change a thing, as Expert level automatically examines all moves. At
Supremo level, this changes though, as it takes a selection of the
@@ -1175,7 +1167,7 @@ Application Options:
at 2-ply. For example, in the figure below, the 2nd best move is no
less than 0.453 equity worse than the top choice, so it didn't
bother analyzing them at 2-ply as it is unlikely to change its mind
- on what the best move is.</p><div class="figure"><a id="gnubg-fig_movefilter2"></a><p class="title"><b>Figure 23. Move filter 2</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/movefilter2.png" alt="[[movefilter2.png]]" /></div></div></div><br class="figure-break" /><p>Take a look at next figure.</p><div class="figure"><a id="gnubg-fig_movefilter3"></a><p class="title"><b>Figure 24. Move filter 3</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/movefilter3.png" alt="[[movefilter3.png]]" /></div></div></div><br class="figure-break" /><p>Here, the exact same settings were maintained, but the 1-ply
+ on what the best move is.</p><div class="figure"><a id="gnubg-fig_movefilter2"></a><p class="title"><strong>Figure 23. Move filter 2</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/movefilter2.png" alt="[[movefilter2.png]]" /></div></div></div><br class="figure-break" /><p>Take a look at next figure.</p><div class="figure"><a id="gnubg-fig_movefilter3"></a><p class="title"><strong>Figure 24. Move filter 3</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/movefilter3.png" alt="[[movefilter3.png]]" /></div></div></div><br class="figure-break" /><p>Here, the exact same settings were maintained, but the 1-ply
filter was activated. This just means that those 16 moves selected
from the 0-ply are sent instead to be analyzed at 1-ply, and then up
to 5 moves from 1-ply will be sent to be analyzed at 2-ply. So this
@@ -1187,10 +1179,10 @@ Application Options:
works quite well, is to take the basic Supremo setting and in the
Move filter reduce the 16 to 12. It cuts down on the thinking time
by 20-25% more or less, and I haven't seen more than one case in
- over 10,000 moves where it missed the best move.</p></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-eval_cubeful"></a>Cubeful vs. Cubeless</h4></div></div></div><p>In the evaluation settings dialog box you can specify whether or
+ over 10,000 moves where it missed the best move.</p></div></div><div class="sect3" title="Cubeful vs. Cubeless"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-eval_cubeful"></a>Cubeful vs. Cubeless</h4></div></div></div><p>In the evaluation settings dialog box you can specify whether or
not checker play should be evaluated cubeful. It's recommended that
you use cubeful evaluation. To get an understanding of what cubeful
- checker play evaluations are, you can take a look at this position:</p><div class="figure"><a id="gnubg-fig_cubeful"></a><p class="title"><b>Figure 25. Cubeful example</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/cubeful-ex1.png" alt="[[cubeful-ex1.png]]" /></div></div></div><br class="figure-break" /><p>In this position black has rolled 51 and he has a good position.
+ checker play evaluations are, you can take a look at this position:</p><div class="figure"><a id="gnubg-fig_cubeful"></a><p class="title"><strong>Figure 25. Cubeful example</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/cubeful-ex1.png" alt="[[cubeful-ex1.png]]" /></div></div></div><br class="figure-break" /><p>In this position black has rolled 51 and he has a good position.
If the position is evaluated cubeless the best move is 13/7. Black can
hope white does not roll 34 or 35 form the bar and has now a good
chance to close white out in the next few rolls. However if white
@@ -1198,7 +1190,7 @@ Application Options:
soon have a really hot redouble. This redouble increases whites equity
so much that black actually should play this move safe. He should play
13/8 6/5. However if the evaluation was set to cubeless, an setting
- which assumes white will never redouble, black should play 13/8.</p><p>Here's another example:</p><div class="figure"><a id="gnubg-fig_cubeful2"></a><p class="title"><b>Figure 26. Cubeful example 2</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/cubeful-ex2.png" alt="[[cubeful-ex2.png]]" /></div></div></div><br class="figure-break" /><p>This is from a 5 point match where black has 1 point and white has
+ which assumes white will never redouble, black should play 13/8.</p><p>Here's another example:</p><div class="figure"><a id="gnubg-fig_cubeful2"></a><p class="title"><strong>Figure 26. Cubeful example 2</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/cubeful-ex2.png" alt="[[cubeful-ex2.png]]" /></div></div></div><br class="figure-break" /><p>This is from a 5 point match where black has 1 point and white has
3 points. Black wins the opening roll and considers playing 13/11 6/5
or 24/23 13/11.</p><p>If <span class="application">GNU Backgammon</span> uses a cubeless
evaluation it will play 24/23 13/11. But if you're using a cubeful
@@ -1207,22 +1199,14 @@ Application Options:
losing won't matter anyway, since black will turn the cube in the next
few rolls anyway. The slotting play also wins more gammons, and with
the cube tuned to 2, black should play towards gammonish positions at
- this score.</p><p>You can read more about cubeful evaluations in the [[Appendix]].</p><p>It's recommended that you use cubeful checker evaluations.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_reduced"></a>Reduced evaluations</h4></div></div></div><p>This option is designed to increase the speed of play by taking a
- shortcut. Instead of averaging over all 21 possible dice rolls, it is
- possible to average over a reduced set, such as only 7 rolls which
- would be 1/3 or 33%. The 33% speed option should be approximately 3
- times faster than the full search with no reduction. One point, it has
- been noted that this can badly hurt <span class="application">GNU
- Backgammon</span>'s checker play so it is not advised to use it
- here.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_pruning"></a>Pruning neural networks</h4></div></div></div><p>A new feature in the evaluation is the use of a set of neural
+ this score.</p><p>You can read more about cubeful evaluations in the [[Appendix]].</p><p>It's recommended that you use cubeful checker evaluations.</p></div><div class="sect3" title="Pruning neural networks"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_pruning"></a>Pruning neural networks</h4></div></div></div><p>A new feature in the evaluation is the use of a set of neural
networks just to prune away move candidates within a deeper ply
search. This increases the speed considerably and it doesn't lose much
playing strength compared to evaluation without these pruning neural
nets. Jim Segrave has just done an analysis of this and found that
less than 1% of all moves come out different with the pruning nets
activated. In most of these positions the move would not have made any
- difference to the game at all.</p><p>Notice, You can not use both reduced evaluations and pruning
- neural nets.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_noise"></a>Noise</h4></div></div></div><p>If you think <span class="application">GNU Backgammon</span> plays too
+ difference to the game at all.</p></div><div class="sect3" title="Noise"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-custom_eval_noise"></a>Noise</h4></div></div></div><p>If you think <span class="application">GNU Backgammon</span> plays too
strong for you, you can add some noise to its evaluation. The number
you add into the field in the evaluations setting is the limit amount
of noise that will be added to the evaluation.</p><p>If noise is added to the evaluations <span class="application">GNU
@@ -1237,10 +1221,10 @@ Application Options:
normal distribution. In that way you will always have that same noise
amount to a position, since the noise added to the evaluation is only
depending on the position itself.</p><p>If you want <span class="application">GNU Backgammon</span> to evaluate
- and play as strong as possible, you should not add any noise.</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-custom_appearance"></a>Appearance</h3></div></div></div><p>You can change the appearance of <span class="application">GNU
+ and play as strong as possible, you should not add any noise.</p></div></div><div class="sect2" title="Appearance"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-custom_appearance"></a>Appearance</h3></div></div></div><p>You can change the appearance of <span class="application">GNU
Backgammon</span>. There is a lot of options to choose among and
you can have the board look like nearly anything. This section will help
- you through some on the appearance customization.</p><p>To change the look of the board, you should click <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Appearance</span>. This will open a dialog box like this:</p><div class="figure"><a id="gnubg-fig_appear"></a><p class="title"><b>Figure 27. The appearance dialog</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/appearence.png" alt="[[appearance.png]]" /></div></div></div><br class="figure-break" /><p>In this dialog box you see a preview picture of the board at the
+ you through some on the appearance customization.</p><p>To change the look of the board, you should click <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Appearance</span>. This will open a dialog box like this:</p><div class="figure"><a id="gnubg-fig_appear"></a><p class="title"><strong>Figure 27. The appearance dialog</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/appearence.png" alt="[[appearance.png]]" /></div></div></div><br class="figure-break" /><p>In this dialog box you see a preview picture of the board at the
right side, and you have notebook with options to the left.</p><p>There are two different board rendering engines in <span class="application">GNU
Backgammon</span>. It's a 2 dimensional rendering engine which
is simple and fast, but still makes really good board images. The moves
@@ -1251,8 +1235,8 @@ Application Options:
need a good modern graphic card which can take 3D hardware acceleration.</p><p>The leftmost tab in the appearance settings notebook is the General
option. You can here select between the 2D board or the 3D board. You
can also choose between different other settings. Most of the settings
- here are self explanatory.</p><div class="warning" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Warning</h3><p>Don't forget to save your settings!! A lovely and painstakingly
- crafted board setup can be lost if you don't faithfully do your <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Save settings</span>.</p></div></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-technotes"></a>Technical Notes</h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_databases"></a>Obtaining bearoff databases</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_generate"></a>Generate your own</h4></div></div></div><p><span class="application">GNU Backgammon</span> is supplied with a
+ here are self explanatory.</p><div class="warning" title="Warning" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Warning</h3><p>Don't forget to save your settings!! A lovely and painstakingly
+ crafted board setup can be lost if you don't faithfully do your <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Save settings</span>.</p></div></div></div><div class="sect1" title="Technical Notes"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-technotes"></a>Technical Notes</h2></div></div></div><div class="sect2" title="Obtaining bearoff databases"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_databases"></a>Obtaining bearoff databases</h3></div></div></div><div class="sect3" title="Generate your own"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_generate"></a>Generate your own</h4></div></div></div><p><span class="application">GNU Backgammon</span> is supplied with a
program makebearoff that is used to generate bearoff databases. Due to
various limitations it is only possible to generate bearoff databases
with a size less than 2GB, i.e., the 13pt one-sided database and the
@@ -1280,21 +1264,20 @@ Application Options:
generate the 3 checker database you need approximately 400 MB of free
memory. On a 2.4 GHz box with 512 MB of RAM the calculation ran for 58
iterations of 3000 seconds each, i.e., a total of 48 hours! </p><p>See makehyper --help for the complete set of available options.
- </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_download"></a>Download</h4></div></div></div><p>You may download the two sided database with 6 checkers on 6
+ </p></div><div class="sect3" title="Download"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_download"></a>Download</h4></div></div></div><p>You may download the two sided database with 6 checkers on 6
points from <a class="ulink" href="ftp://alpha.gnu.org/gnu/gnubg/gnubg_ts0.bd.gz" target="_top">ftp://alpha.gnu.org/gnu/gnubg/gnubg_ts0.bd.gz</a> and the one
- sided database with 15 checkers 6 points from <a class="ulink" href="ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz" target="_top">ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz</a>. </p><p>Later, other databases may be available for download or it may be
- possible to purchase these on CDROM or DVD for a nominal fee. </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_verify"></a>Verification of databases</h4></div></div></div><p>To verify that your generated or downloaded bearoff database is
+ sided database with 15 checkers 6 points from <a class="ulink" href="ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz" target="_top">ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz</a>. </p><p>Larger databases are available for download from <a class="ulink" href="ftp://ftp.demon.nl/pub/Demon/games/gnubg/databases/" target="_top">ftp://ftp.demon.nl/pub/Demon/games/gnubg/databases/</a>. </p></div><div class="sect3" title="Verification of databases"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_verify"></a>Verification of databases</h4></div></div></div><p>To verify that your generated or downloaded bearoff database is
correct, the table below lists the MD5 checksums for a number of
- possible databases. </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_os"></a>One-sided bearoff databases (compressed)</h4></div></div></div><p>The table below contains the MD5 checksums for the compressed one
+ possible databases. </p></div><div class="sect3" title="One-sided bearoff databases (compressed)"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_os"></a>One-sided bearoff databases (compressed)</h4></div></div></div><p>The table below contains the MD5 checksums for the compressed one
sided bearoff databases, i.e., databases generated with default
- options. </p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td>Checkers </td><td>Points </td><td>MD5 checksum </td></tr><tr><td>15 </td><td>1 </td><td>c789f049ec98ce4e307b471257999f39 </td></tr><tr><td>15 </td><td>2 </td><td>b6e61c1625ae4b3b164e93ab064192b9 </td></tr><tr><td>15 </td><td>3 </td><td>346dae6139ccb4b227c534373e5c52e4 </td></tr><tr><td>15 </td><td>4 </td><td>653255f5f9f22fd50277f7ff25b2a343 </td></tr><tr><td>15 </td><td>5 </td><td>2064f9a56b23117d053a573c96a92fa2 </td></tr><tr><td>15 </td><td>6 </td><td>3dc7b833c4670849cee00479a9e21b49 </td></tr><tr><td>15 </td><td>7 </td><td>67235c8e0ee152df5daf36cbeae5b3c2 </td></tr><tr><td>15 </td><td>8 </td><td>a4acbb5c7e9e1f08e561afe0af934e5c </td></tr><tr><td>15 </td><td>9 </td><td>9c4ddab4e51c3e668c9c97b8f8768dbc </td></tr><tr><td>15 </td><td>10 </td><td>81b3898f06bbd08ee8295a839251a10a </td></tr><tr><td>15 </td><td>11 </td><td>78ecb4be86dab6af8755ea4063d50fb6 </td></tr><tr><td>15 </td><td>12 </td><td>770fcff48894a96ebb2249343ef94866 </td></tr><tr><td>15 </td><td>13 </td><td>cc74b69a62f6e648936f533838a527a8 </td></tr><tr><td>15 </td><td>14 </td><td>not available </td></tr><tr><td>15 </td><td>15 </td><td>not available </td></tr><tr><td>15 </td><td>16 </td><td>not available </td></tr><tr><td>15 </td><td>17 </td><td>not available </td></tr><tr><td>15 </td><td>18 </td><td>not available </td></tr></tbody></table></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_ts"></a>Two-sided bearoff databases (with cubeless and cubeful equities)</h4></div></div></div><p>The table below contains the MD5 checksums for the default two
- sided bearoff databases. </p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td>Checkers </td><td>Points </td><td>MD5 checksum </td></tr><tr><td>1 </td><td>6 </td><td>7ed6f8e7fce16ea2b80e07a4a516653c </td></tr><tr><td>2 </td><td>6 </td><td>e9d760bf213841c285245ed757a52f4d </td></tr><tr><td>3 </td><td>6 </td><td>9d67da3db32ad4720cc38eecf9a67967 </td></tr><tr><td>4 </td><td>6 </td><td>9156f37032d1d4b0352a41186e632dfc </td></tr><tr><td>5 </td><td>6 </td><td>0db19ab08feae1feb33ddbd709479f62 </td></tr><tr><td>6 </td><td>6 </td><td>44b6040b49b46cb9dd2ce8caa947044d </td></tr><tr><td>7 </td><td>6 </td><td>9eb8b042d4d2ddf8d40e74a892745ad5 </td></tr><tr><td>8 </td><td>6 </td><td>fcdbbc80b7ef84ddc81b839d0f26bed1 </td></tr><tr><td>9 </td><td>6 </td><td>a11b2d410d51401143d05e73f9ffac15 </td></tr><tr><td>10 </td><td>6 </td><td>12dc70c86f356d06bc96ee38dee40c62 </td></tr><tr><td>11 </td><td>6 </td><td>not available </td></tr><tr><td>12 </td><td>6 </td><td>not available </td></tr><tr><td>13 </td><td>6 </td><td>not available </td></tr><tr><td>14 </td><td>6 </td><td>not available </td></tr><tr><td>15 </td><td>6 </td><td>not available </td></tr></tbody></table></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_hyper"></a>Two-sided databases for Hypergammon</h4></div></div></div><p>As the generation of the Hypergammon databases are an iterative
+ options. </p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td>Checkers </td><td>Points </td><td>MD5 checksum </td></tr><tr><td>15 </td><td>1 </td><td>c789f049ec98ce4e307b471257999f39 </td></tr><tr><td>15 </td><td>2 </td><td>b6e61c1625ae4b3b164e93ab064192b9 </td></tr><tr><td>15 </td><td>3 </td><td>346dae6139ccb4b227c534373e5c52e4 </td></tr><tr><td>15 </td><td>4 </td><td>653255f5f9f22fd50277f7ff25b2a343 </td></tr><tr><td>15 </td><td>5 </td><td>2064f9a56b23117d053a573c96a92fa2 </td></tr><tr><td>15 </td><td>6 </td><td>3dc7b833c4670849cee00479a9e21b49 </td></tr><tr><td>15 </td><td>7 </td><td>67235c8e0ee152df5daf36cbeae5b3c2 </td></tr><tr><td>15 </td><td>8 </td><td>a4acbb5c7e9e1f08e561afe0af934e5c </td></tr><tr><td>15 </td><td>9 </td><td>9c4ddab4e51c3e668c9c97b8f8768dbc </td></tr><tr><td>15 </td><td>10 </td><td>81b3898f06bbd08ee8295a839251a10a </td></tr><tr><td>15 </td><td>11 </td><td>78ecb4be86dab6af8755ea4063d50fb6 </td></tr><tr><td>15 </td><td>12 </td><td>770fcff48894a96ebb2249343ef94866 </td></tr><tr><td>15 </td><td>13 </td><td>cc74b69a62f6e648936f533838a527a8 </td></tr><tr><td>15 </td><td>14 </td><td>not available </td></tr><tr><td>15 </td><td>15 </td><td>not available </td></tr><tr><td>15 </td><td>16 </td><td>not available </td></tr><tr><td>15 </td><td>17 </td><td>not available </td></tr><tr><td>15 </td><td>18 </td><td>not available </td></tr></tbody></table></div></div><div class="sect3" title="Two-sided bearoff databases (with cubeless and cubeful equities)"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_ts"></a>Two-sided bearoff databases (with cubeless and cubeful equities)</h4></div></div></div><p>The table below contains the MD5 checksums for the default two
+ sided bearoff databases. </p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td>Checkers </td><td>Points </td><td>MD5 checksum </td></tr><tr><td>1 </td><td>6 </td><td>7ed6f8e7fce16ea2b80e07a4a516653c </td></tr><tr><td>2 </td><td>6 </td><td>e9d760bf213841c285245ed757a52f4d </td></tr><tr><td>3 </td><td>6 </td><td>9d67da3db32ad4720cc38eecf9a67967 </td></tr><tr><td>4 </td><td>6 </td><td>9156f37032d1d4b0352a41186e632dfc </td></tr><tr><td>5 </td><td>6 </td><td>0db19ab08feae1feb33ddbd709479f62 </td></tr><tr><td>6 </td><td>6 </td><td>44b6040b49b46cb9dd2ce8caa947044d </td></tr><tr><td>7 </td><td>6 </td><td>9eb8b042d4d2ddf8d40e74a892745ad5 </td></tr><tr><td>8 </td><td>6 </td><td>fcdbbc80b7ef84ddc81b839d0f26bed1 </td></tr><tr><td>9 </td><td>6 </td><td>a11b2d410d51401143d05e73f9ffac15 </td></tr><tr><td>10 </td><td>6 </td><td>12dc70c86f356d06bc96ee38dee40c62 </td></tr><tr><td>11 </td><td>6 </td><td>not available </td></tr><tr><td>12 </td><td>6 </td><td>not available </td></tr><tr><td>13 </td><td>6 </td><td>not available </td></tr><tr><td>14 </td><td>6 </td><td>not available </td></tr><tr><td>15 </td><td>6 </td><td>not available </td></tr></tbody></table></div></div><div class="sect3" title="Two-sided databases for Hypergammon"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_databases_hyper"></a>Two-sided databases for Hypergammon</h4></div></div></div><p>As the generation of the Hypergammon databases are an iterative
process it's not possible to give MD5 checksum for these, as it depend
heavily on your convergence threshold, the number of restarts, and
rounding errors. </p><p>A random position from the database is found in <a class="xref" href="#gnubg-hypergammon" title="Example 2. Random position from hypergammon database">Example 2, &#8220;Random position from hypergammon database&#8221;</a>. The equities and
percentages in your own database should be very similar (if not
identical): </p><p><span class="application">GNU Backgammon</span> Position ID:
- ADAAAQAkIAAAAA</p><div class="example"><a id="gnubg-hypergammon"></a><p class="title"><b>Example 2. Random position from hypergammon database</b></p><div class="example-contents"><pre class="programlisting">
+ ADAAAQAkIAAAAA</p><div class="example"><a id="gnubg-hypergammon"></a><p class="title"><strong>Example 2. Random position from hypergammon database</strong></p><div class="example-contents"><pre class="programlisting">
GNU Backgammon Position ID: ADAAAQAkIAAAAA
Match ID : cAkAAAAAAAAA
+13-14-15-16-17-18------19-20-21-22-23-24-+ O: gnubg
@@ -1328,14 +1311,14 @@ Double, pass : +1.000 (+1.219)
Double, take : -0.710 (-0.491)
Correct cube action: No double, beaver
-</pre></div></div><br class="example-break" /></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_met"></a>Match Equity Tables</h3></div></div></div><p>It's possible to use several different match equity tables with GNU
- Backgammon.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_python"></a>Python scripting</h3></div></div></div><p>Accessing the <span class="application">GNU Backgammon</span> Python shell</p><p>To access the Python shell, either type `&gt;' from the command
- line or select <span class="guimenu">Window</span> &#8594; <span class="guimenuitem">Python Shell(IDLE...)</span> from the GUI. </p><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_module"></a>gnubg module functions</h4></div></div></div><p>board()</p><p>command(cmd)</p><p>evaluate()</p><p>evalcontext()</p><p>eq2mwc()</p><p>mwc2eq()</p><p>cubeinfo()</p><p>met()</p><p>positionid()</p><p>positionfromid()</p><p>positionkey()</p><p>positionfromkey()</p><p>positionbearoff()</p><p>positionfrombearoff()</p><p>navigate([next=N,[game=N]])</p><p>Match navigation. </p><p>Without any arguments, go to first move of first match. </p><p>With next == N, move forward N game records. </p><p>With game == N, move forward/backward N games. </p><p>Navigate never wraps around. </p><p>On success, returns None. If unable to complete the requested
- number of moves, returns a pair of (next-remaining,game-remaining). </p><p>match([analysis=1/0, boards=1/0, statistics=0/1, verbose=0/1])</p><p>Return the current match. For example, </p><p>&gt; m = gnubg.match()</p><p>Takes the following optional keyword arguments: </p><p>analysis</p><p>When 0, discard analysis data. default is 1. </p><p>boards</p><p>When 1, add current board to move/double records. Default is 1. </p><p>statistics</p><p>When 1, include game and match statistics. Default is 0. </p><p>verbose</p><p>When 1, include derived analysis values. Default is 0. </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_match"></a>Match description</h4></div></div></div><p>gnubg.match() returns a dictionary containing the following items: </p><p>match-info</p><p>General match info </p><p>games</p><p>A sequence, one element per game.</p><p>stats (optional)</p><p>Match statistics. </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_matchinfo"></a>Match info</h4></div></div></div><p>A dictionary containing the following items: </p><p>match-length </p><p>variation</p><p>One of Standard,Nackgammon, Hypergammon1, Hypergammon2 or
+</pre></div></div><br class="example-break" /></div></div><div class="sect2" title="Match Equity Tables"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_met"></a>Match Equity Tables</h3></div></div></div><p>It's possible to use several different match equity tables with GNU
+ Backgammon.</p></div><div class="sect2" title="Python scripting"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_python"></a>Python scripting</h3></div></div></div><p>Accessing the <span class="application">GNU Backgammon</span> Python shell</p><p>To access the Python shell, either type `&gt;' from the command
+ line or select <span class="guimenu">Window</span> &#8594; <span class="guimenuitem">Python Shell(IDLE...)</span> from the GUI. </p><div class="sect3" title="gnubg module functions"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_module"></a>gnubg module functions</h4></div></div></div><p>board()</p><p>command(cmd)</p><p>evaluate()</p><p>evalcontext()</p><p>eq2mwc()</p><p>mwc2eq()</p><p>cubeinfo()</p><p>met()</p><p>positionid()</p><p>positionfromid()</p><p>positionkey()</p><p>positionfromkey()</p><p>positionbearoff()</p><p>positionfrombearoff()</p><p>navigate([next=N,[game=N]])</p><p>Match navigation. </p><p>Without any arguments, go to first move of first match. </p><p>With next == N, move forward N game records. </p><p>With game == N, move forward/backward N games. </p><p>Navigate never wraps around. </p><p>On success, returns None. If unable to complete the requested
+ number of moves, returns a pair of (next-remaining,game-remaining). </p><p>match([analysis=1/0, boards=1/0, statistics=0/1, verbose=0/1])</p><p>Return the current match. For example, </p><p>&gt; m = gnubg.match()</p><p>Takes the following optional keyword arguments: </p><p>analysis</p><p>When 0, discard analysis data. default is 1. </p><p>boards</p><p>When 1, add current board to move/double records. Default is 1. </p><p>statistics</p><p>When 1, include game and match statistics. Default is 0. </p><p>verbose</p><p>When 1, include derived analysis values. Default is 0. </p></div><div class="sect3" title="Match description"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_match"></a>Match description</h4></div></div></div><p>gnubg.match() returns a dictionary containing the following items: </p><p>match-info</p><p>General match info </p><p>games</p><p>A sequence, one element per game.</p><p>stats (optional)</p><p>Match statistics. </p></div><div class="sect3" title="Match info"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_matchinfo"></a>Match info</h4></div></div></div><p>A dictionary containing the following items: </p><p>match-length </p><p>variation</p><p>One of Standard,Nackgammon, Hypergammon1, Hypergammon2 or
Hypergammon3. </p><p>rules (optional)</p><p>Additional rules used. A subset of NoCube, Crawford and Jacoby. </p><p>X</p><p>O</p><p>Per player information. Each a dictionary containing rating and
name. </p><p>annotator (optional)</p><p>round (optional)</p><p>place (optional)</p><p>date (optional)</p><p>Sequence of (Day,Month,Year). </p><p>event (optional)</p><p>default-eval-context</p><p>Default evaluation context. A dictionary in the same format as
returned by evalcontext(). </p><p>default-rollout-context</p><p>Default rollout context. </p><p>Example, </p><p>&gt;&gt;&gt; m['match-info']</p><p>{'match-length': 25, 'rules': ('Crawford',),
- 'default-eval-context': {'plies': 2, 'deterministic': 1, 'reduced': 0,
+ 'default-eval-context': {'plies': 2, 'deterministic': 1,
'noise': 0.0, 'cubeful': 1}, 'annotator': 'GNU 0.14', 'O': {'rating':
'0 (Exp 0)', 'name': 'Moshe Tissona'}, 'round': 'Final', 'place':
'Monte Carlo', 'variation': 'Standard', 'default-rollout-context':
@@ -1344,28 +1327,28 @@ Correct cube action: No double, beaver
'truncated-rollouts': 0, 'truncate-bearoff2': 1, 'cubeful': 1,
'truncate-bearoffOS': 1, 'seed': 1177750272, 'quasi-random-dice': 1,
'minimum-games': 144}, 'date': (13, 7, 2003), 'X': {'rating': '0 (Exp
- 0)', 'name': 'Jon Royset'}, 'event': 'World Championship 2003'}</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_game"></a>Python game</h4></div></div></div><p>A dictionary containing the following items: </p><p>info</p><p>General game info. For example, </p><p>&gt;&gt;&gt; m['games'][0]['info']</p><p>{'points-won': 1, 'score-X': 0, 'score-O': 0, 'winner': 'X',
- 'resigned': False}</p><p>If no winner is specified, winner is None. </p><p>&gt;&gt;&gt; m['games'][2]['info']</p><p>{'score-X': 2, 'winner': None, 'score-O': 0}</p><p>game</p><p>A Sequence of actions.</p><p>stats (optional)</p><p>Game statistics. Similar entries to <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Game statistics</span> from the GUI. </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_gameaction"></a>Game actions</h4></div></div></div><p>Each action is a dictionary </p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_equities"></a>Equities explained</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_equities_intro"></a>Introduction to equities</h4></div></div></div><p><span class="application">GNU Backgammon</span> works with many
+ 0)', 'name': 'Jon Royset'}, 'event': 'World Championship 2003'}</p></div><div class="sect3" title="Python game"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_game"></a>Python game</h4></div></div></div><p>A dictionary containing the following items: </p><p>info</p><p>General game info. For example, </p><p>&gt;&gt;&gt; m['games'][0]['info']</p><p>{'points-won': 1, 'score-X': 0, 'score-O': 0, 'winner': 'X',
+ 'resigned': False}</p><p>If no winner is specified, winner is None. </p><p>&gt;&gt;&gt; m['games'][2]['info']</p><p>{'score-X': 2, 'winner': None, 'score-O': 0}</p><p>game</p><p>A Sequence of actions.</p><p>stats (optional)</p><p>Game statistics. Similar entries to <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Game statistics</span> from the GUI. </p></div><div class="sect3" title="Game actions"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_python_gameaction"></a>Game actions</h4></div></div></div><p>Each action is a dictionary </p></div></div><div class="sect2" title="Equities explained"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_equities"></a>Equities explained</h3></div></div></div><div class="sect3" title="Introduction to equities"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_equities_intro"></a>Introduction to equities</h4></div></div></div><p><span class="application">GNU Backgammon</span> works with many
different kinds of equities. The equity is defined as the expected
value of the position. However, this value can be expressed in several
different metrics and may be calculated with or without taking the
effect of the cube into consideration. In the following section we
will describe the equities used and calculated by GNU
- Backgammon.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_equities_money"></a>Money equity</h4></div></div></div><p>This is the value of the position in money game, e.g., if your
+ Backgammon.</p></div><div class="sect3" title="Money equity"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_equities_money"></a>Money equity</h4></div></div></div><p>This is the value of the position in money game, e.g., if your
equity is +0.4 an you are playing money game with a $1 stake, you will
win $0.40 on average. The money equity can be calculated with or
- without taking the effect of the double cube into consideration, or
+ without taking the effect of the doubling cube into consideration, or
<span class="emphasis"><em>cubeful</em></span> or <span class="emphasis"><em>cubeless</em></span>. The
cubeless equity can be calculated from the basic formula:
2*p(w)-1+2(p(wg)-p(lg))+3(p(wbg)-p(lbg)). Evaluating the cubeful
equity is much more difficult; it can either be estimated from the
cubeless equity by using transformations as outlined by Rick Janowski
or by constructing a neural net that directly outputs cubeful
- equities. GNU Backgammon uses the former approach (<a class="xref" href="#gnubg-tech_equities_cubeful" title="Cubeful equities">the section called &#8220;Cubeful equities&#8221;</a>).</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_equities_match"></a>Match Winning Chance</h4></div></div></div><p>In match play we're generally not particular interested in the
+ equities. GNU Backgammon uses the former approach (<a class="xref" href="#gnubg-tech_equities_cubeful" title="Cubeful equities">the section called &#8220;Cubeful equities&#8221;</a>).</p></div><div class="sect3" title="Match Winning Chance"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_equities_match"></a>Match Winning Chance</h4></div></div></div><p>In match play we're generally not particular interested in the
outcome of the individual games as much as the outcome of the entire
match, so the interesting quantity for match play is <span class="emphasis"><em>match
winning chance</em></span> (MWC). As for the money equity the MWC can
- be calculated with and without the effect of the double cube. The MWCs
+ be calculated with and without the effect of the doubling cube. The MWCs
are generally calculated with the use of a match equity table, which
contains the chance of winning the match before a game starts, e.g.,
if the score is 0-0 in a 1pt match each player has 50% chance of
@@ -1378,7 +1361,7 @@ Correct cube action: No double, beaver
cubeful money equity it's possible to estimate cubeful MWCs from
transformation on the w/g/bg distribution or directly calculate it
from neural nets. GNU Backgammon uses the former approach, but the
- formula are currently not published.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_eq_norm"></a>Normalized equity</h4></div></div></div><p>It's generally very difficult to compare MWCs. For example, it's
+ formula are currently not published.</p></div><div class="sect3" title="Normalized equity"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_eq_norm"></a>Normalized equity</h4></div></div></div><p>It's generally very difficult to compare MWCs. For example, it's
hardly worth mentioning a 0.5% MWC error at DMP where as it's a huge
error at 0-0 to 7. It is therefore of interesting to normalize the
MWCs to some common scale. The most often used normalization is
@@ -1387,50 +1370,50 @@ Correct cube action: No double, beaver
to anomalies at certain match scores the NEMG can go below -3 and
above +3). The transformation is linear:</p><p>NEMG = 2 * (MWC-MWC(l))/(MWC(w)-MWC(l)) - 1</p><p>In other words, extrapolation with the following two extrapolation
points: (MWC(w),+1) and (MWC(l),-1).</p><p>For example, suppose the score is 3-1 to 5 with the cube on 2:
- MWC(l)=0% and MWC(w)=50%:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td>MWC</td><td>NEMG</td><td class="auto-generated"> </td></tr><tr><td>0%</td><td>-1</td><td class="auto-generated"> </td></tr><tr><td>25%</td><td>0</td><td class="auto-generated"> </td></tr><tr><td>50%</td><td>+1</td><td class="auto-generated"> </td></tr><tr><td>75%</td><td>+2</td><td class="auto-generated"> </td></tr><tr><td>100%</td><td>+3</td><td class="auto-generated"> </td></tr></tbody></table></div><p>Note that a w/g/bg distribution of 0 100 100 - 0 0 0 gives a NEMG
+ MWC(l)=0% and MWC(w)=50%:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /><col class="c3" /></colgroup><tbody><tr><td>MWC</td><td>NEMG</td><td class="auto-generated"> </td></tr><tr><td>0%</td><td>-1</td><td class="auto-generated"> </td></tr><tr><td>25%</td><td>0</td><td class="auto-generated"> </td></tr><tr><td>50%</td><td>+1</td><td class="auto-generated"> </td></tr><tr><td>75%</td><td>+2</td><td class="auto-generated"> </td></tr><tr><td>100%</td><td>+3</td><td class="auto-generated"> </td></tr></tbody></table></div><p>Note that a w/g/bg distribution of 0 100 100 - 0 0 0 gives a NEMG
of +3 whereas the corresponding money equity is only +2. This is
because the gammon price is high for that particular score. When both
players are far from winning the match, e.g., 0-0 to 17 or 1-0 to 17,
NEMG is very close to the usual money equity.</p><p>NEMG can be calculated from both cubeless and cubeful MWCs.</p><p>A word of caution: A cubeless NEMG calculated from a cubeless MWC
could be named <span class="emphasis"><em>cubeless equity</em></span>, but in most
backgammon literature this term seems to be reserved for the cubeless
- money equity.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_equities_cubeful"></a>Cubeful equities</h4></div></div></div><p>This chapter is a brief description of how <span class="application">GNU
+ money equity.</p></div><div class="sect3" title="Cubeful equities"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-tech_equities_cubeful"></a>Cubeful equities</h4></div></div></div><p>This chapter is a brief description of how <span class="application">GNU
Backgammon</span> calculates cubeful equities. The formula
- build directly on the work by Rick Janowski <a class="ulink" href="http://www.msoworld.com/mindzine/news/classic/bg/cubeformulae.html" target="_top">Take-Points in Money Games</a> from 1993.</p><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_basic"></a>Basic formula for cubeful equities</h5></div></div></div><p>The basic formula for cubeful equities as derived by Janowski is</p><p>E(cubeful) = E(dead) * (1-x) + E(live) * x,</p><p>where E(dead) is the dead cube equity (cubeless equity) calculated
+ build directly on the work by Rick Janowski <a class="ulink" href="http://www.bkgm.com/articles/Janowski/cubeformulae.pdf" target="_top">Take-Points in Money Games</a> from 1993.</p><div class="sect4" title="Basic formula for cubeful equities"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_basic"></a>Basic formula for cubeful equities</h5></div></div></div><p>The basic formula for cubeful equities as derived by Janowski is</p><p>E(cubeful) = E(dead) * (1-x) + E(live) * x,</p><p>where E(dead) is the dead cube equity (cubeless equity) calculated
from the standard formula. E(live) is the cubeful equity assuming a
fully live cube. We'll return to that in the next section. x is the
cube efficiency. x=0 gives E(cubeful)=E(dead) as one extreme and x=1
gives E(cubeful)=E(live) as the other extreme. In reality x is
somewhere in between, which typical values around 0.6 - 0.8.</p><p>Janowski's article doesn't mention cubeful equities, so we use the
straightforward generalization</p><p>MWC(cubeful) = MWC(dead) * (1-x) + MWC(live) * x.</p><p>as MWC is the entity that is used for match play
- evaluations.</p></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_live"></a>Live cube equities</h5></div></div></div><p>The live cube equity is the equity assuming that the equity
+ evaluations.</p></div><div class="sect4" title="Live cube equities"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_live"></a>Live cube equities</h5></div></div></div><p>The live cube equity is the equity assuming that the equity
changes continuously, so that doubles and takes occurs exactly at the
double point and take point. For gammon-free play this is the
well-known take point of 20%. Janowski derives the more general
formula</p><p>TP = (L-0.5)/(W+L+0.5)</p><p>where W is the average cubeless value of games ultimately won, and
L is the average cubeless value of games ultimately lost. For example,
- for the following position</p><div class="figure"><a id="gnubg-fig_cubeful1A"></a><p class="title"><b>Figure 28. Cubeful example 1</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/cubefuleq-ex1.png" alt="[[cubefuleq-ex1.png]]" /></div></div></div><br class="figure-break" /><p><span class="application">GNU Backgammon</span> evaluates</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /><col /><col /></colgroup><tbody><tr><td> </td><td>Win</td><td>W(g)</td><td>W(bg)</td><td>L(g)</td><td>L(bg)</td></tr><tr><td>static:</td><td>0.454</td><td>0.103</td><td>0.001</td><td>0.106</td><td>0.003</td></tr></tbody></table></div><p>and hence W=(0.454 + 0.103 + 0.001)/0.454=1.229 and
+ for the following position</p><div class="figure"><a id="gnubg-fig_cubeful1A"></a><p class="title"><strong>Figure 28. Cubeful example 1</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/cubefuleq-ex1.png" alt="[[cubefuleq-ex1.png]]" /></div></div></div><br class="figure-break" /><p><span class="application">GNU Backgammon</span> evaluates</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /><col class="c3" /><col class="c4" /><col class="c5" /><col class="c6" /></colgroup><tbody><tr><td> </td><td>Win</td><td>W(g)</td><td>W(bg)</td><td>L(g)</td><td>L(bg)</td></tr><tr><td>static:</td><td>0.454</td><td>0.103</td><td>0.001</td><td>0.106</td><td>0.003</td></tr></tbody></table></div><p>and hence W=(0.454 + 0.103 + 0.001)/0.454=1.229 and
L=(0.556+0.106+0.003)/0.556) = 1.196. For gammon-free positions, e.g.,
a race, W=1 and L=1.</p><p>The live cube equity is now based on piecewise linear
interpolation between the points (0%,-L), (TP,-1), (CP,+1), and
(100%,+W): if my winning chance is 0 I lose L points, at my take point
I lose 1 point, at my cash point I cash 1 point, and when I have a
- certain win I win W points:</p><div class="figure"><a id="gnubg-fig_mgtp"></a><p class="title"><b>Figure 29. mgtp</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/mgtp.png" alt="mgtp" /></div></div></div><br class="figure-break" /><p>For match play there is no simple formula, since redoubles can
- only occur a limited number of times.</p><p>The live cube take point is generally calculated as</p><p>TP(live, n Cube)=TP(dead, n cube) * (1 - TP(live, 2n cube)</p><p>So to calculate the live cube take points for a 1-cube at 3-0 to 7
+ certain win I win W points:</p><div class="figure"><a id="gnubg-fig_mgtp"></a><p class="title"><strong>Figure 29. mgtp</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/mgtp.png" alt="mgtp" /></div></div></div><br class="figure-break" /><p>For match play there is no simple formula, since redoubles can
+ only occur a limited number of times.</p><p>The live cube take point is generally calculated as</p><p>TP(live, n Cube)=TP(dead, n cube) * (1 - TP(live, 2n cube))</p><p>So to calculate the live cube take points for a 1-cube at 3-0 to 7
we need the live cube take points for the 4-cube and the 2-cube. For
the position above and using Woolsey's match equity table the live
- cube take point are:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td>Cube value </td><td>TP for Black </td><td>TP for White</td><td> </td><td> </td></tr><tr><td>4</td><td>0%</td><td>41%</td><td class="auto-generated"> </td><td class="auto-generated"> </td></tr><tr><td>2</td><td>15%</td><td>38.5%</td><td class="auto-generated"> </td><td class="auto-generated"> </td></tr><tr><td>1</td><td>24.5%</td><td>27.3%</td><td class="auto-generated"> </td><td class="auto-generated"> </td></tr></tbody></table></div><p>The calculation of these are left as an exercise to the reader.</p><p>Ignoring backgammons, the gammon rates for White and Black are
+ cube take point are:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /><col class="c3" /></colgroup><tbody><tr><td>Cube value </td><td>TP for Black </td><td>TP for White</td><td> </td><td> </td></tr><tr><td>4</td><td>0%</td><td>41%</td></tr><tr><td>2</td><td>15%</td><td>38.5%</td></tr><tr><td>1</td><td>24.5%</td><td>27.3%</td></tr></tbody></table></div><p>The calculation of these are left as an exercise to the reader.</p><p>Ignoring backgammons, the gammon rates for White and Black are
0.106/54.6=19% and 0.103/0.454=22%, respectively. If White wins the
game his MWC will be</p><p>81% * MWC(-3,-7) + 19% * MWC(-2,-7) = 78%</p><p>and if Black wins his MWC will be</p><p>78% * MWC(-4,-6) + 22% * MWC(-4,-5) = 41%.</p><p>If White cashes 1 point he has MWC(-3,-7)=76% and if Black cashes
he has MWC(-4,-6)=36%. Analogous to money game the live cube MWC is
calculated as piecewise linear interpolation between (0%,22%),
- (24.5%,24%), (72.7%,36%), and (100%,41%) (from black's point of view):</p><div class="figure"><a id="gnubg-fig_mptp"></a><p class="title"><b>Figure 30. mptp</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/mptp.png" alt="mptp" /></div></div></div><br class="figure-break" /></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_0ply"></a>0-ply Cubeful equities</h5></div></div></div><p>Having established the live cube equities and MWCs we're now in
+ (24.5%,24%), (72.7%,36%), and (100%,41%) (from black's point of view):</p><div class="figure"><a id="gnubg-fig_mptp"></a><p class="title"><strong>Figure 30. mptp</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/mptp.png" alt="mptp" /></div></div></div><br class="figure-break" /></div><div class="sect4" title="0-ply Cubeful equities"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_0ply"></a>0-ply Cubeful equities</h5></div></div></div><p>Having established the live cube equities and MWCs we're now in
position to calculate the 0-ply cubeful equities.</p><p>Let's start with money game: the cubeless equity is -0.097 and the
live cube equity can be determined from the figure above as -0.157.
Thus, the cubeful equity is -0.138.</p><p>For the match play example at the score 3-0 the cubeless MWC is
29.1% and from the figure Black using wins=45.4% we can determine the
live cube MWC to be 29.2%. Using a value of x=0.68 we arrive at a
- cubeful MWC of 29.17%.</p></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_nply"></a>n-ply Cubeful equities</h5></div></div></div><p>The previous section concerned the calculation of 0-ply cubeful
+ cubeful MWC of 29.17%.</p></div><div class="sect4" title="n-ply Cubeful equities"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_nply"></a>n-ply Cubeful equities</h5></div></div></div><p>The previous section concerned the calculation of 0-ply cubeful
equities, so how so <span class="application">GNU Backgammon</span>
calculate cubeful 2-ply equities? The answer is: by simple recursion:</p><p>Equity=0</p><p>Loop over 21 dice rolls</p><p>Find best move for given roll</p><p>Equity = Equity + Evaluate n-1 ply equity for resulting position</p><p>End Loop</p><p>Equity = Equity/36</p><p>Note that evaluating the n-1 ply equity involves a cube decision,
since the opponent may double, so <span class="application">GNU
@@ -1443,10 +1426,10 @@ Correct cube action: No double, beaver
opponent owns 2-cube, owned 4-cube, and opponent owns 8-cube.</p><p>Note that the 2-ply level does not use the cube efficiency, it's
not used until at the 0-ply level, but it's possible to calculate an
effective one by isolating x in the basic cube formula:</p><p>x(eff) = (E(2-ply cubeful) - E(2-ply dead))/(E(2-ply live)-E(2-ply
- dead)).</p></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_efficiency"></a>The cube efficiency</h5></div></div></div><p>The cube efficiency is obviously an important parameter,
+ dead)).</p></div><div class="sect4" title="The cube efficiency"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_efficiency"></a>The cube efficiency</h5></div></div></div><p>The cube efficiency is obviously an important parameter,
unfortunately there haven't been much investigation carried out, so
<span class="application">GNU Backgammon</span> basically uses the values
- 0.6-0.7 originally suggested by Rick Janowski:</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Position Class </td><td>x (Cube efficiency)</td><td> </td></tr><tr><td>Two-sided (exact) bearoff</td><td>n/a</td><td class="auto-generated"> </td></tr><tr><td>One-sided bearoff</td><td>0.6</td><td class="auto-generated"> </td></tr><tr><td>Crashed</td><td>0.68</td><td class="auto-generated"> </td></tr><tr><td>Contact</td><td>0.68</td><td class="auto-generated"> </td></tr><tr><td>Race</td><td>linear interpolation between 0.6 and 0.7</td><td class="auto-generated"> </td></tr></tbody></table></div><p>For race <span class="application">GNU Backgammon</span> uses linear
+ 0.6-0.7 originally suggested by Rick Janowski:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>Position Class </td><td>x (Cube efficiency)</td><td> </td></tr><tr><td>Two-sided (exact) bearoff</td><td>n/a</td></tr><tr><td>One-sided bearoff</td><td>0.6</td></tr><tr><td>Crashed</td><td>0.68</td></tr><tr><td>Contact</td><td>0.68</td></tr><tr><td>Race</td><td>linear interpolation between 0.6 and 0.7</td></tr></tbody></table></div><p>For race <span class="application">GNU Backgammon</span> uses linear
interpolation based on pip count for the player on roll. A pip count
of 40 gives x=0.6 and 120 gives x=0.7. If the pip count is below 40 or
above 120 values of x=0.6 and x=0.7 are used, respectively.</p><p>For the two sided bearoff positions the cubeful money equity is
@@ -1462,20 +1445,20 @@ Correct cube action: No double, beaver
lost the market by a mile after rolling a high double or hitting a
single shot. Similarly, backgames will often have a low cube
efficiency, whereas blitzes have may have a higher cube
- efficiency.</p></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_decisions"></a>Cube decisions</h5></div></div></div><p><span class="application">GNU Backgammon</span>'s cube decisions are
+ efficiency.</p></div><div class="sect4" title="Cube decisions"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_decisions"></a>Cube decisions</h5></div></div></div><p><span class="application">GNU Backgammon</span>'s cube decisions are
simple based on calculations of cubeful equities. For a double
decision <span class="application">GNU Backgammon</span> calculates the
cubeful equity for <span class="emphasis"><em>no double</em></span> and the cubeful
equity for <span class="emphasis"><em>double, take</em></span>. Combined with the equity
for <span class="emphasis"><em>double, pass</em></span>, it's possible to determine the
correct cube action.</p><p>The figure below shows the relevant cubeful equities for White and
- black's cube decisions in sample position from earlier.</p><div class="figure"><a id="gnubg-fig_mgcd"></a><p class="title"><b>Figure 31. mgcd</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/mgcd.png" alt="mgcd" /></div></div></div><br class="figure-break" /><p>On 0-ply Black will double when the green curve (White owns
+ black's cube decisions in sample position from earlier.</p><div class="figure"><a id="gnubg-fig_mgcd"></a><p class="title"><strong>Figure 31. mgcd</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/mgcd.png" alt="mgcd" /></div></div></div><br class="figure-break" /><p>On 0-ply Black will double when the green curve (White owns
2-cube) is above the red curve (centered cube), and White will take as
long as the green curve is below 1. Similarly, White will double when
the blue curve (Black owns 2-cube) is below the red curve (centered
cube), and Black takes as long as the blue curve is above -1.</p><p>Note that <span class="application">GNU Backgammon</span> doesn't
calculate the take point or double point explicitly. The cube decision
- is simply made by comparing equities from the figure.</p></div><div class="sect4" lang="en" xml:lang="en"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_beyond"></a>Beyond the simple model</h5></div></div></div><p>Janowski has developed two other models for cubeful equities. The
+ is simply made by comparing equities from the figure.</p></div><div class="sect4" title="Beyond the simple model"><div class="titlepage"><div><div><h5 class="title"><a id="gnubg-tech_equities_cubeful_beyond"></a>Beyond the simple model</h5></div></div></div><p>Janowski has developed two other models for cubeful equities. The
first is a generalization of the one used by <span class="application">GNU
Backgammon</span>; it introduces two cube efficiencies
instead of one. Often you may see that the cube efficiencies are
@@ -1485,7 +1468,7 @@ Correct cube action: No double, beaver
two players. For example, the blitzer may have another cube efficiency
that the blitzee.</p><p>The second model is not published, but redefines the cube
efficiency into a value that can be understood more intuitively and
- calculate easily from rollouts.</p></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_postionid"></a>A technical description of the Position ID</h3></div></div></div><p>This section describes a method for compactly recording a
+ calculate easily from rollouts.</p></div></div></div><div class="sect2" title="A technical description of the Position ID"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_postionid"></a>A technical description of the Position ID</h3></div></div></div><p>This section describes a method for compactly recording a
backgammon position. It demonstrates how to encode a position into
10 binary bytes, which is useful for minimizing the space used when
recording large numbers of positions in memory or on disk. There is
@@ -1497,13 +1480,13 @@ Correct cube action: No double, beaver
is the ID.</p><p>The key is essentially a bit string (imagine you start with an
empty sequence of bits, and continue adding either
<span class="emphasis"><em>0</em></span> or <span class="emphasis"><em>1</em></span> to the end). The
- way to build up a sequence that corresponds to a given position is:</p><div class="orderedlist"><ol type="1"><li><p>For every point around the board (starting at the ace point
+ way to build up a sequence that corresponds to a given position is:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>For every point around the board (starting at the ace point
of the player on roll, continuing around to the 24 point and
- ending at the bar): </p></li><li><p>append as many 1s as the player on roll has on that point
- (if any). </p></li><li><p>append a 0. </p></li><li><p>For every point around the board (starting at the ace point
+ ending at the bar): </p></li><li class="listitem"><p>append as many 1s as the player on roll has on that point
+ (if any). </p></li><li class="listitem"><p>append a 0. </p></li><li class="listitem"><p>For every point around the board (starting at the ace point
of the opponent, continuing around to the opponent's 24 point
- and ending at the bar): </p></li><li><p>append as many 1s as the opponent has on that point (if
- any). </p></li><li><p>append a 0. </p></li><li><p>Pad out the string to 80 bits with 0s. </p></li></ol></div><p>The worst-case representation will require 80 bits: you can see
+ and ending at the bar): </p></li><li class="listitem"><p>append as many 1s as the opponent has on that point (if
+ any). </p></li><li class="listitem"><p>append a 0. </p></li><li class="listitem"><p>Pad out the string to 80 bits with 0s. </p></li></ol></div><p>The worst-case representation will require 80 bits: you can see
that there are always 50 0 bits even if there are no checkers at
all. Each player has a maximum of 15 checkers in play (not yet borne
off) which require a 1 bit wherever they are positioned. That's 30
@@ -1513,7 +1496,7 @@ Correct cube action: No double, beaver
should be stored in little-endian order when packed into bytes (i.e.
the first bits in the string are stored in the least significant
bits of the first byte).</p><p>As an example, here's what the starting position looks like in
- the key format:</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>0 0 0 0 0</td><td>player on roll has no checkers on ace to 5 points</td></tr><tr><td>11111 0</td><td>5 checkers on the 6 point</td></tr><tr><td>0</td><td>empty bar</td></tr><tr><td>111 0</td><td>3 on the 8</td></tr><tr><td>0 0 0 0</td><td>no others in our outfield</td></tr><tr><td>11111 0</td><td>5 on the midpoint</td></tr><tr><td>0 0 0 0 0</td><td>none in the opponent's outfield</td></tr><tr><td>0 0 0 0 0</td><td>or in opponent's board, until...</td></tr><tr><td>11 0</td><td>two on the 24 point</td></tr><tr><td>0</td><td>none on the bar</td></tr><tr><td>0 0 0 0 0</td><td>opponent has no checkers on ace to 5 points</td></tr><tr><td>11111 0</td><td>5 checkers on the 6 point</td></tr><tr><td>0</td><td>empty bar</td></tr><tr><td>111 0</td><td>3 on the 8</td></tr><tr><td>0 0 0 0</td><td>no others in opponent's outfield</td></tr><tr><td>11111 0</td><td>5 on the midpoint</td></tr><tr><td>0 0 0 0 0</td><td>none in our outfield</td></tr><tr><td>0 0 0 0 0</td><td>or in our board, until...</td></tr><tr><td>11 0</td><td>two on the 24 point</td></tr><tr><td>0</td><td>none on the bar</td></tr></tbody></table></div><p>so altogether it's:</p><p>00000111110011100000111110000000000011000000011111001110000011111000000000001100</p><p>In little endian bytes it looks like:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /><col /><col /></colgroup><tbody><tr><td>11100000</td><td>01110011</td><td>11110000</td><td>00000001</td><td>00110000</td><td>11100000</td><td>01110011</td><td>11110000</td><td>00000001</td><td>00110000</td></tr><tr><td>0xE0</td><td>0x73</td><td>0xF0</td><td>0x01</td><td>0x30</td><td>0xE0</td><td>0x73</td><td>0xF0</td><td>0x01</td><td>0x30</td></tr></tbody></table></div><p>so the 10 byte key (in hex) is E0 73 F0 01 30 E0 73 F0 01
+ the key format:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>0 0 0 0 0</td><td>player on roll has no checkers on ace to 5 points</td></tr><tr><td>11111 0</td><td>5 checkers on the 6 point</td></tr><tr><td>0</td><td>empty bar</td></tr><tr><td>111 0</td><td>3 on the 8</td></tr><tr><td>0 0 0 0</td><td>no others in our outfield</td></tr><tr><td>11111 0</td><td>5 on the midpoint</td></tr><tr><td>0 0 0 0 0</td><td>none in the opponent's outfield</td></tr><tr><td>0 0 0 0 0</td><td>or in opponent's board, until...</td></tr><tr><td>11 0</td><td>two on the 24 point</td></tr><tr><td>0</td><td>none on the bar</td></tr><tr><td>0 0 0 0 0</td><td>opponent has no checkers on ace to 5 points</td></tr><tr><td>11111 0</td><td>5 checkers on the 6 point</td></tr><tr><td>0</td><td>empty bar</td></tr><tr><td>111 0</td><td>3 on the 8</td></tr><tr><td>0 0 0 0</td><td>no others in opponent's outfield</td></tr><tr><td>11111 0</td><td>5 on the midpoint</td></tr><tr><td>0 0 0 0 0</td><td>none in our outfield</td></tr><tr><td>0 0 0 0 0</td><td>or in our board, until...</td></tr><tr><td>11 0</td><td>two on the 24 point</td></tr><tr><td>0</td><td>none on the bar</td></tr></tbody></table></div><p>so altogether it's:</p><p>00000111110011100000111110000000000011000000011111001110000011111000000000001100</p><p>In little endian bytes it looks like:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /><col class="c3" /><col class="c4" /><col class="c5" /><col class="c6" /></colgroup><tbody><tr><td>11100000</td><td>01110011</td><td>11110000</td><td>00000001</td><td>00110000</td><td>11100000</td><td>01110011</td><td>11110000</td><td>00000001</td><td>00110000</td></tr><tr><td>0xE0</td><td>0x73</td><td>0xF0</td><td>0x01</td><td>0x30</td><td>0xE0</td><td>0x73</td><td>0xF0</td><td>0x01</td><td>0x30</td></tr></tbody></table></div><p>so the 10 byte key (in hex) is E0 73 F0 01 30 E0 73 F0 01
30.</p><p>The ID format is simply the <a class="ulink" href="http://www.ietf.org/rfc/rfc2045.txt" target="_top">Base64</a> encoding
of the key. (Technically, a Base64 encoding of 80 binary bits should
consist of 14 characters followed by two = padding characters, but
@@ -1523,47 +1506,45 @@ Correct cube action: No double, beaver
as:</p><p>4 H P w A T D g c / A B M A</p><p>So, the position ID of the checkers at the start of the game is
simply:</p><p>4HPwATDgc/ABMA</p><p>You can set the board in gnubg either by writing the position ID
into the position text input field in the GUI or by executing the
- command</p><p>set board 4HPwATDgc/ABMA.</p><p><span class="emphasis"><em>Notes</em></span></p><div class="orderedlist"><ol type="1"><li><p>This encoding is obviously not as compact as it could be: in
+ command</p><p>set board 4HPwATDgc/ABMA.</p><p><span class="emphasis"><em>Notes</em></span></p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>This encoding is obviously not as compact as it could be: in
particular, there are lots of redundant representations of
illegal positions where both players have checkers on the same
point. Theoretically, it would be possible to get it down to 64
bits by using <a class="ulink" href="http://www.bkgm.com/rgb/rgb.cgi?view+371" target="_top">Walter Trice's </a>
<a class="ulink" href="http://www.bkgm.com/rgb/rgb.cgi?view+371" target="_top"><span class="emphasis"><em>D() expressions</em></span></a>, but I think you'd have to be a mathematical masochist
- to try it! </p></li><li><p><a class="ulink" href="http://savannah.gnu.org/cgi-bin/viewcvs/gnubg/gnubg/positionid.c?rev=HEAD&amp;sortby=date&amp;content-type=text/vnd.viewcvs-markup" target="_top">Example code</a> to convert between a raw board encoding
- (the number of checkers on each point) and these keys/IDs is
- available licensed under GPL. </p></li><li><p>Thanks to Tom Keith and David desJardins for their
+ to try it! </p></li><li class="listitem"><p>Thanks to Tom Keith and David desJardins for their
suggestions on simplifying the encoding without increasing the
- worst case length. </p></li></ol></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_matchid"></a>A technical description of the Match ID</h3></div></div></div><p>This section describes how the match ID is calculated. The match
+ worst case length. </p></li></ol></div></div><div class="sect2" title="A technical description of the Match ID"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_matchid"></a>A technical description of the Match ID</h3></div></div></div><p>This section describes how the match ID is calculated. The match
ID can be used for easy exchange of positions for gnubg users in
conjunction with the position ID. The match key is a 9 byte
representation of the match score, match length, value of cube, owner
of cube, Crawford game flag, player on roll, player to make a
decision, doubled flag, resigned flag, and the dice rolled. The match
- ID is the 12 character Base64 encoding of the match key. Match key</p><p>The match key is a bit string of length 66:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /><col /><col /><col /><col /></colgroup><tbody><tr><td>1-4</td><td>5-6</td><td>7</td><td>8</td><td>9-11</td><td>12</td><td>13</td><td>14-15</td><td>16-18</td><td>19-21</td><td>22-36</td><td>37-51</td><td>52</td></tr><tr><td>Cube</td><td>CubeOwner</td><td>DiceOwner</td><td>Crawford</td><td>GameState</td><td>TurnOwner</td><td>Double</td><td>Resign</td><td>Dice1</td><td>Dice2</td><td>MatchLen x 15 </td><td>Score1 x 15</td><td>Score2 x 15</td></tr></tbody></table></div><div class="orderedlist"><ol type="1"><li><p>Bit 1-4 contains the 2-logarithm of the cube value. For
+ ID is the 12 character Base64 encoding of the match key. Match key</p><p>The match key is a bit string of length 66:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /><col /><col /><col /><col /></colgroup><tbody><tr><td>1-4</td><td>5-6</td><td>7</td><td>8</td><td>9-11</td><td>12</td><td>13</td><td>14-15</td><td>16-18</td><td>19-21</td><td>22-36</td><td>37-51</td><td>52</td></tr><tr><td>Cube</td><td>CubeOwner</td><td>DiceOwner</td><td>Crawford</td><td>GameState</td><td>TurnOwner</td><td>Double</td><td>Resign</td><td>Dice1</td><td>Dice2</td><td>MatchLen x 15 </td><td>Score1 x 15</td><td>Score2 x 15</td></tr></tbody></table></div><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Bit 1-4 contains the 2-logarithm of the cube value. For
example, a 8-cube is encoded as 0011 binary (or 3), since 2 to the
power of 3 is 8. The maximum value of the cube in with this
- encoding is 2 to the power of 15, i.e., a 32768-cube. </p></li><li><p>Bit 5-6 contains the cube owner. 00 if player 0 owns the cube,
- 01 if player 1 owns the cube, or 11 for a centered cube. </p></li><li><p>Bit 7 is the player on roll or the player who did roll (0 and
- 1 for player 0 and 1, respectively). </p></li><li><p>Bit 8 is the Crawford flag: 1 if this game is the Crawford
- game, 0 otherwise. </p></li><li><p>Bit 9-11 is the game state: 000 for no game started, 001 for
+ encoding is 2 to the power of 15, i.e., a 32768-cube. </p></li><li class="listitem"><p>Bit 5-6 contains the cube owner. 00 if player 0 owns the cube,
+ 01 if player 1 owns the cube, or 11 for a centered cube. </p></li><li class="listitem"><p>Bit 7 is the player on roll or the player who did roll (0 and
+ 1 for player 0 and 1, respectively). </p></li><li class="listitem"><p>Bit 8 is the Crawford flag: 1 if this game is the Crawford
+ game, 0 otherwise. </p></li><li class="listitem"><p>Bit 9-11 is the game state: 000 for no game started, 001 for
playing a game, 010 if the game is over, 011 if the game was
- resigned, or 100 if the game was ended by dropping a cube. </p></li><li><p>Bit 12 indicates whose turn it is. For example, suppose player
+ resigned, or 100 if the game was ended by dropping a cube. </p></li><li class="listitem"><p>Bit 12 indicates whose turn it is. For example, suppose player
0 is on roll then bit 7 above will be 0. Player 0 now decides to
double, this will make bit 12 equal to 1, since it is now player
- 1's turn to decide whether she takes or passes the cube. </p></li><li><p>Bit 13 indicates whether an doubled is being offered. 0 if no
+ 1's turn to decide whether she takes or passes the cube. </p></li><li class="listitem"><p>Bit 13 indicates whether an doubled is being offered. 0 if no
double is being offered and 1 if a double is being offered.
- </p></li><li><p>Bit 14-15 indicates whether an resignation was offered. 00 for
+ </p></li><li class="listitem"><p>Bit 14-15 indicates whether an resignation was offered. 00 for
no resignation, 01 for resign of a single game, 10 for resign of a
gammon, or 11 for resign of a backgammon. The player offering the
resignation is the inverse of bit 12, e.g., if player 0 resigns a
gammon then bit 12 will be 1 (as it is now player 1 now has to
decide whether to accept or reject the resignation) and bit 13-14
- will be 10 for resign of a gammon. </p></li><li><p>Bit 16-18 and bit 19-21 is the first and second die,
+ will be 10 for resign of a gammon. </p></li><li class="listitem"><p>Bit 16-18 and bit 19-21 is the first and second die,
respectively. 0 if the dice has not yet be rolled, otherwise the
binary encoding of the dice, e.g., if 5-2 was rolled bit 16-21
- will be 101-010. </p></li><li><p>Bit 22 to 36 is the match length. The maximum value for the
+ will be 101-010. </p></li><li class="listitem"><p>Bit 22 to 36 is the match length. The maximum value for the
match length is 32767. A match score of zero indicates that the
- game is a money game. </p></li><li><p>Bit 37-51 and bit 52-66 is the score for player 0 and player 1
+ game is a money game. </p></li><li class="listitem"><p>Bit 37-51 and bit 52-66 is the score for player 0 and player 1
respectively. The maximum value of the match score is 32767.
</p></li></ol></div><p>For example, assume the score is 2-4 in a 9 point match with
player 0 holding a 2-cube, and player 1 has just rolled 52. The match
@@ -1575,7 +1556,7 @@ Correct cube action: No double, beaver
12 6-bits groups:</p><p>010000 011000 100100 101010 000000 010010 000000 000000 001000
000000 000000 000000</p><p>In Base64 encoding, the groups are represented as:</p><p>Q Y k q A S A A I A A A</p><p>So, the match id is simply:</p><p>QYkqASAAIAAA</p><p>If someone post a match ID you can set up the position in gnubg by
writing or pasting it into the Match ID text input field on the main
- window, or by executing the command</p><p>set matchid QYkqASAAIAAA.</p></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_css"></a>Description of the CSS style sheet</h3></div></div></div><p>As mentioned above <span class="application">GNU Backgammon</span>
+ window, or by executing the command</p><p>set matchid QYkqASAAIAAA.</p></div><div class="sect2" title="Description of the CSS style sheet"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-tech_css"></a>Description of the CSS style sheet</h3></div></div></div><p>As mentioned above <span class="application">GNU Backgammon</span>
writes a CSS style sheet along with the generated XHTML file. The CSS
style sheet may be written verbatim in the header section of the XHTML
file, to an external file named gnubg.css, or inside the tags using
@@ -1589,22 +1570,22 @@ Correct cube action: No double, beaver
the style of the generated XHTML for GammOnLine without modifications
of the source code or extensive search and replace in the generated
XHTML.</p><p>Below follows a description of the CSS classes used in the XHTML
- export:</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Class</td><td>Description</td></tr><tr><td>.movetable</td><td>Style applied to the entire table used for the move analysis</td></tr><tr><td>.moveheader</td><td>The header of the move analysis table</td></tr><tr><td>.movenumber</td><td>The rank number of a move in the move analysis</td></tr><tr><td>.moveply</td><td>The column indicating the number of plies or rollout</td></tr><tr><td>.movemove</td><td>The formatted move, e.g., 13/7 8/7.</td></tr><tr><td>.moveequity</td><td>The column with the equity or MWC.</td></tr><tr><td>.movethemove</td><td>Special style for row that contains the actual move chosen by the player</td></tr><tr><td>.moveodd</td><td>Special style for the odd rows. Can be used to give an alternating color for the rows.</td></tr><tr><td>.percent</td><td>Style for the game winning probabilities and equities in the move analysis.</td></tr><tr><td>.blunder</td><td>Emphasis blunders, e.g., <span class="emphasis"><em>Alert: missed double</em></span> or <span class="emphasis"><em>Alert: bad move</em></span>.</td></tr><tr><td>.joker</td><td>Emphasis very good or bad rolls, e.g., <span class="emphasis"><em>Alert: unlucky roll</em></span>.</td></tr><tr><td>.stattable</td><td>The style applied to the entire table with game, match, and session statistics</td></tr><tr><td>.stattableheader</td><td>The header row of the statistics table</td></tr><tr><td>.result</td><td>Style for the text indicating the outcome of the game or match, e.g., Jørn<span class="emphasis"><em> Thyssen wins 16 points</em></span>.</td></tr><tr><td>.tiny</td><td>Currently unused.</td></tr><tr><td>.cubedecision</td><td>The style applied to the entire cube decision table</td></tr><tr><td>.cubedecisionheader</td><td>Style for the header row of the cube decision table</td></tr><tr><td>.cubeequity</td><td>Style for any equity or MWC in the cube decision table</td></tr><tr><td>.cubeaction</td><td>Style for the text indicating the correct cube action</td></tr><tr><td>.cubeply</td><td>Style for the text that states the level of evaluation</td></tr><tr><td>.cubeprobs</td><td>Style for the game winning probabilities in the cube decision table</td></tr><tr><td>.comment</td><td>The style applied to the entire table used for annotations or comments, e.g., the kibitzing from imported SGG files</td></tr><tr><td>.commentheader</td><td>The style applied to the header row of the annotations' table</td></tr><tr><td>.number</td><td>Currently unused</td></tr><tr><td>.fontfamily</td><td>Style applied to the entire body of the XHTML document.</td></tr><tr><td>.block</td><td>Style applied to the images in the export to avoid gaps between individual pictures both horizontally and vertically.</td></tr><tr><td>.positionid</td><td>Style for the Position ID and match ID.</td></tr></tbody></table></div></div></div><div class="sect1" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-faq"></a>Frequently Asked Questions</h2></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_general"></a>General questions</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_gnubg"></a>What is <span class="application">GNU Backgammon</span>?</h4></div></div></div><p><span class="application">GNU Backgammon</span> (gnubg) is a program for
+ export:</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Class</td><td>Description</td></tr><tr><td>.movetable</td><td>Style applied to the entire table used for the move analysis</td></tr><tr><td>.moveheader</td><td>The header of the move analysis table</td></tr><tr><td>.movenumber</td><td>The rank number of a move in the move analysis</td></tr><tr><td>.moveply</td><td>The column indicating the number of plies or rollout</td></tr><tr><td>.movemove</td><td>The formatted move, e.g., 13/7 8/7.</td></tr><tr><td>.moveequity</td><td>The column with the equity or MWC.</td></tr><tr><td>.movethemove</td><td>Special style for row that contains the actual move chosen by the player</td></tr><tr><td>.moveodd</td><td>Special style for the odd rows. Can be used to give an alternating color for the rows.</td></tr><tr><td>.percent</td><td>Style for the game winning probabilities and equities in the move analysis.</td></tr><tr><td>.blunder</td><td>Emphasis blunders, e.g., <span class="emphasis"><em>Alert: missed double</em></span> or <span class="emphasis"><em>Alert: bad move</em></span>.</td></tr><tr><td>.joker</td><td>Emphasis very good or bad rolls, e.g., <span class="emphasis"><em>Alert: unlucky roll</em></span>.</td></tr><tr><td>.stattable</td><td>The style applied to the entire table with game, match, and session statistics</td></tr><tr><td>.stattableheader</td><td>The header row of the statistics table</td></tr><tr><td>.result</td><td>Style for the text indicating the outcome of the game or match, e.g., Jørn<span class="emphasis"><em> Thyssen wins 16 points</em></span>.</td></tr><tr><td>.tiny</td><td>Currently unused.</td></tr><tr><td>.cubedecision</td><td>The style applied to the entire cube decision table</td></tr><tr><td>.cubedecisionheader</td><td>Style for the header row of the cube decision table</td></tr><tr><td>.cubeequity</td><td>Style for any equity or MWC in the cube decision table</td></tr><tr><td>.cubeaction</td><td>Style for the text indicating the correct cube action</td></tr><tr><td>.cubeply</td><td>Style for the text that states the level of evaluation</td></tr><tr><td>.cubeprobs</td><td>Style for the game winning probabilities in the cube decision table</td></tr><tr><td>.comment</td><td>The style applied to the entire table used for annotations or comments, e.g., the kibitzing from imported SGG files</td></tr><tr><td>.commentheader</td><td>The style applied to the header row of the annotations' table</td></tr><tr><td>.number</td><td>Currently unused</td></tr><tr><td>.fontfamily</td><td>Style applied to the entire body of the XHTML document.</td></tr><tr><td>.block</td><td>Style applied to the images in the export to avoid gaps between individual pictures both horizontally and vertically.</td></tr><tr><td>.positionid</td><td>Style for the Position ID and match ID.</td></tr></tbody></table></div></div></div><div class="sect1" title="Frequently Asked Questions"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="gnubg-faq"></a>Frequently Asked Questions</h2></div></div></div><div class="sect2" title="General questions"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_general"></a>General questions</h3></div></div></div><div class="sect3" title="What is GNU Backgammon?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_gnubg"></a>What is <span class="application">GNU Backgammon</span>?</h4></div></div></div><p><span class="application">GNU Backgammon</span> (gnubg) is a program for
playing and analyzing backgammon positions, games and matches. It's
based on a neural network. You may play <span class="application">GNU
Backgammon</span> using the command line or a graphical
- interface based on GTK+.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_os"></a>What operating systems are supported?</h4></div></div></div><p>Currently, <span class="application">GNU Backgammon</span> is actually
+ interface based on GTK+.</p></div><div class="sect3" title="What operating systems are supported?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_os"></a>What operating systems are supported?</h4></div></div></div><p>Currently, <span class="application">GNU Backgammon</span> is actually
designed for <span class="emphasis"><em>GNU/Linux</em></span>. It also compiles and
(hopefully) runs under <span class="emphasis"><em>*BSD, IRIX, Solaris</em></span> and
- <span class="emphasis"><em>True64 Unix</em></span>. Last but not least there are
+ <span class="emphasis"><em>Tru64 Unix</em></span>. Last but not least there are
frequently binaries for <span class="emphasis"><em>MS Windows</em></span>. It has also
been ported to <span class="emphasis"><em>MacOS</em></span>. When you successfully port
GNU Backgammon to other operating systems, you are welcome to give us
a note at <a class="ulink" href="mailto:bug-gnubg@gnu.org" target="_top">the GNU backgammon
mailing list.</a>
- </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_getit"></a>Where do I get it?</h4></div></div></div><p>The official website is <a class="ulink" href="http://www.gnubg.org/" target="_top">http://www.gnubg.org</a>. Binaries and source code for
+ </p></div><div class="sect3" title="Where do I get it?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_getit"></a>Where do I get it?</h4></div></div></div><p>The official website is <a class="ulink" href="http://www.gnubg.org/" target="_top">http://www.gnubg.org</a>. Binaries and source code for
<span class="application">GNU Backgammon</span> can be downloaded from
- this site. Up to date source code can be accessed through <a class="ulink" href="https://savannah.gnu.org/cvs/?group=gnubg" target="_top">CVS</a>.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_pay"></a>What do I have to pay for <span class="application">GNU
+ this site. Up to date source code can be accessed through <a class="ulink" href="https://savannah.gnu.org/cvs/?group=gnubg" target="_top">CVS</a>.</p></div><div class="sect3" title="What do I have to pay for GNU Backgammon?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_pay"></a>What do I have to pay for <span class="application">GNU
Backgammon</span>?</h4></div></div></div><p><span class="application">GNU Backgammon</span> is <span class="emphasis"><em>Free
Software</em></span> and is a part of the <span class="emphasis"><em>GNU
Project</em></span>. You may download it for free. For more information
@@ -1615,29 +1596,29 @@ Correct cube action: No double, beaver
know from <span class="emphasis"><em>MS Windows</em></span>.<span class="application">GNU
Backgammon</span> is free as in <span class="emphasis"><em> freedom </em></span>,
i.e. all the source code is there for you to inspect, change or
- distribute as long as you keep said license.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_gnu"></a>This GNU stuff sounds interesting.</h4></div></div></div><p>Take a look at the <a class="ulink" href="http://www.gnu.org/" target="_top">GNU home
- page</a>. It's also the page for Free Software Foundation.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_backgammon"></a>I want to learn more about backgammon.</h4></div></div></div><p>A good place to start is <a class="ulink" href="http://www.bkgm.com/" target="_top">Backgammon Galore</a>. For an extensive link collection, go to
+ distribute as long as you keep said license.</p></div><div class="sect3" title="This GNU stuff sounds interesting."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_gnu"></a>This GNU stuff sounds interesting.</h4></div></div></div><p>Take a look at the <a class="ulink" href="http://www.gnu.org/" target="_top">GNU home
+ page</a>. It's also the page for Free Software Foundation.</p></div><div class="sect3" title="I want to learn more about backgammon."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_backgammon"></a>I want to learn more about backgammon.</h4></div></div></div><p>A good place to start is <a class="ulink" href="http://www.bkgm.com/" target="_top">Backgammon Galore</a>. For an extensive link collection, go to
<a class="ulink" href="http://www.chicagopoint.com/links.html" target="_top">Gammon
Links.</a>
- </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_questions"></a>Though I really read all the documentation I still have
+ </p></div><div class="sect3" title="Though I really read all the documentation I still have questions."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_questions"></a>Though I really read all the documentation I still have
questions.</h4></div></div></div><p>Send an email to <a class="ulink" href="mailto:bug-gnubg@gnu.org" target="_top">the GNU
backgammon mailing list.</a> If it is a bug, be sure to include
the name of your operating system, the version of gnubg you use, and
any error messages you receive. Try to describe exactly what happens
- before the error occurs.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_ideas"></a>I want to make a few proposals. I have new ideas.</h4></div></div></div><p>You're welcome! Send an email with your suggestions to <a class="ulink" href="mailto:bug-gnubg@gnu.org" target="_top">the GNU backgammon mailing
+ before the error occurs.</p></div><div class="sect3" title="I want to make a few proposals. I have new ideas."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_general_ideas"></a>I want to make a few proposals. I have new ideas.</h4></div></div></div><p>You're welcome! Send an email with your suggestions to <a class="ulink" href="mailto:bug-gnubg@gnu.org" target="_top">the GNU backgammon mailing
list.</a>
- </p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_install"></a>How to install</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_other"></a>Do I need some other software to run <span class="application">GNU
+ </p></div></div><div class="sect2" title="How to install"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_install"></a>How to install</h3></div></div></div><div class="sect3" title="Do I need some other software to run GNU Backgammon?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_other"></a>Do I need some other software to run <span class="application">GNU
Backgammon</span>?</h4></div></div></div><p>No. Everything you need is included in the binaries.</p><p>If you want to use the 3D board version on Linux, you might have
to install the additional libraries that can be found as well on
<a class="ulink" href="http://www.gnubg.org/index.php?itemid=24" target="_top">this
- page</a>. (acepoint's directory)</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_new"></a>I want to install a newer version.</h4></div></div></div><p>Go a head, your settings should be saved..</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_compile"></a>I would like to compile it from the source code.</h4></div></div></div><p>Good luck to you! Download the source code and make sure to read
- one of the two following two items.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_compilelinux"></a>What software do I need for compiling under GNU/Linux?</h4></div></div></div><p>Unpack the <span class="application">GNU Backgammon</span> snapshots and
- follow the instructions of the file `INSTALL'. </p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_compilems"></a>What software do I need for compiling under MS Windows?</h4></div></div></div><p>Follow the instructions at <a class="ulink" href="http://www.gnubg.org/index.php?itemid=50" target="_top">http://www.gnubg.org/index.php?itemid=50</a>.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_nocompile"></a>It does not compile.</h4></div></div></div><p>Check that you have installed all necessary development packages.</p><p>Look for warnings or errors during compiling. If you still don't
+ page</a>. (acepoint's directory)</p></div><div class="sect3" title="I want to install a newer version."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_new"></a>I want to install a newer version.</h4></div></div></div><p>Go ahead, your settings should be saved.</p></div><div class="sect3" title="I would like to compile it from the source code."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_compile"></a>I would like to compile it from the source code.</h4></div></div></div><p>Good luck to you! Download the source code and make sure to read
+ one of the two following two items.</p></div><div class="sect3" title="What software do I need for compiling under GNU/Linux?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_compilelinux"></a>What software do I need for compiling under GNU/Linux?</h4></div></div></div><p>Unpack the <span class="application">GNU Backgammon</span> snapshots and
+ follow the instructions of the file `INSTALL'. </p></div><div class="sect3" title="What software do I need for compiling under MS Windows?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_compilems"></a>What software do I need for compiling under MS Windows?</h4></div></div></div><p>Follow the instructions at <a class="ulink" href="http://www.gnubg.org/index.php?itemid=50" target="_top">http://www.gnubg.org/index.php?itemid=50</a>.</p></div><div class="sect3" title="It does not compile."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_nocompile"></a>It does not compile.</h4></div></div></div><p>Check that you have installed all necessary development packages.</p><p>Look for warnings or errors during compiling. If you still don't
have a clue, send a message to
- <code class="email">&lt;<a class="email" href="mailto:bug-gnubg@gnu.org">bug-gnubg@gnu.org</a>&gt;</code>.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_cpu"></a>On what CPU will <span class="application">GNU Backgammon</span> run
- fastest?</h4></div></div></div><p>Here is a list of CPU and Evaluations per second ( <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Evaluation Speed</span>). Feel free to add your CPU:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /><col /><col /></colgroup><tbody><tr><td>Evals/sec</td><td>CPU</td><td>System/Main board</td><td>RAM</td><td>OS </td><td>GNUBG-Version</td><td> </td></tr><tr><td>28450 *1</td><td>AMD Sempron 3000+ (1800 MHz)</td><td>K8T800-A</td><td>1024 MB</td><td>Win 2000</td><td>0.14-mingw</td><td class="auto-generated"> </td></tr><tr><td>28000</td><td>Intel Core Duo 1.66 GHz</td><td>Mac mini Core Duo</td><td>512 MB</td><td>Win XP SP2</td><td>0.14-mingw</td><td class="auto-generated"> </td></tr><tr><td>27000</td><td>Intel Pentium M 735 (1.7 GHz)</td><td>AOpen 1557-J</td><td>1024 MB</td><td>Win XP SP2</td><td>0.14-mingw</td><td class="auto-generated"> </td></tr><tr><td>26000</td><td>Celeron 331 2.66 GHz</td><td>Dell Dimension 3100</td><td>512 MB</td><td>Win XP SP2</td><td>0.14.3-devel</td><td class="auto-generated"> </td></tr><tr><td>24500</td><td>Sempron 2800+ (rev E6_at_2000 MHz)</td><td>Asus K8V-X</td><td>768 MB</td><td>Win XP SP2</td><td>0.14.3-devel</td><td class="auto-generated"> </td></tr><tr><td>23000</td><td>P4 2.8 GHz</td><td>Asus P4P800D</td><td>1024 MB</td><td>Win XP SP2</td><td>0.14.3-devel</td><td class="auto-generated"> </td></tr><tr><td>21759</td><td>Athlon64 3000+ (32bit mode)</td><td>Acer Aspire 1522</td><td>512 MB</td><td>Kubuntu 5.04</td><td>0.14.3-devel</td><td class="auto-generated"> </td></tr><tr><td>21500 *1</td><td>AMD Sempron 3000+ (1800 MHz)</td><td>K8T800-A</td><td>1024 MB</td><td>Win 2000</td><td>0.14.3-devel</td><td class="auto-generated"> </td></tr><tr><td>20120</td><td>Athlon XP 2500+ (_at_1833 Mhz)</td><td>MSI K7N-Delta2</td><td>1024 MB</td><td>Suse Linux 9.2</td><td>0.14.3-devel</td><td class="auto-generated"> </td></tr><tr><td>20200</td><td>Pentium M 1.7 GHz</td><td>Sony Vaio Z1XSP</td><td>512 MB</td><td>FreeBSD 5.2</td><td> </td><td class="auto-generated"> </td></tr><tr><td>19515</td><td>Intel Pentium M 0.8 GHz *2</td><td>Sony Vaio PCG-SRX51P</td><td>256 MB</td><td>Fedora FC6(T3)</td><td>0.14.3-devel</td><td class="auto-generated"> </td></tr><tr><td>19200</td><td>Pentium M 1.6 GHz</td><td>IBM X41</td><td>1024 MB</td><td>Win XP SP2</td><td>0.14.3-devel</td><td class="auto-generated"> </td></tr><tr><td>16900</td><td>P4 2 GHz</td><td>?</td><td>256 MB</td><td>Win 2000</td><td>0.14-devel</td><td class="auto-generated"> </td></tr><tr><td>14400</td><td>P3 1GHz</td><td>Sony Vaio PCG-R600HFPD</td><td>256 MB</td><td>Win XP SP2</td><td>0.16-mingw</td><td class="auto-generated"> </td></tr><tr><td>13000 *3</td><td>AMD 1GHz</td><td>Jetway</td><td>1536 MB</td><td>Win 2000</td><td>0.14-devel</td><td class="auto-generated"> </td></tr><tr><td>10506</td><td>Intel Pentium M 0.8 GHz</td><td>Sony Vaio PCG-SRX51P</td><td>256 MB</td><td>Windows XP(SP2)</td><td>0.14-mingw</td><td class="auto-generated"> </td></tr><tr><td>6200</td><td>Celeron 650 MHz</td><td>toshiba laptop</td><td>256 MB</td><td>Win me</td><td>0.14-devel</td><td class="auto-generated"> </td></tr></tbody></table></div><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>*1</td><td>These are the two versions evaluated on the same machine. Big difference!</td></tr><tr><td>*2</td><td>According to cat /proc/cpuinfo</td></tr><tr><td>*3</td><td>Highly variable: 12000 .. 13700</td></tr></tbody></table></div></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_start"></a>Running <span class="application">GNU Backgammon</span></h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_error"></a>I get an error message when starting.</h4></div></div></div><p>Well, your computer wants to communicate with you. Give it a
+ <code class="email">&lt;<a class="email" href="mailto:bug-gnubg@gnu.org">bug-gnubg@gnu.org</a>&gt;</code>.</p></div><div class="sect3" title="On what CPU will GNU Backgammon run fastest?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_install_cpu"></a>On what CPU will <span class="application">GNU Backgammon</span> run
+ fastest?</h4></div></div></div><p>Here is a list of CPU and Evaluations per second ( <span class="guimenu">Analyze</span> &#8594; <span class="guimenuitem">Evaluation Speed</span>). Feel free to add your CPU:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /><col /><col /><col /></colgroup><tbody><tr><td>Evals/sec</td><td>CPU</td><td>System/Main board</td><td>RAM</td><td>OS </td><td>GNUBG-Version</td><td> </td></tr><tr><td>28450 *1</td><td>AMD Sempron 3000+ (1800 MHz)</td><td>K8T800-A</td><td>1024 MB</td><td>Win 2000</td><td>0.14-mingw</td></tr><tr><td>28000</td><td>Intel Core Duo 1.66 GHz</td><td>Mac mini Core Duo</td><td>512 MB</td><td>Win XP SP2</td><td>0.14-mingw</td></tr><tr><td>27000</td><td>Intel Pentium M 735 (1.7 GHz)</td><td>AOpen 1557-J</td><td>1024 MB</td><td>Win XP SP2</td><td>0.14-mingw</td></tr><tr><td>26000</td><td>Celeron 331 2.66 GHz</td><td>Dell Dimension 3100</td><td>512 MB</td><td>Win XP SP2</td><td>0.14.3-devel</td></tr><tr><td>24500</td><td>Sempron 2800+ (rev E6_at_2000 MHz)</td><td>Asus K8V-X</td><td>768 MB</td><td>Win XP SP2</td><td>0.14.3-devel</td></tr><tr><td>23000</td><td>P4 2.8 GHz</td><td>Asus P4P800D</td><td>1024 MB</td><td>Win XP SP2</td><td>0.14.3-devel</td></tr><tr><td>21759</td><td>Athlon64 3000+ (32bit mode)</td><td>Acer Aspire 1522</td><td>512 MB</td><td>Kubuntu 5.04</td><td>0.14.3-devel</td></tr><tr><td>21500 *1</td><td>AMD Sempron 3000+ (1800 MHz)</td><td>K8T800-A</td><td>1024 MB</td><td>Win 2000</td><td>0.14.3-devel</td></tr><tr><td>20120</td><td>Athlon XP 2500+ (_at_1833 Mhz)</td><td>MSI K7N-Delta2</td><td>1024 MB</td><td>Suse Linux 9.2</td><td>0.14.3-devel</td></tr><tr><td>20200</td><td>Pentium M 1.7 GHz</td><td>Sony Vaio Z1XSP</td><td>512 MB</td><td>FreeBSD 5.2</td><td> </td></tr><tr><td>19515</td><td>Intel Pentium M 0.8 GHz *2</td><td>Sony Vaio PCG-SRX51P</td><td>256 MB</td><td>Fedora FC6(T3)</td><td>0.14.3-devel</td></tr><tr><td>19200</td><td>Pentium M 1.6 GHz</td><td>IBM X41</td><td>1024 MB</td><td>Win XP SP2</td><td>0.14.3-devel</td></tr><tr><td>16900</td><td>P4 2 GHz</td><td>?</td><td>256 MB</td><td>Win 2000</td><td>0.14-devel</td></tr><tr><td>14400</td><td>P3 1GHz</td><td>Sony Vaio PCG-R600HFPD</td><td>256 MB</td><td>Win XP SP2</td><td>0.16-mingw</td></tr><tr><td>13000 *3</td><td>AMD 1GHz</td><td>Jetway</td><td>1536 MB</td><td>Win 2000</td><td>0.14-devel</td></tr><tr><td>10506</td><td>Intel Pentium M 0.8 GHz</td><td>Sony Vaio PCG-SRX51P</td><td>256 MB</td><td>Windows XP(SP2)</td><td>0.14-mingw</td></tr><tr><td>6200</td><td>Celeron 650 MHz</td><td>toshiba laptop</td><td>256 MB</td><td>Win me</td><td>0.14-devel</td></tr></tbody></table></div><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>*1</td><td>These are the two versions evaluated on the same machine. Big difference!</td></tr><tr><td>*2</td><td>According to cat /proc/cpuinfo</td></tr><tr><td>*3</td><td>Highly variable: 12000 .. 13700</td></tr></tbody></table></div></div></div><div class="sect2" title="Running GNU Backgammon"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_start"></a>Running <span class="application">GNU Backgammon</span></h3></div></div></div><div class="sect3" title="I get an error message when starting."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_error"></a>I get an error message when starting.</h4></div></div></div><p>Well, your computer wants to communicate with you. Give it a
chance and read (and try to understand) what it is telling you. Then
- read the next items carefully:</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_missing"></a><span class="application">GNU Backgammon</span> complains about missing
+ read the next items carefully:</p></div><div class="sect3" title="GNU Backgammon complains about missing files."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_missing"></a><span class="application">GNU Backgammon</span> complains about missing
files.</h4></div></div></div><p><span class="application">GNU Backgammon</span> reads several different
files at start-up. It will first try to read a file called gnubg.wd.
This is a file which contains all the neural net weights and is
@@ -1661,59 +1642,56 @@ Correct cube action: No double, beaver
with six or less checkers. It also contains cubeful equities (Money
Game) for all the positions. If this file is not found at start-up,
<span class="application">GNU Backgammon</span> will evaluate late bearoff
- positions with the one sided bearoff database.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_beginner"></a>Starting from the WinXP menu it plays like a beginner.</h4></div></div></div><p>Open the MS Windows menu and go to the entry for gnubg.
+ positions with the one sided bearoff database.</p></div><div class="sect3" title="Starting from the WinXP menu it plays like a beginner."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_beginner"></a>Starting from the WinXP menu it plays like a beginner.</h4></div></div></div><p>Open the MS Windows menu and go to the entry for gnubg.
Right-click with the mouse and choose `properties'. Check, if the
`working path' is the same directory as the `*.exe'-file one line
- above. If not, adjust the working path.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_screen"></a>My screen mixes up while starting <span class="application">GNU
+ above. If not, adjust the working path.</p></div><div class="sect3" title="My screen mixes up while starting GNU Backgammon."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_screen"></a>My screen mixes up while starting <span class="application">GNU
Backgammon</span>.</h4></div></div></div><p>Install the newest driver for your graphic card. Be sure that you
have chosen at least a desktop resolution of 65535 (16 bit color
depth). If your card is a ATI Rage <span class="emphasis"><em>somewhat</em></span> there
still might be some problems with the graphical interface (GTK+) and
- MS Windows.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_gtk"></a>I only get a command-line interface. Where is the nice board?</h4></div></div></div><p>Using MS Windows, just click on the correct menu entry
+ MS Windows.</p></div><div class="sect3" title="I only get a command-line interface. Where is the nice board?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_gtk"></a>I only get a command-line interface. Where is the nice board?</h4></div></div></div><p>Using MS Windows, just click on the correct menu entry
(`<span class="application">GNU Backgammon</span> for windows'). If it
still doesn't work, check whether `c:\[path-to-your-gnubg]\gnubg.exe'
- exists or not.</p><p>GNU/Linux users should check if <a class="ulink" href="http://www.gtk.org/" target="_top">GTK+</a> is installed.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_settings"></a>When I restart <span class="application">GNU Backgammon</span> all my
- settings are gone.</h4></div></div></div><p>Did you save your settings <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Save settings</span> before you quit?</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_cl"></a>I do not need this graphical stuff. Where is the terminal for
+ exists or not.</p><p>GNU/Linux users should check if <a class="ulink" href="http://www.gtk.org/" target="_top">GTK+</a> is installed.</p></div><div class="sect3" title="When I restart GNU Backgammon all my settings are gone."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_settings"></a>When I restart <span class="application">GNU Backgammon</span> all my
+ settings are gone.</h4></div></div></div><p>Did you save your settings <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Save settings</span> before you quit?</p></div><div class="sect3" title="I do not need this graphical stuff. Where is the terminal for commands?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_start_cl"></a>I do not need this graphical stuff. Where is the terminal for
commands?</h4></div></div></div><p>For <span class="emphasis"><em>GNU/Linux</em></span> users: open a terminal and run
<span class="command"><strong>gnubg -t</strong></span>.</p><p><span class="productname">MS Windows</span>&#8482; users: Look for a file
called <span class="command"><strong>gnubg-cli.exe</strong></span> in <span class="application">GNU
Backgammon</span>'s install directory or open the MS Windows
menu <span class="guimenu">Start</span> &#8594; <span class="guimenuitem">Run...</span> and type
<span class="command"><strong>c:\[path-to-your-gnubg]\gnubg-cli.exe</strong></span>. There is
- also a menu entry GNU Backgammon Command Line Interface.</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_play"></a>Playing backgammon</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_session"></a>What is the difference of a new game or match or session?</h4></div></div></div><p>When you start a new match, you will be asked to play to a certain
+ also a menu entry GNU Backgammon Command Line Interface.</p></div></div><div class="sect2" title="Playing backgammon"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_play"></a>Playing backgammon</h3></div></div></div><div class="sect3" title="What is the difference of a new game or match or session?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_session"></a>What is the difference of a new game or match or session?</h4></div></div></div><p>When you start a new match, you will be asked to play to a certain
amount of points (for example, 7 points). The player who firstly
reaches this amount wins the match. Starting a new session means
playing to an infinite amount. Be aware that the rules do slightly
differ, mainly the Jacoby rule is applies to sessions and the Crawford
- to match play.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_beaver"></a>What the heck is a beaver in Backgammon?</h4></div></div></div><p>A beaver is only allowed in a money game session. To beaver means
+ to match play.</p></div><div class="sect3" title="What the heck is a beaver in Backgammon?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_beaver"></a>What the heck is a beaver in Backgammon?</h4></div></div></div><p>A beaver is only allowed in a money game session. To beaver means
to redouble, retaining control of the cube, immediately after your
opponent doubles. For more information see the <a class="ulink" href="http://www.bkgm.com/glossary.html#B" target="_top">glossary at Backgammon
- Galore</a>.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_move"></a>How do I move the checkers?</h4></div></div></div><p>The easiest way to move checkers is to "<span class="emphasis"><em>drag and
+ Galore</a>.</p></div><div class="sect3" title="How do I move the checkers?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_move"></a>How do I move the checkers?</h4></div></div></div><p>The easiest way to move checkers is to "<span class="emphasis"><em>drag and
drop</em></span>." Put your mouse pointer over a checker you want to
move, press the left mouse button and drag the checker to the desired
point, holding down the button while dragging.</p><p>If you prefer to use mouse clicks, the left mouse button is for
the left die shown on your board. Right click your mouse for the right
die.</p><p>If you always want the higher number displayed on the left, go to
- the menu <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Appearance</span> &#8594; <span class="guimenuitem"> General </span> and select Show higher die on left.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_5"></a>Why am I allowed to place more than 5 checkers on a point?</h4></div></div></div><p>The official backgammon tournament rules allow to put all 15
- checkers on a point. If you want to play with a maximum of 5 checkers,
- go to the menu Settings and activate the Egyptian Rule. Notice, the
- Egyptian Rule is not in the standard rules of backgammon. The position
- evaluator in <span class="application">GNU Backgammon</span> doesn't have a
- clue about how to evaluate positions according to the Egyptian rule
- either. It strongly recommended that this rule is not used if you're
- trying to learn backgammon.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_poorly"></a><span class="application">GNU Backgammon</span> plays poorly.</h4></div></div></div><p>Are you sure? If the answer is yes you should think about going to
+ the menu <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Appearance</span> &#8594; <span class="guimenuitem"> General </span> and select Show higher die on left.</p></div><div class="sect3" title="Why am I allowed to place more than 5 checkers on a point?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_5"></a>Why am I allowed to place more than 5 checkers on a point?</h4></div></div></div><p>The official backgammon tournament rules allow to put
+ up to all 15 checkers on a point. Playing with a maximum of 5
+ checkers, sometimes known as the Egyptian Rule, is no longer
+ supported by
+ <span class="application">GNU Backgammon</span>.</p></div><div class="sect3" title="GNU Backgammon plays poorly."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_poorly"></a><span class="application">GNU Backgammon</span> plays poorly.</h4></div></div></div><p>Are you sure? If the answer is yes you should think about going to
Monte Carlo this summer and win the Backgammon World Championship. If
this plan fails, check whether the weights file is loaded at start-up.
- See also <a class="xref" href="#gnubg-faq_start_missing" title="GNU Backgammon complains about missing files.">the section called &#8220;GNU Backgammon complains about missing
- files.&#8221;</a></p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_strong"></a><span class="application">GNU Backgammon</span> is too strong for me.</h4></div></div></div><p>Go to the menu <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Players</span> and change the values for Player 0. There is also a set
- of predefined settings you may choose from.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_cheat"></a>I think the bot is cheating. It always gets good dice.</h4></div></div></div><p>In its default configuration, the dice generator does not cheat.
+ See also <a class="xref" href="#gnubg-faq_start_missing" title="GNU Backgammon complains about missing files.">the section called &#8220;<span class="application">GNU Backgammon</span> complains about missing
+ files.&#8221;</a></p></div><div class="sect3" title="GNU Backgammon is too strong for me."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_strong"></a><span class="application">GNU Backgammon</span> is too strong for me.</h4></div></div></div><p>Go to the menu <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem">Players</span> and change the values for Player 0. There is also a set
+ of predefined settings you may choose from.</p></div><div class="sect3" title="I think the bot is cheating. It always gets good dice."><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_play_cheat"></a>I think the bot is cheating. It always gets good dice.</h4></div></div></div><p>In its default configuration, the dice generator does not cheat.
In the menu Settings you may choose between different random dice
generators. If you still think <span class="application">GNU
Backgammon</span> is cheating, program your own dice generator
- or roll manually. It doesn't cheat!</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_settings"></a>Settings</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_name"></a>Where can I change the name of the human player?</h4></div></div></div><p>Go to the menu <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem"> Players....</span> and click on Player 1. At the top there is a field to
- change the human player's name.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_colors"></a>How do I change the colors?</h4></div></div></div><p>Go to the menu <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem"> Appearance </span>. Here you may change the color of checkers, the points
- and the board itself.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_beeps"></a>How do I stop the annoying beeps?"</h4></div></div></div><p>Go to the menu<span class="guimenu">Settings</span> &#8594; <span class="guimenuitem"> Appearance </span> and click on the `General' tab at the right. Disable the
- option `Beep on illegal input'.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_plies"></a>What are Plies?</h4></div></div></div><p>A ply describes how far <span class="application">GNU Backgammon</span>
+ or roll manually. It doesn't cheat!</p></div></div><div class="sect2" title="Settings"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_settings"></a>Settings</h3></div></div></div><div class="sect3" title="Where can I change the name of the human player?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_name"></a>Where can I change the name of the human player?</h4></div></div></div><p>Go to the menu <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem"> Players....</span> and click on Player 1. At the top there is a field to
+ change the human player's name.</p></div><div class="sect3" title="How do I change the colors?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_colors"></a>How do I change the colors?</h4></div></div></div><p>Go to the menu <span class="guimenu">Settings</span> &#8594; <span class="guimenuitem"> Appearance </span>. Here you may change the color of checkers, the points
+ and the board itself.</p></div><div class="sect3" title="How do I stop the annoying beeps?&quot;"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_beeps"></a>How do I stop the annoying beeps?"</h4></div></div></div><p>Go to the menu<span class="guimenu">Settings</span> &#8594; <span class="guimenuitem"> Appearance </span> and click on the `General' tab at the right. Disable the
+ option `Beep on illegal input'.</p></div><div class="sect3" title="What are Plies?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_plies"></a>What are Plies?</h4></div></div></div><p>A ply describes how far <span class="application">GNU Backgammon</span>
evaluates the position. <span class="emphasis"><em>0-ply</em></span> means that
<span class="application">GNU Backgammon</span> estimates the worth of the
position as it is. A <span class="emphasis"><em>1-ply</em></span> evaluation looks one
@@ -1741,49 +1719,45 @@ Correct cube action: No double, beaver
analyze the resulting positions. With Snowie it will assume that the
position arose from a move (that's a pretend 1st ply) then make all
the moves for all possible rolls (the 2nd ply) and analyze them. This
- time it's Snowie that seems to be counting strangely.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_noise"></a>What is noise?</h4></div></div></div><p>Noise is a facility for disturbing <span class="application">GNU
+ time it's Snowie that seems to be counting strangely.</p></div><div class="sect3" title="What is noise?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_noise"></a>What is noise?</h4></div></div></div><p>Noise is a facility for disturbing <span class="application">GNU
Backgammon</span>'s 0-ply evaluation. Raising the noise level
- decreases its playing strength.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_settings_reduced"></a>What is reduced evaluation?</h4></div></div></div><p>Reduced searches only work with 2-ply evaluations and deeper. It
- cuts the search for candidate moves to increase evaluation
- speed.</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_analysing"></a>Analyzing</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_id"></a>What are these funny letters at the right bottom?</h4></div></div></div><p>You will find two small windows titled `Position' and `Match ID'
+ decreases its playing strength.</p></div></div><div class="sect2" title="Analyzing"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_analysing"></a>Analyzing</h3></div></div></div><div class="sect3" title="What are these funny letters at the right bottom?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_id"></a>What are these funny letters at the right bottom?</h4></div></div></div><p>You will find two small windows titled `Position' and `Match ID'
at the bottom of the <span class="application">GNU Backgammon</span> window.
Here you may use the `position_id'- or `match_id'-format for setting
up or copying positions.</p><p>An explanation of both formats is found in the <span class="application">GNU
- Backgammon</span>'s documentation.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_edit"></a>How do I set up a position manually?</h4></div></div></div><p>Open a new game, match or session. If gnubg already rolls the
+ Backgammon</span>'s documentation.</p></div><div class="sect3" title="How do I set up a position manually?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_edit"></a>How do I set up a position manually?</h4></div></div></div><p>Open a new game, match or session. If gnubg already rolls the
dice, don't bother. Press `edit', and either type the position_id and
press Enter on your keyboard, or use the mouse to set up the checkers.</p><p>A mouse click at the border of the board empties the point. A left
or right click sets up a certain amount of checkers depending on where
exactly on the pip you click. Set up the cube with a right mouse click
on it.</p><p>You can also drag and drop checkers when holding down the Ctrl
key.</p><p>Finally, go to the menu and select `Game, Set turn' to choose the
- player on roll. The dice will then disappear.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_import"></a>Which formats must I use to import matches and positions?</h4></div></div></div><p>Import of matches and positions from a number of file formats is
+ player on roll. The dice will then disappear.</p></div><div class="sect3" title="Which formats must I use to import matches and positions?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_import"></a>Which formats must I use to import matches and positions?</h4></div></div></div><p>Import of matches and positions from a number of file formats is
possible: (.bkg) Hans Berliner's BKG Format, (.gam) GammonEmpire Game,
(.gam) PartyGammon Game, (.mat) Jellyfish Match, (.pos) Jellyfish
Position, (.sgf) Gnu Backgammon File, (.sgg) GamesGrid Save Game,
- (.tmg) TrueMoneyGames, (.txt) Snowie Text</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_sides"></a>How can I switch the players sides?</h4></div></div></div><p>Go to the menu `Game' and click on `Swap players'.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_error"></a>What do <span class="emphasis"><em>!</em></span> and <span class="emphasis"><em>?</em></span> mean?</h4></div></div></div><p>After analyzing a game or a match <span class="application">GNU
+ (.tmg) TrueMoneyGames, (.txt) Snowie Text</p></div><div class="sect3" title="How can I switch the players sides?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_sides"></a>How can I switch the players sides?</h4></div></div></div><p>Go to the menu `Game' and click on `Swap players'.</p></div><div class="sect3" title="What do ! and ? mean?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_error"></a>What do <span class="emphasis"><em>!</em></span> and <span class="emphasis"><em>?</em></span> mean?</h4></div></div></div><p>After analyzing a game or a match <span class="application">GNU
Backgammon</span> is able to do some comments on checker play
or cube decisions. Open the menu `Window, Game record' and you will
see a list of the moves. If the actual move or cube decision differs
from the best, <span class="application">GNU Backgammon</span> will put a
- comment on it.</p><p>The default settings are:</p><div class="informaltable"><table border="1"><colgroup><col /><col /><col /></colgroup><tbody><tr><td>-0.040</td><td>(doubtful):</td><td>?!</td></tr><tr><td>-0.080</td><td>(bad):</td><td>?</td></tr><tr><td>-0.160</td><td>(very bad):</td><td>??</td></tr></tbody></table></div><p>You may change these comment in the menu `Window, Annotation'
- choosing another comment for moves and/or double</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>Why a ? move
- should be deemed worse than a ?! move - that's one of life's little
- mysteries.</p></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_rate"></a>How is the error rate determined?</h4></div></div></div><p><span class="application">GNU Backgammon</span> determines a player's
- strength according to it's average error (per move):</p><div class="informaltable"><table border="1"><colgroup><col /><col /></colgroup><tbody><tr><td>Average Error</td><td>Skill Level</td></tr><tr><td>0.000 .. 0.005</td><td>Extra-terrestrial</td></tr><tr><td>0.005 .. 0.010</td><td>World class</td></tr><tr><td>0.010 .. 0.015</td><td>Expert</td></tr><tr><td>0.015 .. 0.020</td><td>Advanced</td></tr><tr><td>0.020 .. 0.025</td><td>Intermediate</td></tr><tr><td>0.025 .. 0.030</td><td>Beginner</td></tr><tr><td>0.030 ..</td><td>Novice</td></tr></tbody></table></div><p>After analyzing a game, match or session you can see the summary
+ comment on it.</p><p>The default settings are:</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /><col class="c3" /></colgroup><tbody><tr><td>-0.040</td><td>(doubtful):</td><td>?!</td></tr><tr><td>-0.080</td><td>(bad):</td><td>?</td></tr><tr><td>-0.160</td><td>(very bad):</td><td>??</td></tr></tbody></table></div><p>You may change these comment in the menu `Window, Annotation'
+ choosing another comment for moves and/or double</p></div><div class="sect3" title="How is the error rate determined?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_rate"></a>How is the error rate determined?</h4></div></div></div><p><span class="application">GNU Backgammon</span> determines a player's
+ strength according to its average error (per move):</p><div class="informaltable"><table border="1"><colgroup><col class="c1" /><col class="c2" /></colgroup><tbody><tr><td>Average Error</td><td>Skill Level</td></tr><tr><td>0.000 .. 0.005</td><td>Extra-terrestrial</td></tr><tr><td>0.005 .. 0.010</td><td>World class</td></tr><tr><td>0.010 .. 0.015</td><td>Expert</td></tr><tr><td>0.015 .. 0.020</td><td>Advanced</td></tr><tr><td>0.020 .. 0.025</td><td>Intermediate</td></tr><tr><td>0.025 .. 0.030</td><td>Beginner</td></tr><tr><td>0.030 ..</td><td>Novice</td></tr></tbody></table></div><p>After analyzing a game, match or session you can see the summary
in the menu `Analyze, ... statistics'. Note that you can't change the
- ranges of these values.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_pips"></a>What does Pips mean?</h4></div></div></div><p>The pip count is a measurement showing the total number of pips
+ ranges of these values.</p></div><div class="sect3" title="What does Pips mean?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_pips"></a>What does Pips mean?</h4></div></div></div><p>The pip count is a measurement showing the total number of pips
required for a player to bear off all checkers from the current
position. It can be regarded as a rough estimate of the
- <span class="emphasis"><em>raceness</em></span> of the position &#8211; a player with a
+ <span class="emphasis"><em>raceness</em></span> of the position. A player with a
lower pip count may in many situations want to try to race, whilst the
opponent (with the higher pip count) may want to try blocking/holding.
See also the <a class="ulink" href="http://www.bkgm.com/gloss/lookup.cgi?pip+count" target="_top">explanation on
BackGammon Galore</a>.</p><p>(For the non-english speaking community it might be helpful to
know that when you roll a six and a five, the total pips of that roll
- is eleven.)</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_epc"></a>What does epc mean?</h4></div></div></div><p>When bearing off checkers, you may notice a display showing the
+ is eleven.)</p></div><div class="sect3" title="What does epc mean?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_analysing_epc"></a>What does epc mean?</h4></div></div></div><p>When bearing off checkers, you may notice a display showing the
current <span class="emphasis"><em>epc</em></span> value (next to the display of
<span class="emphasis"><em>Pips</em></span>). The epc display can be turned on or off
- under menu <span class="emphasis"><em>Settings &#8212;&gt; Options &#8212;&gt;
+ under menu <span class="emphasis"><em>Settings -&gt; Options -&gt;
Display</em></span> (at least in the current version, as of June 2005).</p><p><span class="emphasis"><em>epc</em></span> stands for Effective Pip Count, and is an
alternative measurement of the <span class="emphasis"><em>goodness</em></span> of the
position. The usual pip count can be a misleading
@@ -1793,12 +1767,12 @@ Correct cube action: No double, beaver
to bear off hes checkers.</p><p>The effective pip count is defined as this expected number of
remaining rolls, multiplied with the average number of pips in a roll,
which is 8.167. (The average number of pips in a roll would be 7 if
- rolling a double wouldn't yield a double pip count &#8211; i.e. a double-6
+ rolling a double wouldn't yield a double pip count. A double-6
yields 24 pips, not 12.)</p><p>Thus, epc takes into account not only the current pip count, but
- also the expected pip wastage:</p><div class="orderedlist"><ol type="1"><li><p>effective pip count (epc) = pip count + expected pip wastage
- </p></li></ol></div><p>An example:</p><div class="orderedlist"><ol type="1"><li><p>Position: 5 checkers on the 1-point, 4 checkers on the
- 2-point. </p></li><li><p>Pip count: 5x1 + 4x2 = 13 </p></li><li><p>epc: 2.189 (expected number of remaining rolls) * 8.167 =
- 17.878 </p></li><li><p>Wasted: 17.878 - 13 = 4.878 </p></li></ol></div><p>It's clear (hopefully) that the expected pip wastage (and hence
+ also the expected pip wastage:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>effective pip count (epc) = pip count + expected pip wastage
+ </p></li></ol></div><p>An example:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Position: 5 checkers on the 1-point, 4 checkers on the
+ 2-point. </p></li><li class="listitem"><p>Pip count: 5x1 + 4x2 = 13 </p></li><li class="listitem"><p>epc: 2.189 (expected number of remaining rolls) * 8.167 =
+ 17.878 </p></li><li class="listitem"><p>Wasted: 17.878 - 13 = 4.878 </p></li></ol></div><p>It's clear (hopefully) that the expected pip wastage (and hence
the <span class="emphasis"><em>epc</em></span>) increases with more checkers on lower
points (e.g. you get pip wastage when rolling a 6 to bear off a
checker from the 2- or 1-point).</p><p>It is further <a class="ulink" href="http://www.bkgm.com/gloss/lookup.cgi?effective+pip+count" target="_top">explained on BackGammon Galore</a>, especially in a <a class="ulink" href="http://www.bkgm.com/rgb/rgb.cgi?view+1076" target="_top">post by Douglas
@@ -1807,33 +1781,33 @@ Correct cube action: No double, beaver
contains the change of bearing off the final checker in any given
number of rolls. A player would probably use some quite complicated
heuristics (please see the aforementioned post by Douglas Zare,
- <span class="emphasis"><em>and do get back here and explain it!</em></span>)</p></div></div><div class="sect2" lang="en" xml:lang="en"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_abbr"></a>Abbreviations</h3></div></div></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_gwc"></a>GWC</h4></div></div></div><p><span class="emphasis"><em>GWC</em></span> is an abbreviation for game winning
- chances.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_mwc"></a>MWC?</h4></div></div></div><p><span class="emphasis"><em>MWC</em></span> is an abbreviation for match winning
- chances.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_dp"></a>DP?</h4></div></div></div><p>In the menu `Analyze, Game/Match/Session statistics' you will see
+ <span class="emphasis"><em>and do get back here and explain it!</em></span>)</p></div></div><div class="sect2" title="Abbreviations"><div class="titlepage"><div><div><h3 class="title"><a id="gnubg-faq_abbr"></a>Abbreviations</h3></div></div></div><div class="sect3" title="GWC"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_gwc"></a>GWC</h4></div></div></div><p><span class="emphasis"><em>GWC</em></span> is an abbreviation for game winning
+ chances.</p></div><div class="sect3" title="MWC?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_mwc"></a>MWC?</h4></div></div></div><p><span class="emphasis"><em>MWC</em></span> is an abbreviation for match winning
+ chances.</p></div><div class="sect3" title="DP?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_dp"></a>DP?</h4></div></div></div><p>In the menu `Analyze, Game/Match/Session statistics' you will see
a window with some statistics. Near the bottom, you'll see four lines
beginning with `Missed ... and Wrong ...'. <span class="emphasis"><em>dp</em></span>
means <span class="emphasis"><em>doubling point</em></span> and describes a situation in
- the game, where you probably should have doubled your opponent.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_cp"></a>CP?</h4></div></div></div><p>From Max Friis page <a class="ulink" href="http://xfriis.dk/maxfriis/bg/double.html" target="_top">http://xfriis.dk/maxfriis/bg/double.html</a> Cash-point(CP) is:
- <span class="emphasis"><em>your opponent's take-point now seen from your side of the
- board (your cash-point which equals 100% minus your opponent's
- take-point</em></span>). <span class="application">GNU Backgammon</span>
+ the game, where you probably should have doubled your opponent.</p></div><div class="sect3" title="CP?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_cp"></a>CP?</h4></div></div></div><p>Cash-point(CP) is
+ your opponent's take-point now seen from your side of the
+ board (your cash-point which equals 100% minus your opponent's
+ take-point). <span class="application">GNU Backgammon</span>
uses the term <span class="emphasis"><em>missed double below cash-point</em></span>,
which means that the player should have doubled, and had he done so,
- his opponent should take. <span class="emphasis"><em>. Missed double above CP</em></span>
+ his opponent should take. <span class="emphasis"><em>Missed double above CP</em></span>
in a similar way means that the correct cube-action was double pass.</p><p>If you are the leader in the match, the relevant take- and
- double-points will often look something like this (where TP*=CP):</p><div class="figure"><a id="gnubg-fig_doubleline"></a><p class="title"><b>Figure 32. The double line</b></p><div class="figure-contents"><div class="mediaobject"><img src="images/doubleline.png" alt="[[doubleline.png]]" /></div></div></div><br class="figure-break" /><p>The double windows (intervals) are:</p><p>[DP;CP] = Your double window! This window does not contain any
+ double-points will often look something like this (where TP*=CP):</p><div class="figure"><a id="gnubg-fig_doubleline"></a><p class="title"><strong>Figure 32. The double line</strong></p><div class="figure-contents"><div class="mediaobject"><img src="images/doubleline.png" alt="[[doubleline.png]]" /></div></div></div><br class="figure-break" /><p>The double windows (intervals) are:</p><p>[DP;CP] = Your double window! This window does not contain any
information about redoubles but only the distance to the point where
you do not want to play for the double amount of points.</p><p>[TP;DP] = 100% minus your opponent's double window now.</p><p>[reTP;reDP] = 100% minus your opponent's double window after he
- has taken.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_tg"></a>TG?</h4></div></div></div><p><span class="emphasis"><em>TG</em></span> is an abbreviation for <span class="emphasis"><em>too
+ has taken.</p></div><div class="sect3" title="TG?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_tg"></a>TG?</h4></div></div></div><p><span class="emphasis"><em>TG</em></span> is an abbreviation for <span class="emphasis"><em>too
good</em></span> (to double). It points to a situation in the game,
where you probably should have kept the cube (mostly because of
decent, sometimes very good, gammon chances) rather than double out
- your opponent.</p></div><div class="sect3" lang="en" xml:lang="en"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_epc"></a>epc?</h4></div></div></div><p>See <a class="xref" href="#gnubg-faq_analysing_epc" title="What does epc mean?">the section called &#8220;What does epc mean?&#8221;</a>
+ your opponent.</p></div><div class="sect3" title="epc?"><div class="titlepage"><div><div><h4 class="title"><a id="gnubg-faq_abbr_epc"></a>epc?</h4></div></div></div><p>See <a class="xref" href="#gnubg-faq_analysing_epc" title="What does epc mean?">the section called &#8220;What does epc mean?&#8221;</a>
</p><p>
<span class="emphasis"><em>This should be an internal link, not an external one. But I
can't figure out how to link internally to a subsection.
Anyone?</em></span>
- </p></div></div></div><div class="appendix" lang="en" xml:lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="legal"></a>A. GNU Free Documentation License</h2></div></div></div><p>Version 1.3, 3 November 2008</p><p>
+ </p></div></div></div><div xml:lang="en" class="appendix" title="A. GNU Free Documentation License" lang="en"><div class="titlepage"><div><div><h2 class="title"><a id="legal"></a>A. GNU Free Documentation License</h2></div></div></div><p>Version 1.3, 3 November 2008</p><p>
Copyright © 2000, 2001, 2002, 2007, 2008
<a class="ulink" href="http://www.fsf.org/" target="_top">Free Software Foundation, Inc.</a>
</p><p>
@@ -2009,37 +1983,37 @@ Correct cube action: No double, beaver
filling the role of the Document, thus licensing distribution and
modification of the Modified Version to whoever possesses a copy of it. In
addition, you must do these things in the Modified Version:
- </p><div class="orderedlist"><ol type="A"><li>
+ </p><div class="orderedlist"><ol class="orderedlist" type="A"><li class="listitem">
Use in the Title Page (and on the covers, if any) a title distinct
from that of the Document, and from those of previous versions (which
should, if there were any, be listed in the History section of the
Document). You may use the same title as a previous version if the
original publisher of that version gives permission.
- </li><li>
+ </li><li class="listitem">
List on the Title Page, as authors, one or more persons or entities
responsible for authorship of the modifications in the Modified
Version, together with at least five of the principal authors of the
Document (all of its principal authors, if it has fewer than five),
unless they release you from this requirement.
- </li><li>
+ </li><li class="listitem">
State on the Title page the name of the publisher of the Modified
Version, as the publisher.
- </li><li>
+ </li><li class="listitem">
Preserve all the copyright notices of the Document.
- </li><li>
+ </li><li class="listitem">
Add an appropriate copyright notice for your modifications adjacent to
the other copyright notices.
- </li><li>
+ </li><li class="listitem">
Include, immediately after the copyright notices, a license notice
giving the public permission to use the Modified Version under the
terms of this License, in the form shown in the Addendum below.
- </li><li>
+ </li><li class="listitem">
Preserve in that license notice the full lists of Invariant Sections
and required Cover Texts given in the Document&#8217;s license
notice.
- </li><li>
+ </li><li class="listitem">
Include an unaltered copy of this License.
- </li><li>
+ </li><li class="listitem">
Preserve the section Entitled &#8220;History&#8221;, Preserve its
Title, and add to it an item stating at least the title, year, new
authors, and publisher of the Modified Version as given on the Title
@@ -2047,7 +2021,7 @@ Correct cube action: No double, beaver
Document, create one stating the title, year, authors, and publisher
of the Document as given on its Title Page, then add an item
describing the Modified Version as stated in the previous sentence.
- </li><li>
+ </li><li class="listitem">
Preserve the network location, if any, given in the Document for
public access to a Transparent copy of the Document, and likewise the
network locations given in the Document for previous versions it was
@@ -2055,23 +2029,23 @@ Correct cube action: No double, beaver
section. You may omit a network location for a work that was published
at least four years before the Document itself, or if the original
publisher of the version it refers to gives permission.
- </li><li>
+ </li><li class="listitem">
For any section Entitled &#8220;Acknowledgements&#8221; or
&#8220;Dedications&#8221;, Preserve the Title of the section, and
preserve in the section all the substance and tone of each of the
contributor acknowledgements and/or dedications given therein.
- </li><li>
+ </li><li class="listitem">
Preserve all the Invariant Sections of the Document, unaltered in
their text and in their titles. Section numbers or the equivalent are
not considered part of the section titles.
- </li><li>
+ </li><li class="listitem">
Delete any section Entitled &#8220;Endorsements&#8221;. Such a section
may not be included in the Modified Version.
- </li><li>
+ </li><li class="listitem">
Do not retitle any existing section to be Entitled
&#8220;Endorsements&#8221; or to conflict in title with any Invariant
Section.
- </li><li>
+ </li><li class="listitem">
Preserve any Warranty Disclaimers.
</li></ol></div><p>
If the Modified Version includes new front-matter sections or appendices
diff --git a/doc/gnubg/gnubg.info b/doc/gnubg/gnubg.info
index a4c6895..3338ab8 100644
--- a/doc/gnubg/gnubg.info
+++ b/doc/gnubg/gnubg.info
@@ -2,20 +2,21 @@ This is gnubg.info, produced by makeinfo version 4.13 from gnubg.texi.
INFO-DIR-SECTION Games
START-INFO-DIR-ENTRY
-* GNU Backgammon Manual V0.90.0: (gnubg). The GNU Backgammon manual
+* GNU Backgammon Manual V1.00.0: (gnubg). The GNU Backgammon manual
END-INFO-DIR-ENTRY

File: gnubg.info, Node: Top, Next: Introduction, Up: (dir)
-GNU Backgammon Manual V0.90.0
-*****************************
+GNU Backgammon Manual V1.00.0
+******************************
* Menu:
-* Introduction:: Introduction to GNU Backgammon
-* Rules of the game:: Courtesy of Tom Keith
-* Starting GNU Backgammon:: Command line options
+* Introduction:: Introduction to GNU Backgammon
+* Rules of the game::
+* Starting GNU Backgammon:: Starting GNU Backgammon. Command line
+ options.
* Playing a game::
* Getting hints and Tutor Mode::
* Setting up a position::
@@ -53,10 +54,10 @@ Starting GNU Backgammon
Playing a game
-* Starting a new match::
+* Starting a new match or session::
* Rolling the dice::
* Moving the checkers::
-* Using the double cube::
+* Using the doubling cube::
* Resigning::
Getting hints and Tutor Mode
@@ -100,7 +101,6 @@ Technical Notes
* Obtaining bearoff databases::
* Match Equity Tables::
* Python scripting::
-* Guile scripting::
* Equities explained::
* A technical description of the Position ID::
* A technical description of the Match ID::
@@ -123,14 +123,14 @@ File: gnubg.info, Node: Introduction, Next: Rules of the game, Prev: Top, Up
**************
This manual describes how to use GNU Backgammon to play and analyze
-backgammon games and matches. It corresponds to version 0.90.0 (updated
+backgammon games and matches. It corresponds to version 1.00.0 (updated
in August, 2009).
GNU Backgammon (gnubg) plays and analyzes both money game sessions
and tournament matches. It evaluates and rolls out positions, and much
-more. Driven by a command-line interface, it displays an ASCII
+more. Driven by a command-line interface, it displays an ASCII
rendering of a board on text-only terminals, but also allows the user
-to play games and manipulate positions with a graphical GTK+ interface.
+to play games and manipulate positions with a graphical GTK+interface.
GNU Backgammon is extensible on platforms which support Python.
@@ -179,7 +179,7 @@ Backgammon.
2-sided database kept in memory. Larger 1-sided and 2-sided
databases may be stored on disk.
- * Automated rollouts of positions, with lookahead and race variance
+ * Automated rollouts of positions, with lookahead and variance
reduction where appropriate. Rollouts may be extended.
* Automatic and manual annotation (analysis and commentary) of games
@@ -192,11 +192,12 @@ Backgammon.
Game Format).
* Importing of positions, games, and matches from a number of
- standard file formats, including native GNU Backgammon file (.sgf),
- GamesGrid Save Game (.sgg), Hans Berliner's BKG format (.bkg),
- Jellyfish Match (.mat), FIBS Oldmoves (.fibs), Jellyfish Position
- (.pos), Snowie Text (.txt), TrueMoneyGames (.tmg), GammonEmpire
- Game (.gam), PartyGammon Game (.gam), & BackGammonRoom Game (.bgf).
+ standard file formats, including: native GNU Backgammon file
+ (.sgf), GamesGrid Save Game (.sgg), Hans Berliner's BKG format
+ (.bkg), Jellyfish Match (.mat), FIBS Oldmoves (.fibs), Jellyfish
+ Position (.pos), Snowie Text (.txt), TrueMoneyGames (.tmg),
+ GammonEmpire Game (.gam), PartyGammon Game (.gam), and
+ BackGammonRoom Game (.bgf).
* Exporting of positions, games, and matches to a number of standard
file formats, including: native GNU Backgammon file (.sgf),
@@ -208,9 +209,9 @@ Backgammon.
* Python Scripting ability.
- * Native language support; 12 languages are complete or in progress:
+ * Native language support; 13 languages are complete or in progress:
(cs_CZ, da_DK, en_GB, en_US, es_ES, fr_FR, de_DE, is_IS, it_IT,
- ja_JP, ru_RU and tr_TR)
+ ja_JP, ro_RO, ru_RU and tr_TR)
* Menu:
@@ -225,9 +226,9 @@ File: gnubg.info, Node: GPL copying/warranty info, Up: Introduction
GNU Backgammon is developed under the GNU General Public License (GPL)
and it is part of the GNU project. For more information about the GNU
project please visit their website: http://www.gnu.org/
-(http://www.gnu.org/). For more information about free software in
+(http://www.gnu.org/) For more information about free software in
general please visit The Free Software Foundation at:
-http://www.fsf.org/ (http://www.fsf.org/)
+http://www.fsf.org/ (http://www.fsf.org/).

File: gnubg.info, Node: Rules of the game, Next: Starting GNU Backgammon, Prev: Introduction, Up: Top
@@ -235,8 +236,8 @@ File: gnubg.info, Node: Rules of the game, Next: Starting GNU Backgammon, Pre
2 Rules of the game
*******************
-This section describes how to play a game, a match or a session of
-money games against GNU Backgammon, or a human opponent. It is taken
+This section describes how to play a game, a match, or a session of
+money games against GNU Backgammon or a human opponent. It is taken
directly from the rules section of Backgammon Galore
(http://www.bkgm.com/), courtesy of Tom Keith.
@@ -296,8 +297,8 @@ twenty-four point, five on each player's thirteen point, three on each
player's eight point, and five on each player's six point.
Both players have their own pair of dice and a dice cup used for
-shaking. A double cube, with the numerals 2, 4, 8, 16, 32, and 64 on its
-faces, is used to keep track of the current stake of the game.
+shaking. A doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on
+its faces, is used to keep track of the current stake of the game.

File: gnubg.info, Node: Object of the Game, Next: Movement of the Checkers, Prev: Setup, Up: Rules of the game
@@ -497,13 +498,13 @@ File: gnubg.info, Node: Gammons and Backgammons, Next: Optional Rules, Prev:
===========================
At the end of the game, if the losing player has borne off at least one
-checker, he loses only the value showing on the double cube (one point,
-if there have been no doubles). However, if the loser has _not_ borne
-off any of his checkers, he is gammoned and loses _twice_ the value of
-the double cube. Or, worse, if the loser has not borne off any of his
-checkers and still has a checker on the bar or in the winner's home
-board, he is backgammoned and loses _three times_ the value of the
-double cube.
+checker, he loses only the value showing on the doubling cube (one
+point, if there have been no doubles). However, if the loser has _not_
+borne off any of his checkers, he is gammoned and loses _twice_ the
+value of the doubling cube. Or, worse, if the loser has not borne off
+any of his checkers and still has a checker on the bar or in the
+winner's home board, he is backgammoned and loses _three times_ the
+value of the double cube.

File: gnubg.info, Node: Optional Rules, Next: Rules for Match Play, Prev: Gammons and Backgammons, Up: Rules of the game
@@ -514,7 +515,7 @@ File: gnubg.info, Node: Optional Rules, Next: Rules for Match Play, Prev: Gam
The following optional rules are in widespread use.
1. Automatic doubles. If identical numbers are thrown on the first
- roll, the stakes are doubled. The double cube is turned to 2 and
+ roll, the stakes are doubled. The doubling cube is turned to 2 and
remains in the middle. Players usually agree to limit the number of
automatic doubles to one per game.
@@ -543,16 +544,17 @@ called a match.
Matches are played to a specified number of points. The first player
to accumulate the required points wins the match. Points are awarded in
the usual manner: one for a single game, two for a gammon, and three for
-a backgammon. The double cube is used, so the winner receives the value
-of the game multiplied by the final value of the double cube.
+a backgammon. The doubling cube is used, so the winner receives the
+value of the game multiplied by the final value of the doubling cube.
Matches are normally played using the Crawford rule. The Crawford
rule states that if one player reaches a score one point short of the
match, neither player may offer a double in the immediately following
game. This one game with no doubling is called the Crawford game. If the
-Crawford game is won by the trailing player then the double cube becomes
-available in all subsequent games (and it's most often in the best
-interests of the trailing player to double immediately in these games).
+Crawford game is won by the trailing player then the doubling cube
+becomes available in all subsequent games (and it's most often in the
+best interests of the trailing player to double immediately in these
+games).
Match to 5 White Black Doubling
White wins 2 2 0 Allowed
@@ -677,11 +679,10 @@ command line and GUI applications exist instead.
-c, --commands=FILE Evaluate commands in FILE and exit
-d, --datadir=DIR Read database and weight files from DIR
-l, --lang=LANG Set language to LANG
- -n, --new-weights=N Create new neural net (of size N)
-p, --python=FILE Evaluate Python code in FILE and exit
-q, --quiet Disable sound effects
-r, --no-rc Do not read .gnubgrc and .gnubgautorc commands
- -S, --splash Show gtk splash screen
+ -S, --no-splash Don't show gtk splash screen
-t, --tty Start on tty instead of using window system
-v, --version Show version information and exit
-w, --window-system-only Ignore tty input when using window system
@@ -695,17 +696,17 @@ File: gnubg.info, Node: Playing a game, Next: Getting hints and Tutor Mode, P
* Menu:
-* Starting a new match::
+* Starting a new match or session::
* Rolling the dice::
* Moving the checkers::
-* Using the double cube::
+* Using the doubling cube::
* Resigning::

-File: gnubg.info, Node: Starting a new match, Next: Rolling the dice, Up: Playing a game
+File: gnubg.info, Node: Starting a new match or session, Next: Rolling the dice, Up: Playing a game
-4.1 Starting a new match
-========================
+4.1 Starting a new match or session
+===================================
To start a new game, match or session choose File->New, or use the New
button in the toolbar. This will open a dialog box, where you can
@@ -746,7 +747,7 @@ will start a new match of the specified length.
strength of GNU Backgammon. This dialog will be explained later.

-File: gnubg.info, Node: Rolling the dice, Next: Moving the checkers, Prev: Starting a new match, Up: Playing a game
+File: gnubg.info, Node: Rolling the dice, Next: Moving the checkers, Prev: Starting a new match or session, Up: Playing a game
4.2 Rolling the dice
====================
@@ -764,7 +765,7 @@ Game->Roll or with the keyboard shortcut <Ctrl><R>.
complete your turn by clicking on the dice.

-File: gnubg.info, Node: Moving the checkers, Next: Using the double cube, Prev: Rolling the dice, Up: Playing a game
+File: gnubg.info, Node: Moving the checkers, Next: Using the doubling cube, Prev: Rolling the dice, Up: Playing a game
4.3 Moving the checkers
=======================
@@ -842,10 +843,10 @@ be enabled by choosing Settings -> Options... -> Game , and then check
the box Play forced moves automatically.

-File: gnubg.info, Node: Using the double cube, Next: Resigning, Prev: Moving the checkers, Up: Playing a game
+File: gnubg.info, Node: Using the doubling cube, Next: Resigning, Prev: Moving the checkers, Up: Playing a game
-4.4 Using the double cube
-=========================
+4.4 Using the doubling cube
+===========================
* Menu:
@@ -853,7 +854,7 @@ File: gnubg.info, Node: Using the double cube, Next: Resigning, Prev: Moving
* Accepting or declining a cube::

-File: gnubg.info, Node: Offering a double, Next: Accepting or declining a cube, Up: Using the double cube
+File: gnubg.info, Node: Offering a double, Next: Accepting or declining a cube, Up: Using the doubling cube
4.4.1 Offering a double
-----------------------
@@ -863,13 +864,13 @@ offer the cube immediately. You can also click Game->Double from the
menu or the keyboard shortcut <Ctrl><D>.

-File: gnubg.info, Node: Accepting or declining a cube, Prev: Offering a double, Up: Using the double cube
+File: gnubg.info, Node: Accepting or declining a cube, Prev: Offering a double, Up: Using the doubling cube
4.4.2 Accepting or declining a cube
-----------------------------------
You accept a double made by your opponent by clicking on the offered
-double cube at the board. If you want to decline the double, you can
+doubling cube at the board. If you want to decline the double, you can
right click on the cube.
There are also three buttons in the toolbar for handling cube
@@ -888,7 +889,7 @@ offered double(<Ctrl><P>). Click Game->Beaver, from the menu, to beaver
an offered double.

-File: gnubg.info, Node: Resigning, Prev: Using the double cube, Up: Playing a game
+File: gnubg.info, Node: Resigning, Prev: Using the doubling cube, Up: Playing a game
4.5 Resigning
=============
@@ -1004,7 +1005,7 @@ learn what each number means, it isn't really that bad.
5. _Wbg_ is the fractions of games that GNU Backgammon thinks will be
won by a backgammon.
- 6. _Loose_ is the fractions of games that GNU Backgammon thinks will
+ 6. _Lose_ is the fractions of games that GNU Backgammon thinks will
be lost by a single game, gammon or backgammon. (Notice that this
number is equal to 1 - Win)
@@ -1176,7 +1177,7 @@ Think about the Friday night chouette where there was this tough choice
between two move candidates. Which move was the best? Or what about
that match score cube decision from the weekend tournament. Wouldn't it
be nice to be able to set up the position in GNU Backgammon and ask for
-it's opinion? This is possible in GNU Backgammon, and it's one of the
+its opinion? This is possible in GNU Backgammon, and it's one of the
features that really can give you the answer to a lot of questions, and
in that way give you a better understanding of the game.
@@ -1357,7 +1358,7 @@ click the cube in the board and the cube selection widget appears.
up-side-down, the top player will be the cube owner. The value of the
cube will be the value of the cube you click in the widget. Note that
the unturned cube is the leftmost cube labeled 64, just as it usually is
-on real double cube.
+on real doubling cube.

File: gnubg.info, Node: Setting the score, Next: Exiting Edit mode, Prev: Setting the cube, Up: Setting up a position
@@ -1489,7 +1490,7 @@ Jellyfish Match `import mat <filepath>'
Jellyfish Position `import pos <filepath>'
PartyGammon Game `import party <filepath>'
Snowie Text `import snowietxt <filepath>'
-True Moneygames `import tmg <filepath>'
+TrueMoneyGames `import tmg <filepath>'

File: gnubg.info, Node: Saving and exporting positions; games or matches, Prev: Opening and importing matches, Up: Retrieving and storing backgammon files
@@ -1508,10 +1509,6 @@ use the tool bar button labeled Save to open the file dialog box
directly. There is also a keyboard shortcut, Ctrl-S, for saving a match
or session.
- *Warning*
-
- Please note that saving a position will not save any analysis.
-
The export dialog is accessed by choosing File->Export This dialog
is similar to the save dialog. Again you may choose a different
filename and whether to export an entire match, a game or a position.
@@ -1562,7 +1559,7 @@ choose between three different sets of pictures:
Backgammon Federation's web-based discussion group and others
2. the fibs2html images used by the Joseph Heled's program fibs2html
- (http://fibs2html.sf.net/)
+ (http://fibs2html.sourceforge.net/)
3. images generated by GNU Backgammon itself.
@@ -1580,8 +1577,7 @@ possible to leave out the analysis or parts of the analysis. Also, you
may enter a specific URL to the pictures used to compose the board
which is useful for posting positions on web-based discussion groups
such as Kit Woolsey's GammOnLine, the Danish Backgammon Federation's
-Debat Forum, or you may opt to use a default set of images available
-from the gnubg.org (http://www.gnubg.org/images/html-images/) web site.
+Debat Forum.
If you want to have html images locally on your computer, you can
have GNU Backgammon generate these. The html images will be generated
@@ -2048,7 +2044,7 @@ number of cube decisions, missed doubles, etc.
2. Close or actual cube decisions: Similar to Total cube decisions,
except that no-doubles are only included if they're considered
_close_. GNU Backgammon considers a cube decision close if the
- relevant equities are within 0.25 from each other or if the
+ relevant equities are within 0.16 from each other or if the
position is too good.
3. Doubles, Takes, Passes: The total number of doubles, takes, and
@@ -2133,8 +2129,8 @@ The last section is the overall summary.
the _actual result_ plus the total unnormalized luck rate. This is
also called _variance reduction of skill_ as described in Douglas
Zare's excellent article Hedging Toward Skill
- (http://math.columbia.edu/~zare/vrskill.html). This should give an
- unbiased measure of the strengths of the players.
+ (http://www.bkgm.com/articles/Zare/HedgingTowardSkill.html). This
+ should give an unbiased measure of the strengths of the players.
7. MWC against current opponent: For match play GNU Backgammon will
calculate your MWC against the current opponent. The number is
@@ -2187,20 +2183,20 @@ many of our wins and losses are gammons, and how many are backgammons)?
The model is exactly the same as if we had an urn with a googol balls
in it (it's a big urn), and many of the balls have win written on them,
and some say gammon loss, and if we look hard enough there are a few
-that read backgammon win, and so on. ((Balls and urns are to
-probability theorists what teapots and checkerboards are to computer
-graphics researchers, or _squeamish ossifrage_ is to cryptographers -
-they seem to come with the territory.)) Instead of having the patience
-to count the googol balls, we just give the urn a really good shake and
-then pull 100 balls out without looking, and say for instance "Well, I
-got 53 wins, 31 losses, 9 gammon wins, 6 gammon losses, and a
-backgammon win - looks like my equity's roughly +0.26." and go home. If
-we were a bit more thorough, we could go a bit further and figure out
-that by cheating and measuring the sample proportions instead of the
-population proportions, we introduced a standard error of 0.06 into our
-result. (Of course, the trick is to select a sample size that's big
-enough that you reduce the standard error to a tolerable level, but
-small enough that the answer arrives before you get bored.)
+that read backgammon win, and so on. (Balls and urns are to probability
+theorists what teapots and checkerboards are to computer graphics
+researchers, or _squeamish ossifrage_ is to cryptographers; they seem
+to come with the territory.) Instead of having the patience to count
+the googol balls, we just give the urn a really good shake and then
+pull 100 balls out without looking, and say for instance "Well, I got
+53 wins, 31 losses, 9 gammon wins, 6 gammon losses, and a backgammon
+win. It looks like my equity's roughly +0.26." and go home. If we were
+a bit more thorough, we could go a bit further and figure out that by
+cheating and measuring the sample proportions instead of the population
+proportions, we introduced a standard error of 0.06 into our result.
+(Of course, the trick is to select a sample size that's big enough that
+you reduce the standard error to a tolerable level, but small enough
+that the answer arrives before you get bored.)
It will come as no surprise that a rollout with a limited number of
trials follows exactly the same procedure. It's sufficient to say that
@@ -2360,7 +2356,6 @@ File: gnubg.info, Node: Evaluation settings, Next: Appearance, Up: Customizin
* Predefined settings::
* Move filters::
* Cubeful vs. Cubeless: Cubeful vs_ Cubeless.
-* Reduced evaluations::
* Pruning neural networks::
* Noise::
@@ -2539,15 +2534,8 @@ evaluation by specifying the plies to be evaluated. Each ply costs
approximately a factor of 21 in computational time. Also note that
2-ply is equivalent to Snowie's 3-ply setting.
- For evaluation deeper than 0 plies, it's possible to reduce the
-number of rolls to evaluate in the lookahead. This can be set in the
-Reduced evaluation box. Instead of averaging over all 21 possible dice
-rolls it is possible to average over a reduced set, for example 7 rolls
-for the 33% speed option. The 33% speed option will typically be three
-times faster than the full search without reduction.
-
In the box for Cubeful evaluations, you can specify if you want GNU
-Backgammon to evaluate the cube ownership in it's evaluations. With
+Backgammon to evaluate the cube ownership in its evaluations. With
this option turned on it generally improves the evaluation, specially
when it's close to cube decisions, so we recommend that this option is
turned on.
@@ -2616,8 +2604,6 @@ File: gnubg.info, Node: Introduction to move filters, Next: Defining move filt
GNU Backgammon uses a technique called move filters in order to prune
the complete list of legal moves when analyzing checker play decisions.
-Move filters can be considered a generalization of the search space
-used in earlier versions of GNU Backgammon.
A move filter for a given ply, say, 2-ply, consists of four
parameters for each sub ply:
@@ -2650,7 +2636,7 @@ pruning at 1-ply.
GNU Backgammon starts by finding all possible moves and evaluate
those at 0-ply:
-1. Cubeful 0-ply 8/4 6/4 Eq.:+0.189
+1. Cubeful 0-ply 8/4 6/4 Eq.:+0.189
2. Cubeful 0-ply 24/20 13/11 Eq.:+0.046 (-0.143)
3. Cubeful 0-ply 13/11 13/9 Eq.:+0.044 (-0.145)
4. Cubeful 0-ply 24/22 13/9 Eq.:+0.034 (-0.155)
@@ -2669,7 +2655,7 @@ that, so the move list after pruning at 0-ply consists of moves 1
through 4. According to the move filter we do not perform any pruning
at 1-ply, so moves 1 through 4 are submitted for evaluation at 2-ply;
-1. Cubeful 2-ply 8/4 6/4 Eq.:+0.180
+1. Cubeful 2-ply 8/4 6/4 Eq.:+0.180
2. Cubeful 2-ply 24/20 13/11 Eq.:+0.052 (-0.127)
3. Cubeful 2-ply 13/11 13/9 Eq.:+0.043 (-0.137)
4. Cubeful 2-ply 24/22 13/9 Eq.:+0.035 (-0.145)
@@ -2686,9 +2672,9 @@ will use the move filters defined for 4-ply:
Ply Accept moves Extra moves Threshold for
extra moves
0 0 8 0.160
-1 no pruning
+1 no pruning
2 0 2 0.040
-3 no pruning
+3 no pruning
The 4-ply move filter is identical to the 2-ply for pruning at
0-ply, so after 0-ply we have the same three moves as above. Since
@@ -2784,7 +2770,7 @@ haven't seen more than one case in over 10,000 moves where it missed
the best move.

-File: gnubg.info, Node: Cubeful vs_ Cubeless, Next: Reduced evaluations, Prev: Move filters, Up: Evaluation settings
+File: gnubg.info, Node: Cubeful vs_ Cubeless, Next: Pruning neural networks, Prev: Move filters, Up: Evaluation settings
9.1.11 Cubeful vs. Cubeless
---------------------------
@@ -2831,23 +2817,9 @@ play towards gammonish positions at this score.
It's recommended that you use cubeful checker evaluations.

-File: gnubg.info, Node: Reduced evaluations, Next: Pruning neural networks, Prev: Cubeful vs_ Cubeless, Up: Evaluation settings
+File: gnubg.info, Node: Pruning neural networks, Next: Noise, Prev: Cubeful vs_ Cubeless, Up: Evaluation settings
-9.1.12 Reduced evaluations
---------------------------
-
-This option is designed to increase the speed of play by taking a
-shortcut. Instead of averaging over all 21 possible dice rolls, it is
-possible to average over a reduced set, such as only 7 rolls which
-would be 1/3 or 33%. The 33% speed option should be approximately 3
-times faster than the full search with no reduction. One point, it has
-been noted that this can badly hurt GNU Backgammon's checker play so it
-is not advised to use it here.
-
-
-File: gnubg.info, Node: Pruning neural networks, Next: Noise, Prev: Reduced evaluations, Up: Evaluation settings
-
-9.1.13 Pruning neural networks
+9.1.12 Pruning neural networks
------------------------------
A new feature in the evaluation is the use of a set of neural networks
@@ -2859,13 +2831,10 @@ of all moves come out different with the pruning nets activated. In
most of these positions the move would not have made any difference to
the game at all.
- Notice, You can not use both reduced evaluations and pruning neural
-nets.
-

File: gnubg.info, Node: Noise, Prev: Pruning neural networks, Up: Evaluation settings
-9.1.14 Noise
+9.1.13 Noise
------------
If you think GNU Backgammon plays too strong for you, you can add some
@@ -2943,7 +2912,6 @@ File: gnubg.info, Node: Technical Notes, Next: Frequently Asked Questions, Pr
* Obtaining bearoff databases::
* Match Equity Tables::
* Python scripting::
-* Guile scripting::
* Equities explained::
* A technical description of the Position ID::
* A technical description of the Match ID::
@@ -3045,8 +3013,9 @@ database with 15 checkers 6 points from
ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz
(ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz).
- Later, other databases may be available for download or it may be
-possible to purchase these on CDROM or DVD for a nominal fee.
+ Larger databases are available for download from
+ftp://ftp.demon.nl/pub/Demon/games/gnubg/databases/
+(ftp://ftp.demon.nl/pub/Demon/games/gnubg/databases/).

File: gnubg.info, Node: Verification of databases, Next: One-sided bearoff databases [compressed], Prev: Download, Up: Obtaining bearoff databases
@@ -3177,7 +3146,7 @@ It's possible to use several different match equity tables with GNU
Backgammon.

-File: gnubg.info, Node: Python scripting, Next: Guile scripting, Prev: Match Equity Tables, Up: Technical Notes
+File: gnubg.info, Node: Python scripting, Next: Equities explained, Prev: Match Equity Tables, Up: Technical Notes
10.3 Python scripting
=====================
@@ -3339,11 +3308,11 @@ returned by evalcontext().
>>> m['match-info']
{'match-length': 25, 'rules': ('Crawford',), 'default-eval-context':
-{'plies': 2, 'deterministic': 1, 'reduced': 0, 'noise': 0.0, 'cubeful':
-1}, 'annotator': 'GNU 0.14', 'O': {'rating': '0 (Exp 0)', 'name':
-'Moshe Tissona'}, 'round': 'Final', 'place': 'Monte Carlo',
-'variation': 'Standard', 'default-rollout-context': {'n-truncation':
-11, 'initial-position': 0, 'trials': 0, 'stop-on-std': 0,
+{'plies': 2, 'deterministic': 1, 'noise': 0.0, 'cubeful': 1},
+'annotator': 'GNU 0.14', 'O': {'rating': '0 (Exp 0)', 'name': 'Moshe
+Tissona'}, 'round': 'Final', 'place': 'Monte Carlo', 'variation':
+'Standard', 'default-rollout-context': {'n-truncation': 11,
+'initial-position': 0, 'trials': 0, 'stop-on-std': 0,
'variance-reduction': 1, 'late-eval': 0, 'truncated-rollouts': 0,
'truncate-bearoff2': 1, 'cubeful': 1, 'truncate-bearoffOS': 1, 'seed':
1177750272, 'quasi-random-dice': 1, 'minimum-games': 144}, 'date': (13,
@@ -3391,18 +3360,9 @@ File: gnubg.info, Node: Game actions, Prev: Python game, Up: Python scripting
Each action is a dictionary

-File: gnubg.info, Node: Guile scripting, Next: Equities explained, Prev: Python scripting, Up: Technical Notes
-
-10.4 Guile scripting
-====================
+File: gnubg.info, Node: Equities explained, Next: A technical description of the Position ID, Prev: Python scripting, Up: Technical Notes
-Earlier versions of GNU Backgammon had support for guile scripting,
-which, however, was unused and un-maintained and therefore removed.
-
-
-File: gnubg.info, Node: Equities explained, Next: A technical description of the Position ID, Prev: Guile scripting, Up: Technical Notes
-
-10.5 Equities explained
+10.4 Equities explained
=======================
* Menu:
@@ -3416,7 +3376,7 @@ File: gnubg.info, Node: Equities explained, Next: A technical description of t

File: gnubg.info, Node: Introduction to equities, Next: Money equity, Up: Equities explained
-10.5.1 Introduction to equities
+10.4.1 Introduction to equities
-------------------------------
GNU Backgammon works with many different kinds of equities. The equity
@@ -3429,13 +3389,13 @@ by GNU Backgammon.

File: gnubg.info, Node: Money equity, Next: Match Winning Chance, Prev: Introduction to equities, Up: Equities explained
-10.5.2 Money equity
+10.4.2 Money equity
-------------------
This is the value of the position in money game, e.g., if your equity
is +0.4 an you are playing money game with a $1 stake, you will win
$0.40 on average. The money equity can be calculated with or without
-taking the effect of the double cube into consideration, or _cubeful_
+taking the effect of the doubling cube into consideration, or _cubeful_
or _cubeless_. The cubeless equity can be calculated from the basic
formula: 2*p(w)-1+2(p(wg)-p(lg))+3(p(wbg)-p(lbg)). Evaluating the
cubeful equity is much more difficult; it can either be estimated from
@@ -3447,14 +3407,14 @@ equities::).

File: gnubg.info, Node: Match Winning Chance, Next: Normalized equity, Prev: Money equity, Up: Equities explained
-10.5.3 Match Winning Chance
+10.4.3 Match Winning Chance
---------------------------
In match play we're generally not particular interested in the outcome
of the individual games as much as the outcome of the entire match, so
the interesting quantity for match play is _match winning chance_
(MWC). As for the money equity the MWC can be calculated with and
-without the effect of the double cube. The MWCs are generally
+without the effect of the doubling cube. The MWCs are generally
calculated with the use of a match equity table, which contains the
chance of winning the match before a game starts, e.g., if the score is
0-0 in a 1pt match each player has 50% chance of winning the match
@@ -3481,7 +3441,7 @@ not published.

File: gnubg.info, Node: Normalized equity, Next: Cubeful equities, Prev: Match Winning Chance, Up: Equities explained
-10.5.4 Normalized equity
+10.4.4 Normalized equity
------------------------
It's generally very difficult to compare MWCs. For example, it's hardly
@@ -3501,12 +3461,12 @@ points: (MWC(w),+1) and (MWC(l),-1).
For example, suppose the score is 3-1 to 5 with the cube on 2:
MWC(l)=0% and MWC(w)=50%:
-MWC NEMG
-0% -1
-25% 0
-50% +1
-75% +2
-100% +3
+MWC NEMG
+0% -1
+25% 0
+50% +1
+75% +2
+100% +3
Note that a w/g/bg distribution of 0 100 100 - 0 0 0 gives a NEMG of
+3 whereas the corresponding money equity is only +2. This is because
@@ -3523,14 +3483,13 @@ this term seems to be reserved for the cubeless money equity.

File: gnubg.info, Node: Cubeful equities, Prev: Normalized equity, Up: Equities explained
-10.5.5 Cubeful equities
+10.4.5 Cubeful equities
-----------------------
This chapter is a brief description of how GNU Backgammon calculates
cubeful equities. The formula build directly on the work by Rick
Janowski Take-Points in Money Games
-(http://www.msoworld.com/mindzine/news/classic/bg/cubeformulae.html)
-from 1993.
+(http://www.bkgm.com/articles/Janowski/cubeformulae.pdf) from 1993.
* Menu:
@@ -3545,7 +3504,7 @@ from 1993.

File: gnubg.info, Node: Basic formula for cubeful equities, Next: Live cube equities, Up: Cubeful equities
-10.5.5.1 Basic formula for cubeful equities
+10.4.5.1 Basic formula for cubeful equities
...........................................
The basic formula for cubeful equities as derived by Janowski is
@@ -3569,7 +3528,7 @@ straightforward generalization

File: gnubg.info, Node: Live cube equities, Next: 0-ply Cubeful equities, Prev: Basic formula for cubeful equities, Up: Cubeful equities
-10.5.5.2 Live cube equities
+10.4.5.2 Live cube equities
...........................
The live cube equity is the equity assuming that the equity changes
@@ -3634,7 +3593,7 @@ occur a limited number of times.
The live cube take point is generally calculated as
- TP(live, n Cube)=TP(dead, n cube) * (1 - TP(live, 2n cube)
+ TP(live, n Cube)=TP(dead, n cube) * (1 - TP(live, 2n cube))
So to calculate the live cube take points for a 1-cube at 3-0 to 7
we need the live cube take points for the 4-cube and the 2-cube. For
@@ -3693,7 +3652,7 @@ calculated as piecewise linear interpolation between (0%,22%),

File: gnubg.info, Node: 0-ply Cubeful equities, Next: n-ply Cubeful equities, Prev: Live cube equities, Up: Cubeful equities
-10.5.5.3 0-ply Cubeful equities
+10.4.5.3 0-ply Cubeful equities
...............................
Having established the live cube equities and MWCs we're now in
@@ -3711,7 +3670,7 @@ cubeful MWC of 29.17%.

File: gnubg.info, Node: n-ply Cubeful equities, Next: The cube efficiency, Prev: 0-ply Cubeful equities, Up: Cubeful equities
-10.5.5.4 n-ply Cubeful equities
+10.4.5.4 n-ply Cubeful equities
...............................
The previous section concerned the calculation of 0-ply cubeful
@@ -3749,7 +3708,7 @@ dead)).

File: gnubg.info, Node: The cube efficiency, Next: Cube decisions, Prev: n-ply Cubeful equities, Up: Cubeful equities
-10.5.5.5 The cube efficiency
+10.4.5.5 The cube efficiency
............................
The cube efficiency is obviously an important parameter, unfortunately
@@ -3787,7 +3746,7 @@ efficiency, whereas blitzes have may have a higher cube efficiency.

File: gnubg.info, Node: Cube decisions, Next: Beyond the simple model, Prev: The cube efficiency, Up: Cubeful equities
-10.5.5.6 Cube decisions
+10.4.5.6 Cube decisions
.......................
GNU Backgammon's cube decisions are simple based on calculations of
@@ -3839,7 +3798,7 @@ equities from the figure.

File: gnubg.info, Node: Beyond the simple model, Prev: Cube decisions, Up: Cubeful equities
-10.5.5.7 Beyond the simple model
+10.4.5.7 Beyond the simple model
................................
Janowski has developed two other models for cubeful equities. The first
@@ -3858,7 +3817,7 @@ easily from rollouts.

File: gnubg.info, Node: A technical description of the Position ID, Next: A technical description of the Match ID, Prev: Equities explained, Up: Technical Notes
-10.6 A technical description of the Position ID
+10.5 A technical description of the Position ID
===============================================
This section describes a method for compactly recording a backgammon
@@ -3977,18 +3936,13 @@ command
_D() expressions_ (http://www.bkgm.com/rgb/rgb.cgi?view+371), but
I think you'd have to be a mathematical masochist to try it!
- 2. Example code
- (http://savannah.gnu.org/cgi-bin/viewcvs/gnubg/gnubg/positionid.c?rev=HEAD&sortby=date&content-type=text/vnd.viewcvs-markup)
- to convert between a raw board encoding (the number of checkers on
- each point) and these keys/IDs is available licensed under GPL.
-
- 3. Thanks to Tom Keith and David desJardins for their suggestions on
+ 2. Thanks to Tom Keith and David desJardins for their suggestions on
simplifying the encoding without increasing the worst case length.

File: gnubg.info, Node: A technical description of the Match ID, Next: Description of the CSS style sheet, Prev: A technical description of the Position ID, Up: Technical Notes
-10.7 A technical description of the Match ID
+10.6 A technical description of the Match ID
============================================
This section describes how the match ID is calculated. The match ID can
@@ -4093,7 +4047,7 @@ window, or by executing the command

File: gnubg.info, Node: Description of the CSS style sheet, Prev: A technical description of the Match ID, Up: Technical Notes
-10.8 Description of the CSS style sheet
+10.7 Description of the CSS style sheet
=======================================
As mentioned above GNU Backgammon writes a CSS style sheet along with
@@ -4224,7 +4178,7 @@ File: gnubg.info, Node: What operating systems are supported?, Next: Where do
--------------------------------------------
Currently, GNU Backgammon is actually designed for _GNU/Linux_. It also
-compiles and (hopefully) runs under _*BSD, IRIX, Solaris_ and _True64
+compiles and (hopefully) runs under _*BSD, IRIX, Solaris_ and _Tru64
Unix_. Last but not least there are frequently binaries for _MS
Windows_. It has also been ported to _MacOS_. When you successfully port
GNU Backgammon to other operating systems, you are welcome to give us a
@@ -4244,8 +4198,8 @@ site. Up to date source code can be accessed through CVS

File: gnubg.info, Node: What do I have to pay for GNU Backgammon?, Next: This GNU stuff sounds interesting_, Prev: Where do I get it?, Up: General questions
-11.1.4 What do I have to pay for GNU Backgammon?
-------------------------------------------------
+11.1.4 What do I have to pay for GNU Backgammon?
+-------------------------------------------------
GNU Backgammon is _Free Software_ and is a part of the _GNU Project_.
You may download it for free. For more information see the GNU General
@@ -4277,8 +4231,8 @@ an extensive link collection, go to Gammon Links.

File: gnubg.info, Node: Though I really read all the documentation I still have questions_, Next: I want to make a few proposals_ I have new ideas_, Prev: I want to learn more about backgammon_, Up: General questions
-11.1.7 Though I really read all the documentation I still have questions.
--------------------------------------------------------------------------
+11.1.7 Though I really read all the documentation I still have questions.
+--------------------------------------------------------------------------
Send an email to the GNU backgammon mailing list.
(mailto:bug-gnubg@gnu.org) If it is a bug, be sure to include the name
@@ -4314,8 +4268,8 @@ File: gnubg.info, Node: How to install, Next: Running GNU Backgammon, Prev: G

File: gnubg.info, Node: Do I need some other software to run GNU Backgammon?, Next: I want to install a newer version_, Up: How to install
-11.2.1 Do I need some other software to run GNU Backgammon?
------------------------------------------------------------
+11.2.1 Do I need some other software to run GNU Backgammon?
+------------------------------------------------------------
No. Everything you need is included in the binaries.
@@ -4329,7 +4283,7 @@ File: gnubg.info, Node: I want to install a newer version_, Next: I would like
11.2.2 I want to install a newer version.
-----------------------------------------
-Go a head, your settings should be saved..
+Go ahead, your settings should be saved.

File: gnubg.info, Node: I would like to compile it from the source code_, Next: What software do I need for compiling under GNU/Linux?, Prev: I want to install a newer version_, Up: How to install
@@ -4372,57 +4326,57 @@ have a clue, send a message to <bug-gnubg@gnu.org>.

File: gnubg.info, Node: On what CPU will GNU Backgammon run fastest?, Prev: It does not compile_, Up: How to install
-11.2.7 On what CPU will GNU Backgammon run fastest?
----------------------------------------------------
+11.2.7 On what CPU will GNU Backgammon run fastest?
+----------------------------------------------------
Here is a list of CPU and Evaluations per second ( Analyze->Evaluation
Speed). Feel free to add your CPU:
Evals/sec CPU System/Main RAM OS GNUBG-Version
- board
+ board
28450 *1 AMD Sempron K8T800-A 1024 MB Win 2000 0.14-mingw
- 3000+ (1800
- MHz)
+ 3000+ (1800
+ MHz)
28000 Intel Core Mac mini 512 MB Win XP SP2 0.14-mingw
- Duo 1.66 GHz Core Duo
+ Duo 1.66 GHz Core Duo
27000 Intel AOpen 1557-J 1024 MB Win XP SP2 0.14-mingw
- Pentium M
- 735 (1.7
- GHz)
+ Pentium M
+ 735 (1.7
+ GHz)
26000 Celeron 331 Dell 512 MB Win XP SP2 0.14.3-devel
- 2.66 GHz Dimension
- 3100
+ 2.66 GHz Dimension
+ 3100
24500 Sempron Asus K8V-X 768 MB Win XP SP2 0.14.3-devel
- 2800+ (rev
- E6_at_2000
- MHz)
+ 2800+ (rev
+ E6_at_2000
+ MHz)
23000 P4 2.8 GHz Asus P4P800D 1024 MB Win XP SP2 0.14.3-devel
21759 Athlon64 Acer Aspire 512 MB Kubuntu 5.04 0.14.3-devel
- 3000+ 1522
- (32bit mode)
+ 3000+ 1522
+ (32bit mode)
21500 *1 AMD Sempron K8T800-A 1024 MB Win 2000 0.14.3-devel
- 3000+ (1800
- MHz)
+ 3000+ (1800
+ MHz)
20120 Athlon XP MSI 1024 MB Suse Linux 0.14.3-devel
- 2500+ K7N-Delta2 9.2
- (_at_1833
- Mhz)
-20200 Pentium M Sony Vaio 512 MB FreeBSD 5.2
- 1.7 GHz Z1XSP
+ 2500+ K7N-Delta2 9.2
+ (_at_1833
+ Mhz)
+20200 Pentium M Sony Vaio 512 MB FreeBSD 5.2
+ 1.7 GHz Z1XSP
19515 Intel Sony Vaio 256 MB Fedora 0.14.3-devel
- Pentium M PCG-SRX51P FC6(T3)
- 0.8 GHz *2
+ Pentium M PCG-SRX51P FC6(T3)
+ 0.8 GHz *2
19200 Pentium M IBM X41 1024 MB Win XP SP2 0.14.3-devel
- 1.6 GHz
+ 1.6 GHz
16900 P4 2 GHz ? 256 MB Win 2000 0.14-devel
14400 P3 1GHz Sony Vaio 256 MB Win XP SP2 0.16-mingw
- PCG-R600HFPD
+ PCG-R600HFPD
13000 *3 AMD 1GHz Jetway 1536 MB Win 2000 0.14-devel
10506 Intel Sony Vaio 256 MB Windows 0.14-mingw
- Pentium M PCG-SRX51P XP(SP2)
- 0.8 GHz
+ Pentium M PCG-SRX51P XP(SP2)
+ 0.8 GHz
6200 Celeron 650 toshiba 256 MB Win me 0.14-devel
- MHz laptop
+ MHz laptop
*1 These are the two versions
evaluated on the same machine. Big
@@ -4459,8 +4413,8 @@ items carefully:

File: gnubg.info, Node: GNU Backgammon complains about missing files_, Next: Starting from the WinXP menu it plays like a beginner_, Prev: I get an error message when starting_, Up: Running GNU Backgammon
-11.3.2 GNU Backgammon complains about missing files.
-----------------------------------------------------
+11.3.2 GNU Backgammon complains about missing files.
+-----------------------------------------------------
GNU Backgammon reads several different files at start-up. It will first
try to read a file called gnubg.wd. This is a file which contains all
@@ -4500,8 +4454,8 @@ the working path.

File: gnubg.info, Node: My screen mixes up while starting GNU Backgammon_, Next: I only get a command-line interface_ Where is the nice board?, Prev: Starting from the WinXP menu it plays like a beginner_, Up: Running GNU Backgammon
-11.3.4 My screen mixes up while starting GNU Backgammon.
---------------------------------------------------------
+11.3.4 My screen mixes up while starting GNU Backgammon.
+---------------------------------------------------------
Install the newest driver for your graphic card. Be sure that you have
chosen at least a desktop resolution of 65535 (16 bit color depth). If
@@ -4524,16 +4478,16 @@ installed.

File: gnubg.info, Node: When I restart GNU Backgammon all my settings are gone_, Next: I do not need this graphical stuff_ Where is the terminal for commands?, Prev: I only get a command-line interface_ Where is the nice board?, Up: Running GNU Backgammon
-11.3.6 When I restart GNU Backgammon all my settings are gone.
---------------------------------------------------------------
+11.3.6 When I restart GNU Backgammon all my settings are gone.
+---------------------------------------------------------------
Did you save your settings Settings->Save settings before you quit?

File: gnubg.info, Node: I do not need this graphical stuff_ Where is the terminal for commands?, Prev: When I restart GNU Backgammon all my settings are gone_, Up: Running GNU Backgammon
-11.3.7 I do not need this graphical stuff. Where is the terminal for commands?
-------------------------------------------------------------------------------
+11.3.7 I do not need this graphical stuff. Where is the terminal for commands?
+-------------------------------------------------------------------------------
For _GNU/Linux_ users: open a terminal and run `gnubg -t'.
@@ -4606,13 +4560,9 @@ File: gnubg.info, Node: Why am I allowed to place more than 5 checkers on a poi
11.4.4 Why am I allowed to place more than 5 checkers on a point?
-----------------------------------------------------------------
-The official backgammon tournament rules allow to put all 15 checkers
-on a point. If you want to play with a maximum of 5 checkers, go to the
-menu Settings and activate the Egyptian Rule. Notice, the Egyptian Rule
-is not in the standard rules of backgammon. The position evaluator in
-GNU Backgammon doesn't have a clue about how to evaluate positions
-according to the Egyptian rule either. It strongly recommended that
-this rule is not used if you're trying to learn backgammon.
+The official backgammon tournament rules allow to put up to all 15
+checkers on a point. Playing with a maximum of 5 checkers, sometimes
+known as the Egyptian Rule, is no longer supported by GNU Backgammon.

File: gnubg.info, Node: GNU Backgammon plays poorly_, Next: GNU Backgammon is too strong for me_, Prev: Why am I allowed to place more than 5 checkers on a point?, Up: Playing backgammon
@@ -4659,7 +4609,6 @@ File: gnubg.info, Node: Settings, Next: Analyzing, Prev: Playing backgammon,
* How do I stop the annoying beeps?"::
* What are Plies?::
* What is noise?::
-* What is reduced evaluation?::

File: gnubg.info, Node: Where can I change the name of the human player?, Next: How do I change the colors?, Up: Settings
@@ -4728,7 +4677,7 @@ pretend 1st ply) then make all the moves for all possible rolls (the
counting strangely.

-File: gnubg.info, Node: What is noise?, Next: What is reduced evaluation?, Prev: What are Plies?, Up: Settings
+File: gnubg.info, Node: What is noise?, Prev: What are Plies?, Up: Settings
11.5.5 What is noise?
---------------------
@@ -4737,15 +4686,6 @@ Noise is a facility for disturbing GNU Backgammon's 0-ply evaluation.
Raising the noise level decreases its playing strength.

-File: gnubg.info, Node: What is reduced evaluation?, Prev: What is noise?, Up: Settings
-
-11.5.6 What is reduced evaluation?
-----------------------------------
-
-Reduced searches only work with 2-ply evaluations and deeper. It cuts
-the search for candidate moves to increase evaluation speed.
-
-
File: gnubg.info, Node: Analyzing, Next: Abbreviations, Prev: Settings, Up: Frequently Asked Questions
11.6 Analyzing
@@ -4836,18 +4776,13 @@ on it.
You may change these comment in the menu `Window, Annotation'
choosing another comment for moves and/or double
- *Note*
-
- Why a ? move should be deemed worse than a ?! move - that's one of
- life's little mysteries.
-

File: gnubg.info, Node: How is the error rate determined?, Next: What does Pips mean?, Prev: What do ! and ? mean?, Up: Analyzing
11.6.6 How is the error rate determined?
----------------------------------------
-GNU Backgammon determines a player's strength according to it's average
+GNU Backgammon determines a player's strength according to its average
error (per move):
Average Error Skill Level
@@ -4872,7 +4807,7 @@ File: gnubg.info, Node: What does Pips mean?, Next: What does epc mean?, Prev
The pip count is a measurement showing the total number of pips
required for a player to bear off all checkers from the current
position. It can be regarded as a rough estimate of the _raceness_ of
-the position - a player with a lower pip count may in many situations
+the position. A player with a lower pip count may in many situations
want to try to race, whilst the opponent (with the higher pip count)
may want to try blocking/holding. See also the explanation on
BackGammon Galore (http://www.bkgm.com/gloss/lookup.cgi?pip+count).
@@ -4889,8 +4824,8 @@ File: gnubg.info, Node: What does epc mean?, Prev: What does Pips mean?, Up:
When bearing off checkers, you may notice a display showing the current
_epc_ value (next to the display of _Pips_). The epc display can be
-turned on or off under menu _Settings --> Options --> Display_ (at
-least in the current version, as of June 2005).
+turned on or off under menu _Settings -> Options -> Display_ (at least
+in the current version, as of June 2005).
_epc_ stands for Effective Pip Count, and is an alternative
measurement of the _goodness_ of the position. The usual pip count can
@@ -4901,8 +4836,8 @@ number of rolls_ each player needs to bear off hes checkers.
The effective pip count is defined as this expected number of
remaining rolls, multiplied with the average number of pips in a roll,
which is 8.167. (The average number of pips in a roll would be 7 if
-rolling a double wouldn't yield a double pip count - i.e. a double-6
-yields 24 pips, not 12.)
+rolling a double wouldn't yield a double pip count. A double-6 yields
+24 pips, not 12.)
Thus, epc takes into account not only the current pip count, but
also the expected pip wastage:
@@ -4928,7 +4863,7 @@ wastage when rolling a 6 to bear off a checker from the 2- or 1-point).
in a post by Douglas Zare (http://www.bkgm.com/rgb/rgb.cgi?view+1076).
How do one calculate the epc then, or the expected number of
-remaining rolls? Gnu BG uses the one-sided bearoff database, which
+remaining rolls? GnuBG uses the one-sided bearoff database, which
contains the change of bearing off the final checker in any given
number of rolls. A player would probably use some quite complicated
heuristics (please see the aforementioned post by Douglas Zare, _and do
@@ -4983,14 +4918,12 @@ File: gnubg.info, Node: CP?, Next: TG?, Prev: DP?, Up: Abbreviations
11.7.4 CP?
----------
-From Max Friis page http://xfriis.dk/maxfriis/bg/double.html
-(http://xfriis.dk/maxfriis/bg/double.html) Cash-point(CP) is: _your
-opponent's take-point now seen from your side of the board (your
-cash-point which equals 100% minus your opponent's take-point_). GNU
-Backgammon uses the term _missed double below cash-point_, which means
-that the player should have doubled, and had he done so, his opponent
-should take. _. Missed double above CP_ in a similar way means that the
-correct cube-action was double pass.
+Cash-point(CP) is your opponent's take-point now seen from your side of
+the board (your cash-point which equals 100% minus your opponent's
+take-point). GNU Backgammon uses the term _missed double below
+cash-point_, which means that the player should have doubled, and had
+he done so, his opponent should take. _Missed double above CP_ in a
+similar way means that the correct cube-action was double pass.
If you are the leader in the match, the relevant take- and
double-points will often look something like this (where TP*=CP):
@@ -5505,222 +5438,219 @@ their use in free software.

Tag Table:
-Node: Top205
-Node: Introduction2335
-Node: GPL copying/warranty info6565
-Node: Rules of the game7060
-Node: Setup7645
-Ref: A board with the checkers in their initial position_8193
-Node: Object of the Game9745
-Ref: Direction of movement of White's checkers_ Red's checkers move in the opposite direction_10090
-Node: Movement of the Checkers10848
-Ref: White opens the game with 53_12152
-Node: Hitting and Entering13565
-Ref: White rolls 64 with a checker on the bar_14350
-Node: Bearing Off15558
-Ref: White rolls 64 and bears off two checkers_16434
-Node: Doubling17077
-Node: Gammons and Backgammons18102
-Node: Optional Rules18779
-Node: Rules for Match Play19745
-Node: Starting GNU Backgammon21985
-Node: Linux and Unix22237
-Node: Microsoft Windows22736
-Node: Mac OSX23478
-Node: Command line options24424
-Ref: GNU Backgammon startup options24821
-Node: Playing a game26381
-Node: Starting a new match26658
-Ref: The dialog for starting a new match_27018
-Node: Rolling the dice28444
-Ref: Click in the red rectangle to roll the dice_28800
-Node: Moving the checkers29012
-Node: Moving by drag and drop29290
-Node: Moving checkers by clicking29858
-Node: Undo a move30732
-Node: Some shortcuts31180
-Node: Using the double cube32013
-Node: Offering a double32249
-Node: Accepting or declining a cube32592
-Ref: The toolbar double buttons_33154
-Node: Resigning33504
-Node: Offering a resignation33700
-Node: Accepting or declining a resignation34274
-Node: Getting hints and Tutor Mode35275
-Node: Getting hints manually35510
-Node: Getting checker play hints while playing35797
-Ref: The hint window36210
-Node: Getting cube decision hints while playing39124
-Ref: The cube hint window39689
-Node: The hint tool buttons41269
-Node: Tutor mode43573
-Ref: The tutor window43918
-Ref: The tutor warning window44621
-Node: Setting up a position45410
-Node: Entering Edit mode46325
-Node: Editing47283
-Node: Clearing the board47613
-Ref: Click in the one of the areas marked with a red ellipse to clear the board_48044
-Ref: Click in the one of the areas marked with a red ellipse to get to the initial position_48335
-Node: Quick edit48548
-Node: Editing by drag and drop49582
-Node: Setting the player on turn50428
-Ref: Clicking the White checker image will set White on turn; clicking the Black image will set Black in turn_50734
-Node: Setting the dice51295
-Ref: Click inside the red rectangle to set the dice for Black_ Click inside the green rectangle to set the dice for White_51917
-Node: Setting the cube52442
-Node: Setting the score53047
-Node: Exiting Edit mode54004
-Node: Analyzing the position54466
-Node: Working with matches55724
-Node: Retrieving and storing backgammon files56012
-Node: The Smart Game Format56409
-Node: Opening and importing matches56986
-Node: Saving and exporting positions; games or matches58679
-Node: HTML export61163
-Node: LaTeX export63845
-Node: Entering live tournament matches64690
-Node: Entering illegal moves67273
-Node: Analyzing matches68288
-Node: Analysis settings69440
-Ref: Analyze settings dialog69719
-Node: Reviewing matches71245
-Node: Game record71449
-Ref: The Game record pane71999
-Node: Analysis panel74789
-Ref: The Analyze pane75352
-Node: Statistics78011
-Node: Checker play statistics78566
-Node: Luck analysis80345
-Node: Cube statistics82181
-Node: Overall rating84904
-Node: Rollouts88508
-Node: Introduction to rollouts88712
-Node: Rollouts in GNU Backgammon90922
-Node: Quasi-Random Dice93657
-Node: Customizing GNU Backgammon96894
-Node: Evaluation settings97108
-Node: Introduction to evaluation settings97614
-Node: The depth to search and plies98692
-Node: Defining evaluation settings101506
-Node: Playing skill;101872
-Node: Hints;102241
-Node: Analysis;102985
-Node: Rollouts;103521
-Node: Changing evaluation settings104469
-Ref: The evaluation settings dialog104732
-Node: Predefined settings106488
-Node: Move filters107991
-Node: Introduction to move filters108225
-Ref: Example of move filter settings109535
-Node: Defining move filters113226
-Ref: Move filter 1113867
-Ref: Move filter 2115384
-Ref: Move filter 3115457
-Node: Cubeful vs_ Cubeless116407
-Ref: Cubeful example116858
-Ref: Cubeful example 2117546
-Node: Reduced evaluations118348
-Node: Pruning neural networks118984
-Node: Noise119748
-Node: Appearance120994
-Ref: The appearance dialog121459
-Node: Technical Notes122621
-Node: Obtaining bearoff databases123044
-Node: Generate your own123552
-Node: Download126283
-Node: Verification of databases126900
-Node: One-sided bearoff databases [compressed]127271
-Node: Two-sided bearoff databases [with cubeless and cubeful equities]129181
-Node: Two-sided databases for Hypergammon130849
-Ref: Random position from hypergammon database131570
-Node: Match Equity Tables133019
-Node: Python scripting133282
-Node: gnubg module functions133720
-Node: Match description134972
-Node: Match info135339
-Node: Python game136872
-Node: Game actions137481
-Node: Guile scripting137635
-Node: Equities explained137933
-Node: Introduction to equities138250
-Node: Money equity138784
-Node: Match Winning Chance139650
-Node: Normalized equity141153
-Node: Cubeful equities142979
-Node: Basic formula for cubeful equities143572
-Node: Live cube equities144510
-Ref: Cubeful example 1145172
-Ref: mgtp145827
-Ref: mptp148950
-Node: 0-ply Cubeful equities150761
-Node: n-ply Cubeful equities151475
-Node: The cube efficiency152832
-Node: Cube decisions154683
-Ref: mgcd155295
-Node: Beyond the simple model157606
-Node: A technical description of the Position ID158434
-Node: A technical description of the Match ID164200
-Node: Description of the CSS style sheet168752
-Node: Frequently Asked Questions173726
-Node: General questions174061
-Node: What is GNU Backgammon?174757
-Node: What operating systems are supported?175169
-Node: Where do I get it?175829
-Node: What do I have to pay for GNU Backgammon?176294
-Node: This GNU stuff sounds interesting_177023
-Node: I want to learn more about backgammon_177398
-Node: Though I really read all the documentation I still have questions_177863
-Node: I want to make a few proposals_ I have new ideas_178512
-Node: How to install178920
-Node: Do I need some other software to run GNU Backgammon?179551
-Node: I want to install a newer version_180082
-Node: I would like to compile it from the source code_180413
-Node: What software do I need for compiling under GNU/Linux?180832
-Node: What software do I need for compiling under MS Windows?181270
-Node: It does not compile_181707
-Node: On what CPU will GNU Backgammon run fastest?182139
-Node: Running GNU Backgammon185957
-Node: I get an error message when starting_186944
-Node: GNU Backgammon complains about missing files_187346
-Node: Starting from the WinXP menu it plays like a beginner_189114
-Node: My screen mixes up while starting GNU Backgammon_189693
-Node: I only get a command-line interface_ Where is the nice board?190313
-Node: When I restart GNU Backgammon all my settings are gone_190949
-Node: I do not need this graphical stuff_ Where is the terminal for commands?191408
-Node: Playing backgammon192077
-Node: What is the difference of a new game or match or session?192720
-Node: What the heck is a beaver in Backgammon?193362
-Node: How do I move the checkers?193905
-Node: Why am I allowed to place more than 5 checkers on a point?194690
-Node: GNU Backgammon plays poorly_195488
-Node: GNU Backgammon is too strong for me_196073
-Node: I think the bot is cheating_ It always gets good dice_196486
-Node: Settings197024
-Node: Where can I change the name of the human player?197373
-Node: How do I change the colors?197739
-Node: How do I stop the annoying beeps?"198097
-Node: What are Plies?198447
-Node: What is noise?200343
-Node: What is reduced evaluation?200633
-Node: Analyzing200930
-Node: What are these funny letters at the right bottom?201391
-Node: How do I set up a position manually?201933
-Node: Which formats must I use to import matches and positions?202839
-Node: How can I switch the players sides?203472
-Node: What do ! and ? mean?203787
-Node: How is the error rate determined?204705
-Node: What does Pips mean?205563
-Node: What does epc mean?206373
-Node: Abbreviations208578
-Node: GWC208770
-Node: MWC?208910
-Node: DP?209065
-Node: CP?209466
-Ref: The double line210208
-Node: TG?210622
-Node: epc?210960
-Node: GNU Free Documentation License211215
+Node: Top206
+Node: Introduction2350
+Node: GPL copying/warranty info6588
+Node: Rules of the game7083
+Node: Setup7668
+Ref: A board with the checkers in their initial position_8216
+Node: Object of the Game9770
+Ref: Direction of movement of White's checkers_ Red's checkers move in the opposite direction_10115
+Node: Movement of the Checkers10873
+Ref: White opens the game with 53_12177
+Node: Hitting and Entering13590
+Ref: White rolls 64 with a checker on the bar_14375
+Node: Bearing Off15583
+Ref: White rolls 64 and bears off two checkers_16459
+Node: Doubling17102
+Node: Gammons and Backgammons18127
+Node: Optional Rules18808
+Node: Rules for Match Play19776
+Node: Starting GNU Backgammon22022
+Node: Linux and Unix22274
+Node: Microsoft Windows22773
+Node: Mac OSX23515
+Node: Command line options24461
+Ref: GNU Backgammon startup options24858
+Node: Playing a game26356
+Node: Starting a new match or session26646
+Ref: The dialog for starting a new match_27039
+Node: Rolling the dice28465
+Ref: Click in the red rectangle to roll the dice_28832
+Node: Moving the checkers29044
+Node: Moving by drag and drop29324
+Node: Moving checkers by clicking29892
+Node: Undo a move30766
+Node: Some shortcuts31214
+Node: Using the doubling cube32047
+Node: Offering a double32289
+Node: Accepting or declining a cube32634
+Ref: The toolbar double buttons_33200
+Node: Resigning33550
+Node: Offering a resignation33748
+Node: Accepting or declining a resignation34322
+Node: Getting hints and Tutor Mode35323
+Node: Getting hints manually35558
+Node: Getting checker play hints while playing35845
+Ref: The hint window36258
+Node: Getting cube decision hints while playing39171
+Ref: The cube hint window39736
+Node: The hint tool buttons41316
+Node: Tutor mode43620
+Ref: The tutor window43965
+Ref: The tutor warning window44668
+Node: Setting up a position45457
+Node: Entering Edit mode46371
+Node: Editing47329
+Node: Clearing the board47659
+Ref: Click in the one of the areas marked with a red ellipse to clear the board_48090
+Ref: Click in the one of the areas marked with a red ellipse to get to the initial position_48381
+Node: Quick edit48594
+Node: Editing by drag and drop49628
+Node: Setting the player on turn50474
+Ref: Clicking the White checker image will set White on turn; clicking the Black image will set Black in turn_50780
+Node: Setting the dice51341
+Ref: Click inside the red rectangle to set the dice for Black_ Click inside the green rectangle to set the dice for White_51963
+Node: Setting the cube52488
+Node: Setting the score53095
+Node: Exiting Edit mode54052
+Node: Analyzing the position54514
+Node: Working with matches55772
+Node: Retrieving and storing backgammon files56060
+Node: The Smart Game Format56457
+Node: Opening and importing matches57034
+Node: Saving and exporting positions; games or matches58727
+Node: HTML export61126
+Node: LaTeX export63689
+Node: Entering live tournament matches64534
+Node: Entering illegal moves67117
+Node: Analyzing matches68132
+Node: Analysis settings69284
+Ref: Analyze settings dialog69563
+Node: Reviewing matches71089
+Node: Game record71293
+Ref: The Game record pane71843
+Node: Analysis panel74633
+Ref: The Analyze pane75196
+Node: Statistics77855
+Node: Checker play statistics78410
+Node: Luck analysis80189
+Node: Cube statistics82025
+Node: Overall rating84748
+Node: Rollouts88366
+Node: Introduction to rollouts88570
+Node: Rollouts in GNU Backgammon90779
+Node: Quasi-Random Dice93514
+Node: Customizing GNU Backgammon96751
+Node: Evaluation settings96965
+Node: Introduction to evaluation settings97447
+Node: The depth to search and plies98525
+Node: Defining evaluation settings101339
+Node: Playing skill;101705
+Node: Hints;102074
+Node: Analysis;102818
+Node: Rollouts;103354
+Node: Changing evaluation settings104302
+Ref: The evaluation settings dialog104565
+Node: Predefined settings105916
+Node: Move filters107419
+Node: Introduction to move filters107653
+Ref: Example of move filter settings108851
+Node: Defining move filters112542
+Ref: Move filter 1113183
+Ref: Move filter 2114700
+Ref: Move filter 3114773
+Node: Cubeful vs_ Cubeless115723
+Ref: Cubeful example116178
+Ref: Cubeful example 2116866
+Node: Pruning neural networks117668
+Node: Noise118355
+Node: Appearance119601
+Ref: The appearance dialog120066
+Node: Technical Notes121228
+Node: Obtaining bearoff databases121631
+Node: Generate your own122139
+Node: Download124870
+Node: Verification of databases125515
+Node: One-sided bearoff databases [compressed]125886
+Node: Two-sided bearoff databases [with cubeless and cubeful equities]127796
+Node: Two-sided databases for Hypergammon129464
+Ref: Random position from hypergammon database130185
+Node: Match Equity Tables131634
+Node: Python scripting131897
+Node: gnubg module functions132338
+Node: Match description133590
+Node: Match info133957
+Node: Python game135476
+Node: Game actions136085
+Node: Equities explained136239
+Node: Introduction to equities136557
+Node: Money equity137091
+Node: Match Winning Chance137959
+Node: Normalized equity139464
+Node: Cubeful equities141290
+Node: Basic formula for cubeful equities141871
+Node: Live cube equities142809
+Ref: Cubeful example 1143471
+Ref: mgtp144126
+Ref: mptp147250
+Node: 0-ply Cubeful equities149061
+Node: n-ply Cubeful equities149775
+Node: The cube efficiency151132
+Node: Cube decisions152983
+Ref: mgcd153595
+Node: Beyond the simple model155906
+Node: A technical description of the Position ID156734
+Node: A technical description of the Match ID162210
+Node: Description of the CSS style sheet166762
+Node: Frequently Asked Questions171736
+Node: General questions172071
+Node: What is GNU Backgammon?172767
+Node: What operating systems are supported?173179
+Node: Where do I get it?173838
+Node: What do I have to pay for GNU Backgammon?174303
+Node: This GNU stuff sounds interesting_175034
+Node: I want to learn more about backgammon_175409
+Node: Though I really read all the documentation I still have questions_175874
+Node: I want to make a few proposals_ I have new ideas_176525
+Node: How to install176933
+Node: Do I need some other software to run GNU Backgammon?177564
+Node: I want to install a newer version_178097
+Node: I would like to compile it from the source code_178426
+Node: What software do I need for compiling under GNU/Linux?178845
+Node: What software do I need for compiling under MS Windows?179283
+Node: It does not compile_179720
+Node: On what CPU will GNU Backgammon run fastest?180152
+Node: Running GNU Backgammon183972
+Node: I get an error message when starting_184959
+Node: GNU Backgammon complains about missing files_185361
+Node: Starting from the WinXP menu it plays like a beginner_187131
+Node: My screen mixes up while starting GNU Backgammon_187710
+Node: I only get a command-line interface_ Where is the nice board?188332
+Node: When I restart GNU Backgammon all my settings are gone_188968
+Node: I do not need this graphical stuff_ Where is the terminal for commands?189429
+Node: Playing backgammon190100
+Node: What is the difference of a new game or match or session?190743
+Node: What the heck is a beaver in Backgammon?191385
+Node: How do I move the checkers?191928
+Node: Why am I allowed to place more than 5 checkers on a point?192713
+Node: GNU Backgammon plays poorly_193238
+Node: GNU Backgammon is too strong for me_193823
+Node: I think the bot is cheating_ It always gets good dice_194236
+Node: Settings194774
+Node: Where can I change the name of the human player?195091
+Node: How do I change the colors?195457
+Node: How do I stop the annoying beeps?"195815
+Node: What are Plies?196165
+Node: What is noise?198061
+Node: Analyzing198315
+Node: What are these funny letters at the right bottom?198776
+Node: How do I set up a position manually?199318
+Node: Which formats must I use to import matches and positions?200224
+Node: How can I switch the players sides?200857
+Node: What do ! and ? mean?201172
+Node: How is the error rate determined?201974
+Node: What does Pips mean?202831
+Node: What does epc mean?203640
+Node: Abbreviations205836
+Node: GWC206028
+Node: MWC?206168
+Node: DP?206323
+Node: CP?206724
+Ref: The double line207357
+Node: TG?207771
+Node: epc?208109
+Node: GNU Free Documentation License208364

End Tag Table
diff --git a/doc/gnubg/gnubg.pdf b/doc/gnubg/gnubg.pdf
index 2f44ee7..15736fc 100644
--- a/doc/gnubg/gnubg.pdf
+++ b/doc/gnubg/gnubg.pdf
Binary files differ
diff --git a/doc/gnubg/gnubg.texi b/doc/gnubg/gnubg.texi
index e9b6b96..d5e9bfb 100644
--- a/doc/gnubg/gnubg.texi
+++ b/doc/gnubg/gnubg.texi
@@ -1,20 +1,21 @@
\input texinfo
@setfilename gnubg.info
@documentencoding ISO-8859-1
-@settitle GNU Backgammon Manual V0.90.0
+@settitle GNU Backgammon Manual V1.00.0
@dircategory Games
@direntry
-* GNU Backgammon Manual V0.90.0: (gnubg). The GNU Backgammon manual
+* GNU Backgammon Manual V1.00.0: (gnubg). The GNU Backgammon manual
@end direntry
@node Top, Introduction, , (dir)
@documentlanguage en
-@top GNU Backgammon Manual V0.90.0
+@top GNU Backgammon Manual V1.00.0
@menu
-* Introduction:: Introduction to GNU Backgammon
-* Rules of the game:: Courtesy of Tom Keith
-* Starting GNU Backgammon:: Command line options
+* Introduction:: Introduction to GNU Backgammon
+* Rules of the game::
+* Starting GNU Backgammon:: Starting GNU Backgammon. Command line
+ options.
* Playing a game::
* Getting hints and Tutor Mode::
* Setting up a position::
@@ -53,10 +54,10 @@ Starting GNU Backgammon
Playing a game
-* Starting a new match::
+* Starting a new match or session::
* Rolling the dice::
* Moving the checkers::
-* Using the double cube::
+* Using the doubling cube::
* Resigning::
Getting hints and Tutor Mode
@@ -100,7 +101,6 @@ Technical Notes
* Obtaining bearoff databases::
* Match Equity Tables::
* Python scripting::
-* Guile scripting::
* Equities explained::
* A technical description of the Position ID::
* A technical description of the Match ID::
@@ -124,14 +124,15 @@ Frequently Asked Questions
This manual describes how to use GNU
Backgammon to play and analyze backgammon games and
-matches. It corresponds to version 0.90.0 (updated in August, 2009).
+matches. It corresponds to version 1.00.0 (updated in August, 2009).
-GNU Backgammon (gnubg) plays and analyzes both money game sessions and
-tournament matches. It evaluates and rolls out positions, and much more.
-Driven by a command-line interface, it displays an ASCII rendering of a board
-on text-only terminals, but also allows the user to play games and manipulate
-positions with a graphical GTK+ interface. GNU Backgammon is extensible on
-platforms which support Python.
+GNU Backgammon (gnubg)
+plays and analyzes both money game sessions and tournament matches. It
+evaluates and rolls out positions, and much more. Driven by a command-line
+interface, it displays an ASCII rendering of a board on text-only terminals,
+but also allows the user to play games and manipulate positions with a
+graphical GTK+interface. GNU
+Backgammon is extensible on platforms which support Python.
@example
@@ -156,19 +157,19 @@ Match ID : MIEFAAAAAAAA
+13-14-15-16-17-18------19-20-21-22-23-24-+ X: anthon
gnubg moves 8/5 6/5.
-
+
@end example
GNU Backgammon is a world
class opponent and rates at around 2000 on FIBS, the First Internet
-Backgammon Server -- at its best, it is in the top 5 of over 6000 rated
+Backgammon Server - at its best, it is in the top 5 of over 6000 rated
players there). GNU Backgammon
can be played on numerous other on-line backgammon servers.
The following features can be found in the current release of
GNU Backgammon.
-@itemize
+@itemize
@item
A command line interface (with full command editing features if
@@ -192,7 +193,7 @@ bearoff database for 15 checkers on the first 6 points and optional
may be stored on disk.
@item
-Automated rollouts of positions, with lookahead and race variance
+Automated rollouts of positions, with lookahead and variance
reduction where appropriate. Rollouts may be extended.
@item
@@ -200,8 +201,7 @@ Automatic and manual annotation (analysis and commentary) of games
and matches.
@item
-Record keeping of player statistics in games and matches using
-relational databases (SQLite, MySQL, and PostgreSQL are supported).
+Record keeping of player statistics in games and matches using relational databases (SQLite, MySQL, and PostgreSQL are supported).
@item
Loading and saving analyzed games and matches as .sgf files (Smart
@@ -209,28 +209,28 @@ Game Format).
@item
Importing of positions, games, and matches from a number of
-standard file formats, including native GNU Backgammon file (.sgf),
+standard file formats, including: native GNU Backgammon file (.sgf),
GamesGrid Save Game (.sgg), Hans Berliner's BKG format (.bkg),
Jellyfish Match (.mat), FIBS Oldmoves (.fibs), Jellyfish Position
-(.pos), Snowie Text (.txt), TrueMoneyGames (.tmg), GammonEmpire
-Game (.gam), PartyGammon Game (.gam), & BackGammonRoom Game (.bgf).
+(.pos), Snowie Text (.txt), TrueMoneyGames (.tmg), GammonEmpire Game
+(.gam), PartyGammon Game (.gam), and BackGammonRoom Game (.bgf).
@item
-Exporting of positions, games, and matches to a number of standard
-file formats, including: native GNU Backgammon file (.sgf),
+Exporting of positions, games, and matches to a number of
+standard file formats, including: native GNU Backgammon file (.sgf),
Hypertext Markup Language (.html), Jellyfish Game (.gam), Jellyfish
Match (.mat), Jellyfish Position (.pos), LaTeX (.tex), Portable
-Document Format (.pdf), Plain Text (.txt), Portable Network
-Graphics (.png), Postscript (.ps), Snowie Text (.txt), and
-Scalable Vector Graphics (.svg).
+Document Format (.pdf), Plain Text (.txt), Portable Network Graphics
+(.png), Postscript (.ps), Snowie Text (.txt), and Scalable Vector
+Graphics (.svg).
@item
Python Scripting ability.
@item
-Native language support; 12 languages are complete or in progress:
+Native language support; 13 languages are complete or in progress:
(cs_CZ, da_DK, en_GB, en_US, es_ES, fr_FR, de_DE, is_IS, it_IT,
-ja_JP, ru_RU and tr_TR)
+ja_JP, ro_RO, ru_RU and tr_TR)
@end itemize
@menu
@@ -240,22 +240,19 @@ ja_JP, ru_RU and tr_TR)
@node GPL copying/warranty info, , , Introduction
@section GPL copying/warranty info
-GNU Backgammon is developed under the GNU General Public License
-(GPL) and it is part of the GNU project. For more information about
-the GNU project please visit their website:
-@uref{http://www.gnu.org/,http://www.gnu.org/}. For more
-information about free software in general please visit The Free
-Software Foundation at:
-@uref{http://www.fsf.org/,http://www.fsf.org/}
+GNU Backgammon is
+developed under the GNU General Public License (GPL) and it is part of
+the GNU project. For more information about the GNU project please visit their website:
+@uref{http://www.gnu.org/,http://www.gnu.org/} For more information about free software in general please visit The Free
+Software Foundation at: @uref{http://www.fsf.org/,http://www.fsf.org/}.
@node Rules of the game, Starting GNU Backgammon, Introduction, Top
@chapter Rules of the game
-This section describes how to play a game, a match or a session of
-money games against GNU Backgammon, or a human opponent. It is
-taken directly from the rules section of
-@uref{http://www.bkgm.com/,Backgammon Galore}, courtesy of
-Tom Keith.
+This section describes how to play a game, a match, or a session of
+money games against GNU
+Backgammon or a human opponent. It is taken directly from
+the rules section of @uref{http://www.bkgm.com/,Backgammon Galore }, courtesy of Tom Keith.
@menu
* Setup::
@@ -303,7 +300,7 @@ called the bar.
| O X | | X O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Outer Board X's Home Board
-
+
@end example
An alternate arrangement is the reverse of the one shown here, with
@@ -317,8 +314,8 @@ twenty-four point, five on each player's thirteen point, three on each
player's eight point, and five on each player's six point.
Both players have their own pair of dice and a dice cup used for
-shaking. A double cube, with the numerals 2, 4, 8, 16, 32, and 64 on its
-faces, is used to keep track of the current stake of the game.
+shaking. A doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on
+its faces, is used to keep track of the current stake of the game.
@node Object of the Game, Movement of the Checkers, Setup, Rules of the game
@section Object of the Game
@@ -349,7 +346,7 @@ the opposite direction.}
\---------------X----------X-----------> |
| X | | X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
-
+
@end example
@node Movement of the Checkers, Hitting and Entering, Object of the Game, Rules of the game
@@ -366,11 +363,11 @@ The roll of the dice indicates how many points, or pips, the player
is to move his checkers. The checkers are always moved forward, to a
lower-numbered point. The following rules apply:
-@enumerate
+@enumerate
@item
A checker may be moved only to an open point, one that is not
-occupied by two or more opposing checkers.
+occupied by two or more opposing checkers.
@item
The numbers on the two dice constitute separate moves. For
@@ -402,14 +399,14 @@ spaces from the starting point) is also open.
| O X | | X | O |
| O X | | X | O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
-
+
@end example
@item
A player who rolls doubles plays the numbers shown on the dice
twice. A roll of 6 and 6 means that the player has four sixes to
use, and he may move any combination of checkers he feels
-appropriate to complete this requirement.
+appropriate to complete this requirement.
@item
A player must use both numbers of a roll if this is legally
@@ -418,7 +415,7 @@ be played, the player must play that number. Or if either number can
be played but not both, the player must play the larger one. When
neither number can be used, the player loses his turn. In the case
of doubles, when all four numbers cannot be played, the player must
-play as many numbers as he can.
+play as many numbers as he can.
@end enumerate
@node Hitting and Entering, Bearing Off, Movement of the Checkers, Rules of the game
@@ -459,7 +456,7 @@ checkers.
| O X | | X O |
| O X | | X O |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
-
+
@end example
If White rolls [64] with a checker on the bar, he must enter the
@@ -502,7 +499,7 @@ bear off if he can make an otherwise legal move.
| | | | X X X X |
| | | X X X X X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
-
+
@end example
A player must have all of his active checkers in his home board in
@@ -535,10 +532,10 @@ limit to the number of redoubles in a game.
@section Gammons and Backgammons
At the end of the game, if the losing player has borne off at least
-one checker, he loses only the value showing on the double cube (one
+one checker, he loses only the value showing on the doubling cube (one
point, if there have been no doubles). However, if the loser has
@emph{not} borne off any of his checkers, he is gammoned
-and loses @emph{twice} the value of the double cube. Or,
+and loses @emph{twice} the value of the doubling cube. Or,
worse, if the loser has not borne off any of his checkers and still has
a checker on the bar or in the winner's home board, he is backgammoned
and loses @emph{three times} the value of the double
@@ -549,25 +546,25 @@ cube.
The following optional rules are in widespread use.
-@enumerate
+@enumerate
@item
Automatic doubles. If identical numbers are thrown on the first
-roll, the stakes are doubled. The double cube is turned to 2 and
+roll, the stakes are doubled. The doubling cube is turned to 2 and
remains in the middle. Players usually agree to limit the number of
-automatic doubles to one per game.
+automatic doubles to one per game.
@item
Beavers. When a player is doubled, he may immediately redouble
(beaver) while retaining possession of the cube. The original
doubler has the option of accepting or refusing as with a normal
-double.
+double.
@item
The Jacoby Rule. Gammons and backgammons count only as a single
game if neither player has offered a double during the course of the
game. This rule speeds up play by eliminating situations where a
-player avoids doubling so he can play on for a gammon.
+player avoids doubling so he can play on for a gammon.
@end enumerate
@node Rules for Match Play, , Optional Rules, Rules of the game
@@ -582,14 +579,14 @@ called a match.
Matches are played to a specified number of points. The first player
to accumulate the required points wins the match. Points are awarded in
the usual manner: one for a single game, two for a gammon, and three for
-a backgammon. The double cube is used, so the winner receives the value
-of the game multiplied by the final value of the double cube.
+a backgammon. The doubling cube is used, so the winner receives the value
+of the game multiplied by the final value of the doubling cube.
Matches are normally played using the Crawford rule. The Crawford
rule states that if one player reaches a score one point short of the
match, neither player may offer a double in the immediately following
game. This one game with no doubling is called the Crawford game. If the
-Crawford game is won by the trailing player then the double cube becomes
+Crawford game is won by the trailing player then the doubling cube becomes
available in all subsequent games (and it's most often in the best
interests of the trailing player to double immediately in these games).
@@ -647,7 +644,7 @@ can be added at the start-up.
@section Microsoft Windows
The builds of GNU
-Backgammon which may be downloaded from the @uref{http://www.gnubg.org,main GNU Backgammon page} comes with an installation
+Backgammon which may be downloaded from the @uref{http://www.gnubg.org,main GNU Backgammon page} comes with an installation
system. The installation system will create a launch menu item in your
start menu. Usually the menu item can be found by choosing Start->Programs->GNU Backgammon->GNU Backgammon for Windows..
@@ -663,17 +660,17 @@ Once you have installed both an X11R6 server and GNU Backgammon for MacOS X, you
GNU Backgammon for MacOS X
by:
-@enumerate
+@enumerate
@item
-Start your X11R6 server;
+Start your X11R6 server;
@item
Once your X11R6 server is running, in one of its Terminal
windows (by default, Apple's X11 opens one such window at start-up,
-and XDarwin opens three), do the following:
+and XDarwin opens three), do the following:
-@enumerate
+@enumerate
@item
If you have installed GNU
@@ -689,7 +686,7 @@ Backgammon in the global, top-level Applications
folder, type @code{cd /Applications/gnubg} to get
into GNU Backgammon
for MacOS X's folder, and type @code{./gnubg} to run
-it;
+it;
@end enumerate
@end enumerate
@@ -730,35 +727,34 @@ Application Options:
-c, --commands=FILE Evaluate commands in FILE and exit
-d, --datadir=DIR Read database and weight files from DIR
-l, --lang=LANG Set language to LANG
--n, --new-weights=N Create new neural net (of size N)
-p, --python=FILE Evaluate Python code in FILE and exit
-q, --quiet Disable sound effects
-r, --no-rc Do not read .gnubgrc and .gnubgautorc commands
--S, --splash Show gtk splash screen
+-S, --no-splash Don't show gtk splash screen
-t, --tty Start on tty instead of using window system
-v, --version Show version information and exit
-w, --window-system-only Ignore tty input when using window system
--display=DISPLAY X display to use
-
+
@end example
@node Playing a game, Getting hints and Tutor Mode, Starting GNU Backgammon, Top
@chapter Playing a game
@menu
-* Starting a new match::
+* Starting a new match or session::
* Rolling the dice::
* Moving the checkers::
-* Using the double cube::
+* Using the doubling cube::
* Resigning::
@end menu
-@node Starting a new match, Rolling the dice, , Playing a game
-@section Starting a new match
+@node Starting a new match or session, Rolling the dice, , Playing a game
+@section Starting a new match or session
To start a new game, match or session choose File->New, or use the New button in the
toolbar. This will open a dialog box, where you can select the main
-options for the new backgammon game you are about to begin.
+options for the new backgammon game you are about to begin.
@noindent
@anchor{The dialog for starting a new match_}
@@ -770,7 +766,7 @@ options for the new backgammon game you are about to begin.
To start a new match in the CL version type 'new match' or
'new session'.
-
+
@end example
The shortcut buttons are the quickest way to start the game or
@@ -780,7 +776,7 @@ will start a new match of the specified length.
The dialog allows a fine tuning of the startup options:
-@enumerate
+@enumerate
@item
Use the radio buttons to choose whether you want to start a
@@ -811,7 +807,7 @@ strength of GNU Backgammon. This dialog
will be explained later.
@end enumerate
-@node Rolling the dice, Moving the checkers, Starting a new match, Playing a game
+@node Rolling the dice, Moving the checkers, Starting a new match or session, Playing a game
@section Rolling the dice
The simplest way to roll the dice is to click in the right board
@@ -826,13 +822,13 @@ area between the board points. You can also roll the dice from the menu Game->Ro
@example
To roll the dice the CL version type 'roll'.
-
+
@end example
When you have moved your checkers to make the desired move, you
complete your turn by clicking on the dice.
-@node Moving the checkers, Using the double cube, Rolling the dice, Playing a game
+@node Moving the checkers, Using the doubling cube, Rolling the dice, Playing a game
@section Moving the checkers
@menu
@@ -895,25 +891,25 @@ GNU Backgammon can auto play forced
moves for you. This feature can be enabled by choosing Settings -> Options... -> Game , and then check the box Play forced moves
automatically.
-@node Using the double cube, Resigning, Moving the checkers, Playing a game
-@section Using the double cube
+@node Using the doubling cube, Resigning, Moving the checkers, Playing a game
+@section Using the doubling cube
@menu
* Offering a double::
* Accepting or declining a cube::
@end menu
-@node Offering a double, Accepting or declining a cube, , Using the double cube
+@node Offering a double, Accepting or declining a cube, , Using the doubling cube
@subsection Offering a double
You offer a double to your opponent by clicking on the cube. This
will offer the cube immediately. You can also click Game->Double from the menu or the keyboard shortcut @key{Ctrl}@key{D}.
-@node Accepting or declining a cube, , Offering a double, Using the double cube
+@node Accepting or declining a cube, , Offering a double, Using the doubling cube
@subsection Accepting or declining a cube
You accept a double made by your opponent by clicking on the
-offered double cube at the board. If you want to decline the double,
+offered doubling cube at the board. If you want to decline the double,
you can right click on the cube.
There are also three buttons in the toolbar for handling cube
@@ -929,9 +925,9 @@ are allowed.
[[cubebuttons.png]]
There are also menu options from the drop down menu for all the
-cube actions. Click Game->Take from the menu, to accept an offered double(@key{Ctrl}@key{T}). Click Game->Drop, from the menu, to to decline an offered double(@key{Ctrl}@key{P}). Click Game->Beaver, from the menu, to beaver an offered double.
+cube actions. Click Game->Take from the menu, to accept an offered double(@key{Ctrl}@key{T}). Click Game->Drop, from the menu, to to decline an offered double(@key{Ctrl}@key{P}). Click Game->Beaver, from the menu, to beaver an offered double.
-@node Resigning, , Using the double cube, Playing a game
+@node Resigning, , Using the doubling cube, Playing a game
@section Resigning
@menu
@@ -1005,7 +1001,7 @@ line in the list. The rest of the numbers may look a bit complicated and
cryptic but, once you learn what each number means, it isn't really that
bad.
-@enumerate
+@enumerate
@item
@emph{Rank} is the number that shows
@@ -1018,7 +1014,7 @@ move that you are interested in, it is usually best to
@emph{re-evaluate all moves above it in the list}.
(And slipping with the mouse and re-evaluating, e.g., a 3-ply move
at 2-ply may make the move @emph{disappear} down to
-the bottom of the list!)
+the bottom of the list!)
@item
@emph{Type} is a description of the evaluation
@@ -1029,38 +1025,38 @@ Occasionally you may see several moves with the equity of -1.000,
different winning percentiles. This is because it thinks that if any
of these moves are played then the opponent will double and you
should pass. The n-ply is the depth to which GNU
-Backgammon analyzed the move.
+Backgammon analyzed the move.
@item
@emph{Win} is the fractions of games that
GNU Backgammon thinks will be won by a
-single game, gammon or backgammon.
+single game, gammon or backgammon.
@item
@emph{Wg} is the fractions of games that
GNU Backgammon thinks will be won by a
-gammon or backgammon.
+gammon or backgammon.
@item
@emph{Wbg} is the fractions of games that
GNU Backgammon thinks will be won by a
-backgammon.
+backgammon.
@item
-@emph{Loose} is the fractions of games that
+@emph{Lose} is the fractions of games that
GNU Backgammon thinks will be lost by a
single game, gammon or backgammon. (Notice that this number is equal
-to 1 - Win)
+to 1 - Win)
@item
@emph{Lg} is the fractions of games that
GNU Backgammon thinks will be lost by a
-gammon or backgammon.
+gammon or backgammon.
@item
@emph{Lbg} is the fractions of games that
GNU Backgammon thinks will be lost by a
-backgammon.
+backgammon.
@item
@emph{Equity} is the overall evaluation of the
@@ -1069,15 +1065,15 @@ percentiles, the cube position, and the match score. A 1.000 would
mean that you are expected to win a point, a 0.000 would mean that
it is roughly equal, and a -1.000 that you are expected to lose a
point. When the evaluation is cubeful this number is not computable
-by the win/loss brake down of the previous columns.
+by the win/loss brake down of the previous columns.
@item
@emph{Diff.} is the difference in equity,
-perceived in comparison to the top ranked move.
+perceived in comparison to the top ranked move.
@item
@emph{Move} is the move being evaluated. In the
-case of a red line, it is the move that was played.
+case of a red line, it is the move that was played.
@end enumerate
@node Getting cube decision hints while playing, The hint tool buttons, Getting checker play hints while playing, Getting hints manually
@@ -1130,31 +1126,31 @@ As you may see in both figures above, there is a set of buttons
below the move list or cube analysis. Here follows a short description
of what each of the buttons does:
-@enumerate
+@enumerate
@item
@emph{Eval} will evaluate the selected moves, or
-the cube decision with the current evaluation setting.
+the cube decision with the current evaluation setting.
@item
@emph{...} will open the evaluation setting
dialog. You can then modify the evaluation setting. More about
-evaluation settings in the next chapter.
+evaluation settings in the next chapter.
@item
@emph{0 1 2 3 4} will evaluate the selected moves
or cube decision at cubeful 0-ply or cubeful 1-ply or cubeful 2-ply
-and so on.
+and so on.
@item
@emph{Rollout} will start a rollout ((A
@emph{rollout} is simply a Monte Carlo simulation of
a backgammon position. More about rollouts in a later chapter.)) of
-the selected moves or cube decision.
+the selected moves or cube decision.
@item
@emph{...} will open the rollout settings dialog.
-This dialog will be further described later in this manual.
+This dialog will be further described later in this manual.
@item
@emph{MWC} (Match Winning Chance). If this button
@@ -1165,28 +1161,28 @@ as Equity. Notice, The equity in a match is actually a recalculation
from match winning chance to equity. This recalculated number is
often referred to as EMG, Equivalent to Money Game. The EMG number
is comparable to the equity in a money game, and are therefore
-labeled 'Equity'.
+labeled 'Equity'.
@item
@emph{Show} will show the board as it would be
after the selected move is made. The button is only available in the
-checker play hint window.
+checker play hint window.
@item
@emph{Move} will make the move selected in the
list. It's also possible to make a move directly from the list by
double clicking on the move. The button is also available only in
-the checker play hint window.
+the checker play hint window.
@item
@emph{Copy} will copy the text of all selected
-moves to clipboard.
+moves to clipboard.
@item
@emph{Temp. Map} will show Sho Sengoku's
temperature map. This map is further described later in the
document. When this window remembers its size and position it will
-really become useful.
+really become useful.
@end enumerate
@node Tutor mode, , Getting hints manually, Getting hints and Tutor Mode
@@ -1243,7 +1239,7 @@ Think about the Friday night chouette where there was this tough
choice between two move candidates. Which move was the best? Or what about
that match score cube decision from the weekend tournament. Wouldn't it be
nice to be able to set up the position in GNU
-Backgammon and ask for it's opinion? This is possible in
+Backgammon and ask for its opinion? This is possible in
GNU Backgammon, and it's one of the features
that really can give you the answer to a lot of questions, and in that way
give you a better understanding of the game.
@@ -1412,7 +1408,7 @@ Selecting a cube in the first row, where the number is displayed
up-side-down, the top player will be the cube owner. The value of the
cube will be the value of the cube you click in the widget. Note that
the unturned cube is the leftmost cube labeled 64, just as it usually is
-on real double cube.
+on real doubling cube.
@node Setting the score, Exiting Edit mode, Setting the cube, Setting up a position
@section Setting the score
@@ -1534,7 +1530,7 @@ PartyGammon Game@tab @code{import party <filepath>}
@item
Snowie Text@tab @code{import snowietxt <filepath>}
@item
-True Moneygames@tab @code{import tmg <filepath>}
+TrueMoneyGames@tab @code{import tmg <filepath>}
@end multitable
@node Saving and exporting positions; games or matches, , Opening and importing matches, Retrieving and storing backgammon files
@@ -1551,14 +1547,6 @@ also be saved to the file. You can also use the tool bar button
labeled Save to open the file dialog box directly. There is also a
keyboard shortcut, Ctrl-S, for saving a match or session.
-@quotation
-
-@strong{Warning}
-
-Please note that saving a position will not save any
-analysis.
-@end quotation
-
The export dialog is accessed by choosing File->Export This dialog is similar to the save dialog. Again you may
choose a different filename and whether to export an entire match, a
game or a position. Then you must choose an export format as well.
@@ -1606,7 +1594,7 @@ Snowie Text@tab @code{export <P> snowietxt <filepath>}
GNU Backgammon can export the current
position, game, match or session in HTML if you wish to publish it
-on the web.
+on the web.
GNU Backgammon exports in validating
XHTML 1.0 with the use of CSS style sheets. You may add your own
@@ -1616,20 +1604,20 @@ default layout, e.g., change colors or fonts.
The board is made up from hundreds of pictures. Currently, you
can choose between three different sets of pictures:
-@enumerate
+@enumerate
@item
the BBS images used by Kit Woolsey's GammOnLine e-magazine,
Danish Backgammon Federation's web-based discussion group and
-others
+others
@item
the fibs2html images used by the Joseph Heled's program
-@uref{http://fibs2html.sf.net/,fibs2html}
+@uref{http://fibs2html.sourceforge.net/,fibs2html}
@item
images generated by GNU
-Backgammon itself.
+Backgammon itself.
@end enumerate
The images generated by GNU
@@ -1649,9 +1637,7 @@ it's possible to leave out the analysis or parts of the analysis.
Also, you may enter a specific URL to the pictures used to compose
the board which is useful for posting positions on web-based
discussion groups such as Kit Woolsey's GammOnLine, the Danish
-Backgammon Federation's Debat Forum, or you may opt to use a default
-set of images available from the @uref{http://www.gnubg.org/images/html-images/,gnubg.org}
-web site.
+Backgammon Federation's Debat Forum.
If you want to have html images locally on your computer, you
can have GNU Backgammon generate these.
@@ -1697,11 +1683,11 @@ It's possible to enter match transcriptions into GNU
Backgammon. It's not very difficult. Presuming you're
using the GUI, do this:
-@enumerate
+@enumerate
@item
Start a match of any length, pressing the New button, and select
-Human-Human and manual dice.
+Human-Human and manual dice.
@item
To select the opening roll, click on the right dice pair in the
@@ -1730,7 +1716,7 @@ One comment: when entering the Cube commentary of a cube play
(meaning it was turned), select the Take/Pass decision to enter the
commentary. The reason is that if you export it after, and didn't do
this, the commentary appears before the cube decision and not after
-as it should.
+as it should.
@end enumerate
Tip: while entering the match, if you wish to see GNU
@@ -1755,17 +1741,17 @@ It's possible to enter illegal moves with a little trick. This is a
step by step guide for the example: If a player rolls 41 and the player
makes an illegal move as the dice showed 31.
-@enumerate
+@enumerate
@item
-Manually enter the roll which was rolled. 41.
+Manually enter the roll which was rolled. 41.
@item
Do a legal move with 41 (this is just to get the analysis of the
-roll, and the best legal move.)
+roll, and the best legal move.)
@item
-Click the dice to pick them up and complete the move.
+Click the dice to pick them up and complete the move.
@item
Now, before you roll the opponents dice, click the Edit button.
@@ -1773,17 +1759,17 @@ Now, before you roll the opponents dice, click the Edit button.
@item
While holding down the CTRL-button on your keyboard, you can now
drag the checkers to the resulting illegal position which was played
-over the board.
+over the board.
@item
-Release the Edit button to exit edit mode.
+Release the Edit button to exit edit mode.
@item
Make sure the right player is on turn, by clicking on the
-checker image for the player on roll, under the game board.
+checker image for the player on roll, under the game board.
@item
-Continue to enter the rest of the game.
+Continue to enter the rest of the game.
@end enumerate
@node Analyzing matches, Reviewing matches, Entering live tournament matches, Working with matches
@@ -1825,16 +1811,16 @@ In the top left frame in this dialog box, you can select what to
analyze. GNU Backgammon is able to analyze
three different properties in a match.
-@enumerate
+@enumerate
@item
-Checker play
+Checker play
@item
-Cube decisions
+Cube decisions
@item
-Luck of each roll
+Luck of each roll
@end enumerate
In addition you can have the analysis to analyze just one of the
@@ -2049,10 +2035,10 @@ from Analyze->Match Statistics or at the bottom of exported files.
This section provides a summary of the checker play statistics.
The following information is available
-@enumerate
+@enumerate
@item
-Total moves: The total number of moves in the match.
+Total moves: The total number of moves in the match.
@item
Unforced moves: The number of unforced moves, i.e., all
@@ -2066,7 +2052,7 @@ bad}, @emph{bad} etc. based on the
threshold you've defined in the analysis settings.
GNU Backgammon can currently not
automatically mark moves, e.g., @emph{good}, but
-you can mark moves @emph{good} yourself.
+you can mark moves @emph{good} yourself.
@item
Error rate (total): The first number is the total amount of
@@ -2074,7 +2060,7 @@ normalized equity that the player gave up during this game or
match. The number in parenthesis is the un-normalized
counterpart; for money play the all errors are multiplied with
the value of the cube, and for match play the total match
-winning chance given up by the player is reported.
+winning chance given up by the player is reported.
@item
Error rate (per move): The error rate per move is the total
@@ -2084,14 +2070,14 @@ defines the error rate per move as the total error rate divided
by the total number of moves for both players, i.e., the sum of
@emph{total moves} for both players. In general,
your error rate per move will be lower in Snowie than in
-GNU Backgammon.
+GNU Backgammon.
@item
Checker play rating: GNU
Backgammon will assign a rating for your checker
play ranging from @emph{Awful!} to
@emph{Supernatural}. See the description for the
-overall rating below.
+overall rating below.
@end enumerate
@node Luck analysis, Cube statistics, Checker play statistics, Statistics
@@ -2100,7 +2086,7 @@ overall rating below.
This section provides information about how Ms. Fortuna
distributed her luck. The following information is available:
-@enumerate
+@enumerate
@item
Rolls marked @emph{xxx}: The number of moves
@@ -2112,15 +2098,15 @@ Backgammon normally uses cubeful 0-ply
evaluations to calculate the luck, but you can change that under
the analysis settings. See below for a complete overview of what
is considered @emph{very lucky},
-@emph{lucky}, etc.
+@emph{lucky}, etc.
@item
Luck rate (total): The total luck for this game or match
-reported both normalized and unnormalized.
+reported both normalized and unnormalized.
@item
Luck rate (per move): The luck rate per move reported both
-normalized and unnormalized.
+normalized and unnormalized.
@item
Luck rating: Based on the luck rate per move
@@ -2172,23 +2158,23 @@ Normalized luck rate per move@tab Luck rating
This section provides a summary of the cube decision statistics:
the number of cube decisions, missed doubles, etc.
-@enumerate
+@enumerate
@item
Total cube decisions: The total number of cube decisions,
-i.e., the sum of no-doubles, doubles, takes, and passes.
+i.e., the sum of no-doubles, doubles, takes, and passes.
@item
Close or actual cube decisions: Similar to Total cube
decisions, except that no-doubles are only included if they're
considered @emph{close}. GNU
Backgammon considers a cube decision close if
-the relevant equities are within 0.25 from each other or if the
-position is too good.
+the relevant equities are within 0.16 from each other or if the
+position is too good.
@item
Doubles, Takes, Passes: The total number of doubles, takes,
-and passes in the game or match.
+and passes in the game or match.
@item
Missed doubles around DP, Missed doubles around TG: The
@@ -2199,7 +2185,7 @@ be around the too good point. If you miss doubles around the
double point, it usually means that you double too late, whereas
missed doubles around the too good point means that you're too
greedy and play on for gammon when the position is
-@emph{not} too good.
+@emph{not} too good.
@item
Wrong doubles around DP, Wrong doubles around TG: The number
@@ -2208,15 +2194,15 @@ respectively. If you have wrong doubles around the double point
that generally means that you double too early where you really
should hold the cube, whereas wrong doubles around the too good
point means that you double positions where you really should
-play on for a gammon or backgammon.
+play on for a gammon or backgammon.
@item
Wrong takes, Wrong passes: The total number of wrong takes
-and passes, respectively.
+and passes, respectively.
@item
Error rate (total): The accumulated cube errors for this
-game or match reported both normalized and unnormalized.
+game or match reported both normalized and unnormalized.
@item
Error rate (per cube decision): The error rate per cube
@@ -2227,14 +2213,14 @@ decision as the total error rate divided by the total number of
moves for both players. In general, your error rate per cube
decision will be lower in Snowie than in GNU
Backgammon. Note that the reported number is
-multiplied by 1000 in the default settings.
+multiplied by 1000 in the default settings.
@item
Cube decision rating: GNU
Backgammon will assign a rating for your cube
decisions ranging from @emph{Awful!} to
@emph{Supernatural}. See the description for the
-overall rating below.
+overall rating below.
@end enumerate
@node Overall rating, , Cube statistics, Statistics
@@ -2242,11 +2228,11 @@ overall rating below.
The last section is the overall summary.
-@enumerate
+@enumerate
@item
Error rate (total): The accumulated checker play and cube
-decision errors reported by normalized and unnormalized.
+decision errors reported by normalized and unnormalized.
@item
Error rate (per decision): The error rate per decision is
@@ -2260,7 +2246,7 @@ rate per move will be lower in Snowie than in GNU
Backgammon. An investigation of approximately
300 matches showed the on average the GNU
Backgammon error rate with be 1.4 times higher
-than your Snowie 4 error rate.
+than your Snowie 4 error rate.
@item
Equivalent Snowie error rate: For easy comparison
@@ -2272,7 +2258,7 @@ Overall rating: Based on your normalized error rate per move
GNU Backgammon will assign you a rating ranging from
@emph{Awful!} to
@emph{Supernatural}. See the table below for the
-thresholds.
+thresholds.
@item
Actual result: The actual result of the game or match. For
@@ -2289,8 +2275,8 @@ Luck adjusted result: The luck adjusted result is calculated
as the @emph{actual result} plus the total
unnormalized luck rate. This is also called @emph{variance
reduction of skill} as described in Douglas Zare's
-excellent article @uref{http://math.columbia.edu/~zare/vrskill.html,Hedging Toward Skill}. This should give an unbiased measure of
-the strengths of the players.
+excellent article @uref{http://www.bkgm.com/articles/Zare/HedgingTowardSkill.html, Hedging Toward Skill}. This should give an unbiased
+measure of the strengths of the players.
@item
MWC against current opponent: For match play
@@ -2306,7 +2292,7 @@ Note that this number is biased towards the analyzing bot, e.g.,
a 0-ply analysis a game between GNU Backgammon 2-ply and 0-ply
will suggest that 0-ply is a favorite, which it is clearly not.
For an unbiased measure use the @emph{luck adjusted
-result} above.
+result} above.
@end enumerate
Threshold for ratings:
@@ -2352,14 +2338,14 @@ how many of our wins and losses are gammons, and how many are
backgammons)? The model is exactly the same as if we had an urn with a
googol balls in it (it's a big urn), and many of the balls have win
written on them, and some say gammon loss, and if we look hard enough
-there are a few that read backgammon win, and so on. ((Balls and urns
+there are a few that read backgammon win, and so on. (Balls and urns
are to probability theorists what teapots and checkerboards are to
computer graphics researchers, or @emph{squeamish
-ossifrage} is to cryptographers -- they seem to come with the
-territory.)) Instead of having the patience to count the googol balls,
+ossifrage} is to cryptographers; they seem to come with the
+territory.) Instead of having the patience to count the googol balls,
we just give the urn a really good shake and then pull 100 balls out
without looking, and say for instance "Well, I got 53 wins, 31 losses, 9
-gammon wins, 6 gammon losses, and a backgammon win -- looks like my
+gammon wins, 6 gammon losses, and a backgammon win. It looks like my
equity's roughly +0.26." and go home. If we were a bit more thorough, we
could go a bit further and figure out that by cheating and measuring the
sample proportions instead of the population proportions, we introduced
@@ -2388,22 +2374,22 @@ In GNU Backgammon the Rollout function
implements the procedure described above, with the following
improvements:
-@enumerate
+@enumerate
@item
Truncation: instead of rolling out all the way to the end of the
game, it can stop and pretend its evaluation after a few plies is
perfect. This may obviously introduce some amount of systematic
-error, but in practice this may not matter because:
+error, but in practice this may not matter because:
@item
it makes rollouts much faster, which means you can do more of
-them (and thus trade sampling error for systematic error);
+them (and thus trade sampling error for systematic error);
@item
different positions will be reached in different trials, so the
correlation between errors in each trial weakens and the errors
-cancel out to some extent;
+cancel out to some extent;
@item
if you are rolling out the positions after making different
@@ -2415,7 +2401,7 @@ truncated rollouts are better for estimating
move here, 13/10*/9 or 13/10* 6/5*?}) than
@emph{absolute} equity (@emph{at this match
score I need 29% wins to accept a dead cube; can I take in this
-position?}).
+position?}).
@item
Race database truncation: when the game enters its 2-sided
@@ -2423,7 +2409,7 @@ bearoff database, GNU Backgammon can
estimate the probability of winning from that position with no error
at all (it can play and evaluate endgame positions perfectly), which
saves time and avoids introducing the errors that can result from
-large equity variances at the end of the game.
+large equity variances at the end of the game.
@item
Variance reduction: when using lookahead evaluations, it can
@@ -2442,7 +2428,7 @@ Monte Carlo simulations where having a near-perfect uniform
distribution in your sample is more important than
unpredictability). GNU Backgammon only
stratifies the first 2 plies of a rollout, though it would be easy
-enough to extend it to the remainder.
+enough to extend it to the remainder.
@end enumerate
@menu
@@ -2532,7 +2518,6 @@ rolls, etc.
* Predefined settings::
* Move filters::
* Cubeful vs. Cubeless: Cubeful vs_ Cubeless.
-* Reduced evaluations::
* Pruning neural networks::
* Noise::
@end menu
@@ -2553,21 +2538,21 @@ Backgammon there are several of these evaluations
setting for each operation GNU Backgammon
does.
-@enumerate
+@enumerate
@item
-Evaluation setting for Hints and Evaluations
+Evaluation setting for Hints and Evaluations
@item
-Evaluation setting for analysis.
+Evaluation setting for analysis.
@item
Evaluation setting for GNU
-Backgammon when it's playing.
+Backgammon when it's playing.
@item
Several evaluation settings for each move performed in a
-rollout.
+rollout.
@end enumerate
@node The depth to search and plies, Defining evaluation settings, Introduction to evaluation settings, Evaluation settings
@@ -2707,15 +2692,8 @@ evaluation by specifying the plies to be evaluated. Each ply costs
approximately a factor of 21 in computational time. Also note that
2-ply is equivalent to Snowie's 3-ply setting.
-For evaluation deeper than 0 plies, it's possible to reduce the
-number of rolls to evaluate in the lookahead. This can be set in the
-Reduced evaluation box. Instead of averaging over all 21 possible dice
-rolls it is possible to average over a reduced set, for example 7
-rolls for the 33% speed option. The 33% speed option will typically be
-three times faster than the full search without reduction.
-
In the box for Cubeful evaluations, you can specify if you want
-GNU Backgammon to evaluate the cube ownership in it's evaluations.
+GNU Backgammon to evaluate the cube ownership in its evaluations.
With this option turned on it generally improves the evaluation,
specially when it's close to cube decisions, so we recommend that this
option is turned on.
@@ -2734,27 +2712,27 @@ the same position, or it can be random.
At the top of each evaluation settings column, it's possible to
set a predefined setting.
-@enumerate
+@enumerate
@item
Beginner This setting uses no lookahead and add up to 0.060
noise to the evaluation. With this setting GNU
-Backgammon will evaluate like a beginner.
+Backgammon will evaluate like a beginner.
@item
Casual play This setting uses no lookahead and add up to 0.050
noise to the evaluation. With this setting GNU
Backgammon will evaluate a bit better than the
-beginner setting but not much.
+beginner setting but not much.
@item
Intermediate This setting uses no lookahead and add up to
0.030 noise to each evaluation. It still plays a intermediate
-game.
+game.
@item
Advanced This setting uses no lookahead and add up to 0.015
-noise to each evaluation. This setting plays a good game.
+noise to each evaluation. This setting plays a good game.
@item
Expert This setting uses no lookahead, but does not add any
@@ -2763,16 +2741,16 @@ noise to the evaluations. This settings play a strong game.
@item
World class This setting uses 2-ply lookahead, it uses no
noise, and it uses a normal move filter. This plays a really
-strong game close to the best humans players in the world.
+strong game close to the best humans players in the world.
@item
Supremo This is basically the same as the World Class setting,
-but it uses a larger move filter.
+but it uses a larger move filter.
@item
Grandmaster This setting uses 3-ply lookahead, no noises, and
a normal move filter. This setting is extremely strong, but it's
-also very slow.
+also very slow.
@end enumerate
@node Move filters, Cubeful vs_ Cubeless, Predefined settings, Evaluation settings
@@ -2788,26 +2766,24 @@ also very slow.
GNU Backgammon uses a technique
called move filters in order to prune the complete list of legal
-moves when analyzing checker play decisions. Move filters can be
-considered a generalization of the search space used in earlier
-versions of GNU Backgammon.
+moves when analyzing checker play decisions.
A move filter for a given ply, say, 2-ply, consists of four
parameters for each sub ply:
-@enumerate
+@enumerate
@item
-whether to analyze at all at this sub ply,
+whether to analyze at all at this sub ply,
@item
the number of moves always accepted at the given level,
@item
-the number of extra moves to add,
+the number of extra moves to add,
@item
-the threshold for adding extra moves.
+the threshold for adding extra moves.
@end enumerate
A move filter for a given ply, say, 2-ply, consists of four
@@ -2835,7 +2811,7 @@ possible moves and evaluate those at 0-ply:
@multitable @columnfractions 0.166666666666667 0.166666666666667 0.166666666666667 0.166666666666667 0.166666666666667 0.166666666666667
@item
-1.@tab Cubeful@tab 0-ply@tab 8/4 6/4@tab Eq.:+0.189@tab
+1.@tab Cubeful@tab 0-ply@tab 8/4 6/4@tab Eq.:+0.189@tab
@item
2.@tab Cubeful@tab 0-ply@tab 24/20 13/11@tab Eq.:+0.046@tab (-0.143)
@item
@@ -2868,7 +2844,7 @@ evaluation at 2-ply;
@multitable @columnfractions 0.166666666666667 0.166666666666667 0.166666666666667 0.166666666666667 0.166666666666667 0.166666666666667
@item
-1.@tab Cubeful@tab 2-ply@tab 8/4 6/4@tab Eq.:+0.180@tab
+1.@tab Cubeful@tab 2-ply@tab 8/4 6/4@tab Eq.:+0.180@tab
@item
2.@tab Cubeful@tab 2-ply@tab 24/20 13/11@tab Eq.:+0.052@tab (-0.127)
@item
@@ -2900,11 +2876,11 @@ Ply@tab Accept moves@tab Extra moves@tab Threshold for extra moves
@item
0@tab 0@tab 8@tab 0.160
@item
-1@tab no pruning@tab @tab
+1@tab no pruning@tab @tab
@item
2@tab 0@tab 2@tab 0.040
@item
-3@tab no pruning@tab @tab
+3@tab no pruning@tab @tab
@end multitable
The 4-ply move filter is identical to the 2-ply for pruning at
@@ -3009,7 +2985,7 @@ Move filter reduce the 16 to 12. It cuts down on the thinking time
by 20-25% more or less, and I haven't seen more than one case in
over 10,000 moves where it missed the best move.
-@node Cubeful vs_ Cubeless, Reduced evaluations, Move filters, Evaluation settings
+@node Cubeful vs_ Cubeless, Pruning neural networks, Move filters, Evaluation settings
@subsection Cubeful vs. Cubeless
In the evaluation settings dialog box you can specify whether or
@@ -3060,19 +3036,7 @@ You can read more about cubeful evaluations in the [[Appendix]].
It's recommended that you use cubeful checker evaluations.
-@node Reduced evaluations, Pruning neural networks, Cubeful vs_ Cubeless, Evaluation settings
-@subsection Reduced evaluations
-
-This option is designed to increase the speed of play by taking a
-shortcut. Instead of averaging over all 21 possible dice rolls, it is
-possible to average over a reduced set, such as only 7 rolls which
-would be 1/3 or 33%. The 33% speed option should be approximately 3
-times faster than the full search with no reduction. One point, it has
-been noted that this can badly hurt GNU
-Backgammon's checker play so it is not advised to use it
-here.
-
-@node Pruning neural networks, Noise, Reduced evaluations, Evaluation settings
+@node Pruning neural networks, Noise, Cubeful vs_ Cubeless, Evaluation settings
@subsection Pruning neural networks
A new feature in the evaluation is the use of a set of neural
@@ -3084,9 +3048,6 @@ less than 1% of all moves come out different with the pruning nets
activated. In most of these positions the move would not have made any
difference to the game at all.
-Notice, You can not use both reduced evaluations and pruning
-neural nets.
-
@node Noise, , Pruning neural networks, Evaluation settings
@subsection Noise
@@ -3164,7 +3125,6 @@ crafted board setup can be lost if you don't faithfully do your Settings->Save s
* Obtaining bearoff databases::
* Match Equity Tables::
* Python scripting::
-* Guile scripting::
* Equities explained::
* A technical description of the Position ID::
* A technical description of the Match ID::
@@ -3191,25 +3151,25 @@ program makebearoff that is used to generate bearoff databases. Due to
various limitations it is only possible to generate bearoff databases
with a size less than 2GB, i.e., the 13pt one-sided database and the
11 checker two-sided database are the largest databases that can be
-generated with makebearoff.
+generated with makebearoff.
-To generate one sided database issue
+To generate one sided database issue
makebearoff -o 10 -f gnubg_os.bd
to generate the one sided 10 point database. The program
makebearoff uses a cache to store previously generated positions. You
-may set the cache size with the -s size option, e.g.,
+may set the cache size with the -s size option, e.g.,
makebearoff -o 10 -s 123456789 -f gnubg_os.bd
to use 123,456,789 bytes of memory for cache size. In general, if
the cache size is less than the size of the database to be generated,
then extra time is needed to generate the bearoff database because
-some positions may have to be calculated several times.
+some positions may have to be calculated several times.
makebearoff can also reuse previously generated databases, so if
-you already had generated the 9 point database you can reuse it:
+you already had generated the 9 point database you can reuse it:
mv gnubg_os.bd gnubg_os9.bd
@@ -3217,9 +3177,9 @@ makebearoff -o 10 -O gnubg_os9.bd -f gnubg_os.bd
Note that makebearoff requires temporary disk space to generate
both one sided and two sided databases. In general, twice the disk
-space of the database to be generated is needed.
+space of the database to be generated is needed.
-To generate a two sided database issue
+To generate a two sided database issue
makebearoff -t 6x8 -f gnubg_ts.bd
@@ -3227,14 +3187,14 @@ This example will generate the 8 checkers on 6 points database.
Again, it's possible to adjust the amount of memory with the -s
option. It's recommended to set the cache size to the maximum amount
of memory available (although there is no need to set it beyond the
-size of the bearoff database to be generated).
+size of the bearoff database to be generated).
Other options for makebearoff are available, see makebearoff
---help for the complete set.
+--help for the complete set.
The accompanying program makehyper is used to generate databases
for Hypergammon. For example, to generate the 3-checker database issue
-the command
+the command
makehyper -c 3 -f hyper3.bd
@@ -3245,7 +3205,7 @@ by using the -r option. You can also change the default convergence
threshold of 0.00001 if you're happy with less accurate equities. To
generate the 3 checker database you need approximately 400 MB of free
memory. On a 2.4 GHz box with 512 MB of RAM the calculation ran for 58
-iterations of 3000 seconds each, i.e., a total of 48 hours!
+iterations of 3000 seconds each, i.e., a total of 48 hours!
See makehyper --help for the complete set of available options.
@@ -3254,105 +3214,104 @@ See makehyper --help for the complete set of available options.
You may download the two sided database with 6 checkers on 6
points from @uref{ftp://alpha.gnu.org/gnu/gnubg/gnubg_ts0.bd.gz,ftp://alpha.gnu.org/gnu/gnubg/gnubg_ts0.bd.gz} and the one
-sided database with 15 checkers 6 points from @uref{ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz,ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz}.
+sided database with 15 checkers 6 points from @uref{ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz,ftp://alpha.gnu.org/gnu/gnubg/gnubg_os0.bd.gz}.
-Later, other databases may be available for download or it may be
-possible to purchase these on CDROM or DVD for a nominal fee.
+Larger databases are available for download from @uref{ftp://ftp.demon.nl/pub/Demon/games/gnubg/databases/,ftp://ftp.demon.nl/pub/Demon/games/gnubg/databases/}.
@node Verification of databases, One-sided bearoff databases [compressed], Download, Obtaining bearoff databases
@subsection Verification of databases
To verify that your generated or downloaded bearoff database is
correct, the table below lists the MD5 checksums for a number of
-possible databases.
+possible databases.
@node One-sided bearoff databases [compressed], Two-sided bearoff databases [with cubeless and cubeful equities], Verification of databases, Obtaining bearoff databases
@subsection One-sided bearoff databases (compressed)
The table below contains the MD5 checksums for the compressed one
sided bearoff databases, i.e., databases generated with default
-options.
+options.
@multitable @columnfractions 0.333333333333333 0.333333333333333 0.333333333333333
@item
-Checkers @tab Points @tab MD5 checksum
+Checkers @tab Points @tab MD5 checksum
@item
-15 @tab 1 @tab c789f049ec98ce4e307b471257999f39
+15 @tab 1 @tab c789f049ec98ce4e307b471257999f39
@item
-15 @tab 2 @tab b6e61c1625ae4b3b164e93ab064192b9
+15 @tab 2 @tab b6e61c1625ae4b3b164e93ab064192b9
@item
-15 @tab 3 @tab 346dae6139ccb4b227c534373e5c52e4
+15 @tab 3 @tab 346dae6139ccb4b227c534373e5c52e4
@item
-15 @tab 4 @tab 653255f5f9f22fd50277f7ff25b2a343
+15 @tab 4 @tab 653255f5f9f22fd50277f7ff25b2a343
@item
-15 @tab 5 @tab 2064f9a56b23117d053a573c96a92fa2
+15 @tab 5 @tab 2064f9a56b23117d053a573c96a92fa2
@item
-15 @tab 6 @tab 3dc7b833c4670849cee00479a9e21b49
+15 @tab 6 @tab 3dc7b833c4670849cee00479a9e21b49
@item
-15 @tab 7 @tab 67235c8e0ee152df5daf36cbeae5b3c2
+15 @tab 7 @tab 67235c8e0ee152df5daf36cbeae5b3c2
@item
-15 @tab 8 @tab a4acbb5c7e9e1f08e561afe0af934e5c
+15 @tab 8 @tab a4acbb5c7e9e1f08e561afe0af934e5c
@item
-15 @tab 9 @tab 9c4ddab4e51c3e668c9c97b8f8768dbc
+15 @tab 9 @tab 9c4ddab4e51c3e668c9c97b8f8768dbc
@item
-15 @tab 10 @tab 81b3898f06bbd08ee8295a839251a10a
+15 @tab 10 @tab 81b3898f06bbd08ee8295a839251a10a
@item
-15 @tab 11 @tab 78ecb4be86dab6af8755ea4063d50fb6
+15 @tab 11 @tab 78ecb4be86dab6af8755ea4063d50fb6
@item
-15 @tab 12 @tab 770fcff48894a96ebb2249343ef94866
+15 @tab 12 @tab 770fcff48894a96ebb2249343ef94866
@item
-15 @tab 13 @tab cc74b69a62f6e648936f533838a527a8
+15 @tab 13 @tab cc74b69a62f6e648936f533838a527a8
@item
-15 @tab 14 @tab not available
+15 @tab 14 @tab not available
@item
-15 @tab 15 @tab not available
+15 @tab 15 @tab not available
@item
-15 @tab 16 @tab not available
+15 @tab 16 @tab not available
@item
-15 @tab 17 @tab not available
+15 @tab 17 @tab not available
@item
-15 @tab 18 @tab not available
+15 @tab 18 @tab not available
@end multitable
@node Two-sided bearoff databases [with cubeless and cubeful equities], Two-sided databases for Hypergammon, One-sided bearoff databases [compressed], Obtaining bearoff databases
@subsection Two-sided bearoff databases (with cubeless and cubeful equities)
The table below contains the MD5 checksums for the default two
-sided bearoff databases.
+sided bearoff databases.
@multitable @columnfractions 0.333333333333333 0.333333333333333 0.333333333333333
@item
-Checkers @tab Points @tab MD5 checksum
+Checkers @tab Points @tab MD5 checksum
@item
-1 @tab 6 @tab 7ed6f8e7fce16ea2b80e07a4a516653c
+1 @tab 6 @tab 7ed6f8e7fce16ea2b80e07a4a516653c
@item
-2 @tab 6 @tab e9d760bf213841c285245ed757a52f4d
+2 @tab 6 @tab e9d760bf213841c285245ed757a52f4d
@item
-3 @tab 6 @tab 9d67da3db32ad4720cc38eecf9a67967
+3 @tab 6 @tab 9d67da3db32ad4720cc38eecf9a67967
@item
-4 @tab 6 @tab 9156f37032d1d4b0352a41186e632dfc
+4 @tab 6 @tab 9156f37032d1d4b0352a41186e632dfc
@item
-5 @tab 6 @tab 0db19ab08feae1feb33ddbd709479f62
+5 @tab 6 @tab 0db19ab08feae1feb33ddbd709479f62
@item
-6 @tab 6 @tab 44b6040b49b46cb9dd2ce8caa947044d
+6 @tab 6 @tab 44b6040b49b46cb9dd2ce8caa947044d
@item
-7 @tab 6 @tab 9eb8b042d4d2ddf8d40e74a892745ad5
+7 @tab 6 @tab 9eb8b042d4d2ddf8d40e74a892745ad5
@item
-8 @tab 6 @tab fcdbbc80b7ef84ddc81b839d0f26bed1
+8 @tab 6 @tab fcdbbc80b7ef84ddc81b839d0f26bed1
@item
-9 @tab 6 @tab a11b2d410d51401143d05e73f9ffac15
+9 @tab 6 @tab a11b2d410d51401143d05e73f9ffac15
@item
-10 @tab 6 @tab 12dc70c86f356d06bc96ee38dee40c62
+10 @tab 6 @tab 12dc70c86f356d06bc96ee38dee40c62
@item
-11 @tab 6 @tab not available
+11 @tab 6 @tab not available
@item
-12 @tab 6 @tab not available
+12 @tab 6 @tab not available
@item
-13 @tab 6 @tab not available
+13 @tab 6 @tab not available
@item
-14 @tab 6 @tab not available
+14 @tab 6 @tab not available
@item
-15 @tab 6 @tab not available
+15 @tab 6 @tab not available
@end multitable
@node Two-sided databases for Hypergammon, , Two-sided bearoff databases [with cubeless and cubeful equities], Obtaining bearoff databases
@@ -3361,11 +3320,11 @@ Checkers @tab Points @tab MD5 checksum
As the generation of the Hypergammon databases are an iterative
process it's not possible to give MD5 checksum for these, as it depend
heavily on your convergence threshold, the number of restarts, and
-rounding errors.
+rounding errors.
A random position from the database is found in @ref{Random position from hypergammon database}. The equities and
percentages in your own database should be very similar (if not
-identical):
+identical):
GNU Backgammon Position ID:
ADAAAQAkIAAAAA
@@ -3418,13 +3377,13 @@ Correct cube action: No double, beaver
It's possible to use several different match equity tables with GNU
Backgammon.
-@node Python scripting, Guile scripting, Match Equity Tables, Technical Notes
+@node Python scripting, Equities explained, Match Equity Tables, Technical Notes
@section Python scripting
Accessing the GNU Backgammon Python shell
To access the Python shell, either type `>' from the command
-line or select Window->Python Shell(IDLE...) from the GUI.
+line or select Window->Python Shell(IDLE...) from the GUI.
@menu
* gnubg module functions::
@@ -3467,51 +3426,51 @@ positionfrombearoff()
navigate([next=N,[game=N]])
-Match navigation.
+Match navigation.
-Without any arguments, go to first move of first match.
+Without any arguments, go to first move of first match.
-With next == N, move forward N game records.
+With next == N, move forward N game records.
-With game == N, move forward/backward N games.
+With game == N, move forward/backward N games.
-Navigate never wraps around.
+Navigate never wraps around.
On success, returns None. If unable to complete the requested
-number of moves, returns a pair of (next-remaining,game-remaining).
+number of moves, returns a pair of (next-remaining,game-remaining).
match([analysis=1/0, boards=1/0, statistics=0/1, verbose=0/1])
-Return the current match. For example,
+Return the current match. For example,
> m = gnubg.match()
-Takes the following optional keyword arguments:
+Takes the following optional keyword arguments:
analysis
-When 0, discard analysis data. default is 1.
+When 0, discard analysis data. default is 1.
boards
-When 1, add current board to move/double records. Default is 1.
+When 1, add current board to move/double records. Default is 1.
statistics
-When 1, include game and match statistics. Default is 0.
+When 1, include game and match statistics. Default is 0.
verbose
-When 1, include derived analysis values. Default is 0.
+When 1, include derived analysis values. Default is 0.
@node Match description, Match info, gnubg module functions, Python scripting
@subsection Match description
-gnubg.match() returns a dictionary containing the following items:
+gnubg.match() returns a dictionary containing the following items:
match-info
-General match info
+General match info
games
@@ -3519,30 +3478,30 @@ A sequence, one element per game.
stats (optional)
-Match statistics.
+Match statistics.
@node Match info, Python game, Match description, Python scripting
@subsection Match info
-A dictionary containing the following items:
+A dictionary containing the following items:
-match-length
+match-length
variation
One of Standard,Nackgammon, Hypergammon1, Hypergammon2 or
-Hypergammon3.
+Hypergammon3.
rules (optional)
-Additional rules used. A subset of NoCube, Crawford and Jacoby.
+Additional rules used. A subset of NoCube, Crawford and Jacoby.
X
O
Per player information. Each a dictionary containing rating and
-name.
+name.
annotator (optional)
@@ -3552,25 +3511,25 @@ place (optional)
date (optional)
-Sequence of (Day,Month,Year).
+Sequence of (Day,Month,Year).
event (optional)
default-eval-context
Default evaluation context. A dictionary in the same format as
-returned by evalcontext().
+returned by evalcontext().
default-rollout-context
-Default rollout context.
+Default rollout context.
-Example,
+Example,
>>> m['match-info']
@{'match-length': 25, 'rules': ('Crawford',),
-'default-eval-context': @{'plies': 2, 'deterministic': 1, 'reduced': 0,
+'default-eval-context': @{'plies': 2, 'deterministic': 1,
'noise': 0.0, 'cubeful': 1@}, 'annotator': 'GNU 0.14', 'O': @{'rating':
'0 (Exp 0)', 'name': 'Moshe Tissona'@}, 'round': 'Final', 'place':
'Monte Carlo', 'variation': 'Standard', 'default-rollout-context':
@@ -3584,18 +3543,18 @@ Example,
@node Python game, Game actions, Match info, Python scripting
@subsection Python game
-A dictionary containing the following items:
+A dictionary containing the following items:
info
-General game info. For example,
+General game info. For example,
>>> m['games'][0]['info']
@{'points-won': 1, 'score-X': 0, 'score-O': 0, 'winner': 'X',
'resigned': False@}
-If no winner is specified, winner is None.
+If no winner is specified, winner is None.
>>> m['games'][2]['info']
@@ -3607,21 +3566,14 @@ A Sequence of actions.
stats (optional)
-Game statistics. Similar entries to Analyze->Game statistics from the GUI.
+Game statistics. Similar entries to Analyze->Game statistics from the GUI.
@node Game actions, , Python game, Python scripting
@subsection Game actions
-Each action is a dictionary
-
-@node Guile scripting, Equities explained, Python scripting, Technical Notes
-@section Guile scripting
+Each action is a dictionary
-Earlier versions of GNU Backgammon had
-support for guile scripting, which, however, was unused and
-un-maintained and therefore removed.
-
-@node Equities explained, A technical description of the Position ID, Guile scripting, Technical Notes
+@node Equities explained, A technical description of the Position ID, Python scripting, Technical Notes
@section Equities explained
@menu
@@ -3649,7 +3601,7 @@ Backgammon.
This is the value of the position in money game, e.g., if your
equity is +0.4 an you are playing money game with a $1 stake, you will
win $0.40 on average. The money equity can be calculated with or
-without taking the effect of the double cube into consideration, or
+without taking the effect of the doubling cube into consideration, or
@emph{cubeful} or @emph{cubeless}. The
cubeless equity can be calculated from the basic formula:
2*p(w)-1+2(p(wg)-p(lg))+3(p(wbg)-p(lbg)). Evaluating the cubeful
@@ -3665,7 +3617,7 @@ In match play we're generally not particular interested in the
outcome of the individual games as much as the outcome of the entire
match, so the interesting quantity for match play is @emph{match
winning chance} (MWC). As for the money equity the MWC can
-be calculated with and without the effect of the double cube. The MWCs
+be calculated with and without the effect of the doubling cube. The MWCs
are generally calculated with the use of a match equity table, which
contains the chance of winning the match before a game starts, e.g.,
if the score is 0-0 in a 1pt match each player has 50% chance of
@@ -3712,17 +3664,17 @@ MWC(l)=0% and MWC(w)=50%:
@multitable @columnfractions 0.333333333333333 0.333333333333333 0.333333333333333
@item
-MWC@tab NEMG@tab
+MWC@tab NEMG@tab
@item
-0%@tab -1@tab
+0%@tab -1@tab
@item
-25%@tab 0@tab
+25%@tab 0@tab
@item
-50%@tab +1@tab
+50%@tab +1@tab
@item
-75%@tab +2@tab
+75%@tab +2@tab
@item
-100%@tab +3@tab
+100%@tab +3@tab
@end multitable
Note that a w/g/bg distribution of 0 100 100 - 0 0 0 gives a NEMG
@@ -3743,7 +3695,7 @@ money equity.
This chapter is a brief description of how GNU
Backgammon calculates cubeful equities. The formula
-build directly on the work by Rick Janowski @uref{http://www.msoworld.com/mindzine/news/classic/bg/cubeformulae.html,Take-Points in Money Games} from 1993.
+build directly on the work by Rick Janowski @uref{http://www.bkgm.com/articles/Janowski/cubeformulae.pdf,Take-Points in Money Games} from 1993.
@menu
* Basic formula for cubeful equities::
@@ -3849,7 +3801,7 @@ Equity
-1.5 ++------------+-------------+-------------+-------------+------------++
0 0.2 0.4 0.6 0.8 1
Wins
-
+
@end example
For match play there is no simple formula, since redoubles can
@@ -3857,7 +3809,7 @@ only occur a limited number of times.
The live cube take point is generally calculated as
-TP(live, n Cube)=TP(dead, n cube) * (1 - TP(live, 2n cube)
+TP(live, n Cube)=TP(dead, n cube) * (1 - TP(live, 2n cube))
So to calculate the live cube take points for a 1-cube at 3-0 to 7
we need the live cube take points for the 4-cube and the 2-cube. For
@@ -3923,7 +3875,7 @@ MWC
0.2 ++------------+-------------+-------------+-------------+------------++
0 0.2 0.4 0.6 0.8 1
Wins
-
+
@end example
@node 0-ply Cubeful equities, n-ply Cubeful equities, Live cube equities, Cubeful equities
@@ -4067,7 +4019,7 @@ Equity
-2.5 #+------------+-------------+-------------+-------------+------------++
0 0.2 0.4 0.6 0.8 1
Wins
-
+
@end example
On 0-ply Black will double when the green curve (White owns
@@ -4116,34 +4068,34 @@ empty sequence of bits, and continue adding either
@emph{0} or @emph{1} to the end). The
way to build up a sequence that corresponds to a given position is:
-@enumerate
+@enumerate
@item
For every point around the board (starting at the ace point
of the player on roll, continuing around to the 24 point and
-ending at the bar):
+ending at the bar):
@item
append as many 1s as the player on roll has on that point
-(if any).
+(if any).
@item
-append a 0.
+append a 0.
@item
For every point around the board (starting at the ace point
of the opponent, continuing around to the opponent's 24 point
-and ending at the bar):
+and ending at the bar):
@item
append as many 1s as the opponent has on that point (if
-any).
+any).
@item
-append a 0.
+append a 0.
@item
-Pad out the string to 80 bits with 0s.
+Pad out the string to 80 bits with 0s.
@end enumerate
The worst-case representation will require 80 bits: you can see
@@ -4248,7 +4200,7 @@ set board 4HPwATDgc/ABMA.
@emph{Notes}
-@enumerate
+@enumerate
@item
This encoding is obviously not as compact as it could be: in
@@ -4257,17 +4209,12 @@ illegal positions where both players have checkers on the same
point. Theoretically, it would be possible to get it down to 64
bits by using @uref{http://www.bkgm.com/rgb/rgb.cgi?view+371,Walter Trice's }
@uref{http://www.bkgm.com/rgb/rgb.cgi?view+371,@emph{D() expressions}}, but I think you'd have to be a mathematical masochist
-to try it!
-
-@item
-@uref{http://savannah.gnu.org/cgi-bin/viewcvs/gnubg/gnubg/positionid.c?rev=HEAD&sortby=date&content-type=text/vnd.viewcvs-markup,Example code} to convert between a raw board encoding
-(the number of checkers on each point) and these keys/IDs is
-available licensed under GPL.
+to try it!
@item
Thanks to Tom Keith and David desJardins for their
suggestions on simplifying the encoding without increasing the
-worst case length.
+worst case length.
@end enumerate
@node A technical description of the Match ID, Description of the CSS style sheet, A technical description of the Position ID, Technical Notes
@@ -4290,36 +4237,36 @@ The match key is a bit string of length 66:
Cube@tab CubeOwner@tab DiceOwner@tab Crawford@tab GameState@tab TurnOwner@tab Double@tab ResignDice1Dice2MatchLen x 15 Score1 x 15Score2 x 15
@end multitable
-@enumerate
+@enumerate
@item
Bit 1-4 contains the 2-logarithm of the cube value. For
example, a 8-cube is encoded as 0011 binary (or 3), since 2 to the
power of 3 is 8. The maximum value of the cube in with this
-encoding is 2 to the power of 15, i.e., a 32768-cube.
+encoding is 2 to the power of 15, i.e., a 32768-cube.
@item
Bit 5-6 contains the cube owner. 00 if player 0 owns the cube,
-01 if player 1 owns the cube, or 11 for a centered cube.
+01 if player 1 owns the cube, or 11 for a centered cube.
@item
Bit 7 is the player on roll or the player who did roll (0 and
-1 for player 0 and 1, respectively).
+1 for player 0 and 1, respectively).
@item
Bit 8 is the Crawford flag: 1 if this game is the Crawford
-game, 0 otherwise.
+game, 0 otherwise.
@item
Bit 9-11 is the game state: 000 for no game started, 001 for
playing a game, 010 if the game is over, 011 if the game was
-resigned, or 100 if the game was ended by dropping a cube.
+resigned, or 100 if the game was ended by dropping a cube.
@item
Bit 12 indicates whose turn it is. For example, suppose player
0 is on roll then bit 7 above will be 0. Player 0 now decides to
double, this will make bit 12 equal to 1, since it is now player
-1's turn to decide whether she takes or passes the cube.
+1's turn to decide whether she takes or passes the cube.
@item
Bit 13 indicates whether an doubled is being offered. 0 if no
@@ -4332,18 +4279,18 @@ gammon, or 11 for resign of a backgammon. The player offering the
resignation is the inverse of bit 12, e.g., if player 0 resigns a
gammon then bit 12 will be 1 (as it is now player 1 now has to
decide whether to accept or reject the resignation) and bit 13-14
-will be 10 for resign of a gammon.
+will be 10 for resign of a gammon.
@item
Bit 16-18 and bit 19-21 is the first and second die,
respectively. 0 if the dice has not yet be rolled, otherwise the
binary encoding of the dice, e.g., if 5-2 was rolled bit 16-21
-will be 101-010.
+will be 101-010.
@item
Bit 22 to 36 is the match length. The maximum value for the
match length is 32767. A match score of zero indicates that the
-game is a money game.
+game is a money game.
@item
Bit 37-51 and bit 52-66 is the score for player 0 and player 1
@@ -4510,11 +4457,11 @@ interface based on GTK+.
Currently, GNU Backgammon is actually
designed for @emph{GNU/Linux}. It also compiles and
(hopefully) runs under @emph{*BSD, IRIX, Solaris} and
-@emph{True64 Unix}. Last but not least there are
+@emph{Tru64 Unix}. Last but not least there are
frequently binaries for @emph{MS Windows}. It has also
been ported to @emph{MacOS}. When you successfully port
GNU Backgammon to other operating systems, you are welcome to give us
-a note at @uref{mailto:bug-gnubg@@gnu.org,the GNU backgammon mailing list.}
+a note at @uref{mailto:bug-gnubg@@gnu.org,the GNU backgammon mailing list.}
@node Where do I get it?, What do I have to pay for GNU Backgammon?, What operating systems are supported?, General questions
@subsection Where do I get it?
@@ -4524,12 +4471,12 @@ GNU Backgammon can be downloaded from
this site. Up to date source code can be accessed through @uref{https://savannah.gnu.org/cvs/?group=gnubg,CVS}.
@node What do I have to pay for GNU Backgammon?, This GNU stuff sounds interesting_, Where do I get it?, General questions
-@subsection What do I have to pay for GNU Backgammon?
+@subsection What do I have to pay for GNU Backgammon?
GNU Backgammon is @emph{Free
Software} and is a part of the @emph{GNU
Project}. You may download it for free. For more information
-see the @uref{http://www.gnu.org/licenses/gpl.html,GNU General Public License}. But be aware that GNU
+see the @uref{http://www.gnu.org/licenses/gpl.html,GNU General Public License}. But be aware that GNU
Backgammon is not @emph{public domain
software} or @emph{shareware} as you perhaps
know from @emph{MS Windows}.GNU
@@ -4540,18 +4487,18 @@ distribute as long as you keep said license.
@node This GNU stuff sounds interesting_, I want to learn more about backgammon_, What do I have to pay for GNU Backgammon?, General questions
@subsection This GNU stuff sounds interesting.
-Take a look at the @uref{http://www.gnu.org/,GNU home page}. It's also the page for Free Software Foundation.
+Take a look at the @uref{http://www.gnu.org/,GNU home page}. It's also the page for Free Software Foundation.
@node I want to learn more about backgammon_, Though I really read all the documentation I still have questions_, This GNU stuff sounds interesting_, General questions
@subsection I want to learn more about backgammon.
A good place to start is @uref{http://www.bkgm.com/,Backgammon Galore}. For an extensive link collection, go to
-@uref{http://www.chicagopoint.com/links.html,Gammon Links.}
+@uref{http://www.chicagopoint.com/links.html,Gammon Links.}
@node Though I really read all the documentation I still have questions_, I want to make a few proposals_ I have new ideas_, I want to learn more about backgammon_, General questions
-@subsection Though I really read all the documentation I still have questions.
+@subsection Though I really read all the documentation I still have questions.
-Send an email to @uref{mailto:bug-gnubg@@gnu.org,the GNU backgammon mailing list.} If it is a bug, be sure to include
+Send an email to @uref{mailto:bug-gnubg@@gnu.org,the GNU backgammon mailing list.} If it is a bug, be sure to include
the name of your operating system, the version of gnubg you use, and
any error messages you receive. Try to describe exactly what happens
before the error occurs.
@@ -4559,7 +4506,7 @@ before the error occurs.
@node I want to make a few proposals_ I have new ideas_, , Though I really read all the documentation I still have questions_, General questions
@subsection I want to make a few proposals. I have new ideas.
-You're welcome! Send an email with your suggestions to @uref{mailto:bug-gnubg@@gnu.org,the GNU backgammon mailing list.}
+You're welcome! Send an email with your suggestions to @uref{mailto:bug-gnubg@@gnu.org,the GNU backgammon mailing list.}
@node How to install, Running GNU Backgammon, General questions, Frequently Asked Questions
@section How to install
@@ -4575,18 +4522,18 @@ You're welcome! Send an email with your suggestions to @uref{mailto:bug-gnubg@@g
@end menu
@node Do I need some other software to run GNU Backgammon?, I want to install a newer version_, , How to install
-@subsection Do I need some other software to run GNU Backgammon?
+@subsection Do I need some other software to run GNU Backgammon?
No. Everything you need is included in the binaries.
If you want to use the 3D board version on Linux, you might have
to install the additional libraries that can be found as well on
-@uref{http://www.gnubg.org/index.php?itemid=24,this page}. (acepoint's directory)
+@uref{http://www.gnubg.org/index.php?itemid=24,this page}. (acepoint's directory)
@node I want to install a newer version_, I would like to compile it from the source code_, Do I need some other software to run GNU Backgammon?, How to install
@subsection I want to install a newer version.
-Go a head, your settings should be saved..
+Go ahead, your settings should be saved.
@node I would like to compile it from the source code_, What software do I need for compiling under GNU/Linux?, I want to install a newer version_, How to install
@subsection I would like to compile it from the source code.
@@ -4598,7 +4545,7 @@ one of the two following two items.
@subsection What software do I need for compiling under GNU/Linux?
Unpack the GNU Backgammon snapshots and
-follow the instructions of the file `INSTALL'.
+follow the instructions of the file `INSTALL'.
@node What software do I need for compiling under MS Windows?, It does not compile_, What software do I need for compiling under GNU/Linux?, How to install
@subsection What software do I need for compiling under MS Windows?
@@ -4615,7 +4562,7 @@ have a clue, send a message to
@email{bug-gnubg@@gnu.org}.
@node On what CPU will GNU Backgammon run fastest?, , It does not compile_, How to install
-@subsection On what CPU will GNU Backgammon run fastest?
+@subsection On what CPU will GNU Backgammon run fastest?
Here is a list of CPU and Evaluations per second ( Analyze->Evaluation Speed). Feel free to add your CPU:
@@ -4641,7 +4588,7 @@ Evals/sec@tab CPU@tab System/Main board@tab RAM@tab OS @tab GNUBG-Version
@item
20120@tab Athlon XP 2500+ (_at_1833 Mhz)@tab MSI K7N-Delta2@tab 1024 MB@tab Suse Linux 9.2@tab 0.14.3-devel
@item
-20200@tab Pentium M 1.7 GHz@tab Sony Vaio Z1XSP@tab 512 MB@tab FreeBSD 5.2@tab
+20200@tab Pentium M 1.7 GHz@tab Sony Vaio Z1XSP@tab 512 MB@tab FreeBSD 5.2@tab
@item
19515@tab Intel Pentium M 0.8 GHz *2@tab Sony Vaio PCG-SRX51P@tab 256 MB@tab Fedora FC6(T3)@tab 0.14.3-devel
@item
@@ -4688,7 +4635,7 @@ chance and read (and try to understand) what it is telling you. Then
read the next items carefully:
@node GNU Backgammon complains about missing files_, Starting from the WinXP menu it plays like a beginner_, I get an error message when starting_, Running GNU Backgammon
-@subsection GNU Backgammon complains about missing files.
+@subsection GNU Backgammon complains about missing files.
GNU Backgammon reads several different
files at start-up. It will first try to read a file called gnubg.wd.
@@ -4726,7 +4673,7 @@ Right-click with the mouse and choose `properties'. Check, if the
above. If not, adjust the working path.
@node My screen mixes up while starting GNU Backgammon_, I only get a command-line interface_ Where is the nice board?, Starting from the WinXP menu it plays like a beginner_, Running GNU Backgammon
-@subsection My screen mixes up while starting GNU Backgammon.
+@subsection My screen mixes up while starting GNU Backgammon.
Install the newest driver for your graphic card. Be sure that you
have chosen at least a desktop resolution of 65535 (16 bit color
@@ -4745,12 +4692,12 @@ exists or not.
GNU/Linux users should check if @uref{http://www.gtk.org/,GTK+} is installed.
@node When I restart GNU Backgammon all my settings are gone_, I do not need this graphical stuff_ Where is the terminal for commands?, I only get a command-line interface_ Where is the nice board?, Running GNU Backgammon
-@subsection When I restart GNU Backgammon all my settings are gone.
+@subsection When I restart GNU Backgammon all my settings are gone.
Did you save your settings Settings->Save settings before you quit?
@node I do not need this graphical stuff_ Where is the terminal for commands?, , When I restart GNU Backgammon all my settings are gone_, Running GNU Backgammon
-@subsection I do not need this graphical stuff. Where is the terminal for commands?
+@subsection I do not need this graphical stuff. Where is the terminal for commands?
For @emph{GNU/Linux} users: open a terminal and run
@code{gnubg -t}.
@@ -4790,7 +4737,7 @@ to match play.
A beaver is only allowed in a money game session. To beaver means
to redouble, retaining control of the cube, immediately after your
-opponent doubles. For more information see the @uref{http://www.bkgm.com/glossary.html#B,glossary at Backgammon Galore}.
+opponent doubles. For more information see the @uref{http://www.bkgm.com/glossary.html#B,glossary at Backgammon Galore}.
@node How do I move the checkers?, Why am I allowed to place more than 5 checkers on a point?, What the heck is a beaver in Backgammon?, Playing backgammon
@subsection How do I move the checkers?
@@ -4810,14 +4757,11 @@ the menu Settings->Appearance-> General and select Show higher die on left.
@node Why am I allowed to place more than 5 checkers on a point?, GNU Backgammon plays poorly_, How do I move the checkers?, Playing backgammon
@subsection Why am I allowed to place more than 5 checkers on a point?
-The official backgammon tournament rules allow to put all 15
-checkers on a point. If you want to play with a maximum of 5 checkers,
-go to the menu Settings and activate the Egyptian Rule. Notice, the
-Egyptian Rule is not in the standard rules of backgammon. The position
-evaluator in GNU Backgammon doesn't have a
-clue about how to evaluate positions according to the Egyptian rule
-either. It strongly recommended that this rule is not used if you're
-trying to learn backgammon.
+The official backgammon tournament rules allow to put
+up to all 15 checkers on a point. Playing with a maximum of 5
+checkers, sometimes known as the Egyptian Rule, is no longer
+supported by
+GNU Backgammon.
@node GNU Backgammon plays poorly_, GNU Backgammon is too strong for me_, Why am I allowed to place more than 5 checkers on a point?, Playing backgammon
@subsection GNU Backgammon plays poorly.
@@ -4825,7 +4769,7 @@ trying to learn backgammon.
Are you sure? If the answer is yes you should think about going to
Monte Carlo this summer and win the Backgammon World Championship. If
this plan fails, check whether the weights file is loaded at start-up.
-See also @ref{GNU Backgammon complains about missing files_,,GNU Backgammon complains about missing files.}
+See also @ref{GNU Backgammon complains about missing files_,,GNU Backgammon complains about missing files.}
@node GNU Backgammon is too strong for me_, I think the bot is cheating_ It always gets good dice_, GNU Backgammon plays poorly_, Playing backgammon
@subsection GNU Backgammon is too strong for me.
@@ -4851,7 +4795,6 @@ or roll manually. It doesn't cheat!
* How do I stop the annoying beeps?"::
* What are Plies?::
* What is noise?::
-* What is reduced evaluation?::
@end menu
@node Where can I change the name of the human player?, How do I change the colors?, , Settings
@@ -4913,20 +4856,13 @@ position arose from a move (that's a pretend 1st ply) then make all
the moves for all possible rolls (the 2nd ply) and analyze them. This
time it's Snowie that seems to be counting strangely.
-@node What is noise?, What is reduced evaluation?, What are Plies?, Settings
+@node What is noise?, , What are Plies?, Settings
@subsection What is noise?
Noise is a facility for disturbing GNU
Backgammon's 0-ply evaluation. Raising the noise level
decreases its playing strength.
-@node What is reduced evaluation?, , What is noise?, Settings
-@subsection What is reduced evaluation?
-
-Reduced searches only work with 2-ply evaluations and deeper. It
-cuts the search for candidate moves to increase evaluation
-speed.
-
@node Analyzing, Abbreviations, Settings, Frequently Asked Questions
@section Analyzing
@@ -5008,20 +4944,11 @@ The default settings are:
You may change these comment in the menu `Window, Annotation'
choosing another comment for moves and/or double
-@quotation
-
-@strong{Note}
-
-Why a ? move
-should be deemed worse than a ?! move - that's one of life's little
-mysteries.
-@end quotation
-
@node How is the error rate determined?, What does Pips mean?, What do ! and ? mean?, Analyzing
@subsection How is the error rate determined?
GNU Backgammon determines a player's
-strength according to it's average error (per move):
+strength according to its average error (per move):
@multitable @columnfractions 0.5 0.5
@item
@@ -5052,10 +4979,10 @@ ranges of these values.
The pip count is a measurement showing the total number of pips
required for a player to bear off all checkers from the current
position. It can be regarded as a rough estimate of the
-@emph{raceness} of the position -- a player with a
+@emph{raceness} of the position. A player with a
lower pip count may in many situations want to try to race, whilst the
opponent (with the higher pip count) may want to try blocking/holding.
-See also the @uref{http://www.bkgm.com/gloss/lookup.cgi?pip+count,explanation on BackGammon Galore}.
+See also the @uref{http://www.bkgm.com/gloss/lookup.cgi?pip+count,explanation on BackGammon Galore}.
(For the non-english speaking community it might be helpful to
know that when you roll a six and a five, the total pips of that roll
@@ -5067,7 +4994,7 @@ is eleven.)
When bearing off checkers, you may notice a display showing the
current @emph{epc} value (next to the display of
@emph{Pips}). The epc display can be turned on or off
-under menu @emph{Settings ---> Options --->
+under menu @emph{Settings -> Options ->
Display} (at least in the current version, as of June 2005).
@emph{epc} stands for Effective Pip Count, and is an
@@ -5081,13 +5008,13 @@ to bear off hes checkers.
The effective pip count is defined as this expected number of
remaining rolls, multiplied with the average number of pips in a roll,
which is 8.167. (The average number of pips in a roll would be 7 if
-rolling a double wouldn't yield a double pip count -- i.e. a double-6
+rolling a double wouldn't yield a double pip count. A double-6
yields 24 pips, not 12.)
Thus, epc takes into account not only the current pip count, but
also the expected pip wastage:
-@enumerate
+@enumerate
@item
effective pip count (epc) = pip count + expected pip wastage
@@ -5095,21 +5022,21 @@ effective pip count (epc) = pip count + expected pip wastage
An example:
-@enumerate
+@enumerate
@item
Position: 5 checkers on the 1-point, 4 checkers on the
-2-point.
+2-point.
@item
-Pip count: 5x1 + 4x2 = 13
+Pip count: 5x1 + 4x2 = 13
@item
epc: 2.189 (expected number of remaining rolls) * 8.167 =
-17.878
+17.878
@item
-Wasted: 17.878 - 13 = 4.878
+Wasted: 17.878 - 13 = 4.878
@end enumerate
It's clear (hopefully) that the expected pip wastage (and hence
@@ -5117,10 +5044,10 @@ the @emph{epc}) increases with more checkers on lower
points (e.g. you get pip wastage when rolling a 6 to bear off a
checker from the 2- or 1-point).
-It is further @uref{http://www.bkgm.com/gloss/lookup.cgi?effective+pip+count,explained on BackGammon Galore}, especially in a @uref{http://www.bkgm.com/rgb/rgb.cgi?view+1076,post by Douglas Zare}.
+It is further @uref{http://www.bkgm.com/gloss/lookup.cgi?effective+pip+count,explained on BackGammon Galore}, especially in a @uref{http://www.bkgm.com/rgb/rgb.cgi?view+1076,post by Douglas Zare}.
How do one calculate the epc then, or the expected number of
-remaining rolls? Gnu BG uses the one-sided bearoff database, which
+remaining rolls? GnuBG uses the one-sided bearoff database, which
contains the change of bearing off the final checker in any given
number of rolls. A player would probably use some quite complicated
heuristics (please see the aforementioned post by Douglas Zare,
@@ -5162,13 +5089,13 @@ the game, where you probably should have doubled your opponent.
@node CP?, TG?, DP?, Abbreviations
@subsection CP?
-From Max Friis page @uref{http://xfriis.dk/maxfriis/bg/double.html,http://xfriis.dk/maxfriis/bg/double.html} Cash-point(CP) is:
-@emph{your opponent's take-point now seen from your side of the
+Cash-point(CP) is
+your opponent's take-point now seen from your side of the
board (your cash-point which equals 100% minus your opponent's
-take-point}). GNU Backgammon
+take-point). GNU Backgammon
uses the term @emph{missed double below cash-point},
which means that the player should have doubled, and had he done so,
-his opponent should take. @emph{. Missed double above CP}
+his opponent should take. @emph{Missed double above CP}
in a similar way means that the correct cube-action was double pass.
If you are the leader in the match, the relevant take- and
@@ -5221,7 +5148,7 @@ Copyright @copyright{} 2000, 2001, 2002, 2007, 2008
Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.
-@unnumberedsubsec 0. PREAMBLE
+@unnumberedsubsec 0. PREAMBLE
The purpose of this License is to make a manual, textbook, or other
functional and useful document ``free'' in the sense of freedom:
@@ -5243,7 +5170,7 @@ does. But this License is not limited to software manuals; it can be used
for any textual work, regardless of subject matter or whether it is
published as a printed book. We recommend this License principally for
works whose purpose is instruction or reference.
-@unnumberedsubsec 1. APPLICABILITY AND DEFINITIONS
+@unnumberedsubsec 1. APPLICABILITY AND DEFINITIONS
This License applies to any manual or other work, in any medium, that
contains a notice placed by the copyright holder saying it can be
@@ -5331,7 +5258,7 @@ Disclaimers are considered to be included by reference in this License,
but only as regards disclaiming warranties: any other implication that
these Warranty Disclaimers may have is void and has no effect on the
meaning of this License.
-@unnumberedsubsec 2. VERBATIM COPYING
+@unnumberedsubsec 2. VERBATIM COPYING
You may copy and distribute the Document in any medium, either
commercially or noncommercially, provided that this License, the copyright
@@ -5345,7 +5272,7 @@ must also follow the conditions in section 3.
You may also lend copies, under the same conditions stated above, and you
may publicly display copies.
-@unnumberedsubsec 3. COPYING IN QUANTITY
+@unnumberedsubsec 3. COPYING IN QUANTITY
If you publish printed copies (or copies in media that commonly have
printed covers) of the Document, numbering more than 100, and the
@@ -5378,7 +5305,7 @@ through your agents or retailers) of that edition to the public.
It is requested, but not required, that you contact the authors of the
Document well before redistributing any large number of copies, to give
them a chance to provide you with an updated version of the Document.
-@unnumberedsubsec 4. MODIFICATIONS
+@unnumberedsubsec 4. MODIFICATIONS
You may copy and distribute a Modified Version of the Document under the
conditions of sections 2 and 3 above, provided that you release the
@@ -5387,7 +5314,7 @@ filling the role of the Document, thus licensing distribution and
modification of the Modified Version to whoever possesses a copy of it. In
addition, you must do these things in the Modified Version:
-@enumerate
+@enumerate
@item
Use in the Title Page (and on the covers, if any) a title distinct
@@ -5495,7 +5422,7 @@ that added the old one.
The author(s) and publisher(s) of the Document do not by this License give
permission to use their names for publicity for or to assert or imply
endorsement of any Modified Version.
-@unnumberedsubsec 5. COMBINING DOCUMENTS
+@unnumberedsubsec 5. COMBINING DOCUMENTS
You may combine the Document with other documents released under this
License, under the terms defined in section 4 above for modified versions,
@@ -5519,7 +5446,7 @@ section Entitled ``History''; likewise combine any sections
Entitled ``Acknowledgements'', and any sections Entitled
``Dedications''. You must delete all sections Entitled
``Endorsements''.
-@unnumberedsubsec 6. COLLECTIONS OF DOCUMENTS
+@unnumberedsubsec 6. COLLECTIONS OF DOCUMENTS
You may make a collection consisting of the Document and other documents
released under this License, and replace the individual copies of this
@@ -5531,7 +5458,7 @@ You may extract a single document from such a collection, and distribute
it individually under this License, provided you insert a copy of this
License into the extracted document, and follow this License in all other
respects regarding verbatim copying of that document.
-@unnumberedsubsec 7. AGGREGATION WITH INDEPENDENT WORKS
+@unnumberedsubsec 7. AGGREGATION WITH INDEPENDENT WORKS
A compilation of the Document or its derivatives with other separate and
independent documents or works, in or on a volume of a storage or
@@ -5548,7 +5475,7 @@ aggregate, the Document's Cover Texts may be placed on covers that
bracket the Document within the aggregate, or the electronic equivalent of
covers if the Document is in electronic form. Otherwise they must appear
on printed covers that bracket the whole aggregate.
-@unnumberedsubsec 8. TRANSLATION
+@unnumberedsubsec 8. TRANSLATION
Translation is considered a kind of modification, so you may distribute
translations of the Document under the terms of section 4. Replacing
@@ -5566,7 +5493,7 @@ If a section in the Document is Entitled ``Acknowledgements'',
``Dedications'', or ``History'', the requirement
(section 4) to Preserve its Title (section 1) will typically require
changing the actual title.
-@unnumberedsubsec 9. TERMINATION
+@unnumberedsubsec 9. TERMINATION
You may not copy, modify, sublicense, or distribute the Document except as
expressly provided under this License. Any attempt otherwise to copy,
@@ -5591,7 +5518,7 @@ licenses of parties who have received copies or rights from you under this
License. If your rights have been terminated and not permanently
reinstated, receipt of a copy of some or all of the same material does not
give you any rights to use it.
-@unnumberedsubsec 10. FUTURE REVISIONS OF THIS LICENSE
+@unnumberedsubsec 10. FUTURE REVISIONS OF THIS LICENSE
The Free Software Foundation may publish new, revised versions of the GNU
Free Documentation License from time to time. Such new versions will be
@@ -5610,7 +5537,7 @@ by the Free Software Foundation. If the Document specifies that a proxy
can decide which future versions of this License can be used, that
proxy's public statement of acceptance of a version permanently
authorizes you to choose that version for the Document.
-@unnumberedsubsec 11. RELICENSING
+@unnumberedsubsec 11. RELICENSING
``Massive Multiauthor Collaboration Site'' (or ``MMC
Site'') means any World Wide Web server that publishes copyrightable
@@ -5638,7 +5565,7 @@ sections, and (2) were thus incorporated prior to November 1, 2008.
The operator of an MMC Site may republish an MMC contained in the site
under CC-BY-SA on the same site at any time before August 1, 2009,
provided the MMC is eligible for relicensing.
-@unnumberedsubsec ADDENDUM: How to use this License for your documents
+@unnumberedsubsec ADDENDUM: How to use this License for your documents
To use this License in a document you have written, include a copy of the
License in the document and put the following copyright and license
diff --git a/doc/gnubgdb.xml b/doc/gnubgdb.xml
index 2db844b..a5f4ca2 100644
--- a/doc/gnubgdb.xml
+++ b/doc/gnubgdb.xml
@@ -3,7 +3,7 @@
<article id="gnubg" lang="en">
<articleinfo>
<title><application moreinfo="none">GNU Backgammon</application> Manual
- V0.90.0</title>
+ V1.00.0</title>
<titleabbrev role="texinfo-file">gnubg</titleabbrev>
<abstract role="texinfo-node">
<para>The GNU Backgammon manual</para>
@@ -61,7 +61,7 @@
</revdescription>
</revision>
</revhistory>
- <releaseinfo>This manual describes version 0.90.0 of GNU Backgammon. </releaseinfo>
+ <releaseinfo>This manual describes version 1.00.0 of GNU Backgammon. </releaseinfo>
<legalnotice>
<para> Permission is granted to copy, distribute and/or modify this document under the
@@ -85,7 +85,7 @@ the section entitled &#8220;GNU Free Documentation License&#8221;.<xref linkend=
<title>Introduction</title>
<para>This manual describes how to use <application moreinfo="none">GNU
Backgammon</application> to play and analyze backgammon games and
- matches. It corresponds to version 0.90.0 (updated in August, 2009).</para>
+ matches. It corresponds to version 1.00.0 (updated in August, 2009).</para>
<para><application moreinfo="none">GNU Backgammon</application> (gnubg)
plays and analyzes both money game sessions and tournament matches. It
evaluates and rolls out positions, and much more. Driven by a command-line
@@ -155,7 +155,7 @@ gnubg moves 8/5 6/5.
may be stored on disk.</para>
</listitem>
<listitem>
- <para>Automated rollouts of positions, with lookahead and race variance
+ <para>Automated rollouts of positions, with lookahead and variance
reduction where appropriate. Rollouts may be extended.</para>
</listitem>
<listitem>
@@ -256,8 +256,8 @@ gnubg moves 8/5 6/5.
twenty-four point, five on each player's thirteen point, three on each
player's eight point, and five on each player's six point.</para>
<para>Both players have their own pair of dice and a dice cup used for
- shaking. A double cube, with the numerals 2, 4, 8, 16, 32, and 64 on its
- faces, is used to keep track of the current stake of the game.</para>
+ shaking. A doubling cube, with the numerals 2, 4, 8, 16, 32, and 64 on
+ its faces, is used to keep track of the current stake of the game.</para>
</sect2>
<sect2 id="gnubg-rules_object">
<title>Object of the Game</title>
@@ -462,10 +462,10 @@ gnubg moves 8/5 6/5.
<sect2 id="gnubg-rules_gammons">
<title>Gammons and Backgammons</title>
<para>At the end of the game, if the losing player has borne off at least
- one checker, he loses only the value showing on the double cube (one
+ one checker, he loses only the value showing on the doubling cube (one
point, if there have been no doubles). However, if the loser has
<emphasis>not</emphasis> borne off any of his checkers, he is gammoned
- and loses <emphasis>twice</emphasis> the value of the double cube. Or,
+ and loses <emphasis>twice</emphasis> the value of the doubling cube. Or,
worse, if the loser has not borne off any of his checkers and still has
a checker on the bar or in the winner's home board, he is backgammoned
and loses <emphasis>three times</emphasis> the value of the double
@@ -477,7 +477,7 @@ gnubg moves 8/5 6/5.
<orderedlist continuation="restarts" inheritnum="ignore">
<listitem>
<para>Automatic doubles. If identical numbers are thrown on the first
- roll, the stakes are doubled. The double cube is turned to 2 and
+ roll, the stakes are doubled. The doubling cube is turned to 2 and
remains in the middle. Players usually agree to limit the number of
automatic doubles to one per game. </para>
</listitem>
@@ -505,13 +505,13 @@ gnubg moves 8/5 6/5.
<para>Matches are played to a specified number of points. The first player
to accumulate the required points wins the match. Points are awarded in
the usual manner: one for a single game, two for a gammon, and three for
- a backgammon. The double cube is used, so the winner receives the value
- of the game multiplied by the final value of the double cube.</para>
+ a backgammon. The doubling cube is used, so the winner receives the value
+ of the game multiplied by the final value of the doubling cube.</para>
<para>Matches are normally played using the Crawford rule. The Crawford
rule states that if one player reaches a score one point short of the
match, neither player may offer a double in the immediately following
game. This one game with no doubling is called the Crawford game. If the
- Crawford game is won by the trailing player then the double cube becomes
+ Crawford game is won by the trailing player then the doubling cube becomes
available in all subsequent games (and it's most often in the best
interests of the trailing player to double immediately in these games).</para>
<informaltable frame="all">
@@ -808,7 +808,7 @@ To roll the dice the CL version type 'roll'.
</sect3>
</sect2>
<sect2 id="gnubg-playing_double">
- <title>Using the double cube</title>
+ <title>Using the doubling cube</title>
<sect3 id="gnubg-playing_double_offer">
<title>Offering a double</title>
<para>You offer a double to your opponent by clicking on the cube. This
@@ -817,7 +817,7 @@ To roll the dice the CL version type 'roll'.
<sect3 id="gnubg-playing_double_tp">
<title>Accepting or declining a cube</title>
<para>You accept a double made by your opponent by clicking on the
- offered double cube at the board. If you want to decline the double,
+ offered doubling cube at the board. If you want to decline the double,
you can right click on the cube.</para>
<para>There are also three buttons in the toolbar for handling cube
offers. These buttons are marked Accept, Decline and Beaver. The
@@ -934,7 +934,7 @@ To roll the dice the CL version type 'roll'.
backgammon. </para>
</listitem>
<listitem>
- <para><emphasis>Loose</emphasis> is the fractions of games that
+ <para><emphasis>Lose</emphasis> is the fractions of games that
<application>GNU Backgammon</application> thinks will be lost by a
single game, gammon or backgammon. (Notice that this number is equal
to 1 - Win) </para>
@@ -1133,7 +1133,7 @@ To roll the dice the CL version type 'roll'.
choice between two move candidates. Which move was the best? Or what about
that match score cube decision from the weekend tournament. Wouldn't it be
nice to be able to set up the position in <application>GNU
- Backgammon</application> and ask for it's opinion? This is possible in
+ Backgammon</application> and ask for its opinion? This is possible in
<application>GNU Backgammon</application>, and it's one of the features
that really can give you the answer to a lot of questions, and in that way
give you a better understanding of the game.</para>
@@ -1284,7 +1284,7 @@ To roll the dice the CL version type 'roll'.
up-side-down, the top player will be the cube owner. The value of the
cube will be the value of the cube you click in the widget. Note that
the unturned cube is the leftmost cube labeled 64, just as it usually is
- on real double cube.</para>
+ on real doubling cube.</para>
</sect2>
<sect2 id="gnubg-edit_score">
<title>Setting the score</title>
@@ -1402,7 +1402,7 @@ To roll the dice the CL version type 'roll'.
<entry> <command>import snowietxt &lt;filepath&gt;</command> </entry>
</row>
<row>
- <entry>True Moneygames</entry>
+ <entry>TrueMoneyGames</entry>
<entry> <command>import tmg &lt;filepath&gt;</command> </entry>
</row>
</tbody>
@@ -1421,10 +1421,6 @@ To roll the dice the CL version type 'roll'.
also be saved to the file. You can also use the tool bar button
labeled Save to open the file dialog box directly. There is also a
keyboard shortcut, Ctrl-S, for saving a match or session.</para>
- <warning>
- <para>Please note that saving a position will not save any
- analysis.</para>
- </warning>
<para>The export dialog is accessed by choosing <menuchoice><guimenu>File</guimenu><guimenuitem>Export</guimenuitem></menuchoice> This dialog is similar to the save dialog. Again you may
choose a different filename and whether to export an entire match, a
game or a position. Then you must choose an export format as well.
@@ -2577,14 +2573,8 @@ To roll the dice the CL version type 'roll'.
evaluation by specifying the plies to be evaluated. Each ply costs
approximately a factor of 21 in computational time. Also note that
2-ply is equivalent to Snowie's 3-ply setting.</para>
- <para>For evaluation deeper than 0 plies, it's possible to reduce the
- number of rolls to evaluate in the lookahead. This can be set in the
- Reduced evaluation box. Instead of averaging over all 21 possible dice
- rolls it is possible to average over a reduced set, for example 7
- rolls for the 33% speed option. The 33% speed option will typically be
- three times faster than the full search without reduction.</para>
<para>In the box for Cubeful evaluations, you can specify if you want
- GNU Backgammon to evaluate the cube ownership in it's evaluations.
+ GNU Backgammon to evaluate the cube ownership in its evaluations.
With this option turned on it generally improves the evaluation,
specially when it's close to cube decisions, so we recommend that this
option is turned on.</para>
@@ -2648,9 +2638,7 @@ To roll the dice the CL version type 'roll'.
<title>Introduction to move filters</title>
<para><application>GNU Backgammon</application> uses a technique
called move filters in order to prune the complete list of legal
- moves when analyzing checker play decisions. Move filters can be
- considered a generalization of the search space used in earlier
- versions of <application>GNU Backgammon</application>.</para>
+ moves when analyzing checker play decisions.</para>
<para>A move filter for a given ply, say, 2-ply, consists of four
parameters for each sub ply:</para>
<orderedlist continuation="restarts" inheritnum="ignore">
@@ -3072,17 +3060,6 @@ To roll the dice the CL version type 'roll'.
<para>You can read more about cubeful evaluations in the [[Appendix]].</para>
<para>It's recommended that you use cubeful checker evaluations.</para>
</sect3>
- <sect3 id="gnubg-custom_eval_reduced">
- <title>Reduced evaluations</title>
- <para>This option is designed to increase the speed of play by taking a
- shortcut. Instead of averaging over all 21 possible dice rolls, it is
- possible to average over a reduced set, such as only 7 rolls which
- would be 1/3 or 33%. The 33% speed option should be approximately 3
- times faster than the full search with no reduction. One point, it has
- been noted that this can badly hurt <application>GNU
- Backgammon</application>'s checker play so it is not advised to use it
- here.</para>
- </sect3>
<sect3 id="gnubg-custom_eval_pruning">
<title>Pruning neural networks</title>
<para>A new feature in the evaluation is the use of a set of neural
@@ -3093,8 +3070,6 @@ To roll the dice the CL version type 'roll'.
less than 1% of all moves come out different with the pruning nets
activated. In most of these positions the move would not have made any
difference to the game at all.</para>
- <para>Notice, You can not use both reduced evaluations and pruning
- neural nets.</para>
</sect3>
<sect3 id="gnubg-custom_eval_noise">
<title>Noise</title>
@@ -3557,7 +3532,7 @@ Correct cube action: No double, beaver
<para>Example, </para>
<para>&gt;&gt;&gt; m['match-info']</para>
<para>{'match-length': 25, 'rules': ('Crawford',),
- 'default-eval-context': {'plies': 2, 'deterministic': 1, 'reduced': 0,
+ 'default-eval-context': {'plies': 2, 'deterministic': 1,
'noise': 0.0, 'cubeful': 1}, 'annotator': 'GNU 0.14', 'O': {'rating':
'0 (Exp 0)', 'name': 'Moshe Tissona'}, 'round': 'Final', 'place':
'Monte Carlo', 'variation': 'Standard', 'default-rollout-context':
@@ -3606,7 +3581,7 @@ Correct cube action: No double, beaver
<para>This is the value of the position in money game, e.g., if your
equity is +0.4 an you are playing money game with a $1 stake, you will
win $0.40 on average. The money equity can be calculated with or
- without taking the effect of the double cube into consideration, or
+ without taking the effect of the doubling cube into consideration, or
<emphasis>cubeful</emphasis> or <emphasis>cubeless</emphasis>. The
cubeless equity can be calculated from the basic formula:
2*p(w)-1+2(p(wg)-p(lg))+3(p(wbg)-p(lbg)). Evaluating the cubeful
@@ -3621,7 +3596,7 @@ Correct cube action: No double, beaver
outcome of the individual games as much as the outcome of the entire
match, so the interesting quantity for match play is <emphasis>match
winning chance</emphasis> (MWC). As for the money equity the MWC can
- be calculated with and without the effect of the double cube. The MWCs
+ be calculated with and without the effect of the doubling cube. The MWCs
are generally calculated with the use of a match equity table, which
contains the chance of winning the match before a game starts, e.g.,
if the score is 0-0 in a 1pt match each player has 50% chance of
@@ -3704,7 +3679,7 @@ Correct cube action: No double, beaver
<title>Cubeful equities</title>
<para>This chapter is a brief description of how <application>GNU
Backgammon</application> calculates cubeful equities. The formula
- build directly on the work by Rick Janowski <ulink url="http://www.msoworld.com/mindzine/news/classic/bg/cubeformulae.html">Take-Points in Money Games</ulink> from 1993.</para>
+ build directly on the work by Rick Janowski <ulink url="http://www.bkgm.com/articles/Janowski/cubeformulae.pdf">Take-Points in Money Games</ulink> from 1993.</para>
<sect4 id="gnubg-tech_equities_cubeful_basic">
<title>Basic formula for cubeful equities</title>
<para>The basic formula for cubeful equities as derived by Janowski is</para>
@@ -4285,11 +4260,6 @@ Equity
to try it! </para>
</listitem>
<listitem>
- <para><ulink url="http://savannah.gnu.org/cgi-bin/viewcvs/gnubg/gnubg/positionid.c?rev=HEAD&amp;sortby=date&amp;content-type=text/vnd.viewcvs-markup">Example code</ulink> to convert between a raw board encoding
- (the number of checkers on each point) and these keys/IDs is
- available licensed under GPL. </para>
- </listitem>
- <listitem>
<para>Thanks to Tom Keith and David desJardins for their
suggestions on simplifying the encoding without increasing the
worst case length. </para>
@@ -4583,7 +4553,7 @@ Equity
<para>Currently, <application>GNU Backgammon</application> is actually
designed for <emphasis>GNU/Linux</emphasis>. It also compiles and
(hopefully) runs under <emphasis>*BSD, IRIX, Solaris</emphasis> and
- <emphasis>True64 Unix</emphasis>. Last but not least there are
+ <emphasis>Tru64 Unix</emphasis>. Last but not least there are
frequently binaries for <emphasis>MS Windows</emphasis>. It has also
been ported to <emphasis>MacOS</emphasis>. When you successfully port
GNU Backgammon to other operating systems, you are welcome to give us
@@ -4653,7 +4623,7 @@ Equity
</sect3>
<sect3 id="gnubg-faq_install_new">
<title>I want to install a newer version.</title>
- <para>Go a head, your settings should be saved..</para>
+ <para>Go ahead, your settings should be saved.</para>
</sect3>
<sect3 id="gnubg-faq_install_compile">
<title>I would like to compile it from the source code.</title>
@@ -4962,14 +4932,11 @@ Equity
</sect3>
<sect3 id="gnubg-faq_play_5">
<title>Why am I allowed to place more than 5 checkers on a point?</title>
- <para>The official backgammon tournament rules allow to put all 15
- checkers on a point. If you want to play with a maximum of 5 checkers,
- go to the menu Settings and activate the Egyptian Rule. Notice, the
- Egyptian Rule is not in the standard rules of backgammon. The position
- evaluator in <application>GNU Backgammon</application> doesn't have a
- clue about how to evaluate positions according to the Egyptian rule
- either. It strongly recommended that this rule is not used if you're
- trying to learn backgammon.</para>
+ <para>The official backgammon tournament rules allow to put
+ up to all 15 checkers on a point. Playing with a maximum of 5
+ checkers, sometimes known as the Egyptian Rule, is no longer
+ supported by
+ <application>GNU Backgammon</application>.</para>
</sect3>
<sect3 id="gnubg-faq_play_poorly">
<title><application>GNU Backgammon</application> plays poorly.</title>
@@ -5051,12 +5018,6 @@ Equity
Backgammon</application>'s 0-ply evaluation. Raising the noise level
decreases its playing strength.</para>
</sect3>
- <sect3 id="gnubg-faq_settings_reduced">
- <title>What is reduced evaluation?</title>
- <para>Reduced searches only work with 2-ply evaluations and deeper. It
- cuts the search for candidate moves to increase evaluation
- speed.</para>
- </sect3>
</sect2>
<sect2 id="gnubg-faq_analysing">
<title>Analyzing</title>
@@ -5130,16 +5091,11 @@ Equity
</informaltable>
<para>You may change these comment in the menu `Window, Annotation'
choosing another comment for moves and/or double</para>
- <note>
- <para>Why a ? move
- should be deemed worse than a ?! move - that's one of life's little
- mysteries.</para>
- </note>
</sect3>
<sect3 id="gnubg-faq_analysing_rate">
<title>How is the error rate determined?</title>
<para><application>GNU Backgammon</application> determines a player's
- strength according to it's average error (per move):</para>
+ strength according to its average error (per move):</para>
<informaltable frame="all">
<tgroup cols="2">
<colspec colname="c1" colnum="1" colwidth="1*"/>
@@ -5278,13 +5234,13 @@ Equity
</sect3>
<sect3 id="gnubg-faq_abbr_cp">
<title>CP?</title>
- <para>From Max Friis page <ulink url="http://xfriis.dk/maxfriis/bg/double.html">http://xfriis.dk/maxfriis/bg/double.html</ulink> Cash-point(CP) is:
- <emphasis>your opponent's take-point now seen from your side of the
- board (your cash-point which equals 100% minus your opponent's
- take-point</emphasis>). <application>GNU Backgammon</application>
+ <para>Cash-point(CP) is
+ your opponent's take-point now seen from your side of the
+ board (your cash-point which equals 100% minus your opponent's
+ take-point). <application>GNU Backgammon</application>
uses the term <emphasis>missed double below cash-point</emphasis>,
which means that the player should have doubled, and had he done so,
- his opponent should take. <emphasis>. Missed double above CP</emphasis>
+ his opponent should take. <emphasis>Missed double above CP</emphasis>
in a similar way means that the correct cube-action was double pass.</para>
<para>If you are the leader in the match, the relevant take- and
double-points will often look something like this (where TP*=CP):</para>