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Since I so cleverly made the initial posting unreachable by using the '&', I'll graciously/shame-facedly re-post the original post, a quote from D C Dennett: 'If we want to know what the answer to a question in, lets say, multiplication is, we can all sit down and calculate, but we may not all agree because some people may get it wrong. But we have got a very good way of determining, now, this is objectively the right answer. But it really does depend on people converging on the same answer. If they didn’t, mathematics would be a very different sort of endeavor. But we can achieve that sort of convergence, that sort of consensus. And we can do that too on empirical, factual matters, like, what water is; yes, its H2O. That’s a fact, no question about it. But there are other questions- not just ethical questions- where agreement has a different sort of status. Is chess a better game than checkers, or will the game of chess be better if the king can move two spaces rather than one? Now, there is evidence that can be amassed on both sides of the issue. And in the end we might find that no consensus could be achieved, no matter how much people learned about the variant ways of playing chess. The preferability of one game over the other would be a matter of opinion and that would be a subjective matter. But notice that its not subjective in the sort of wild sense. It could be perfectly objective that chess would not be improved by a rule that said that the pawns could be moved up to five spaces at a time. Everybody agrees that that’s a much worse game. It just does not warrant playing.' Daniel C. Dennett - Nirmukta interview May 2009 Thanks to Uri Bruck for pointing this out. It seems clear that Dr. Dennett is thinking either of rather small boards when he is considering 'chess', or of the 4-square spacing between the 2 lines of pawns, when he comments about 5-square pawns. I will also point out his use of the word 'could' in 'It could be perfectly objective that...', giving himself wiggle room.
George, the first question you asked was about area-effect pieces: 'How is ''two-step bent nightrider'' Joyce mentions an example of an area effect piece, as Joyce describes it?' The traditional western chesspieces are highly linear. Even the pawns are 'slow linear', if you think about it. The only pieces that aren't purely linear are the knight and the king. The knight, which has a sort of circular footprint, attacks a sort of 2D limited area, rather than some undetermined number of squares along a straight line. This is an example of an area-effect piece. The king is a weaker example. It does just hit a small square area, the squares immediately around it. This can be seen as an area effect, but you can also consider the king merely a fragile, degenerate queen [in the chess and mathematical senses, of course.] The knightzee's footprint [diagrams courtesy of J Good]: o o 2 o 2 o 2 o o o 2 o 2 o 2 o 2 o 2 o o 1 o 1 o o 2 o 2 1 2 o 2 1 2 o 2 o o o N o o o 2 o 2 1 2 o 2 1 2 o 2 o o 1 o 1 o o 2 o 2 o 2 o 2 o 2 o o o 2 o 2 o 2 o o It doesn't go far, but it goes wide. The bent Hero and Shaman pieces are also examples of area effect pieces that are complementary. From the center of a 7x7 square, they cover all the squares that a zebra does not: S Z S H S Z S Z S H H H S Z S H S H S H S H H H O H H H S H S H S H S Z S H H H S Z S Z S H S Z S These represent one sort of area effect piece. The planar pieces in Prince are another sort.
'What does Joyce mean by ''planar, cubic, quartic, quintic'' in his current comment at Charles Gilman's glossary to 'M&Bxxs'?' Well, if you won't accept that it's just a little psychobabble a la my more famous and very distant relative, then I'll confess it is a quick extension of the idea of planar pieces on a cubic board to higher and higher dimensions. There are already several 4D games around, and even 5D and 6D. 'Planar' has become the 2D piece designation, and 'cubic' is clearly something in 3D. While you might prefer something like 'quadric' to 'quartic' for a piece that must make all minimum-distance 4D moves on a 4D or higher board, what would you call a piece that moves in 5 dimensions, rather than 'quintic'? The non-frivolous point is that these pieces, if we are here and now discussing them, are already being tried out on strange-looking chessboards hidden in dark corners by people who know the meanings of words like 'hippogonal' and 'triagonal'. Heck, on a 4x4x4x4, a piece that moves 1, a wazir, can be extended to moving 1 in 2D, 3D, and 4D by using the most restrictive blocking rules. So the 4D 'wazir', a 'hyperzir' can move like a ferz, if the 2x2 square defined by the start and end squares is empty, allowing it to move 1,1 - but both ways. Likewise, it could move 1,1,1, and go to the opposite corner of a 2x2x2 cube, if all other 6 cubes are empty. We can extend ever upward, to a 16-position tesseract, and a 32-position whateveritis in 5D... There. I think I've described a whole new class of pieces, based on a unit that can move 1 square in any and every direction, up to the limits of the dimensionality of the board it's on. ;-) Now here's a headache: the piece I described started as a wazir, capable of moving 1 square at a time, to every square on the board. Put a hyperferz together, that has the same properties as the 'hyperzir', and also the same properties as the ferz, in that it's bound to a regular subset of the board, a multidimensional lattice. Enjoy.
One of the humorous Chess articles I have read was about the different ways that the Knight's move was described over the centuries. Sorry, I do not absolutely recall the book that it was in(I believe that it was in Mensa's book on Chess). It gave a large variety of examples, each more convoluted the next. All took a bit of careful consideration(or at least diagrams) to work out their logic. Some just made the reader go sparrow. I bring this up as an example, so that hopefully developers will avoid re-hashing particular descriptives. Thus continuing the confusion of particular pieces. BTW, my description of a Knight move is a translation to the opposite corner cell of a 2x3 area. Is it better than others? Maybe not. But I really like it. ;-)
Gee, Larry, don't you know the only description of the knight's move is 'out 2 and over 1'? (Or was that up 1 and over 2?) Anyway, that has to be the description because that's how you count the move out in 4D chess. So we gotta use my way... not. There are many ways to describe the moves of pieces, and many reasons why the movement rules are written the way they are. But without some standards, no one will know what the heck anyone else has done. Still, alternative ways to describe moves will be used for the foreseeable future. And actually, that knight move description is true of my version of Hyperchess. Unless I can give everyone 4D glasses with the game rules, the only real way to figure the knight's move in 4D is to count it out. Thus, '2 and 1', rather than a 2x3 rectangle, which is much harder to visualize on a 4D board. And it points out the real problem we have of defining moves so that others can understand them. I would propose a very simple system, based on the footprints of the pieces, to give the exact shape/pattern of the move, and hope against hope that is enough. Otherwise, the task is monumental, and needs several people with different talents, most likely. I can assure you one is not enough, nor are two, unless they have an amazing amount of time to work on it and discuss the project. [You might check out the attempt at the CVwiki; it's an illustration of the difficulties involved.] The problem is that I don't really believe there is a very simple system to do this, so we're screwed, so to speak. We'd [most likely] have to use 'atoms' into which the pieces are broken down, and the pieces would have to also have 'flavors', like mode of capture, method[s] of transit from beginning location to ending, whether it's self-moving or requires activation to do anything, special features, eg: royal...
Yeah, I remember an on-line argument between some individuals about the 'diagonal' descriptive in hexagonal games. One insisted that it was improper because not only did the target cell have a tenuous connection to the starting cell but that it involved the shift of three axes on the field(rather than two) and thus the term 'diagonal' was insufficient. Another even argued that there were no 'diagonal' moves on the hexagonal field, merely leaps to orthogonally-connected cells. There was much venom, and an excessive use of mathematics. In the end, common use may have won. Few(and there are still some) will now argue about the term 'diagonal' in the description of this form of translation on the hexagonal field. Perception is probably the greatest factor in game descriptions. How does a designer relate their concepts to the potential player in such a way that they can easily visualize them? Building upon common ground is probably a sound approach. Verbal logic, with minimal use of mathematical formulae(which some players may have a dis-advantage), is a positive. Consistency, at least within a given ruleset, is also a necessity.
How many chess variants can dance on the head of a pin?
All of then Rich. After all, they are just thoughts without mass, lots of efemeral ideas wich a few ones become solid and materialize in boards and pieces.
The lack of mass could explain the apparent lack of traction of any particular variant of FIDE chess to get positioned as 'the next chess'.
In the pursuit of mathematical definitions for games and their pieces, one of the basic qualities, often over-looked, is fun. Primarily because it is impossible to fully quantify, but also it is very subjective. Allow me to point out a game which I find quite enjoyable. This is V. R. Parton's Royal Fury. One which he claimed as a futuristic form of Chess. It contains many pieces of power, both strong and strange. Therefore it is un-forgiving in its play. One mistake can lead to disaster. I had written a Zillions implementation, primarily for my personal use(since it can be difficult to find human opponents who were willing to risk such a game), to test out the potential of this game. And discovered its high level of aggravation(a quality which I thoroughly enjoy). Also, that Zillions was really not up to the task of prosecuting a good form of play with this game. I even tried various alternate set-up patterns to see if there was an optimum. And discovered that Parton's was most probably the best(at least in comparison to those I had attempted). So I now accept its master's wishes. Like Nemoroth, Royal Fury has pieces which affect and are affected by other pieces. This can be a source of great frustration for many new players. Yet I find this quality of frustration(primarily within myself) again enjoyable. I point all this out to demonstrate an aspect in the nature of fun. Not as an absolute value but simply as a subjective facet. Other might not enjoy such games, nor should they be forced to play such(this would be seriously contrary to the nature of fun). But there are many in this world, whose population is numbered in billions, who might enjoy an occasional game of Royal Fury.
Here's something interesting: http://www.comedycentral.com/videos/index.jhtml?videoId=222671&title=games-the-annihilator
Hey, Larry. You realize what you've done, don't you? I can think of at least 2 people*, right off the top of my head, that would put that piece in a game, but I will mention neither Jeremy nor Carlos [as opposed to carlos] by name. *besides you, of course ;-)
Joe writes: 'Gee, Larry, don't you know the only description of the knight's move is 'out 2 and over 1'? (Or was that up 1 and over 2?) Anyway, that has to be the description because that's how you count the move out in 4D chess.'
On the other hand, the nonleaping Horse in Xiangqi first moves one space orthogonally followed by one more space diagonally outward. And according to the rules of Wormhole Chess, 'The Knight moves as a Knight in FIDE Chess, one space orthogonally, then one space in an outward diagonal direction, jumping over intervening pieces.' While the Knight ignores any pieces occupying the squares it passes over, it still must follow the underlying geometry of the board. In Wormhole Chess this board geometry is constantly changing, so the exact definition of the Knight's move will affect its destination squares.
Are any of those special annihilator pieces still available for purchase?
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