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Comments by MichaelNelson
A really fine game concept. I can't help but wonder how well Attaturk Lag Chess would play.
With regard to the Nebula movement limitation, I believe it would be better if the enemy Nebula's move were considered without the limitation (as if it were a Rook).
This non-recursive rule simplifies the Zillions implementation and human players' thinking. A good example is found in the check rules of <a href=http://www.chessvariants.com/large.dir/british.html>British Chess</a>.
Nicholas, Could you please express your (often quite accurate) comments in a less insulting fashion? If you had actually read my comment instead of just observing the word 'Zillions' and dismissing my idea (and me) out of hand, you would have seen that I am equally concerned with playability by humans. If Zillions can't be programmed to play something legally (as opposed to playing it well), generally there are playablity issues for humans as well. I can't visualize the Nebula rules on the board as you have them now--I'm sure I am not unique in this respect. Even if you think my observation is entirely erroneous, you could express yourself in less abrasive, attacking language: why don't you?
Nicholas,<p>
Once again, you <i>say</i> you are not trying to insult anyone but your actual writings tell a different story:<p>
' . . . Zillions might be good for those people who are to dumb to do any of these, but I can't really see any other reason to resort to it.'<p>
Zillions is my primary design tool--therefor you are asserting that I am dumb. You are also making the same assertion about some more gifted game designers than I who make the same choice. Now had you written:<p>
'Zillions is very flawed and those who use it for designing games would get better results if they used math . . .' <p>
you would have expressed the same opinion about the software without expressing an opinion about other game designers--and though I would not agree with you, I would not take offense.<p>
I would strongly advise you to address your fellow designers in repectful terms--you will get a much better reaction to your ideas.
Cincinnati-style Kriegspiel should be playable by different armies--the rules specify that only pawn/piece is announced for a capture, not which piece. The CWDA promotion rule needs to be modified to allow pawn promotion only to pieces in one's own army--otherwise you would have to know what army the other player is using to know your promotion choices. (This weakens the Colorbound Clobberers a bit in the endgame--the CC's often promote a pawn to the other side's Queen piece.) Check announcements need consideration--what does the referee say if the player is checked by a Camel? This is a Knightish type check, but not on the same squares as would be indicated by 'check by Knight'. A check from a Half-Duck three sqaures away may still be 'on the file', but the player's legal moves are different than if the same check were by a Rook or Queen (interposing is useless, but retreating on the file may work.) Perhaps the best check announcement rule for KWDA is simply to announce 'check' with no directional indication.
I have playtested this game extensively in the course of judging Group A. The rules make it sound like a cute game and it is--but it has surprising depth. I will be giving more detail after the judging is complete, but I really wanted to recommend this fine game.
A game idea for comment: Instead of pieces giving the ability to move, as in Relay Chess, have pieces take away movement ability. For this example we will assume a game with FIDE pieces plus Chancellor(RN) and Cardinal(BN): Kings and pawns are unaffected, neither losing nor taking away movement powers. A piece may not make a Rook move if it is attacked/defended by another piece using that piece's Rook move. A piece may not make a Bishop move if it attacked/defended by another piece using that piece's Bishop move. A piece may not make a Knight move if it attacked/defended by another piece using that piece's Knight move. Attack and defense are calculated non-recursively. Thus if there are Rooks on b3 and b4, they are immobile--the immobility of R(b4) does not make it not attack/defend R(b3) and allow R(b3) to move. Attack and defense are calculated without regard to check. In the example above, R(b3) still can't move even if R(b4) is pinned. The obvious variants are applying anti-relay rules only to attack or only to defense.
Tony, Thank you for your comments--you've given me food for thought. I was thinking of using Grand Chess rather than FIDE chess as the basis--the extra combo pieces will slow things down, but Grand is faster than FIDE. I also like the symmetry of move types that results from using all the combos. But a FIDE based game would certainly be playable. One variant: friendly pieces add, enemy pieces take away. Another variant: enemy pieces add, friendly pieces take away. This will be strange and it will be hard to get an attack going--say you pin an enemy Knight with your Rook--his Knight is now a temporary Chancellor and will capture your Rook! Pinning the Knight with your Queen is worse.
To extend Tony's analysis somewhat: Let's limit this dicussion to non-divergent pieces. We could, of course define a piece that makes a non-capturing Knight move, captures as a Bishop, and observes as a Rook, but relays are compicated enough. Piece below means non-royal, non-Pawn piece. There are four types of interaction: 1. Relay: the unshared move powers are added to the target piece. 2. Anti-relay: the shared move powers are taken away from the target piece. 3. Contra-relay: the unshared move powers are taken away from the target piece. Relay and Anti-relay can be combined. Anti-relay and contra-relay combined make an immobilizer. Relay and contra-relay would cancel out. The interaction may be: 1. Direct: the observed piece is the target. 2. Indirect: the observer piece is the target. Direct is the default. The interactions may apply to 1. Enemy: only enemy pieces affect each other. 2. Friendly: only friendly pieces affect each other. 3. Bilateral: all pieces are affected. Friendly is the default for relay, and enemy is the default for anti-relay and contra-relay. A piece might have both indirect and indirect effects, and mioght have different effects on friends and enemies. Effect are not recursive--in bilateral direct relay, for example, if a Knight relays a Knight move to a Rook the Rook does not relay Knight powers. Only powers the piece does not have intrinsically can be added, only intrinsic powers can be taken away. So in friendly direct relay, enemy direct anti-relay, if a Queen is observed by both a friendly Bishop and an enemy Bishop, the enemy Bishop takes away the Queen's Bishop move and the friendly Bishop cannot add it back. I have hacked together a ZRF for my first game in this genre. It is Enemy Indirect Anti-relay Grand Chess. This is a strange but playable game. A piece can only capture another piece if they share a move type by using a shared move type (Queen can capture a Rook with a Rook move but not a Bishop move). Attacking a piece with a move you can't use to capture results in the loss of that move type. Interesting levelling effect--a Knight can move into the path of a Queen and the Queen is immobilized. I am considering adding friendly direct relay to the game.
Let me try a more thoughough analysis:<p>
Kings and Pawns neither gain nor give relay powers and neither lose nor take anti-relay powers. Therefor a 'piece' in the following analyis is an non-King, non-Pawn piece.<p>
1. There is a set of move types defined for the game. Purely for discussion, let's assume that we are dealing with an FIDE-like variant and the move types are Rook, Bishop, and Knight.<p>
2. A piece has <i>intrinsic</i> moves: these are the move types which the piece is allowed to make, ignoring any relay effects. (The Rook's instinsic move is the Rook move; the Queen's intrinsic moves are the Rook and Bishop moves.)<p>
3. A piece has <i>extrinsic</i> moves: these are the move types defined for the game that the piece does not have, ignoring any relay effects. (The Rook's extrinsic moves are the Bishop and Knight moves; the Queen's extrinsic move is the Knight move.)<p>
4. A effect which causes a piece to temporarily gain the ability to make an extrinsic move is a <i>relay</i>. An effect which causes a piece to temporarily lose th ability to make an intrinsic move is an <i>anti-relay</i>.<p>
5. Relay and anti-relay effects are non-transitive: an effect from piece A to piece B does not alter the effect from piece B to piece C.<p>
6. An extrinic move gained by a relay is not removed by a concurrent anti-relay. An instrinsic move removed by an anti-realy is not restored by a concurrent relay.<p>
7. A piece <i>observes</i> another piece if it has an intrinsic move to the other piece's square. Relays, anti-relays, and check are disregarded--only the line of sight matters. (A Rook on c3 sees a Knight on c6 if c4 and c5 are empty, whether or not the Rook could actually make the move.)<p>
8. The piece which gains or loses movement abilities is the target, the piece which causes the gain or loss of movement abitiities is the source.<p>
9. If the observer is the source, this is a <i>direct</i> effect. If the observer is the target, this is an <i>indirect</i> effect.<p>
10. An effect is intrinsic if the movement abitity added to or taken away from the target is an intrinsic move of the source; an efect is extreinsic if the movement abilty added or taken away is extrinsic to the source.<p>
11. An effect is <i>friendly</i> if it only applies to targets belonging to the same army as the source, <i>enemy</i> if it only applies to targets in the other army, and <i>bilateral</i> if it applies to targets of both sides equally.<p>
12. An effect can be fully specified by in order:<br>
a. direct or indirect (direct assumed if not stated)<br>
b. instinsic or extrinsic (instinsic assumed if not stated)<br>
c. friendly, enemy, or bilateral (friendly assumed for relays, enemy assumed for anti-relays)<br>
d. relay or anti-relay<p>
So for example the game I mentioned earlier is Indirect Extrinsic Anti-Relay Grand Chess. This is a variant of Grand Chess where a piece which sees an enemy piece loses any intinsic movement abilities it has that the enemy piece does not have.<p>
I am considering working up a ZRF for Relay/Indirect Extrinsic Anti-relay Tutti-Fruiti chess.
Daniel, Thank you for finding the bug in the ZRF (it actaully affected the SuperChancellorRider). I have subbitted a corrected zrf to the CV pages.
This is worth an excellent because the concept's elegant simplicity is applicable to virtually any variant (though I wouldn't want to apply it to a game slower than FIDE Chess--Ready Shogi would be interesting but would take forever to play). The ready concept is particlary meritorious in games that are faster and more tactical than FIDE Chess -- slowing them down might give them a strategic/tactical balance like FIDE whiler hasving a very different feel. Examples: Ready Tripunch Chess, Ready Tutti-Fruiti Chess, Ready Progressive Chess. This game also works with thematic Kings, which personally I really prefer (when playable) from an esthetic standpoint.
I really like this game. If a King promotion is desired, perhaps a mW2F2cK allowing more mobitity with the stipulation that the 2-square move couldn't cross check (like castling). This would be worth having as the promoted King could get out of a dangerous position quicker, but most mating positions would still be the same. Let's take a look at promotions: Knight is a two atom piece that promotes to a five atom piece--this is the strongest promotion and a good thing -- the 9x9 board weakens the Kinght vs the Bishop and the stronger promotion rebalances the eqaution. Bishop is a two atom piece that promotes to a four atom piece, as is the Camel; the Rook is a three atom piece that promotes to a five atom piece. These promotions are of appoximately equal value. The Silver (FfW) is worth maybe 1 1/3 or so atoms and promotes to a three atom piece, clearly a a bigger gain than Bishop, Rook, or Camel, but a lessar gain than Knight. The Pawn is harder to evaluate -- it can promote in two steps vs five in FIDE but does not promote to a decisive piece, so FIDE's 2/3 atom is probably a good guess. The Gold (WfF) is worth 1 2/3 atoms, so this is the weakest promotion--but Pawn promotions collectively can add a lot of power.
I am more than a little surprized that this game was not chosen as a finalist in the 84 spaces contest. This is an enjoyable, playable three-handed game and that is a very rare thing. I feel that the innovative shifting alliances rule will revitalize the three-handed genre.
I have already given this game a well-earned 'Excellent'. I think Tony is leading the way to some new, exiting Hex Chess games. The key is dropping the attempt to translate square geometry into hex geometry--Heroes is designed to play well in hex from the beginning. The email game I have going with Tony is in the endgame--the game is holding up very well in terms of play value. I believe this game is a serious contender to win the 84 Spaces Contest. I would be astonished if it didn't at least finish high in the rankings. I can't help but wonder if dropping the attempt to translate 2D geometry into 3D would lead to some fine 3D games.
Another idea suggests itself: make the pieces entirely immobile on the next move after a capture, but the piecces are self-readying: for example, White captures a Knight with his Queen on move 28. The Queen may not move or capture on move 29, but the Queen may move or capture normally on move 30 or later. If this game were played with thematic Kings, this could allow a King to administer mate--if Black's King just made a capture, White's King could move next to it and this is check and mate since Black's King can't move and White's king can't be captured (if it could, the checking move was illegal). Capturing with a bare King would mean stalemate, as would capturing with your only mobile piece, if the opponet's move did not release any other or oyur pieces.
I would like to make clear that my comments about games in the 84 Spaces Contest are absolutely in no way intended as crticism of the judges. Having judged Group A with Glenn Overby and Michael Howe, I am well aware of how difficult the judging task is and how diligently the judges do their work. No doubt some will disagree with our decisions as well. Given the overall high quality of the entries, not all of the worthy games can make the finals. I am also quite sure that many of the decisions were very close ones. It's been a pleasure to be part of this contest, both as an entrant and a judge.
Consider a rule a that royal leaper may not leap over a square attacked by the opponent. The Knight is deemed to move orthogonally first, then diagonally. So if a Royal Knight is on c3 and d3 is empty and attacked by the enemy or contains a friendly piece that is attacked by the enemy, the Royal Knight may not move to e2 or e4. If d3 contains an enemy piece defended by the enemy, the Royal Knight MAY move to e2 or e4.
I'm so sorry to see this--but with my own life as busy as it is, I fully understand. Hans, thank you so very much for everything you've done in creating, maintaining, and improving the CV pages during your long tenure. And thank you for leaving the editor-in-chief position is such capable hands.
The author's 'The setup in my diagram is not a mistake' asserts that the diagram correctly reflects his design--that he really intended the asymetircal setup, rather than the diagram-maker messing up. Whether this is a good design decision is an interesting question. I suspect Ralph had a good reason for his choice and I would be interested in hearing it.
I have been experimenting with a Chessgi-type variant of Pocket Mutatution. Add the following simple rule: When a player captures an enemy piece, if the player's pocket is empty, the enemy piece becomes a friendly piece (no mutation) and is put in to the player's pocket; if the player's pocket is not empty, the captured piece is removed from the game. This rule also makes an intriguing variant when added to FIDE Chess.
Three steps to promote on an empty board is about right for the Platypus--it nearly as hard to promote in this game as a pawn in FIDE Chess (which is five steps on an empty board), and the promotion to Rook by a piece worth considerably more than a Pawn is less significant than promoting a Pawn to Queen. I believe that changing the Platypus' move would detract from the balnce of the game, rather than improve it.
Maybe this is really 'The Rook problem' Consider the following mobitity values and their ratios for the following atomic movement pieces ard their corresponding riders (Calucated using a magic number of .7, rounded): Piece Simple Piece Rider Ratio Move Length ----- ------------ ----- ----- ----------- W 3.50 8.10 2.31 1.00 F 3.06 5.93 1.94 1.41 D 3.00 4.89 1.63 2.00 N 5.25 7.96 1.52 2.24 A 2.25 3.07 1.37 2.83 H 2.50 3.20 1.28 3.00 L 4.38 5.43 1.24 3.16 J 3.75 4.45 1.19 3.61 G 1.56 1.74 1.11 4.24 Notice that there is a clear inverse relationship between the geometric move length and the ratio of the mobility of a rider to the mobility of its corresponding simple piece, but the relationship is not linear. Now let's look at the mobility ratios: For the F, the ratio is close to 2 and the Bishop is twice as valuable as the Ferz. For N, the ratio is close to 1.5 and the Nightrider is one and a half times as valuable as the Knight. The ratios for D and A are about 1 2/3 and 1 1/3 rather than the 1 3/4 and 1 1/4 Ralph suggested, but the discrepency is still within reasonble bounds. The values for H, L, J and G and completely untested, but seem reasonable. So it looks like the ratio of the value of a rider to the value of its corresponding simple piece is very similar to the ratio of the mobility of the rider to the mobility of its corrsponding simple piece. Value ratio=mobiility ratio (between two pieces with the same move type). But all of this breaks down for the Rook/Wazir: playtesting amply demonstrates that the value ratio three, but the mobility ratio is only 2.3! Clearly this suggests that the Rook has an advantage over short Rooks that the Bishop does not have over short Bishops, that the NN does not have over the N2, etc. My guess is that the special advantage is King interdiction--the ability of a Rook on the seventh rank (for example), to prevent the enemy King from leaving the eighth rank. A W6 is almost as good as a Rook, but while a W3 can perform interdiction, it needs to get closer to the King, while the R and W6 can stay further away. Can mate is also no doubt a factor. Consider the mobility ratio of the Rook to the Knight--1.54, a fine approximation of the value ratio of 1.5 (per Spielman/Betza). If we make a reasonably-sized deduction from the Bishop to account for colorboundness (say 10%), its adjusted mobility is slightly larger than the Knight's and its value ratios with the Knight and Rook come out right. But the Rook's mobitilty must be adjusted downward to account for its poor forwardness (ruining the numbers) unless the addition for interdiction/can mate is about equal to this deduction. Clearly such an adjustment for poor forwardness must be in order, since by mobility the colorbound Ferz is a bit weaker than the non-colorbound Wazir, but in practice the opposite is true. This suggests that the Wazir loses more value from its poor forwardness than the Ferz loses from colorboundness, and the Rook would lose more than the Bishop but for compensating advantages. Is this a first step toward quantifying adjustment factors so that we can take crowded board mobility as the basis of value and adjust it to get a good idea of the value of a new piece? Any of you mathematicians care to take up the challenge?
Robert, I think you are on the right track. I think the Bishop needs a reduction due to colorboundness, and 10% would make it equal to the Knight. The Amazon seems a little high. Perhaps this is because the Amazon's awesome forking power is a bit harder to use--for example, forking the enemy King and defended Queen is terrific if you fork with a Knight, but useless if you fork with an Amazon. I think that it is neccessary to take the forwardness of mobility and forking power into account--indisputably, a piece that moves forward as a Bishop and backwards as a Rook (fBbR) is stronger than the opposite case (fRbB). Nevertheless, your numbers aren't bad at all as is. They seem to have decent predictive value for 'normal' pieces ( a 'normal' piece moves the same way as it captures, and its move pattern is unchanged by a rotation of 90 degrees of any multiple). Various types of divergent pieces will need corrections--I would assume that a WcR (moves as Wazir, captures as Rook) is stonger than a WmR (capatures as Wazir, moves as Rook) and that both are a bit weaker than the average of the Wazir value and the Rook value.
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