Java slot machine simulation

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The second mechanism is used to allocate a specified ratio of the cycles to specific threads over time. A DRAM technology that uses a clock to synchronize signal input boxing gambling output on a memory chip.

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MIPS I has instructions for signed and unsigned integer multiplication and division. These instructions source their operands from two GPRs and write their results to a pair of bit registers called HI and LO, since they may execute separately from and concurrently with the other CPU instructions. For multiplication, the high- and low-order halves of the bit product is written to HI and LO respectively.

For division, the quotient is written to LO and the remainder to HI. These instructions are interlocked: These instructions are used to restore HI and LO to their original state after exception handling. Unless the branch delay slot is filled by an instruction performing useful work, an nop is substituted.

Control is transferred to the address computed by shifting the bit offset left by two bits, sign-extending the bit result, and adding the bit sign-extended result to the sum of the program counter instruction address and 8 Jumps have two versions: Register-indirect jumps transfer control to the instruction at the address sourced from a GPR rs.

The address sourced from the GPR must be word-aligned, else an exception is signaled after the instruction in the branch delay slot is executed. MIPS I has two instructions for software to signal an exception: System Call and Breakpoint. System Call is used by user mode software to make kernel calls; and Breakpoint is used to transfer control to a debugger via the kernel's exception handler.

Both instructions have a bit Code field that can contain operating environment-specific information for the exception handler. MIPS has 32 floating-point registers. Two registers are paired for double precision numbers. Single precision is denoted by the. A set of Trap-on-Condition instructions were added. These instructions caused an exception if the evaluated condition is true. All existing branch instructions were given branch-likely versions that executed the instruction in the branch delay slot only if the branch is taken.

Consistent with other memory access instructions, these loads and stores required the doubleword to be naturally aligned. The instruction set for the floating point coprocessor also had several instructions added to it. An IEEE compliant floating-point square root instruction was added.

It supported both single- and double-precision operands. A set of instructions that converted single- and double-precision floating-point numbers to bit words were added. These complemented the existing conversion instructions by allowing the IEEE rounding mode to be specified by the instruction instead of the Floating Point Control and Status Register.

A [4]: Existing instructions originally defined to operate on bit words were redefined, where necessary, to sign-extend the bit results to permit words and doublewords to be treated identically by most instructions. Among those instructions redefined was Load Word. To complement Load Word , a version that zero-extends was added. The R instruction format's inability to specify the full shift distance for bit shifts its 5-bit shift amount field is too narrow to specify the shift distance for doublewords required MIPS III to provide three bit versions of each MIPS I shift instruction.

The first version is a bit version of the original shift instructions, used to specify constant shift distances of 0—31 bits. The second version is similar to the first, but adds 32 10 the shift amount field's value so that constant shift distances of 32—64 bits can be specified. The third version obtains the shift distance from the six low-order bits of a GPR. This feature only affected the implementation-defined System Control Processor Coprocessor 0.

The remaining coprocessors gained instructions to move doublewords between coprocessor registers and the GPRs. The floating general registers FGRs were extended to 64 bits and the requirement for instructions to use even-numbered register only was removed. The floating-point control registers were not extended for compatibility. The only new floating-point instructions added were those to copy doublewords between the CPU and FPU convert single- and double-precision floating-point numbers into doubleword integers and vice versa.

It was designed for use in personal, workstation, and server computers. ARC found little success in personal computers, but the R and the R derivative were widely used in workstation and server computers, especially by its largest user, Silicon Graphics. Other uses of the R included high-end embedded systems and supercomputers. Quantum Effect Design 's R and its derivatives was widely used in high-end embedded systems and low-end workstations and servers.

To alleviate the bottleneck caused by a single condition bit, seven condition code bits were added to the floating-point control and status register, bringing the total to eight. FP comparison and branch instructions were redefined so they could specify which condition bit was written or read respectively ; and the delay slot in between an FP branch that read the condition bit written to by a prior FP comparison was removed.

Support for partial predication was added in the form of conditional move instructions for both GPRs and FPRs; and an implementation could choose between having precise or imprecise exceptions for IEEE traps. The FP fused-multiply add or subtract instructions perform either one or two roundings it is implementation-defined , to exceed or meet IEEE accuracy requirements respectively. The FP reciprocal and reciprocal square-root instructions do not comply with IEEE accuracy requirements, and produce results that differ from the required accuracy by one or two units of last place it is implementation defined.

These instructions serve applications where instruction latency is more important than accuracy. The design of the R began at Silicon Graphics, Inc. The R and R found use in high-end embedded systems, personal computers, and low-end workstations and servers. MIPS V implementations were never introduced. The former was to have been the first MIPS V implementation, and was due to be introduced in the first half of MIPS V added a new data type, the Paired Single PS , which consisted of two single-precision bit floating-point numbers stored in the existing bit floating-point registers.

Variants of existing floating-point instructions for arithmetic, compare and conditional move were added to operate on this data type in a SIMD fashion. New instructions were added for loading, rearranging and converting PS data. Up to MIPS V, each successive version was a strict superset of the previous version, but this property was found to be a problem, [ citation needed ] and the architecture definition was changed to define a bit and a bit architecture: Both were introduced in Announced on December 6, A disadvantage of MIPS16e is that it requires a mode switch before any of its bit instructions can be processed.

This allows programs to intermix and bit instructions without having to switch modes. These ASEs provide features that improve the efficiency and performance of certain workloads, such as digital signal processing. Enhancements for microcontroller applications. Release 6 replaced it with microMIPS. The First Automated Scientific Calculations Women Pioneers In Computing The First Scientific Computing Center The Manhattan Project Part I The First Computer Book The First Computer Typesetting The First Computer Science Courses ACM Founded Here The First Computer Training Course The First "Personal Computer" Invention of the Cursor The First Supercomputer.

Watson Lab: IBM Columbia's First "Real" Computer The Computer Center Knock Off Hit a checker. Knockout Tournament A type of tournament where you continue to play until you lose; an elimination tournament. Ladder An ongoing competition in which players are ranked in approximate order of ability.

Any player may challenge another player higher on the ladder, up to a given number of steps away. If the challenger wins, he moves up the ladder and his opponent moves down. Last Call for Breakfast A player's last opportunity to make a throw which will give him a chance of winning the game or saving a gammon. Last Chance Event A tournament for players who lose in the first rounds of the consolation flight or later rounds in the main flight. Last Roll Position A position in which the next roll will decide the game.

See post by Jean-Pierre Seiman. Layout See: Legal Move A move that conforms to the roll of the dice as defined by the rules of backgammon. Legal Moves Rule A rule that says that an illegal play should be pointed out by the opponent if he notices it, and such play corrected before the game continues.

This is different from the usual rule giving the opponent the option of allowing an illegal play to stand. See post by Marc Gray. Legal Play A play that conforms to the roll of the dice as defined by the rules of backgammon. Liability An feature that contributes to the weakness of a position, such as too many blots , buried checkers , or inflexibility.

Liby's Rule A rule of thumb that says: Oslash;ystein Johansen. Lift To move a checker that is alone on a point to the safety of an already made point. Lipped Cup A dice cup that has a ridge around the inside open end, designed to trip up the dice as they exit the cup and make it more difficult for a dice mechanic to control the roll. Live-Cube Rollout Cubeful rollout. Loaded Dice Dice weighted or shaped so that the distribution of rolled numbers is not even.

Lock Up a Point Make a point. Long Backgammon LongGammon. LongGammon A backgammon variant in which each player starts with fifteen checkers on the opponent's one-point. How to Play LongGammon. Loose Checker Blot. Loose Hit A hit which leaves a blot in the player's home board where it is exposed to a direct return shot.

Loose Play A play that leaves one or more blots in a dangerous position. Lose One's Market To go from a position in which your opponent would accept your double to a position in which your opponent would refuse your double. Market Loser. Lover's Leap [ Sometimes spelled "lovers' leap". Luck Factor Equity gained or lost through the rolls of the dice during the course of a game or match. The luck associated with a roll is the difference in equity of the position before the roll and the properly played position after the roll.

See posts by Gregg Cattanach and Adam Stocks. They are: Criteria a and f call for making a safe play; the others point towards making a bold play. Main Division Main flight. Main Flight In an elimination tournament , the group in which players start and compete in until they lose, and which offers the largest prize. Consolation Flight. Major Split Moving one of your two runners from the opponent's one-point to the opponent's four-point or five-point.

Minor Split. Your opponent may not land or touch down on that point as long as the two checkers remain there. Man Checker. Mandatory Beavers An optional chouette rule which says: See post by Roland Scheicher. This includes any post-Crawford game, where the trailing player should double at his first opportunity.

See posts by Daniel Murphy and Toni Wuersch. An optional rule for money play which says whenever a double is offered and accepted the doubler has the right to give his opponent an extra cube at the same level accompanied by a payment equal to one half of its value. The receiver of an extra now has two cubes which he may use together or separately for making future doubles.

For example, as leader against an opponent who is 5-away, taking and losing two points means the opponent still needs two games or one gammon to win the match. Man in the Box See: Manny Wong Proposition The player on roll has two checkers on each of his lower three home board points, and three checkers on each of upper three home board points.

The opponent has one checker on the bar , six checkers borne off, and the remainder on his one-point and two-point. Should the player double? Should his opponent accept the double? Market for a Double An opportunity to offer a double while it will be accepted by the opponent. Market Gainer [ By analogy to market loser. Market Loser A sequence of two rolls one for you and one for your opponent which takes a game from a position in which your opponent would accept a double to a position in which your opponent would refuse a double.

Knowing the number and size of your market losers is an important consideration in whether or not to double. Market Losing Sequence Market loser. Match A series of games between two players which ends when one player acquires a predetermined number of points. Traditionally, matches are played to an odd number of points 3, 5, 7, etc.

Match Play. Match Equity A player's probability of winning a match from a given score. The value of a position in the context of the current match score and cube level, usually given in terms of match winning chances. Match Equity Table A chart showing the probability of winning a match from various scores.

The Woolsey-Heinrich match equity table. Match equity tables are laid out according to the number of points each player still needs to win the match. The first column and row represent the Crawford game. Match Play The method of competition used in tournaments and on many backgammon play sites.

The doubling cube may be used except in the Crawford game. Unlike money play , you do not use automatic doubles , the Jacoby rule , or beavers in match play. Match Winning Chances A player's probability of winning a match. EMG Equity. Material Builders. Mechanic See: Dice Mechanic. Mechanical Play A move made with little thought because it seems to be obvious. Mental Shift A technique used in pip counting in which you imagine that some checkers have been moved to a higher or lower point where they can be counted more easily.

You must either keep track of the number of pips moved or make a compensating shift elsewhere on the board. MET Match equity table. How to Play Mexican Backgammon. Meyer Dice Tube A 9-inch clear plastic tube with baffles across the middle and capped ends that contains a pair of dice and is used to randomize dice within.

You place the tube on one end with the dice lying on the bottom. To roll the dice, you pick up the tube, quickly turn it degrees, and set it back down, allowing the dice to fall through the baffles and land on the other side. Meyer Dice Tube. Chuck Bower's article: Opening Game and End Game. Mid-Point Your thirteen-point the opponent's twelve-point , where you have five checkers at the beginning of the game.

Minor Split Moving one of your two runners from the opponent's one-point to the opponent's two-point or three-point. Major Split. Misere A backgammon variant in which the object is to be the last player to bear off all of your checkers. How to Play Misere Backgammon. Mixed Roll Two thrown dice with different numbers on their upper faces. Mobility The degree to which a position permits dice rolls to be played freely while maintaining the position's key features.

A mobile position strikes a balance between the made points and spare checkers. Modern Backgammon A term used in the late 's and early 's for the new rules of the time, including the use of the doubling cube and chouette play. A term used in the late 's and early 's for a style of play inspired by computer analysis.

Money Management Choosing appropriate stakes to play for so that you do not exceed your bankroll. Money management has two goals: See post by Adam Stocks. Money Play The normal style of competition in backgammon in which games are played individually and the participants bet on the result.

Money play backgammon is normally played using the Jacoby rule and participants may also agree to play automatic doubles and beavers. Monte Carlo Location of the annual World Championship of backgammon. Motif A Java applet that plays backgammon. Motif Plays Backgammon. Moultezim A Turkish game in which players start at diagonally opposite corners and move around the board in the same direction.

How to Play Moultezim. Move The advancement of a checker according to the number showing on one of the rolled dice. There are three types of legal moves you may make: Move Around the Corner A move from the opponent's outer board to the player's outer board. Move Down Move around the corner. Move In A move from the bar to the opponent's home board.

A move from your outer board to your home board. Move Off Bear off. Move Out A move from the opponent's home board to the opponent's outer board. Move Up A move forward within the opponent's home board. Mutual Holding Game A game in which both players hold advanced anchors on the opponent's side of the board in an attempt to hinder the opponent as he tries to bring his checkers home.

MWC Match winning chances. Nack Blitz A tournament of 1-point Nackgammon matches. Nackgammon [ Named after Nack Ballard, who popularized the game. Players start with 2 checkers on each of the opponent's one-point and two-point , 4 checkers on the mid-point , 3 checkers on the eight-point, and 4 checkers on the six-point. With fewer checkers up front for attacking , and more checkers back for anchoring and maneuvering, games tend to be longer and more positional. How to Play Nackgammon. Nactation [ An amalgamation of "Nack" for Nack Ballard and "action notation.

Narde [ Also spelled "Nardi" and "Nardy". How to Play Narde. Neil's Numbers [ Devised by backgammon expert Neil Kazaross. Janowski's Formula and Turner's Formula. A neural network consists of many simple processors connected by unidirectional paths carrying numeric data.

The network is "trained" by adjusting the weights of the connections until desired outputs are achieved for given inputs. When the Readers' play is obvious, they are greeted with a link that says "Next" and the game proceeds without a vote. NN Neural network. No-Brainer Pure race. An easy decision. No Dice Cocked dice. Nonprogressive Consolation A consolation tournament for losers of the first round of the main tournament. Losers in later rounds of the main event do not get to enter the consolation event.

Progressive Consolation. Normal Game Single game. Normalized scores are used in match equity tables. Notation The method of representing the moves of a game. See post by Dean Gay. Novice Division The tournament division for the weakest players, particularly those who do not desire the stronger competition and higher entrance fees of the other divisions. Intermediate Division and Open Division. Novice Level A player who is new to backgammon.

Intermediate and Advanced level. N-Point Board A home board with n made points. N-Roll Position A position in which you will bear off all of your checkers in n rolls or less. For example, having ten checkers left on your ace-point is a "5-roll position. Odds The ratio of the probability of an event happening to that of its not happening, or vice versa. Usually the higher number is given first. For example, the odds of rolling double 6's are "35 to 1 against ". Off the Board Said of checkers which have been borne off.

One-Checker Model A model for estimating winning chances in a pure race based on the players' pip counts. In this model, all of a player's pips are represented by just one checker on a infinitely-long backgammon board. The one-checker model overestimates winning chances in positions where one side has more wastage than the other. Hugh Sconyers. One-Point Match A backgammon variant where the goal is to be the first player to bear off all of your checkers.

See posts by Lou Poppler and Bernhard Kaiser. One-Sided Bearoff Database A bearoff database where the arrangement of checkers on only one player's side is considered. The values in the database are calculated assuming the goal at each turn is to minimize the average number of rolls required to bear off. Two-Sided Bearoff Database. Online Backgammon This refers to playing backgammon over the Internet. Online backgammon allows players all over the world to compete against one another.

You can play for rating points or for real money. Backgammon Server. On Roll The player whose turn it is. You are on roll as soon as your opponent picks up his dice to end his turn , and before you throw the dice to begin your own turn.

For example, the only time you may double is when you are on roll. On the Bar Where a checker is placed after it is hit. When you have a checker on the bar , you may not move any of your other checkers until that checker has been entered back onto the board. On Tilt Steaming. Open Division The main division of a tournament ; the division that any player may enter. Also called the championship division , it generally has the highest entry fee, the largest prizes, and attracts the strongest players.

Novice Division and Intermediate Division. Opening Game The first phase of a backgammon game where the players have yet to establish their initial game plans. Middle Game and End Game. Opening Roll The first roll of the game in which both players simultaneously roll one die.

This roll determines both the player to go first and the numbers that player must play. Open Point A position on the board not occupied by two or more of the opponent's checkers. Open Tournament A tournament open to any player regardless of strength or experience. Open Division. Optional Reroll Rule California rule. OTB Over the board. Otter [ Another furry rodent, by analogy to beaver and raccoon.

Outer Board The side of the board away from where the players bear off their checkers. Each player's outer board comprises that player's points seven through twelve. Home Board. Outer Table Outer board. Outfield The outer board , particularly points nine, ten, and eleven. Outside Prime A contiguous sequence of blocked points in which the majority of those points are in the outer board.

For example, if you win a game worth 4 points in a match in which you are 2 points away from winning, the surplus 2 points are overage. Overplay Make an unnecessarily big play. Over the Board Games played face-to-face, as opposed to on the Internet or by correspondence. Owner of the Cube The player who last accepted a double in the game. He places the cube on his side of the board to indicate that only he may make the next double. Cube Ownership. Own the Cube The player who last accepted a double is said to own the doubling cube.

He places the cube on his side of the board. Only the owner of the cube may offer the next double in the same game. Parlay A succession of events, each of which depends on the preceding event. The probability of the entire parlay is equal to the product of the probabilities of the individual events. Full Prime. Partner for the Box Chouettes with a large number of players often permit the box to take a partner.

The partnership is offered in rotation, starting with the captain and moving on down the line. If no one offers to be the box's partner, a partner may be chosen by lot from among the team members other than the captain. Pass Refuse a double. Pay Later To play safe in the current position but risk greater danger later in the game. Pay Now. Pay-Now-or-Pay-Later Decision. Pay Now To take an immediate risk such as leaving a shot to avoid the prospect of a more serious risk later in the game.

Pay Later. Perfecta The best possible roll; a joker. Pick and Pass To hit an opposing blot and continue the same checker to safety on the same play. Pick Up Hit a blot. Piece Checker. Pigeon The victim of a hustler. Pip One of the spots on a die that indicate numeric value.

For example, the point and the seven-point are six pips apart. For example, at the start of a game each player has a pip count of Plakoto A Greek game in which players pin blots rather than hit them. How to Play Plakoto. Play The collection of moves a player makes in satisfying the requirements of a roll.

Bond is playing backgammon with the villain, Kamal Khan. Khan is winning by using loaded dice that roll when he switches them into the game. On the last roll Bond needs a to win, so he calls out "player's privilege," which is apparently a rule allowing one player to exchange his dice for his opponent's. The loaded dice are still in Khan's cup, but he can't complain without revealing himself, so Bond takes the cup, rolls , and wins. Play Safe To avoid leaving blots which might be hit.

Play Site Backgammon server. Ply One turn by one player, a measure of how far a player or computer program looks ahead when selecting a play or evaluating a position. See post by JP White. There is no agreement in the backgammon community as to whether plies are counted starting at 0 as GNU Backgammon does it or starting at 1 as Snowie does it.

See this thread and this thread concerning the controversy. POH Point on head. Point One of the twenty-four narrow triangles, twelve on each side, of a backgammon board , where the players' checkers sit. The points are numbered for each player 1 to 12 across the near side of the board and 13 to 24 in the other direction across the far side of the board.

Either player's one-point is the other player's point. Two or more checkers on the same triangle; a made point. To hit a blot and make the point in the same turn with the same roll; to point on a blot. A unit of scoring. In money play , you play for a certain value per point. In match play , each match is played to a predetermined number of total points. The winner of the game gets 1 point for each checker in the loser's home board , 2 points for each checker in the loser's outer board , 3 points for each checker in the winner's outer table, and 4 points for each checker on the bar or in the winner's home table.

Point on a Blot To hit an opposing blot with two of your checkers at the same time, thereby also making the point. Pointing on a blot in your home board is usually a very strong play. Point on Head Point on a blot. Poof A backgammon variant in which you always play the lower number of a roll first. How to Play Poof.

How to Play Portes. Position The arrangement of checkers on a backgammon board. A checker-play decision where strategy considerations dominate. Technical Play. Position Card A card with a preprinted diagram of a backgammon board designed for recording a position. Possession of the Doubling Cube The player who last accepted a double is said to own the cube.

Only that player may make the next double of the game. Prior to the first double, neither player owns the cube see centered cube and either player may double. Post-Crawford After the Crawford game. Post Mortem Analysis of a game or match after it has been completed. Pottle's Law [ Named for backgammon player Sam Pottle. See post by Stick Rice. PPG Points per Game. According to the guideline, a player should double if he has an advantage in two of the three areas.

And his opponent should pass if the player who doubled has an advantage in all three areas. See post by Alan Webb. See posts by Patti Beadles and Larry Strommen. You sometimes do this when the opponent holds an anchor deep in your home board and you are worried about clearing a high point safely during the bear off.

By preclearing, you take advantage of opportune rolls at the time you get them. Pre-Crawford Before the Crawford game. Premature Burial Taking one or more checkers deep into your home board early in the game out of undue concern for short-term safety. Premature Roll A dice roll made by a player before the opponent has ended his turn by picking up the dice. Under U. Under BIBA rules, the premature roll stands but the player who did not pick up the dice may change his play in light of the new information.

Pressure To advance a runner so it directly bears on an opponent's blot , forcing the opponent to cover the blot , move it, or risk it being hit. Prime Six consecutive made points. An opposing checker trapped behind a prime cannot escape until the prime is broken.

Several consecutive made points, such as a 4-prime or 5-prime. Primed Trapped behind a prime. Prime Fighter A player who accepts a double when he has one or more checkers trapped behind an opponent's prime. Prime-vs-Prime A game in which both players have primes with opposing checkers trapped behind them.

The winner of these games is often the player with better timing. Priming Game A type of game in which the primary strategy is to trap one or more opponent's checkers behind your prime. Progressive Consolation A consolation tournament for losers in the first several rounds of the main tournament.

Progressive means that losers in later rounds of the main event get one or more byes to later rounds of the consolation event. Nonprogressive Consolation. Prop Proposition. Proxy See Cube Proxy. A German backgammon variant in which players enter in the same quadrant and move around the board in the same direction.

Pure Play [ "Pure" because it focuses on one game plan. Pure play includes bringing builders into play quickly, slotting to make key points , keeping your checkers in front of the opponent's checkers, and recirculating checkers as necessary. See post by Daniel Murphy and this thread. Pure Race A game in which the opposing forces have disengaged so there is no opportunity for further blocking or hitting by either side. In a pure race, your goal is simply to get your checkers home as quickly as possible and bear them off.

Contact Position. Quacks Double ducks. Quadrant One quarter of the playing area on a backgammon board. The first quadrant comprises a player's points 1 to 6, the second quadrant points 7 to 12, the third quadrant points 13 to 18, and the fourth quadrant points 19 to Quads The roll of on the dice double 4's. Quarter Entry A quarter entry is a single elimination tournament for four players, which is held before the beginning of a greater tournament.

Each of the four contestants pays an entry fee of usually slightly more than a quarter of the entry fee of the main event. The winner of this four person tournament is entitled to play in the main event. Quasi-Random Dice A technique used to reduce the element of luck in a rollout by ensuring the numbers rolled in the first few rolls of each trial are as evenly distributed as possible.

For example, if you roll out a position 36 times, quasi-random dice will ensure that each trial begins with a different roll. Quatre-Point Traditional name for the four-point. Quiet Play An unassuming play that does not hit , or slot , or pose an immediate threat; it just maintains the status quo. Quiz Factor A feature of a problem that makes it interesting enough to appear on a quiz. The mere appearance on a quiz suggests that the "obvious" play may not be the correct play.

Raccoon An immediate redouble by the player who just accepted a beaver. Race Pure race. The player with the lower pip count is said to be ahead in the race. Race Equity Winning chances that accrue from variations where there is no further hitting.

Rail Bar. Rake A fee charged by a backgammon play site for hosting money games. It is usually a percentage of the winnings of each game. Random Error in a Rollout Variation in the result of a rollout due to chance. It results when the rolls for one side are luckier overall than the rolls for the other side. You can reduce the random error in a rollout by increasing the number of trials. Systematic Error.

Random Seed A numeric value that uniquely determines the sequence of dice rolls produced by a random number generator. Rated Match A match that counts towards your rating. Rating A number associated with each player based on that player's record of performance against other rated players. When you win a match, points are added to your rating; when you lose, points are deducted from your rating.

Over time, your rating will tend to be higher than players weaker than yourself, and lower than players stronger than yourself. FIBS rating formula. Rating Points Points assigned by a ratings system to players based on their performance against other rated players.

Ratings Inflation A phenomenon that results when players exit a ratings pool at a lower rating than when they entered. The lost ratings remain with the players still in the pool, giving a higher average rating overall. Ratings Pool The people who participate in a ratings system. Ratings System A method of assigning ratings to players based on their performance in such a way that players with greater ability will, over time, tend to have higher ratings.

Raw Take Point The minimum game winning chances you need to accept a double if you assume no gammons and no further cube action. The raw take point can be derived from a match equity table and depends only on the score of the match, not on the position. See post by Timothy Chow.

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