Backgammon Pro

Users Manual

©2002 Stand Alone, Inc. All rights reserved.


 

Table of Contents

1.     Welcome and Registration. 4

1.1.      Included Files. 4

1.2.      System Requirements. 4

1.3.      Registering Backgammon Pro. 5

1.4.      Necessary Information. 5

1.4.1.       Entering the Registration Code. 5

1.5.      Contacting Stand Alone, Inc. 6

1.5.1.       Business Hours. 6

1.5.2.       E-mail 6

1.5.3.       Phone. 6

1.5.4.       Regular Mail 6

1.5.5.       World Wide Web. 7

1.6.      Customer Support 7

2.     Playing Backgammon Pro. 7

2.1.      Installing Backgammon Pro for the Palm OS®.. 7

2.2.      Starting a New Game. 7

2.2.1.       The Board. 8

2.2.2.       Points. 8

2.2.3.       Direction of Movement 9

2.3.      Details of the Game Board. 9

2.3.1.       Doubling Cube. 9

2.3.2.       Undo Button. 9

2.3.3.       Pip Count 10

2.4.      Object of the Game. 10

2.5.      Game Play Overview.. 10

2.5.1.       Beginning the Game. 10

2.5.2.       Moving Stones. 10

2.5.3.       The Dice. 11

2.5.4.       Blocked Points. 11

2.5.5.       Blots. 11

2.5.6.       The Bar 12

2.5.7.       Bearing Off 12

2.5.8.       Scoring and Game Value. 12

2.5.9.       Gammons and Backgammons. 12

3.     Game Menu. 12

3.1.      Opening Menu. 13

3.2.      New Game. 13

3.2.1.       Roll Dice. 13

3.3.      Double Game. 13

3.4.      Suggest Move. 14

3.5.      Beam Data. 14

3.6.      Start IR Game. 14

4.     Options Menu. 14

4.1.      Board Options. 14

4.2.      Settings. 15

4.2.1.       Computer Plays. 15

4.2.2.       Computer Skill 15

4.2.3.       Single Tap Moves. 16

4.2.4.       Animation. 16

4.2.5.       Show Opening Menu at Start Up. 16

4.2.6.       Visitor 17

4.2.7.       IR Player 17

4.2.8.       Auto-Roll Dice. 17

4.2.9.       Pip Count 17

4.2.10.     Active Doubling Cube. 17

4.2.11.     Dice Button. 17

4.2.12.     Board Button. 17

4.2.13.     AI Button. 17

4.3.      Statistics. 17

4.3.1.       Game Statistics. 18

4.3.2.       Dice Percentages. 19

4.3.3.       Dice Totals. 20

4.4.      Save Game. 20

4.5.      Computer AI 21

4.5.1.       Opponent Profiles. 23

4.5.2.       Modifying an Opponent Profile. 23

4.5.3.       Activating Computer AI 24

4.5.4.       Activating/Deactivating the Doubling Cube. 24

4.6.      Dice Generator 24

4.6.1.       Dice Modes. 24

4.6.2.       Viewing Upcoming Rolls. 25

4.6.3.       Hiding Upcoming Rolls. 25

4.6.4.       Generating a Different Random Dice Roll Sequence. 25

4.6.5.       Manually Entering Rolls. 25

4.6.6.       Using Cheating Dice. 26

4.7.      Help/FAQ.. 26

4.8.      Enter Registration Code. 26

4.9.      About Backgammon Pro. 27

5.     Undo Menu. 27

5.1.      Restart Move. 27

5.2.      Back Up. 27

5.3.      Forward. 27

5.4.      Rewatch Game. 27

 


1.            Welcome and Registration

Backgammon Pro is an electronic version of the board game for Palm Powered™ handhelds.

1.1.      Included Files

The archive includes the following files and folders:

 

File/Folder

Purpose

Readme.txt

Explains how to register and order the software.

BackPro.exe

Installs Backgammon Pro on your Palm Powered™ handheld.

BackgammonPro.prc

Installs full version with high resolution graphics and six board styles.

BackgammonProSm.prc

Installs full version with high resolution graphics and a single, standard board style.

BackgammonProLR.prc

Installs full version with low resolution graphics and six board styles.

Order.html

Automatically establishes link with Standalone, Inc. website.  Places Backgammon Pro in your shopping cart. (If this does not happen automatically, click the Click to order link to go to our website.

License.txt

Contains the software license agreement. Please read this before using the software. By installing, copying, or otherwise using this software, you agree to be bound by the terms of the license agreement.

Manual

Contains the PDF and HTML versions of this manual. The images subfolder contains the graphics for the HTML manual.

Table 1.  Backgammon Pro Files and Folders

1.2.      System Requirements

Visit http://www.standalone.com/palmos/ to obtain an updated list of supported Palm Powered™ devices. This manual refers to any compatible device as a “Palm Powered™ handheld.”

1.3.      Registering Backgammon Pro

The time-limited demo version of Backgammon Pro includes all of the features available in the official version. After 30 days, the demo version will only work with a valid registration code. The registration cost is $15.00. 

There are several ways to order your registration code:

·        Order online at our website. This is the easiest way to register. The online shopping cart uses security features that are supported by current Netscape or Internet Explorer browsers (version 4.0 or higher).

·        E-mail us at sales@standalone.com. Just e-mail us the relevant information, and we'll send you a code.

·        Fax your order to us at 773-477-2579.

·        Call us Mon-Fri 9am-5pm CST at 773-477-2492 and we will give you a password right over the phone.

·        Purchase Backgammon Pro through Palm Gear HQ at: http://www.palmgear.com, or at http://www.handango.com.

1.4.      Necessary Information

Have the following information ready before you register:

·        Your exact name as it is entered in your Palm Powered™ handheld, including spaces.

·        The complete list of programs that you wish to register.

·        Payment information. We accept Visa, MasterCard, American Express, Discover and personal checks.  To pay with a credit card, provide the card number, the expiration date, and the type of card.

·        Contact information. Please provide an e-mail address, mailing address, and phone number.

1.4.1.          Entering the Registration Code

Do the following to enter the registration code before the 30 day evaluation period has expired:

1.      Open Backgammon Pro from the Applications menu.  The opening menu appears.

2.      Tap Play Game.  The backgammon game board appears.

3.      Select Options → Enter Registration Code… from the menu bar. The Enter Registration Code screen containing a numerical keypad appears.

4.      Tap the numerical keypad to enter the registration code.

5.      Tap the Register button.

Do the following to enter the registration code after the 30-day evaluation period has expired:

1.      Open Backgammon Pro from the Applications menu.  The registration information screen appears.

2.      Tap Enter Registration.  The Enter Registration Code screen containing a numerical keypad appears.

3.      Tap the numerical keypad to enter the registration code.

4.      Tap the Register button.

If you have any questions about registration or our registration policy, please feel free to e-mail us at sales@standalone.com.

1.5.      Contacting Stand Alone, Inc.

There are several ways to get in touch with us. E-mail is preferred. If you have any questions, comments, or suggestions, please do not hesitate to contact us.

1.5.1.          Business Hours

Stand Alone is open from 9 AM to 5 PM Monday through Friday. We are closed on Saturday and Sunday. These times are CST and GMT -5.

1.5.2.          E-mail

Internet: info@standalone.com

1.5.3.          Phone

Voice: (773) 477-2492
Fax: (773) 477-2579

1.5.4.          Regular Mail

Stand Alone, Inc.
3862 N. Lincoln, Floor 2
Chicago IL, 60613
USA

1.5.5.          World Wide Web

http://www.standalone.com

1.6.      Customer Support

Please e-mail us at techsupport@standalone.com if you have problems starting or running Backgammon Pro. Include the following information to help us isolate and identify the problem:

2.            Playing Backgammon Pro

This section explains the basic rules of Backgammon and how to use the Backgammon Pro game board.

2.1.      Installing Backgammon Pro for the Palm OS®

To install Backgammon Pro, follow the normal procedure to install software on your Palm Powered™ handheld.

2.2.      Starting a New Game

Follow these steps to start a new game:

1.      Tap the Backgammon Pro icon on the Applications screen. The Backgammon Pro opening menu appears.

2.      Select Play Game from the opening menu. The game board appears.

3.      The stones may be moved if the previously played game was not finished.  To begin a new game select Game → New Game... from the menu, or enter N in the graffiti area.  The End of Game dialog appears.

4.      Tap New to start the new game.

2.2.1.          The Board

Figure 1. Home Boards and Outer Boards

The board (Figure 1) contains four quadrants and a bar. Each quadrant contains six narrow triangles called points. The right quadrants are called the home boards, and the left quadrants are called the outer boards. The bar runs down the middle of the board, separating the home boards and the outer boards. The White player’s home board is located in the upper right quadrant; the Black player’s home board is located in the lower right quadrant.

2.2.2.          Points

Figure 2. Starting Points

The points are numbered with respect to each player’s home board. Starting from each right corner is each player’s one point, which is also the opponent’s twenty-four point. Figure 2 shows the positions of each player’s stones at the start of the game: two stones on each player’s twenty-four point, five stones on each player’s thirteen point, three stones on each player’s eight point, and five stones on each player’s six point.

2.2.3.          Direction of Movement

The White player moves stones clockwise on the board shown in Figure 2, and the Black player moves counterclockwise. This scheme can be reversed by changing the board to Classic Orientation. See Section 4.1 for instructions to modify the board options.

2.3.      Details of the Game Board

Figure 3. Game Board Features

2.3.1.          Doubling Cube

The doubling cube (Figure 3) shows the stakes of the game. The cube has the numbers 2, 4, 8, 16, 32, and 64. At the start of the game the face of the cube shows 64 even though neither player has doubled and the game is worth 1 point.  Either player can choose to offer the first double. To offer a double, tap the doubling cube before rolling the dice.

If the opponent accepts a double, then the doubling cube is set at 2, and the game continues with the opponent holding the doubling cube. This avoids allowing one player to keep raising the stakes. Declining a double ends the game and gives the win to the player offering the double. See section 4.5.4 for instructions to disable the doubling cube.

2.3.2.          Undo Button

Tap the Undo button to undo a move in the middle of a turn. (Figure 3) This returns any moved stones back to the positions held at the moment the dice were rolled. Tapping Undo button will also replay that last move made by the computer opponent. The Undo button does not return stones after they are moved and the opposing player rolls the dice. Read Section 5, Undo Menu, for information about advanced undo features.

2.3.3.          Pip Count

The pip count shows how many points a each player’s stones must advance before they can bear off the last stone.  Moving a stone one point reduces the pip count by one. (Figure 3)

2.4.      Object of the Game

The object of the game is to be the first player to move all 15 stones into the home board and bear them off.

2.5.      Game Play Overview

This section explains how to use Backgammon Pro, and describes some basic rules of backgammon.

2.5.1.          Beginning the Game

Tap Roll Dice to begin the game. This determines who goes first, and how many spaces the first player can move. In the initial roll, the Black player’s die is on the left, and the White player’s die is on the right. The player who rolls a higher value goes first.

Rolling doubles in the initial roll doubles the value of the game.  In this case Backgammon Pro shows a dialog box that allows you to choose between doubling the stakes or ignoring the rule and keeping the stakes at 1. The game doubles for each successive double in the opening roll. Tap Roll Dice until one player rolls a higher number.

2.5.2.          Moving Stones

Do the following to move a stone:

1.      Tap and hold a stone using the stylus. Arrows appear to highlight potential legal moves. (Figure 4)

2.      Drag the stone to the desired highlighted point.

The Single Tap Moves setting on the Settings screen causes the stones to move ahead automatically based on single stylus taps.  Read Section 4.2.3, Single Tap Moves, for more information about single tap settings.

Figure 4. Arrows Highlighting Legal Moves

2.5.3.          The Dice

A player takes a turn by rolling a dice combination and then moving the stones according to the points on each die. Dice combinations that are not doubles can be played in one of two ways: one stone according to one die and another according to the other die, or one stone according to one die and the same stone according to the other die. For example, if a 6 and a 4 are rolled, you can choose to move one stone six spaces and another four spaces, or one stone six spaces and the same one another four spaces, for a total of ten spaces.

A player who rolls doubles can move a total of four times, according to the number rolled on the dice. For example, a player rolling double 5s can move stones in any combination of four 5s, such as one stone a total of twenty spaces, or four stones five spaces each.

When a player chooses to move a stone according to the combined value of the two dice, the player must still be able to land the stone legally in the midpoint. For example, to advance a stone six spaces with a roll of 1 and 5, either the point one ahead or five ahead must not be blocked.

A player loses any dice points that cannot be used to advance stones legally. This occurs when the opponent’s stones are in blocking positions. A turn ends when no legal moves are possible.

2.5.4.          Blocked Points

A player cannot land a stone on any point that has two or more of the opponent’s stones.  A point with two stones is called a blocked point. A prime is a set of 2-6 successive points blocked by one player.  A set of six successive blocked points is called a blocking prime because the opponent cannot move any stones past it.

2.5.5.          Blots

A blot is a point with only one stone on it. If at all possible, blots should be avoided. The opponent is able to land on a point with a blot, and in doing so bumps that stone to the bar.

2.5.6.          The Bar

When a stone is bumped to the bar, that player must use their dice rolls to move the stone off the bar before any other of their stones can be moved. The stone moves from the bar to the opponent’s inner board. If there are no spaces open in the opponent’s inner board, then the player’s move ends. This continues until the player rolls a value that corresponds to an open point.

2.5.7.          Bearing Off

The goal of the game is to bear off all 15 stones. No stone can be borne off until all 15 stones are in the home board. You do not have to bear a stone off if you have a roll that will allow you to move within your home board. You can also bear off a stone with a die roll that is higher than the number required to bear it off; for instance, if you roll a four and have a stone on the three point, you can use that roll to bear that stone off. However, if you roll a four and there is no stone on the four point but one on the five point and the three point, you are required to use the roll for the stone on the five point. This is because you must use your roll on the highest-numbered point if there is no stone on the point indicated by the roll. If you rolled a four and there is a stone on the four point, you can use your roll on that stone even if there is a stone on a higher-numbered point.

2.5.8.          Scoring and Game Value

Each game is normally worth one point, but in special cases this rule changes. If the first roll is a double, the stakes of the game double. If the second roll is also a double, then the game is worth four points, and so on. The doubling cube can also be used to raise the stakes of the game during play. A double is offered to the other player and that player has the option of accepting or refusing the double. If the player refuses the double, then the player loses the game at the point value before the double was offered.

To offer a double, tap the doubling cube or tap on the Game Menu and select Double Game.

2.5.9.          Gammons and Backgammons

The point value of the game can also be changed by how the player won the game. If the player managed to bear off all stones before the opponent was able to get all their stones into their home board, then the player who won not only won the game, but won with a gammon. This raises the value of the game to twice what it was worth. If the player manages to bear off all stones and the opponent still has stones in the winner’s home board or any stones on the bar, then the player wins with a backgammon, which raises the game value to three times the worth of the single.

3.            Game Menu

This section explains each of the game menu options shown in Figure 5.

Figure 5. Game Menu Options

3.1.      Opening Menu

Figure 6. Opening Menu

This option allows you to see the opening menu. (Figure 6) All options on this menu are also accessible from within the game, either from the Game Menu, or the Options Menu.

3.2.      New Game

Select this option to start a new game.  A dialog box offers three options: start a new game, replay the game with the same pattern of dice, or modify options. Selecting options takes you back to the opening menu.

3.2.1.          Roll Dice

Use this option to roll the dice. You can also tap the Roll Dice button on the screen. Roll the dice to begin your turn, or to begin your opponent's turn when playing against the computer.

3.3.      Double Game

Select this option to offer a double to your opponent. If your opponent accepts, the game value is doubled. If your opponent declines, the game will end at its initial value, in your favor. If your opponent accepts the double, then your opponent holds the doubling cube, and is the only one who can offer a double next. You cannot double two times in a row. If the double is not legal, you will be alerted and asked if you would like to double at the next available time. The double will be confirmed again at that time.

3.4.      Suggest Move

Selecting this option prompts the computer to suggest your next move by animating your pieces. Tap the screen to stop the animation and return to the game.

3.5.      Beam Data

Use this option to transfer Backgammon Pro data to another Palm Powered™ handheld. This will transfer saved games, current game, settings and statistics, and will override the receiving Palm Powered™ handheld's saved games, current game, settings, and statistics.

3.6.      Start IR Game

This option allows you to play Backgammon Pro against another player with a Palm Powered™ handheld via IR. This will turn off the doubling cube and beam data to and from the other Palm Powered™ handheld. This will continue play in this manner until the game is exited or turned off in the settings. Settings are not saved when exiting an IR game.

4.            Options Menu

Backgammon Pro has several screens that allow you to configure settings or look up information. Use the Options menu to access these screens. (Figure 7)

Figure 7. Options Menu

4.1.      Board Options

Use the Board Options screen to examine or change the appearance of the game board. (Figure 8)

 

To open this screen, select Options → Board Options... from the menu, or enter B in the graffiti area.

Figure 8. Changing the Board Options

Use the Board Graphic menu to choose one of six board styles. Check the Classic Orientation checkbox to switch the home boards from the right side to the left side and reverse the direction of play. Uncheck the box to return to the original orientation. (Figure 8)

4.2.      Settings

Use the Settings screen to examine or change the game settings. (Figure 9)

To open this screen, select Options → Settings... from the menu, or enter E in the graffiti area.

Figure 9. Settings Screen

The following subsections explain each of the settings.

4.2.1.          Computer Plays

Choose the color of your opponent. Choose None for a two-person game.

4.2.2.          Computer Skill

Set the computer opponent’s skill level: Expert, Hard, Medium, or Beginner.

Before each move, the computer opponent creates an internal list that ranks each move by its strategic effectiveness.  The skill level affects how the computer selects a move from the ranked list.

Skill Level

Description

Beginner

Computer selects randomly from the top 20 % of the most strategic moves.

Medium

Computer selects randomly from the top 10 % of the most strategic moves.

Hard

Computer selects randomly from the top 5% of the most strategic moves.

Expert

Computer always selects the best move.

Table 2.  Skill Levels

4.2.3.          Single Tap Moves

You can move a stone by tapping on it once. The Single Tap Moves setting specifies the order in which the computer reads the dice in order to move the tapped stone. Largest Die causes the tapped stone to move according to the die of higher value. Smallest Die causes the tapped stone to move according to the die of lesser value. Choosing Both Die causes the tapped stone to move according to the combined values of both dice. Selecting None shuts this feature off.

The computer always attempts to move a tapped stone legally, even if it contradicts the Single Tap Moves setting. 

Tap stones quickly and decisively.  If the stylus is held down too firmly, the computer may not recognize the motion as a tap.

4.2.4.          Animation

This selects the speed of the animation. Choose from Very Fast, Fast, Medium, Slow, Very Slow, or choose None to shut the animation off. Tap the board to end the current animation.

4.2.5.          Show Opening Menu at Start Up

If this box is checked, Backgammon Pro shows the opening menu each time the game is started. If this box is not checked, Backgammon Pro opens the game board each time the game is started.

4.2.6.          Visitor

Backgammon Pro saves your statistics after you exit the program. This does not occur if you check Visitor. This allows another player to play the game without upsetting your statistics.

4.2.7.          IR Player

When IR Player is checked, it will allow you to play Backgammon Pro with another Palm Powered™ handheld user via the infrared (IR) communication link.

4.2.8.          Auto-Roll Dice

Checking this checkbox causes the computer opponent to roll the dice automatically after your turns. Warning: This will not allow you to offer a double. Uncheck Auto-Roll Dice to double.

4.2.9.          Pip Count

Uncheck this checkbox to hide the pip count. The pip count keeps track of how many points your stones are from being borne off.

4.2.10.    Active Doubling Cube

Uncheck the Active Doubling Cube checkbox to turn off the doubling cube. This means that if you try to offer a double, you will be alerted with a screen that tells you the doubling cube is turned off. You can return to the game by tapping OK, or you can tap Turn Doubling On to be able to double.

4.2.11.    Dice Button

Tap this button to open the Dice Generator screen (Section 4.6) that allows you to examine or modify the characteristics of the dice.

4.2.12.    Board Button

Tap this button to open the Board screen (Section 4.1) that allows you to change the board graphics and orientation.

4.2.13.    AI Button

Tap this button to open the Computer AI screen (Section 4.5) that allows you to examine or modify the characteristics of the computer opponent.

4.3.      Statistics

Backgammon Pro keeps track of every die rolled, and every game point scored. Use the Statistics screen to examine dice roll and game statistics. (Figure 10)

To open this screen, select Options → Statistics... from the menu, or enter T in the graffiti area.

Figure 10. Game Statistics

Use the horizontal selector at the bottom of the screen to switch between the following statistics views:

 

View

Selector Button

Purpose

Game Statistics

Stats

Show information about previously started games.

Dice Percentages

%

Show the ratio of each rolled dice combination to the total number of dice rolls. Separate ratios are given for the Black and White players.

Dice Totals

#

Show the total number of times each player rolled a particular dice combination.

Table 3.  Statistics Views

4.3.1.          Game Statistics

The game statistics view shows the following information.

Games Started

This keeps track of the number of games started, regardless of whether or not the game ended.

Games Completed

This keeps track of the number of completed games.

Forced Die Rolls

This records every time a turn is ended by forcing a die roll when legal moves are possible. This is illegal in backgammon, but you are allowed to do so if desired.

Singles

This keeps track of any game won unless it was won with a Gammon, Backgammon, or Forfeit.

Gammons

This keeps track of all games won with a Gammon. A player wins with a Gammon when the opposing player still has all 15 stones left on the board. A Gammon is worth two times the value of a Single.

Backgammons

This keeps track of all games won with a Backgammon. A player wins with a Backgammon when the opposing player not only has all 15 stones left on the board, but at least one stone in your home board or on the bar. A Backgammon is worth three times the value of a Single.

Doubles Offered

This records the number doubles offered, regardless of whether or not it is accepted.

Doubles Denied

This records the number of declined doubles.

Auto (Turn 1) Doubles

Auto Doubles records each instance in which a double was rolled on the first roll, and the game started at twice its previous value.

Score

This keeps track of the total score of all your games. Singles are worth 1 point, Gammons 2 points, and Backgammons 3 points. Games which have been doubled are also worth more points, according to the value on the doubling cube at the end of the game.

4.3.2.          Dice Percentages

In the dice percentages view (Figure 11), a matrix shows the ratio of each rolled dice combination to the total number of dice rolls.

Figure 11. Dice Percentages View

The matrix shows two ratios for each dice combination: the Black player's ratio which appears in darker numbers on top, and the White player's ratio which appears in lighter numbers on the bottom. Notice that the dice combinations along the bottom diagonal edge of the matrix are doubles.

Playing while the dice are in User Defined or Cheat mode may cause an unnatural distribution of dice rolls. Use the pull down menu to limit the dice statistics to a single dice mode. (Read section 4.6.1, Dice Modes.)  For example, to see the dice statistics resulting only from rolls made while in the OS Random dice mode, choose OS Rnd from the menu.

4.3.3.          Dice Totals

In the dice totals view (Figure 12), a matrix totals the number of specific dice combinations rolled by each player.

Figure 12. Dice Totals View

This matrix has the same layout as the matrix in the dice percentages view. The pull-down menu allows you to limit the statistics to a specific dice mode.

4.4.      Save Game

Use the Manage Game Files screen (Figure 13) to save or restore unfinished games.

To open this screen, select Options → Save Game... from the menu, or enter L in the graffiti area.

Figure 13. Manage Game Files Screen

This allows you to save up to 8 games, either for future play or as points of reference. (Figure 13) To save a game, choose a slot, then tap the Save button. If there is already a game saved in the chosen slot, it will be overwritten.

To restore a game, tap on the slot of your choice and then tap the Load button. Tap OK to play the restored game.

4.5.      Computer AI

Use the Computer AI screen (Figure 14) to examine or modify the characteristics of the computer opponent.

To open this screen, select Options → Computer AI... from the menu, or enter A in the graffiti area.

Figure 14. Computer AI

The computer opponent's strategy is made up of attributes. Each attribute associates a tactic with a number that can be adjusted to increase or decrease the likelihood that the computer will use the tactic during play.

Attribute

Tactic

Comments

A Overlap

Leave stones behind in order to preserve overlap and increase the probability of hitting your stones in an upcoming turn.

The computer uses this tactic when it is behind in the pip count. In this situation the computer has more to gain by being positioned to hit your stones.

B Overlap

Leave stones behind in order to preserve overlap and reduce the probability of a running game.

The computer uses this tactic when it is behind in the pip count and you are positioned to start a running game within the next few rolls. In a running game the black and white stones do not overlap and there is no further chance of contact between stones.

Hits

Hit your blots and send your stones to the bar.

Raising this number increases the amount of risk that the computer accepts in order to hit your blots.

Open Blots

Avoid leaving blots.

Raising the number increases the computer's tendency to make moves that protect its stones from being hit.

Primes

Build primes in order to hinder the mobility of your stones.

A prime is a continuous sequence of protected points taken by one player. Raising the number increases the computer's tendency to build and maintain primes at different positions on the board.

A Back Score

Take protected points on the home table while you have no players on the bar.

This tactic decreases or eliminates the probability that you could move a stone off of the bar in the event that one of your pieces is hit.

Runners

Move runners ahead early.

Runners are stones on the bar or in the opponent's home table. This tactic reduces your chances of being able use a prime to pin the opponent’s runners in your own home table.

Jail Blocked

Take protected points on the home table while you have one or more players on the bar.

This tactic decreases or eliminates the probability that you can move stones that are already on the bar.

Position

Advance stones to safe positions. Encourage a running game.

The computer uses this tactic when it is far ahead in the pip count. It attempts to minimize or eliminate the chance of contact between stones.

B Back Score

Move stones aggressively if there is little or no chance that you can move your stones from the bar.

The computer uses this tactic if you have one or more stones trapped on the bar. In this situation you are not an immediate offensive threat. Therefore, the computer can leave temporary blots while advancing pieces towards its home table.

Blocking Primes

Build or maintain a blocking prime (six consecutive points) in order to block one or more of your stones.

The computer uses this tactic only when your stones are in a position to be blocked. Leaving your runners in the computer opponent's home table may cause it to use this tactic.

Partial Primes

Position stones to build a blocking prime.

Raising this number increases the computer's tendency to leave blots while attempting to build a blocking prime.

Offense

Double the opponent.

Raising the number increases the computer's tolerance for risk.

Defense

Accept or decline a double.

Raising the number increases the computer's tolerance for risk.

Table 4. Computer Opponent Attributes

4.5.1.          Opponent Profiles

An opponent profile is a set of saved attributes. There are four profiles. Each is configurable. The numeric selector at the bottom of the Computer AI screen allows you to change the opponent profile at any time during play.

The computer weighs the attributes in proportion to each other. For example, a profile with attributes that are all weighted at 1.0 is equivalent to a profile with attributes that are all weighted at 100; in both cases the attributes are equally proportional.

The computer opponent is typically less challenging if there are disproportionately weighted attributes in its profile. As a rule of thumb, no attribute number should be more than fifteen times greater than any other number in the profile.

After installing Backgammon Pro each of the opponent profiles has differently weighted attributes, allowing you to test your skills against four different computer opponents.

4.5.2.          Modifying an Opponent Profile

Do the following to modify an opponent profile:

  1. Select the profile from the selector by tapping 1, 2, 3, or 4 with the stylus. The profile appears.
  2. Select an attribute number by dragging the stylus over it.
  3. Enter a new number in the graffiti area.
  4. If desired, repeat the previous two steps to change more attributes.
  5. Tap OK to save the profile and exit the screen.

Tap the Default button to reset the opponent profile and distribute the weighted attributes evenly.

4.5.3.          Activating Computer AI

Backgammon Pro’s AI feature allows the computer opponent to continually adapt its profile based on what it learns from each game. This results in challenging and unpredictable strategies that are similar to those of a skilled human opponent. Check the Learn checkbox to activate AI.

In AI mode, the computer opponent learns during the game, and loads changes to its profile at the start of each new game. After a win, the computer opponent loads a new profile in order to gain a greater advantage.  After a loss, the computer opponent reverts to the profile it used in the previous game. 

Uncheck the Learn checkbox to turn off AI and save the current opponent profile.

4.5.4.          Activating/Deactivating the Doubling Cube

Uncheck the Active Doubling Cube to deactivate (grey out) the doubling cube.

4.6.      Dice Generator

The dice combinations rolled in a game follow a predetermined sequence of dice rolls stored in memory. Use the Dice Generator screen to examine or change the stored sequence of dice rolls. (Figure 15) To open this screen, select Options → Dice... from the menu, or enter P in the graffiti area.

The default dice roll sequence is completely random.  Beginning and intermediate players typically do not need to modify it.

Figure 15. Dice Generator

4.6.1.          Dice Modes

Use the rectangular selector at the top of the screen to select one of four dice modes:

Dice Mode

Purpose

OS Random (default)

Generates a completely random sequence of dice rolls using the Palm operating system (OS) random number generator.

Altern. Random

Generates a completely random sequence of dice rolls using an alternate random number generator built into the Backgammon Pro software.

User Defined

Allows the user to manually enter a sequence of dice rolls.

Cheat

Allows the user to increase the number of doubles rolled by the Black or White player.

Table 5. Dice Modes

4.6.2.          Viewing Upcoming Rolls

The dice generator screen shows what both players will roll in upcoming turns. In OS Randcom, Altern. Random, or Cheat mode, a two-digit number represents a roll. (Figure 15) A roll of two and four appears as 24, a roll of double sixes as 66 and so on. The rolls appear in pairs, with the White player's roll on the left and the Black player's roll in darker numbers on the right. The upper left corner of the table contains the rolls that will occur next in the current game. The die number closest to the upper left corner marks the game's position in the dice roll sequence. The position number increases one point for each rolled die. Rolling the dice removes the completed rolls from the table and causes the other numbers to advance towards the upper left corner of the table.

4.6.3.          Hiding Upcoming Rolls

Uncheck the Show Sequence checkbox to hide information about upcoming rolls.

4.6.4.          Generating a Different Random Dice Roll Sequence

In OS Randcom, Altern. Random, or Cheat mode, changing the Seed number generates a different random sequence of dice rolls.

  1. Select the current Seed number by dragging the stylus over it.
  2. Enter new digits in the graffiti area. Notice that the stored dice sequence changes each time a new digit is added to the seed number.
  3. Tap OK to store the sequence and exit the dice generator.

The dice generator automatically increments the seed number to generate a new dice roll sequence when the position counter exceeds 9999.

4.6.5.          Manually Entering Rolls

Use the following procedure to manually enter a sequence of dice rolls.

  1. Select User Defined from the selector. Its rectangle becomes highlighted and a text entry area appears.
  2. Enter the dice rolls in the graffiti area into the text entry area. The game will read the numbers from left to right. For example, entering 326654 creates a sequence of three rolls: 3 and 2, followed by double sixes, followed by five and four. Up to 256 rolls can be entered. Letters and non-valid numbers are ignored.
  3. Tap OK to store the sequence and exit the dice generator.

A dialog box appears when a game reaches the end of a manually entered dice roll sequence. Tap Restart Pattern to restart the sequence, or Open Settings to return to the dice generator and add more dice rolls to the sequence.

4.6.6.          Using Cheating Dice

Use the Cheat dice mode to increase the number of doubles rolled by the Black or White player.

  1. Select Cheat from the selector. Its rectangle becomes highlighted. The dice roll table and a numeric slider bar appears (Figure 16).
  2. Tap a few numbers in the slider bar and notice the effect on each player's upcoming rolls. Selecting numbers closer to the B increases the Black player's doubles. Selecting numbers closer to the W increases the White player's doubles. Selecting a large number such as 5 adds a large number of doubles. Selecting a small number such as 1 adds a smaller number of doubles.
  3. Tap OK to store the desired sequence and exit the dice generator.

Figure 16. Cheating Dice Mode

4.7.      Help/FAQ

Tapping Help opens a help screen that explains how to play backgammon and use the Backgammon Pro game board.

The FAQ screen answers some common questions about Backgammon Pro.

4.8.      Enter Registration Code

Select this menu option to enter your registration code. Read section 1.3 for registration instructions.

4.9.      About Backgammon Pro

This displays an information screen which indicates whether your copy of Backgammon Pro for Palm OS® has been registered.

5.            Undo Menu

Use the Undo menu to replay or undo moves made in the current turn or in previous turns.

5.1.      Restart Move

Choosing Restart Move during a game is equivalent to tapping the Undo Button. (Section 2.3.2)  This returns any moved stones back to the positions held at the moment the dice were rolled. Selecting Restart Move will also replay the last move made by the computer opponent. Restart Move will not return stones after you move them and the opposing player rolls the dice.

5.2.      Back Up

Select Back Up to take back moves made in previous turns.  Because the dice roll sequence is predetermined, this feature provides an overwhelming advantage over the computer opponent. Beginning and intermediate backgammon players typically do not benefit from this feature.  Hence it is disabled for the first 200 games.

5.3.      Forward

Select Forward to repeat the last play that was taken back using Back Up. Back Up and Forward are disabled for the first 200 games.

5.4.      Rewatch Game

Select Rewatch Game to show an animated movie of the game up until the current turn. Tap the screen at any time to stop the movie.

 

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