(not harsh at all, Joseph!) Yes! I think everyone agree to that. The engine and the gui should be separated in two processes with a protocol between them.
BTW. There is a new initiative to develop a new backgammon engine. So far it has been some discussions. It will be coded from scratch in Rust. If anyone wants to participate, I can send an invite to a slack workspace. -Øystein On Fri, 4 Aug 2023, 19:38 Joseph Heled, <[email protected]> wrote: > > I don't want to sound harsh, but if we lost all GUI support then GNUbg is > no more alive than XG. > > -Joseph > > > On Sat, 5 Aug 2023 at 02:07, Øystein Schønning-Johansen < > [email protected]> wrote: > >> Yes! >> >> We could actually train neural networks with different characteristics. >> >> Let's say we do one loop through the training dataset, and for each >> position we add a little notch to the winning probabilities for all >> positions that have an opponent checker on the bar (and maybe even a bigger >> notch if there's two or more checkers on the bar). Then we do supervised >> training with this modified trainset. This will hopefully create a more >> aggressive player that will be more eager to hit loose on checkers, and >> hopefully create a player with an attacking style. >> >> Then - Let's say we do one loop through the training dataset, and for >> each position we subtract a little notch to the winning probabilities for >> all positions that have a blot that can be hit (and maybe even a bigger >> notch if there's several of it's blot that can be hit). Then we do >> supervised training with this modified trainset. This will hopefully create >> a more careful player that will rather create high stacks than playing >> flexible. Typically seen by beginner players. 4-1 opening roll is then >> played 13/8, they seldom split backcheckers etc. >> >> Of course I have no idea if this will work or not. But I think I will be >> able to do something like this. (But not now as I'm leaving for vacation >> tomorrow morning) >> >> We probably need some interface that can read custom neural networks. I >> have lost the touch when it comes to GTK coding, but someone may be able to >> specify. >> >> -Øystein >> >> >> >> fre. 4. aug. 2023 kl. 15:39 skrev Superfly Jon <[email protected]>: >> >>> Different nets sound like a good addition for people who want to play >>> against the computer. This could be combined with an old idea of having a >>> list of opponents with different characteristics (e.g. more / less >>> aggressive) where the move equities are adjusted based e.g. on the number >>> of blots, leading to weaker play with different styles. Maybe the >>> different neural nets already do this to some degree? >>> >>> Unfortunately I haven't the time to commit to this currently, but maybe >>> others might and I may have more time in the future. >>> >>> Jon >>> >>> On Tue, 1 Aug 2023 at 06:52, Joseph Heled <[email protected]> wrote: >>> >>>> >>>> Hi, >>>> >>>> As part of my recent research (Elo systems and PR) I generate a number >>>> of neural nets, ranging from 500 Elo to about 1800. >>>> >>>> I thought it might be a nice feature to have for beginners, to play a >>>> weaker, less frustrating, computer opponent. Might also be useful for >>>> stronger players - practicing playing against weaker players. >>>> >>>> I am willing to adapt the nets to GNUbg. If anyone wants to collaborate >>>> with me on the rest, i.e. user interface and glue to the rest of the >>>> system, please contact me and we can discuss feasibility. >>>> >>>> -Joseph >>>> >>>
