In short: I designed a score function for Backgammon that, in a single pass and without dice rolls or search, maps positions into the [0,100] range, is antisymmetric, interpretable, and works at millisecond speed. Below I share its formula, rationale, validation, and how it performs for doubling (cube) decisions.
Feature set (11 total): pip, bar, off, hb, prime, anch, blot, stack, out, x1, x2 (all interpretable and normalized to [-1,1])
Validation: Antisymmetry error ~1e−14, boundary and monotonicity tests pass, documentation examples match exactly
Speed: ~0.78 ms/position (10k random positions)
Doubling: g(D) is a single function → smooth, symmetric, threshold-sensitive decision zones
What Problem Are We Solving?
In Backgammon, position evaluation is usually done via search (minimax) or simulation (Monte Carlo). These are accurate but expensive: high latency, high energy consumption, weak for mobile/edge use. My goal was to produce an evaluation function that completes in a single pass, is mathematically robust (antisymmetric, bounded, monotonic), interpretable, and fast.
Antisymmetry guarantee: When you flip the colors and board, all f_i signs change → D → −D → S_me ↔ 100−S_me. Therefore, S_me + S_op = 100 always holds.
Mathematical Details (In Depth)
Normalization and ranges (why these denominators?)
With weights: D ≈ −0.1265 → S_me ≈ 47.893, S_op ≈ 52.107
Code matches: bras_evaluator.py example and test_bras.py:192
S→p(win) Calibration
The S scale (0–100) is ideal for human-readability but is not a direct “win probability.” With real-game or simulation labels (win=1/lose=0), you can calibrate S → p(win) via a simple mapping.
This section covers the minimal building blocks and sample code for engine integration.
Move Ordering (Fast Sorting)
Idea: Score all child positions from legal moves using compute_score, then search best-first.
from tavla_evaluator import TavlaEvaluator
def order_moves(current_position, legal_moves, apply_move_fn, top_k=None):
e = TavlaEvaluator()
scored = []
for m in legal_moves:
child = apply_move_fn(current_position, m) # update position
S_me, _ = e.compute_score(child)
scored.append((m, S_me))
scored.sort(key=lambda t: t[1], reverse=True)
return scored if top_k is None else scored[:top_k]
Note: In expensive search/simulation, this order accelerates pruning (best branches expand first).
python -c "import pandas as pd, numpy as np; df=pd.read_csv('ds_analysis_doubling2/dataset.csv'); \
print(np.abs(df['S_me']+df['S_op']-100).max()); \
print(np.abs((df['S_me']-50)/50 - np.tanh(df['D']/3)).max())"
Closing
With an antisymmetric, interpretable, and closed-form evaluation function, we have a fast, robust, and practical foundation for Backgammon. This provides a strong “pre-evaluator” for search/simulation and, on its own, makes a practical heuristic for mobile/edge deployment. The cube decisions benefit from smooth, symmetric thresholds. With new data, the weights can be fine-tuned and confidently recalibrated with the same analysis/test suite.
This section is the longer version, where I answer "why, how, when" in detail, explaining design decisions and the validation process. Can be read like a blog series; skip between sections as needed.
1) Problem Nucleus: Speed, Interpretability, Mathematical Guarantees
Backgammon, while laden with dice uncertainty, still has regular position patterns: pip balance, bar disadvantage, home board power, prime and anchor architecture, blot risk, midboard control, etc. Two industry strategies dominate:
“Heavy but nonlinear” approaches: Monte Carlo simulations, tree search.
“Light and interpretable” approaches: Feature-based heuristics.
My aim is to combine the best of both: Single-pass, explainable, mathematically robust; mobile/edge speed, reportable consistency, calibratable with new data.
2) Design Principles and Constraints
Must be antisymmetric: When you flip color/board, scores swap (neutrality, logical soundness)
Bounded output: S ∈ [0,100]; easy for human-centric interpretation (percentile intuition)
Monotonic and smooth: Advantage in pip↑ → S_me↑, bar disadvantage↑ → S_me↓; smooth throughout
Interpretable features: Each f_i should represent real game intuition, be normalized
Closed form & performance: Single pass computation; vectorized, fast
3) Feature Design: The Nuances of the f_i
Here each feature's game logic and normalization rationale are presented. Full definitions and denominators in docs/ras_mathematical_foundations.md.
Pip (f_pip): Total pip count difference; denominator 375 assures within bounds. See bras_evaluator.py:116.
Bar (f_bar): Difference in checkers on the bar. Very penalizing since it kills short-term freedom. Code: bras_evaluator.py:179.
Off (f_off): Bear-off progress, endgame fuel. Code: bras_evaluator.py:187.
Home Board (f_hb): Closed points (1–6); proxy for jailing strength post-hit. Code: bras_evaluator.py:132.
Prime (f_prime): Longest closed run (max 6); restricts movement. Code: bras_evaluator.py:149 + helper _longest_run at bras_evaluator.py:157.
Normalization (denominators) serves: (1) Features can be summed on same scale; (2) Weight reflects direct impact on the score.
4) Weights and Calibration Rationale
Initial weights are expert-driven, then pass a “checklist” data pass:
"Bar is a heavy disadvantage" → w_bar = 2.0
"Pip matters in all phases" → w_pip = 2.2
"Measuring endgame speed matters" → w_off = 1.6
"Home board and prime are important but not extremes" → w_hb = 1.5, w_prime = 1.3
"Blot is always risky: mid-level" → w_blot = 1.1
"Midboard support" → w_out = 0.5
"Anchor is a safe haven" → w_anch = 0.6
"Stacking is rare but harmful" → w_stack = 0.4
"Interactions" → w_x1 = 1.0, w_x2 = -0.6
After data, ranking by |w|·std; practically, pip, bar, off, blot dominate (see plots and tables).
5) Transformation Function: Why tanh, Why σ=3?
tanh is naturally odd, i.e., g(-x)=-g(x), making it ideal for antisymmetric design. Bounded to [-1,1], smooth in center, well-behaved derivative. σ=3 calibration achieves:
Typical D in [-3,3], so score band is ~50±38; extremes separated but not oversaturated
Most random positions sit near tanh’s linear region, no over-saturation
Logistic also considered, but tanh + affine map (50±50·g) is cleaner for centering and symmetry.
Feature bounds: f_i ∈ [-1,1] checked, no violations. (test_bras.py:240)
Score bounds: S ∈ [0,100] checked, no violations. (test_bras.py:274)
Monotonicity: Pip↑ ⇒ S_me↑, My bar↑ ⇒ S_me↓. (test_bras.py:303)
Edge cases: All bar, all off, max stack. (test_bras.py:402)
Random generator focuses on certain points (to increase stack frequency), see: test_bras.py:467.
10) Statistical Analysis & Visuals
Two layers of reports:
Fast general set (analyze_bras.py.py): summarizing score, D, transform, and antisymmetry
Data science set (data_science_analysis.py): EDA, correlation, importance, VIF, dimensionality reduction, clustering, sensitivity
Sample visuals (general):
bras_analysis_scores.png
bras_analysis_features.png
bras_analysis_correlation.png
bras_analysis_importance.png
Detailed set (10k samples, ds_analysis/):
01_score_distributions.png
04_correlation_clustered.png
08_feature_importance.png
05_hexbin_relationships.png
Summary: Score mean ~46.9 (slight disadvantage bias in generator), std ~12.1; D mean ~−0.20, std ~0.77. Most significant features: pip, bar, off, blot; correlations mostly as expected (pip–off, hb–x1).
python -c "import pandas as pd, numpy as np; df=pd.read_csv('ds_analysis_doubling2/dataset.csv'); \
print(np.abs(df['S_me']+df['S_op']-100).max()); \
print(np.abs((df['S_me']-50)/50 - np.tanh(df['D']/3)).max())"
14) Mini Code Example
import numpy as np
from tavla_evaluator import TavlaEvaluator, create_opening_position
e = TavlaEvaluator()
pos = create_opening_position()
S_me, S_op = e.compute_score(pos)
print(S_me, S_op)
# Detailed output
detail = e.evaluate_detailed(pos)
print(detail['features'])
print(detail['D'], detail['g'])
15) Final Words
A good evaluation function isn’t so much “correct” as it is “consistent and useful.” This approach balances speed/fidelity/interpretability for Backgammon. It smooths the cube decision surface, gives a robust prior for search/simulation, and serves as a practical heuristic by itself for mobile/edge. Very receptive to improvement with feedback and new data.