Check out Alice Chess, our featured variant for June, 2024.


[ Help | Earliest Comments | Latest Comments ]
[ List All Subjects of Discussion | Create New Subject of Discussion ]
[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]

Comments by catugo

EarliestEarlier Reverse Order LaterLatest
Centaur Princess Chess. Chess on a 10x8 board with Centaurs and Princesses (archbishops) added. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Mon, Mar 4 03:53 PM UTC:

Hello Kevin! Is the a reason for using fast castle here? I mean both the new pieces can leap easily not being an impediment to using regular castle. Also there isn't a development on the same square problem like in waffle chess!


Aurelian Florea wrote on Mon, Mar 4 05:09 PM UTC in reply to Kevin Pacey from 04:52 PM:

I meant that in waffle chess the preferred first move square for both knight and waffle was the same. Anyway. I get what you are saying!


Including Piece Values on Rules Pages[Subject Thread] [Add Response]
Aurelian Florea wrote on Sat, Mar 9 06:18 AM UTC in reply to H. G. Muller from Fri Mar 8 06:00 PM:

Agreed! But I am all for publishing piece values obtained through applying your experimental method. That and other tactical or strategic tips the author has found. For example I have observed that it is wrong to move a joker, in all my apothecary games, if there are pawns still ahead because they can move forward attacking the joker while the poor sucker cannot run, as it imitates a pawn. Conversely if there are no pawns ahead moving the joker to the center can be very fruitful as it can imitate anything making it temporarily the most powerful piece on the board.


Grand Apothecary Chess-Alert. (Updated!) Very large Board variant obtained trough tinkering with known games.[All Comments] [Add Comment or Rating]
💡📝Aurelian Florea wrote on Wed, Mar 27 10:25 AM UTC in reply to Daniel Zacharias from Sat Mar 23 08:26 PM:

I though at warlock for ZW because it is related to the wizard CF.


💡📝Aurelian Florea wrote on Wed, Mar 27 10:27 AM UTC in reply to Daniel Zacharias from Sat Mar 23 08:26 PM:

I don't know why the Picture does not work! It works for me!


💡📝Aurelian Florea wrote on Wed, Mar 27 03:28 PM UTC in reply to Bob Greenwade from 02:18 PM:

Ok, I'll remember that for the future!


Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Sat, Apr 13 04:36 PM UTC in reply to Christine Bagley-Jones from 12:47 AM:

@Christine,

Thanks For including me in this discussion!


About jokers in large Board Games[Subject Thread] [Add Response]
Aurelian Florea wrote on Tue, Apr 16 01:01 PM UTC:

This Thread is about games that contain the joker(imitator, jester, fool) piece. The joker piece is here a piece that does not have a move of it's own but borrows the last move of the opponent. It has no other abilities (unlike the one in omega chess), not even double pawn move, en passant or promotion, ability to castle etc. .

The main problem I am facing is that with increased number of piece types (which comes naturally on larger boards) it becomes increasingly powerful. I fear it becomes game breaking. I'm stuck in designing my new games as this piece is also difficult to program (more on this later). Each of the games I am designing has a heavy cavalry piece pair and a light cavalry piece (leapers- their exact abilities are not important now), a bishop pair, a rook pair, a war wagon (as I have renamed the well known falcon), a bent rider, a leaper+slider compound, a queen and of course the royal king. What I have observed by playing against the interactive diagram is that after some pawns and minors are exchanged the joker finds rather easily a central or near central position where it seems almighty. True that the opponent has a joker, too, but it is quite often when one joker paralyzes more pieces than the other. So to me it seems that the joker inserts in the game more a random thing than a good strategy reward. I have to mention that in orthodox chess I have a 1500 rating after the recent increase. Probably stronger players will feel differently. I though of having instead of one all imitating joker to have one that has it's power updated when the enemy moves a light piece and one that has it's power updated when the opponent moves a heavy piece. But this makes a game that already has a steep learning curve into something with an even greater learning curve. I'm writing this in hope for new opinions about including joker in increasingly large games.

On the programming side of things, games that have jokers are more difficult to program. And not because it's move power is difficult to program. I was able to go myself as far, but not further. It is a piece extremely difficult to evaluate. It has been proposed here to aproximate the piece value with the average strength of the enemy pieces. But this does not do it justice. The number of enemy piece types should play a role especially in games where there are many types of piece types like in those I'm designing as mentioned above (riders, leapers, pathers, leapers+riders, bent riders etc.). Moreover chessV does not accept a joker imitating a war wagon (falcon). Some I'm stock only with the interactive diagram which is a poorer AI. I know HG works on something cooler in C++ if I'm not mistaking but this could take many months maybe years.

More I'm thinking of a 10x10 CWDA with jokers. But imitating an opponent's move does not seem like CWDA to me. So I'd go for a transferrer that trasfers the move of a fibnif to a waffle for example. All of these are reasons for why I'm contemplating to take out the joker and replace it with a more normal piece.

But I have reserves to doing that also. First as I have said above I am a merely 1500 chess player. What if introducing the joker is brilliant but I just can't see it. What I find random it is actually strategic for a better player. A NNUE program for example. Also the joker is fun and it offers many tactical possibilities.

For now the best course of action seems to me to make simulations with ChessV without a joker, say jokerless varaints of the variant. That to find out the real piece values when the joker is not involved. An then when HG's more sofisticated program becomes available, try to look at games with joker (never jokers, as many jokers also make each joker more powerful) and see if having a joker makes the games more strategic and tactical, or it makes the game feel more random.


Aurelian Florea wrote on Tue, Apr 16 05:43 PM UTC:

Forget about running the games on ChessV even without the Joker. ChessV does not do riders bent after the second step either. It seems y it is not supported.


Aurelian Florea wrote on Thu, Apr 18 05:44 AM UTC in reply to Daniel Zacharias from Wed Apr 17 06:25 PM:

I have read Eric Silverman's thoughts on powerful pieces now. Trouble with the joker is that it's value is very volatile. In the beginning it is very powerful though. One could argue that maneuvering him it is a matter of skill. This, actually is my conundrum: Is it a matter of skill or a matter or perceived randomness?

By larger boards I mean strictly larger than 8x8. Even in 10x10(where I have 13 piece types) handling the enemy joker is quite tricky. 12x12 could work, too. But larger boards would make games impossible to play if the joker is present. Just imagine Tenjiku shogi with one or God forbid more jokers.

As I have said in my previous comment I have a large palette of piece types represented. This makes things even more complicated.

It could also be that I worry too much, but who knows.


Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Sun, Apr 21 05:03 AM UTC in reply to Daniel Zacharias from Sat Apr 20 07:36 PM:

I'll do it today!


Aurelian Florea wrote on Sun, Apr 21 08:08 AM UTC in reply to Daniel Zacharias from Sat Apr 20 07:36 PM:

I did not figured out what to copy and paste into the wizard. On my variants I start with this line:

script type="text/javascript" src="../membergraphics/MSinteractive-diagrams/betza.js?nocache=true"

as far as I remember.

But a similar line seems to end the Megalomachy diagram.


Aurelian Florea wrote on Sun, Apr 21 05:33 PM UTC in reply to H. G. Muller from 04:22 PM:

Thank for refreshing my memory, HG!


Aurelian Florea wrote on Sun, Apr 21 06:57 PM UTC in reply to H. G. Muller from 04:22 PM:

I don't think it works. I keep getting orthodox chess. Can it be that the description is too long. I have tried an Grand Apothecary game it it works fine. This is how I know I have followed the proper steps.


Aurelian Florea wrote on Mon, Apr 22 07:10 AM UTC in reply to H. G. Muller from 06:31 AM:

I get this error:

Cannot make a diagram with 0 pieces on an 8x8 board!

satellite=megalo
files=16
ranks=16
promoZone=1
maxPromote=2
promoChoice=EA,AM,G
graphicsDir=/graphics.dir/alfaeriePNG/
graphicsDir=http://chessvariants.com/graphics.dir/alfaeriePNG/
squareSize=33
graphicsType=png
theme=DD
whitePrefix=w
blackPrefix=b
borders=0
firstRank=1
useMarkers=1
newClick=1
captureMatrix=/"27/27^^^^^=/"/27^^^^^%/32%
pawn::fmWfceFifmnDifmnH::a5-p5
warrior::fmWfmnnDfceFbhcN:quickpawn:a2-d2,m2-p2
ram:RM:mgQcfD::c1,n1,e2,l2
scout::mNcA:knightpawn:g4,j4
vao::mBpcB::d1,m1
camel::::d3,m3
zebra::::e3,l3
war machine:D:yafpabmRWD:warmachinewazir:f4,k4
elephant::yafpabmBFA:elephantferz:d4,m4
frog::FH::a4,p4
guard:GD:yafpabmRK:duke:b3,o3
knight:N:yafafafpabmBN::b4,o4
bishop::::h4,i4
cannon:CN:::e1,l1
rook::::a3,p3
leo:LE:mQpcQ:paovao:c3,n3
nightrider:NR:::b1,o1
dragon horse:DH:BW:promotedbishop:c4,n4
dragon king:DK:RF:promotedrook:a1,p1
rhino:RH:[W?fsB]::g1
gryphon::[F?fsR]::f1
archbishop:::cardinal:e4
marshall:::chancellor:l4
queen::::j1
lion::KNAD::h2
amazon:AM:QN::i2
archer:AR:WA::f3,k3
spearman:SM:FD:nspearman:g3,j3
bat:BA:B(paf)14cB::h3,i3
raven:FA:R(paf)14cR:bird2:g2,j2
eagle:EA:Q(paf)14cQ:bird:h1,i1
terror::QNADcamK:dragon:f2,k2
king::KispO9::k1

Aurelian Florea wrote on Mon, Apr 22 11:30 AM UTC in reply to H. G. Muller from 07:42 AM:

Now I get this:

Please report any bugs or errors to H.G. Muller

I probably mismatched something.

But neither &showcode=true (I got this from the developer guide) or &edit=true work


Aurelian Florea wrote on Tue, Apr 23 09:44 AM UTC in reply to H. G. Muller from 08:43 AM:

Oh, that seems a lot of work. But I'll do it in the evening!


Aurelian Florea wrote on Tue, Apr 23 10:20 AM UTC in reply to H. G. Muller from 09:58 AM:

Did not knew that! Still in the evening, but thanks!


Aurelian Florea wrote on Tue, Apr 23 12:33 PM UTC in reply to H. G. Muller from 09:58 AM:

I have done it and it seems to be working fine!


Aurelian Florea wrote on Tue, Apr 23 03:06 PM UTC in reply to H. G. Muller from 02:59 PM:

I have pasted that at the end of the pregame section.


Aurelian Florea wrote on Wed, Apr 24 05:06 AM UTC in reply to H. G. Muller from Tue Apr 23 03:53 PM:

Done!


Aurelian Florea wrote on Fri, Apr 26 05:22 AM UTC in reply to H. G. Muller from Tue Apr 23 03:53 PM:

Flying pieces still do not fly!


About jokers in large Board Games[Subject Thread] [Add Response]
Aurelian Florea wrote on Fri, Apr 26 05:29 AM UTC in reply to Aurelian Florea from Tue Apr 16 01:01 PM:

It seems people are not that interested in this topic. I'm thinking that this is because there is not a lot of experience in games with jokers.

Anyway after a intensive series of games played against the ID these days, I have concluded that on a 10x10 board at least things are ok. What bad thing that can happed is to lose connected pawns, because then the joker is not easily trapped by just moving a pawn. So one has to protect connected pawns, especially near the king, even from sacrifices. That is actually a strategic choice on part of the attacker. I think this is actually a good thing.

So my own verdict is that on a 10x10 board the joker works.


Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Fri, Apr 26 01:29 PM UTC in reply to Daniel Zacharias from 12:23 PM:

Ok, I thought it is like in tenjiku shogi!


25 comments displayed

EarliestEarlier Reverse Order LaterLatest

Permalink to the exact comments currently displayed.