Re: PiranhaGammon new version released



On 23 Dez., 05:23, monty1...@xxxxxxxxx wrote:
Two questions:

How difficult would it be to create a "bulletin board" on your site,
so that people could post the times they will be there, available to
play?


I already got a forum on my site, including a backgammon section
Not much action there lately, but feel free to fill it with new life


How difficult would it be to set up a match that would be analyzed by
GNUBG after it is over so that players could set up parameters for
what constituted a victory or loss (and also the possibility of a
"draw")?  I'm assuming you read my recent thread about match play
formats that would cut down on the luck factor.

First of all, my server does not have any kind of analysis tool
installed, to my mind it is not neccessary and would only eat huge
server resources PLUS the presence of such tool alone already leads to
suspicions about dice manipulations
My server doesn´t have any, therefore it can´t manipulate, end of
story

The usual reason for having such a tool is to detect robot players,
but I believe there are only a few cases of those and most of them
will be detected by the players, way before any automated analysis
could
The server saves matchlogs of all games and matches played, not only
on the computers of the players, but also on the server itself, so any
fraud can be tracked down at any time later, thats good enough for me

But to answer your question: Since there is no analysis tool on the
server, there is no way to implement any kind of analysis based game
options
Backgammon is popular BECAUSE of its mixture of skill and luck, any
change in the setup that would switch the relation between luck and
skill would result in a different game
I´m offering a BACKGAMMON server, if you´re looking for a different
game, you´ll have to find it elsewhere and if it doesn´t exist, do
like I do and write it yourself
At least you would find out, how much more or less popular your
modified version would be

Side question:
Most games in BG are decided by luck, only a small fraction of games
are decided by skill overcoming luck
What difference does it make, if you lose due small bad luck or big
bad luck?
Cutting out matches with a high luck factor doesn´t mean to switch the
win%, it only means you have to play much more matches to compensate
for all the interrupted ones and the win/loss relation remains
unchanged, only that you experience your losses upon smaller luckrates

Furthermore, higher skill results in better luck, at least in analysis
results
I know the Snowie team doesn´t agree here, but after half a million
matches played and analysed where I was on average 75% favourite on
skill, statistics show an overall luckrate > 2 in my favour, thats
proof enough for me
GNUBG makes it a bit more obvious, showing a total of "rolls marked
lucky" which will obviously be higher, the more chances you have for a
lucky roll
A skillful player who disables lucky rolls by setting up primes etc
doesn´t allow the opponent to run lucky (at least not too often)
Weak players often leave more chances for lucky rolls and once in a
while the opponent will roll it
So over all the stronger player will appear luckier simply because he
has more chances to roll something lucky and "cutting" matches where
the luckfactor exceeds a given limit actually reduces the win% of the
higher skill, I don´t think this is what you have in mind
.