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Game Reviews by RobertoLavieri
The average number of moves to finish a good Whale Shogi game may be not very high, perhaps around 20 moves. I think this class of game should be excellent in a 7X7 baord, but it is the need of another piece to insert coherently in the game. (well, it is easy show ideas, the interesting thing is chose the best one, without a loss of the personality of the game. I don´t think that the criterium would be uniform in this case, and accepted as the best by everybody)
Greg, I have tested three ULTIMA games using Chess V. Good effort!, I appreciate it a lot, but I have some observations. First, you can take the enemy King and the game continues without end. It happened with immobilized Kings in the three games, so I have not seen if it happens in other cases. The second observation is about the A.I. game play, it is possible that you have noted that Chess V is a weak ULTIMA player, (much more than I thought at first, surprisingly to me) and I noted a strong ingenuity with the Immobilizer power, perhaps you must augment the penalty for immobilized pieces to 50%, but it is necessary that the A.I. take also in account situations in wich the immobilizer is immobilized with a Chameleon and then be vulnerable in the future. I could capture the enemy immobilizer in this way twice. Kings can act in a better way in Coordination with the Coordinator, it is necessary augment the bonus in the position evaluation when there are more enemy pieces in line with the King after a King move. Pawn movement is ingenuous too, but it is not easy a solution, perhaps the best should be a good bonus in the position evaluation (not in the piece) for a movement that reduces the brut mobility of enemy pieces (number of squares the pieces can reach), and other bonus in the evaluation function (a bit less than the other) for a Pawn move that augments the number of potential capturing squares using the pawn moved, i.e., looking how many sandwiches can make the Pawn with own pieces, although there is or not an enemy piece between (covering potential). I know it is not easy improve a lot this game, but it should be good a revision. I´m very sorry I can´t help a lot with the code, but I´ll try to help you as I can.
Chess V, playing White, beated Zillions, 30sec. per player, in this ULTIMA test game: Zillions Save Game File Version 0.02 HC RulesFile=C:\Archivos de programa\Zillions Development\Zillions Demo\Rules\Ultima.zrf VariantName=Ultima 1. Pawn g2 - g5 1. Pawn a7 - a6 2. Pawn b2 - b5 2. Pawn f7 - f3 3. Pawn h2 - h4 3. Pawn c7 - c4 4. Pawn h4 - f4 x f3 4. Long-Leaper b8 - h2 x f4 5. Pawn c2 - c3 5. Long-Leaper h2 - e5 6. Pawn f2 - f5 6. Long-Leaper e5 - a5 x b5 7. Long-Leaper b1 - b3 7. Coordinator a8 - a7 8. Coordinator h1 - h2 8. Withdrawer d8 - c7 9. Withdrawer e1 - g3 9. Coordinator a7 - f2 x e2 10. Withdrawer g3 - h4 x f2 10. Pawn c4 - e4 11. King d1 - e1 11. Pawn e4 - a4 12. Long-Leaper g1 - g3 12. Pawn d7 - d6 13. Coordinator h2 - f2 13. Withdrawer c7 - c5 14. Withdrawer h4 - b4 14. Pawn a4 - a3 15. Long-Leaper g3 - e3 15. Pawn d6 - d4 16. Withdrawer b4 - a4 16. Long-Leaper a5 - b6 17. Withdrawer a4 - b4 17. Long-Leaper b6 - c7 18. Long-Leaper e3 - e6 18. Chameleon f8 - f7 19. Long-Leaper e6 - e4 19. Withdrawer c5 - d6 x b4 20. Pawn c3 - c4 x d4 20. Pawn b7 - a7 21. Pawn c4 - a4 x a3 21. Long-Leaper c7 - a5 22. Coordinator f2 - c5 22. Long-Leaper a5 - a3 x a4 23. Coordinator c5 - c3 23. Pawn a7 - c7 24. Pawn f5 - a5 24. Long-Leaper a3 - c5 25. Chameleon f1 - f5 25. Long-Leaper c5 - a7 26. Chameleon f5 - e5 26. Chameleon f7 - f2 27. King e1 - d1 27. Withdrawer d6 - c5 28. Pawn d2 - d5 28. Long-Leaper a7 - b8 29. Pawn a5 - b5 x c5 29. Long-Leaper b8 - b2 x b3 x b5 30. King d1 - c2 30. Pawn h7 - h5 31. Coordinator c3 - f3 x f2 31. Chameleon c8 - f5 32. Long-Leaper e4 - g6 x f5 32. Immobilizer h8 - h6 33. Chameleon e5 - f6 33. Pawn e7 - e5 34. Coordinator f3 - f5 34. Pawn c7 - c5 x d5 35. King c2 x b2 35. Long-Leaper g8 - c4 36. Pawn a2 - a3 36. Pawn h5 - h3 37. Chameleon c1 - b1 37. Pawn h3 - d3 38. Chameleon b1 - d1 38. King e8 - d7 39. King b2 - b1 39. Long-Leaper c4 - a4 40. King b1 - a2 40. Long-Leaper a4 - f4 41. Chameleon d1 - a4 41. Long-Leaper f4 - f3 42. Immobilizer a1 - d1 42. Long-Leaper f3 - h5 43. Immobilizer d1 - g4 43. Pawn a6 - a7 44. Chameleon a4 - f4 44. Pawn a7 - a8 45. Chameleon f4 - e3 45. Pawn d3 - d1 46. Chameleon e3 - d4 46. Pawn e5 - e3 47. King a2 - b3 47. Pawn c5 - e5 48. Coordinator f5 - e4 x e3 48. Pawn e5 - f5 x g5 49. Chameleon f6 - f7 49. Pawn a8 - a6 50. Coordinator e4 - e6 50. Pawn g7 - g8 51. King b3 - b4 51. Immobilizer h6 - g5 52. King b4 - c5 52. Pawn g8 - g7 x g6 53. Coordinator e6 - g6 x g5 53. Pawn d1 - d2 54. Coordinator g6 - h6 x h5 54. Pawn d2 - a2 55. Chameleon d4 - d6 55. King d7 - d8 56. Chameleon d6 - e7 56. Pawn a6 - a4 x a3 57. Chameleon e7 x d8
Comment on the game: ChessV vs. Zillions, 30 sec. per player per move. Opening was weakly played by both programs, and you can observe the that the Pawn movements are not the best in both. The game play was more tactical than positional, the pair King-Coordinator is not used in the best way, and Immobilizer potential-and-risks is not well appreciated. But Chess V 'understood' better the game philosophy, and the end was played relatively good by Chess V, although with clear deficiences by Zillions. Very interesting test game!.
Three tests more, Zillions playing White, Chess V playing Black, 10 seconds per move. Results: Chess V won 3-0 !. Chess V is still relatively weak playing against humans, but it is definitely stronger than Zillions. I have detected an important bug, as I said, that must be corrected inmediately: When Chess V King is immobilized, it appears that if you can capture it, the prgogram does not detect it is Checkmated, you capture the King and the game cam continue endless. Now I think that 50% of penalty for immobilized pieces is perhaps too much, but I suggest augment it a bit, 30%, but if your immobilizer is immobilized, the value of your immobilizer must fall at least to half. There must be an important penalty for an immobilized King, much more if the immobilizer is potentially safe, Chess V takes not a good care with its King sometimes against the enemy immobilizer. I´ll add more when I have more to add.
Well, in my fourth game against Chess V, the program beated me, playing in a good manner. I have not played bad, neither commited fatal errors or clear blunders. Analyzing the game, I have played different than in my previous three games, with a relatively open position. It seems that Chess V plays well this kind of instances.
At first view, I think this game is good, and very playable. I have to test it to have a better idea.
I don´t know how good is the game, because I have not played it, but Spratt´s graphics are superb!.
I have tried this game briefly, and it is certainly playable. Game play seems to be nice, although it is not so easy play it in a good manner, it can need some expertise, if not, many moves can be blunders. I disagree a bit with the different ways of flying, particularily with respect to the difference between Rooks and Bishops. Regardless some previous comments in which the game itself is not well analysized, objectively this seems to be a moderately interesting game which can be rated as 'good', in my particular opinion.
Excellent page!. In my opinion, new comments on strategy by Fourriere are of very high quality, I have learned a bit more about this nice game, but I doubt I can still play it as well as I would want, deep tactics are usually complex, and risks are much more important than in FIDE-Chess. Mastering this game needs certain amount of time, undoubtely.
Michael: What happened with a PRESET in Courier for this nice game?. Can anybody help?
This game is not so easy to play in the opening!, tactics are enterely different than in FIDE-Chess, and it is very easy lose material if you try to develop fast your pieces looking for suposed 'positional advantage' that, in the majority of the cases, it is not advantage of any class, much times you fall in exposed positions, it seems better play it in a somewhat conservative way, being very careful with the support to all your major pieces in play. If you take not care, you can be checkmated very soon. The average number of moves to finish a game can be of no more than 20 moves. this game is extremely dynamic, and it must be balanced with the usual rule: in the first move, White plays only one move. If not, White advantage is notorious in the opening. Surprisingly, e2-e4 does not seem to be the best first move in this game.
Greg, you are right, all pieces have rifle capture capabilities, but much more than this, power of pieces is not only extraordinary, it is augmented by the fact that you can move not only the same piece twice, but two consecutive moves with different pieces too. On an empty board, Queen and Rooks can reach ALL the rest of the squares (63!) from any initial position. Ends are a madness, and for this reason the games finish very soon, in very rare cases you can play a game which finishes in more than 25 moves!
Well, I`m not going to add news to the controversy about the first. This game, and Syncronous Chess are both very interesting and somewhat strange in its fundamental essence, i.e. syncrony, but some rules need to be precisely clarified. In XYMYX, castling and Pawn captures can show some bizarre situations in which it is not clear the correct move. Promotions and Checking the King too. It should be good an exhaustive explanation on the exact rules that applies in such rare cases.
Jumping Chess is not a bad game, the game play is very interesting, although it is undoubtely biased to defensive schemes if you want to have good chances of winning, but it is very strategic, perhaps much more than FIDE-Chess. If a player tries to play it using Michael Tal´s or Bobby Fischer´s styles, it is very possible it is going to be in disadvantage quickly. This game must be played a-la- Tigran Petrossian, for better possibilities.
Nice and interesting variant!. The only observation: In 'dense' games, it is always difficult to visualize all threatened squares in a good manner, making somwhat difficult the calculations. But the game play is incredibly rich. Try it and see!.
Looks interesting, but King is e1, Gnu in f2 seems to be a better initial setup.
Beautiful!. I have to play a test game to take a better idea. Is it going to be a ZRF available?. If not, I can try codifying it, but I´ll need a couple of weeks, I have some other things to do at first.
Be honest, this game is at least good (in my opinion, it is very good). I don´t rate it 'excellent' because there is a little detail that is not so easy to solve, and it is a relative weakness in the setup in the c-Pawn and in the h-Pawn. It is also a bit incomodious the first moves of the Bishops, because the player must take some care on the own Rooks and a possible attack by the opposite Bishops. The possible solution I thought, augmenting the power of Bishops allowing the one-step orthogonal movement for Bishops, may alter the good balance and harmony you can see in the game play, powered Bishops are much more valious than a Knight, and the game play itself may change significatively, although I don´t know, I have not tested it. On other hand, Falcon movement is nice and it seems well adapted to this game. My impression is that this is not a 'random' game, but a well thought and tested game, and possible improvements are not obvious.
I have tested it playing a couple of games against Zillions, and the game play is very nice, strategy and tactics are -sui generis- , adapted to the rules of this excellent game.
Really nice!, the only objection is about the TEN minutes rule (well, I know this is a 'ten' game for the contest), because this game should be better allowing a bit more amount of time, say 30 minutes at least. I`ll play a quick test this morning to see, I suppose it is going to be funny.
It seems to be interesting. I have a question: Can the Burakumin CAPTURE a piece ending on a square adjacent to other piece? . If not, I don`t understand well the other untouchability rule. This is the most strange piece in this game, and it is the need of some clarification about it. I wonder if the game play is better or not with this piece in scene, some tests are needed, but, by now, I like the fundamental ideas behind this game, as the promotion rules.
Well, I have tried a brief test using hand-made paper pieces in a 10x10 board. My impression is that the game is playable, although complicated and, definitely, different. There is not great clarity in the game, at least this is my impression, and it is possible there are too many pieces, I would simplify it. Instead of 1´s. 2´s, etc, I would use only one kind of 'Pawns', perhaps two, but not more, Merchant and Craftsman seeem to be sufficient. Burakumin is not a bad piece, it is interesting in the game, but it is the need of refine a bit the rules of movement, re-thinking the piece once the author make some tests until convinced about what he really wants to see and feel in the game play. This game needs some mastery to be played in a good manner, but it is not necessarily a bad characteristic, it is only a characteristic of the game, being different and relatively complex. Someone can try to code a ZRF, me included, once clarified enterely the game in base of the author´s entire satisfaction with it, but there are some complexities in the implementation, as I can see.
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