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Comments by GregoryStrong

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Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Dec 1, 2004 12:45 AM UTC:
I am not entering a command. I am just trying to look at a game that has finished, and it will not let me look at it.

Greg Strong wrote on Wed, Dec 1, 2004 01:01 AM UTC:
<p>I was looking through the game logs for Anti-King Chess II (trying to study up, you know), and there are two seperate games that had the same error:</p> <p><a href='/play/pbm/play.php?game=Anti-King+Chess+II&log=andreas-cvgameroom-2003-256-887'>/play/pbm/play.php?game=Anti-King+Chess+II&log=andreas-cvgameroom-2003-256-887</a><br>and<br><a href='/play/pbm/play.php?game=Anti-King+Chess+II&log=andreas-cvgameroom-2003-300-130'>/play/pbm/play.php?game=Anti-King+Chess+II&log=andreas-cvgameroom-2003-300-130</a></p> <p>Probably the logs are old, but it would be nice if I could see at least the part of the log up until the bad command.</p>

Greg Strong wrote on Wed, Dec 1, 2004 01:29 AM UTC:
yup. Excellent, thank you! Both look like interesting games, too.

[Subject Thread] [Add Response]
Greg Strong wrote on Wed, Dec 1, 2004 01:42 AM UTC:
Tony Quintanilla:

Yes, I am totally in favor of this.  In my games I try to use kibbitz
comments explaining the situation for the benefit of anyone who may
watching.  But it might be good to take a game of high-interest, like
Alice or Anti-King II, and find two players who are interest in
participating, and have a kabbitz free-for-all.  If interested parties
follow the game and make insightful comments, then the result would be an
truely expert-level game worthy of study.

Any other iterest?

Greg Strong wrote on Wed, Dec 1, 2004 02:08 PM UTC:
Yes, Roberto, Chess w/ Terrian in it's current form is going to take a
rediculous number of moves (and the game has other problems.)  I see
someone was kind enough to vote for its inclusion, but it really is way to
long to be included...

Greg Strong wrote on Thu, Dec 2, 2004 03:08 AM UTC:
I would be more than happy to be a 'controller' or 'captain' - I certainly have the time, but I am not the most skilled player. I won't even attempt Rococo, my skill being far, far too low at Rococo for such a purpose. And I've never played Alice Chess ... But, if no one more qualified volunteers, I'd be happy to try anything more modest ... Grand Chess, Anti-King, Berolina, Circular, Extinction ...

Marseillais Chess. Move twice per turn. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Dec 2, 2004 03:23 AM UTC:
Let me make sure I understand the rules of this game correctly ... Since my two consecutive moves may move the same piece twice, then essentially any piece (except the pawn) can perform a rifle capture by taking the piece, and then returning to the original square... Assuming this is true, games must be pretty short since pieces will be constantly falling.

[Subject Thread] [Add Response]
Greg Strong wrote on Thu, Dec 2, 2004 06:53 PM UTC:
Hmmmm... I'm not sure what to make of any of this, but my first reaction
is to dis-believe every word of it.  You claim it's older than the modern
(corrupted) form of 'common' chess, as you call it.  Funny how
Pritchard's Encyclopedia of Chess Variants (the CV bible) doesn't even
mention it.  Even if the rules are super-secret, as you claim, surely the
existance of such a game would be known to Pritchard.  But, rather, you
claim that orthodox Chess is actually decended from some super-secret game
pioneered by the English monarchy, when it's pretty clear that Chess
derived from Chaturanga from India.  You say that one of the reasons why
Stanley Random Chess has not gained any recognition is because (and I
quote):

the Simplified SR (Common) Chess community has long resisted the notion
that SR Chess is a predecessor that predates the more common and corrupted
form of the game.

Yup.  No disagreement there; I dispute the notion.

[Subject Thread] [Add Response]
Greg Strong wrote on Thu, Dec 2, 2004 07:21 PM UTC:
I could surely do Switching Chess; I think I've got a decent handle on
that game.  And I'm willing to try more than one game.  I'm not sure
that my experience with Switching Chess means I'm ready for Rococo,
though.  But, since Tony said he's willing to play Rococo, how about Tony
and George play Rococo (original version), and I play Switching Chess with
either Tony or George, or both.

However, please note, that I do consider a pawn in Switching Chess to be
worth somewhat more than 1.0, and would be weighing moves under that
hypothesis.  Switching makes pawns more mobile, and able to get to the
eigth rank in circumstances where they would otherwise not be able to. 
And, since pawn promotion is usually decisive in the endgame, I would
seriously consider trading a Knight for two pawns, if I felt that it gave
me some tempo.

ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Sat, Dec 4, 2004 12:04 AM UTC:
Thank you, Robert. I will surely take your advice, but I want to wait until I get to version 1.0 (which will happen when I get the last remaining bugs out.) At present, ChessV has serious problems under Windows 95/98/ME... I should have a new version out in January.

📝Greg Strong wrote on Sat, Dec 4, 2004 06:55 PM UTC:
Oh, no. It is definately a problem with ChessV. And even if it wasn't, I would not tell anyone to 'get a decent, modern operating system.'

Rollerball. Chess race fight on board formed by removing 3 by 3 square from center of 7 by 7 square. (7x7, Cells: 40) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Dec 6, 2004 04:50 PM UTC:
I do not understand the sentence 'Pat is a draw.' ??

[Subject Thread] [Add Response]
Greg Strong wrote on Tue, Dec 7, 2004 04:35 AM UTC:
No, a Knight can jump over pieces of either color.

[Subject Thread] [Add Response]
Greg Strong wrote on Wed, Dec 8, 2004 01:18 AM UTC:
Whether or not any of the historical stuff is real or not, it seems that
this is not intended to be a joke.  I recieved an e-mail from SR Chess GM
Gregory Topov, saying I should seriously consider the historical
authenticity of SR Chess, and directing me to the same links Peter Aronsen
described as 'a humorous series of articles.'  It may or may not be
funny, but it seems it's not intended to be.

Chu Shogi. Members-Only Shogi variant on 12 by 12 board.[All Comments] [Add Comment or Rating]

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Game Courier Logs. View the logs of games played on Game Courier.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Dec 19, 2004 08:26 PM UTC:
Getting problems viewing Shogi games again ...

[Subject Thread] [Add Response]
Greg Strong wrote on Sat, Dec 25, 2004 02:04 AM UTC:
It involves economic sanctions.  At the time, we had sanctions against
Yugoslavia, and any participation in any sporting events held there would
be a violation of those sanctions.  The idea being that the event would
draw tourists/money into Yugoslavia - exactly what the sanctions are
supposed to prevent.  And, as a US citizen, violation of US sanctions is a
criminal act.

Arch-Chancellor Chess. Uses Archbishops instead of Bishops and Chancellors instead of Knights. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Dec 25, 2004 02:58 AM UTC:
It seems to me that this game has far too much power for this board.  The
more power you add, the more tactical the game becomes, and the less
strategic.  Some may like this, but by-in-large, I think people generally
try to maximize the strategic aspect of a game.

One quick example - Since all your bishops are arch-bishops, they can
change color.  One common strategic element to Chess is considering which
color your pieces are on, based on which color Bishop the opponent has. 
That element of the game is now gone.

Chaturanga. The first known variant of chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Dec 25, 2004 02:57 PM UTC:
I am confused about pawn promotion.  It says 'A pawn may only promote on
b8 to a knight, and only if a player has already lost a knight' ... What
if the player has lost no Knight?  can the pawn still more there?  If so,
what happens if a Knight is captured later?

Thanks!

ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Mon, Jan 3, 2005 12:52 AM UTC:
<h3>Version 0.7.2 released</h3> <p>This is primarily a bug-fix release. The disappearing board problem in Windows 95/98/ME has finally been solved. A system crash in Almost Chess has also been fixed. Pawn promotion in Chaturanga has been fixed. Colors preferences will be restored when loading saved games, now, too.</p> <p><b>features:</b> Double-buffering has been added to the video to eliminate flicker. Also, the color-picker now lets you select any color, not just those from the set.</p> <p>Enjoy! <a href='http://sourceforge.net/projects/chessv'>Download here</a></p>

📝Greg Strong wrote on Tue, Jan 4, 2005 07:39 PM UTC:
Thank you. It's so good to know that that problem is finally solved. It had to do with the code to re-color the pieces based on your color preference. I never did come to understand the problem - I just found another way to do it that seems to work (and is faster anyway.)

Fischer Random Chess. Play from a random setup. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Jan 7, 2005 06:52 PM UTC:
I like Reinhard's CRC a lot, and I like it better than Capablanca84000. My only complaint is the same as the previous poster's; I don't like the restriction that avoids patented setups. I also do not think that randomly generated numbers can violate patents.

Game Courier Developer's Guide. Learn how to design and program Chess variants for Game Courier.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Jan 10, 2005 06:57 PM UTC:Excellent ★★★★★
Oh yes, this is a great addition for so many reasons...  Thanks!  I'm
especially pleased that pieces can now be represented by the correct
letters for the game, without requiring a proliferation of piece sets. 
The ability to use the plus-sign in the name for shogi pieces is a very
nice touch, too.

I would like to suggest something, though.  Right now, when moving a piece
you can either enter the piece type ('P e2-e4') or not ('e2-e4').  I
always do the former, because it makes it easier for me to keep track of
games.  Some opponenets do, some do not.  I would be nice if, when
entering a simple single-move, like 'e2-e4', it would automatically add
the 'P' or 'p'.  

Thanks for the consideration.  You have done a lot of good work on
improving the Game code recently!  I need to get to work on presets using
the new features for wildebeest chess, lions & unicorns chess, and others.

Fischer Random Chess. Play from a random setup. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Jan 13, 2005 11:17 PM UTC:
Does anyone happen to know what year this game was invented?  Amazingly
enough, there is no mention of FRC in Pritchard's encyclopedia.  I would
like to supply such basic information as year of invention for all games
supported by ChessV, so any information would be helpful!

Thanks,
Greg

Greg Strong wrote on Fri, Jan 14, 2005 04:42 PM UTC:
David: Thanks. This information has been most helpful!

Greg Strong wrote on Fri, Jan 14, 2005 09:29 PM UTC:
<p><blockquote>On contrary, a Grandmaster forced to play a lot of Ultima, Maxima, Chess-Different-Armies may never rise above Class A 1999, however calculated.</blockquote> Is this statement based on some research? I find it counter-intuitive that simply playing the games you mention would reduce or limit someone's skill at Orthodox Chess.</p>

Kamikaze Mortal Shogi. Send your Kamikazes on suicide missions in this Shogi variant.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Jan 18, 2005 09:22 PM UTC:
The 'Motif Shogi on Wood' piece set doesn't seem to have a piece for the Kamikaze. If you could add it, that would be great; I really like that particular piece set.

Jumping Chess. Pieces capture by jumping. Board has extra edge squares making it 10x10. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Jan 23, 2005 07:12 PM UTC:
I think Jumping Chess is flawed in favor of defense. Since you can't jump over two adjacent pieces, all you need to do is make a mass of pieces in the middle, and they can't really be captured. In order to attack, you need to split up your mass of pieces, and I think that's a big mistake. Unless someone gets too aggressive, I think it's a sure stalemate.

Greg Strong wrote on Mon, Jan 24, 2005 05:30 PM UTC:
You make a good point that because of the ring-board, the corners will still be vulnerable to capture. However, the opponent will have to move his pieces onto your side of the board to do it, and enter the ring-board, which brings its own (somewhat scarry) must-capture restrictions. I look at it like this: since two adjacent pieces can't be captured, adjacent friendly pieces are stronger than pieces which are split up. In order to attack, I have to split off pieces. Or, alternatively, I could just wait for my opponent to attack and then pick on those pieces of his which straggle onto my side of the board. As you point out, I can't ignore the attack entirely; I must respond. But I will surely wait for him to initiate it, because I believe any significant attack of his will give me the upper hand. Perhaps I'm wrong in this assumption; my first game is still ongoing (against Carlos Carlos.) Perhaps he will lash out in attack and prove me wrong ... If I am correct, however, than neither player should ever attack.

[Subject Thread] [Add Response]
Greg Strong wrote on Wed, Jan 26, 2005 02:18 PM UTC:
Fergus: <br>Is the putting-messages-on-hold-while-I-check-with-the-subject service you have just given Ed a courtesy you will be extending to all of us who come under attack? <p>Ed is implying that Mark Thompson is an irresponsible poster because he's supposedly posting incorrect information. Actually, he says it isn't even information - it's just something incorrect. But it was Ed who misquoted Mark, even using quotation marks, before jumping on him for his opinion. Mark's post saying XYZ 'looks intriguing' was obviously an opinion. <p>So, it seems unreasonable to me that Ed can make aggressively-worded rediculous posts, but gets to have a veto power over comments posted by others.

Game Courier Tournament #2. Sign up for our 2nd multi-variant tournament to be played all on Game Courier.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Feb 3, 2005 06:14 PM UTC:
I will be participating.  Any time controls are fine with me, although I
don't see why things need to be any different than the last one. 
Although I didn't participate, I can see how long it took to complete,
and it doesn't seem unreasonable at all.

Regarding Chess with Different Armies: This could be handled in a lot of
ways, but it what might make sense it to have each participant select
which army he wishes to play (out of the supported four) before the
tournament begins.  Army selections probably should not be made publicly
available ahead of time, or people might want to select late and try to 
meta-game with their selection.

I look forward to the start of this epic struggle, in which I will likely
be defeated by decisive force!  P.S.  I'll send the money shortly :)

Greg Strong wrote on Sun, Feb 6, 2005 11:44 AM UTC:
Roberto:  Thanks for paying my fee!

Chess-with-Different-Armies:  I do not really like the Paulowich plan,
because White gets to see what army Black chooses before making a
decision.  I think this gives White an additional advantage.  You could
argue that this system actually gives Black the advantage, because they
get first pick, but I would disagree.  I think second pick is better
unless one army is definitely better then the others, and I don't think
that this is the case.  I think each player should have to select army
without any knowledge of what he is facing.

Greg Strong wrote on Sun, Feb 6, 2005 05:14 PM UTC:
Yes, Balanced Marsellais, please; otherwise White has a huge advantage.

Archchess. Large chess variant from 17th century Italy. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Feb 8, 2005 12:02 AM UTC:Good ★★★★
I have played this game many times now, and consider it to be very good. It would rate 'Excellent' compaired to other CVs of its era (I like it better than Carrera's Game.) I think Archchess would be even better, though, on a 10x8 board.

Omega Chess. Rules for commercial chess variant on board with 104 squares. (12x12, Cells: 104) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Feb 8, 2005 12:08 AM UTC:
I've played a couple of games on GC now, and I have mixed feelings. The games tend to be longer than I'd like, and much of the midgame doesn't seem to feel very tense. I wonder if this game would be better on a 10x8 board (+4 corner squares). I noticed in the GC logs that someone has tried this. Anyone have any comment?

[Subject Thread] [Add Response]
Greg Strong wrote on Tue, Feb 8, 2005 12:16 AM UTC:
George Duke: you are doing some cross-thread posts, and I am curious to
know what you are doing (so I can make similar posts.)  Is there some
cross-thread capability on this site, or are you just adding a prefix to
your messages?  And what's the difference between 'ABCLargeCV' and
'DEF,LargeCV'?  Thanks!

Courier 'de la Dama'. Courier Chess with a Modern Queen and other changes for more dynamic play. (12x8, Cells: 96) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Feb 8, 2005 12:41 AM UTC:Good ★★★★
I had not noticed this page until George Duke's recent post.  I like the
alterations made here (at least in the first game.)  I will add it to
ChessV shortly, because it already supports Courier Chess, and this is an
easy addition.

I also like the 12x8 board, and suspect that it may be a great board for
CVs that has not been adequately explored.

As for the second game, I have not played a game with a crooked bishop, so
I can't speak to playability.  I can say, though, that I am not sure at
all how to program such a piece into ChessV in any 'good' way.  For what
I mean by good ways vs. bad ways, I will need to get into some detail about
ChessV architecture.  I will start this (complex) discussion on the ChessV
thread sometime in the future.

[Subject Thread] [Add Response]
Greg Strong wrote on Tue, Feb 8, 2005 12:47 AM UTC:
Ohhhh, I see!  I was thinking 'DEF' was short for Default... not letters
D, E, and F... :)  As a programmer, sometimes I read too much into things.

Courier 'de la Dama'. Courier Chess with a Modern Queen and other changes for more dynamic play. (12x8, Cells: 96) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Feb 8, 2005 02:45 AM UTC:
I find the Sissa incredibly confusing.  The Crooked Bishop a little less
so, but only a little.  The raven is straight-forward enough, and perhaps
similar to a Sissa in strength ...

From a programming perspective, Knight-riders are fairly tricky, and you
incur a significant performace penalty when you generate moves for them. 
Multi-path pieces incur a *huge* penalty in cost of computation, even well
beyond that of Knight-riders.

Omega Chess. Rules for commercial chess variant on board with 104 squares. (12x12, Cells: 104) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Feb 12, 2005 12:34 AM UTC:
Ohh, I'm eager to see your entry!  I think that having the Grand Chess
army plus Omega Chess's extra leapers on a 10x10 would be a good amount
of material and an interesting piece balance for an exciting game that's
not too long.  Omega Chess just goes on too long without enough tension
...

Paloma Chess. Game with Royal Queen, promotable Kings, and an unusual array. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Feb 12, 2005 10:53 PM UTC:
The picture shows a Bishop at g1, where there should be a Knight ...

21st Century chess ZIP file. A Zillions file to play an updating of Chess for the video game generation, on a 10x8 board with Barons and Jesters.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Feb 13, 2005 05:06 PM UTC:
Looks symmetrical to me.

Greg Strong wrote on Sun, Feb 13, 2005 06:27 PM UTC:
So? This is your reason for rating a game 'poor'? Chess and Shogi are poor too, I assume?

Alapo. Game with abstract pieces. Reach opponents first row on 6 by 6 board. (6x6, Cells: 36) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Feb 13, 2005 07:05 PM UTC:
<p>Derek Nalls says: <blockquote>With only 36 board spaces and 12 pieces per player starting, this is obviously a trivial (i.e., solvable) game.</blockquote> I <i>completely</i> disagree with this notion. The typical, well-played game of Alapo lasts almost exactly 20 turns. The branching factor (average number of legal moves) is definitely greater than 10. That's at least 10^20 continuations to consider (e.g. clearly not solvable.)</p> <p>ChessV is very, very good at this game. If you want to test your hypotheses about white's advantage, try playing white against ChessV. If you give it enough time to calculate to any reasonable depth (I-depth >= 8, which should only take about 15 seconds on a modern computer) and manage to defeat it, I will be extremely impressed!</p> <p>P.S. If you do accept the challenge, and manage to defeat it, please send me the save-game file :)</p>

21st Century chess ZIP file. A Zillions file to play an updating of Chess for the video game generation, on a 10x8 board with Barons and Jesters.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Feb 13, 2005 07:11 PM UTC:
Yes, Chess is a tragicly flawed game, but the problem is the large number of stalemates at the highest levels of play. I don't see how that has anything to do with any lack of east-west symmetry. Furthermore, your statement that without north-south and east-west symmetry you have 'abstract junk every time' is pretty remarkable. You are, of course, entitled to your opinion, but I would point out that by making this statement, you are calling the great majority of the games invented by everyone in this community 'junk.' That's pretty strong.

Contest to design a 10-chess variant. Cebrating 10 years of Chess Variant Pages with a contest to design a chess variant.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Mon, Feb 14, 2005 01:34 PM UTC:
I've got a ten-square game that I think might be pretty interesting. I'll try to post a quick description in the next day or two.

Symmetrical Chess Collection Essay. Members-Only Missing description[All Comments] [Add Comment or Rating]

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Game Courier Tournament #2. Sign up for our 2nd multi-variant tournament to be played all on Game Courier.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Feb 21, 2005 03:14 AM UTC:
I'm supprised that there have been no new signups in two weeks ... Still at seven participants. Anyone out there forget to register?

[Subject Thread] [Add Response]
Greg Strong wrote on Tue, Feb 22, 2005 12:15 AM UTC:
Chessgi and Shogi have the highest resistance to computer analysis because
the drop rule gives them a HUGE branching factor, at least in the
mid-game, once several pieces are in-hand.  Most would probably suspect
Chessgi to have a larger branching factor than Shogi, because the Chess
pieces are so much more powerful, and thus have many more possible moves. 
I suspect that Shogi, however, actually has the larger branching factor due
to the fact that the board has 81 squares instead of 64.  In any case,
these games won't be 'digestable' by computers for several decades at
best, in my opinion.  They are both still easy to analyze very deeply in
the opening, though, with Shogi being a little more so, because pieces
aren't usually captured quite as early as in Chess.  Shogi is a wonderful
game to be sure; I haven't played Chessgi, but I suspect it is wildly more
challenging (for a human) to play than Shogi.

An interesting question would be how resistant to computer analysis
Marsellias Chess (or other double-move games) would be.  ChessV doesn't
support any double-move games at present, and I must confess that I am not
at all clear on how to program such a thing efficiently.  I have found no
technical writings on the subject.  The only computer program I know of
that plays such games is Zillions-of-Games, so the Zillions team might
well be the only people on the planet who know anything about it.  And
their solution wouldn't really be directly applicable, anyway, even if
they wanted to share it.  Although I know none of the technical details of
how Zillions is programmed, I am quite certain that it is of a radically
different design than ChessV.  This is primarily because the two programs
were written with a very different design goal.  Zillions is designed to
play as many games as possible (currently hundreds, if not thousands, but
many are played very poorly.)  ChessV is designed to play as many games as
is possible to play with a very high level of skill (presently about 35;
will be hundreds, but many chess variants will NEVER be supported.)  I
will investigate double-move some day, but I have about a thousand other
things I want to do first.

Now, the super-computer resistant game is Go, with 19 x 19 = 361 legal
opening moves ...  Ok, you can divide by four (at least) because of the
symmetry, but after a few moves, the board will be asymmetric, and the
branching factor will still be 300+!!!   Computers play Go very badly ... 
I got the best program I could get about 3 years ago and was able to beat
it, even giving it quite a long time (which is scarry, because I'm really
not very good; about 15 kue at best.)  I'm sure programs have gotten
somewhat better, but I know for a fact that there are literally thousands
and thousands of kids living in China/Japan/Korea less than ten years old
who can easily defeat the best technology has to offer.

Greg Strong wrote on Tue, Feb 22, 2005 12:20 AM UTC:
<p>Robert Shimmin said:<blockquote>In all honesty, I don't think humans will lose interest in chess just because computers can beat us at it. It's already the case for the vast majority of chess-players, and yet they still play. Or to make another comparison, we didn't stop holding foot-races because we had built machines that can go faster than us. </blockquote></p> <p>I agree that casual players won't lose interest, (at least right away,) but what will change is the entire professional nature of the game. When exact refutations to every single opening can be calculated, and are published, then professional Chess will no longer be a game of Chess skill, but rather just a game of memorization. Ok, you could still try to substitute Chess skill, but a person with a fantastic memory will probalby clean your clock.</p>

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]
Greg Strong wrote on Tue, Feb 22, 2005 09:57 PM UTC:Excellent ★★★★★

This is a very interesting game. I look forward to playing it in GCT #2.

Below is a list of mobility values for all the pieces in Pocket Mutation, as well as a few Chess-With-Different-Armies pieces at the bottom for comparison. The 'average mobility' column is a Betza Mobility Calculation with a magic number of 0.7. This is probably the best estimation of the value of the piece. The second column is the average number of checks this piece delivers on an empty board without being counter-attacked. The third column is the average number of different 'directions' in which this piece attacks. The fourth column is the average number of squares attacked on an empty board.

Average # Directions Attacked Average Empty Board Mobility
Average Mobility Average # Safe Checks
Class Piece
Class 2
Knight 5.25 5.25 5.25 5.25
Bishop 5.93 5.69 3.06 8.75
Class 3
Rook 8.1 10.5 3.5 14
Nightrider 7.96 9.5 5.25 9.5
Super Bishop 9.43 5.69 6.56 12.25
Class 4
Cardinal 11.18 10.94 8.31 14
Super Rook 11.16 10.5 6.56 17.06
Class 5
Queen 14.03 16.19 6.56 22.75
Chancellor 13.35 15.75 8.75 19.25
Cardinal Rider 13.89 15.19 8.31 18.25
Super Cardinal 14.68 10.94 11.81 17.5
Class 6
Chancellor Rider 16.06 20 8.75 23.5
Super Chancellor 16.41 15.75 11.81 22.31
Super Cardinal Rider 17.39 15.19 11.81 21.75
Class 7
Amazon 19.28 21.44 11.81 28
Super Chancellor Rider 19.12 20 11.81 26.56
Class 8
Amazon Rider 21.99 25.69 11.81 32.25
Misc
Fibnif 5.69 2.63 5.69 5.69
Waffle 5.75 2.25 5.75 5.75
Woody Rook 6.5 3 6.5 6.5
Charging Knight 6.78 2.63 6.78 6.78
Short Rook 7.51 7.5 3.5 11
FAD (colorbound) 8.31 5.25 8.31 8.31
Charging Rook 8.48 7.88 5.03 12.91
Half-Duck 8.56 5.5 8.56 8.56
Bede (colorbound) 8.93 8.69 6.06 11.75
Fourfer (FR4) 10.57 7.5 6.56 14.06
Colonel 12.64 10.5 9.19 17.06
N2R4 14.86 15.75 8.75 19.25


Greg Strong wrote on Tue, Feb 22, 2005 10:38 PM UTC:
Yes, exactly right. This appears to be an HTML problem. If you go to the Pocket Mutation Chess page, then you see my comment properly (with the complete names.) On the What's New page, however, the text is giant, so some of the text gets wrapped out of existance. It is lousy HTML exported from Excel, so that's probably part of the problem.

Greg Strong wrote on Wed, Feb 23, 2005 09:30 PM UTC:
Super-alibaba:
average mobility: 11.81
average safe checks: 5.25
average directions attacked: 11.81
average squares attacked: 11.81

Directions attacked:
Yes, I should better define a 'direction'.  By my definition, the four
directions attacked by a rook are different than the four directions
attacked by a dabbabah-rider.  This is intentional because the directions
attacked is a measure of forking power...  The super-alibaba can
theoretically fork 16 different pieces, so it attacks in 16 different
directions.  This definition is also essential because these numbers are
all calculated by ChessV, and ChessV must consider them to be different
directions -- directions are used in generation of moves/captures, and a
piece which blocks a wazir-rider doesn't necessarily block a
dabbabah-rider.

Greg Strong wrote on Wed, Feb 23, 2005 11:17 PM UTC:
OOPS! Please see the updated numbers for the super-alibabba below ... I was doing that on my way out to class, and put up those numbers a little too fast... The comment has been edited to show correct numbers.

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Feb 24, 2005 04:49 PM UTC:Excellent ★★★★★

Very nice! The author has done an excellent job of defining a Fischer randomization system for Capablanca's Chess (actually this piece mix goes back to the 1600s with D. Pietro Carrera -- see Carrera's Chess.) It is obvious to me that the design has been carefully considered from both a game-designer's perspective and a software developer's perspective.

I'm not sure I like the idea of renaming the pieces, though. There are already too many different names for these pieces, and I think the goal should be to standardize the names, and I believe Capablanca's names of Archbishop and Chancellor are probably the best choices.


White Elephant Chess. Four variants pitting the white Elephant army against black with the normal FIDE array. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Feb 25, 2005 01:19 AM UTC:
Elephant (shogi Silver General):
Average Mobility: 3.94
Average Safe Checks: 0.00
Average Directions Attacked: 3.94
Average Squares Attacked: 3.94

Great Elephant:
Average Mobility: 6.94
Average Safe Checks: 3.00
Average Directions Attacked: 6.94
Average Squares Attacked: 6.94

War Elephant:
Average Mobility: 11.17
Average Safe Checks: 14.00
Average Directions Attacked: 5.75
Average Squares Attacked: 17.50

Mammoth:
Average Mobility: 11.06
Average Safe Checks: 13.34
Average Directions Attacked: 5.03
Average Squares Attacked: 18.38

Sorry I can't generate numbers for the Tiger; there are still many pieces
that ChessV can't yet support (in this case the Slip-riders, but in
general, any piece which changes direction during a move, like the Mao,
cannot yet be implemented.)

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Feb 27, 2005 08:23 PM UTC:
Fischer Random Chess has the 960 legal starting positions numbered, and has
the details on how to find a position from it's number, and how to find
the number based on the position.  Capablanca Random Chess could benefit
from such a system.  Besides making it easier to identify starting
positions, it would also solve Fergus' present dilema.  If a position can
be determined from a position number, all that would be required is
generation a random number in the valid range.

For a good description of how FRC identifies positions by number, see:
http://frcec.tripod.com/fischerrandomchessstartingpositions/

Grand ShogiA Zillions-of-Games file
. Normal Shogi, but with extra pieces.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Feb 28, 2005 10:15 PM UTC:Good ★★★★
This is an interesting looking game.  I would have considered adding a
couple more knights in place of two of those gold generals ...  I am
concerned that the amount of power on the board will ruin the charm of
Shogi.  On the other hand, however, with so much power and
captured-pieces-in-hand, the game is sure to be a blood bath, and that
will give this game an excitement factor and charm all of it's own.

Here is the URL to a game courier preset which should play this game
correctly (should anyone be interested):

/play/pbm/play.php?game%3DGrand+Shogi%26settings%3DMotif-CSS

Game Courier Tournament #2. Sign up for our 2nd multi-variant tournament to be played all on Game Courier.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Mar 1, 2005 01:09 AM UTC:
<p>For what little it's worth, I am all for the (n + 5) approach, which would add both FRC and Kamikaze Mortal Shogi, two games that I am <i>very</i> interested in playing. I would be sad to see either of them not qualify. Also, perhaps, by expanding the field of games, we might entice another participant or two. I would be all for making the number of games n + 5 and giving a couple more days for additional people to take notice of the change and announce their intention to participate.</p>

Falcon Chess 100. Falcon Chess played on an expanded board of a 100 squares with special Pawn rules. (12x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Mar 2, 2005 11:29 PM UTC:
Yes, Fischer does have a patent on a clock (and I think his clock is a pretty good idea.) I wonder if the patent has anything to do with the fact that Fischer Clock has totally failed to catch on.

Chess Variant Pages Membership. Missing description[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Mar 4, 2005 12:51 AM UTC:
<p>Mason, just go to the <a href='http://www.chessvariants.org/index/personq.php'>Contributors Page</a>, look yourself up, and then click on 'Edit Person'.</p>

Falcon Chess. Game on an 8x10 board with a new piece: The Falcon. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Mar 4, 2005 01:51 AM UTC:Good ★★★★
I have not played Falcon Chess yet, but the Falcon is a very clever piece, and I look forward to seeing how it plays. Unfortunately, with GC Tournament #2 starting soon, I need to focus on those games for now, but I will definitely try FC sometime reasonably soon. I am glad it has a GC preset! I am (personally) ambivalent about ZoG support, but I'm not sure I see what can be gained by not providing a ZRF.

Game Courier Tournament #2. Sign up for our 2nd multi-variant tournament to be played all on Game Courier.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Mar 8, 2005 11:58 AM UTC:
Marble board is my favorite, but any is fine with me.

[Subject Thread] [Add Response]
Greg Strong wrote on Thu, Mar 10, 2005 01:28 AM UTC:
Crap.  I see no word whatsoever on the website about airing on BBC America.
 *sigh*   Oh well, at least there's E-mule...

Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Mar 11, 2005 03:01 AM UTC:Excellent ★★★★★
Looking back, I noticed that I had not rated this game, so I now correct
this oversight with an 'Excellent' rating for my personal favorite
variant.

I hope that Ralph re-emerges soon, because I am concerned that his
inventions might become overlooked without his continued input.  But I
will continue to do what I can to promote CWDA, though, such as voting for
it's inclusion in Game Courier tournaments, and providing the best
possible CWDA support to ChessV, for analysis of different army match-ups.
 Sometime in the not-too-distant future I will provide a great deal of
information here on what I have learned from computer analysis of the
major CWDA armies.

Regarding the Pawn promotion rule:  I would recommend a change to this
rule.  The current rule says a pawn may promote to any piece in either
army at the start of the game.  Here's the problem:  What about the
match-up of Nutty Knights vs. Nutty Knights?  Since no piece in that
entire army may move backward faster than one square at a time, even if a
pawn promotes to a (very powerful) Colonel, it still probably can't move
back into the frey quickly enough, seriously decreasing the value of pawn
promotion.  I would suggest the alternate rule:  A pawn may promote to any
piece (other than Pawn or King) in the player's army at the start of the
game, or in the standard Orthodox Chess army (Fabulous FIDEs).  This
always provides the option of promotion to Queen.

[Subject Thread] [Add Response]
Greg Strong wrote on Sun, Mar 13, 2005 04:52 PM UTC:
To anyone interested in seeing the first episode of the new Doctor Who:
It is easy available on file sharing utilities (probably stolen by a BBC
Wales employee.)  I won't say anything specific about it, so as not to
spoil it; I will only say that the characterization of new Doctor will not
disappoint! And his companion is just about as georgous as possible.  Also,
the video quality of this avi release is outstanding!  'Rose' is the
episode title.

Chaturanga. The first known variant of chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Mar 21, 2005 03:17 PM UTC:
If the counsellor and counsellor's pawns both move forward two, I assume
that the Kings did face each other; otherwise White's councellor's pawn
would promptly be taken.

Oh, boy ... I see the ChessV implementation of this game will require
several changes.  Bleh.

Greg Strong wrote on Wed, Mar 23, 2005 08:06 PM UTC:
So, any opinions on what I should do with Chaturanga support for ChessV?
John Ayer has posted that Murray said that the elephants were in the
corners, with Dababbah move, and pawns promote to firzan ... That's easy
enough.  Should I implement it in this way, leave it as-is, or erase the
whole thing?  Any opinions are welcome!

Greg Strong wrote on Fri, Mar 25, 2005 09:28 PM UTC:
Say, should Chaturanga still be a Recognized Variant?

Grand Chess. Christian Freeling's popular large chess variant on 10 by 10 board. Rules and links. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Fri, Mar 25, 2005 09:55 PM UTC:Excellent ★★★★★
A fantastic variant, and my favorite variant on a decimal board. I think placing the pawns on the third rank, rather than the second, is important for decimal variants to get the game moving and interesting before dozens of moves have past. Even giving second-rank pawns a triple-space initial move still doesn't seem to accomplish the this. Omega Chess games, for example, seem to take forever to develop to a level with noticeable tension. Grand Chess also allows pawns to promote on the 8th rank, as in Mecklenbeck Chess, and this provides additional tension without making the game so dynamic that it hard to visualize. Finally, giving the back rank to the Rooks reduces or eliminates the need for castling, and I consider this a very good thing, too.

Chaturanga. The first known variant of chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Mar 26, 2005 01:27 AM UTC:
Yes, I also think recognition of Shatranj should suffice.

Also, based on feedback received here and in e-mail, Chaturanga support
will be removed from ChessV, since not only are the rules unclear, but the
present implementation is really just Shatranj with rotational symmetry and
lousy pawn-promotion rules.  But, I will probably add support for the other
historical games described in Murray's text if they are described here, or
if I can find a copy in a local library.

Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Mar 29, 2005 10:06 PM UTC:
It seems to me that if you allow the long-leaper to go all the way to x0, he would want to do this because a piece on a corner square is immune to capture from a long-leaper (or a chameleon in this case.) So, if you want to avoid pieces hiding in the corner, I would disallow the extended move to x0. This seems to go along with the purpose of the ring-board - keeping pieces from using edges to provent capture.

Feedback to the Chess Variant Pages - How to contactus. Including information on editors and associate authors of the website.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Mar 31, 2005 01:41 AM UTC:
Fergus, it works as you describe for me, with the exception of the 'submit content' option, which doesn't seem to do anything.

Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Mar 31, 2005 01:51 AM UTC:
If a preset has the 'exclude pieces not in set' box checked, nothing I do seems to clear it. If I uncheck it, and test, update, or save, the box is still checked.

Feedback to the Chess Variant Pages - How to contactus. Including information on editors and associate authors of the website.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Mar 31, 2005 02:07 AM UTC:
IE 6.0. 'submit content' scrolls the screen a little, but it doesn't give me any additional options, like the others do.

Greg Strong wrote on Fri, Apr 1, 2005 12:50 AM UTC:Excellent ★★★★★
Sweeeet!  All works fine now under IE.  That being said, I have heard so
many people tell me that they are running FireFox that I guess I should at
least look at it.

This new feedback page is excellent.

Kamikaze Mortal Shogi. Send your Kamikazes on suicide missions in this Shogi variant. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Apr 5, 2005 03:23 PM UTC:
I'm not clear on something regarding promotion. Can I assume any piece may only promote once? Or can it keep moving in the promotion zone, gaining a rank each time?

Golem Chess. Variant where the Queen is replaced by the Golem, a piece that must be captured twice to remove it from play. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Apr 24, 2005 11:25 PM UTC:Excellent ★★★★★
Very interesting!

Half-golem capturing adjacent half-golem:  It says 'If a piece other than
a Golem captures a Golem, the capturing piece is removed from play, and the
Golem is replaced by a Half-Golem of the same ownership as the Golem.' 
But it also says 'A Golem or Half-Golem may always capture an adjacent
Golem or Half-Golem.'

What happens here?  And likewise, if a half-golem captures an adjacent
full-golem, is the capturing piece also removed?

[Subject Thread] [Add Response]
Greg Strong wrote on Mon, Apr 25, 2005 10:35 PM UTC:
I do not support any wiki idea, unless the inventor of any given game has
the control over that game's page.  And even then, I'm not wild about
the idea.

Here's an alternate idea, although it would require some additional PHP
code for running the site... Basically, the idea would be that any member,
not just an editor, would be able to upload pages (to a special directory)
and enter them into the database, but they would not be visible to the
community at large until an editor views the submission to ensure proper
formatting, good taste, etc.  If the editor approves the submission, he
uses the PHP system to 'activate' the page, which moves it to a
permanent directory of the editor's designation and makes it visible to
the world.  If there are problems, the editor rejects it with a note about
why.  Then the user may fix the problems and re-submit.  Yes, this requires
more of users who wish to submit in this fashion, but such people could
also enjoy quicker response times (assuming they get it right, of course,
but the same inventors tend to produce multiple games; the prolific
inventors will get good at it.)

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Apr 26, 2005 12:03 AM UTC:Excellent ★★★★★
The Beta of SMIRF is quite nice! Good user interface, nice set of features, and intelligent play. It would be nice if you would consider making it open-source.

[Subject Thread] [Add Response]
Greg Strong wrote on Tue, Apr 26, 2005 12:39 PM UTC:
I was not envisioning this new submission system automatically formatting
the text into the CVP template; that would be a lot of work to program,
and the standard outline, 'overview', 'rules', 'equipment', etc, is
probably not flexible enough to accomodate the wide assortment of games
being submitted.  It might be nice to expirement with someday, though ...


For a first version, I would do this: 
The first page takes basic database information about the game (name,
one-line description, number of ranks, number of files, number of cells,
...).  At this point I would have the database search, and reject the name
if it is a duplicate of the name of an existing game (including both games
already public and games still pending review.)  If all information has
been entered and there are no conflicts with existing games, then it
creates a sub-directory for it under the temp directory and instructs the
user to FTP upload the HTML page and any images to which it refers into
the newly created directory and click 'OK' when finished.  When the user
clicks OK, he is given the URL to the newly uploaded page, and asked
whether to proceed with the submission or upload again (in case there was
a problem.)  When the user indicates he is ready to proceed, an
email is sent to the editors notifying them of the new submission (and
giving them the URL.)  The editor then uses a PHP page to accept or
reject.  If accepted, the editor specifies the category of the game
('large variant', 'historical variant', etc.) and the program will
then move the game's directory to the appropriate permanent location.  If
rejected, the editor types a description of what is wrong, and the user is
notified, and can FTP up improved versions.  I would suggest the editors
NOT fix mistakes in the submissions; reject them with explaination and
make the users fix them.  This way the people who submit games get good at
it, (after a little practice,) and it would require very little time of the
editors.

Greg Strong wrote on Tue, Apr 26, 2005 05:37 PM UTC:
Yes, I completely understand all of Tony's concerns, and perhaps I should
clarify my thoughts.  I only propose the automated submission, as I have
described, as an alternative to the normal process.  Many, many people
will not be able to take advantage of the automated process for exactly
the reasons Tony enumerates.  At least in the early stages of its
development, the automated system would only be used by a few of us, but
we would go through the trouble to use it because our submissions would
'go live' far more quickly.  Even if only a few of us use it, it still
reduces workload on the editors, not only because the entries of those who
use it will require less work, but also because it allows those of us who
know how to use the system but are not editors to help others by 'doing
the heavy lifting' of translating to HTML, fixing English errors,
phrasing things better, etc.  People such as myself would be able to do
the work for the submissions of others (when asked) without being
designated an editor.  I already can (and have) made Game Courier presets
for people, and I ask Fergus to make 'em public when ready; this would
allow a similar process for game descriptions.  But much of the existing
work of the editors will remain in the short-term.

Greg Strong wrote on Wed, Apr 27, 2005 06:36 PM UTC:
Limiting it to 1 image would be very restricting, and I really doubt that
unreasonable image uploading would be a problem.  If anyone does include
far too much material (because they are putting up scanned pages, or
whatever,) that would be a basis for rejecting the submission.  If there
must be a hard limit for some reason, how about making it a size limit,
not a limit on the number or type of files.  Even then, some really large
or comlicated games may require more.  

This is the kind of thing that I believe is best addressed when it becomes
a problem, since I think that there is a very good chance that it never
will.  Even at 100,000KB per game, which is at least 100x more than the
average size, an 80 GB drive (about $50) would still hold over eight
hundred thousand (800,000) games!!!

The Bermuda Chess Angle. Pieces can vanish in a central grid (The Bermuda Chess Angle) depending on dice-determined coordinates. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Apr 30, 2005 08:43 PM UTC:Excellent ★★★★★
I really like this.  It adds an element of chance that so many other board
games have, but the probability of disappearance is low enough that you
can still play a game without worrying about it too much...  It's Chess
with a little extra element of risk.  Also, having the Bermuda Chess Angle
in the center of the board is nice, because it helps to equalize the value
of the squares.  The squares around the perimeter, which are normally
weaker, now have the added advantage of safety.

The number 10 is not all that prominent, and as a contest entry, that is a
slight weakness, but as a game overall I still rate it 'excellent.'

P.S.  I am taking Statistics for Engineers this semester, so that may be
coloring my view of the game a little.

Dave's Silly Example Game. This is Dave Howe's example of a user-posted game. (2x2, Cells: 4) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, May 1, 2005 04:16 PM UTC:Excellent ★★★★★
Yes, the page-submission system is definitely excellent! I was able to get Opulent Chess up in a matter of minutes. I suspect a LOT of games will be posted in the future ...

Decima. Variant on 10 by 10 board where you win when you have 10 points on the 10th row. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, May 1, 2005 04:32 PM UTC:Excellent ★★★★★
Very nice!  You were able to submit an update with the user-submission
system, and the editors had no problem moving the existing comments to the
new page.  It is indeed a new age at the CVP!

The idea of Decima is very nice.  The number 10 is included in an
interesting way, via the point values, and these values also have a very
nice way of helping to level the value of the pieces.  What the material
value of the pieces should be relative to the pawn would be very difficult
to determine.  But, this helps to add interest to the game ...

Dave's Silly Example Game. This is Dave Howe's example of a user-posted game. (2x2, Cells: 4) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, May 1, 2005 05:41 PM UTC:
Here's what I noticed:
I checked the 'using HTML tags in Text Box' but it didn't stick the
first time I submitted; the page didn't have proportional fonts.  I had
to use the link to go back and edit the page, and when I did I noticed
that that HTML tags box wasn't checked.  So I checked it and submitted
again, and it worked correctly.  I think that there is something wrong
with that that check-box such that it doesn't take the first time you
submit.

Game Courier Tournament #2. Sign up for our 2nd multi-variant tournament to be played all on Game Courier.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, May 3, 2005 05:49 PM UTC:
Hmm... I'm not sure why, but there are comments for this page that show up on the 'What's New' comment list, but not on this page itself. For example, Fergus' recent comment about letting the tournament slow down because of finals, etc.

Proximity Chess. Players must move pieces nearest to the arrival square of the last piece moved. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Wed, May 4, 2005 08:46 PM UTC:
An important question, which Pritchard's Encyclopedia does not answer. My educated guess would be that it is King-steps. If it was something else, it would likely have been specified.

📝Greg Strong wrote on Fri, May 6, 2005 12:58 AM UTC:
I would doubt that, because in Pritchard's description of Maximummer
Chess, he specifically explains that it is geometrical length; no such
mention is made for Proximity Chess.

Also, I would think that anything except King-move distance would make for
a worse game, because it would only further cut down a player's (already
few) options.

Voidrider Chess. A 43 square variant with movable spaces.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, May 6, 2005 04:47 PM UTC:
It runs on my computer.  As far as I can tell, it is just an interface; no
computerized opponent.

Salmon P. Chess. Huge three-dimensional game celebrating 10 years chess variant pages. (10x(), Cells: 7500) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, May 7, 2005 02:36 PM UTC:Good ★★★★
Wow!  It's hard to say anything about this game but 'Wow!'  
The sheer scale of it has an audacity and boldness that must be respected.
 This game will not be playable by computers until quantum computers become
a reality, and probably not by humans until we've had a few thousand more
years of evolution.  Still, this page made me laugh a great deal, and the
extensive use of the number ten cannot be denied!

Synchronous ChessA game information page
. Chess played with written simultaneous moves.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, May 18, 2005 02:13 AM UTC:
Yes, it is true that this cannot be implemented in ZoG. Or anything else that I know of. Zillions does not allow any game with hidden information, and since it is turn-based, essentially the second player to move is moving without knowing the first player's move...

Mitosis Chess. Each captured major piece in this game returns to the board as the two or three pieces it originally consisted of. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, May 18, 2005 02:23 AM UTC:Good ★★★★
Ok, this is definitely interesting... I really cannot picture how it would play, but would be interested to try. This game surely has a bizarre kind of leveling effect. The combination pieces, normally worth more, are worth less in the sense that they can be captured and the player gets pieces of equal mobility in compensation. Of course, a seperate rook and bishop is worth less than a Queen, etc., but in this game it might actually be preferable to lose a Queen rather than losing a Knight. I will probably whip up a Game Courier preset so I can try this one ...

Greg Strong wrote on Wed, May 18, 2005 02:40 AM UTC:
One small criticism ... Your names 'Cardinal' and 'Chancellor' ... Normally it is either 'Archbishop' and 'Chancellor' (as in Capablanca Chess) or 'Cardinal' and 'Marshall' (as in Grand Chess). The problem with the combination of 'Cardinal' and 'Chancellor' is that that both begin with 'C' making notation more problematic.

Hybrids. Standard pieces combine and split. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, May 18, 2005 03:56 AM UTC:
Iteresting. What does it mean that equal pieces can form a hybrid? Can a piece be a hybrid of more than two components?

Salmon P. Chess. Huge three-dimensional game celebrating 10 years chess variant pages. (10x(), Cells: 7500) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, May 20, 2005 02:41 PM UTC:
Yeah, I must reluctantly agree that it is probably a good idea to disallow unregistered users from making ratings. It probably does more harm than good to allow them to rate. Not only because of some occasionally spurious ratings (I actually think that this is extremely rare), but also because many ratings from unregistered users are just bad for the following reasons: (1) frequently they are from kids (or adults who can't write or explain themselves) and these opinions are generally not thought out at all. The members of this site all try to see the pros and cons in a game, and point out what is interesting and what is problematic. (2) A familiarity with (and an appreciation for) Chess Variants is critical when rating; a game is not 'poor' (at least by our description) because it is not Chess, or is not Shogi. (3) I have seen a couple of really, really rediculous reasons for rating games 'poor' although I can't think of an example off the top of my head. Such ratings are almost always from unregistered users. (4) Some ratings have nothing at all ... Just a 'poor' or an 'excellent' with no description, and sometimes they don't even bother to type in any name at all!

Synchronous ChessA game information page
. Chess played with written simultaneous moves.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, May 20, 2005 03:11 PM UTC:
Mark:
Your idea is very clever, and deserves an 'A' for inginuity!  This will
allow a person to play synchronous chess against Zillions so long as
computer is White.  But there's a problem... When the computer considers
what move to play, ('thinking',) it is recursively looking at hundreds
of thousands of sequences of move-counter-move combinations to determine
which is best.  During this look-ahead, whether Zillions is White or
Black, Zillions is playing both sides and uses perfect information.  The
way Zillions decides on moves will not change from a non-synchronous game
(and I'm pretty confidant that sometimes different moves are better in 
synchronous chess; and if not, then what's the point?)  So, essentially
what you have is a way for a person to play synchronous chess with the
computer, but the computer is still just playing chess.

Derek:
It is almost certainly possible to write a program to do it... (not that I
know how to go about it...)  But the suggestion you make of a computer vs.
computer synchronous match has an additional nasty complication that is
really hard to explain, but I will give it a shot.  
To have computer vs computer synchronous, you need not one capable
program, but two seperate (and different) programs.  Here's why:  say you
try to do it with one program... You give it the ability to handle the
hidden information by not including any code that looks at variables that
it's not supposed to.  Ok, so far, so good...  So, now it must try to
'guess' what the other player is going to do.  Chess programs all do
this by assuming that the opponent will make the best move he can.  In
this case, the 'best move he can' determination is being made by the
program!  After thinking about it, the program is going to determine that
the best move is always the actual move!  So, you've slowed it all way
down by making it think about the same things over and over again, but you
haven't changed its play at all!  It's still just playing regular Chess
against itself... Wierd, huh?!?

Greg Strong wrote on Fri, May 20, 2005 05:22 PM UTC:
It is surely a shame that ZoG development seems to be completely, totally
over.  When asked on their discussion boards if a new version is ever
forthcoming, no answer is given.  However, doing some of what Derek
suggests is redicuously difficult; it's not just a problem of limitations
in the Zillions description language that require you to have hidden pieces
and such; that view totally misses the point.  Ugliness and performance
problems are just the tip of the iceberg when addressing issues such as
Synchronous Chess.  The Alpha-Beta NegaScout algorithm that is fundamental
to most every commercial Chess program in the world cannot be used! 
Period!  If someone wants to address the Synchronous problem, and write a
program that *actually* plays this game, then they have to start from
scratch, and they do so without the benefit of any technical articles
written about the problem anywhere!  (I've read every word ever written
about writing programs for chess variants.  And, since such literature is
almost non-existant, it didn't take me long :)

That being said, although ZoG can't really be expected to play some of
the more radical games well, like Synchronous, there are some things that
its creators could do that would immediately make it infinitely better at
a large number of games, and those improvements would not require any old
ZSGs to be rewritten, and would be quite easy to implement.  They could,
for example, allow a new flag for piece types that allows the ZRF
programmer to specify the base value of a piece (excluding square
bonuses.)  The problem is solved quickly, because the responsibility is
transferred to the programmer, but it would not make any old ZRFs
obsolite, because they don't use that flag, so the program would use
default values.  And it is just so simple that it could not possibly take
more than an hour to implement.  But, it has been known that ZoG doesn't
evaluate pieces correctly for years, and there are lots of posts about it
on their discussion boards.  It seems that they are not even going to do
simple, quick improvements.  It's really too bad.

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