On January 7, 2023 at 3:40:16 AM UTC-7, Axel Reichert wrote:
Wow! What a nice effort and contribution. I must
thank you for this. I'm anxious to add my replies
and comments, hoping that this will inspire others
to participate. So let me start.
You can try this yourself without having to code.
I did it and played 10 games this way.
Yes, of course. I must admit that I haven't played
complete games but I experimented a little before
suggesting that this would lever luck immediately
with the dice still "random enough in the long run".
Have you saved your games? If so, can you paste
them here in text format?
Here is how to do this:
1. Set GNU Backgammon to manual dice, "Expert"
play, "Expert" analysis, and start a new money session.
It's great that you spelled out the steps. Even after
I clarified my instructions for Philippe, they weren't
this detailed and clear.
2. Roll a pair of real dice (different colours, e.g.
gnubg has the red one). Say, gnubg rolls a 4 and
you roll a 1. By now, gnubg has become "luck
master" and you will be the "luck servant".
I don't understand the need for colored dice but it's
no big deal. I understand that your "luck master" is
my "driver", who rolls random dice for himself but
gives "luck leveling" numbers to your "luck servant"
or my "passenger" player.
I omitted some steps which can be seen in your post.
closest roll to the target equity of 0.037 is 11. Move.
Following these steps my numbers were a little off
but the target equity was 0.037 also. Perfect. :)
10. Repeat cycles from 2 to 6.
So far we are in agreement. Let's put a marker here.
Yes, this was tedious, but kind of interesting. Some
impressions:
- As long as you do not blunder, the game stays very
close (the equity oscillates just a little around 0). A
pretty static tug-of-war.
Why not blunder? To the contrary, my intention was to
level the "luck equity" but allow the "skill equity" swing
and/or drift apart without limitations, so that whatever
skill difference may be, it would become visible quickly.
- Doubles hence are rare (unless you have lost
considerable equity before)
I wouldn't have expected this but maybe because you
eliminate blunders. I was worried that after one player
rolls a big double in a race, it would become a battle of
the big doubles.
- I won only one of the 10 games, as "luck master"
with the help of final lucky doublet in a pure race.
Only 10 games may not be telling much but it would be
interesting to see how your games enfolded.
If this get added to Gnubg, we can run long experiments
with different plies of the bot play against each other to
see what happens in 1,000 games in this variant vs. in
10,000 games in regular gamblegammon. If the results
come out similar, that would be a trophy reward for me.
Also, what about cube actions in your games? I predicted
that there would be very cautious and very very few cube
actions. This is what I'm most curious about (for obvious
reasons that you can guess.. ;)
- It cuts down the branching factor considerably. For
example, after a 42 opening (played correctly) the
reply roll will always be 31.
I'm not so sure about this. Replies to opening rolls can
be memorized but only assuming best play from both
sides. Playing either roll differently won't gain anything
since it may not necessarily thwart the opponent's
subsequent correct play.
In any case, I foresee the branching factor going back
to normal after the 3rd roll. This is to be seen. Do you
think it can be determined by inspecting the games..?
After a big racing doublet by the master, expect the
same for the servant.
Ah, I was afraid of this but does it really matter all that
much, except the different look and feel of the games?
What's wrong with luck being leveled very fast? Other
than lack of luck swing will dull the cube activity which
I would like to see indeed as a proof that cube is fueled
by luck and not by skill...
After a dance on the bar by the master, expect that
you will not be able to cover your home board blot
as a servant.
Again, I don't see these as bad things. A player will only
be able to widen the equity gap through skill, not luck.
- Once I started to try to predict the rolls for the luck
servant (finally feeling like a dice paranoid instead
of working on my game) I was surprised quite often
by how bad doublets can be, or, put more generally,
how far off my estimations were. There is a lesson
to be learned by some here.
I don't quite understand this paragraph. Can you expand
on it a little..?
- There are highly artificial dice sequences: I saw 8
subsequent 21s for the servant in a race in order to
compensate for some previously accumulated luck
(that due to the position could not be compensated
adequately before).
I wonder if this will hold in the long run? If so, then it
may only mean that "dice dispersion" can have more
clusters but the "dice distribution" can still be good?
- It can only be done with a computer.
Yes. I hope they will put this in some bots someday.
- Considering the dice and luck paranoids out there,
the artificial sequences, the even more frustrating
outcome against a world class bot, I expect that
Gary Wong's official dice complaint form would
need a substantial update.
I don't understand this paragraph either. How do you
mean? I don't think you are being sarcastic. Are you
complaining about the dice? Why..?
Not for me, but your mileage may vary.
If you mean you wouldn't enjoy playing this variant
gainst a bot, I can understand that but what about
using it in "bot vs. bot" and/or bot vs. "mutant bot"
experiments?
As you all know, I'm a big advocate of experiments.
I love experiments. I think this one would be a very
revealing experiment about luck and/or cube skill...
I have more to say on this but I don't want to get too
far ahead of you or others who may want to chime in.
MK
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