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Comments by GeorgeDuke
Interesting literary and cinematic themes. Micro-regional CVs for each college-university town in USA by extension would make 700 more CVs--just the ticket. With liberty to relate to recent 'Game Design,' comment follows there just using Isis as example.
One CV by way example, Isis posted week of 25 March, design analysis: # squares: 48 # piece types: 5 Piece-type density: 10.4% Est. piece values: P1, B3, K2, Q4, M8 Initial piece density: 50% Power density: 68/48 = 1.42 [Orthodox Fide's is about 1.25 or 1.30] Exchange Gradient: G = 0.425, using range of values here 1,2,3,4,8 [Orthodox Fide is about 0.50, and Isis shows better exchange potential with lower G] Ave. Game Length projected: #Moves = (4(Z)(ptD)/(PD)(1-G)) = (4)(48)(0.104)/(1.42)(0.575) = 24 Moves So, Isis games should not be very long because small Z (board size) and high potential advantage in exchange (low G). Other features: River reduces value of Q. Comments: Obviously, some values are estimates not completely amenable to analysis. From description only, comparing different games shows trends in useful, compact numerical information, able to complement clearly-written game rules.
Of course Larry Smith and Michael Nelson are right that predilections rank high in importance. No one yet addresses multiplicity of chess game-rules sets, more than anyone can absorb at the level of play. Maybe would-be designers could curb or arrest addiction to design. Or, a change in rules of a long-established game like Ultima, for ex., should be a very cautious act, as a recent Comment under Ultima advises. David Pritchard from Introduction to Encyclopedia of Chess Variants: 'Anyone can invent a new CV within ten seconds and unfortunately some people do' and 'Probably most CVs are best consigned to oblivion.'
Moises Sole asks about G Exchange Gradient in move equation. See my comment here 'To go with Depth-Clarity....' Heuristically, G is average of all the possible ratio-pairings of piece values, King included. Informally: to avoid 'infinities,' put smaller value always on top, normalizing. In specific case of Isis with piece values 1,2,3,4,8, it becomes: (1/2 + 1/3 + 1/4 + 1/8 + 2/3 + 2/4 + 2/8 + 3/4 + 3/8 + 4/8)/(10) = 0.425. Then (1-G) for right directionality with the other factors in #M equation is 0.575. The first use of G, or (1-G), is to predict average number of moves in a game-concept. This predicts closely game length for those tested so far: M = 4(Z)(T)/(P)(1-G), where M #Moves, Z board size, T piece-type density, P Power density, G Gradient as above.
Jack & Witches design analysis: # squares: 84 # piece types: 9 Piece-type density: 0.101 Est. piece values: P1,L2,N3,B2,R5, J1(in hand), K2,C7,W12 [Probably Pawns are less than 1 and Witch greater than 12, but convenient to stay at these limits] Initial piece density: 48% Power density: 122/84 = 1.45 Exchange gradient: 0.444; (1-G) = 0.556 #M = (3.5(84)(0.101))/(1.45(0.556)) = 37 moves [Still fine-tuning constant now 3.5 instead of 4] Other features: Transporter cells do not disproportionately affect piece values. Comments: Power density is high substantially from number of pieces paired, five(5).
Rococo design analysis: # squares: 82 [counting rim squares as 1/2] # piece types: 8 Piece-type density: 0.098 Est. piece values: P2,W3,K3,C4,S5,L7,A8,I10 Initial piece density: 32/82 = 39% Power density: 126/82 =1.54 Exchange gradient: 0.69; (1-G) = 0.31 Ave. Game Length: #M = (3.5(82)(0.098))/(1.54(0.31)) = 60 moves Other features: Reasonable to count as 1/2 border squares, reachable only by capture. The high exchange gradient (low exchange potential) reflects steady continuum of piece values. Comments: Long games, high # moves predicted, and Rococo is game that player can recover from being down in material.
Predictions for the length of games (#M) is not the main goal for looking at CVs analytically. Yet results from Courier completed games interesting: -predicted ave.#M- -Game Courier- Jacks&Witches 37 11-03-04 23 = 24 Moves, (anticipating checkmate) 07-10-03 14 = 16 Moves 28-10-03 26 = 36 Moves, checkmate maybe 10 moves ahead Rococo 60 15-12-03 44 Moves 16-01-04 55 = 60 Moves, (checkmate five moves ahead) 23-12-03 53 = about 58 Moves played out The trend is apparent that, with Z Board size more or less constant, Exchange Gradient especially has high predictive value for length (#M).
Wildebeest Chess design analysis: # squares: 110 # piece types: 8 Piece-type density: 7.27% Est. piece values: P1, N3, B3, R5, Q10, K3, C4, W8 Initial piece density: 40% Power density: 1.27 Exchange Gradient: 0.499; (1-G) = 0.501 Ave. Game Length Projected: #Moves=((3.5)(110)(0.0727))/((1.2727)(0.499)) = 44 Moves Features: Unbalanced initial positioning suggests a hundred more variations on the same board with the same pieces. Comments: Despite large Z board size,low PTD suggests average-length games.
Antoine Fourriere mis-reads Larry Smith's idea, which I agree with, that potential for advantage in the exchange comes from significant differences in piece values, regardless whether many an exchange may appear equal. I incorporate these piece-value disparities numerically in what is called Exchange Gradient. In Antoine's words, 'a useful variable' of 'over-all strength by piecetype variance' is exactly what EG is.
Ultima design analysis: # squares: 64 # piece types: 7 Piece-type density: 10.9% Initial piece density: 50% Power density: 84/64 = 1.31 Long diagonal: a1-h8 Est. piece values: P1, K2, W3, Co 3, Ca 4, L 5, I 8 Exchange Gradient: G = 0.505; (1-G)=0.495 Ave. Game Length: M = 3.5(Z)(T)/(P)(1-G) = (3.5*64*0.109)/(1.31*0.495) = 38 Moves Features: Unusual Pawns (pincer) may cohere with the chosen piece mix Comments: Prosaic values across the board confound evaluation.
We may need an Advanced Exchange Gradient, per Antoine Fourriere's method, for some studies, to reflect all individual pieces' value relationships. So far the only formula out of EG is No. of Moves, and for that any imprecision of not counting each piece separately is offset an extent by over-all Power Density and the constant in M = 3.5(Z*T)/(P*(1-G)), keeping this remark brief. I am also working on a variable to reflect Lavieri's cry for measure of positional-advantage potential too.
Battle Chieftain design analysis: # squares: 84 # piece types: 1, differentiated into one K makes 1.5 Piece-type density: 1.8% Est. piece values: B5 Initial piece density: 24% Power density: 1.19 Long diagonal: a1-i9 Exchange gradient: 0.98 (assuming minimal differentiation Berserker to King-equivalent: 5.0/5.1);(1-G)=0.02 Ave. game length: M = 3.5Z(T)/P(1-G)=(3.5*84*(0.018))/(1.19)(0.02)= 222 Moves Features: These are all Rooks (interest only as extreme case) Comment: Values reasonable except G;(1-G) is just some low value and M is >100
Quintessential Chess design analysis #squares: 84 #piece types: 7 Piece-type density: 8.3% Est. piece values: P1, K2, D5, Q6, J7, C7, L9 [Janus and Centurion are close in value; on board any smaller C>J] Initial piece density: 48% Long diagonal: c1-j8 Power density: 1.64 Exchange gradient: 0.502; (1-G) = 0.498 Ave. game length projected: M = 3.5*Z*T/P*(1-G) = 3.5(84)(0.083)/(1.64)(0.498)= 30 Moves Features: Diagonal-moving pieces predominate, yet values separate enough that a typical Gradient appears. Comments: To estimate these piece values takes more than usual sliding of values up and down til they become appropriate
In the recent long comment, Antoine Fourriere names 7 CVs I believe in first paragraph, and seven more through article, only two of his own 'portfolio'(both which I rated Excellent), the rest I suppose from his 'repertory'. Another mind might list a different 7 as standard, or as formative. Not everyone uses Shogi, for ex., as model for western CVs. Still another team may have 7 more, theme-based perhaps, another 7 violent games, and so on to another group with 70 micro-regional-based, 700 small CVs, 7000 larger variants, 70,000 more sacrosanct to some. What way out except to begin to have design analysis criteria? Or, historicocritically, as Vladimar Lenin says, 'What Is To Be Done?'
Note that M = 3.5ZT/P(1-G) is useful form of Move Equation because T, piece-type density, will figure in the Positional-advantage Potential Equation, yet to be posted. Use of T, piece-type density, in both enables other comparisons later. Actually, of course, for Game Length, #M = 3.5N/P(1-G), N simply number of piece-types, is all that is necessary, eliminating Z Board Size from numerator. Z still contributes to determination of Power Density. So, original equation reduces to M = 3.5N/P(1-G)
Capablanca's Chess design analysis # squares: 80 # piece types: 8 Piece-type density: 10% Initial piece density: 50% Long diagonal: a1-h8 Est. piece values: P1, K2, N3, B3, R5, A7, C8, Q9 Power density: 1.40 Exchange Gradient: 0.469 (1 - G = 0.531) Ave. Game Length Projected: M = 3.5T/P(1-G) = (3.5*8)/(1.4*(0.531)) = 38 Moves Features: Includes all three two-fold R-N-B compounds, low G means very good exchange potential Comment: Around 80 years now since the Grandmaster's advocacy of larger board to confront draw problem, Capablanca's Chess practically mimics Carrera's idea from about 400 years ago.
Orthodox (Mad Queen) design analysis: # squares: 64 # piece types: 6 Initial piece density: 50% Piece values: P1, N3, B3, R5, Q9 Power density: 1.22 Exchange Gradient: 0.50 Ave. Game Length: #M = (3.5*6)/(1.22*0.5) = 34 moves
Michael Howe: Larry Smith in 21-3-04 Game Design comment: 'The advantage in the exchange: No matter the number of the various pieces, a game might have a significant difference between the weakest and the strongest. This allows for the potential of advantage in the game, even if the exchanges are equal. Of course this value would be quite difficult to quantify and would vary from one game to the next, being dependent upon field and goal.' Exchange Gradient now quantifies this, and used for Moves, it closely predicts game lengths, looking at Courier games and elsewhere. I repeatedly called attention to Mark Thompson's article 'Defining Abstract'(Depth, Clarity, Drama) until someone took note. Now I call attention to Smith's Exchange Gradient as useful predictor. Here Capablanca's Chess should show longer games systematically than Orthodox, its low EG not overcoming higher board size.
'Horus', in conjunction with Chess, is not original to this game, far from being Peter Aronson's idea. The game description's first line, 'Horus named for the Egyptian God who bears the title Falcon of the Horizon and who was sometimes depicted as having a Falcon head,' figures recurrently in my Chess poetry since year 2000. In 'Castle Early' I write about 'Falcon-headed Horus.' In 'Chess Morality IV Promotion': 'From chimeral horizon unto zenith'--referring to Horus. In 'CM IX Sacrifice': 'Falcon head.' In 'CM X': 'Above the Pyramid, the Eye of Horus, the Falcon god.' In 'CM XI': 'Falcon and ankh'(of Horus). And so on, the Falcon-Horus image still being developed to support Falcon Chess. (US Patent 5690334)Fiction like poetry is unusual for CVP, but takes a lot more work I have found than mere write-ups of game rules. I object to this game's being called Horus, albeit for a small chess, as a matter of courtesy. It usurps the name Horus just as disrespectfully as taking the name of an existing game for one's own--not up to Chess Variant Page's usual standards. The 'Good' simply reflects that 44-sq. Falcon ZRF is reasonable trainer in what is the first of the four fundamental Western game pieces. And three of them even may interact with Bishop and Knight. (N.B., not fully amplified in Complete Permutation Chess, Falcon is first of the four R-N-B-F in that they are implicit in F, not vice versa.)
Bad enough that CVP editor no less lifts 'Horus' from major theme of 600 lines of Falcon Chess poetry since 2000. Peter Aronson also puts out misleading description of Falcon move beginning, 'Falcon moves like a Bison.' Hardly correct. Falcon is a Rider with one or two 45-degree turns. 'Bison' appears nowhere in 2000 Pritchard's 'Encyclopedia of CV' games or 2000 more games in CVP (4000 total games so far). Fitting into no false, preconceived template, Falcon does not jump like Knight (1,2), or Camel (1,3) or Zebra (2,3). Whereas, theoretical Bison is a (1,3)(2,3)Leaper defined in very rare couple of problems. My Patent Disclosure in January 1995 cites three(3)Pritchard ECV games with (Z+N) compound and three others with (C+N). 'Actual Bison' (as Zebra plus Camel), even if it appeared in any game, would not particularly elucidate Falcon move, since they are from wholly different families of pieces, Leapers and Riders. Aronson goes on that Falcon (US Patent 5690334) has greater piece value than 'lame Bison.' What is that? He never defines it. What to make of describing a fundamental Chess piece (Falcon, with R, N, B the other three such) in terms of what it is not? It's like playing a game of twenty(20) Questions: is it this, or is it that, until what is left out of everything possible is what it is.
Coined in 2003 by Ralph Betza (and never used by anyone else)the term 'Lame' is applied to Dabbaba, where from e4 it can move to e6 if and only if e5 is empty. 'Lameness' to him makes a leaper not a leaper, since it requires unobstructed pathway. Yet Falcon uniquely has three(3)pathways to each square 3 steps away not reachable by Knight or Queen. So neither lameness nor leaping describe Falcon. Aronson goes on: 'One result is that, unlike with Lame pieces, if Black's Falcon attacks White's Falcon, White's Falcon also attacks Black's Falcon.' [Later I delete here some lines speculating what a 'lame Bison'is. Who knows? Aronson refuses to define it; as of April 2004, no one has used 'lame' for any oblique mover at all. The uncomplimentary term originates with Aronson. He just wants pejorative adjective attached to Falcon, and succeeds to the extent others now start calling F 'lame'--after Aronson writes that Falcon is not lame. Altogether a worthless, deliberately misleading move description.] It is not worth delving into these 20-Questions-like what-it-is-not snapshots of F move. Just go to original articles, where Falcon defined affirmatively in terms of Rook, Knight, and Bishop, and those four standards' mutuality and accompaniments are honestly and systematically related.
US Patent 5690334 for Falcon Chess is about seven years past the challenge stage, so patent's claims are solid having been unchallenged. Games patents go back over 100 years, including Scrabble, Monopoly; Peter Aronson mentions under Complete Permutation, Ed Trice's Gothic Chess Patent 6481716. Lost on Aronson is that 'Horus', while perfectly obvious, is already used extensively in Falcon Chess poetry for the same patented novelty. Having searched for just the right wording for Falcon-Horus images, I think of it as expropriation for this miniature chess: no commercial consequence would be issue, just common courtesy for those who may not be singlemindedly obsessed with churning out new sets of game rules. Patenting is wholly different sphere than mere names of games: about five US Patents for Chess issue per year, down from a peak of ten a decade ago. As stated in Complete Permutation Chess comment, because well-schooled in variants myself, I deliberately excluded 8x8 from my claims, so CVist may experiment and welcome to use Falcon there without infringement. [One could] relate these ideas to Fergus Duniho's Enneagram under Game Design.
Regarding Roberto's comment, I think most consider Vladimir Kramnik the 'actual World Champion,' not Ruslan Ponomariov. That is because Kramnik beat Gary Kasparov, 13th champion, in 2000 to become 14th in a succession that goes back clearly to at least 1886 with Wilhelm Steinitz the first. Whereas, Ponomariov is only the most recent winner of FIDE 'lottery' as 128- or 64-elimination tournaments have been called. If Peter Leko defeats Kramnik in Sept./Oct.2004, in match backed by new Association of Chess Professionals, likewise most everyone will regard Leko as 15th World Chess champion. Of course, there is talk of 'unifying' the title, but FIDE has usually sanctioned the (recent) Fischer-Karpov-Kasparov-Kramnik succession.
I maintain the starting arrays within Passed Pawns Chess and Passed Pawns, Scorpions and Dragon are improvements over this 'advanced pawns' concept. I did not find Patt-schach and Upside-Down Chess right away(although I knew I had seen them about 1996), as references for those two variant pages from 2003, designed equally to highlight Falcon move.
Games that previously use advanced Pawns systematically in starting array are Patt-Schach, Upside-Down Chess, and thirdly French Revolution Chess. I think the arrays here in Passed Pawns Chess are unique with piece and pawn adjacency centrally.
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