I believe that winning best of three or of five shorter
matches would be harder to win than a single longer
match, but I have no idea by how much, since there
have been no experiments done on the subject.
After writing a couple of paragraps about it in this:
https://groups.google.com/g/rec.games.backgammon/c/vFOtjr8HYt8/m/JaTv4S1-AAAJ
I decided to try doing my own experiments but found
them impossible to do with neither Ex-G nor Noo-BG.
A - First, let's talk about classic (cubeless) backgammon.
The most common match length is a 5-pointer. A real
challenge is settled by a best of three 5-pointers (or in
the alternative by a single 7-pointer if time is limited).
There is no way to test if winning a single 7-pointer or
even a 9-pointer would be as hard as winning a best of
three 5-pointers using Ex-G or Noo-BG because they do
offer a cubeless variant of gamblegammon but do not
truely implement backgammon, (i.e. allowing doubles
in the opening rolls, without 3-point wins, etc.)
An AI bot, (at least as AI as Ex-G and Noo-BG), called
Palamedes can play classic backgammon (and several
variants of it) and can be downloaded from:
https://nikpapa.com/Palamedes/index.html
Unfortunately, it can only play one game at a time and
lacks the bot-vs-bot play capability. Thus, I can't use it
for my experiment either.
However, I applaud Nikolaos Papahristou's efforts to
develop such a bot and hope that he can find time to
further improve it. I will offer a couple of suggestions
here, while introducing the new concepts of SET's and
MET's, (Set Equity Tables and Match Equity table), for
checker play decisions.
In a best of three match, a match really becomes a set
of games and then several sets constitute a match. For
now, I am borrowing "table" from gamblegammon but
I have no clear idea on how adjusting checker decisions
according to score can be implemented in bots, either
using tables or otherwise. This is an area where humans
can exert a decisive superiority on currently existing bots.
During the first set of a best of three, the SET would be
the same for both sides.
Afterwords, the winner of the first set will have a great
advantage and thus we would need two different SET's
for leading and trailing players during the second set.
A tie-breaker set can use the same SET as the first one.
To carry the concept even further, in a best of five match
there would be even more SET's for intermediary scores.
A MET will become a higher level modifier table of SET's.
I hope that such a bot will arrive soon for us all to enjoy.
Until then, if a human player (i.e. Murat :) claims that he
can adjust his checker play according to the score, there
is no way to prove or disprove it...
B - Now, let's talk about the cubeful gamblegammon.
In gamblegammon, we would need SET's and MET's not
only for checker decisions (as in backgammon), but also
for cube decisions.
Since it's probably impossible to implement checker play
SET's and MET's in bots any time soon, let's just ignore it
for now and focus on cube play.
Fortunately, in gamblegammon there are already MET's
for cube play but unfortunately, (even without debating
their accuracy), they won't work in "best of N" situations
because initial, intermediary and final sets would all need
different SET's and then what we call MET today would
become a MET of the SET's.
BTW!: this brings to mind the feature suggestion of a few
years' ago that Noo-BG should allow a different MET for
each player, (which would allow comparing MET's), but it
was never implemented. I would have liked to use it to see
how a "mutant MET" would measure up, for example... ;)
Back to our subject. So again, currently there is no way to
test if winning a cubeful 25-pointer would be as hard as
winning best of three 13-pointers, (or best of five shorter
9-pointers), using neither Ex-G nor Noo-BG.
I guess nobody else is as anxious as I am to challenge the
super-human bots to best of three or best of five matches.
Consequently, it is unlikely that there will be any incentive
to improve the bots for that purpose any day soon... :(
C - Some related spontaneous thoughts.
The fact that MET's to adjust cube play to score have been
feasible to implement, even if for simple matches, (i.e. best
of one), while nobody has never before even talked about
the idea of similarly adjusting checker play to score, shows
how the so called "cube skill" is simpler and secondary to
checker skill, as well as being "external" to the game itself.
It would be very interesting to hear any suggestions about
how the implemention of checker play SET's and MET's can
be approached, assuming that it would be possible with our
current technology and knowledge??
MK
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