|
View:
New views
7 Messages
—
Rating Filter:
Alert me
|
|
|
crashed positionI'm trying to find the exact definition gnubg uses for a "crashed" position. The one reference I've found (Thomas Haug's thesis) says it's contact, plus the restrictions that the player has fewer than 7 pieces remaining with none in the opponent's 1 or 2 position. Is that correct? If so, can someone give a little color on why those particular restrictions? eg why is it contact if the player has a piece on the opponent's 2 position, but crashed if it's on their 3 position? _______________________________________________ Bug-gnubg mailing list Bug-gnubg@... https://lists.gnu.org/mailman/listinfo/bug-gnubg |
|
|
Re: crashed positionOn Sat, Dec 17, 2011 at 4:05 PM, Mark Higgins <miggins@...> wrote:
The source is the documentation!
Search for the function called ClassifyPositon() -Øystein
_______________________________________________ Bug-gnubg mailing list Bug-gnubg@... https://lists.gnu.org/mailman/listinfo/bug-gnubg |
|
|
Re: crashed positionRevisiting this one - I read the eval.c ClassifyPosition code, so have a decent idea of how gnubg defines "crashed" (it's not what I described below).
What I don't get is why it uses this particular definition. ie I'd imagine a crashed position is one where you're bearing in against an opponent anchor and have to start dismantling your beautiful barricade as the checkers come in. So why isn't crashed something simple like "contact, and at least one player has all their checkers at their nine point or closer"? Seems like that's roughly when you'd start caring about how to bear off against an anchor. Or maybe you'd replace "nine point" with "six point" if you want to get closer to the end of the game. But I don't really see why how many checkers are on the 1 or 2 point specifically matter than much (vs the 3 point, or why >1 checker is the threshold vs >0 checkers). Anyone remember the motivation for the current definition? On Dec 17, 2011, at 12:22 PM, Øystein Schønning-Johansen wrote:
_______________________________________________ Bug-gnubg mailing list Bug-gnubg@... https://lists.gnu.org/mailman/listinfo/bug-gnubg |
|
|
Re: crashed positionCRASHED attempts to capture the positions where one side has only a
small number of "active pieces". The number of active pieces has been arbitrarily set at 6, and the definition requires that you have at most 6 checkers not on points 1 or 2, accounting for the possibility of one checker from 2 sent back after the rest piled on point 1. The most important part in this celebration of arbitrary decisions was to use a definition which is non cyclic - positions resulting from a crashed positions should be crashed. When this is violated, performance deteriorates since each net is trained only on it's own kind of positions. That was my experience anyway. I will be happy to see someone coming up with a better definition and performance. GNUbg pathetic play in many backgame situations leaves it open to abuse from humans. -Joseph On 9 February 2012 00:23, Mark Higgins <miggins@...> wrote: > Revisiting this one - I read the eval.c ClassifyPosition code, so have a > decent idea of how gnubg defines "crashed" (it's not what I described > below). > > What I don't get is why it uses this particular definition. > > ie I'd imagine a crashed position is one where you're bearing in against an > opponent anchor and have to start dismantling your beautiful barricade as > the checkers come in. > > So why isn't crashed something simple like "contact, and at least one player > has all their checkers at their nine point or closer"? Seems like that's > roughly when you'd start caring about how to bear off against an anchor. > > Or maybe you'd replace "nine point" with "six point" if you want to get > closer to the end of the game. But I don't really see why how many checkers > are on the 1 or 2 point specifically matter than much (vs the 3 point, or > why >1 checker is the threshold vs >0 checkers). > > Anyone remember the motivation for the current definition? > > > > On Dec 17, 2011, at 12:22 PM, Øystein Schønning-Johansen wrote: > > > > On Sat, Dec 17, 2011 at 4:05 PM, Mark Higgins <miggins@...> wrote: >> >> I'm trying to find the exact definition gnubg uses for a "crashed" >> position. >> >> The one reference I've found (Thomas Haug's thesis) says it's contact, >> plus the restrictions that the player has fewer than 7 pieces remaining with >> none in the opponent's 1 or 2 position. Is that correct? >> >> If so, can someone give a little color on why those particular >> restrictions? eg why is it contact if the player has a piece on the >> opponent's 2 position, but crashed if it's on their 3 position? >> > > The source is the documentation! > http://cvs.savannah.gnu.org/viewvc/gnubg/gnubg/eval.c?revision=HEAD&view=markup > > Search for the function called ClassifyPositon() > > -Øystein > > > > _______________________________________________ > Bug-gnubg mailing list > Bug-gnubg@... > https://lists.gnu.org/mailman/listinfo/bug-gnubg > _______________________________________________ Bug-gnubg mailing list Bug-gnubg@... https://lists.gnu.org/mailman/listinfo/bug-gnubg |
|
|
Re: crashed positionI'll just emphasize Joseph's explanation.
Mark wrote: " I'd imagine a crashed position is one where you're bearing in against an opponent anchor and have to start dismantling your beautiful barricade as the checkers come in." This is not the essence of a crashed position. It's not about bearing in against an anchor (although some of these will be in the crashed category). A position is crashed if most of a players chequers have ended up on his own 1 and 2 points, giving him little flexibility. He has no control of his inner board or the outfield, which allows his opponent to spread his chequers around without fear of being hit and contained. This calls for different tactics from the standard contact positions. Perhaps a couple of diagrams will help (view with fixed-width font). Player X has the same structure each time; the difference is in the opponent's position. In the crashed position X can safely slot the front of the prime to roll it forward, but this would be too dangerous when O still has good structure. GNU Backgammon Position ID: /z4AADBsuxsEAA Match ID : cAngAAAAAAAE +24-23-22-21-20-19------18-17-16-15-14-13-+ O: White | O O | | X | 0 points | O O | | | | O O | | | | O O | | | | 8 O | | | | |BAR| |v 7 point match (Cube: 1) | | | | | | | | | X | | X | | O X X X X | | X X | On roll | O X X X X | | X X | 0 points +-1--2--3--4--5--6-------7--8--9-10-11-12-+ X: Blue GNU Backgammon Position ID: sN0tADBsuxsEAA Match ID : cAngAAAAAAAE +24-23-22-21-20-19------18-17-16-15-14-13-+ O: White | O O | | O O O O X | 0 points | O O | | O O O | | | | O O | | | | | | | | | | |BAR| |v 7 point match (Cube: 1) | | | | | | | | | X | | X | | O X X X X | | X X | On roll | O X X X X | | X X | 0 points +-1--2--3--4--5--6-------7--8--9-10-11-12-+ X: Blue I hope this helps. -- Ian -----Original Message----- From: bug-gnubg-bounces+ian.shaw=riverauto.co.uk@... [mailto:bug-gnubg-bounces+ian.shaw=riverauto.co.uk@...] On Behalf Of Joseph Heled Sent: 08 February 2012 23:09 To: Mark Higgins Cc: bug-gnubg@...; Øystein Schønning-Johansen Subject: Re: [Bug-gnubg] crashed position CRASHED attempts to capture the positions where one side has only a small number of "active pieces". The number of active pieces has been arbitrarily set at 6, and the definition requires that you have at most 6 checkers not on points 1 or 2, accounting for the possibility of one checker from 2 sent back after the rest piled on point 1. The most important part in this celebration of arbitrary decisions was to use a definition which is non cyclic - positions resulting from a crashed positions should be crashed. When this is violated, performance deteriorates since each net is trained only on it's own kind of positions. That was my experience anyway. I will be happy to see someone coming up with a better definition and performance. GNUbg pathetic play in many backgame situations leaves it open to abuse from humans. -Joseph On 9 February 2012 00:23, Mark Higgins <miggins@...> wrote: > Revisiting this one - I read the eval.c ClassifyPosition code, so have a > decent idea of how gnubg defines "crashed" (it's not what I described > below). > > What I don't get is why it uses this particular definition. > > ie I'd imagine a crashed position is one where you're bearing in against an > opponent anchor and have to start dismantling your beautiful barricade as > the checkers come in. > > So why isn't crashed something simple like "contact, and at least one player > has all their checkers at their nine point or closer"? Seems like that's > roughly when you'd start caring about how to bear off against an anchor. > > Or maybe you'd replace "nine point" with "six point" if you want to get > closer to the end of the game. But I don't really see why how many checkers > are on the 1 or 2 point specifically matter than much (vs the 3 point, or > why >1 checker is the threshold vs >0 checkers). > > Anyone remember the motivation for the current definition? > > > > On Dec 17, 2011, at 12:22 PM, Øystein Schønning-Johansen wrote: > > > > On Sat, Dec 17, 2011 at 4:05 PM, Mark Higgins <miggins@...> wrote: >> >> I'm trying to find the exact definition gnubg uses for a "crashed" >> position. >> >> The one reference I've found (Thomas Haug's thesis) says it's contact, >> plus the restrictions that the player has fewer than 7 pieces remaining with >> none in the opponent's 1 or 2 position. Is that correct? >> >> If so, can someone give a little color on why those particular >> restrictions? eg why is it contact if the player has a piece on the >> opponent's 2 position, but crashed if it's on their 3 position? >> > > The source is the documentation! > http://cvs.savannah.gnu.org/viewvc/gnubg/gnubg/eval.c?revision=HEAD&view=markup > > Search for the function called ClassifyPositon() > > -Øystein > > > > _______________________________________________ > Bug-gnubg mailing list > Bug-gnubg@... > https://lists.gnu.org/mailman/listinfo/bug-gnubg > _______________________________________________ Bug-gnubg mailing list Bug-gnubg@... https://lists.gnu.org/mailman/listinfo/bug-gnubg _______________________________________________ Bug-gnubg mailing list Bug-gnubg@... https://lists.gnu.org/mailman/listinfo/bug-gnubg |
|
|
Re: crashed positionThanks Ian! That makes it a lot more clear.
On Feb 10, 2012, at 5:34 AM, Ian Shaw wrote: > I'll just emphasize Joseph's explanation. > > > Mark wrote: > " I'd imagine a crashed position is one where you're bearing in against an opponent anchor and have to start dismantling your beautiful barricade as the checkers come in." > > This is not the essence of a crashed position. It's not about bearing in against an anchor (although some of these will be in the crashed category). A position is crashed if most of a players chequers have ended up on his own 1 and 2 points, giving him little flexibility. He has no control of his inner board or the outfield, which allows his opponent to spread his chequers around without fear of being hit and contained. This calls for different tactics from the standard contact positions. > > Perhaps a couple of diagrams will help (view with fixed-width font). Player X has the same structure each time; the difference is in the opponent's position. In the crashed position X can safely slot the front of the prime to roll it forward, but this would be too dangerous when O still has good structure. > > > GNU Backgammon Position ID: /z4AADBsuxsEAA > Match ID : cAngAAAAAAAE > +24-23-22-21-20-19------18-17-16-15-14-13-+ O: White > | O O | | X | 0 points > | O O | | | > | O O | | | > | O O | | | > | 8 O | | | > | |BAR| |v 7 point match (Cube: 1) > | | | | > | | | | > | X | | X | > | O X X X X | | X X | On roll > | O X X X X | | X X | 0 points > +-1--2--3--4--5--6-------7--8--9-10-11-12-+ X: Blue > > GNU Backgammon Position ID: sN0tADBsuxsEAA > Match ID : cAngAAAAAAAE > +24-23-22-21-20-19------18-17-16-15-14-13-+ O: White > | O O | | O O O O X | 0 points > | O O | | O O O | > | | | O O | > | | | | > | | | | > | |BAR| |v 7 point match (Cube: 1) > | | | | > | | | | > | X | | X | > | O X X X X | | X X | On roll > | O X X X X | | X X | 0 points > +-1--2--3--4--5--6-------7--8--9-10-11-12-+ X: Blue > > > I hope this helps. > > -- Ian > > > > > -----Original Message----- > From: bug-gnubg-bounces+ian.shaw=riverauto.co.uk@... [mailto:bug-gnubg-bounces+ian.shaw=riverauto.co.uk@...] On Behalf Of Joseph Heled > Sent: 08 February 2012 23:09 > To: Mark Higgins > Cc: bug-gnubg@...; Øystein Schønning-Johansen > Subject: Re: [Bug-gnubg] crashed position > > CRASHED attempts to capture the positions where one side has only a > small number of "active pieces". The number of active pieces has been > arbitrarily set at 6, and the definition requires that you have at > most 6 checkers not on points 1 or 2, accounting for the possibility > of one checker from 2 sent back after the rest piled on point 1. > > The most important part in this celebration of arbitrary decisions was > to use a definition which is non cyclic - positions resulting from a > crashed positions should be crashed. When this is violated, > performance deteriorates since each net is trained only on it's own > kind of positions. > > That was my experience anyway. I will be happy to see someone coming > up with a better definition and performance. GNUbg pathetic play in > many backgame situations leaves it open to abuse from humans. > > -Joseph > > On 9 February 2012 00:23, Mark Higgins <miggins@...> wrote: >> Revisiting this one - I read the eval.c ClassifyPosition code, so have a >> decent idea of how gnubg defines "crashed" (it's not what I described >> below). >> >> What I don't get is why it uses this particular definition. >> >> ie I'd imagine a crashed position is one where you're bearing in against an >> opponent anchor and have to start dismantling your beautiful barricade as >> the checkers come in. >> >> So why isn't crashed something simple like "contact, and at least one player >> has all their checkers at their nine point or closer"? Seems like that's >> roughly when you'd start caring about how to bear off against an anchor. >> >> Or maybe you'd replace "nine point" with "six point" if you want to get >> closer to the end of the game. But I don't really see why how many checkers >> are on the 1 or 2 point specifically matter than much (vs the 3 point, or >> why >1 checker is the threshold vs >0 checkers). >> >> Anyone remember the motivation for the current definition? >> >> >> >> On Dec 17, 2011, at 12:22 PM, Øystein Schønning-Johansen wrote: >> >> >> >> On Sat, Dec 17, 2011 at 4:05 PM, Mark Higgins <miggins@...> wrote: >>> >>> I'm trying to find the exact definition gnubg uses for a "crashed" >>> position. >>> >>> The one reference I've found (Thomas Haug's thesis) says it's contact, >>> plus the restrictions that the player has fewer than 7 pieces remaining with >>> none in the opponent's 1 or 2 position. Is that correct? >>> >>> If so, can someone give a little color on why those particular >>> restrictions? eg why is it contact if the player has a piece on the >>> opponent's 2 position, but crashed if it's on their 3 position? >>> >> >> The source is the documentation! >> http://cvs.savannah.gnu.org/viewvc/gnubg/gnubg/eval.c?revision=HEAD&view=markup >> >> Search for the function called ClassifyPositon() >> >> -Øystein >> >> >> >> _______________________________________________ >> Bug-gnubg mailing list >> Bug-gnubg@... >> https://lists.gnu.org/mailman/listinfo/bug-gnubg >> > > _______________________________________________ > Bug-gnubg mailing list > Bug-gnubg@... > https://lists.gnu.org/mailman/listinfo/bug-gnubg _______________________________________________ Bug-gnubg mailing list Bug-gnubg@... https://lists.gnu.org/mailman/listinfo/bug-gnubg |
|
|
Re: crashed positionHi, -Øystein
_______________________________________________ Bug-gnubg mailing list Bug-gnubg@... https://lists.gnu.org/mailman/listinfo/bug-gnubg |
| Free embeddable forum powered by Nabble | Forum Help |