GAME OF MIND INITIATIVE — GOMI

BACKGAMMON WORLD

LEARNING ANNEX / LINK MAP
FULL EXPLANATION + KNOWLEDGE / RESOURCE PATHWAYS

THE WORLD

BACKGAMMON WORLD IS A STRUCTURED BOARD-GAME AND DECISION ENVIRONMENT BUILT AROUND MOVEMENT, PROBABILITY, POSITION, TIMING, RISK, MEMORY, STRATEGY AND THE DOUBLING CUBE.

IT IS NOT SIMPLY A RACE DRIVEN BY DICE.

IT IS A REPEATABLE GOMI ENVIRONMENT IN WHICH PARTICIPANTS RESPOND TO RANDOMIZED ROLLS WITH NON-RANDOM CHOICES, EVALUATE BOARD POSITION, BALANCE CONTACT AND RACING, MANAGE EXPOSURE, MAKE CUBE DECISIONS AND RETURN TO NEW STATES UNDER THE SAME RULE STRUCTURE.

THE WORLD CHAMBER PROVIDES THE EXPERIENCE.

THE SCIENTIFIC INQUIRY / STUDY PLATFORM IDENTIFIES WHAT MAY BECOME OBSERVABLE AND STUDYABLE.

THE LEARNING ANNEX / LINK MAP PROVIDES THE LARGER INFORMATION SYSTEM SURROUNDING THE WORLD.

TOGETHER, THEY CREATE ONE CONNECTED BACKGAMMON WORLD.

WHY BACKGAMMON WORLD IS PART OF GOMI

BACKGAMMON PROVIDES AN UNUSUALLY RICH COMBINATION OF PERFECT BOARD INFORMATION AND UNCERTAIN FUTURE DICE.

A PARTICIPANT MUST DECIDE HOW TO PLAY EACH ROLL, HOW MUCH RISK TO ACCEPT, WHEN TO HIT OR BUILD, HOW TO PRESERVE TIMING, WHEN TO RACE, HOW TO USE BOARD POSITION AND WHEN TO OFFER, TAKE OR PASS A DOUBLE.

NO PARTICIPANT IS REQUIRED TO CALCULATE, REMEMBER, RISK-ADJUST OR ADAPT IN THE SAME WAY.

THAT IS PRECISELY WHAT MAKES THE WORLD USEFUL.

UNDER THE SAME DEFINED CONDITIONS, DIFFERENCES IN PROBABILITY JUDGMENT, POSITIONAL REASONING, MEMORY, RISK, TIMING, CUBE STRATEGY, LEARNING AND DECISION-MAKING CAN BECOME VISIBLE.

REPEATED PARTICIPATION CAN THEN PROVIDE ANOTHER QUESTION:

WHAT CHANGES AFTER EXPERIENCE, REVIEW AND LEARNING HAVE OCCURRED?

BACKGAMMON WORLD THEREFORE COMBINES:

PROBABILITY
POSITION
TIMING
CUBE JUDGMENT
RISK
LONGITUDINAL OBSERVATION

THE KNOWLEDGE AND RESOURCE LAYER MAY CONTINUE EXPANDING.

THE UNDERLYING GOMI CONDITIONS DO NOT HAVE TO.

THE BACKGAMMON WORLD METHOD

BACKGAMMON WORLD OPERATES AS A DIRECT-METHOD WORLD WITHIN THE GOMI METHODOLOGY.

BOARD / INFORMATION STATE

  • BACKGAMMON WORLD BEGINS WITH TWO PARTICIPANTS, FIFTEEN CHECKERS PER SIDE, A 24-POINT BOARD, DICE AND THE RULE-DEFINED CUBE / MATCH CONDITIONS.
  • THE COMPLETE BOARD POSITION IS VISIBLE TO BOTH PARTICIPANTS, BUT FUTURE DICE ROLLS ARE UNKNOWN.
  • THIS CREATES A PERFECT-INFORMATION POSITION COMBINED WITH STOCHASTIC FUTURE EVENTS, FROM WHICH MOVE, RISK AND CUBE DECISIONS DEVELOP.

ROLL / MOVE STATE

  • THE ACTIVE PARTICIPANT ROLLS THE RULE-DEFINED DICE AND MUST USE THE RESULT ACCORDING TO THE LEGAL-MOVE CONDITIONS.
  • THE PARTICIPANT THEN CHOOSES AMONG AVAILABLE CHECKER PLAYS, BALANCING SAFETY, CONTACT, RACING, BLOCKING, HITTING, ANCHORS, PRIME STRUCTURE AND FUTURE FLEXIBILITY.
  • EACH ROLL THEREFORE CREATES A NEW CONSTRAINED DECISION STATE RATHER THAN A FREE CHOICE.

CUBE / VALUE STATE

  • WHEN THE DOUBLING CUBE IS ACTIVE, A PARTICIPANT MAY HAVE TO DECIDE WHETHER TO OFFER, ACCEPT OR DECLINE A DOUBLE UNDER THE WORLD'S RULES.
  • THE DECISION DEPENDS ON POSITIONAL ADVANTAGE, WIN / GAMMON / BACKGAMMON CHANCES, SCORE CONTEXT, MATCH EQUITY AND RISK.
  • CUBE ACTION CREATES AN ADDITIONAL DECISION LAYER THAT IS DISTINCT FROM CHECKER MOVEMENT.

BEAR-OFF / RESULT / NEXT GAME / ADAPTATION

  • A GAME ENDS WHEN A PARTICIPANT BEARS OFF ALL CHECKERS OR ANOTHER RULE-DEFINED END CONDITION OCCURS.
  • THE RESULT, INCLUDING SINGLE, GAMMON, BACKGAMMON AND CUBE VALUE WHERE APPLICABLE, IS RECORDED UNDER THE ACTIVATED RULES.
  • REPEATED GAMES AND MATCHES CREATE A LONGER-HORIZON RECORD OF MOVE CHOICE, POSITIONAL JUDGMENT, CUBE ACTION, RISK, MEMORY, ADAPTATION AND LEARNING.
WHAT THE PARTICIPANT CAN EXPLORE

HISTORY OF BACKGAMMON

BACKGAMMON BELONGS TO THE MUCH OLDER FAMILY OF TABLES GAMES THAT USE DICE, COUNTERS AND A BOARD DIVIDED INTO POINTS.

THE MODERN GAME DEVELOPED THROUGH CENTURIES OF TABLES PLAY IN EUROPE AND WESTERN ASIA. THE NAME BACKGAMMON APPEARS IN ENGLISH SOURCES BY THE SEVENTEENTH CENTURY, WHILE RELATED GAMES SUCH AS NARD, TRICTRAC AND OTHER TABLES FORMS HAVE MUCH OLDER HISTORIES.

THE LEARNING ANNEX SHOULD THEREFORE DISTINGUISH BETWEEN THE ANCIENT HISTORY OF TABLES GAMES AND THE LATER DEVELOPMENT OF MODERN BACKGAMMON RATHER THAN CLAIM THAT THE PRESENT RULE SET ITSELF IS THOUSANDS OF YEARS OLD.

RULES / HOW BACKGAMMON WORLD FUNCTIONS

BACKGAMMON WORLD IS A DIRECT-METHOD WORLD.

ITS OWN DEFINED GOMI RULES AND CONDITIONS ARE THE AUTHORITY FOR GOMI PLAY.

THE CORE ENVIRONMENT INCLUDES CHECKER MOVEMENT ACCORDING TO DICE, HITTING AND ENTERING FROM THE BAR, BLOCKED POINTS, BEARING OFF, GAMS / BACKGAMMON RESULTS, THE DOUBLING CUBE WHERE ACTIVE, AND MATCH-SCORE CONDITIONS WHERE APPLICABLE.

EXTERNAL RULE SOURCES MAY BE USED FOR LEARNING, COMPARISON AND HISTORICAL REFERENCE, BUT THEY DO NOT AUTOMATICALLY OVERRIDE THE FINAL GOMI BACKGAMMON WORLD RULE RECORD.

THIS CREATES A DIRECT PATHWAY:

POSITION → ROLL → LEGAL MOVES → CHOICE → NEW POSITION → CUBE / MATCH CONTEXT → NEXT DECISION

BOARD / MOVEMENT / BEARING OFF

THE BACKGAMMON BOARD IS A POSITIONAL SYSTEM OF TWENTY-FOUR POINTS, TWO DIRECTIONS OF MOVEMENT, HOME BOARDS, OUTER BOARDS AND A CENTRAL BAR.

PARTICIPANTS MUST INTERPRET HOW EACH DICE ROLL INTERACTS WITH OCCUPIED POINTS, BLOCKED POINTS, OPEN POINTS, BLOTTED CHECKERS AND THE REQUIREMENT TO MOVE ALL CHECKERS HOME BEFORE BEARING OFF.

THE ANNEX CAN THEREFORE CONNECT BASIC RULE LEARNING TO POSITIONAL REPRESENTATION, MOVEMENT CONSTRAINTS AND THE WAY A SINGLE CHECKER PLAY CAN ALTER MANY FUTURE ROLLS.

DICE / PROBABILITY / ROLL DISTRIBUTION

BACKGAMMON REQUIRES PARTICIPANTS TO MAKE DECISIONS BEFORE KNOWING FUTURE DICE RESULTS.

TWO SIX-SIDED DICE CREATE THIRTY-SIX ORDERED OUTCOMES, WITH DIFFERENT MOVE VALUES AND DIFFERENT CHANCES OF HITTING, ENTERING, ESCAPING, BEARING OFF OR COMPLETING A RACE.

THE LEARNING ANNEX CAN CONNECT BACKGAMMON WORLD TO PROBABILITY, CONDITIONAL EXPECTATION, RISK, VARIANCE AND LONG-RUN PERFORMANCE WITHOUT REDUCING THE GAME TO LUCK.

THE RELEVANT QUESTION IS NOT WHETHER DICE EXIST.

IT IS HOW PARTICIPANTS USE PROBABILISTIC INFORMATION WHEN MAKING CHOICES.

HITTING / BLOTS / ANCHORS / PRIMES

CONTACT PLAY CREATES A DENSE STRATEGIC ENVIRONMENT.

A SINGLE EXPOSED CHECKER MAY BE HIT AND SENT TO THE BAR. AN ANCHOR MAY PROVIDE SECURITY IN THE OPPONENT'S HOME BOARD. A PRIME MAY BLOCK MOVEMENT. BUILDERS, SPARE CHECKERS AND TIMING CAN DETERMINE WHETHER AN APPARENTLY STRONG POSITION REMAINS FLEXIBLE.

THE ANNEX MAY CONNECT PARTICIPANTS TO MATERIAL ON HITTING, SAFETY, ANCHORS, PRIMES, BOARD CONTROL AND THE TRADE-OFF BETWEEN AGGRESSION AND EXPOSURE.

CONTACT / RACING / TIMING

BACKGAMMON POSITIONS CAN CHANGE CHARACTER.

SOME POSITIONS ARE DOMINATED BY CONTACT, HITTING AND BLOCKING. OTHERS BECOME PURE OR NEAR-PURE RACES. STILL OTHERS REQUIRE A PARTICIPANT TO PRESERVE TIMING, AVOID CRUNCHING A PRIME, MAINTAIN ANCHORS OR DELAY BEARING OFF.

THE LEARNING ANNEX MAY THEREFORE CONNECT THE WORLD TO POSITION CLASSIFICATION AND THE QUESTION OF WHEN A STRATEGY THAT WAS CORRECT ONE ROLL AGO SHOULD BE ABANDONED AFTER THE BOARD CHANGES.

DOUBLING CUBE / EQUITY / EXPECTED VALUE

THE DOUBLING CUBE ADDS A SECOND DECISION SYSTEM TO BACKGAMMON.

A PARTICIPANT MAY NEED TO ESTIMATE WHETHER A POSITION IS STRONG ENOUGH TO DOUBLE, WHETHER AN OFFERED DOUBLE SHOULD BE TAKEN OR PASSED, AND HOW GAMMON OR BACKGAMMON CHANCES ALTER VALUE.

CUBE PLAY CONNECTS THE GAME DIRECTLY TO EXPECTED VALUE, RISK THRESHOLDS AND THE DIFFERENCE BETWEEN WINNING THE POSITION AND MAXIMIZING THE VALUE OF THE GAME.

THE ANNEX MAY THEREFORE OPEN A PATHWAY FROM BASIC RULES INTO FORMAL EQUITY AND CUBE DECISION ANALYSIS.

MATCH PLAY / SCORE / CRAWFORD RULE

MATCH PLAY CHANGES THE VALUE OF DECISIONS.

A MOVE OR CUBE ACTION THAT IS CORRECT IN AN UNLIMITED GAME MAY NOT BE CORRECT AT A SPECIFIC MATCH SCORE.

THE CRAWFORD RULE, DEAD-CUBE CONDITIONS, GAMMON VALUE AND THE RELATIONSHIP BETWEEN CURRENT SCORE AND MATCH-WIN CHANCE CREATE AN ADDITIONAL STRATEGIC LAYER.

THE ANNEX CAN CONNECT PARTICIPANTS TO SCORE-DEPENDENT STRATEGY WITHOUT REQUIRING A BEGINNER TO MASTER MATCH EQUITY BEFORE LEARNING BASIC PLAY.

STRATEGY / POSITION EVALUATION

BACKGAMMON STRATEGY MAY INVOLVE RACING, HITTING, SPLITTING, SLOTting, MAKING POINTS, BUILDING PRIMES, MAINTAINING ANCHORS, DUPLICATING NUMBERS, MANAGING TIMING, PRESERVING FLEXIBILITY AND CHOOSING BETWEEN SAFETY AND GROWTH.

THERE IS NO SINGLE STRATEGY THAT IS CORRECT IN EVERY POSITION.

THE VALUE OF THE ANNEX IS TO MAKE MULTIPLE STRATEGIC EXPLANATIONS AVAILABLE FOR STUDY, COMPARISON AND REVIEW.

OUTSIDE STRATEGY MATERIAL REMAINS ATTRIBUTED LEARNING MATERIAL.

IT DOES NOT BECOME AN INVARIANT GOMI RULE.

ARTIFICIAL INTELLIGENCE / TD-GAMMON

BACKGAMMON HAS AN IMPORTANT PLACE IN THE HISTORY OF ARTIFICIAL INTELLIGENCE.

GERALD TESAURO'S TD-GAMMON USED TEMPORAL-DIFFERENCE REINFORCEMENT LEARNING AND SELF-PLAY TO LEARN STRONG BACKGAMMON WITHOUT BEING GIVEN A COMPLETE HUMAN STRATEGY MANUAL.

IBM RESEARCH DOCUMENTS HOW THE PROGRAM PROGRESSED FROM RANDOM OR MINIMAL INITIAL KNOWLEDGE TO STRONG OR NEAR-EXPERT PLAY, AND LATER WORK COMBINED LEARNING WITH SEARCH TO REACH WORLD-CLASS LEVELS.

THE ANNEX CAN THEREFORE CONNECT BACKGAMMON WORLD TO REINFORCEMENT LEARNING, NEURAL NETWORKS, SELF-PLAY, POSITION EVALUATION AND HUMAN / AI COMPARISON.

COMPUTATIONAL ANALYSIS / ROLLOUTS

MODERN BACKGAMMON STUDY OFTEN USES COMPUTER ANALYSIS TO ESTIMATE POSITION EQUITY, COMPARE LEGAL MOVES, ANALYZE CUBE ACTION AND PERFORM ROLLOUTS.

THE ANNEX MAY CONNECT PARTICIPANTS TO THE CONCEPT OF COMPUTER-ASSISTED REVIEW WHILE PRESERVING A CLEAR DISTINCTION BETWEEN STUDY AND LIVE PLAY.

TOURNAMENT ORGANIZATIONS MAY RESTRICT SOFTWARE OR OTHER AIDS DURING ACTIVE MATCHES EVEN WHEN THE SAME TOOLS ARE VALUABLE FOR POST-MATCH LEARNING.

COMPETITIVE PLAY / ORGANIZATIONS

BACKGAMMON HAS A LARGE INTERNATIONAL COMPETITIVE COMMUNITY.

THE WORLD BACKGAMMON FEDERATION MAINTAINS TOURNAMENT RULES AND INTERNATIONAL STRUCTURES, WHILE NATIONAL ORGANIZATIONS SUCH AS THE U.S. BACKGAMMON FEDERATION MAINTAIN RULES, EVENTS, EDUCATION AND PLAYER RESOURCES.

THE ANNEX CAN CONNECT PARTICIPANTS TO THESE ORGANIZATIONS AS PATHWAYS INTO FORMAL COMPETITION, CLUBS, INSTRUCTION AND TOURNAMENT PLAY.

EXTERNAL ORGANIZATION RULES REMAIN THEIR OWN AUTHORITY UNLESS EXPRESSLY INCORPORATED INTO GOMI.

VARIANTS / REGIONAL FORMS

BACKGAMMON BELONGS TO A WIDER FAMILY OF TABLES GAMES AND REGIONAL FORMS.

RELATED GAMES AND VARIANTS MAY DIFFER IN STARTING POSITION, DIRECTION OF PLAY, HITTING RULES, DOUBLING PRACTICE OR OTHER CONDITIONS.

VARIANTS ARE IMPORTANT KNOWLEDGE.

THEY SHOULD NOT BE CONFUSED WITH THE INVARIANT CONDITIONS OF GOMI BACKGAMMON WORLD ONCE THOSE CONDITIONS ARE ACTIVATED.

THIS ALLOWS THE ANNEX TO PRESERVE THE BROADER GLOBAL CULTURE OF TABLES GAMES WITHOUT MAKING THE CORE WORLD UNSTABLE.

ONLINE / DIGITAL PLAY

BACKGAMMON CAN BE PLAYED ON A PHYSICAL BOARD OR THROUGH DIGITAL INTERFACES.

DIGITAL PLAY CREATES ADDITIONAL LEARNING AND RESEARCH QUESTIONS ABOUT INTERFACE, TIMING, AUTOMATED LEGAL-MOVE ENFORCEMENT, MATCH TRANSCRIPTS, CLOCKS, POST-MATCH ANALYSIS, HUMAN-TO-AI FORMATS AND LARGE-SCALE DATA COLLECTION.

THE ANNEX MAY IDENTIFY EXTERNAL DIGITAL PLATFORMS OR SOFTWARE AS LEARNING OR PLAY PATHWAYS WHERE APPROPRIATE.

A LINK DOES NOT MAKE AN EXTERNAL PLATFORM PART OF GOMI OR IMPLY ENDORSEMENT.

LESSONS / EDUCATION / LEARNING

A NEW PLAYER MAY NEED MORE THAN A SHORT RULE SUMMARY.

THE LEARNING ANNEX MAY CONNECT TO STEP-BY-STEP BOARD SETUP, MOVEMENT, HITTING, BAR ENTRY, BEARING OFF, CUBE USE, MATCH PLAY, STRATEGY, POSITION REVIEW, COMPETITIVE PATHWAYS AND OTHER MATERIAL THAT HELPS A PARTICIPANT MOVE FROM FIRST EXPOSURE TO CONFIDENT PLAY.

THE PURPOSE IS NOT TO ESTABLISH ONE ORTHODOX STYLE OF BACKGAMMON.

IT IS TO MAKE MULTIPLE LEARNING PATHWAYS FINDABLE.

BOOKS / PUBLICATIONS / FURTHER READING

THE BACKGAMMON KNOWLEDGE ECOSYSTEM MAY INCLUDE RULEBOOKS, HISTORICAL WORKS, STRATEGY BOOKS, MATCH-PLAY MATERIAL, CUBE ANALYSIS, AI RESEARCH, SOFTWARE DOCUMENTATION AND TOURNAMENT PUBLICATIONS.

GOMI DOES NOT NEED TO REPRODUCE THOSE WORKS TO MAKE THEM PART OF A LEARNING PATHWAY.

THE PURPOSE OF THE ANNEX IS TO HELP SOMEONE FIND THE KNOWLEDGE, IDENTIFY ITS SOURCE AND DECIDE HOW DEEPLY THEY WANT TO EXPLORE IT.

LEARNING STRATEGY / IMPROVEMENT

BACKGAMMON WORLD CAN PROVIDE PATHWAYS CONCERNED WITH HOW TO IMPROVE, NOT ONLY HOW TO PLAY.

A PARTICIPANT MAY EXPLORE OPENING MOVES, POSITION CLASSIFICATION, RACING, CONTACT, HITTING, ANCHORS, PRIMES, TIMING, BEARING OFF, CUBE ACTION, MATCH SCORE, REVIEW, ROLLOUTS, SELF-TESTING AND REPEATED PRACTICE.

THE PURPOSE IS NOT TO ESTABLISH ONE MANDATORY STRATEGY.

DIFFERENT PARTICIPANTS MAY PLAY THE SAME ROLL DIFFERENTLY.

BACKGAMMON WORLD PROVIDES THE COMMON DECISION ENVIRONMENT IN WHICH THOSE DIFFERENCES CAN BE OBSERVED.

RESEARCH PATHWAY

RESEARCHERS MAY MOVE BEYOND PLAYER-FACING MATERIAL INTO DECISION SCIENCE, GAME THEORY, PROBABILITY, COGNITIVE PSYCHOLOGY, MEMORY, BEHAVIOURAL SCIENCE, EXPECTED VALUE, OPERATIONS RESEARCH, ALGORITHMS, REINFORCEMENT LEARNING, ARTIFICIAL INTELLIGENCE, HUMAN-COMPUTER INTERACTION, DATA SCIENCE AND LONGITUDINAL GOMI OBSERVATIONS WHERE ACCESS IS APPROPRIATE.

THE SCIENTIFIC INQUIRY / STUDY PLATFORM IDENTIFIES POSSIBLE AREAS OF INQUIRY.

THE LINK MAP IDENTIFIES PLACES WHERE THE UNDERLYING RULES, HISTORY, MATHEMATICS, STRATEGY, AI RESEARCH, COMPETITIVE STRUCTURE AND LEARNING MATERIAL MAY BE EXPLORED.

THEY ARE RELATED FUNCTIONS, BUT THEY ARE NOT DUPLICATES.

ORGANIZATIONS / CLUBS / GROUPS / PROVIDERS

THE BACKGAMMON WORLD INFORMATION SYSTEM MAY LATER INCLUDE VOLUNTARY LISTINGS OR LINKS FOR CLUBS, NATIONAL FEDERATIONS, TOURNAMENTS, EVENT ORGANIZERS, INSTRUCTORS, AUTHORS, COMMENTATORS, RESEARCH GROUPS, UNIVERSITIES, AI LABORATORIES, DIGITAL-PLAY PROVIDERS AND OTHER APPROPRIATE RESOURCES.

A LISTING DOES NOT AUTOMATICALLY MEAN GOMI ENDORSES THE ORGANIZATION, PERSON, OPINION, SERVICE OR MATERIAL.

IT MEANS THE RESOURCE HAS BEEN CONNECTED TO AN APPROPRIATE INFORMATION PATHWAY.

PEOPLE SEEKING TO LEARN

A PARTICIPANT MAY USE BACKGAMMON WORLD SIMPLY BECAUSE THEY WANT TO UNDERSTAND OR PLAY THE GAME BETTER.

THEY DO NOT HAVE TO BE A TOURNAMENT PLAYER, MATHEMATICIAN, RESEARCHER, COMPUTER SCIENTIST OR AI SPECIALIST.

THE SAME WORLD CAN SERVE A FIRST-TIME PLAYER AND A HIGHLY EXPERIENCED PLAYER.

THEIR RISK JUDGMENT MAY DIFFER.

THEIR POSITIONAL AND CUBE STRATEGIES MAY DIFFER.

THE CONDITIONS OF THE WORLD DO NOT HAVE TO.

PEOPLE SEEKING TO TEACH

EXPERIENCED PLAYERS, INSTRUCTORS, AUTHORS, CLUBS, TOURNAMENT ORGANIZERS, MATHEMATICIANS, COMPUTER SCIENTISTS, RESEARCHERS AND OTHER KNOWLEDGE PROVIDERS MAY USE THE LEARNING ANNEX AS A ROUTE INTO MATERIAL RELEVANT TO BACKGAMMON WORLD.

WHERE APPROPRIATE, OUTSIDE PROVIDERS MAY CONTRIBUTE OR MAINTAIN THEIR OWN CLEARLY ATTRIBUTED MATERIAL.

GOMI DOES NOT NEED TO BECOME THE AUTHOR OF EVERY RULE EXPLANATION, STRATEGY ARTICLE, CUBE LESSON, MATCH ANALYSIS OR AI PAPER.

IT CREATES THE STRUCTURE THROUGH WHICH RELEVANT KNOWLEDGE CAN BE FOUND.

INFORMATION INTEGRITY

BACKGAMMON WORLD IS DESIGNED AS AN OPEN-ENDED INFORMATION SYSTEM SURROUNDING AN INVARIANT CORE.

THE WORLD METHOD CAN REMAIN FIXED.

THE KNOWLEDGE CAN CONTINUE GROWING.

NEW SOURCES, ARTICLES, BOOKS, VIDEOS, RESEARCH, PROVIDERS, ORGANIZATIONS, TOURNAMENT RECORDS, STRATEGY MATERIAL, ANALYSIS SOFTWARE, LEARNING RESOURCES AND FIELDS OF INQUIRY MAY BE ADDED LATER WITHOUT RECONSTRUCTING BACKGAMMON WORLD.

GOMI CONTROLS THE WORLD STRUCTURE, DECISION CONDITIONS, PRESENTATION METHODOLOGY, MEASUREMENT STRUCTURE, ATTRIBUTION STRUCTURE AND CONNECTION TO THE LARGER GOMI SYSTEM.

EXTERNAL PROVIDERS CONTROL THEIR OWN ATTRIBUTED MATERIAL.

OUTSIDE VARIANTS, CLUB RULES, TOURNAMENT FORMATS OR ANALYSIS SYSTEMS REMAIN EXTERNAL REFERENCE MATERIAL UNLESS THEY ARE EXPRESSLY INCORPORATED INTO THE GOMI BACKGAMMON WORLD AUTHORITY.

SOURCE AND LINK PRINCIPLE

THE LEARNING ANNEX:

ORGANIZES.

INDEXES.

CONNECTS.

IT DOES NOT AUTOMATICALLY:

APPROVE.

CERTIFY.

ADJUDICATE.

ENDORSE.

EXTERNAL INFORMATION MAY CHANGE.

EXTERNAL WEBSITES MAY CHANGE.

VARIANT RULES MAY DIFFER.

STRATEGY AND CUBE OPINIONS MAY DIFFER.

TOURNAMENT PROCEDURES MAY CHANGE.

ANALYSIS SOFTWARE MAY CHANGE.

RESEARCH MAY DEVELOP.

WHERE POSSIBLE, THE PARTICIPANT SHOULD BE ABLE TO MOVE OUTWARD TO THE UNDERLYING SOURCE AND EVALUATE THE MATERIAL DIRECTLY.

THE BACKGAMMON WORLD INFORMATION PATH

BACKGAMMON WORLD CHAMBER
EXPERIENCE THE WORLD
STUDY-PLATFORM-BACKGAMMON
SEE WHAT MAY BE SCIENTIFICALLY OBSERVED AND STUDIED
BACKGAMMON WORLD LEARNING ANNEX / LINK MAP
UNDERSTAND → LEARN RULES → STUDY HISTORY → EXPLORE PROBABILITY → REVIEW POSITION → LEARN CUBE ACTION → STUDY AI → PRACTICE → RETURN TO BACKGAMMON WORLD

THE LARGER GOMI CONNECTION

BACKGAMMON WORLD IS ONE ESTABLISHED WORLD WITHIN THE PERMANENT 14-WORLD GOMI CORE.

ITS LEARNING ANNEX USES THE SAME INVARIANT LEARNING-ANNEX CHASSIS ESTABLISHED BY CANADIAN WORLD:

WORLD → EXPERIENCE → SCIENTIFIC INQUIRY → KNOWLEDGE → RESOURCES → LEARNING → RETURN TO DECISION

THE SUBJECTS CHANGE.

THE ARCHITECTURE DOES NOT HAVE TO.

BACKGAMMON WORLD

THE ENVIRONMENT STAYS STABLE.

THE KNOWLEDGE CAN KEEP EXPANDING.

THE PARTICIPANTS MAKE THE CHOICES.

GOMI RECORDS WHAT HAPPENED.

GOOD FOR ONE, GOOD FOR ALL.