Förteckning över diskussionsforum
Du har inte tillstånd att skriva på denna sida. Lägsta nivå på medlemskap för att kunna skriva i detta forum är Brain Bonde.
playBunny: The reason I posted that was that the conversation was moving away from a discussion and into an argument - with all points in the subject already covered. Sorry if I did not make myself clear in what I said and possible offended you or something.
(But as a side note - since my post, no new points in the discussion has come up - just the same ones... wow, who could have predicted that.)
= = = = = = = = = = = = = = =
Anyway, as a Moderator of this board - PLEASE keep this board as a place to discuss issues. The discussion has been moving close to being an argument which is not wanted here. Thank you.
coan.net: (But as a side note - since my post, no new points in the discussion has come up - just the same ones... wow, who could have predicted that.)
A discussion trailing off isn't necessarily vindication of a "why don't you shut up?" post, it's quite possibly a sign that you piped up redundantly. So who could have predicted it? Anybody.
I'm sorry that you think this is argument rather than discussion. This is the liveliest that this board has been for a long time. Perhaps a sleeping board is preferred?
Ämne: Re: Show me the money. Er, I mean show me the dice!
Czuch: I highly doubt that the dice are unfair. To make them so would require a lot of code. Plus Fencer probably has better ways to repercuss those he does not favor!
However, I would surmise that the dice are not random! After all, it's pretty hard to get a computer, which is designed to do the same thing exactly the same way every single time, to do something repeatedly and get a different result.
But I would guess that they are pretty close. ;-)
I'm sure they are close enough that it would take some serious statistical analysis to prove otherwise.
And even if there is an advantage or disadvantage to the dice, either players is probably just as likely to receive whatever benefit there is, so I believe the game here is fair.
playBunny: Some people want it - some people don't. (and some don't care either way) - is there another point of discussion? But whatever, lets keep "discussing it".
Again, sorry if you took it as a "shut up" type of post.
Ämne: Re: Show me the money. Er, I mean show me the dice!
Thad: I don't remember which website it was, (Could have been here, could have been one of the others I play at), but I think one way they make them "random" is by determining the roll by the exact fraction of a second that the player clicks on the game to play it, thus somehow determining the roll. (Which I guess, technically, isn't random at all)
Or maybe I dreamt it.. LOL ...
As has been discussed before, I think most people only "remember" those times that they don't seem very random.
There are times that I, too, would like to see what my opponent's roll is going to be.. (Though, honestly, I don't care that much) I think it is because on a turn based site, it can be SO long before you see the game again, that it's nice to see what your opponent may do with his/her next move, and make a judgment on the move you just made. (Whereas if you have to wait until it gets back to you, your own move isn't very "fresh" in your mind)
Ämne: Re: Show me the money. Er, I mean show me the dice!
rod03801: I've read that too. In fact, I used that method in some programs back in my coding days.
Another vote for revealing the rolled dice. Do we really have any for not revealing them (other than folks who think Fencer shouldn't implement it because he should use that time to work on something else instead)?
Ämne: Re: Show me the money. Er, I mean show me the dice!
Thad: exactly. Everyone needs to prioritize their work. This seems like something that is a low priority since it doesn't actually affect the game in any meaningful way.
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.
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.
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.
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!
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
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?
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.
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.
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.
(dölj) Om plötsligt sajten skulle visa sig på ett annat språk, klicka då bara på flaggan för ditt språk så blir allt tillbaka till det normala. (pauloaguia) (Visa alla tips)