Comments by GregoryStrong
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?
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...
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.
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.
No, a Knight can jump over pieces of either color.
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.
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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.
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.
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!
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.
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
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 :)
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.
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!
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.
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.
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.
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 ...
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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.
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 |
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.
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.
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.)
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/
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
Crap. I see no word whatsoever on the website about airing on BBC America. *sigh* Oh well, at least there's E-mule...
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.
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.
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.
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!
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.
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.
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?
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.)
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.
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.
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!!!
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.
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 ...
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.
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.
It runs on my computer. As far as I can tell, it is just an interface; no computerized opponent.
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!
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?!?
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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