677. Can Backgammon Save Us from Ourselves?

677. Can Backgammon Save Us from Ourselves?

Backgammon theory helped the Philadelphia Eagles and Kansas City Chiefs win Super Bowls — and a two-time world champion built the analytics model that proved NFL coaches were far more risk-averse than they should be.

Jun 12, 2026 59:19 Difficulty: Beginner Played

TL;DR

Freakonomics Radio host Stephen Dubner dives deep into backgammon's surprising renaissance, playing against world champions and interviewing pros, historians, and a social-club founder. The episode reveals how backgammon theory helped NFL teams win Super Bowls, why neural networks transformed the game's culture, and how a new generation is rediscovering the game as an antidote to screen fatigue. The single most useful takeaway: backgammon's probabilistic decision-making is a better training ground for real-life choices than chess, because outcomes are never certain, only more or less likely.

#backgammon strategy #NFL fourth-down analytics #reinforcement learning AI #1970s gambling scene #backgammon renaissance #doubling cube #probabilistic decision-making #skill-based gambling #sports analytics #community club culture #TD-Gammon #world championship gaming #mind sports #offline social experiences #risk aversion bias #backgammon #board games #gambling #analytics #NFL #Super Bowl #neural networks #AI #probability #decision-making #community #1970s #world championship #risk aversion #Freakonomics #Monte Carlo #sports betting #renaissance #skill vs luck #mind sport

Stephen Dubner explores the ancient game of backgammon — why it brings strangers together, teaches probability and emotional control, and has even helped NFL teams win the Super Bowl. Part two of the occasional series 'We Are All Gamers Now.'

Chapter list
  • The episode opens with back-to-back sponsor reads for Hotels.com, Amica, and Mint Mobile before host Stephen Dubner sets the stage with a deceptively simple thesis: backgammon is an ancient game you can learn in 15 minutes and then think about for the rest of your life. Brief audio clips from the episode's main guests tease the extraordinary range of the story — from a professional player who hasn't met anyone the game doesn't get under their skin, to a gambler who was once paid in drugs and a stolen Gucci sweater, to a world champion who helped NFL teams rethink fourth-down risk, to a club founder who sees the game as an antidote to dating-app fatigue. The cold open promises a journey into probability, strategy, emotional control, and human connection.

  • In January, the US Backgammon Federation's New York Metropolitan Backgammon Open drew more than 400 players to Jersey City, including Masayuki Mochizuki — 'Mochi' — a professional player from Japan who is widely considered the world's best. Mochi busted out in the first round (a reminder that even the greatest players are subject to dice variance), and Dubner found him playing money games in a side room. Dubner invited Mochi to play at his apartment, insisting on paying — Mochi joked that $500 would last about three minutes. In the match, the game swung wildly between the two players before Mochi ultimately won all three sets, though Dubner held his own in a way he freely admits he never could on a basketball court. Mochi offered a concise philosophy between moves: backgammon doesn't reward the plan you started with, only the best response to what the dice give you. Life, he said, is the same — outcomes are probabilistic, and the only rational response to a good decision gone wrong is confidence, not regret.

  • At a backgammon meetup in Venice Beach, Los Angeles — where Dubner and grandmaster Bob Wachtel teamed up to beat Frank Frigo and Melissa Shin — Dubner sat down with Frigo to hear the case for backgammon as the greatest game on earth. Frigo is emphatic: the game has everything — complexity, pace, a beautiful aesthetic, a global tournament scene, and a tactile, sensory richness. He estimates around 300 million people play worldwide. He explains the basic structure (a race to bear off 15 checkers, with contact and blocking along the way) before diving into the doubling cube — the 1920s invention that transformed backgammon into a gambling and strategic tour de force. The cube isn't just a multiplier; it's the only component of the game that a player controls unilaterally, and owning it gives you both the right to play to the end and the right to escalate pressure on your opponent. Mark Olsson adds that failing to handle the cube correctly means you will never win a tournament.

  • The luck-versus-skill debate is central to how people perceive backgammon, and Frank Frigo tackles it head-on with a thought experiment: take the best poker player alive — say Phil Ivey — and a five-year-old child who has never played, give the child a simple push-all-in strategy, and that child could win roughly a third of the time. In backgammon, that same novice-versus-champion scenario at a full tournament match length would yield almost zero wins for the beginner, because the volume of active skill decisions overwhelms any dice randomness. Frigo acknowledges poker players will cringe at the oversimplification, but stands by the principle. The episode then explores the doubling cube's murky origins: a 1930 New Yorker article — read aloud in the episode — credited Grand Duke Dmitri Pavlovich Romanov, a cousin of Tsar Nicholas II who survived the Russian Revolution and was rumored to have helped murder Rasputin, as one possible inventor. Whether or not the attribution is accurate, it underscores backgammon's recurring entanglement with extraordinary characters.

  • Frigo's two world titles — separated by 29 years — are themselves a story about emotional maturation. In 1994, he was physically fresh and technically strong but hadn't yet been tested by close, gut-wrenching matches; in 2023, he leaned on decades of practice turning the page after devastating swings, celebrating each moment rather than letting the pressure accumulate. Between those wins, Frigo channeled his backgammon thinking into a real-world analytics firm. Watching NFL coaches reflexively punt on fourth down struck him as the same kind of risk-averse blunder he'd learned to exploit at the backgammon board. He and experimental physicist Chuck Bauer built a full simulation model of NFL games — running clock, penalties, scoring increments — and found that coaches were giving up even more expected value than their initial hypothesis suggested. They began licensing the model to NFL teams; eventually about 12 teams used it. The Eagles adopted it most completely, with buy-in from owner Jeff Lurie down to head coach Doug Pederson. The Chiefs' Andy Reid consulted it via analyst Mike Frazier during games. Frigo directly credits the model as a contributing factor in both franchises' Super Bowl victories.

  • Stephen Dubner hands over to sponsor reads for Mint Mobile (reiterating the $15/month wireless plan offer) and Ozempic (FDA-approved semaglutide tablets). The Mint Mobile read emphasises the lack of a catch and the ability to bring your existing phone and number, while the Ozempic read directs listeners to their doctor and to ozempic.com. The episode then resumes.

  • Mark Olsson co-founded Backgammon Galaxy in 2018 with Sandro Lilov and Mochi, initially imagining it as a money-gaming site built on their sports-betting background. That business model ran into regulatory walls, but their YouTube channel took off, becoming the biggest backgammon channel on the platform. They pivoted to social gaming, raised funding, and officially launched in 2022 — the platform now has 220,000 users, 25 employees, and ownership of the World Championship in Monte Carlo. Beyond the business narrative, Olsson makes a compelling intellectual case for backgammon as an economics simulator: unlike economic models that begin 'all else being equal,' backgammon never holds anything constant. Change one variable — split a back checker, say — and every other variable in the position shifts. This entanglement of trade-offs, Olsson argues, makes the game a genuine training ground for opportunity cost awareness, sunk-cost discipline, and probabilistic decision-making under complete-information-but-uncertain-future conditions.

  • Asked about his view that gambling can be a virtue rather than a vice, Olsson draws a clean conceptual line: at a roulette table, you have zero control over outcomes, and there is nothing to learn or improve. In backgammon, poker, or sports betting, an informational edge is achievable through analysis and work — and the market punishes bad decisions immediately. This instant feedback loop, Olsson argues, hardens a player's mental resilience, teaches them to manage stress and misfortune, and rewards sustained effort. He connects this to backgammon's deeper evolutionary history: humans have played dice games for roughly as long as dice have existed, and backgammon in particular evolved over millennia into what Olsson calls a 'perfect equilibrium style of game' — not too long, not too short, with exactly the right luck-to-skill ratio. He teaches his son to play for all these reasons.

  • Dubner anchors backgammon's ancient lineage — continuous play in the Middle East since 3000 BCE, popularized in Europe during the Crusades to the point of a royal joint ban — before a 1978 Dan Rather segment for 60 Minutes about its 1970s revival provides the historical bridge. Bob Wachtel picks up the story from his own experience: he first learned the game in a Toronto disco in 1977, where backgammon tables were standard furnishings. The scene he entered was extraordinary — poseurs claiming to be royalty, cheaters, drifters, and wealthy marks who were convinced the game was mostly luck and didn't bother to study. Wachtel and his colleagues were among the few who did study: they would set up propositions, play positions hundreds of times, and log data. The marks would come back year after year, comfortably deluded. Wachtel draws the comparison to the era of the bison — the prey was everywhere and easy. He illustrates the scene's lawlessness with the story of a cocaine dealer who paid him in drugs, a little cash, and a stolen Gucci sweater.

  • Bob Wachtel had spent years accumulating a foot-high stack of position cards he couldn't solve even through extensive rollouts. When neural networks arrived, he finally got the answers — pure intellectual bliss. But the same tools that enlightened him revealed the truth to his opponents. A lawyer in Marin County who had lost to Wachtel for five years straight had convinced himself they were basically equals; the neural net analysis proved otherwise. Once weak players could see their error rates, many stopped playing for money. Mark Olsson contextualizes the technology: TD-Gammon, created by Gerald Tesauro at IBM in the 1990s, was the first neural network to beat the world's best human players at any board game — roughly contemporaneous with Deep Blue vs. Kasparov in chess. Backgammon was the ideal test environment because it was complex enough to be meaningful but small enough to simulate infinitely. Today, Backgammon Galaxy is built atop a successor to TD-Gammon, and the game at the elite level has shifted from inspired genius plays to something closer to the zero-error-rate standard of gymnastics.

  • Stephen Dubner delivers sponsor reads for Ozempic (a second read emphasising FDA approval), Southern Company (framing an $80 billion infrastructure investment as powering possibilities), and Southern New Hampshire University (promoting 200+ online degree programs at low tuition with no set class times). These reads bridge the episode's historical section to the contemporary renaissance segment.

  • The modern backgammon story has a striking new investor: Travis Kalanick, former Uber CEO and avowed backgammon obsessive, purchased ExtremeGammon in 2024 and is expected to invest heavily in bringing modern machine learning to the platform. Meanwhile, Backgammon Galaxy continues to grow its user base, and Olsson observes two distinct and complementary trends: the rise of online play via apps and platforms, and the explosion of social backgammon clubs across the United States. These are not competing phenomena — they feed each other, with online players seeking in-person connection and tournament players learning online. Olsson singles out New York City as the epicenter of the club movement, pointing specifically to Remington Davenport's work.

  • Dubner speaks with Remington Davenport — who describes herself as a 'sales gal' with no social media background — about how she stumbled into building New York's most visible backgammon community. She started the NYC Backgammon Club in 2023 simply because she wanted somewhere to play; she knew about 10 people in New York. She began hosting weekly events and watched attendance swell. The moment she knew something real was happening: she went home and cried after 50 strangers showed up to one of her events. Within a year she had left her full-time job to run the club. Her competitive league now runs five seasons deep with 235 players in season four, each team with its own home bar, tournament-format play, and league shirts. She also founded Gals Who Gammon after observing that women are only about 10% of world championship attendees. Davenport runs events Sunday through Thursday, holds a board seat on the US Backgammon Federation, and has a dream of hosting a tournament at Madison Square Garden. She frames the whole renaissance with a simple observation: people are desperate to get off their phones and meet each other.

  • Riding confidence from his solid showing against Mochi, his pairs win in Los Angeles, and even taking a game off Mark Olsson online, Dubner enters Davenport's Monday tournament at a Lower Manhattan hotel. His first opponent is a friendly thirtysomething named Nick who beats him cleanly, knocking him into the consolation bracket, where he loses again. Rather than disappointment, Dubner describes the experience as confirmation of the game's value: he and Nick made plans to play squash, a friendship forged over a backgammon board. The social payoff is immediate and tangible.

  • In its emotional closing, the episode returns to its deepest question: what is it about backgammon that gets under everyone's skin? Frigo gives the most memorable answer, describing the experience as 'masochistic mindfulness' — hours vanish, hunger disappears, the outside world ceases to exist, and the player is left moving through a rhythmic series of highs and lows that produce genuine dopamine rushes and a sense of being alive in the moment. Davenport's dream of a Madison Square Garden tournament prompts Dubner to compare it to the once-impossible idea of the New York Knicks in the NBA Finals. Wachtel lands the philosophical note: backgammon is entertaining precisely because it refuses to honor our intuitions about probability — the impossible happens regularly, and the improbable happens even more.

  • Dubner wraps with warm thanks to Frank Frigo, Bob Wachtel, Remy Davenport, Mark Olsson, Melissa Shin, and Mochi, directing listeners to Freakonomics' Instagram for filmed game footage and inviting anyone who wants a game to email the show. A next-episode tease covers New York's assisted-suicide law, an interview with Governor Kathy Hochul, and perspectives from a death doula and a medical opponent of the legislation. Full production credits follow. Post-roll ads cover Vitamix blenders, Rob Lowe's Literally podcast, and the free TextNow wireless app.

Doubling cube
A six-sided die marked 2, 4, 8, 16, 32, 64 used in backgammon to multiply the current stakes of the game; a player may offer it to their opponent before rolling, challenging them to either double the bet or concede the point.
Gammon
In backgammon, a win achieved when one player bears off all 15 checkers before the opponent has borne off any, counting as a double game (worth twice the current cube value).
Blot
A single unprotected checker on a point in backgammon that can be hit by an opponent, sending it back to the starting position.
Bear off
The final phase of backgammon in which a player removes their checkers from the board after moving them all into the home board; the first player to bear off all 15 checkers wins.
Match equity
The statistical probability of winning a match from a given score, used by serious backgammon players to calibrate doubling cube decisions.
Error rate
A performance metric in computerised backgammon analysis that quantifies how far a player's moves deviate from the theoretically optimal move; lower is better.
TD-Gammon
A neural network backgammon program created by Gerald Tesauro at IBM in the 1990s, the first AI system to defeat top human backgammon players, and a landmark in reinforcement learning research.
Reinforcement learning
A branch of machine learning in which an algorithm improves by receiving rewards or penalties based on the outcomes of its own decisions, without being explicitly programmed with rules.
Rollout
In backgammon analysis, the process of playing a position thousands of times from a given point to determine the statistically best move, used before neural networks made instant evaluation possible.
Pip
The smallest unit of movement in backgammon; each point on the board represents one pip, and a checker moved one point has moved one pip.
Priming game
A backgammon strategy that involves building a wall of consecutive occupied points to block an opponent's checkers from advancing.
Blitz
An aggressive backgammon strategy focused on rapidly hitting and attacking the opponent's checkers while building a strong home board.
Quant
Short for quantitative analyst; a professional who uses mathematical models and statistical methods to analyse markets or games, here used to describe Mark Olsson's former role in sports betting.
Hedonistic
Relating to or characterised by the pursuit of pleasure and self-indulgence; used by Bob Wachtel to describe the Hugh Hefner-inspired lifestyle that popularised backgammon in the 1970s.
Sunk cost
Money, time, or resources already spent that cannot be recovered; a rational decision-maker should ignore sunk costs when choosing future actions, a principle directly applicable to backgammon cube decisions.
Tricotrac
The French name for backgammon, mentioned in the 1930 New Yorker article discussing the invention of the doubling cube.

Chapter 2 · 01:50

Playing Against the World's Best: Mochi in New York

In January, the US Backgammon Federation's New York Metropolitan Backgammon Open drew more than 400 players to Jersey City, including Masayuki Mochizuki — 'Mochi' — a professional player from Japan who is widely considered the world's best. Mochi busted out in the first round (a reminder that even the greatest players are subject to dice variance), and Dubner found him playing money games in a side room. Dubner invited Mochi to play at his apartment, insisting on paying — Mochi joked that $500 would last about three minutes. In the match, the game swung wildly between the two players before Mochi ultimately won all three sets, though Dubner held his own in a way he freely admits he never could on a basketball court. Mochi offered a concise philosophy between moves: backgammon doesn't reward the plan you started with, only the best response to what the dice give you. Life, he said, is the same — outcomes are probabilistic, and the only rational response to a good decision gone wrong is confidence, not regret.

Chapter 3 · 09:20

Frank Frigo on Why Backgammon Is the Greatest Game

At a backgammon meetup in Venice Beach, Los Angeles — where Dubner and grandmaster Bob Wachtel teamed up to beat Frank Frigo and Melissa Shin — Dubner sat down with Frigo to hear the case for backgammon as the greatest game on earth. Frigo is emphatic: the game has everything — complexity, pace, a beautiful aesthetic, a global tournament scene, and a tactile, sensory richness. He estimates around 300 million people play worldwide. He explains the basic structure (a race to bear off 15 checkers, with contact and blocking along the way) before diving into the doubling cube — the 1920s invention that transformed backgammon into a gambling and strategic tour de force. The cube isn't just a multiplier; it's the only component of the game that a player controls unilaterally, and owning it gives you both the right to play to the end and the right to escalate pressure on your opponent. Mark Olsson adds that failing to handle the cube correctly means you will never win a tournament.

Claims made here

Approximately 300 million people play backgammon worldwide.

Frank Frigo no source cited

The doubling cube was invented in the 1920s, making it only about 100 years old despite backgammon existing for thousands of years.

Mark Olsson no source cited

Chapter 4 · 14:30

Luck vs. Skill, and the History of the Doubling Cube

The luck-versus-skill debate is central to how people perceive backgammon, and Frank Frigo tackles it head-on with a thought experiment: take the best poker player alive — say Phil Ivey — and a five-year-old child who has never played, give the child a simple push-all-in strategy, and that child could win roughly a third of the time. In backgammon, that same novice-versus-champion scenario at a full tournament match length would yield almost zero wins for the beginner, because the volume of active skill decisions overwhelms any dice randomness. Frigo acknowledges poker players will cringe at the oversimplification, but stands by the principle. The episode then explores the doubling cube's murky origins: a 1930 New Yorker article — read aloud in the episode — credited Grand Duke Dmitri Pavlovich Romanov, a cousin of Tsar Nicholas II who survived the Russian Revolution and was rumored to have helped murder Rasputin, as one possible inventor. Whether or not the attribution is accurate, it underscores backgammon's recurring entanglement with extraordinary characters.

Claims made here

A Grand Duke Dmitri Pavlovich Romanov, living in Paris, is credited in a 1930 New Yorker article as the possible inventor of the doubling cube.

Stephen Dubner The New Yorker, 1930

Dmitri Pavlovich Romanov was a cousin of Tsar Nicholas II and is thought to have been involved in the plot to murder Grigori Rasputin.

Stephen Dubner no source cited

In a lengthy tournament-length backgammon match against a top player, a complete novice would have almost zero chance of winning.

Frank Frigo no source cited

Chapter 5 · 17:40

From World Champion to NFL Analytics Pioneer

Frigo's two world titles — separated by 29 years — are themselves a story about emotional maturation. In 1994, he was physically fresh and technically strong but hadn't yet been tested by close, gut-wrenching matches; in 2023, he leaned on decades of practice turning the page after devastating swings, celebrating each moment rather than letting the pressure accumulate. Between those wins, Frigo channeled his backgammon thinking into a real-world analytics firm. Watching NFL coaches reflexively punt on fourth down struck him as the same kind of risk-averse blunder he'd learned to exploit at the backgammon board. He and experimental physicist Chuck Bauer built a full simulation model of NFL games — running clock, penalties, scoring increments — and found that coaches were giving up even more expected value than their initial hypothesis suggested. They began licensing the model to NFL teams; eventually about 12 teams used it. The Eagles adopted it most completely, with buy-in from owner Jeff Lurie down to head coach Doug Pederson. The Chiefs' Andy Reid consulted it via analyst Mike Frazier during games. Frigo directly credits the model as a contributing factor in both franchises' Super Bowl victories.

Claims made here

Frank Frigo's analytics firm licensed its NFL decision-making model to approximately 12 NFL teams.

Frank Frigo no source cited

The Philadelphia Eagles used Frank Frigo's analytics model during their Super Bowl run, with buy-in from owner Jeff Lurie, GM Howie Roseman, and head coach Doug Pederson.

Frank Frigo no source cited

Andy Reid of the Kansas City Chiefs consulted Frank Frigo's analytics models through Mike Frazier, who advised from the booth during games.

Frank Frigo no source cited

Chapter 7 · 29:35

Backgammon Galaxy and the Economics of the Game

Mark Olsson co-founded Backgammon Galaxy in 2018 with Sandro Lilov and Mochi, initially imagining it as a money-gaming site built on their sports-betting background. That business model ran into regulatory walls, but their YouTube channel took off, becoming the biggest backgammon channel on the platform. They pivoted to social gaming, raised funding, and officially launched in 2022 — the platform now has 220,000 users, 25 employees, and ownership of the World Championship in Monte Carlo. Beyond the business narrative, Olsson makes a compelling intellectual case for backgammon as an economics simulator: unlike economic models that begin 'all else being equal,' backgammon never holds anything constant. Change one variable — split a back checker, say — and every other variable in the position shifts. This entanglement of trade-offs, Olsson argues, makes the game a genuine training ground for opportunity cost awareness, sunk-cost discipline, and probabilistic decision-making under complete-information-but-uncertain-future conditions.

Claims made here

Backgammon Galaxy, launched in full in 2022, has approximately 220,000 registered users and a team of 25 employees.

Mark Olsson no source cited

Education
Gambling as Virtue, Not Vice

677. Can Backgammon Save Us from Ourselves? · Jun 12, 2026 Education

There's a crucial difference between roulette — where you have no control — and backgammon or sports betting, where hard work and analysis can generate a real edge. Mark Olsson argues that skill-based gambling hardens your character, punishes recklessness instantly, and rewards preparation.

Chapter 8 · 34:20

Gambling as Virtue: Mark Olsson's Contrarian Take

Asked about his view that gambling can be a virtue rather than a vice, Olsson draws a clean conceptual line: at a roulette table, you have zero control over outcomes, and there is nothing to learn or improve. In backgammon, poker, or sports betting, an informational edge is achievable through analysis and work — and the market punishes bad decisions immediately. This instant feedback loop, Olsson argues, hardens a player's mental resilience, teaches them to manage stress and misfortune, and rewards sustained effort. He connects this to backgammon's deeper evolutionary history: humans have played dice games for roughly as long as dice have existed, and backgammon in particular evolved over millennia into what Olsson calls a 'perfect equilibrium style of game' — not too long, not too short, with exactly the right luck-to-skill ratio. He teaches his son to play for all these reasons.

Claims made here

Backgammon has been played continuously in the Middle East since 3000 BCE.

Stephen Dubner no source cited

Richard the Lionheart of England and Philip II of France issued a joint order banning backgammon for low-ranking soldiers during the Crusades.

Stephen Dubner no source cited

Chapter 9 · 36:00

Backgammon's Wild History: From 3000 BCE to the 1970s Disco Scene

Dubner anchors backgammon's ancient lineage — continuous play in the Middle East since 3000 BCE, popularized in Europe during the Crusades to the point of a royal joint ban — before a 1978 Dan Rather segment for 60 Minutes about its 1970s revival provides the historical bridge. Bob Wachtel picks up the story from his own experience: he first learned the game in a Toronto disco in 1977, where backgammon tables were standard furnishings. The scene he entered was extraordinary — poseurs claiming to be royalty, cheaters, drifters, and wealthy marks who were convinced the game was mostly luck and didn't bother to study. Wachtel and his colleagues were among the few who did study: they would set up propositions, play positions hundreds of times, and log data. The marks would come back year after year, comfortably deluded. Wachtel draws the comparison to the era of the bison — the prey was everywhere and easy. He illustrates the scene's lawlessness with the story of a cocaine dealer who paid him in drugs, a little cash, and a stolen Gucci sweater.

Claims made here

Stakes at the Cavendish Club in Los Angeles in the backgammon heyday were $10 or $20 per point, equivalent to roughly $75 or $100 today.

Bob Wachtel no source cited

History
The Wild Backgammon Scene of the 1970s

677. Can Backgammon Save Us from Ourselves? · Jun 12, 2026 History

Backgammon in the 1970s was a fever dream of poseurs, phonies, and real sharks. Wealthy marks flooded the scene, convinced by Hugh Hefner's Playboy lifestyle that the game was glamorous — and most of them didn't bother to learn how to actually play, making them easy prey.

Chapter 10 · 42:30

Neural Networks Change Everything

Bob Wachtel had spent years accumulating a foot-high stack of position cards he couldn't solve even through extensive rollouts. When neural networks arrived, he finally got the answers — pure intellectual bliss. But the same tools that enlightened him revealed the truth to his opponents. A lawyer in Marin County who had lost to Wachtel for five years straight had convinced himself they were basically equals; the neural net analysis proved otherwise. Once weak players could see their error rates, many stopped playing for money. Mark Olsson contextualizes the technology: TD-Gammon, created by Gerald Tesauro at IBM in the 1990s, was the first neural network to beat the world's best human players at any board game — roughly contemporaneous with Deep Blue vs. Kasparov in chess. Backgammon was the ideal test environment because it was complex enough to be meaningful but small enough to simulate infinitely. Today, Backgammon Galaxy is built atop a successor to TD-Gammon, and the game at the elite level has shifted from inspired genius plays to something closer to the zero-error-rate standard of gymnastics.

Claims made here

Gerald Tesauro created TD-Gammon in the 1990s, the first neural network to play backgammon at a superhuman level, stronger than even the best players in the world.

Mark Olsson no source cited

Technology
TD-Gammon: The Birth of Superhuman AI

677. Can Backgammon Save Us from Ourselves? · Jun 12, 2026 Technology

Gerald Tesauro chose backgammon as the case study for his new reinforcement learning algorithm in the 1990s because the game was complex enough to be meaningful yet small enough to simulate infinitely. TD-Gammon became the first AI to beat the world's best human players — predating AlphaGo by decades.

Chapter 12 · 51:05

The Contemporary Renaissance: Travis Kalanick, Online Growth, and Social Clubs

The modern backgammon story has a striking new investor: Travis Kalanick, former Uber CEO and avowed backgammon obsessive, purchased ExtremeGammon in 2024 and is expected to invest heavily in bringing modern machine learning to the platform. Meanwhile, Backgammon Galaxy continues to grow its user base, and Olsson observes two distinct and complementary trends: the rise of online play via apps and platforms, and the explosion of social backgammon clubs across the United States. These are not competing phenomena — they feed each other, with online players seeking in-person connection and tournament players learning online. Olsson singles out New York City as the epicenter of the club movement, pointing specifically to Remington Davenport's work.

Claims made here

ExtremeGammon (XG) backgammon software, released in 2009, was bought by Travis Kalanick, founder and former CEO of Uber.

Stephen Dubner no source cited

Chapter 13 · 53:20

Remington Davenport and the NYC Backgammon Club

Dubner speaks with Remington Davenport — who describes herself as a 'sales gal' with no social media background — about how she stumbled into building New York's most visible backgammon community. She started the NYC Backgammon Club in 2023 simply because she wanted somewhere to play; she knew about 10 people in New York. She began hosting weekly events and watched attendance swell. The moment she knew something real was happening: she went home and cried after 50 strangers showed up to one of her events. Within a year she had left her full-time job to run the club. Her competitive league now runs five seasons deep with 235 players in season four, each team with its own home bar, tournament-format play, and league shirts. She also founded Gals Who Gammon after observing that women are only about 10% of world championship attendees. Davenport runs events Sunday through Thursday, holds a board seat on the US Backgammon Federation, and has a dream of hosting a tournament at Madison Square Garden. She frames the whole renaissance with a simple observation: people are desperate to get off their phones and meet each other.

Claims made here

Women make up only about 10% of attendees at major backgammon world championship tournaments.

Remington Davenport no source cited

Remington Davenport's NYC Backgammon Club league grew from 64 players in its first season to 235 players in its fourth season.

Remington Davenport no source cited

Society & Culture
Remy Davenport's Club: From Zero to 235

677. Can Backgammon Save Us from Ourselves? · Jun 12, 2026 Society & Culture

Remington Davenport didn't set out to build a movement. She just wanted somewhere to play. She started hosting weekly events in 2023 with 10 friends; by season four of her league, 235 people were competing. She cried after her first 50-person event because she didn't even know 50 people in New York.

Chapter 14 · 1:01:10

Dubner Plays in a Tournament — and Loses

Riding confidence from his solid showing against Mochi, his pairs win in Los Angeles, and even taking a game off Mark Olsson online, Dubner enters Davenport's Monday tournament at a Lower Manhattan hotel. His first opponent is a friendly thirtysomething named Nick who beats him cleanly, knocking him into the consolation bracket, where he loses again. Rather than disappointment, Dubner describes the experience as confirmation of the game's value: he and Nick made plans to play squash, a friendship forged over a backgammon board. The social payoff is immediate and tangible.

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Claims & Sources

1 / 16 cited (6%)

Factual claims made this episode, and whether a source was named.

Approximately 300 million people play backgammon worldwide.

Frank Frigo no source cited

The doubling cube was invented in the 1920s, making it only about 100 years old despite backgammon existing for thousands of years.

Mark Olsson no source cited

A Grand Duke Dmitri Pavlovich Romanov, living in Paris, is credited in a 1930 New Yorker article as the possible inventor of the doubling cube.

Stephen Dubner The New Yorker, 1930

Dmitri Pavlovich Romanov was a cousin of Tsar Nicholas II and is thought to have been involved in the plot to murder Grigori Rasputin.

Stephen Dubner no source cited

In a lengthy tournament-length backgammon match against a top player, a complete novice would have almost zero chance of winning.

Frank Frigo no source cited

Frank Frigo's analytics firm licensed its NFL decision-making model to approximately 12 NFL teams.

Frank Frigo no source cited

The Philadelphia Eagles used Frank Frigo's analytics model during their Super Bowl run, with buy-in from owner Jeff Lurie, GM Howie Roseman, and head coach Doug Pederson.

Frank Frigo no source cited

Andy Reid of the Kansas City Chiefs consulted Frank Frigo's analytics models through Mike Frazier, who advised from the booth during games.

Frank Frigo no source cited

Backgammon has been played continuously in the Middle East since 3000 BCE.

Stephen Dubner no source cited

Richard the Lionheart of England and Philip II of France issued a joint order banning backgammon for low-ranking soldiers during the Crusades.

Stephen Dubner no source cited

Gerald Tesauro created TD-Gammon in the 1990s, the first neural network to play backgammon at a superhuman level, stronger than even the best players in the world.

Mark Olsson no source cited

ExtremeGammon (XG) backgammon software, released in 2009, was bought by Travis Kalanick, founder and former CEO of Uber.

Stephen Dubner no source cited

Women make up only about 10% of attendees at major backgammon world championship tournaments.

Remington Davenport no source cited

Remington Davenport's NYC Backgammon Club league grew from 64 players in its first season to 235 players in its fourth season.

Remington Davenport no source cited

Backgammon Galaxy, launched in full in 2022, has approximately 220,000 registered users and a team of 25 employees.

Mark Olsson no source cited

Stakes at the Cavendish Club in Los Angeles in the backgammon heyday were $10 or $20 per point, equivalent to roughly $75 or $100 today.

Bob Wachtel no source cited

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