As the curtains close on 2025, technology has improved on AI by quite a metric crapton. More and more competitors have joined the LLM market and we’re seeing more use of multimodularity. The question remains the same:
Can they competently play backgammon now with all these upgrades? More specifically, can they play with the “one less piece for each column” house rule I had set so long ago?
Some ground rules: We’re only going for the top dogs in the industry. ChatGPT/OpenAI, Claude/Anthropic, Grok/XAi, Gemini/Google, and Llama/Meta. However, I will throw in Deepseek, as their LLM was a massive game changer to the industry with its reasoning.
I’m sure there are other models that I should test, but as far as the best of the best of the best are concerned. So, let’s begin with ChatGPT and see if 5.2 has become a vast increase over 3.5.
For the sake of playing them at their best, I will be selecting their “Pro” versions. For ChatGPT, this is, well, Pro. I’ll also turn Reasoning on.
The opening prompt for all these games will be as follows:
Let’s play some Backgammon. I’ll be black, you’ll be red. I’ll give you the first turn and you’ve rolled two sixes. What do you want to do? The image you see is a capture of the game board as it is now.
So now let’s see how ChatGPT responds.
Parsing backgammon board
I need to analyze the backgammon board from the image to figure out the positions of the checkers. Since we’re red and the user is black, it’s my first turn with double sixes, so I have to choose my moves. Typically, red moves from right to left, but I need to check the orientation in the image. I see red checkers in stacks, and it seems like this might be a starting position, but it doesn’t look standard.
Deciphering the board
I’m trying to figure out the setup of this backgammon board. It seems like the right half is likely red’s home board if they move from top to bottom. Typically, the points run from 24 to 19 on top and 18 to 13 on the bottom in a standard game. The setup I see doesn’t quite match the usual configuration, as it shows 10 red checkers and 11 black checkers. This might not be from a full game. I need to make sure I reference the points accurately for my moves, but without clear numbering, that’s tricky!
Describing potential moves
I’m considering how to describe my moves for the red checkers. I could say to move a checker from the top-right stack 6 points to the left, but I need to ensure it’s legal and optimal. It might help to clarify the point numbering and movement direction first. The user wants to know what I plan to do. Assuming the typical movement for red, I’m thinking red would move towards the bottom right home board. The image shows red stacked in a way that resembles a starting position, but I wonder if I’ve counted correctly!
Starting the move analysis
I need to start by clearly laying out the starting positions: 2 red on 24, 5 on 13, 3 on 8, and 5 on 6. The black checkers would be mirrored from there. Looking at the image, black seems to have stacks that might correspond to the points: 4 at the top center-left, 2 at the top center-right, 4 at the bottom rightmost, and 1 at the bottom leftmost. Since I’m unsure about some details, I should confirm the movement direction and point numbers, but I can propose a standard opening move of 24/18 and 13/7 using the double sixes.
Analyzing possible moves
In a standard start with double sixes, a common move is to split and make the bar by moving 24/18 and 13/7. That uses four checkers: two moving from 24 to 18 and two from 13 to 7, establishing the 7-point and 18-point. But, I realize 13/7 uses a 6. I’m trying to figure out my current positions: red has a stack of 4 on the top right, possibly at the 24 point, and another stack on the bottom left that could be at the 13 point. I need to double-check the movement direction and point mapping before deciding!
Visualizing the board positions
Alright, I need to clarify the positions in the image: There’s a large stack of 4 red near the central bar on the bottom-left side, which could be the 7-point or 6-point, depending on numbering. On the bottom right half, there’s a stack of 2 red more centrally located. I’ll label points visually since each half has 6 points on the top and bottom, split by the central bar. The top rightmost point has 4 red checkers, while the left half has stacks of 4 black near the bar and a combination of reds and blacks in the bottom sections.
Analyzing checker positions
I’m looking at the checker placements now. For red, there are checkers at the top rightmost point, the bottom left half near the bar, and the bottom right half near the bar. For black, they occupy the top left and right halves near the bar, the bottom rightmost, and the bottom leftmost spots. This setup suggests a race or contact situation. Assuming standard movement, red’s home board would be on the right side, but it seems I have a mix-up regarding point placements!
Reassessing orientation and moves
I’m considering if red’s home board could actually be the left half. If that’s the case, maybe red is moving clockwise, starting from the top left and going to the bottom right. If the bottom left half stack is point 1, that could change things. To navigate these uncertainties, I think it’s best to ask the user about their numbering system and movement direction. Meanwhile, if red were to move counterclockwise, I would propose moves like 24/18 and 13/7, shifting checkers appropriately!
Evaluating moves with doubles
With double 6s, I’ve got four moves of 6 to play, and I can use different checkers. I considered moving two checkers from the top-right point, but I can’t land on a point occupied by two or more black checkers. Since there are two black near the bar, it seems moving from the top-right to there would be blocked. Thinking about the points, going from point 24 to point 19 involves 5 steps, but actually, it spans 6 points, so my intended move isn’t valid!
Clarifying point movement
I’m checking the points along the top from right to left: 24 down to 19, then the bar, and from 18 to 13. If I move from 24 to 18, that first point after the bar is blocked by 4 black checkers. So, there’s definitely no moving from that stack with a 6. Unless the movement direction is counterclockwise from top right to left, but that’s also blocked. It seems like red is always moving toward the top left, which keeps that stack inaccessible.
Analyzing potential movements
If red is moving from the top right toward the top left, I see that moving 6 from point 24 to point 18 is blocked because of the 4 black checkers there. So, I need to consider moving other checkers instead. Looking at the bottom left near the bar, it’s likely at point 7, which has 4 red checkers. Moving 6 from point 7 would land on point 1, but that’s also blocked by 4 black checkers. There’s no option to bear off either, so I’m stuck here.
Exploring legal moves for red
So, from the bottom right near the bar at point 6, I see that moving 6 from there would actually land on point 0, allowing me to bear off, but only if all checkers are in the home board. Since that’s not the case, it’s puzzling; red might have no legal moves for a 6. I wonder if red is on the bar and needs to enter.
Alternatively, if red moves clockwise from the top right, a 6 could land on the top left, which is not blocked. So, if red’s home board is the top right, I’d need to consider that checkers can still move within the home. What a maze!
Considering movement direction for red
If I understand correctly, if the top rightmost is point 1 and red moves from bottom right to bottom left, that could be challenging. However, maybe red moves from top right to bottom right instead of horizontally? I think it’s better to enumerate points with alternative numbering.
If red moves from the top right to the top left, a 6 from the top rightmost point would land near the bar, but it depends on how I number points. If point 1 is at the top rightmost and point 6 is near the bar, then moving 6 from point 1 to point 7 in the top left would be valid. It’s complicated!
Clarifying board positions and movement
I noticed that the top left half near the bar has 4 black checkers, possibly blocking the move if that’s point 7. But what if those black checkers are actually on point 6 of the black home board, making it point 19 for red? It’s getting a bit confusing. Since I can’t reliably interpret the image, it’s best to confirm the movement direction and point numbers with the user while suggesting a potential move.
If red is moving clockwise, moving from the top-right point by 6 could land on an empty space. But if I assume red moves in the opposite direction, my next question would be whether it moves from left to right along the top. I’ll continue to explore these possibilities!
Analyzing red’s checker positions
If the top rightmost checker is at point 13 and moving 6 lands on point 19, which has 2 black checkers, that would be blocked and not a valid move. I should double-check if there might be confusion about whether the checkers are on the bar or if they could be interpreted incorrectly. The checkers are clearly black—not red or gray.
I’m realizing that this means if red has no checkers on the bar, it makes sense to assume that the top rightmost red stack is indeed on the black home board’s point 1. This confirms that red is blocked and needs to strategize with alternate checkers for their move.
Identifying checker movement
From the bottom right half near the bar at point 6, I see that a move of 6 could land on point 12, which is the bottom leftmost point. This point appears to have one single black checker, meaning it’s a valid target to hit!
Since point 12 is indeed the bottom leftmost point and has a blot, moving from point 6 to point 12 would successfully hit that black checker. This means red can play 6: 6/12 and hit the opponent’s checker—what a strategic move!
Analyzing checker moves
If red moves another checker from point 6 to point 12, that would create a point with two red checkers on 12—great!
Next up, I’ve got to consider the remaining checkers: red has 4 checkers on point 7. A 6 move from point 7 to point 13 should be evaluated. From my understanding, point 13 is indeed in the top left half, but it also appears to have 4 black checkers. So, since point 13 is blocked, red can’t make that move from 7 to 13. Alternative strategies will be needed!
Assessing movement options
From the newly occupied point 12, I noted that a 6 move could technically go to point 18, but that spot is blocked by 2 black checkers.
If I try to move from point 24, it’s also blocked, so that won’t work either. Looking at point 7, I don’t think backward movement is allowed.
After analyzing the situation, it seems like making the point on 12 limits further movement options, as I can’t find a valid move for the other 6s. Thus, I need to reconsider my options!
Evaluating legal moves with doubles
With a roll of 6-6, I know I should have up to four moves, but if I can only play two, that’s acceptable only if I don’t have more legal options.
Let’s look at the possible moves from the starting position:
Moving from 24 to 18 is blocked by 2 black checkers there. From 7 to 1 is also blocked by 4 black checkers. I can’t bear off from point 6, as not all my checkers are in the home board, and moving from 6 to 12 would be a backward move. That’s definitely not legal!
Reassessing movement direction
In a standard game, I usually move with decreasing point numbers. If I start from point 6 (bottom right near the bar), moving 6 pips would take me off the board, which is considered a bear-off. So, moving to point 12 from 6 is in the opposite direction, making it illegal. That means I can’t play a legal move with 6 at all!
I think my assumption about the movement direction is incorrect. What if red actually moves with increasing numbers? Starting from point 6 and going to point 12 would then be legal. However, moving from 7 to 13 is blocked by 4 black checkers on 13. So, red can play moving from point 6 to point 12 while progressing toward its home board in the top right.
Clarifying board orientation
I realize that red has 4 checkers at the top right, which aligns with being in the home board. That feels consistent! I see that black moves in the opposite direction, from the top left to the top right. So, black’s home board is the bottom right, which makes sense since they have a stack of 4 checkers there.
Now, if red moves clockwise, following the standard numbering from 1 at the bottom right to 12 at the bottom left and 24 at the top right, that means red’s home board would be points 19-24.
Double-checking my numbering, the bottom right half near the bar is indeed point 1, and points count from there (1-12, with the bar between 6 and 7). So, the layout is starting from the bottom right as 1, 2, 3, 4, 5, 6 adjacent to the bar, while the bottom left half goes from 7 to 12 leftmost.
Analyzing checker positions
In the image, I see that red has 2 checkers at point 6, which is near the bottom right and adjacent to the bar. There are also 4 red checkers at point 7, situated in the bottom left half near the bar, and another 4 at the top rightmost, which is point 24.
For black checkers, there are 4 at point 13 in the top left half and 2 at point 19 on the top right, adjacent to the bar. I just realized that the top row runs from points 13 to 24, moving left to right, with the bar at 18. So, the checker adjacent to the bar on the top right half is actually at point 19, not 18!
Confirming board positions
Okay, just to confirm my understanding: in standard numbering, the bar divides the points on the top between 18 and 19, and on the bottom between 6 and 7. So, point 18 is indeed on the top left half adjacent to the bar, while point 19 is on the top right half.
Looking at the image, black has 4 checkers at point 18 and 2 at point 19. Additionally, there are 4 black checkers at the bottom rightmost point (point 1) and 1 at the bottom leftmost (point 12).
Now, since red moves in increasing order, I see two 6-move options: moving from point 6 to 12 would hit the black blot at 12, and moving from point 7 to 13 seems to land on point 13, which is actually empty. Oh, wait! Black has 4 on point 18, not 13.
Checking checker positions
Okay, I need to clarify the checker positions. I initially thought there were no checkers at the top leftmost point, but I see now that there is a single red checker at that exact spot—great! So, red has one checker on point 13 as well.
This means moving from point 7 to 13 is possible and would make it two for red. Now, to reach point 13 from 7, I just need to ensure that 7 + 6 equals 13, which is correct! I’ve got it!
Analyzing backgammon moves
I’m confirming how backgammon points wrap around. Moving from point 12 to point 18 is possible if I hit. From point 24, a 6 would typically bear off, but since not all red checkers are in the home board (some are on 6, 7, and 13), I can’t bear off yet.
So, my legal moves are focused on 6, 7, 12, and 13. For the doubles, I want to use all four moves. A candidate move could be from 6 to 12, hitting in the process and sending the black blot to the bar!
Finalizing move strategy
I’ve got two remaining 6 moves to consider. Moving from 7 to 13 twice would stack three red checkers at point 13 (where there’s already one), and that’s legal since point 13 has just one red. After moving both checkers from 6 to 12, point 6 will be empty.
If I successfully make those moves, I’ll end up with 3 reds on 13 and 2 on 12, with a black on the bar. I also checked other options like moving to point 19 or 18, but both are blocked. So, my moves using 6/12 twice and 7/13 twice seem solid! Building up point 12 and creating an anchor at 13 is a strong strategy.
Clarifying move options
Looking at my options again, leaving point 7 with 2 checkers works out well since I started with 4. Point 6 will be emptied, and I’m pondering whether to do 7/13(1) and then 13/19, but that’s not allowed.
Instead, the solid play is to hit the black blot on 12, make point 12, and build up my position at point 13. Hitting on 12 is perfectly legal since there’s only one black checker there.
So, my proposed moves are: 6/12* 6/12 7/13 7/13—where the asterisk indicates the hit. I’ll make sure to provide a clear explanation for the user using point numbers and noting the colors involved.
I’ll play the 6-6 like this (using standard point numbering: 1 is bottom-right, 12 bottom-left, 13 top-left, 24 top-right):
- 6/12∗, 6/12
(move both reds from point 6 to point 12; the first one hits your lone black on 12 and sends it to the bar, the second one makes the 12-point)
- 7/13, 7/13
(move two reds from point 7 to point 13)
So: 6/12* 6/12 7/13 7/13.
Your blot on 12 goes to the bar, and it’s now your turn as black—roll for your move. If your board uses different numbering/direction, tell me how your app numbers the points and I’ll restate the same moves in your notation.
One issue I’ve kept noticing is the notation numbering issue, since I spent the past part of an hour figuring out where their red pieces would go. The board has no proper numbers for which ChatGPT can properly figure out the notations and in the game, the board is flipped upside down, meaning that their version of up is my version of down, so I took the notation numbers from a Backgammon board and superimposed them onto the board (even going as far as to flip the board right-side up so that the numbers lined up with how it’s supposed to be shown), where I would post the images, hoping ChatGPT can recognize the patterns.
Analyzing backgammon position
I need to analyze a backgammon position from an image where I’m playing as red and the opponent as black. Since I rolled double sixes, I have to select a legal move. The board is labeled from points 1 to 24. From the layout, it looks like points are numbered according to standard backgammon conventions. Red checkers are positioned on points 19, 16, and 12. I’ll have to consider these placements when deciding my first move.
Evaluating backgammon movement
I’m looking at the board again, focusing on the checkers’ placement. At point 1, there’s one red checker, and I see multiple black checkers on points 13, 6, 8, and 24. This setup isn’t the standard starting position, so it’s important to determine the movement direction for each color. Typically, red (if it represents white) would move down from 24 to 1, but here, it looks like red has checkers at 19, 16, 12, and 1. This aligns more with the black starting positions, suggesting red is playing from 1 toward 24.
Clarifying movement directions
The user pointed out they’ll be playing as black while I’m red, which means I need to swap the colors in my analysis. The black pieces are positioned on points 13, 8, 6, and 24, which resemble the typical starting points for white. This means black is moving downward from 24 to 1, while I’m moving upward from 1 to 24. Red will increase point numbers with movements through the board, and I see that I have several red checkers in my home board already. Since I rolled 6-6, I need to strategize my four moves effectively.
Assessing backgammon safety and moves
In this scenario, the black home board is from points 1 to 6, and black moves from 24 to 1. I see that black has four pieces on point 6, creating a strong position. However, my red piece on point 1 might be safe since black can’t hit it, as they need a checker on point 7 to hit using a roll of 6, and they don’t have one. Now, I need to consider my legal 6 moves as red, which could include moving from point 1 to 7, 12 to 18, 16 to 22, and 19 to 25.
Determining legal moves for backgammon
I realized I can’t bear off because red checkers are outside the home board, specifically at points 1, 12, and 16. This means my checker on point 19 cannot move to 25, as that’s invalid for this roll. Since I have to make all four moves with the doubles, I need alternatives. I can move: my single checker at point 1 to 7, the four checkers at point 12 to 18, and the two from point 16 to 22.
Strategizing my moves
I’ve got enough movements for four plays, like moving from 1 to 7, 12 to 18, and 16 to 22. I’ve got a total of 7 potential moves, but I need to choose the best four based on strategy, such as making points or hitting blots. Notably, black has a single blot at 24. I could move from 12 to 18, then from 18 to 24 to hit that blot. Hitting it would send the checker to the bar, which feels like a strong play!
Exploring move strategies
I can also consider creating an advanced anchor in the opponent’s home board, which is from points 1 to 6. While I initially thought of making a point at 7, that’s not part of the home board. Another strategy could be to make a point at either 18 or 22. With four moves of 6, I could move a checker from 12 to 18, then to 24 to hit. But, I’ll have a blot on 24 unless I can cover it with another checker. I need to figure out how to manage that!Securing position on point 24
With my plan, I end up making a red point on 24 and hitting the black blot. The second move from 18 to 24 is allowed since our checker occupies that space now. This is great because after hitting, the black checker goes to the bar, and I block their re-entry. Black will have to enter from points 24 to 19 based on their rolls, so if I secure point 24 with two red checkers, they won’t be able to enter on a roll of 1.
Weighing options for the moves
I realize I already have 4 red checkers on point 19, which will block black from entering there since they can only land on unoccupied points. Currently, red has no checkers on 20-23, leaving those entry points open for black. However, hitting and securing point 24 seems strong since it’s in red’s home board. I can move checkers from 12 to 18, then hit on 24. Alternatively, I could make points on 22 and 18, but that doesn’t hit any black checkers. Hitting might be the stronger move.
Assessing checker moves and risks
I’m thinking about the risks of moving two checkers from 12 to 24. While I’d leave 2 checkers behind at 12, which is still a point, moving to 24 places them deep in the home board. Red does want to bear off, so having checkers closer to 24 isn’t bad, but 24 is the farthest point and could extend the pip count for bearing off. They need to move from 24 off, meaning checkers there are indeed farther from the exit than those on 19. I need to balance these thoughts!
Clarifying bear-off rules
Okay, let’s clear up the rules about bearing off. For the player moving from 24 down to 1, their home board is 1-6, meaning they bear off from there. For red, moving from 1 to 24, their home board is 19-24, which means they bear off beyond 24. So checkers on 24 are closest to being borne off, and I need to roll a 1 to do that. That makes moving checkers to 24 a smart choice for a quick bear-off! I think the best move is to bring two from 12 to 18 to 24. Let’s check if that’s legal!
Structuring moves and legality check
Using double 6 gives me four moves of 6. I can use the same checker for multiple moves. First, I’ll move one red checker from 12 to 18, then from 18 to 24 to hit the black checker there. After that, I’ll bring a second checker from 12 to 18, then that checker will also move to 24 to cover the point. So now, red has two checkers on 24 and black’s checker is on the bar.
Let’s check legality: moving to 18 is fine since it’s empty, and I hit the black blot on 24. The notation for the moves should be presented with slashes for clarity.
I’ll ask the user to roll for black and remind them they have a checker on the bar to bring in!
I’ll use the 6−6 to hit your blot on 24 and make the 24-point:
- 12/18
- 18/24* (hit your single on 24, it goes to the bar)
- 12/18
- 18/24 (now I’ve got 2 reds on 24)
Your turn as black—roll your dice (you’ll have one checker on the bar to enter).
Ladies and gentlemen… The first successful turn that ChatGPT has done in this house ruled Backgammon! Let’s go!
Alright, my go. I’m gonna roll the dice. I rolled a 5 and a 1. Using the five, I brought my piece back out into the field and split my two-piece column into two one-piece columns. Now I tell ChatGPT that it rolled two fives.
Interpreting checkerboard positions
I need to interpret the board from the image. We’re looking at our red checkers and checking their positions. In the top right quadrant, points 19-24 show there’s a black checker on 20, with a red stack on 19 (4 checkers) and another on 24 (2 checkers). The top left has 4 black on 13. The bottom left has 2 red on 12, and there are two black on 8 and 7 in the bottom row. At the bottom right, there’s a red single on 1 and a black stack on 6 (4 black checkers).
Analyzing red’s moves
It’s red’s turn, and they have double fives which means four moves of 5. I’ll consider legal moves based on direction. It seems red usually moves from point 24 down to 1, which means a decrease in numbers. I previously noted red moved upward from 12 to 24, indicating an increasing direction. So, red must typically go from point 1 upwards, potentially moving counterclockwise from 1 to 12, then 13, and on to 24. This suggests red is moving from their lower left home board. Interesting to note that white typically goes from 24 to 1 while black goes the opposite way!
Mapping red’s checker positions
Looking at the red checkers, we started with 4 at point 12, 1 at 1, and 2 at 17, which reflects a standard starting position for one side. Typically, you see 5 on 6, 3 on 8, 5 on 13, and 2 on 24 for the opposite. In the image, red seems to have 5 on 19, which may correspond with the standard setup when shifted. Mapping it out: red has 5 on 19, 2 on 17, 5 on 12, and 1 on 1. Black has 5 on 13, 3 on 8, 5 on 6, and 2 on 24. This setup seems like the two players are swapped compared to conventional numbering, where red typically moves from 1 to 24 and black from 24 to 1.
Understanding black’s move from the bar
The black checker on point 24 was hit, which allows it to enter the home board from the bar when rolling 5-1. Since black is moving downward from 24 to 1, that means 1-6 are the points of the opponent’s home board. When black enters the board from the bar, that standard setup applies. In this case, the single black checker ends up on point 20 in the outer board. So, black is indeed entering from the bar.
Clarifying black’s entry and moves
It looks like the black checker entered on point 20, which corresponds to rolling a 5. When moving from 24 to 1, the entry points for black are 24 to 19, so rolling a 5 lands black on 20. After that, it seems the remaining die was probably a 1, which might have moved a checker from 8 to 7. Initially, black had 3 checkers at point 8, but now there’s 1 on 8 and 1 on 7, plus 4 at 6. So, it looks like they used that 1 to shift a checker from 8 to 7.
Reassessing black’s moves and red’s turn
I realized there’s only one black checker on point 8. It seems black likely moved a checker from 8 to 7, leaving just one remaining on 8. In the earlier image, black initially had 2 on 8 and 4 on 6, as one had been hit at point 24. So after moving to 7, black’s direction is indeed 24 to 1, which is a decrease in numbers. Now it’s red’s turn with double fives, moving from lower numbers to higher. Currently, red has a single checker on 1, 2 on 12, and I need to check point 16.
Counting red’s checkers accurately
I just realized that red has checkers in a few positions: 2 at 24, 4 at 19, 2 at 16, and 2 at 12, which totals 10 checkers, plus 1 at 1 makes 11. But I feel like I’m missing 4 checkers somewhere. Checking where they might be, I ruled out some spots like the bar and point 6 since that’s where black’s pieces are. Looking back, red started with 5 at 12 and moved two to 24, leaving 3 at 12 after using double 6s to move from 12 to 18 and then to 24.
Evaluating red’s optimal moves
Looking at the image, I see that red has 2 checkers at point 12, which suggests that black didn’t hit one; I think I miscounted earlier since red actually started with 4 at 12. After moving two, that does leave 2. About point 19, the image confirms red has 4 there, not 5. Now, with the double fives, I need to evaluate the best moves for red. One option could be to hit the black checker on point 20, but none of my red checkers are positioned on 15 to reach it. I could consider hitting the black blots on 8 and 7 instead.
Evaluating potential moves for red
The red checkers are in the home board, moving from points 1 to 24. This means that points 7 to 12 are on red’s outer board, where I can hit checkers. To hit 7, I’d need a checker starting from 2, but I have none there. For hitting 8, I’d need a checker from 3, which I lack. I’m realizing I might want to build prime positions instead. I’ve got 2 at 24, which anchors deep, and 4 at 19, possibly in the opponent’s home board, with 2 at 16. Although bearing off might be in mind, it seems 24 is indeed in red’s home board.
Planning red’s moves
I’m realizing that red’s home board consists of points 19 to 24, which is great because red already has checkers there. With the double 5, I can enhance the home board by moving within it or bringing checkers from 12 to 17.
I see some candidate moves:
- Moving from 16 to 21 creates a blot since 21 is empty.
- Moving from 19 to 24 is possible since I can add to point 24, which already has 2 checkers.
- Moving from 12 to 17 is also an option because point 17 is empty.
Evaluating red’s moves
It looks like I’ve got some options to consider! For instance, moving from 1 to 6 isn’t possible since point 6 has 4 black checkers, which blocks the move. I can think about moving from 12 to 17, then possibly to 22.
I also considered moving from 16 to 21, but it’s important to note that I can’t move beyond 24 during the bear-off. Since red still has checkers on 12, 16, and 1, I can’t bear off yet. Thus, all moves must remain within the board.
Planning red’s moves
I want to avoid getting stuck moving to 21, 22, 23, or 24, especially since landing is okay but subsequent moves can be limiting if I need to use all my dice. Since I’m rolling doubles, I must play all four if possible, so I need a sequence that allows every move of 5 to be playable.
For red, I can move from 12 to 17, or from 16 to 21, and from 19 to 24. To utilize four fives, I could consider using both checkers from 12 to 17, which would help create a point there with two checkers.
Evaluating red’s move options
I have a few potential moves that could help strengthen red’s position. Moving from 17 to 22 twice could create a point at 22, which is open and within the home board, making it a strong play. This might help trap black later, especially since they currently have no pieces on the bar.
But black has vulnerable spots at 7 and 8. Alternatively, I could move both checkers from 19 to 24, increasing that stack, and still use my moves legally. I need to ensure none of my moves force an illegal play. Which of these options is best?
Deciding on strategic moves
I’m considering making a point at 22 or 17 to strengthen red’s home board. With 5-5, creating point 22 is a solid move since it quickly advances checkers from 12 into the home board while leaving point 12 empty. I think it might be okay to leave that point open.
While I could create point 17, moving to 22 is safer, as black can’t hit it. Black would need to land on 22, but since they are moving down, they’d have to start from offboard, which isn’t possible. So, I feel good about moving to 22!
Evaluating moves to point 22
I’m thinking that targeting point 22 is actually safe because black is moving down and could only hit from 23 or 24, but they don’t have checkers above 22. Similarly, while point 17 could be hit, black has no checkers there either, so it’s safe too.
I propose making point 22 by moving both checkers from 12 to 17, then to 22 using all four fives. This is legal since each checker can move multiple times in one turn. I can write it as 12/17 17/22 12/17 17/22 or simply 12/22(2) for clarity!
Finalizing the moves
To show the moves correctly, I’ll present them as 12/17(2) 17/22(2). I initially considered other options, like moving from 19 to 24 twice or 16 to 21 twice, but I realized that wouldn’t work, especially since moving to 21 and then trying to hit 26 is invalid.
I could also try moving from 16 to 21 once and then from 12 to 17 twice, but I need to have four total moves. So, we’ll stick with 12/17(2) 17/22(2). Let’s provide that!
With 5−5, I’ll use both checkers on 12 to make the 22 point:
So I’ve now got two reds on 22. Your turn (black).
I really love the reasoning here because they have this huge thought process that makes them really insightful and, for once, it makes me feel like I’m playing against an artificial intelligence rather than an artificial intelligence.
I rolled a 4-2, so I only moved one piece up a path, essentially bypassing all but one of the red pieces. Now it’s its move with a 4-4.
Analyzing checker moves
I’m figuring out the checker notation here. It seems black entered on point 20, and red moves from 1 up to 24, each moving in opposite directions. Red’s moves of 6-6 mean they’ve advanced from 12 to 18 and then to 24, hitting the black blot there. It’s interesting that red moves from 1 to 24 using increasing numbers, while black goes in the opposite direction, decreasing from 24 down to 1. So, red’s home board is 19-24, and black’s is 1-6.
Evaluating black’s moves
So, black has a stack on point 6, and they rolled a 4-2. It seems they might have moved from somewhere up the path, perhaps from point 8 to 4 and then 7 to 5. But the user mentioned moving one piece, so maybe they moved something from 7 to 1, but I think that would be blocked by a red blot on 1. Checking points, point 6 has 4 black checkers, and points 5, 4, 3, and 2 are empty. It’s complicated! I’ll need to clarify how that move happened.
Clarifying black’s moves
So, with the 4-2 roll, black can move a checker from 8 to 2. They first can go from 8 to 4, then from 4 to 2, which is legal since those points are empty. I thought there might be a checker at point 2, but it seems it’s empty and only red occupies point 1. It’s possible black moved from 20 to 14, but 20 would decrease to 16, which is occupied by reds. So, black might actually have a single checker at point 20.
Analyzing black’s entry move
I see now that it must be the checker that entered from the bar using the 5-1 roll. Black can enter on points 24 to 19, but since 24 is occupied by a red pair, the checker had to enter at 20 using the 5. For the remaining 1, I thought it might be used to move from 13 to 12, but there’s no black at 12. It could also be a move from 14 to 13 instead. However, that would mean 14 has only 1 checker. It’s getting a bit tricky!
Resolving black’s move confusion
Okay, the checker on 14 shows there are actually 2 black pieces there, which complicates things a bit. I thought maybe the move used the 1 to move from 8 to 7, but that doesn’t seem to add up because the image shows only one checker at each point. It looks like black couldn’t use the 1, which means they might have forfeited that. For the 4-2, they could have moved from 20 to 18 and then from 18 to 14 since 14 is occupied by their pieces. However, there’s a mismatch.
Clarifying black’s moves again
I’m rethinking black’s potential moves. They could have moved from 13 to 7, but that doesn’t fit with the image, which shows one checker at 7. I considered moving from 14 to 8, but that ends up on a black-occupied point – again, it doesn’t add up. There was a thought about moving to 2 or hitting red at 1, but neither match what the image shows. I’m starting to see that maybe the black move hasn’t been updated in the image. Let’s focus on what the image shows now!
Clarifying red’s moves
Alright, the positions show that black has several checkers stacked at different points. It’s now red’s turn, and they’ve rolled doubles (4-4). I see they can move from point 1 to 5, which is empty, and that’s fine. Moving from 16 to 20 can hit the single black checker there. That’s a great move! Red can then stack the checkers as well. So, moving from 16 to 20 hits black and sends that checker to the bar, which is a solid play.
Planning red’s moves
I see that moving from 16 to 20 is legal since point 20 is now occupied by red, making it a point. This uses two of the four 4’s. I could then use the remaining two 4’s to move from 19 to 23, which would make 23 a point as well. That’s a strong move because it builds a prime in red’s home board. With red already controlling points 24 and 22, this creates a solid barrier against black’s entry!
Planning the hit on black
If we hit the black checker at 20, it has to re-enter on points 24 through 19. Since I occupy point 24 with two checkers, that blocks their entry on 1, and they can only enter at 21 with a roll of 4. If I make points 20 and 23, it would further solidify my control.
I’ll move from 16 to 20 twice to make point 20, and then from 19 to 23 twice to make point 23. This all looks good legally, and it ensures we keep two checkers on 19 after the moves. Let’s note down: 16/20*, 16/20, 19/23, 19/23.
With 4−4, I’ll hit your blot on 20 and build my home-board points:
- 16/20* (hit your single on 20, it goes to the bar)
- 16/20 (now I’ve made the 20 point)
- 19/23
- 19/23 (now I’ve made the 23 point)
Your turn (black) — you have one checker on the bar to enter.
Alright, so I think now is where ChatGPT lost the plot and admittedly, part of that is my fault for not using the notation system to properly convey to ChatGPT where my pieces are. In my defense, I assumed it would know from where the pieces were.
I made it so that my piece would be away from any red pieces, with the only stray one being all the way in the starting area for Red. However, ChatGPT brings up trying to take out a blot, something I only have on 7 and 8. Further more, it has no pieces on 16, meaning that even if it wanted to, I wouldn’t be able to make the move.
Suffice to say, ChatGPT, you tried your best, but you didn’t go the distance. You did go as far as three full turns though and you had a good thought process, so I will grant you a gold star for effort.
Now, I use a site called Openrouter that allows me to break down the stats of the LLMs I use, which can be really interesting for people who want to get down to the nitty gritty. It’s total cost was $2.60 or about 65 cents per turn. The total amount of tokens it generated, counting both Reasoning, Input, and Output, was 14,263, averaging to about 3,566 tokens per turn.
What’s the most interesting part, however, is the speed. It took an average of 155 seconds to get ChatGPT to begin thinking and then an average of 16 tokens a second, meaning that per turn, you would be waiting a total of six minutes and seventeen seconds.
Granted, this is for ChatGPT Pro, so this is pretty advanced stuff. As it stands, though, ChatGPT Pro will be sitting in the only spot available, 1st place.
Tune in next time to see how Claude’s newest model will fare against backgammon.