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Comments by GeorgeDuke

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Isis and Cam. Two variants based on ancient English universities and the rivers near them. (6x8, Cells: 48) [All Comments] [Add Comment or Rating]
George Duke wrote on Sun, Mar 28, 2004 08:42 PM UTC:Excellent ★★★★★
Interesting literary and cinematic themes. Micro-regional CVs for each college-university town in USA by extension would make 700 more CVs--just the ticket. With liberty to relate to recent 'Game Design,' comment follows there just using Isis as example.

[Subject Thread] [Add Response]
George Duke wrote on Sun, Mar 28, 2004 08:55 PM UTC:
One CV by way example, Isis posted week of 25 March, design analysis:
# squares: 48
# piece types: 5
Piece-type density: 10.4%
Est. piece values: P1, B3, K2, Q4, M8
Initial piece density: 50%
Power density: 68/48 = 1.42  [Orthodox Fide's is about 1.25 or 1.30]
Exchange Gradient: G = 0.425, using range of values here 1,2,3,4,8
[Orthodox Fide is about 0.50, and Isis shows better exchange potential
with lower G]
Ave. Game Length projected:  #Moves = (4(Z)(ptD)/(PD)(1-G)) = 
(4)(48)(0.104)/(1.42)(0.575) = 24 Moves
So, Isis games should not be very long because small Z (board size) and
high potential advantage in exchange (low G).
Other features: River reduces value of Q.
Comments: Obviously, some values are estimates not completely amenable to
analysis.  From description only, comparing different games shows trends
in useful, compact numerical information, able to complement
clearly-written game rules.

George Duke wrote on Sun, Mar 28, 2004 09:06 PM UTC:
Of course Larry Smith and Michael Nelson are right that predilections rank
high in importance. No one yet addresses multiplicity of chess game-rules
sets, more than anyone can absorb at the level of play. Maybe would-be
designers could curb or arrest addiction to design.  Or, a change in rules
of a long-established game like Ultima, for ex., should be a very cautious
act, as a recent Comment under Ultima advises.  David Pritchard from Introduction
to Encyclopedia of Chess Variants: 'Anyone can invent a new CV within ten
seconds and unfortunately some people do' and 'Probably most CVs are
best consigned to oblivion.'

George Duke wrote on Tue, Mar 30, 2004 05:32 PM UTC:
Moises Sole asks about G Exchange Gradient in move equation. See my comment here 
'To go with Depth-Clarity....'  Heuristically, G is average of all the
possible ratio-pairings of piece values, King included.  Informally: to avoid
'infinities,' put smaller value always on top, normalizing. 
In specific case of Isis with piece values 1,2,3,4,8, it becomes:    (1/2
+ 1/3 + 1/4 + 1/8 + 2/3 + 2/4 + 2/8 + 3/4 + 3/8 + 4/8)/(10) = 0.425. 
Then (1-G) for right directionality with the other factors in #M equation
is 0.575.  The first use of G, or (1-G), is to predict average number of
moves in a game-concept. This predicts closely game length for those tested so far: 
 M = 4(Z)(T)/(P)(1-G), where M #Moves, Z board size, T piece-type density, 
P Power density, G Gradient as above.

George Duke wrote on Wed, Mar 31, 2004 04:37 PM UTC:
Jack & Witches design analysis:
# squares: 84
# piece types: 9
Piece-type density: 0.101
Est. piece values: P1,L2,N3,B2,R5, J1(in hand), K2,C7,W12 [Probably Pawns
are less than 1 and Witch greater than 12, but convenient to stay at these
limits]
Initial piece density: 48%
Power density: 122/84 = 1.45
Exchange gradient: 0.444; (1-G) = 0.556
#M = (3.5(84)(0.101))/(1.45(0.556)) = 37 moves [Still fine-tuning constant
now 3.5 instead of 4]
Other features: Transporter cells do not disproportionately affect piece
values.
Comments: Power density is high substantially from number of pieces
paired, five(5).

George Duke wrote on Wed, Mar 31, 2004 04:51 PM UTC:
Rococo design analysis:
# squares: 82 [counting rim squares as 1/2]
# piece types: 8
Piece-type density: 0.098
Est. piece values: P2,W3,K3,C4,S5,L7,A8,I10
Initial piece density: 32/82 = 39%
Power density: 126/82 =1.54
Exchange gradient: 0.69; (1-G) = 0.31
Ave. Game Length: #M = (3.5(82)(0.098))/(1.54(0.31)) = 60 moves
Other features: Reasonable to count as 1/2 border squares, reachable only 
               by capture.  The high exchange gradient (low exchange 
              potential) reflects steady continuum of piece values.
Comments: Long games, high # moves predicted, and Rococo is game that 
          player can recover from being down in material.

George Duke wrote on Wed, Mar 31, 2004 05:25 PM UTC:
Predictions for the length of games (#M) is not the main goal for looking
at CVs analytically. Yet results from Courier completed games
interesting:
               -predicted ave.#M-        -Game Courier-
Jacks&Witches       37                   11-03-04 23 = 24 Moves,     
                                               (anticipating checkmate)
                                         07-10-03 14 = 16 Moves
                                         28-10-03 26 = 36 Moves,
                                         checkmate maybe 10 moves ahead
Rococo              60             15-12-03  44 Moves
                                   16-01-04  55 = 60 Moves,
                                         (checkmate five moves ahead)    
                                   23-12-03  53 = about 58 Moves played out
  The trend is apparent that, with Z Board size more or less constant,
Exchange Gradient especially has high predictive value for length (#M).

George Duke wrote on Wed, Mar 31, 2004 10:45 PM UTC:
Wildebeest Chess design analysis:
# squares: 110
# piece types: 8
Piece-type density: 7.27%
Est. piece values: P1, N3, B3, R5, Q10, K3, C4, W8
Initial piece density: 40%
Power density: 1.27
Exchange Gradient: 0.499; (1-G) = 0.501
Ave. Game Length Projected: #Moves=((3.5)(110)(0.0727))/((1.2727)(0.499))
                             =    44  Moves
Features: Unbalanced initial positioning suggests a hundred more 
          variations on the same board with the same pieces.
Comments: Despite large Z board size,low PTD suggests average-length games.

George Duke wrote on Wed, Mar 31, 2004 11:21 PM UTC:
Antoine Fourriere mis-reads Larry Smith's idea, which I agree with, that
potential for advantage in the exchange comes from significant differences
in piece values, regardless whether many an exchange may appear equal. I
incorporate these piece-value disparities numerically in what is called
Exchange Gradient. In Antoine's words, 'a useful variable' of 'over-all 
strength by piecetype variance' is exactly what EG is.

Ultima. Game where each type of piece has a different capturing ability. Also called Baroque. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
George Duke wrote on Thu, Apr 1, 2004 04:52 PM UTC:
Ultima design analysis:
# squares: 64
# piece types: 7
Piece-type density: 10.9%
Initial piece density: 50%
Power density: 84/64 = 1.31
Long diagonal: a1-h8
Est. piece values: P1, K2, W3, Co 3, Ca 4, L 5, I 8
Exchange Gradient: G = 0.505; (1-G)=0.495
Ave. Game Length: M = 3.5(Z)(T)/(P)(1-G) = (3.5*64*0.109)/(1.31*0.495) =
38 Moves
Features:  Unusual Pawns (pincer) may cohere with the chosen piece mix
Comments: Prosaic values across the board confound evaluation.

[Subject Thread] [Add Response]
George Duke wrote on Fri, Apr 2, 2004 12:52 AM UTC:
We may need an Advanced Exchange Gradient, per Antoine Fourriere's method,
for some studies, to reflect all individual pieces' value relationships. So
far the only formula out of EG is No. of Moves, and for that any
imprecision of not counting each piece separately is offset an extent by
over-all Power Density and the constant in M = 3.5(Z*T)/(P*(1-G)),
keeping this remark brief. I am also working on a variable to reflect
Lavieri's cry for measure of positional-advantage potential too.

Battle Chieftain Chess. Warriors and a king fight on a board with walls and holes. (10x11, Cells: 84) [All Comments] [Add Comment or Rating]
George Duke wrote on Fri, Apr 2, 2004 09:44 PM UTC:
Battle Chieftain design analysis:
# squares: 84
# piece types: 1, differentiated into one K makes 1.5
Piece-type density: 1.8%
Est. piece values: B5
Initial piece density: 24%
Power density: 1.19
Long diagonal: a1-i9
Exchange gradient: 0.98 (assuming minimal differentiation Berserker
         to King-equivalent: 5.0/5.1);(1-G)=0.02
Ave. game length: M = 3.5Z(T)/P(1-G)=(3.5*84*(0.018))/(1.19)(0.02)=
                           222 Moves
Features: These are all Rooks (interest only as extreme case)
Comment: Values reasonable except G;(1-G) is just some low value
       and M is >100

Quintessential chess. Large chess variants, with some pieces moving with a sequence of knight moves in a zigzag line. (10x10, Cells: 84) [All Comments] [Add Comment or Rating]
George Duke wrote on Sat, Apr 3, 2004 05:59 PM UTC:
Quintessential Chess design analysis
#squares: 84
#piece types: 7
Piece-type density: 8.3%
Est. piece values: P1, K2, D5, Q6, J7, C7, L9 [Janus and Centurion are  
                   close in value; on board any smaller C>J]
Initial piece density: 48%
Long diagonal: c1-j8
Power density: 1.64
Exchange gradient: 0.502; (1-G) = 0.498
Ave. game length projected: M = 3.5*Z*T/P*(1-G) =
                           3.5(84)(0.083)/(1.64)(0.498)= 30 Moves
Features: Diagonal-moving pieces predominate, yet values separate
          enough that a typical Gradient appears.
Comments: To estimate these piece values takes more than usual sliding 
          of values up and down til they become appropriate

[Subject Thread] [Add Response]
George Duke wrote on Sun, Apr 4, 2004 07:32 PM UTC:
In the recent long comment, Antoine Fourriere names 7 CVs I believe in
first paragraph, and seven more through article, only two of his own
'portfolio'(both which I rated Excellent), the rest I suppose from his
'repertory'. Another mind might list a different 7 as standard, or as
formative. Not everyone uses Shogi, for ex., as model for western CVs.
Still another team may have 7 more, theme-based perhaps, another 7 violent
games, and so on to another group with 70 micro-regional-based, 700 small
CVs, 7000 larger variants, 70,000 more sacrosanct to some. What way out
except to begin to have design analysis criteria? Or, historicocritically,
as Vladimar Lenin says, 'What Is To Be Done?'

George Duke wrote on Sun, Apr 4, 2004 07:43 PM UTC:
Note that M = 3.5ZT/P(1-G) is useful form of Move Equation because T,
piece-type density, will figure in the Positional-advantage Potential
Equation, yet to be posted. Use of T, piece-type density, in both enables
other comparisons later. Actually, of course, for Game Length, #M =
3.5N/P(1-G), N simply number of piece-types, is all that is necessary,
eliminating Z Board Size from numerator. Z still contributes to
determination of Power Density. So, original equation reduces to M =
3.5N/P(1-G)

Capablanca's chess. An enlarged chess variant, proposed by Capablanca. (10x8, Cells: 80) (Recognized!)[All Comments] [Add Comment or Rating]
George Duke wrote on Sun, Apr 4, 2004 08:04 PM UTC:
Capablanca's Chess design analysis
# squares: 80
# piece types: 8
Piece-type density: 10%
Initial piece density: 50%
Long diagonal: a1-h8
Est. piece values: P1, K2, N3, B3, R5, A7, C8, Q9
Power density: 1.40
Exchange Gradient: 0.469 (1 - G = 0.531)
Ave. Game Length Projected: M = 3.5T/P(1-G) = (3.5*8)/(1.4*(0.531))
                                 =    38  Moves
Features: Includes all three two-fold R-N-B compounds, low G means very  
          good exchange potential
Comment: Around 80 years now since the Grandmaster's advocacy of larger 
         board to confront draw problem, Capablanca's Chess 
         practically mimics Carrera's idea from about 400 years ago.

Rules of Chess FAQ. Frequently asked chess questions.[All Comments] [Add Comment or Rating]
George Duke wrote on Sun, Apr 4, 2004 08:24 PM UTC:
Orthodox (Mad Queen) design analysis:
# squares: 64
# piece types: 6
Initial piece density: 50%
Piece values: P1, N3, B3, R5, Q9
Power density: 1.22
Exchange Gradient: 0.50
Ave. Game Length: #M = (3.5*6)/(1.22*0.5) = 34 moves

Capablanca's chess. An enlarged chess variant, proposed by Capablanca. (10x8, Cells: 80) (Recognized!)[All Comments] [Add Comment or Rating]
George Duke wrote on Sun, Apr 4, 2004 09:11 PM UTC:
Michael Howe: Larry Smith in 21-3-04 Game Design comment: 'The advantage
in the exchange: No matter the number of the various pieces, a game might
have a significant difference between the weakest and the strongest. This
allows for the potential of advantage in the game, even if the exchanges
are equal. Of course this value would be quite difficult to quantify and
would vary from one game to the next, being dependent upon field and
goal.'
Exchange Gradient now quantifies this, and used for Moves, it closely
predicts game lengths, looking at Courier games and elsewhere.  I
repeatedly called attention to Mark Thompson's article 'Defining
Abstract'(Depth, Clarity, Drama) until someone took note. Now I call
attention to Smith's Exchange Gradient as useful predictor. Here
Capablanca's Chess should show longer games systematically than Orthodox,
its low EG not overcoming higher board size.

Horus. Game with Royal Falcons where all pieces start off board and most captures return pieces to owner's hand. (7x7, Cells: 44) [All Comments] [Add Comment or Rating]
George Duke wrote on Mon, Apr 5, 2004 03:41 PM UTC:Poor ★
'Horus', in conjunction with Chess, is not original to this game, far
from being Peter Aronson's idea. The game description's first line,
'Horus named for the Egyptian God who bears the title Falcon of the
Horizon and who was sometimes depicted as having a Falcon head,' figures
recurrently in my Chess poetry since year 2000.  In 'Castle Early' I
write about 'Falcon-headed Horus.'  In 'Chess Morality IV Promotion':
'From chimeral horizon unto zenith'--referring to Horus.  In 'CM IX
Sacrifice': 'Falcon head.'  In 'CM X': 'Above the Pyramid, the Eye
of Horus, the Falcon god.' In 'CM XI': 'Falcon and ankh'(of Horus). 
And so on, the Falcon-Horus image still being developed to
support Falcon Chess. (US Patent 5690334)Fiction like poetry is unusual for CVP,
but takes a lot more work I have found than mere write-ups of game rules. 
I object to this game's being called Horus, albeit for a small chess, as a 
matter of courtesy.  It usurps the name Horus just as disrespectfully as taking 
the name of an existing game for one's own--not up to Chess Variant Page's usual
standards. The 'Good' simply reflects that 44-sq. Falcon ZRF is
reasonable trainer in what is the first of the four fundamental Western
game pieces. And three of them even may interact with Bishop and Knight.
(N.B., not fully amplified in Complete Permutation Chess, Falcon is 
first of the four R-N-B-F in that they are implicit in F, not vice versa.)

George Duke wrote on Mon, Apr 12, 2004 03:44 PM UTC:Poor ★
Bad enough that CVP editor no less lifts 'Horus' from major theme of 600
lines of Falcon Chess poetry since 2000.  Peter Aronson also puts out 
misleading description of Falcon move beginning, 'Falcon moves
like a Bison.'  Hardly correct. Falcon is a Rider with one or two
45-degree turns. 'Bison' appears nowhere in 2000 Pritchard's
'Encyclopedia of CV' games or 2000 more games in CVP (4000 total games so
far). Fitting into no false, preconceived template, Falcon does not jump
like Knight (1,2), or Camel (1,3) or Zebra (2,3).  Whereas, theoretical
Bison is a (1,3)(2,3)Leaper defined in very rare couple of problems.  My 
Patent Disclosure in January 1995 cites three(3)Pritchard ECV games with (Z+N)
compound and three others with (C+N). 
'Actual Bison' (as Zebra plus Camel), even if it appeared in any game, would not
particularly elucidate Falcon move, since they are from wholly different
families of pieces, Leapers and Riders. Aronson goes on that Falcon (US
Patent 5690334) has greater piece value than 'lame Bison.' What is that? He never 
defines it.  What to make of describing a fundamental Chess
piece (Falcon, with R, N, B the other three such) in terms of what it is
not?  It's like playing a game of twenty(20) Questions: is it this, or is it
that, until what is left out of everything possible is what it is.

George Duke wrote on Mon, Apr 12, 2004 04:03 PM UTC:
Coined in 2003 by Ralph Betza (and never used by anyone else)the term 'Lame' is applied to 
Dabbaba, where from e4 it can move to e6 if and only if e5 is empty. 'Lameness' to him makes a 
leaper not a leaper, since it requires unobstructed pathway.
Yet Falcon uniquely has three(3)pathways to each square 3 steps away not reachable by Knight 
or Queen. So neither lameness nor leaping describe Falcon. Aronson goes on: 'One result is that, 
unlike with Lame pieces, if Black's Falcon attacks White's Falcon, White's Falcon also attacks 
Black's Falcon.' [Later I delete here some lines speculating what a 'lame Bison'is. 
Who knows? Aronson refuses to define it; as of April 2004, no one has 
used 'lame' for any oblique mover at all. The uncomplimentary term originates with Aronson. 
He just wants pejorative adjective attached to Falcon, and succeeds to the extent  
others now start calling F 'lame'--after Aronson writes that Falcon is not lame.  
Altogether a worthless, deliberately misleading move description.]
It is not worth delving into these 20-Questions-like what-it-is-not
snapshots of F move.  Just go to original articles, where Falcon defined affirmatively
in terms of Rook, Knight, and Bishop, and those four standards' mutuality
and accompaniments are honestly and systematically related.

George Duke wrote on Fri, Apr 16, 2004 02:31 AM UTC:Poor ★
US Patent 5690334 for Falcon Chess is about seven years past the challenge
stage, so patent's claims are solid having been unchallenged. Games
patents go back over 100 years, including Scrabble, Monopoly; Peter
Aronson mentions under Complete Permutation, Ed Trice's Gothic Chess
Patent 6481716. Lost on Aronson is that 'Horus', while perfectly obvious, is
already used extensively in Falcon Chess poetry for the same patented
novelty. Having searched for just the right wording for Falcon-Horus
images, I think of it as expropriation for this miniature chess: no
commercial consequence would be issue, just common courtesy for those who
may not be singlemindedly obsessed with churning out new sets of game
rules.  Patenting is wholly different sphere than mere names of games:
about five US Patents for Chess issue per year, down from a peak of ten a
decade ago. As stated in Complete Permutation Chess comment, because
well-schooled in variants myself, I deliberately excluded 8x8 from my
claims, so CVist may experiment and welcome to use Falcon there without
infringement. [One could] relate these ideas to Fergus Duniho's Enneagram
under Game Design.

[Subject Thread] [Add Response]
George Duke wrote on Fri, May 14, 2004 10:53 PM UTC:
Regarding Roberto's comment, I think most consider Vladimir Kramnik the
'actual World Champion,' not Ruslan Ponomariov.  That is because Kramnik
beat Gary Kasparov, 13th champion, in 2000 to become 14th in a succession
that goes back clearly to at least 1886 with Wilhelm Steinitz the first. 
Whereas, Ponomariov is only the most recent winner of FIDE 'lottery' as
128- or 64-elimination tournaments have been called.  If Peter Leko
defeats Kramnik in Sept./Oct.2004, in match backed by new Association of
Chess Professionals, likewise most everyone will regard Leko as 15th World 
Chess champion. Of course, there is talk of 'unifying' the title, but FIDE
has usually sanctioned the (recent) Fischer-Karpov-Kasparov-Kramnik
succession.

Patt-schach (Stalemate chess). Players start with an illegal move from a stalemated position. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
George Duke wrote on Tue, Jun 22, 2004 04:22 PM UTC:Good ★★★★
I maintain the starting arrays within Passed Pawns Chess and Passed Pawns, Scorpions and Dragon are improvements over this 'advanced pawns' concept. I did not find Patt-schach and Upside-Down Chess right away(although I knew I had seen them about 1996), as references for those two variant pages from 2003, designed equally to highlight Falcon move.

Passed Pawns, Scorpions and Dragon. More Falcon Chess Variants.[All Comments] [Add Comment or Rating]
💡📝George Duke wrote on Tue, Jun 22, 2004 04:31 PM UTC:
Games that previously use advanced Pawns systematically in starting array are Patt-Schach, Upside-Down Chess, and thirdly French Revolution Chess. I think the arrays here in Passed Pawns Chess are unique with piece and pawn adjacency centrally.

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