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jryden: I ain't going to disable my autopass - the rare occassions where I do get an opponent that has autopass enabled, I don't want to lose.
And I'll continue to delay moving in an autopass situation when my opponent hasn't enabled autopass - I marked all days in December as vacation days for no other reason to not have to move in a hand full of games where all I can do is pass, but where my opponent insists on me pointlessly hitting a button.
coan.net: Well said!! In support of this suggestion I am going to disable my autopass option until a better version is implemented. Anyone who doesn't like it should do the same, otherwise Fencer can say 'look how many people are using the autopass, they must like it'
Along with an autoplay idea, i would like to see the ability for the server to determine the single legal play for a given checker. This will eliminate the need for the Swap dice option in all but the cases where a single checker can use either die.
nabla: Yea, autoplay would be another nice request - even though personally I'm not sure if I would use it, but I can see many doing so.
For checkers for example, a person only has 1 move - 1 jump, then yea - might as well make the move for you. For Ludo - well many turns in a game are only 1 option (maybe around 30% maybe? - just a guess) - Add that to auto-pass, then you all of a sudden turn around 1/2 the game for the computer to play for you.
So personally, I would have to debate with myself to use autoplay, but again - would be a great addition to the autopass to this game site - and can see many people using both.
Plus making forced moves automatically, even when they are not "passes". That for all games without exception. This last request should probably give rise to a separate personal setting, since I guess that some Ludo players could be happy with autopass but not with autoplay.
I just think the current version of autopass needs to be scraped, and put in its place is a proper autopass - that will work in all games where a "pass" can be made.
I would think a simple auto message of "Your opponent had no move, so the game came back to you.". Any messages should just be shown when the opponent does have there next possible move. And then an auto message to the person who passed would be "You had no move(s) on the ## last move(s), so the system autopassed for you".
Plus each person can decide if they want the system to autopass for them. So for example, if I choose to auto pass but my opponenet does not - if it comes to me and I have to pass, then I should be able to autopass. If it goes to my opponenet and they choose not to autopass, then they can take the time to hit the "pass" button. I don't see why the current system will let 1 person dictate how the other person players their autopass.
And again, all games that have pass - Gammon & Ludo are the big 2 that come to mind.
= = = = =
Then for gammon games with cube, what I would like to see is when a person gets there first roll/double - then pass option if they are blocked, a little button to say "Roll & Autopass until next possible move" - so that will automaticly choose the roll & then pass until they are able to move again. (so then after they move, they will again have to roll & choose the option again if they are back into a pass position after making a move on the board.)
Autopass would be a great feature for this site - but I just don't consider what is here right now to be autopass... just a very weak version of it.
AlliumCepa: Well it is one of the "reasons" why Fencer did not want to do autopass in the first place - he is afraid that the users would be unable to have a conversation if the game is autopassing. So he put in this thing that is called an autopass, but I believe it will not work if there is chat going on. I don't think it is documented anywhere.
grenv: It is complicated enough for me not to have dived into one method yet. The pips to add are not linear in function of the number of checker on either the 1 or the 2 points, gaps have to be accounted as well.
nabla: good point on the low points, you need to basically add pip counts for checkers on the 1 or 2 point to be accurate. Alternatively you can look at the number of average moves left and calculate the odds variation, but that gets complicated.
Puckish: A very simple rule works fine in most situations. If on roll you are 10% (of your pip count) ahead minus 2 pips, you have a borderline double. If you are 10% ahead plus 2 pips, your opponent has a borderline take/pass.
That is of course in "money play". The take point can be different in function of the match score (and the presumed strength difference between the opponents) ; and when one of the opponents has too many checkers on low points.
When you are ahead in a run situation, you will win more times than not. So, should you always double when you need to, and conversely how often should you accept a double when slightly behind in a run?
I sent out 125 invitatons to mine, so i know even if someone doesnt read the boards or check the tournament page, they have an invite, maybe some people were gone for awhile, but i would like to have more of the very best players play
Thad: That could also prove a bit tricky. You'd need something extra to tell the difference between a completed match (shown as 1-0) and a match that currently stands at a score of 1-0. A cute solution might involve current match scores being shown on "mouse-over" of each dash or of each table cell. (But at this point, I'm hesitant to suggest adding much more HTML code to our pages!
nabla: Ah, so it is! I'd searched for an existing bug report, but obviously not well enough.
Have just started playing at DailyGammon (as "wetware" there, and also at NetGammon). Will check their multi-game .MAT output shortly, though I presume it's correct. Since I now play enough bg matches here that are worth analyzing afterward, I might try creating a small Windows executable to auto-reformat BK's .MAT output (no matter how long a match), to make it compliant.
Has anyone here seen strange results when exporting .MAT files from multi-game BrainKing matches, and then importing those files into gnubg? I don't think gnubg is reading them properly. The program can follow the individual game move sequences, and allow navigation from game to game, but the running match scores are seriously messed up. (For example, it appears that a player can actually lose points from game to game!) I think it's also not always correct about which player is which.
I'm very skeptical about overall match analyses as a result, because I don't think gnubg is consistently evaluating the same person's play throughout a match!
Anyway, would love to hear your experiences. I'm fairly new to gnubg and the .MAT file format.
Czuch: I've already told the bunny sorry twice, I will now say sorry to you also for whatever bad thing that I have done to you with my couple of posts.
(Cacher) Vous en avez marre de placer les bateaux ou les pièces d'Espionnage en début de partie? Vous pouvez aller sur l'Editeur de parties et sauvegarder quelques unes de vos positions préférées pour une utilisation future. (pauloaguia) (Montrer toutes les astuces)