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Multi-levels?[Subject Thread] [Add Response]
SBlkWlf wrote on Sun, Jul 7, 2002 10:31 AM UTC:
i'm just wondering why in most multi-level chesses the boards alternate
their patterns (instead of a constant white in the bottom right), and this
is the only place i could think to ask.  Is it necessary for some reason? 
Would colorbound pieces be affected adversely if the boards weren't so
arranged ?

Anyone...anyone...

Joe Joyce wrote on Mon, Oct 4, 2010 06:42 PM UTC:
I'd been thinking about this particular question for a little while, and
happened to run across this, unanswered, from 2002:
2002-07-07	SBlkWlf Unverified	None	
i'm just wondering why in most multi-level chesses the boards alternate
their patterns (instead of a constant white in the bottom right), and this
is the only place i could think to ask.  Is it necessary for some reason? 
Would colorbound pieces be affected adversely if the boards weren't so
arranged ?
Anyone...anyone...

The answer is that it depends on the exact movement patterns of your pieces
through the levels. For the most common extension of pieces from 2D to 3D
and 4D, the reverse checkering is required. However, when I designed my
first chess variant, Hyperchess, I didn't realize this, so I made every
level the same pattern of light and dark. For the simplified 4D movement
which Hyperchess uses, this is a much better board design. I suspect that
it's possible, even likely, that how you checker your higher-dimensional
board levels will affect your game design on that board. The different
patterns lend themselves to different ways of looking at how to design
piece moves.

Charles Gilman wrote on Thu, Oct 7, 2010 05:53 AM UTC:
The alternating of colours is indeed to do with the two Bishop bindings, as each step of the Bishop moves comprises simultaneous steps in two out of forward/backward, left/right, and up/down. In other words the move is rotationally symmetric, so that a series of levels is the equivalent to a series of vertical planes. Now on the 2d board the colouring of the ranks alternates, and the colouring of the files alternates. A 2d plane with a rank or file entirely of white cells followed by one entirely of black cells, and so on, would look very odd, either as a whole board or a single plane of a 3d board. In that context a column of cells all the same colour would also be very odd.

Daniil Frolov wrote on Thu, Oct 7, 2010 06:22 AM UTC:
I seen one 3D variant, where bishop moves as bishop only within one level,
to change it, he must move as unicorn. If bishop moves in this way, all
cells of same column should be like-colored.
It's not logical enough, but, maybe, it's easier to visualize than real
bishop move.
I don't remember, how other pieces moves in this game. Rook probably had
only normal rook's moves, but it would be more logical if rook also were
able to move as bishop without changing file and rank (and changing level).
And knight should move as knight within it's level and as 2,1,1 leaper to
go to next or previous level.

Joe Joyce wrote on Mon, Oct 11, 2010 09:07 PM UTC:
Daniil, you are right about the difficulties of visualization. There are
two inherent problems of higher-dimensional chess. One is the slippery
king; without significant restrictions, the king is exceedingly difficult
to mate. The other is the sheer number of directions that a piece can move.
On a 2D board, the Q moves in 8 directions; on a 3d, 26 directions, and on
a 4D board, a 4D queen can move in 80 different directions, and a standard
knight move hits up to 48 cells on a large enough 4D board. How do you
project several moves into the future? How do you even predict what your
opponent will do next turn? If you limit the moves of all the pieces in
higher D games, this can make both problems much more tractable. For 4D,
Hyperchess and TessChess provide a nice pair of examples, as they are very
well matched.

Charles, one observation from playing on the Hyperchess board - the
same-color patterning of the 2D 'levels' helps in both 'seeing' the
moves and in putting the piece down on the correct location. It's a lot
easier to hit the wrong square on a 2D layout of a '4D' board than you
might think, odd as that sounds.

Kenneth Fourcell wrote on Fri, Aug 19, 2011 03:38 AM UTC:
I very much aggree with what you posted. And for that same reason I created the BASIC RULES OF 3D CHESS. Follow the link to my web site, check it out, tell me what you think.
ALL COMMENTS AND OPINIONS ARE WELCOME!
http://www.3dchesstower.com.

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