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Asymmetric Chess. Chess with alternative units but classical types and mechanics. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Dmitry Eskin wrote on Wed, Nov 23, 2016 08:20 PM UTC:

Yes, but the Elves is only name, as fantasy theme is only image.
The main difference of this variant from the Chess with Different Armies is in 3 points:
1) all classic mechanics and types without any exotic moves
2) different pawns
3) new units/races are only for the asymmetrical balance, not for the new units/races (that's why it could never be 4+ races/armies if 3 is enough)

There is 100% guarantee that all non-king units are unique within this system, and all units in their types are not dominating each other (like extended knights with extra moves dominating classical knights at all aspects). There are simple rules limiting only classic mechanics. And these are very strong requirements or limitations for development, that's why the Asymmetric's Orcs and Elves armies can be included to Chess with Different Armies, but not vice versa.

In other words, this variant is detached subsystem of Chess with Different Armies, with strong limitations for classic rules and types.


💡📝Dmitry Eskin wrote on Wed, Nov 23, 2016 05:37 PM UTC:

To H. G. Muller:

My opinions of the images are less important than the convenience of the players in any way. So if you sure maybe it's right.
About the Elephant, in my country the Bishop has name of the Elephant, but this is a word, not the image.

"The names you assigned to the pieces does not fit their moves very well. In mythology Pegasus is a winged horse, and you use it on a piece that has no Knight moves. Similarly, a Centaur is both horse-like and human-like, and you made it fight for the Orcs without Knight moves. Perhaps you should consider renaming Phoenix to Pegasus, Pegasus to Eagle and Centaur to Troll (and Guard to Goblin, as Trolls and Goblins are known accomplishes of Orcs.)"

In my opinions:
-Pawn-type is infantry
-Knight-type is cavalry
-Bishop-type is archers (but in fantasy subjects it's also casters)
-Rook-type is sieged (but in fantasy subjects it's a flyers)

So I had gave names with those types + race's themes. As for me, it is not a question of principle, if the most players agree with you, than change it. About the Guard, he was originally a Goblin, but the Goblin doesn't match to his defensive style, he is more Dwarf than Goblin (yes, this is a strange alliance).

The current Centaur and Pegasus are good associated with the classical knights not by moving types but by 100% leaping and limited range (originally they had the same range up to 2 squares - mid-range, but then the Pegasus was buffed to 3). That's why I had choose these names.



In terms of classic images, I like new images for the Hunter and the Wyvern, because (as for me) it's good associated with the blind zones that units have. But I like the Pegasus image too and so agree that it's very good for the Archbishop piece (it has a horse and the wings show that unit is mobile). This is the strong argue for renaming Phoenix to the Pegasus and I need to think about it.


💡📝Dmitry Eskin wrote on Wed, Nov 23, 2016 05:01 AM UTC:

Correct me if I'm wrong:

Fairy = Stone General + pawn's basic mechanics (double move, e.p. capture, promotion)
Guard is unique

Unicorn = Ferz Knight without leaping
Werewolf = Wazir Knight without leaping

Hunter = Vanguard + leaping over adjacent squares
Centaur = Elephant (modern)

old Pegasus = Wazaba
Pegasus is unique
Wyvern is unique

Phoenix = Archbishop
Dragon = Chancellor


💡📝Dmitry Eskin wrote on Tue, Nov 22, 2016 11:42 PM UTC:

H. G. Muller
Can you fix this problem with e.p. or it's very difficult (if WinBoard is your program)? In principle, it is not so terrible for automatic testing, simply replay some games. However, this interferes with the analysis and manual games.

On my part, I can simply:
- Make fairy leaping/laming the first move, but it is a buff (and an extra rule)
- Remove from the fairy possibility of double move, but it is a nerf and killing of game dynamics

The problem is that the elves are very equal balanced now. And it seems, now I understand why Spartan pawns have leaping first move :)

About pieces' images yes, I understand. But many other players do not know what is the elephant and why it is associated with a diagonal movement. And that's why I'm not sure which variant is better.

About the archbishop, if a piece has knightish moves but has not knightish image, it would deal "terrible damage", stunning any new players, because knightish moves are the most dangerous in the game and a player must be warned about this by the face of the horse :)

I had add the next rule about en passant capturing:

"For Elvish and Orcish Pawns en passant capturing has the first prioity, there is no possible to ignore en passant capturing with a simple moving to the square without capturing of this square​"

And how I see this is how the engine works now.


💡📝Dmitry Eskin wrote on Tue, Nov 22, 2016 08:57 PM UTC:

H. G. Muller

This is the illustration of how e.p. capture is broken (engine's bug):
1. d2-f4+ de3 (engine's move) but f4 pawn is still on the board and 2.f4:g5 is not legal because it is out of the sync.
If there is a black knight on the e4, it will disappear after that e.p. capture.

The white is the Elf and the black is the Elf or the Human on this diagram.

http://hgm.nubati.net/variants/orc-elf/
I like all of the new pieces' images except the phoenix (archbishop) and the centaurs. I think that archbishop may be like classical archbishop (but mirrored as chancellor) and the centaurs must be associated with bishops' classical images (as new hunters now). Because the centaur is a bishop variation, not an exotic piece with unique movement. And maybe the pegasus will be better as a "winged" rook, not sure. I think that the best idea is the nearest associations with classic pieces (werewolves/unicorns, fairies/guards, hunters, dragon are very nice).


💡📝Dmitry Eskin wrote on Tue, Nov 22, 2016 07:38 PM UTC:

And I want to make decision (when a blink was removed), where is the best starting place for elvish bishops (Hunters), on b/g or on c/f files?

If the Hunters stay on c/f (as classical) then:
1) there is the g7-vulnerability and in EvE matchup 1.Qc3 forces a reaction of gf6/ef6
2) the Hunters are less aggresive but more maneurable (for example, Bh3 or Bb5+ moves)
3) Bb5-type moves counter 1....d4/d5 openings in EvH because after Bb5+ there is only one way to protect the king - moving a bishop or a knight to d7 with unfavorable exchange; and also that moves counter df4/df5 openings in EvE

If the Hunters stay on b/g files then:
1) EvE, EvH matchup: 1.Ra4 (or h4) immdediately attacks a7 and forces a reaction; this is an ability to cancel own castling for an early agression (and I think that for Elves with mobile pawns the castling is not important as for other armies)
2) the Hunter are more aggresive but less maneurable
3) EvH matchup: Ra4/h4 openings are still relevant because of the threating to a5-a8 capturing a rook (Griffin). And a possible reaction is b6 or a5 (these moves save a7 pawn also)

This is important for the elvish knights (Unicorns) too.

If the Unicorns stay on b/g (as classical) then:
1) their activation is possible through с2/f2 squares only, or as an alternative through a2/h2 but passive like Na3

If the Unicorns stay on c/f lines then:
1) their activation is possible through b2/g2 and d2/e2, more active variants


💡📝Dmitry Eskin wrote on Tue, Nov 22, 2016 05:22 PM UTC:

H. G. Muller:
Thank you. But there are some details.
The Hunter has the first part of moving (to range of 2) as a leaping, although continues his moving as a linear rider. In other words, he ia as classical Bishop but always skips (and ignores) the first square in each direction (at melee range of 1), like the Knight.
And the Wyvern has too.
The Pegasus is R3 but 100% leaper to all of his moves (can leap through up to 2 pieces). It gives him a great flexibility and makes him as stronger as the Rook.

If there some unclear details in the current rules (at the main post), please propose that such determinations would be clear to all. Maybe my current determinations are not clear now.

Sorry if it is inconvenient for the current notations: these types of moves were invented before I got to know this theory.

"If such a move would go to the square skipped over by the opponent Pawn on the preceding move, it could both be interpreted as a normal non-capture move or as an e.p. capture."
Hmm, its interesting. I think that this move has a capture's priority (always e.p. capture if possible). But there are some cases in which e.p.capture is put own king under a check - then moving to this square is not legal right now, even it is legal without e.p. capture.

And yes, there is a problem with e.p. capture in a Fairy-Max - the pawns may capture such a way any piece (not only pawns), even friendly, its a bug and later it is out of sync for engines :)

P.S. How I had found, the strongest configure for elvish AI is classical R and Q for a rook and queen, not centralized, as a standard rook and a queen.


💡📝Dmitry Eskin wrote on Mon, Nov 21, 2016 10:01 PM UTC:

I would update auto statistics at this post (with the new extended Pegasus instead of blink):

Orc vs Elf = 22,5 : 17,5
Orc vs Human = 21,5 : 18,5
Elf vs Human = 41 : 39

P.S. I like the new Pegasus, this unit became a brilliant with a range of 3, and so I had updated the rules (removing a blink and upgrading the Pegasus).

💡📝Dmitry Eskin wrote on Mon, Nov 21, 2016 03:40 PM UTC:

To H. G. Muller:

Alternative Knights are not lame Knights! They have up to all 12 squares to moves, like a linear piece (with a limited range up to 2). Regarding the rest, I will try it, thanks.

I tested the old configure and had found that:
1) Blink-Phoenix is terrible! Elf vs Human defeats a pawn with 1.B:a7 (if the 1....R:a7 then 2.Qe3 with a diagonal a7-h8 attacking and capture one of the rooks). It need to be fixed and I'll remove this ability at the next update of the Asymmetric Chess.
2) AI is weak at the openings and is strongly influenced by the way played alternative pieces, maybe its a problem with my mistakes of configuring (upper case) or with starting arrangements or with some pieces/pawns' design.
3) The total results of the balance for now (with time-control of 1 minute per 40 turns):
Orc-Human 13:7
Elf-Human 8,5:11,5 (but 5:5 when the elf is white and capture a pawn with 1.B:a7 and 3,5:6,5 when the elf is black)
Elf-Orc 9:11
4) The Wyvern seems undervalued and strong as soon as the Griffin (classic Rook) because of the starting activity

Maybe instead Phoenix' blinking I'll give to the Pegasus range of 1-3 (instead of 1-2), I'm testing for it. The old Pegasus has very big difference with a classic Rook in his power, because a classic Rook (Griffin) has sieged range (longer that long-range of bishop's diagonals). An average range of diagonal's direction is about 2,5, and an average range of orthogonal's direction is 4. That's why I think that 4+ distance is sieged range but a range of 3 isn't sieged. New Pegasus will be as strong as a Griffin (Rook) because of a great jumping ability.

P.S. Alterntative Knights (unicorn/werewolf) may be counted as lame knights + ferz/wazir.


💡📝Dmitry Eskin wrote on Mon, Nov 21, 2016 01:48 AM UTC:

to H. G. Muller
Thanks you for your program and advices!

I put this variant and it works but I need to configure pieces' images: elvish (black in this case, and white for future presets) bishop and knight must exchange their starting places.

I use classic preset (images), but maybe it's better to draw alt. queens as chancellor and archbishop, but I don't know how to configure it.

// Asymmetric Chess (Orc-Elf)
Game: normal # PNBRQ.........Kpnbrq.........k
8x8
6 4 5 7 3 5 4 6
8 11 10 9 3 10 11 8
p:125 -16,24 -16,7 -1,5 1,5
p:130 15,24 17,24 15,7 17,7
K:-1  1,34 -1,34 1,7 16,7 15,7 17,7 -1,7 -16,7 -15,7 -17,7
N:430 1,043,-15 1,043,17 16,043,17 16,043,15 -1,043,15 -1,043,-17 -16,043,-17 -16,043,-15
B:280 17,7 15,7 -17,7 -15,7 34,7 30,7 -34,7 -30,7
R:450 2,3,1 32,3,16 -2,3,-1 -32,3,-16
Q:860 1,3 16,3 -1,3 -16,3 14,7 31,7 33,7 18,7 -14,7 -31,7 -33,7 -18,7
R:310 1,7 16,7 -1,7 -16,7 2,7 32,7 -2,7 -32,7
Q:1060 15,103 17,103 -15,103 -17,103 14,7 31,7 33,7 18,7 -14,7 -31,7 -33,7 -18,7
N:440 17,043,1 17,043,16 15,043,16 15,043,-1 -17,043,-1 -17,043,-16 -15,043,-16 -15,043,1
B:280 34,3,17 30,3,15 -34,3,-17 -30,3,-15

Update: randomly get exchanging of the black knight and bishop, but how to get chancellor and archbishop images, it's a riddle...


💡📝Dmitry Eskin wrote on Sun, Nov 20, 2016 09:58 PM UTC:

to Greg Strong
Hi Gregory!
Thanks for the feedback.
The blink is added only to the Phoenix (Archbishop) not the Hunters (Bishops).
Adding the blink wasn't a simple decision, but at the current moment I think it is necessary (and is a minimal fee for the balance). A Phoenix without the blink (classical Archbishop) has an estimated value 8.2 (instead of 10.6), a half pawn less than a Dragon (Chancellor). And a Fairy promoting to non-blinking Phoenix has an estimated value 1.25 (instead of 1.33). Summary a blink removing makes elves 3.0 classical pawns weaker. It will be wonderful if such elves with so much estimating weakness will be balanced. But now I believe to these estimatings more than to a wonderful equality.

As an alternative variant without the blink, there is possible to buff the Pegasus, from 2 up to 3 range (leaping) but this is controversial and gives more advantages to elves (according to my estimates extended Pegasus has value of 4.9 instead of 3.1)


💡📝Dmitry Eskin wrote on Sun, Nov 20, 2016 01:16 PM UTC:

Yes, the Pawns are the most dangerous because they are very complex and progressive units, especially with pawn's chains in any different forms.
But I can't configure Fairy-Max to play this variant because of problems with configure linear-leaps (unicorn/werewolf, wyvern/hunter). It has very strange instructions and unclear mechanics of configuring complex moves, even for a programmer.
For example, if I put a move like 15,FFFF070 (-16) then a piece can move from g8 through f7 to e7. If put 15,1070 (+1) then a piece can move from g8 through f7 to... d6. But any other tries with -1 and +16 do nothing. I need help for it.

Do you know any online chess service supporting illegal moves (free moves by agreement between the players themselves)? It would be the best for playing many non-classic variants without any programming (no AI analysis, no AI player, no AI tips - but the natural, origin wood form of a chess doesn't have these options too).


💡📝Dmitry Eskin wrote on Fri, Nov 18, 2016 07:09 PM UTC:

English is not my native language, that's why if you'll find any mistakes, please point on its to me.
Also, I'm opened for new suggestions, including the balance of some units and estimating their real value. But please consider that the main goal of this chess variant is the asymmetric balance with very simple rules and saving all basic mechanics and types.
And it will be very good if this chess variant will be implemented on any online chess engine, including AI testing balance, I hadn't done it yet.

Thanks for this site. And for "Chess with different armies" also, I'm not agree with some of things (basically with unaltered pawns, strange extra moves of typical pieces, extended/limited pieces), but learning of this experience was important for me, helping to realize what is better to choose the implementation of pieces.


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