Re: human level opponents in GNUbg?

2023-08-04 Thread Mark Higgins
I’d be interested in that new backgammon engine initiative!On Aug 4, 2023, at 1:59 PM, Øystein Schønning-Johansen wrote:(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

Re: human level opponents in GNUbg?

2023-08-04 Thread Øystein Schønning-Johansen
(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

Re: human level opponents in GNUbg?

2023-08-04 Thread Joseph Heled
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 wrote: > Yes! > > We could actually train neural networks with different characteristics. > > Let's say we do one loop through the

Re: human level opponents in GNUbg?

2023-08-04 Thread Øystein Schønning-Johansen
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

Re: human level opponents in GNUbg?

2023-08-04 Thread Superfly Jon
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,