[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]
Comments by LarryLSmith
I think that some might be leaping to premature conclusions. These formulae are only to assist in any evaluation, they cannot be the final word. Although game_x might score 7.5 and game_y is 8.5, this does not say that one is better than the other. Only that they score differently in the formulation. After the evaluation of many other games, these can be charted and compared with known quantities. For instance, where do some of the most favorite games fall within this pattern? When a large enough sampling has been accumulated, one can then state that if a game falls within certain parameters it might either be bad or good. And still this will not be an absolute statement.
Fergus, In the new Bigamous Cavalier Chess, why did you decide to use a 9x10 playing field? Why not the 9x9? Also, why the Queen and not the Amazon? You may have covered these topics before. Just a few questions that might help the interested see what goes into some of the decision process of Game Design.
I would be glad to assist in making a ZRF of this variant. Whether or not it is a 'Frankenstein's Monster' or an 'Ugly Duckling'(both of who just wanted to be liked by others). :)
Let me deviate a little and discuss the concept of balance in Game Design. Most would assume that a perfectly balanced game is the optimal, and this is often demonstrated by comments about the placement of Bishops (long diagonal movers) in games. In a square playing field, there are two distinct diagonal patterns, and FIDE has offered a Bishop for each of these. But in Shogi initially the Bishops occupy only one of these patterns. Both games are considered good. Whether or not a game has Bishops occupying each diagonal patterns is not the sole foundation for its evaluation. In fact such imbalances can be considered a potential factor in the overall strategic dynamic of the game. Both diagonal patterns can be occupied, one diagonal pattern can be occupied or opposing diagonal patterns can be occupied, the game will still have the potential of being good. In fact, there could be no Bishops in a game, like XiangQi(excluding its Elephants). 'Now now, perfectly symmetrical violence never solved anything.' ----Professor Hubert Farnsworth, Futurama, The Farnsworth Parabox
It is quite easy to construct a real-world board using cardboard, scissors, straight-edge and a felt-tip pen. The disc can be made from the same material. And the visualization of the Cavalry leap is simply an orthogonal translation to the second cell(a cell which is oriented in a similar manner). For example: /\ /\ /__\/__\ If a friendly piece is at the first, another such translation can be made in any direction. It is not meant to be equivalent to the FIDE leap. Since this is a triangle field, that particular form of leap is not possible. Its similarity to the Ko Shogi Cavalry leap in its ability to use a friendly piece to continue its particular leap.
Also, the Bishop in Shogi can promote to the Dragon Horse and gain the ability to step one orthogonal. Thus being able to shift diagonal patterns. And to continue the potential of inner game dynamics. Most FIDE-style games allow for Pawns to promote to Bishops. Thus creating the potential of Bishops on either diagonal pattern. So, the initial set-up of the Bishop is not the sole determination of any game. And it actually can create definite strategic dynamics. So a game most be evaluated in its full potential and not just its initial set-up. What if a game has a Bishop on a single pattern and there is never the potential of a Bishop on the other? Does this, in itself, negate the value of the game?
Like Fischer's Random Chess. The Pawn opening can be rather tight but the nature of the Shogi Pawn makes it interesting.. When the players make their initial set-up, I assume that they are allowed to create their own individual patterns according to the rules.
In Alice Chess, pieces must translate from one board to the other with each move. No exceptions.
Like the Bishop, there are other pieces which occupy specific patterns on a square playing field. For example, the Alfil and the Dabbabah. The first leaps to the second diagonal and the other leaps to the second orthgonal. It would take four distinct Dabbabah to occupy each of its patterns, and eight Alfil of its. But this is not entirely necessary. A developer may choose specific patterns for each of these pieces to influence and thus encourage particular tactical behaviour during play. Sacrificing or avoiding the risk of pieces on those patterns during play can make interesting strategy. Allowing each player to control particular patterns will give them both similar advantage, just seperate. A good example of pattern play is in XiangQi. The Elephants in this game are restricted to a limited portion of the field and yet they are significant during the game. Being able to properly use these Elephants can often determine the outcome of the game. In several Shogi variants, there are also strong pattern pieces. For example, the Capricorn which preforms a diagonal hook move. Usually this piece occupies a specific pattern at set-up, when captured it is permanently removed and can only be recoverd by the promotion of another specific piece on the field.
It appears that we've had spill-over from another discussion. But to continue with the use of pattern pieces in Game Design. The only problem with such pieces is the possible end-game scenarios. This can be solved by the developer with the creation of particular rules to handle this. What if both players reach the point that they only have these pattern pieces and no possible way of threatening either goal piece? Most would call this a draw, XiangQi does. But another idea would be to include these pieces in a condition for a win. Example: If the game is reduced to such pattern pieces and goal pieces, the player with the majority of pieces could win. Thus creating the secondary goal of capturing the opponent's pattern pieces.
The Chariot may 'run down' one Soldier, allowing it to capture up to two pieces. Sorry for any confusion. The Chariot's ability to 'run down' an opposing Soldier is similar to the XiangQi Cannon shot using a screen. Except that this particular screen is captured, and it is not necessary that another piece be captured following this.
Zillions is a great game engine. It suffers from the fact that it is basically a general program, and therefor often fails to correctly evaluate specific conditions. This can be solved by creating DLLs for specific games. But such can entail time, testing, a compiler and a decent coder. Yet, even with the strongest program, certain games will often fail to be quantified. This should actually be consider a positive, demonstrating that human thought processes are not merely mechanical and linear. The primary aim of the basic implementation might be to enforce the rules of the particular game. The Zillions Computer opponent could merely be considered a good teaching aid. It is through human competition that games can be truly experienced. That is the reason for Net Play.
A Catapult carrying a Pawn on the far rank? Let me quote the rules: '...upon reaching the last rank, a Pawn is immediately promoted to an Archer....' Unless the remaining rules state otherwise, all specific rules are usually considered absolute. Privileges are given, not assumed.
The rules state: 'If all of one player's pieces are eliminated before both goal boxes are occupied by one player, then the player with pieces left is the winner. Exception: if that player has only one piece left, then the game is declared a draw.' And the potential of two Bishops on the same diagonal pattern is extremely remote. Why promote to a Bishop when you can get that great Queen?
To resurrect a discussion line and continue the topic of pattern pieces: In those games which have promote-able 'Pawns' restricted to pieces which have been previously captured, pattern pieces can offer a further restriction. If the game contains pieces bound to specific patterns, such promotions could be limited when promoting to these. In other words, if a player has lost a Bishop and brought a Pawn into the promotion zone, the promotion to this captured Bishop could be predicated on whether there presently exists another Bishop within that specific diagonal pattern. And with those pattern pieces which do not occupy every one of their specific patterns, a Pawn might be denied promotion to that particular piece unless it was in the necessary pattern. These rules would be at the discretion of the developer, and could impact the over-all strategy of the game.
Info on this game is rather thin. It is a commercial product and the developers appear to be keeping a tight rein on its full rules. It would seem logical that most of the pieces would move according to common form. This is apparent with the presence of three Bishops on this hexagonal field. There might be some variations with the Pawn and Knight. The website states that the Spy is a combination of the Rook and Queen. If this is true, the Queen might have a different form. Possibly combining the Bishop and Knight? This would make the Spy similar to the Amazon. But what if this is a mis-print? What if the Spy is meant to combine the Queen and Knight? This would make the Queen standard and the Spy similar to the Amazon. Or maybe, the Queen moves like an Amazon and the Spy like a simple Queen. Makes more sense, structurally. This is all speculation, possibly designed to encourage a few individuals to purchase the product to discover the truth. Well, this 'Newchess' is not exactly entirely new. It is different and could be very interesting. Those who enjoy Hexagonal Chess might find it so.
There is a Shogi form called Curiosity-Alice-Shogi. I don't know who was the developer. It appears to play the same as Alice Chess. Drops are allowed to re-enter on either board.
In FIDE, only Knights are allowed to leap other pieces. Of course this does not include the castling move, which involves either the Rook 'leaping' the King or the King 'leaping' the Rook. ;-)
Could it be that FIDE needs to hold a convention to decide the fate of the 'Mad Queen'? It definitely appears that this particular game has reached its peak. What other variant might be worthy of world recognition? It would definitely have to be much more challenging. Able to resist quantification for at least a century.
Sorry, I've been playing a lot of Shogi lately and I got switch around on the starting cells of the notation. ;-)
Leno, Please feel free to send me anything about this game. I am truly interested. But I must re-iterate that these pages do not do the game justice.
Nice. But I think Glenn Overby's PromoChess is better.
Mike, I did say that Mitregi was a nice game. The comparison to PromoChess is appropriate. It's more like comparing red apples to green apples. Both are attempts to 'westernize' Shogi. All Shogi do not have drops. Both have the application of westernized Pawns, two Bishops and two Rooks. PromoChess contains the Camel, Mitregi suggests the Camel in a variant. Regardless of the drops in Mitregi, the promotion possibilities are far more interesting in PromoChess. And there have been actual games played with PromoChess. I am un-aware of any game having actually been played with Mitregi. It appears to be simply an academic study at this point. But it is definitely nice. Maybe Glenn might consider the application of drops in a future variant? Hint, hint.
25 comments displayed
Permalink to the exact comments currently displayed.