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Comments by MichaelNelson

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Pocket Polypiece Chess 43. Game with off-board pocket where all pieces of a type change when one piece of a type is moved normally. (7x6, Cells: 43) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Apr 10, 2003 11:21 PM UTC:
Antoine,

I agree that that such endgames are just fine -- many alternatives are
equally playable but the key thing is choosing which set of playable
alternatives suits your conception of what you want the game to be. I
might have chosen differently, but I believe your are designing an
excellent game.

Ataturk Chess. Players may announce a different piece to be royal. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, Apr 10, 2003 11:49 PM UTC:Excellent ★★★★★
A really fine game concept. I can't help but wonder how well Attaturk Lag Chess would play.

Outer Space Chess. Space-themed game with hyperspace and regular space boards. (2x(5x8), Cells: 43) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, Apr 12, 2003 12:27 AM UTC:
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>.

Michael Nelson wrote on Sat, Apr 12, 2003 09:30 PM UTC:
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?

Civility[Subject Thread] [Add Response]
Michael Nelson wrote on Mon, Apr 14, 2003 04:53 PM UTC:
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.

Kriegspiel - Cincinnati Style. A description of Kriegspiel as played in Cincinnati in the 1970's, with a discussion of why those particular rules were used.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, Apr 15, 2003 06:42 PM UTC:
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.

Outback Chess. New pieces on plus-shaped board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Fri, Apr 18, 2003 05:07 AM UTC:Excellent ★★★★★
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.

Anti-Relay Chess[Subject Thread] [Add Response]
Michael Nelson wrote on Wed, Apr 30, 2003 03:46 PM UTC:
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.

Michael Nelson wrote on Wed, Apr 30, 2003 10:34 PM UTC:
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.

Michael Nelson wrote on Sat, May 3, 2003 04:58 PM UTC:
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.

Michael Nelson wrote on Thu, May 8, 2003 12:36 AM UTC:
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.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Fri, May 9, 2003 10:19 PM UTC:
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.

Ready Chess. Pieces cannot capture right after capturing, they have to be restored first. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Tue, May 20, 2003 04:10 PM UTC:Excellent ★★★★★
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.

PromoChess. Everything but the king can power up. Mix of Japanese/Western/fairy pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, May 21, 2003 02:45 PM UTC:Excellent ★★★★★
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.

Orwell Chess. Three player variant themed on George Orwell's 1984. (7x12, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 08:31 PM UTC:Excellent ★★★★★
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.

Heroes Hexagonal Chess. Hexagonal variant with special Hero piece which enhances other pieces. (Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 08:44 PM UTC:
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.

Ready Chess. Pieces cannot capture right after capturing, they have to be restored first. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 09:27 PM UTC:
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.

84 Spaces Contest. 84 Spaces Contest begins![All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 09:40 PM UTC:
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.

Ataturk Chess. Players may announce a different piece to be royal. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Thu, May 22, 2003 11:51 PM UTC:
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.

Hans Bodlaender resigns as editor-in-chief. Missing description[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, May 26, 2003 02:32 PM UTC:
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.

Chessopoly. Board with a hole in the middle where pawns move clockwise. (12x12, Cells: 128) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Sat, May 31, 2003 03:43 PM UTC:
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.

Pocket Mutation Chess. Take one of your pieces off the board, maybe change it, keep it in reserve, and drop it on the board later. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Michael Nelson wrote on Sat, Jun 21, 2003 04:11 PM UTC:
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.

Outback Chess. New pieces on plus-shaped board. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
Michael Nelson wrote on Mon, Jul 7, 2003 12:27 AM UTC:
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.

Ideal Values and Practical Values (part 3). More on the value of Chess pieces.[All Comments] [Add Comment or Rating]
Michael Nelson wrote on Wed, Jul 9, 2003 09:35 PM UTC:
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?

Michael Nelson wrote on Thu, Jul 10, 2003 03:26 PM UTC:
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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