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Backgammon and variants.

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16. Junho 2009, 03:06:29
alanback 
Assunto: Re:How many dice rolls per second.
pgt:That's no way to talk about a fellow BKer!

16. Junho 2009, 00:53:52
pgt 
Assunto: Re:How many dice rolls per second.
Pedro Martínez: I think we should leave gammon out of this in case the swine take offence.

15. Junho 2009, 21:36:17
playBunny 
Assunto: Re:How many dice rolls per second.
Pedro Martínez: Now that's the one that made me laugh!

But, in fairness to the others, maybe they paved the way.

15. Junho 2009, 20:32:04
Pedro Martínez 
Assunto: Re:How many dice rolls per second.
grenv: I beg to differ. I have just used the online computing power capacity and the result it spat out was a gammon and a half.

15. Junho 2009, 19:53:28
grenv 
Assunto: Re:How many dice rolls per second.
alanback: The answer is clearly 4 kgs.

15. Junho 2009, 17:51:26
alanback 
Assunto: Re:How many dice rolls per second.
pgt:I think it's the answer to a riddle my father used to ask:

If a hen and a half lays an egg and a half in a day and a half, how far must a raindrop fall to split a shingle?

15. Junho 2009, 09:08:14
pgt 
Assunto: Re:How many dice rolls per second.
playBunny: It's absolutely clear to me. We should not be eating the eggs of battery hens.

15. Junho 2009, 08:35:21
playBunny 
Assunto: Re:How many dice rolls per second.
gogul: I haven't a clue what you're talking about.

15. Junho 2009, 06:56:55
gogul 
Assunto: Re:How many dice rolls per second.
playBunny: To renounce not only on atomic bombs, but atomic power as well..

A strong CPU is pointless in anyones home.

14. Junho 2009, 20:06:41
playBunny 
Assunto: Re:How many dice rolls per second.
gogul: Why not using online computing power capacity?

What for?

14. Junho 2009, 15:24:01
gogul 
Assunto: Re:How many dice rolls per second.
playBunny: 'My 3.0 GHz AMD'

Why not using online computing power capacity?

27. Maio 2009, 12:17:02
Carl 
Modificado por Carl (27. Maio 2009, 12:20:58)
Isn't there a nonsense board or something for this kind of thing?

27. Maio 2009, 12:11:32
playBunny 
gogul: I'm glad that mine was a hint. Yours arouses curiosity. It's more of a riddle!

27. Maio 2009, 03:33:40
gogul 
Assunto: Re:
Modificado por gogul (27. Maio 2009, 03:40:31)
playBunny: if we don't mind the stones from the sky anymore, there is still the fire under the roof. Thank you, yours was a hint.

27. Maio 2009, 03:18:22
gogul 
Assunto: Re:it's a bit like italian football
Modificado por gogul (27. Maio 2009, 04:21:03)
Bwild: I'd like to talk with Cheney immediatly. Can I?

Or will he give me a clout just for asking?

27. Maio 2009, 03:13:48
Bwild 
Assunto: Re:it's a bit like italian football
gogul: I prefer italian meatballs, which during the stoneage , were made from pterasaurs

26. Maio 2009, 22:25:34
gogul 
Assunto: Re:
alanback: it's a bit like italian football.

26. Maio 2009, 21:53:02
alanback 
Assunto: Re:
gogul:This whole discussion is just pterrible!

26. Maio 2009, 21:27:20
gogul 
Assunto: Re:
playBunny: I have to let that fall. If I'd ever been high this could tell me that pterasaurs 'peut-être' droped petas (stones if Internet was correct)!

26. Maio 2009, 15:35:56
playBunny 
Assunto: Re:
gogul: Did you know that the recycling of tetrapacks to roof tiles is a Brazil innovation?

That would be have been good protection against the droppings of ptetrasaurs, which inhabited Brazil up to about 70 million years ago.

26. Maio 2009, 09:55:44
gogul 
Assunto: Re:
paully: Did you know that the recycling of tetrapacks to roof tiles is a Brazil innovation? :)

26. Maio 2009, 03:25:18
paully 
Assunto: Re:
alanback: I think that model glows in the dark, blue and red

25. Maio 2009, 18:18:42
alanback 
Assunto: Re:
Thad:Yes, I believe a tetrahertz is a rented fish. ;-)

25. Maio 2009, 11:39:47
gogul 
Assunto: Re:
Thad: ah. Mega, giga, tera, peta ...

25. Maio 2009, 11:33:33
Thad 
Assunto: Re:
gogul: Shouldn't it be 'terahertz'?

25. Maio 2009, 06:58:13
gogul 
Nice infos about power and outcome. As the keyword Tetrahertz gives less than 100 results with google (german), I'm guessing that you'll muddle on for a while like it is now.

24. Maio 2009, 15:49:38
playBunny 
Assunto: Re:How many dice rolls per second.
AlliumCepa: A millisecond is a long time for a modern computer. My 3.0 GHz AMD can produce over 250,000 dice rolls per second using a very basic formula (although it doesn't do anything further with the dice).

But for online backgammon you need to take into acount the context in which the dice roll occurs. There's an html page to be generated for each dice roll. Fencer fills each game page with loads of information, some of which requires access to the database. I think that 1 page per millisecond would be impressive even for a server written in Java.

24. Maio 2009, 02:40:04
gogul 
Assunto: Re:
Czuch: True. Can it proceed several things in the same millisecond or would that just be fast. One for a pc geek.

24. Maio 2009, 02:00:30
grenv 
Assunto: Re:
AlliumCepa: dices? like a salad?

Why all this talk about the randomness of the dice? There appears to be no evidence that it isn't.

24. Maio 2009, 01:55:25
paully 
Assunto: Re:
AlliumCepa: do they smell like napalm?

24. Maio 2009, 01:10:26
alanback 
Assunto: Re:
Czuch:This is probably also true with physical dice  :-)

24. Maio 2009, 01:01:07
Czuch 
So... from what i read of the discussion on the BK board, it seems like the dice might be contingent upon the exact timing of when it is rolled, or am I misunderstanding still?

17. Maio 2009, 23:59:01
playBunny 
Assunto: Re: Dice study
CryingLoser: if Fencer implemented his RNG according to the first way, then
sooner or later somebody will count the cycle of the numbers...


Er, how "later" can your scale go?!

17. Maio 2009, 21:36:10
CryingLoser 
Assunto: Re: Dice study
alanback:
Yes, the assumption was that the generator has for each game a new initialisation. As you mentioned, there is also a second way possible, just one RNG for all games.
And only this second way is the right one - if Fencer implemented his RNG according to the first way, then
sooner or later somebody will count the cycle of the numbers...

17. Maio 2009, 21:17:15
alanback 
Assunto: Re: Dice study
CryingLoser:Are you assuming there is a separate incidence of the random number generator for each game?  I think that is very unlikely, and that it is more likely that the same RNG is used for all games on the site.  This would make it impossible for two players to anticipate any cyclical result.

17. Maio 2009, 16:07:37
CryingLoser 
Assunto: Re: Dice study
Czuch:
There is a way, but a *very* hard one: The random numbers generators in programming languages are implemented as a function modulo m (for us with unknown m), in the simplest such random function there is a start number s, and the random numbers r1, r2, etc. are generated as s mod m =3 etc. There exist math proofs that random generators that include the modulo
function, even if they are not so simple as the one before, are always cyclical, i.e. after some thousand random numbers r1, r2, ..., rx they start from the beginning.
So if you play some very slow dice game like Anti Backgammon with a friend and the goal of both, not to win but to count the dice numbers, you may find out
a repating sequence of about 5000 - 6000 numbers. And
in a real game you can after 4 - 5 moves guess the next "random number". (Have not tested it, would be too hard effort just for winning some games...)

17. Maio 2009, 14:57:36
Czuch 
Assunto: Re: Dice study
playBunny: Yeah, I know... it was just a recent 3 day period where I logged on and my first three games each day all had the same dice roll ( not the same roll all 9 games, but the same one for 3 games each day)


We do not know when the dice rolls are generated, is that it?

For awhile, I thought it was when the player actually clicked to see the game for the first time after it was their turn again. But then it seemed like it was generated right after the opponent made their move, but was only revealed when the next player came to see it?

You are right, there is no way to know for sure, except ask Fencer?

17. Maio 2009, 14:50:39
playBunny 
Assunto: Re: Dice study
Czuch: Whenever someone says "it seems more often than random that ..." about a random process it seems more often than not that it's their brain seeming things and not the random process.

Without knowing how BrainKing's dice are generated I can say nothing with certainty about the rolls, however, as I see absolutely no benefit to Fencer or the players in having every dice generated according to the clock it would surprise me greatly if it were the case.

But it's moot anyway because there's no way for us to determine the timing of dice events.

17. Maio 2009, 14:40:04
Czuch 
Assunto: Re: Dice study
playBunny: What about dice rolls in relationship to the time? For example, if 10 different people were to make a roll in different games all at the exact same time, would there be any type of correlation, IE would they all have the same dice rolled, or a higher rate of this?


I know it seems like sometimes I will log on and play a few quick moves, and it seems more often than random that I make the same roll in all the games....


Also, I think I remember being told that in casinos, the video and or slot machines give any specific result on one play, based on the exact time that you pull the lever or hit the play button? Something like all the potential outcomes are spinning around in the machine, and which outcome you get is based purely on the timing of when you hit play?

17. Maio 2009, 12:30:17
playBunny 
Assunto: Re: Dice study
playBunny: Further to my "not sure there's a hard way", there are several steps.

** First get a lot of matches. That's a fair challenge in itself.

** Unless Fencer has fixed the .mat export bug which makes multi-game match files useless, you'd need to run each match file through a script that would fix the error.

** Run the matches through another program that will extract the dice rolls.

** Do your analyses. Here it's very much a question of how complex you want it - whether you want to look at dice independantly of the games, ie. just streams of rolls, or whether you want to know about dice in relation to the players and positions. The latter would be a considerable adventure in programming.

17. Maio 2009, 11:13:50
wetware 
Assunto: Re: Dice study
AlliumCepa: I *think* that they're trying to find some means of analyzing the rolls themselves--in isolation--apart from the way they might be used in backgammon.  I suspect there are (or were, a while ago) some fairly regular departures from randomness in the routine(s) that govern the rolls here.  But analyzing and demonstrating that would have been difficult.

16. Maio 2009, 23:44:12
playBunny 
Assunto: Re: Dice study
Thad: Hmmm, you say "easy"... ... I'm not even sure that there's a hard way!

16. Maio 2009, 20:32:33
Thad 
Assunto: Dice study
Is there an easy way to pull all the dice rolls and analyze them? I *NOT* accusing Brainking of doing anything wrong, I just think some of us math geeks might have fun seeing the results.

15. Maio 2009, 02:37:58
alanback 
Assunto: Re:
paully: Even so, I think every backgammon player has occasionally felt very badly used by the dice :-)  It doesn't always help to know that even a perfectly random system can (indeed, must occasionally) mimic the behaviour of a malevolent demon!

15. Maio 2009, 02:24:29
paully 
Assunto: Re:
"GERRY": Oh no, it isn't bad luck at all. Obviously you have been singled out and Fencer has written a specialized script that activates in any games you play, looks to see what dice will best suit your opponent and would least suit you, and the script automatically plays those selections.

Well, that was kind of a joke just to illustrate how ridiculous it is to suggest the dice are anything other than random

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