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-
- ΓòÉΓòÉΓòÉ 1. General help ΓòÉΓòÉΓòÉ
-
- Backgammon is a game of both skill and luck in which two player move their
- "men" in an obstacle race around the board, trying to get their men off the
- board before their opponent does.
-
- OS/2 TD-Gammon lets you play against one of the strongest backgammon players in
- the world - an artificially intelligent player called TD-Gammon. At its easiest
- skill levels, OS/2 TD-Gammon will help you learn the ancient and intriguing
- game of backgammon as if you were playing against a novice at the game. At its
- highest skill levels, only a few of the best backgammon players in the world
- stand a chance of beating TD-Gammon consistently.
-
- Are you up to the challenge?
-
- Further information is available on:
-
- o What is TD-Gammon?
- o Starting the OS/2 TD-Gammon program
- o How to play OS/2 TD-Gammon
- o Setting the skill level
- o Starting a new game
- o Exiting the program
-
-
- o Rules of backgammon
-
-
- ΓòÉΓòÉΓòÉ 1.1. What is TD-Gammon? ΓòÉΓòÉΓòÉ
-
- TD-Gammon is a world-famous computer program that has revolutionized the game
- of backgammon. Based on breakthrough research in Artificial Neural Network
- technology, TD-Gammon actually taught itself to play backgammon, starting from
- scratch. It learned to play so well that it is now one of the very best
- backgammon players in the world.
-
- OS/2 TD-Gammon is a special edition of TD-Gammon that uses the facilities of
- OS/2 to bring this world-class game to you. It was developed by Gerald Tesauro
- and Keith Weiner at the world-famous IBM Thomas J. Watson Research Center,
- where it started as an experiment in artificial intelligence.
-
- Tesauro started with an artificial neural network, a computer simulation
- inspired by the human brain, that knew only the basic rules of backgammon: what
- moves were legal, when the game is over, how to keep score, and so on.
-
- He then put this neural network through a "training procedure" in which it
- played many games against itself, and learned from the outcome of each game.
- At the start of training, the network only knew how to choose randomly from the
- list of legal moves. Over the course of many thousands of training games, the
- network gradually improved its playing ability. After millions of games of
- experience, the neural network is now playing at the level of today's top human
- experts.
-
- Now you can play against this amazing computer opponent. Good luck!
-
- Further information is available on:
-
- o For further reading
-
-
- ΓòÉΓòÉΓòÉ 1.1.1. For further reading ΓòÉΓòÉΓòÉ
-
- There are many good books available on backgammon strategy. Two-time World
- Backgammon Champion Bill Robertie wrote a particularly fine book for beginners:
-
- Bill Robertie, "Backgammon for Winners," Cardoza Publishing, ISBN:
- 0-940685-42-6.
-
- Bill Robertie has also written an article describing his experience in playing
- against TD-Gammon:
-
- B. Robertie, "Carbon versus Silicon: matching wits with TD-Gammon," Inside
- Backgammon, Volume 2, No. 2, pp. 14-22 (1992). Inside Backgammon is a
- newsletter which can be obtained from The Gammon Press, P. O. Box 294,
- Arlington, MA 02174.
-
- A detailed technical article by Dr. Gerald Tesauro, the IBM Research scientist
- who developed the neural network used by TD-Gammon, describes the techniques it
- uses:
-
- G. Tesauro, "Temporal Difference Learning and TD-Gammon," Communications of the
- ACM, Volume 38, No. 3, pp. 58-68 (March 1995).
-
-
- ΓòÉΓòÉΓòÉ 1.2. Starting the OS/2 TD-Gammon program ΓòÉΓòÉΓòÉ
-
- To start OS/2 TD-Gammon, double-click on its icon. Or, from an OS/2 session,
- switch to the directory in which OS/2 TD-Gammon is installed and type TDGAMMON.
- For instance, if OS/2 TD-Gammon is installed in C:\GAMES, you would type:
-
- [C:\] CD \GAMES
- [C:\GAMES] TDGAMMON
-
- A window will appear containing a graphical display of a backgammon board set
- up in the standard starting configuration. TD-Gammon has the blue checkers,
- and they move in the counter-clockwise direction. You have the red checkers,
- and they move in the clockwise direction. Your home board is the lower left
- quadrant, and TD-Gammon's home board is the upper left quadrant.
-
-
- ΓòÉΓòÉΓòÉ 1.3. How to play OS/2 TD-Gammon ΓòÉΓòÉΓòÉ
-
- You play OS/2 TD-Gammon just like a regular backgammon game, except that you
- use the mouse to move your pieces on the board. You move your pieces, and OS/2
- TD-Gammon moves its pieces.
-
- Further information is available on:
-
- o The starting board position
- o Rolling your dice
- o Moving your checkers
- o Offering a double
- o Accepting or declining a double
- o Keeping score
-
-
- o Rules of backgammon
-
-
- ΓòÉΓòÉΓòÉ 1.3.1. The starting board position ΓòÉΓòÉΓòÉ
-
- At the start of each game, the doubling cube has a value of 1, and is
- positioned in the middle, indicating that either player can double. Also at the
- start of each game, the players each roll a single die to determine who goes
- first. The player who rolled the higher value gets to play the combination.
- Your dice are red, and TD-Gammon's dice are blue. If TD-Gammon gets to play
- first, you will see it make a move, and then the dice will disappear. If you
- get to play first, you must make a legal move corresponding to the dice
- combination that is shown.
-
-
- ΓòÉΓòÉΓòÉ 1.3.2. Moving your checkers ΓòÉΓòÉΓòÉ
-
- Checkers are moved by clicking on them with the left mouse button, dragging
- them to the desired location, and then releasing the mouse button. If you
- attempt to move to an illegal location, the computer will beep and the checker
- will reappear at the starting location.
-
- If the computer has hit any of your checkers, they will be on the bar (the gray
- strip in the middle of the board). Checkers on the bar must re-enter the board
- in the opponent's home quadrant before other checkers can be moved.
-
- Once you have gotten all your checkers into your home quadrant, you can begin
- bearing them off the board. To bear checkers off, drag them to the gray border
- area on the left edge of the board. Checkers that have been borne off are
- shown stacked up edgewise.
-
- Before you have finished making a complete legal move, you are allowed to take
- back some or all of the component moves that you have made so far. To take
- back a move, simply drag the checker back to the starting location.
-
-
- ΓòÉΓòÉΓòÉ 1.3.3. Offering a double ΓòÉΓòÉΓòÉ
-
- Each time that it is your turn to play, you can offer a double if the doubling
- cube is in the middle or on your side of the board. To offer a double, click on
- the doubling cube with the left mouse button. If TD-Gammon accepts the double,
- the cube will appear on TD-Gammon's side of the board, and will be set to twice
- the previous value. If TD-Gammon declines the double, a message will appear
- indicating that you have won the game; congratulations! Once you have doubled,
- you cannot double again, as TD-Gammon has the exclusive right to make the next
- double.
-
- If you do not wish to offer a double, simply click anywhere on the board, and
- your dice roll will appear. Once your dice have been rolled, you cannot double
- until your next turn.
-
-
- ΓòÉΓòÉΓòÉ 1.3.4. Accepting or declining a double ΓòÉΓòÉΓòÉ
-
- When TD-Gammon offers you a double, the cube will be turned to twice its
- previous value, and will be moved toward your side of the board. To accept the
- double, click on the doubling cube and drag it to the notched cube-holding
- location on your side of the board. To decline the double, click on the
- doubling cube and drag it towards the middle of the board.
-
-
- ΓòÉΓòÉΓòÉ 1.3.5. Keeping score ΓòÉΓòÉΓòÉ
-
- OS/2 TD-Gammon keeps a running total of your score in the lower right-hand
- corner of the window. You start out with a score of 0. When you win a game, the
- number of points you win in that game is added to your score. If TD-Gammon wins
- the game, the number of points it wins is subtracted from your score.
-
- If you have won more points that TD-Gammon, your score will be positive
- (greater than zero). If TD-Gammon has won more points, your score will be
- negative (less than zero).
-
- If you close TD-Gammon and open it again later, your score will be reset to 0.
-
-
- ΓòÉΓòÉΓòÉ 1.4. Setting the skill level ΓòÉΓòÉΓòÉ
-
- OS/2 TD-Gammon has five possible skill settings:
-
- o Novice
- o Beginner
- o Intermediate
- o Advanced
- o Expert
-
- To set the desired skill level, select the Options menu and a pull-down menu
- will appear showing the five possible levels. Select the desired skill level
- from this menu. The skill level can be reset at any time during a game, except
- while the computer is moving or thinking.
-
-
- ΓòÉΓòÉΓòÉ 1.5. Starting a new game ΓòÉΓòÉΓòÉ
-
- To start a new game, select the New menu item from the File menu. The board
- will be reset to the starting position.
-
-
- ΓòÉΓòÉΓòÉ 1.6. Exiting the program ΓòÉΓòÉΓòÉ
-
- To exit OS/2 TD-Gammon, double-click on the system icon in the OS/2 TD-Gammon
- window, or select Exit from the File menu. When you exit the program, the
- settings will be saved, but the current game will not be saved.
-
-
- ΓòÉΓòÉΓòÉ 2. Rules of backgammon ΓòÉΓòÉΓòÉ
-
- Backgammon is an obstacle race between two armies of 15 men each. Each man is
- called a "checker", and moves around a track divided into 24 triangular-shaped
- divisions known as "points". The goal of the game is to be the first player to
- bring all of your men around the board and then off the board.
-
- Further information is available on:
-
- o The backgammon board
- o Object of the game
- o Starting a game
- o Moving your men
- o Doublets
- o Making points
- o Blots
- o Closed board
- o Compulsory moves
- o Bearing off
- o Gammon and backgammon
- o The doubling cube
-
-
- o Hints for successful play
-
-
- ΓòÉΓòÉΓòÉ 2.1. The backgammon board ΓòÉΓòÉΓòÉ
-
- The backgammon board is divided down the center by a partition, known as the
- "bar" (See Diagram 1), into an outer and a home (or inner) board. The side
- nearest you is your outer and home boards; the side farther away is your
- opponents outer and home boards. The arrows indicate the direction of play.
-
- For purposes of convenience we have numbered the points in the diagram. Though
- the points are not numbered on the actual board, they are frequently referred
- to during play to describe a move or a position. Your (X's) 4-point or 8-point
- will always be on your side of the board; your opponent's (O's) will always be
- on the other side of the board.
-
- A move from your 9-point to your 5-point is four spaces (the bar does not count
- as a space). A move from White's 12-point to your 12-point, though it crosses
- from your opponent's board to yours, is but one space, for these two points are
- really next to each other.
-
- Diagram 2 shows the board set up ready for play. Each side has five men on the
- 6-point, three men on the 8-point, five men on the opponent's 12-point, and two
- men on the opponents' 1-point. Note that play proceeds in opposite directions,
- so that the men can be set up in two ways. Turn the diagram upside down to see
- the layout if play were proceeding in the other direction.
-
- <-----------------------------------------------+
- |
- X moves this direction >-----------------------+ |
- | |
- | |
- 24 23 22 21 20 19 18 17 16 15 14 13 | |
- +------------------------------------------+ | |
- | . . . . . . | | . . . . . . | | |
- | . . . . . . | | . . . . . . | | |
- | . . . . . . | | . . . . . . | | |
- | . . . . . . | | . . . . . . | | |
- | . . . . . . | | . . . . . . | | |
- | | | | | | +----+
- | Home Board |BAR| Outer Board | | | | 64 |
- | | | | | | +----+
- | P O I N T S | | . . . . . . | | | Doubling
- | . . . . . . | | . . . . . . | | | Cube
- | . . . . . . | | . . . . . . | | |
- | . . . . . . | | . . . . . . | | |
- | . . . . . . | | . . . . . . | | |
- +------------------------------------------+ | |
- 1 2 3 4 5 6 7 8 9 10 11 12 | |
- | |
- <-------------------------------------------+ |
- |
- O moves this direction >--------------------------+
-
-
- Diagram 1 (Numbered from X's point of view)
-
- 24 23 22 21 20 19 18 17 16 15 14 13
- +------------------------------------------+
- | X . . . . O | | . O . . . X |
- | X O | | O X |
- | O | | O X |
- | O | | X |
- | O | | X | +----+
- | |BAR| | | 64 |
- | X | | O | +----+
- | X | | O |
- | X | | X O |
- | O X | | X O |
- | O . . . . X | | . X . . . O |
- +------------------------------------------+
- 1 2 3 4 5 6 7 8 9 10 11 12
-
- Diagram 2 (Numbered from X's point of view)
-
-
- ΓòÉΓòÉΓòÉ 2.2. Object of the game ΓòÉΓòÉΓòÉ
-
- The object of Backgammon is for each player to bring all of his or her men into
- his or her home board, and then to bear them off the board. The first player to
- get all of his or her men off the board is the winner.
-
-
- ΓòÉΓòÉΓòÉ 2.3. Starting a game ΓòÉΓòÉΓòÉ
-
- Each player casts one die. The player with the higher number makes the first
- move, using the two numbers cast by the player's die and the opponent's. In the
- event that both players roll the same number, it is a standoff and each rolls
- another die to determine the first move. In the event of subsequent ties, this
- process is repeated until the dice turn up different numbers.
-
-
- ΓòÉΓòÉΓòÉ 2.4. Moving your men ΓòÉΓòÉΓòÉ
-
- Each player's turn consists of the roll of two dice. The player then moves one
- or more men in accordance with the numbers cast. If the dice roll is 4-2, the
- player can move one man six spaces, or one man four spaces and another man two
- spaces. Bear in mind that, when moving a single man for the total shown by the
- two dice, you are actually making two moves with the one man --- each move
- according to the number shown on one of the dice.
-
-
- ΓòÉΓòÉΓòÉ 2.5. Doublets ΓòÉΓòÉΓòÉ
-
- If the same number appears on both dice, for example, 2-2 or 3-3 (known as
- doublets), the caster is entitled to four moves instead of two. Thus, if the
- dice roll is 3-3, the player can move up to four men, but each move must
- consist of three spaces.
-
- The players throw and play alternately throughout the game, except in the case
- where a player cannot make a legal move and therefore forfeits a turn.
-
-
- ΓòÉΓòÉΓòÉ 2.6. Making points ΓòÉΓòÉΓòÉ
-
- A player makes a point by positioning two or more of his or her men on it. The
- player then "owns" that point, and the opponent can neither come to rest on
- that point nor touch down on it when taking the combined total of the dice with
- one man.
-
-
- ΓòÉΓòÉΓòÉ 2.7. Blots ΓòÉΓòÉΓòÉ
-
- A single man on a point is called a blot. If you move a man onto an opponent's
- blot, or touch down on it in the process of moving the combined total of your
- cast, the blot is hit, removed from the board and placed on the bar.
-
- A man that has been hit must re-enter in the opposing home board. A player
- cannot make any move until all of that player's men that were on the bar have
- been brought back into play. Re-entry is made on a point equivalent to the
- number of one of the dice cast, providing that point is not owned by the
- opponent.
-
-
- ΓòÉΓòÉΓòÉ 2.8. Closed board ΓòÉΓòÉΓòÉ
-
- A player who has made all six points in his or her home board is said to have a
- closed board. If the opponent has any men on the bar, the opponent will not be
- able to re-enter since there is no vacant point in the adversary's home board.
- Therefore, the opponent forfeits a turn, and continues to do so until such time
- as the player has to open up a point in the home board, thus providing a point
- of re-entry.
-
-
- ΓòÉΓòÉΓòÉ 2.9. Compulsory moves ΓòÉΓòÉΓòÉ
-
- A player is compelled to play both parts of the roll if there is any legal way
- to do so. Note that when bearing off, you can play the roll in such a way as
- to move fewer spaces than the larger die indicates by playing the smaller die
- first. This is legal as long as each part of the roll is played legally at the
- moment you play it.
-
- If only one part of the roll can be played legally, then you must play the
- higher die if possible; if not, play the lower die.
-
-
- ΓòÉΓòÉΓòÉ 2.10. Bearing off ΓòÉΓòÉΓòÉ
-
- Once a player has brought all of his or her men into the home board, the player
- can commence bearing off. Men borne off the board are not re-entered into play.
- The player who bears off all of his or her men first is the winner. A player
- cannot bear off men while that player has a man on the bar, or outside the
- player's home board. Thus if, in the process of bearing off, a player leaves a
- blot and it is hit by the opponent, the player must first re-enter the man in
- the opponent's home board, and bring it around the board into the player's own
- home board before the player can continue the bearing off process.
-
- In bearing off, you remove men from the points corresponding to the numbers on
- the dice cast. However, you are not compelled to remove a man. You can, if
- possible, move a man inside your home board a number of spaces equivalent to
- the number of a die.
-
- If you roll a number higher than the highest point on which you have a man, you
- can apply that number to your highest occupied point. Thus, if you roll 6-3
- and your 6-point has already been cleared but you have men on your 5-point, you
- can use your 6 to remove a man from your 5-point.
-
- In some cases it might be advantageous to play the smaller die first before
- applying the higher die to your highest point (See Compulsory Move). For
- example, suppose you have one checker on your 5 point, and two checkers on your
- 2 point. Your opponent has a checker on the ace (one point) and on the bar.
- You roll 6-3. You can play the 3 to the 2 point then the 6 to bear a checker
- off the 2 point leaving your opponent no shots (no blots for the opponent to
- hit). The alternative, using the 6-3 to bear checkers off both the 5 and 2
- points, would leave your opponent 20 out of 36 ways to hit your remaining blot.
-
-
- ΓòÉΓòÉΓòÉ 2.11. Gammon and backgammon ΓòÉΓòÉΓòÉ
-
- If you bear off all 15 of your men before your opponent has borne off a single
- man, you win a gammon, or double game. The number of points you win will be two
- times the number of the doubling cube.
-
- If you bear off all 15 of your men before your opponent has borne off a single
- man, and your opponent still has one or more men in your home board or on the
- bar, you win a backgammon, or a triple game. The number of points you win will
- be three times the number on the doubling cube.
-
-
- ΓòÉΓòÉΓòÉ 2.12. The doubling cube ΓòÉΓòÉΓòÉ
-
- The introduction of the doubling cube into the game is largely responsible for
- the leap in popularity of modern backgammon.
-
- Each face of the doubling cube bears a number to record progressive doubles and
- redoubles, starting with 2 and going on to 4, 8, 16, 32 and 64. At the
- commencement of play, the doubling cube rests on the bar, between the two
- players, or at the side of the board.
-
- At any point during the game, a player who thinks he or she is sufficiently
- ahead can, when it is the player's turn to play and before the dice are cast,
- propose to double the stake by turning the cube to 2. The opponent can decline
- to accept the double, in which case the opponent forfeits the game and loses 1
- point, or accept the double, in which case the game continues with the stake at
- 2 points.
-
- The player who accepts the double now "owns" the cube --- which means that the
- accepting player has the option to redouble at any point during the rest of the
- game, but the opponent (the original doubler) can not. If, at a later stage the
- player exercises this option, the opponent is now faced with a similar choice.
- The opponent can either decline the redouble and so lose 2 points, or accept
- and play for 4, and he now "owns" the cube.
-
- A player can double even with men on the bar even if the opponent has a closed
- board and the player cannot enter. Though the player does not roll the dice,
- since no move is possible, the player still has the right to double. Note that
- a gammon doubles and a backgammon triples the stake of the cube.
-
-
- ΓòÉΓòÉΓòÉ 3. Hints for successful play ΓòÉΓòÉΓòÉ
-
- Backgammon is a game of both skill and luck. This section gives you a few hints
- at the basic strategies and tactics that are important in winning. For a more
- detailed discussion of strategy and tactics, see the references.
-
- Further information is available on:
-
- o Build blocking points
- o Hit the opponent's blots
- o Playing safe
- o Taking chances
-
-
- ΓòÉΓòÉΓòÉ 3.1. Build blocking points ΓòÉΓòÉΓòÉ
-
- One of the primary objectives in backgammon is to block the escape of the
- opponent's back men. Conversely, on the other side of the board, one of your
- main objectives is to escape your opponent's blockade. Blocking and escaping
- are important, because a player cannot begin bearing off until all of his or
- her men have been brought into his home board. The best blocking points to
- make are your 5 point, 7 point and 4 point. So, for example, in the opening
- position shown below in Diagram 3, you are X and have a roll of 3-1 to play.
- You should play 8-5, 6-5, making your 5 point.
-
- 24 23 22 21 20 19 18 17 16 15 14 13
- +------------------------------------------+
- | X . . . . O | | . O . . . X |
- | X O | | O X |
- | O | | O X |
- | O | | X |
- | O | | X | +----+
- | |BAR| | | 64 |
- | X | | O | +----+
- | X | | O |
- | X | | X O |
- | O X | | X O |
- | O . . . . X | | . X . . . O |
- +------------------------------------------+
- 1 2 3 4 5 6 7 8 9 10 11 12
-
- Diagram 3 -- X to play 3-1
-
-
- ΓòÉΓòÉΓòÉ 3.2. Hit the opponent's blots ΓòÉΓòÉΓòÉ
-
- When you have an opportunity to hit the opponent, it is usually (but not
- always) a good thing to do. Hitting accomplishes two important objectives.
- First, by sending the opponent blot to the bar, the opponent loses ground in
- the race to get all of one's men home and off the board. Second, the
- effectiveness of the opponent's next roll is diminished, as the opponent has to
- use half of the roll to re-enter the blot. And sometimes the opponent loses an
- entire turn if the opponent rolls a combination which does not permit the blot
- to re-enter. An illustration of the value of hitting is shown below in Diagram
- 4:
-
- 24 23 22 21 20 19 18 17 16 15 14 13
- +------------------------------------------+
- | X . . . O O | | O O . . . X |
- | X O O | | O X |
- | O | | X |
- | | | |
- | | | | +----+
- | |BAR| | | 64 |
- | X | | O | +----+
- | X | | X O |
- | X | | X O |
- | O X | | X O |
- | O . . . . X | | . X . . X O |
- +------------------------------------------+
- 1 2 3 4 5 6 7 8 9 10 11 12
-
- Diagram 4 -- X to play 6-1
-
- In this diagram, you are X and you have rolled 6-1. In this position you have
- the opportunity to build a good blocking point by playing either 13-7, 8-7, or
- 11-5, 6-5. However, neither of these moves are as good as hitting the opponent
- blot by playing 24-23, 23-17* (the asterisk denotes a hit).
-
-
- ΓòÉΓòÉΓòÉ 3.3. Playing safe ΓòÉΓòÉΓòÉ
-
- If hitting the opponent's blots is usually a good thing to do, then logically,
- it follows that you should not give the opponent a lot of opportunities to hit
- you. It is often a good idea to minimize both the number of blots that you
- have, as well as the chances of each blot being hit. A good rule of thumb is
- that blots located 7 spaces or more away from the opponent's men are much less
- likely to be hit than those located 6 spaces away or less.
-
- 24 23 22 21 20 19 18 17 16 15 14 13
- +------------------------------------------+
- | X . . . . O | | . O . . O X |
- | X O | | O X |
- | O | | O X |
- | O | | X |
- | O | | | +----+
- | |BAR| | | 64 |
- | | | | +----+
- | X | | O |
- | X | | X O |
- | X | | X O |
- | O . . O X X | | . X . . X O |
- +------------------------------------------+
- 1 2 3 4 5 6 7 8 9 10 11 12
-
- Diagram 5 -- X to play 5-2
-
- Diagram 5 above shows a position where a safe play is required. It is too wild
- to hit O here with a move like 6-1*, 6-4*. O would then be able to hit back
- with 2-2 or with any roll containing a 1, 4, or 5, for a total of 28 out of 36
- possible dice combinations. Instead, you should play 8-3, 5-3. This leaves
- only one blot on the 11 point, located 7 spaces away from O's man on the 4
- point, and 10 spaces away from O's man on the 1 point. O only has 8 dice
- combinations out of 36 that hit your blot (6-1, 5-2, 4-3 or 6-4).
-
-
- ΓòÉΓòÉΓòÉ 3.4. Taking chances ΓòÉΓòÉΓòÉ
-
- While it is good to play safe, one should not go overboard with minimizing
- chances of being hit. Especially in the early going, it is worth taking small
- chances to try to improve your position. An example is given in Diagram 6:
-
- 24 23 22 21 20 19 18 17 16 15 14 13
- +------------------------------------------+
- | X . . . . O | | . O . . . X |
- | X O | | O X |
- | O | | O X |
- | O | | O X |
- | O | | X | +----+
- | |BAR| | | 64 |
- | X | | | +----+
- | X | | O |
- | X | | X O |
- | X | | X O |
- | O O . . . X | | . X . . . O |
- +------------------------------------------+
- 1 2 3 4 5 6 7 8 9 10 11 12
-
- Diagram 6 -- X to play 5-2
-
- In this position, you could play completely safe by moving 13-8, 8-6. However,
- this leaves you with a very inflexible position that is not likely to improve.
- A much better alternative is 13-8, 13-11. It is worth giving O a small chance
- to hit you with a combination of 6-3, 5-4, or 6-4 (6 chances out of 36) in
- order to give yourself a much better chance of building new points if you do
- not get hit.
-
-
- ΓòÉΓòÉΓòÉ 4. Bearing Off ΓòÉΓòÉΓòÉ
-
- When all of your checkers are in your home board, you can bear off checkers by
- dragging them to the lower "bin" on the left edge of the board. The player who
- bears off all of his or her checkers first, wins.
-
-
- ΓòÉΓòÉΓòÉ 5. Bar ΓòÉΓòÉΓòÉ
-
- The bar is the central area of the board. Whenever a checker is hit (landed
- upon by an opponent's checker), it is sent to the bar. Checkers that are on the
- bar must be brought back into play before any other moves can be made by that
- player.
-
-
- ΓòÉΓòÉΓòÉ 6. Doubling ΓòÉΓòÉΓòÉ
-
- Before a player rolls the dice, that player can offer a double if that player
- "owns" the doubling cube, or if neither player has doubled yet. To offer a
- double to TD-Gammon, drag the doubling cube upwards towards your opponent.
-
- When TD-Gammon offers a double to you, it will push the doubling cube downwards
- towards you. To accept the double, drag the doubling cube downward. To decline
- the double, drag the doubling cube upwards. If you accept the double, the
- stakes of the game are doubled. If you decline the double, you forfeit the
- game.
-
-
- ΓòÉΓòÉΓòÉ 7. Dice ΓòÉΓòÉΓòÉ
-
- When it is your turn, you can roll the dice by clicking on an open part of the
- board with the left mouse button. If you want to double, remember to do so
- before you roll the dice.
-
-
- ΓòÉΓòÉΓòÉ 8. Help for New ΓòÉΓòÉΓòÉ
-
- Select the New menu item from the File menu to end the current game and start a
- new game.
-
-
- ΓòÉΓòÉΓòÉ 9. Help for Exit ΓòÉΓòÉΓòÉ
-
- Select the Exit menu item from the File menu to close OS/2 TD-Gammon. The
- current settings will be saved, but the current game will not be saved.
-
-
- ΓòÉΓòÉΓòÉ 10. Help for Settings ΓòÉΓòÉΓòÉ
-
- Select the Settings menu item to open the Settings folder. The Settings folder
- lets you set the skill level, the animation speed, and the colors of the
- various parts of the TD-Gammon board.
-
-
- ΓòÉΓòÉΓòÉ 11. Help for Novice ΓòÉΓòÉΓòÉ
-
- Select the Novice level to tell TD-Gammon to play at the level of a novice
- backgammon player. At this level, TD-Gammon is fairly easy to beat, even for a
- player who is just learning backgammon. It knows the rules, and will generally
- try to hit your blots when it can, but it does not know very much strategy.
- This is the default skill level.
-
-
- ΓòÉΓòÉΓòÉ 12. Help for Beginner ΓòÉΓòÉΓòÉ
-
- Select the Beginner level to tell TD-Gammon to play at the level of a beginning
- backgammon player. At this level, TD-Gammon will play like a player who knows a
- few of the basic strategies of backgammon. It will make mistakes that would be
- obvious to a more experienced backgammon player.
-
-
- ΓòÉΓòÉΓòÉ 13. Help for Intermediate ΓòÉΓòÉΓòÉ
-
- Select the Intermediate level to tell TD-Gammon to play at the level similar to
- that of an intermediate backgammon tournament player. In some ways, it will be
- a stronger player than a human who is an intermediate tournament player. In
- other ways, it will be weaker.
-
-
- ΓòÉΓòÉΓòÉ 14. Help for Advanced ΓòÉΓòÉΓòÉ
-
- Select the Advanced level to tell TD-Gammon to play at the level similar to
- that of an advanced backgammon tournament player. In some ways, it will be a
- stronger player than a human who is an advanced tournament player. In other
- ways, it will be weaker. At this level, most people will find TD-Gammon
- difficult to beat consistently.
-
- When playing at the advanced level, TD-Gammon spends more time thinking about
- its moves than it does at lower levels. You might notice a delay when it is
- thinking about doubling, and when it is thinking about its move, especially on
- slower machines.
-
-
- ΓòÉΓòÉΓòÉ 15. Help for Expert ΓòÉΓòÉΓòÉ
-
- Select the Expert level to tell TD-Gammon to play at its highest level of
- skill. At this level, even expert human players will have difficulty beating
- TD-Gammon consistently.
-
- When playing at the expert level, TD-Gammon spends more time thinking about its
- moves than it does at lower levels. You will probably notice a delay when it is
- thinking about doubling, and when it is thinking about its move, especially on
- slower machines.
-
-
- ΓòÉΓòÉΓòÉ 16. Help for Help index ΓòÉΓòÉΓòÉ
-
- Select Help index from the Help menu for an index of the online help for OS/2
- TD-Gammon.
-
-
- ΓòÉΓòÉΓòÉ 17. Help for General help ΓòÉΓòÉΓòÉ
-
- Select General help from the Help menu to see detailed information about OS/2
- TD-Gammon.
-
-
- ΓòÉΓòÉΓòÉ 18. Help for Using help ΓòÉΓòÉΓòÉ
-
- Select Using help from the Help menu for information on the use of the online
- help facility.
-
-
- ΓòÉΓòÉΓòÉ 19. Help for Keys help ΓòÉΓòÉΓòÉ
-
- Select Keys help from the Help menu to view a list of keys that can be used to
- perform various actions from within OS/2 TD-Gammon.
-
-
- ΓòÉΓòÉΓòÉ 20. Help for Rules ΓòÉΓòÉΓòÉ
-
- Use Rules help from the Help menu to view a description of the basic rules of
- backgammon.
-
-
- ΓòÉΓòÉΓòÉ 21. Help for Hints ΓòÉΓòÉΓòÉ
-
- Select Hints from the Help menu for some helpful hints on playing backgammon
- well.
-
-
- ΓòÉΓòÉΓòÉ 22. Help for Bearing off help ΓòÉΓòÉΓòÉ
-
- Select Bearing off help from the Help menu for a description of bearing off
- your pieces after your home board is filled.
-
-
- ΓòÉΓòÉΓòÉ 23. Help for Bar help ΓòÉΓòÉΓòÉ
-
- Select Bar help from the Help menu for a description of the "bar" on the
- backgammon board.
-
-
- ΓòÉΓòÉΓòÉ 24. Help for Doubling cube help ΓòÉΓòÉΓòÉ
-
- Select Doubling cube help from the Help menu for a description of the doubling
- cube.
-
-
- ΓòÉΓòÉΓòÉ 25. Help for Dice help ΓòÉΓòÉΓòÉ
-
- Select Dice help from the Help menu for information on how to use the dice in
- OS/2 TD-Gammon.
-
-
- ΓòÉΓòÉΓòÉ 26. Help for Product information ΓòÉΓòÉΓòÉ
-
- Select Product information from the Help menu for information about OS/2
- TD-Gammon, such as the version number and copyright information.
-
-
- ΓòÉΓòÉΓòÉ 27. Keys help ΓòÉΓòÉΓòÉ
-
- You can get help on any object on the backgammon board by clicking on that
- object with the right mouse button. To get help on the doubling cube, for
- instance, click on the doubling cube with the right mouse button.
-
- The following keys can be used in OS/2 TD-Gammon instead of using the mouse to
- click on menu items.
-
- Alt+F Display the File menu
-
- Alt+O Display the Options menu
-
- Alt+H Display the Help menu
-
- F1 Context-sensitive help
-