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Comments by JorgKnappen

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Michael Howe's Universal Chess[Subject Thread] [Add Response]
Jörg Knappen wrote on Mon, Nov 19, 2012 10:32 AM UTC:
It's a pity. Michael's creations were interesting and of good game design
quality. I like his names for some pieces (e.g., Jerboa instead of
Tripper), too.

Nachtmahr. Game with seven different kinds of Nightriders. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Jörg Knappen wrote on Mon, Jan 21, 2013 10:51 AM UTC:
I finally designed an army for the Sai named the Sai squad. Try it out and enjoy!

Buypoint Chess. Buy your fighting force - each piece costs a number of points.[All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Fri, Feb 1, 2013 02:20 PM UTC:
I think a R5 for 4 buy points is a bargain, a R4 would be perfect.

Looking differently on Ralph Betza's old idea expressed here, I take it for granted that a ranging piece may move with some probability one step further.

This gives the following formula for the value of a full rook:

R = R1 * (1 + p + p2+ p3+ p3+ p4+ p5+ p6)

Inserting R=5 and R1=1.5 gives us p=0.73. This averages over everything relevant, no model for crowded board mobility is needed.

The main point is: The magic number p is different for the ranging pieces; for a bishop it is only 0.5 and for the queen it is ≈0.715.

The low number for the bishop comes from the board geometry: The diagonals are on average shorter than the orthogonals. In addition, the bishop has only one way from a1 to g1, and this way goes through the well-guarded centre of the board.

The queens magic number is almost (but not fully) the same as the rook's number. This is very interesting and I interpret it this way: The queen almost lifts all the geometric restrictions of the bishop.

Below are tabulated results for n-step rooks, bishops, and queens. A Q2 is a nice rook-strength piece. All values are in centipawns.

X1 X2 X3 X4 X5 X6 X7 magic number
Rook 150 260 339 398 440 471 494 0.73
Bishop 150 225 262 282 291 296 298 0.5
Queen 300 515 668 777 855 910 950 0.715

Jörg Knappen wrote on Mon, Feb 4, 2013 08:35 AM UTC:
Jeremy, I don't do a mobility calculation. I just steal Ralph Betza's idea for mobility calculation to do an interpolation of piece values. Both endpoints (the values of wazir and rook, e.g.) are empirical piece values coming from playtesting; therefore the interpolated values are also piece values including all the factors affecting the piece value.

And yes, it is only an interpolation, not a calculation from first principles. I think there is still some point in it, seeing the different values of "magic" for Rook, Bishop, and Queen. And seeing that an "unchained" bishop is worth almost a rook maybe explains the surprising fact that the Janus/Paladin/Archbishop is worth almost a Chancellor/Marshall. At least, this is my current interpretation of the data.

The next riddle to solve is What constitutes the pair bonus?

Jörg Knappen wrote on Fri, Feb 15, 2013 06:21 PM UTC:
"Unchained bishop" is a rather vague concept at the moment. It is my model to explain the excess value of Queen and Archbishop (Janus/Paladin) compared to their raw components.

The bishop itself is hindered by board geometry and pawn structures (there is always a so-called bad bishop in the team) to move from one good position to another good position. Combining it with some other piece lifts this restriction and some of the value of a queen (specially the queen-chancellor difference, maybe more) comes from the "unchaining" of the bishop. 

Your measurement of the Archbishop's value suggests that adding a knight is sufficient to "unchain" the bishop.

I don't think that colourboundness is a big issue for the bishop. It may be testable by comparing BDD (Duchess or Adjutant) to the Bishop-Panda compound; the latter is not colourbound, the former is, while the pieces are very similar to each other in other respects.

At last, I am interested in the outcome of the R2 tests, since I made a prediction of its value. Depending on the knight's value (300 or 325 cP) it should be one or two quanta of advantage (30 to 60 cP) less than a knight.

Favorite Games. Chess variants favorited by our members.[All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Tue, May 28, 2013 08:50 AM UTC:
A nice collection of games is here. I am particularly impressed by the fact that five games of the 84 spaces contest are favourised.

Spartan Chess. A game with unequal armies. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Tue, Jun 18, 2013 07:41 AM UTC:
I'd suggest changing the "punchline" to something more descriptive than "http://www.spartanchessonline.com". Suggestion: "The spartan army with 2 Kings and novel pieces fights against the persians (standard chess army)"

The punchline occurs in several listings on this site, including the favourite games listing.

Smess. Produced and sold in the early 70's by Parker Brothers. Arrows on squares determine direction pieces can move. (7x8, Cells: 56) (Recognized!)[All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Wed, Aug 14, 2013 12:17 PM UTC:
I learned that there was a german edition of this game published in 1972 by Parker under the title "Schach dem Schlaukopf". The pieces are Dummkopf (Ninny), Schlitzohr (Numskull), and Schlaukopf (Brain).

Source: http://de.wikipedia.org/wiki/Schach_dem_Schlaukopf

Orbiters[Subject Thread] [Add Response]
Jörg Knappen wrote on Mon, Sep 16, 2013 09:52 AM UTC:
I like the idea of circular riders moving on exact circles, and the generic
name Orbiter is a good fit. In particular, I find those orbiters
interesting that have more squares on their circle than just the minimal
number (4 for straight or diagonal distance, or 8 for skew distance).
Unfortunately most of them are much too large to play well on usual
chessbords (eben 16x16 is small for them). And it needs some training to
visualise their possible pathes. They have so many directions to go!

P.S. A less symmetric version are orbiters orbiting around the center of an
edge, the simplest variant has four squares marking a rectangle.

P.P.S. One of the orbiters (the circular King) is alreay found in Betza's
article here:

http://www.chessvariants.org/d.betza/chessvar/16x16.html

Chess Geometry[Subject Thread] [Add Response]
Jörg Knappen wrote on Thu, Nov 21, 2013 08:54 AM UTC:
I think a got a proof for the hex geometry.

We orient the hexes such that there is a horizontal line of rook movement,
and denote that direction by 1. The other directions of rook movement are
denoted by \omega and (\omega-1) [the use of the letter \omega is
inspired by Eisenstein numbers]. The centre of a hex is given by a+b\omega
with a,b integer numbers.

First step is a drawing: When we go horizontally firs and vertically as a
hex bishop second, we can reach only one half of the hexes (a+2b\omega).
We repeat this for the other rook directions and mark the hexes
accordingly. They fall in two classes: (i) hexes which can be reached in
one way only (ii) hexes that can be reached in all three way.

The second class forms a grid described by 2a+2b\omega (both coordinates
must be even.

Finally we map these to rook and bishop moves. The path to a three-way
reachable hex (2a+2b\omega) using horizontal and vertical moves
(elementary vertical bishop step: (2\omega -1)) consists of b bishop steps
and b+2a rook steps. Therefore the number of rook and bishop steps are both
odd or both even, giving an even SOLL.

The other direction: Take r rook steps and s bishop steps and demand that
r+s is even. Then we go to r+s*(2\omega -1) = (r-s) +2s\omega. This is a
three-way reachable square again, because (r+s) even implies (r-s) even.

My chess variants[Subject Thread] [Add Response]
Jörg Knappen wrote on Tue, Dec 10, 2013 09:47 AM UTC:
Good to have your chess variants back online!

I browsed though them again and found Matron Chess very interesting. Just a
little rule change to make Queen exchange more difficult, but very
different game dynamics. The rule change is in some sense the opposite of
the rule on Chu Shogi lion exchange: With the Matron it is more difficult
to initiate a Queen exchange while Chu Shogi makes it difficult to complete
the Lion exchange by capturing the Lion back. The Matron variant leads to a
more offensive play which seems to be a good thing.

Jörg Knappen wrote on Mon, Dec 16, 2013 09:43 AM UTC:
Thanks for the clarification, probably I was too distracted by all the
rules against indirect lion exchange to see the obvious. Also thanks for
the additional details on X-Ray protection and modern Japanese practice.

Pancake. A piece that moves and captures like a non-royal King or a Nightrider-style cannon.[All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Mon, Aug 11, 2014 01:09 PM UTC:
The Jelly is actually a nice suggestion for the Queen. I estimate it a little (about 0.5 to 1 pawns) weaker than a Queen. This weakness is overcompensated by the overall strength of the rest of the Bakery Bombers.
Since the Jelly is an extended Bison (LJ or Camel-Zebra compound) it has the can-mate property.

The Jelly is a tactically very dangerous piece because it has many immanent threats against the pieces on the opposite baseline. Against the FIDE army, it can enforce "Queen exchange" with the manoeuvre 1. Jelly b3 e6 2. Jelly e5 -- Black gets two moves for a nominally bad exchange, maybe not that bad. Black can save the castling rights at the expense of one move by answering 2. ... Nc6.

I checked that there are no immediate other dangers, 1 ... e6 is an almost universal weapon against early Jelly attacks. 

I have not tried the other canonical armies of Chess with Different Armies yet, they may have weaknesses against a Jelly on d1. I also have not yet checked whether other piece may orchestrate an early Jelly attack.

Upgrade chess. Upgrade initially weak pieces by capturing. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Tue, Aug 26, 2014 10:27 AM UTC:
Upgrade Chess has extremely weak armies. Counting the levels, Upgrade Chess has 15 levels per side (compare to Shatranj with 29 levels or FIDE Chess with 56 levels).

Probably the winner of the first battle will win the whole game, making opening theory very important and almost a mathematical puzzle. Here is one opening (not a very good one, but illustrating some features of the game): 1. e4 d5 2. exd5?? c6 When the pawn goes on capturing it will be taken by the Crab on b8 which promotes to NN2 -- winning advantage for black. 3. c4 Kd7 Black brings the King to the front. There is no danger because of the weakness of the armies, and by capturing with the King he can distribute the additional levels to a piece of his choice.

BTW, Stackable piece would make a nice physical implementation of the game.

Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Fri, Sep 5, 2014 11:34 AM UTC:
I don't see how the Cylindrical Cinders can capture a Rook on move 1. For cylindrical chess a board glued between the files h1--8 and a1--8 is usually assumed. A cylindrical bishop can move, e.g.,  from a1 to h2, but not from a1 to, say, b8. Even though the rooks are initially unprotected, they are not directly reachable for the Cinders behind their wall of pawns.

Gluing the board the other way round, along the ranks (a-h)1 and (a-h)8 is very unusual and you would start up with the opposite Kings in direct contact.

Opulent Chess. A derivative of Grand Chess with additional jumping pieces (Lion and Wizard). (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Sat, Sep 6, 2014 10:31 AM UTC:
I saw that David added some names for the NW compound seven years ago.

Here are a few more names for the same piece: Thoat (from Jetan, Edgar Rice Burroughs), Emperor (problemist's usage), and Marquis (from Scirocco, Typhoon, and Jupiter by Adrian King, also used in Töws' generic chess piece creation system, in Derzhanski's list of chess pieces, in the Sweeping Switchers by myself, and in Thronschach by Glenn Overby II)


AnandvCarlsen13[Subject Thread] [Add Response]
Jörg Knappen wrote on Fri, Sep 12, 2014 07:10 AM UTC:
BBC thought about the flag question almost a year ago ... here are some
designs

http://www.bbc.com/news/magazine-25205017

(BTW, I find the "German Jack" in black, red and gold quite funny)

and here are 25 more designs:

http://www.bbc.com/news/magazine-25222891

(BTW, I like Dave Parker's and Michael Elliot's designs)

Nachtmahr. Game with seven different kinds of Nightriders. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Jörg Knappen wrote on Thu, Sep 18, 2014 02:07 PM UTC:
An excellent to Carlos Cetina for the really nice diagram.

All Knight moves in the first step are "equal" (in the sense of symmetry), but the continuations fall in two classes that Jelliss terms "3D" (crossing the diagonal, the pure trajectories in Carlos' diagram) and "3L" (crossing the lateral, the "impure" trajectories in Carlos' diagram). Here's a reference on the terminology:

http://www.mayhematics.com/t/2b.htm#%282%29

Splitting the Quintessence into a diagonal and lateral piece is surely feasible and the pieces should both be very playable.

--

The German and French term (Spiralspringer and Cavalier spirale) are generic (like crooked Nightrider), for further precision they are qualified (German: enger Diagonalspiralspringer = wide [sic!] diagonal crooked Nightrider etc.)

--

Yes, the Nachtmahr army put a lot more of strength on the board than the FIDEs: Just exchange whatever Nightrider against Queen, the Rooks, and one Bishop and you are left with a stronger rest of the army. And because of the huge forking power of the Nahctmahrs, I don't see a chance for the FIDEs to avoid this.

--

On relative piece strength: The here termed "wide" pieces are clearly the strongest: They have an enormous "capturing density" and the can-mate property. The classical Nightrider is the weakest, the others are in-between.

--

I'd like to see your design of Nachtmahr II (allthough I cannot promise to have time for discussion)

Drop variants[Subject Thread] [Add Response]
Jörg Knappen wrote on Fri, Sep 19, 2014 12:19 PM UTC:
Sounds trivial, but I mention it:

*) You cannot drop a piece onto an occupied square (all pieces in all drop
variants I am aware of)

Restrictions on Check/Checkmate:

*) You cannot drop a piece giving checkmate (Shogi P)

Jörg Knappen wrote on Fri, Sep 19, 2014 02:59 PM UTC:
Here are more ...

*) You cannot drop a piece to your 8th rank (all pieces in Pocket Mutation
Chess)

... and what about colourbound pieces? Any restrictions for keeping the
original colour binding or for not having two on the same colour? (I am not
aware of games stating such rules, but they look very natural to me)

Team-Mate Chess. Variant with 8 different pieces, none of which is able to checkmate a bare king on its own. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Mon, Oct 20, 2014 01:44 PM UTC:Excellent ★★★★★
I like the idea of the many interesting new endgames. I just hope that the endgames 3 vs. 2 are decisive (at least when one of the 3 is an adjutant and the left over piece from the 2 is a minor one); otherwise the game will be very drawish.

Lines of Relay (LoR). Chess variant featuring a new type of morphing piece, the Lore apprentice, on a standard board together with the standard pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Jörg Knappen wrote on Sat, Jan 10, 2015 08:19 PM UTC:
No, RoAR didn't come out yet. It turned out to be more difficult than expected to create an initial array that is playable (and it may be impossible in an 8x8 setup).

BTW: Thanks for the PBM setup :-)

Macadamia Shogi. Pieces promote on capture to multi-capturing monsters. (13x13, Cells: 169) [All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Fri, Mar 27, 2015 01:37 PM UTC:Excellent ★★★★★
Great game!

There is a minor glitch in the first diagram: It has two back Leopards (artefacts from an earlier version that was discarded?) in e/i 12.

Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Jörg Knappen wrote on Fri, Apr 3, 2015 04:48 PM UTC:
With the new results on the relative strengths of the different armies, how can they be fine-tuned to the FIDE standard?

For the Nutty Knights several proposals exist (replacing the charging knight with a drunken night or with a charging moo, e.g.); but what about the other armies?

The Rookies can be weakened in two obvious ways (a) Replacing the Short rook R4 with R3 or (b) making the Woody Rook WD a non-jumping R2. I think both adjustments will have the right size of effect.

The Colorbound Clobberers are more difficult because the adjustment needed is smaller. Maybe replacing the Bede (BD) with a BzF2 (Bishop + Crooked Bishop aka Boyscout restricted to 2 moves) has the right size of effect. What would be a good name for the BzF2?

EDIT: Changing the notation from BzF2 to BzB2 suggests the nice name "Busy Beaver" for this piece.

Jörg Knappen wrote on Sat, Apr 4, 2015 03:18 PM UTC:
There is of course one dark spot in all strength measurements by computer ... chess programs aren't very good in the opening without an opening book. Some good opening book (but where to get it from?) could change all evaluations. Nevertheless, testing without an opening book is all we have for a new chess variant,

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