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-
- Gammon
- ----------
-
- Version : 1.2 (Release Date : 22.07.92)
- Author : Marc Fischlin, Steigerwaldweg 6, D-6450 Hanau 7
- Software: C - Lattice SAS-C-Compiler V5.10
- Hardware: Amiga 2000B/ 68000er/ Kickstart V2.04
-
- ------------------------------------------------------------
-
- "Gammon" is copyright 1992 by Marc Fischlin. All rights
- reserved. "Gammon" may be copied and spread, if the whole
- directory is copied, the programs in this directory are not
- manipulated and you do not gain any profit.
-
- ------------------------------------------------------------
-
- Main menu:
- Gammon is a computer version of the famous backgammon game,
- that can substitute up to two human players. After having
- started a game with "Play", you can end the game and return
- to the main menu or directly quit the program. Use "Undo
- move" to reset the position until your first move in that
- round.
-
-
- Handling:
- To move your characters simply press once on the source
- position (the number lightens) and then on the destination.
- The computer will then move your character (if possible).
- Press again on the source to cancel your choice (except for
- the last six positions). Double-click on these positions to
- take your character off the board. To move a character, that
- has been kicked off by your opponent, back into the game
- press once on the destination in your opponent's area. You
- pass by clicking once on the dice. If you can move at least
- one of your characters the computer will then tell you that
- move he considers to be best (so it may help you in any
- position).
-
-
- Strategy of the computer:
- The computer distinguishes between two possible situations:
- (a) The characters of the players haven't yet been seperated
- or (b) they have been seperated. The computer then tries to
- move all its characters into its area and to take them off
- as fast as possible. In case (a) there are several points to
- consider: Don't place a single character, take off an
- opponent's character, don't isolate your characters etc.
-
-
- Programming the strategy of the computer:
- The computer tries all possible moves and judges all the
- positions. It e.g. distinguishes between a 3-5-move and a
- 5-3-move, because the positions after the moves may be
- different (Think of a single opponent's character three
- places away!). In case of doublets there is no exchange
- between the values, nevertheless it may take some seconds as
- the computer sometimes judges about 2000 positions. Some
- examples: 2106 position for a pair of threes, 2021 for a
- pair of twos, 1924 for a pair of ones, 1834 for a pair of
- fives.
-
-
- Laplace or not? :
- You may sometimes complain about a certain combination of
- dice appearing too often. Here are the results of a test
- with 960 dice:
- (a) For the values from one to six, there were the following
- possibilities (according to Laplace it should always be
- P(X)=.166=16,6%):
- P(1)=.185, P(2)=.178, P(3)=.146,
- P(4)=.152, P(5)=.143, P(6)=.196.
- (b) For the sums (2,3,...,12) in comparison to the
- statistic values:
- P( 2)=.0354 to .0278, P( 3)=.0625 to .0555,
- P( 4)=.0916 to .0833, P( 5)=.1042 to .1111,
- P( 6)=.1396 to .1388, P( 7)=.1583 to .1666,
- P( 8)=.1188 to .1388, P( 9)=.1104 to .1111,
- P(10)=.0916 to .0833, P(11)=.0500 to .0555,
- P(12)=.0375 to .0278.
- Almost Laplace, isn't it?
-
-
-
-
- And now for something completely different...
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