Comments by GregoryStrong
This game is very interesting. It does look like the knight is a heck of a value at only 2 stones. I would make 14 Knights and a Rook. I bet that would be hard to deal with!
Hmmm... very interesting idea, but I don't think that this can happen. Do you mean just not orthogonally adjacent? Otherwise I don't think there's enough squares to achieve a win ...
ChessV now supports this game. Since some rules are not known exactly, I had to make some guesses based on information on this page. So here you have it:
Castling: Castling is allowed if neither piece has moved previously. The King always slides 3 squares when castling to either side. The King may not castle into or through Check, but there is no prohibition against castling out of Check.
King's Leap: The King may also make a single 2-space leap horizontally or vertically on its first move. You may not leap into Check, but may leap out of it. Attacks on the square jumped over are irrelevant.
Misc: The special 2-space pawn move restriction mentioned here is implemented. Stalemate and 3-time repetition are considered draws. The 50-move pawn rule is also in effect.
I like this game a lot (or more particularly, the Unicorn Great Chess which doesn't have a page yet.) I have been thinking about how the pieces should be valued, and here is my suggestion:
Knight - 2.5
Bishop - 3.5
Lion - 4
Rook - 5
Chancellor - 8
Queen - 9
Unicorn - 9.5
These values may well be closer than mine, but I'm having a hard time believing that the Queen is worth more than the Unicorn. At the beginning of the game, the board is 44% full, and at that point the Unicorn has an average mobility of 14.18, compaired to only 12.36 for the Queen. Now, as pieces get traded off and the board clears out, the mobility of the Queen goes up a little faster. The average mobility of the two just happens to break even when exactly half the pieces are gone (board 22% full). And with even fewer pieces, the Queen begins to develop a small mobility advantage.
But, of course, there's more than mobility. I think other factors favor the Unicorn as well. The Queen attacks in 8 directions, whereas the Unicorn attacks in 12, giving it more forking power. Also, of the Queen's 8 directions, only 3 of them are forward. The Unicorn has twice as many forward attack directions (although 2 of them have a rather shallow slope.) Finally, there's stealth. The Unicorn's attacks along Knightrider lines is stealthy, meaning pieces attacked this way cannot counter-attack, with the exception of the Knight.
Presumably, the Queen has advantages, too. The forward Rook-slide is a very nice move because of it's ability to coordinate with the move of the pawns, and the Unicorn lacks this move. Any other Queen advantages I'm overlooking?
If anyone is interested in running a test, I think we can with the Game Courier. You take 2 Queens, I'll take 2 Unicorns ...
This is, indeed, a very interesting game! I did just notice, however, another game with this name on George Jelliss' A Guide to Variant Chess site. The site indicates that this game was published in Variant Chess in 1991. I don't know if this is a problem or not, but I thought I would point it out.
Please understand, though, that I do not mean to diminish the creativity of this game in any way. The Jester is a particularly good innovation, and helps to diminish the value of opening books in a big way!
I would like to second David's comments, particularly regarding the pawn promotion. You have created a new piece combining all moves which can only be attained by pawn promotion; I see little reason to offer under-promotion. You already have to have an Amazon piece in the set, so you shouldn't need the option to promote to weaker pieces for that reason. Also, the more promotion options you allow, the slower computer programs which play the game become. The more promotion options there are, the more legal moves there are, and the larger the search tree becomes.
I do think this game looks interesting, though. I like the starting array, especially the symmetry. I'll post a Game Courier invitation shortly, and give it a try...
Thank you, Robert. Actually, there is something that you (and others) can do to help. If you beat it (as you did in Grand Chess), and if it's obvious how you did it, that information could be helpful to me. It should be possible to tweak the evaluation function to fix strategical weaknesses, provided we can identify those weaknesses. A save-game file could be helpful to me, too. Of course, I realise that often a win is achieved by staying slightly ahead throughout the game, and not by exploiting some weakness, but if you (or anyone else) does identify some specific weakness, I would like to know about it! In any event, if anyone beats ChessV in a game in which it is able to calculate to a reasonable depth (depending on time and speed of your computer), I would appreciate it if you could e-mail the save-game file to me!
Swapper question ... Can a swapper perform 'mutual destruction' with a friendly piece? The rules aren't clear on this. Thanks!
Ohhh... Thank you for pointing this out! I will have to update ChessV to correct this. Actually, I'd like to add support for the Duniho variant, too (now that I'm aware of its existance.) Is this OK Fergus? and what are the additional rules? Thanks! Greg LATER EDIT: I had posted this before Fergus had posted his additional comment. Now I'm really confused ... :)
Hmmm... I do like the idea of the Enhanced Castling presented here, but it might be a bit too powerful. How about a half-enhanced castling, in which the King can go as far as desired, but the Rook must then always be placed just on the other side? That should be a little easier to program, and I think I like the rule better, too... I don't like giving the King a free choice of any square, *and* letting the Rook pick the open file, all on the same move.
Thank you for your feedback, and I sincerely do appreciate it. May I ask which game you were playing? ChessV is better at some games than others. It would also help me if you could tell me which operating system you use. I seem to have problems with Windows 98/ME that I don't have with 2000/XP. Also, save-game files of any game in which you win are helpful. Thanks again! If you are having problems with bugs, please wait for a couple of new versions. I am about to stop adding new games, and concentrating on fixing all bugs. When I feel it is a stable as possible, I will release version 1.0
Sorry for the delay, Roberto, I've been distracted by a couple of things ... I will have version 0.7, Ultima-enabled, posted either late this evening, or tomorrow. Of course, I'll make a post here when it's up. Thanks for your continued interest!
I haven't given a game a 'poor' rating yet, but I really can't give this game anything else. The first thing I think when I look at this is 'Isn't there ANYTHING about the game of Chess that was ok as-is?' He changed the number of files, the number of ranks; changed the move of the Rook, the Bishop, the Pawns (no enpassant) ... He re-arranged the pawns! He doubled the number of Queens!!! And then there's the barrier pawn, which might make center-play more interesting, but boy is it nothing like a 'normal' Chess piece. And no resigning?!? I won't even comment on that one. On the up-side, yes, he did add symmetry, but I just can't see giving it a 'good' rating. It just looks like an extreme over-reach that wasn't all that well thought-out. Of course, I must admit that I haven't played it (yet) ... It is possible that my opinion would improve.
Since you all provided so much input into evaluation, I thought you might be interested in the various terms I used in the Ultima evaluation function for ChessV... I used George Duke's piece values of Pawn = 1000, Withdrawer = 3100, Coordinator = 2900, Chameleon = 4300, Long Leaper = 5300, and Immobilizer = 8200. All immobilized pieces are penalized -25% of their value. The Withdrawer gets a small bonus proportional to the value of the most valuable adjacent enemy piece (provided there is at least 1 square in the opposite direction for it to move into, although it need not be vacant presently.) The Coordinator gets a small bonus proportional to the number of enemy pieces on the same rank or file as the friendly King. The Chameleon gets a couple small bonuses: for standing adjacent to an enemy Withdrawer (if there is at least 1 square in the opposite direction to move into), and when the enemy coordinator is on the same rank or file as the friendly King. The Immobilizer gets no bonuses, instead immobilized pieces are penalized. The Long Leaper also has no bonuses, but only because I have no good answers here. Roberto correctly points out that the Long Leaper is more valuable if the enemy pieces are not clustered, and not on the edge, but I cannot think of a way to determine that without spending far too much CPU time. I will continue to think about it. Also, in the opening, pieces are given a bonus for the first move (development), a small penalty for moving twice, and a large penalty for moving the same piece three or more times. These adjustments are slowly scaled down as the game progresses into the middle-game.
The bugs you metion would a dramatic effect on play skill, even with a good evaluation function. I'll have to take care of those, and post an update ... Thanks for the test-report!
Roberto: I have found a couple of bugs in the function that decides when the King is in check (the problem responsible for the Kings being captured.) I will e-mail you a new program file shortly ... There could still be additional bugs with this, though ... Check-detection in Ultima is *really* ugly! But when these problems are solved, I bet it will immediately play a much smarter game. Fergus: Ick! I have heard a similar report from a Windows 98 user. I assume you are using Windows 95/98/ME ... Which is not to say that the problem is with your OS, and not with my program; it's just that this problem is extra-tricky for me to solve... The new versions of Microsoft Developer Studio do not run on Win 95/98/ME at all, which means that I cannot use the debugger to help me track this problem. Still, I need to come up with some way to find and fix this. And, if you are running Windows 2000/XP, then my problems are even worse than I thought :)
Roberto: Thank you for your kind offer to make the ZRF, but it won't be necessary; I'll make one in the next few days ... As you point out, it shouldn't be too hard to make. The only thing I'm not sure about (off the top of my head) is how to handle the alternate victory condition. I also wonder about the length of a typical game. I added the alternate victory condition in hopes of keeping the game short, but it still might be a problem. Definitely needs testing ... If anyone wants to try a game, I have already made a Game Courier preset; let me know and I'll send an invitation. Thanks, Greg
Thanks, Antoine. I like the Serpent-Serpent capture restriction, and think it's almost certainly an improvement, so I've added this rule. I must disagree, however, that the Bishop is not stronger in the 49-square center. In this region, the Bishop's average mobility is 8.1 where the Knight's is 7.5. When considering the entire board, the Bishop is 5.54, compaired to 5.71 for the Knight. The Knight is probably a little bit better, but not by much. When I submit this game, I will include my spreadsheets with the mobility data... Thanks again!
Yes, I have changed the rule so that one Serpent cannot capture another. I was going to name the piece Alligator or Crocodile, but then I decided not to because those animals can walk on land; this piece cannot. Of course, that may not be an important distinction. In any event, I will need to make some new icons soon. I'm also using a Lion icon in place of the Druid. I don't want to name the piece 'Lion', though, because there are already several different pieces in different games with that name. I will write up a help file to appear at the bottom of the Game Courier page, but I cannot post it (at least I don't think so.) I will have to e-mail it in to an administrator, and get them to save it... But I will send it out shortly. Thanks!
Yes, I see the bug you mention. The move !c2 is a suicide move (immobilized piece on c2 kills itself.) Apparently, it is not reading the sucide moves back in correctly. I will post a fix shortly. About your question, what changes I made ... I fixed several bugs ... Not just the check-testing bug, which allowed the King to get captured, but I also found a couple of others where things were not being evaluated correctly. The program now functions (hopefully) exactly acording to the evaluation function previously described. In other words, the bad play you experienced was entirely caused by bugs. Thank you for testing, and reporting these problems! Greg
I am working on the Zillions file, but I am unsure about how to do the move of the Serpent. Anyone have any ideas about how to make it follow the river and turn the corners without penalty? Roberto: Yes, the light-square Bishop is probably slightly stronger because of the 5-2 imbalance of victory squares. This is an unfortunate consequance of the 15x15 board - the corners and center square are all the same color. Perhaps I should have used a 15x13 board, then there would still be a center square, but there would be 4 dark and 3 light victory squares.
There is no good reason for limiting the colors; I just haven't gotten around to adding the color-picker dialog yet. There are several reasons why it would be problematic to make global piece & color settings. For one thing, not all piece sets are supported by all games. Right now only the Standard set supports all, but the Abstract set is pretty close. Also, although right now all boards are 2-colors, the boards for some games will be 3 or 4 colors. Finally, I wanted to be able to provide default settings for games, like Chaturanga, for example, always appears for the first time on an uncheckered board with the Old World pieces. If you could provide global settings, then it wouldn't appear right by default - it would have checkered squares. Thanks for the bug report! Someone had reported this on sourceforge, but didn't provide me with an example, so I couldn't reproduce it. Now it should be easy to track down ...
It could be identical to Fish Chess, but this page doesn't really provide a rule set at all. Can capture backwards diagonally? Can move 2 spaces? This page seems more like a discussion topic than a game description to me.
Mark Thompson and I have just started a test of his proposed game; see Game Courier under the name 'Zebrabeest Chess'. I have never previously played any variant with a Zebra, so I'm finding a little difficult to visualize the zebra-moves - we'll see how quickly I get used to it. I'm certainly curious ...
Yes! This feature is very nice! Is there any maximum age of those which will saved, or will you keep them so long as disk space permits?
Each of these games requires some work, although not too much. It's going to be a month or two before I add any complicated games, though. I really need to get the last couple of bugs fixed, and there are still a few important performance enhancements I want to add, too. It is still possible to more than double the speed of ChessV at most games. Eventually, though, I will add support for all of the games you mention. Rococo will come first, as that's by far the easiest.
Bug report: When I click on 'View Entire' on Antoine's comment on this page immediately before this one, I get a 404 Page Not Found error, so I can only see part of his comments. Game Courier Tournament #2: Yes! I'm eager to get in on the next GC tournament... I have enough free time that I can I could deal with more ambitious time controls, but I understand that most people don't, and I think the priority should be on maximizing participation. As for game selection, I favor a democratic approach. From what I see from the logs, game selection was conducted in a very impressive way last time, and I would like to see that process repeated. The only change I can think of that should be considered is a rule to preclude inclusion of the same game in consecutive tournaments. My suggestion: exclude games from this tournament that were played in the last one except those that are Recognized Variants. This way, GC tournament #2 can still include Shogi, Xiang Qi, Ultima, Alice Chess, Grand Chess, and Glinski's Hex Chess, but other games won't be available again until GC tournament #3. Otherwise, I'm afraid we won't get enough variation...
Well, I'm certainly happy to have an entirely new list of games, and RL blocks.
Regarding possible game courier bugs, I have noticed a couple of things... I have also experienced the suddenly back-in-time that David describes, although I have never had it go back more than one move, and I have also discovered that I can completely prevent it from happening by always, always, ALWAYS clicking ctrl-refresh to force a full page re-load before entering any moves. I find that this is step is essential, or there's the occasional deja-vu-move. I use IE 6.0 SP 2, and it is configured to always reload all pages, so it's not IE configured to cache pages or the like. Also, in a game of Fisher Random Chess in which I was making the first move of the game, I noticed that every time I would click 'Refresh,' (which I always do, as described above) it would give me a different random configuration. But then, when I actually made the move, (a pawn move,) the pieces were suddenly in a different configuration (the original configuration, I presume, although I'm not sure. I wasn't paying that much attention.) Hope this helps! Greg
Sure, you can change colors to make a new preset, but frequently I do not create the game. In any event, one player should be able to use alfaeire pieces and another use abstract pieces in the same game, for example. Even more useful for games like Shogi (not everyone can or wants to read the Kanji.) Color overrides is somewhat less important, but still bloody nice, especially with new games showing up with really wacky colors.
When you make a move, just change the status field. It says 'ongoing' by default, but you can change it to 'John Doe has won.' Then when you verify the move, it will consider the game over.
sorry, I just checked and that user doesn't have an e-mail address listed. I just tried something. Please try making your move again. There is a chance that it will work now. And if it does, please let me know.
Oh well, it was a long shot. For the record, I'm not an administrator so I'm not supposed to have the power to fix anything. But I did discover a security flaw earlier today, which I reported to Fergus. It is possible that as I discovered that bug, it was my experiment that caused the problem with your game. I appologize if that is the case...
Ok, that's good to know. This command is not mentioned in the manual.
I don't think anyone has worked on rules-enforcement for Omega Chess; I don't think the O.C. people responded to Fergus' request for permission. They never responded to me when I asked about ChessV either ... I am going to work on rules enforcement for your L&U Chess; I think that one will be much easier, and thus will be better for my first attempt. The pawn move in Wildebeest is fairly tricky - unlike Omega Chess, pawns may make a single step, and then still make a 2-space move later.
The code to enforce the rules in standard Chess is missing the lines that prevent a pawn from capturing directly forward...
I disagree with Robert Fischer. It is not possible to test EVERY possible permutation, since there are tens of thousands of them. And I think it is totally unnecessary. Fischer Random Chess has 960 different set-ups, and probably, by now, all have been played at least once, but *NO* organized effort has been made to test each and every one by high-level Chess players for playability. In fact, FRC doesn't even try to avoid unprotected pawns. Considering the number of FRC enthusiasts, I doubt it's necessary. Besides, as Fergus recently pointed out in a different thread, the most common opening move in Chess is pawn to king-4, which creates an unprotected pawn! As long as white and black have identical setups (mirror-symmetry, not rotational-symmertry) the game appears to be fair. I see no reason why Capablanca Random Chess would not be fair, especially since Dr. Scharnagl has excluded all setups with unprotected pawns. Regarding Capablanca Random Chess: Good work, Reinhard! You have taken the concept of crossing Capablanca Chess with Fischer randomizations and done a fantastic job of identifying the issues that need to be addressed, such as castling and proper notation. I look forward to adding proper support for this game to ChessV. You asked how a game becomes 'recognized'. I suspect you didn't mean to use that word. There are only about 30 variants that are listed as Recognized Variants on this site, and it takes a while to become a Recognized Variant. What I suspect you want is to have a web page created on this site for the game. There are well over a thousand such games, and it is not hard for yours to be added. Technically, all that is required is that you submit an e-mail to the editors. They are very busy, though, and they can get it up much faster if you have it already formatted into their HTML template. If you would like, I would be happy to take the description you submitted, and format it properly, and submit it for you. I can also create a Game Courier preset for you if you like. P.S. Is your book on Fischer Random Chess available in English? Sincerely, Greg Strong
When I attempt to access this game log, I get an error... Log: /play/pbm/play.php?game=Anti-King+Chess+II&log=andreas-cvgameroom-2003-300-130 Error: Game Courier Warning: resigned is not a valid move, because resigned is not a recognized command, and it lacks any recognized operator. It says it's just a warning, but it keeps me from seeing any of the game.
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