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Computer resistant chess variants[Subject Thread] [Add Response]
Kevin Pacey wrote on Tue, Feb 23, 2016 05:20 AM UTC:
Much earlier Ben Reiniger posted: Go is now starting to fall to computers:
http://www.bbc.com/news/technology-35420579

I've been told it was a 2 Dan strength player who recently fell to a
computer program, but without the player giving it any stones as a
handicap, and thus it's still a shocker for me. Neural net techniques now
seem to make any board game of skill vulnerable to computer dominance in a
relatively short time. Go seemed to hold every advantage for being
computer-resistant, especially given its huge 19x19 board, but now the end
seems near for human Go players. I had thought Go might not come to that
for about 100 more years. This was even taking into account any
development in the field of quantum computers. 

So, I am personally waving the white flag, as far as hoping that any chess
variant might in future be computer-resistant for any significant length of
time, if serious computer programmers target it for computer dominance.
Serious organizers of any kind of board game of skill competition will from
now on inevitably need to hope for effective anti-computer assisted
cheating measures, it seems. One of the reasons I became more interested in
chess variants was the hope that I had that this scenario could somehow be avoided at
least for a considerable while, with some chess variant periodically
invented that would become reasonably popular at some point. If I am to
remain interested in chess variants (i.e. inventing, appreciating or playing them), I'll
need to concentrate now more on enjoying them for their own sake, though
afaik a number of modern organized cash prize events are starting to happen
more regularly, say in Canada, in the case of bughouse at least.

Kevin Pacey wrote on Wed, Feb 24, 2016 02:04 AM UTC:
Off topic, but perhaps related to the previous post (which is a hopeful
post, to me), on a Canadian chess message board some years ago a Canadian
inventor of games currently residing in the US argued that at least one
over-the-board competitive event (ideally with cash prizes) might be held at some point, which would involve the playing of more than one type of
chess variant, perhaps including chess itself. That is, much like there are
competitions held that involve the playing of more than a single Poker
variant within one particular face-to-face Poker competition.

The game inventor's idea is to some extent already being carried out
online, e.g. in the case of Game Courier on this website, but note that in
that case the contestants agree to the chess variants that they will play,
if an invitation from a fellow player is issued. That's as opposed to what
I thought the game inventor had in mind, i.e. a relatively small set of
chess variants, as selected (in advance of such an event!?) by an over-the-board event organizer, to be chosen from by the players (or else all the chess variants in the selection would have to be played by all the players). 

What I thought he had in mind didn't seem like such a good idea to me since
chess itself normally takes a lot more study to master than, say, the basic
form of Poker (or any of its variants), and I assumed that learning any
chess variant worth playing might also take a lot of study, so that a chess
variant player could not hope to be truly skillful in more than a handful of chess variants at best. However, I have now combed through
chessvariants.com for some time, in looking at variants that are on various lists given (aside from my not looking directly at much of the main alphabetical list), or in looking at popular variants as found on Game Courier. That was in the process of selecting variants with existing presets that I think I might like to play on Game Courier. I am now wondering how fundamentally different from standard chess that a lot of the most viable chess variants really are.

On the other hand, for the 17 variants (so far) that I think I might wish to play, if I start playing on Game Courier again at some point (after some looming dental work), I was happy to see that they each fit into at least 1 of 11 categories in total (some of which were designated by me, such as "10x10 board variants"). That represents considerable variety, for my currently preferred 17, plus 11 are games that I've not played against people more than once or twice online or offline, if ever (one being my own Sac Chess variant).

Hyperchess4A game information page
. Hyperchess updated: changed rules, discussion, sample game, etc.[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Thu, Feb 25, 2016 01:46 AM UTC:
Joe Joyce wrote earlier:
...
"I like this design [Hyperchess4] because it is humanly playable, looks like chess, and gives people the feel of 4D and the pieces the freedom to move through 4D space without overwhelming the players with 3D and 4D diagonals, or very many of the available 2D diagonals, for that matter. Most who design 4D chess variants using the 2D layout of 2D boards to represent 4D space give the pieces moves that are based on a 4D space that is 2D x 2D = 4D. I've found this creates a totally chaotic game, where the state of the board cannot be reasonably projected even 2 or 3 turns into the future. Pieces move so freely that in a couple moves, they can be anywhere on the board, generally by many paths which can't all possibly be guarded in 2 or 3 moves. So I get my 4D by basing movement on a 2D + 2D = 4D concept. It gives you the same 4D game space, but it restricts movements to fairly easily visualizable, fairly simple patterns that players can project 2 - 3 moves into the future. While it is fast-moving, it is not chaotic."
...

Interesting. By my estimate, in a hypothetical worst case position, one side in a game Hyperchess4 might have around 200 legal moves available, if I've got the rules correctly. My earliest effort (4*Chess) to produce a 4D variant is based on a 4D space that is indeed 2D x 2D = 4D, and by contrast it might have around 600 legal moves available in such a worst case, so that a computer (or possibly a human player) could be able to look about 4 ply ahead in Hyperchess4 for every 3 ply looked ahead in playing my variant, I estimate. However, that's without taking into account the possible human difficulty with visualizing moves in 4D chess that you've noted.

Kevin Pacey wrote on Thu, Feb 25, 2016 06:22 AM UTC:
Joe Joyce wrote earlier:
...
"Checkmate is one of the trickier parts of higher-dimensional chess. The standard method for K + Q vs K in 4D is to move the king to the/a middle square, then move your queen between your king and the enemy king, pinning it against the edge of the board. But this only works if your individual "little" boards are no bigger than 5x5. My method, by restricting diagonal moves greatly and introducing the "held king" concept, will work on any size (rectangular) "little board". It allows forced mate with K and any 2 of the Q and pair of Bs vs. a lone K. And it took a little help, as Abdul-Rahman Sibahi gave me the final piece of the hold rule - that it works on the individual matching squares in each little board. A version of the hold rules can be applied to any higher than 2D variant, though it might well have to be tweaked to fit each higher dimension."

With the final version of the "hold" rule now in effect, at this point I don't quite get why just a K & Q do not suffice to force a win against a lone K. Hopefully the answer won't need to be too lengthy or involve a hard-to-post diagram, but any short answer may depend on if one thing was considered in your previous playtesting. That is, the idea of actually allowing the superior side's K to step onto a cell where it could be immediately held by the lone K. If not, I'm wondering if the following method would then suffice to win (assuming I've got the rules right and my visualizing of the 4D board is correct). There would be two cases once the superior side's K has allowed himself to be held (if he is not then held by the lone K, he will proceed to hold the lone K himself), namely:

Case 1) If the superior side's K is held on an individual matching square on a different little board, play the Q to a safe individual matching square as the Ks are on, i.e. on a third little board. At that point the Q plus K combo (with the Q sticking to individual matching squares on little boards that match those of the Ks) would seem to be able to eventually force the lone K to an edge (as opposed to central) little board (unless the lone K voluntarily released its hold early), and in a sort of checkmate-lite by the Q will force the lone K in having to move out of check (to an adjacent square, still on its edge little board) to abandon its hold on the superior side's K. At that point the superior side's K can hold the lone K, now with each K to be on the same individual matching square (but a different one than before), and then the Q can be brought to a safe individual matching square as the Ks are now on, at which point the process just described can be essentially repeated, with the superior side's K never releasing its hold, and instead of the Q & K combo ultimately delivering checkmate-lite on an edge little board, it would actually now ultimately deliver a real checkmate;

Case 2) In this second case, the superior side's K is held on the same little board by the lone K. Bring the Q to a safe square on the same little board as the Ks are on, then play to drive the lone K to an edge cell in order to deliver a checkmate-lite (if the lone K does not first voluntarily leave the little board that the Ks are on). At that point the lone K must go to an adjacent little board, and the superior side's K can follow him to that same little board, holding him there (again never intending to release the hold). At that point the Q can be brought to a safe square on the same little board as the Ks, then the Q & K combo would ultimately proceed to deliver a real checkmate on the new little board that the Ks are on.


If the above method actually works, then I'm wondering if K & R vs. K etc. are now to be considered basic mates too, as in chess, and whether for this purpose bishops need to have the enhanced little board movement rules that they do in Hyperchess4, i.e. so that a pair of them are able to force mate.

Kevin Pacey wrote on Thu, Feb 25, 2016 06:08 PM UTC:
Joe Joyce wrote: "...Just as in FIDE chess there is a condition called "opposition" in K+P vs K endings which prevents the pawn from successfully promoting, the same sort of thing happens when you try to get your king onto the same 2D level in Hype. The opponent's king stays as close to your king as possible, in both a neighboring big and little square, preventing your king from ever actually getting on the same board as your opponent's king to hold it to a specific 2D level..."

Thanks Joe. What you explained about an analogy in Hyperchess4 to the opposition of Ks in standard chess (an analogy given by you elsewhere too, I think) I independently finally realized (or it sunk in) today, and I meant to make an edit to my previous post to that effect, but I saw that you beat me to it. I found that even with the lone king in a corner cell of some little 2D board, it can never be smoked out by just two pieces (K & Q), say if they are placed on adjacent cells to it, but on an adjacent little board, since there would be always be one of the three adjacent cells available to the lone K on the same little board as its corner cell.

Kevin Pacey wrote on Fri, Feb 26, 2016 01:42 AM UTC:
Hi Joe

In trying to think up a way to allow a K & Q to force mate vs. a lone K in Hyperchess4, or to possibly allow other 'basic' mates as in standard chess, I came up with the idea of further extending the "Hold" rule to include situations where the kings occupy a cell on the same "column" of 4x4 2D little boards and also share the same rank with each other, or situations where the kings occupy a cell on the same "row" of little boards and share the same file. It would then also be possible to hold an enemy king on 3 coordinates (i.e. Column, file, Row or rank), as opposed to just 2 coordinates, which could in turn lead to situations where a king that's being held on just 2 coordinates might be allowed to 'reverse the hold' by holding the other king by moving onto a cell having a 3rd coordinate that they would then share (tentatively speaking, I wouldn't advise to have the rule that the hold is actually reversed though). I haven't thought through all of the implications of this idea, but I didn't wish to reject it out of hand in case I'm at least close to being onto something at all interesting (if so, you might let me know at some point).

Note that I rejected the idea of extending the "Hold" rule to the kings sharing any 2 co-ordinates since for one thing the two kings would then be in a hold situation right at the start of a game.

Kevin Pacey wrote on Sun, Feb 28, 2016 01:11 AM UTC:
Hi Joe

Fwiw there are two player equal army chess variants I've seen with each side having the K & Q switched in the setup position so as to be each opposite to the other side's Q & K respectively, so at least the idea would not be without precedent. I don't yet see that holding a lone enemy king on just 1 of the 4 4D board coordinates would suffice to work on its own, in order to be able to force a mate (say with just 1 Q). Perhaps the superior side's king needs to be allowed to further extend the hold onto 2 (or later even possibly 3) coordinates, if the lone king can be forced onto a cell from where it can be held by one more coordinate (once held on just 1 4D board coordinate), except I don't yet see how the lone king can be thus done in by force.

My suggestion that I wrote of earlier at least would not have the two K's already in a hold situation if using the current setup position, since one of the types of holds I suggested adding would be the Column & rank coordinates (i.e. I was careful not to say 'file' instead of rank); the other type of hold I suggested adding was Row & file. Still, the 2 kings (if my suggestion were adopted as it was) would not be too far from one being able to hold the other, by at least one of the kings advancing rank by rank while still staying on the same Column as each others' position in the existing setup. In this sense my suggestion made me a little uncomfortable. In another sense it did as well, in that it is something of a considerable 'kludge'. Hope you can make use of the suggestion somehow after all, even if the idea is indeed to be modified.

Replacement Chess. Captured pieces must be put on an empty square on the board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Mon, Feb 29, 2016 03:45 AM UTC:
Has Replacement (or Putback) Chess ever been nominated as a Recognized variant on chessvariants.com? I'd think it would be (historically, anyway) popular enough to be a Recognized variant, having at least at one time often been played on both sides of the US-CAN border. The concept of replacement (as it is performed in this game) is also something of a simple yet unique signature for this game, afaik. Bombalot might possibly be another candidate for being a Recognized variant, especially if it's been played over-the-board in the US or other countries besides CAN. That's if any more Recognized variants are going to be added onto chessvariants.com anytime in future.

Hyperchess4A game information page
. Hyperchess updated: changed rules, discussion, sample game, etc.[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Fri, Mar 4, 2016 04:40 AM UTC:
I agree it's an interesting (but kludgy) optional rule worth noting, with 96 2D slices as you've described, Joe.

I'd note that if there's ever a rules enforcing preset for Hyperchess4 on Game Courier (and if or if not it would also use the optional rule as you've described), then it might be feasible & desirable to warn a player whenever his king could legally be held next turn (by the opponent's king) if he does nothing about it, much like a player can be warned if he is in check.

Computer resistant chess variants[Subject Thread] [Add Response]
Kevin Pacey wrote on Sun, Mar 6, 2016 10:02 PM UTC:
As I alluded to much earlier in this thread, the problem with computers
being good (let alone dominant) at chess (or its variants) is at least
twofold in my eyes, and that would be irrespective of whether comparing
human and computer play is like comparing apples and oranges:

1) Computers being dominant at chess, for example, hurts the estimation of
chess and chess players in the eyes of the public, which can only be
educated so much (if they buy it) that it is a case of 'apples and
oranges';

2) Far more importantly, perhaps, is that cheating in chess (for instance)
by means of computer assistance can become rife, if not yet in over-the
board events, then it certainly already has in the play of internet chess,
for example. I don't think I need list the ways this can be seriously
harmful to the game, such as for its esteem by the public. That's even if
tournament directors can do a relatively good job of catching cheaters. The
danger of even purely partner-assisted cheating in the card game of Bridge
may be one of the reasons why there is little in the way of cash prizes
offered in that game's competitions, except in high level play, such as
world championship play, where even just recently there was another case of
cheating, I seem to recall.


Perhaps playing a variant that uses Betza's "Many rules in one game", as linked to much earlier by George, would be the way that's best suited to get around the problem of neural net programming techniques (apparently about to slay the human dominance of Go) or the coming age of quantum computing power on top of that. However, I'm not at all sure of how often games are played that use "Many Rules", or how popular such games could possibly become. So far I haven't noticed any examples as played on Game Courier, for instance, so I'm wondering a little how easy it is to make a Game Courier preset for such, or even enjoy playing such.

Kevin Pacey wrote on Sun, Mar 13, 2016 03:00 AM UTC:
Hi George

The game of (19x19) Go is more intuitive than chess, which concentrates more on calculation, and is played on a much smaller (8x8) board. Go had been thought to be possibly more computer-resistant than chess until the latest defeat for the human side. A forlorn hope may be that neural net
programming techniques don't work as well for games (e.g. most chess variants!?) which are based more on calculation, though for the sake of accepting the challenge, and in a case of overkill, programmers are now aiming to beat top human chess players with self-teaching (neural net) techniques as well.

The 8x8 game of Arimaa (barely a chess variant IMHO) suffered a similar
fate as Go last year, as far as humanity is concerned, for that is when a
program (not using neural net technichiques afaik) finally beat top Arimaa players in the annual computer vs. top humans contest. Arimaa was thought to be promising for humanity for a different reason, in that there is a high branching factor at each ply (17000+ legal moves on average available), which might put a dampening effect on Greg's suggestion earlier in this thread concerning Marseilles (i.e. 2 move) Chess, since, as he noted, it has a branching factor of about 900 legal moves per ply.

Unless there can be a chess variant that is surprising computer-resistant,
and with the potential to be popular enough to be widely played, my flights
of fancy are turning more and more to the outside chance that in our
lifetimes there may be a global divine intervention that in effect pushes a
reset button (hopefully gently), e.g. on some of the worst aspects and/or
misuses of modern technology (including any forms of cheating).

[edit: much earlier in this thread you wrote:

"Kevin Pacey began recent topic here December 2015 with the term "next chess." And weeks later adds interesting questioning whether any CV diverges much from OrthoChess, probably meaning from programming standpoint. "Next Chess" originates with Joe Joyce wording and then by series of threads in abeyance since 2014 we made a list of over twenty contenders: NextChess9."

While hoping this thread won't wander too far off topic, I'll note that:

1) I happened to notice the term "next chess" used on a random message board some years ago (I think), where a poster whose name escapes me was noting that he thought many people were trying to invent a board game of skill that would replace chess in terms of dominant use worldwide, with some such people taking their game to trade shows, getting into quarrels involving threats of lawsuits...;

2) It has seemed to me that many of the more viable/popular chess variants that I've seen (thus far, in my early exploration of chess variants) may not differ from standard chess all that much, in that they might allow a skilled chess player to soon be equally skilled in playing them too. However trying to define what makes any one chess variant more like chess than another chess variant is would seem hardly possible. Yet, sometimes the case can be clear, at least to me. Circular chess, or Capablance Chess, for example, seem a lot more chesslike than Rococo, and a chess master may well need longer to master the latter than either of the former variants. Also, some variants use rules governing at least some of the pieces which are radically different than is the case for chess or other chess variants, e.g. Fusion Chess, or variants that use an Anti-King. Again, a chess master might often get the hang of how to play with an Archbishop or Chancellor (in Capablanca Chess) sooner, I would guess. I haven't yet touched variants which have slightly bizarre objectives, such as Losing Chess, for example.]

Kevin Pacey wrote on Tue, Mar 15, 2016 03:09 AM UTC:
On a Canadian chess message board (chesstalk) a poster (Mario
Moran-Venegas) wrote today, re: AlphaGo's loss in game 4 of the match: 

"AlphaGo's Policy neural network does not care about the quantity of point
lost or won by. It's highest priority is maximizing winning probability or
(when losing) minimizing losing probability. After move 78, it should have
followed what you say chess engines do: attempt to prolong the game by
complicating it.
The Policy neural network is the boss of hundreds (literature says a max of
1200, I don't know how many were actually used) of brute force engines
similar to chess engines.In the future versions I see the following
changes:
1.A change in the dynamic depth-of-analysis assigned to an engine. My guess
is that which ever engine was given the task of tackling the area around
move 78 was not going deep enough thus affecting the overall assessment of
the entire board as a loss for Black (AlphaGo). Many (including commentator
Michael Redmond) are now saying move 78 "did not work".
2.A change on the Policy NN to make use of complexity on the board."

If Mario's guess above, concerning move 78 of game 4, is correct, an
implication might be that the large 19x19 board used for Go may be close to
the upper limit of what the neural net technique (plus brute force engines)
used is currently capable of allowing a computer to beat top humans at, for
the game of Go, as played on an nxn size board. Make n significantly larger
than 19, that is, and a computer might fail to beat the top human players.
Not sure if the same would apply for a very large board size chess variant
too, as more calculation than intuition would be used than for Go, but
maybe there's something to the idea.

Much earlier in this thread Joe Joyce mentioned a very large board war game
of his invention that was arguably a chess variant, too. Fwiw, I've
invented a couple of 5x5x25 4D chess variants (625 cells) which would have
more cells than standard 19x19 Go, though I recall Joe's war game was even
larger. In any case, a very large board size might appeal to more potential
players of a given chess variant than other ideas that have been mentioned
in this thread, such as changing the rules a game is played by every other
turn (or the same for how a given piece moves).

Kevin Pacey wrote on Tue, Mar 15, 2016 04:16 AM UTC:
George wrote earlier:

"...If little Los Alamos 6x6 had been the old standard, it would be
replaced by something bigger. And the mere fact OrthoChess is on little
8x8, and the other world CV types are 9x10 and 9x9, China and Japan, should
be embarrassing to their GMs. That's why Stanley Random started 15 years
ago calling f.i.d.e. "Simpleminded Chess" and now I do..."

Historically chess variants strongly resembling today's standard version of
chess have been tried on larger boards, but there may have been legitimate
reasons why the lesser 8x8 size was settled upon for so long. Perhaps the
expected length of an average game on any bigger board size was thought
undesirable (the same could go for a smaller sized board). What chess lacks
in comparison to Shogi or Chinese Chess it may, at the least, make up for
in other ways. 

The unique combination of chess' features, none of which may make it
particularly unique when taken seperately, have made chess enduringly
popular thus far, and no one knows exactly why. The game has held up well,
though nowadays extensive databases, engines, the difficulty for top
players to win with many Black openings, tablebases, and the increased
possibilities for cheating (especially on the internet) are putting chess
under pressure. The question may be whether any chess variant can hope to
replace it anytime soon, in terms of dominance, and so far I haven't
noticed any obvious candidates for such, perhaps even in terms of merit
IMHO.

[edit: For some years Arimaa seemed a golden candidate to be the Next Chess. I used to Google it and see comments like "they've fixed chess". Before a computer finally beat top players in 2015, though, one of Arimaa's supposed strengths over chess, that there was no set opening setup, had already been weakened since there were certain setups thought better than others. There is a similar problem with Fischer Random, I've heard, in that any number of starting setups are apparently not very interesting. In any case, I actually prefer a chess variant that has a fixed start position, for merchandising and study purposes, assuming the opening phase is at least as rich in possibilities as standard chess. Also, I think a variant that looks nice on someone's coffeetable could further help to popularize it, and a fixed start position assists with this. Unfortunately this doesn't bode well for variants with many more cells than a game of Scrabble (15x15), which might be otherwise desirable for possible computer-resistance. Arimaa also had a problem hurting its speed of spread, in that its inventor imposed various licensing requirements, such as on websites, clubs or literature, although many apps for the game may have been sold, at least. Meanwhile, below is a link about Arimaa, which notes the history of its man vs. machine challenges.]

https://en.wikipedia.org/wiki/Arimaa

Kevin Pacey wrote on Wed, Mar 16, 2016 09:48 PM UTC:
I've edited my previous post a bit, to include discussion of Arimaa and
some features I think desirable if there is ever to be a Next Chess (in
terms of dominance like chess currently has). I may elaborate further on
the latter in another thread in future, perhaps beginning with why I
personally chose or rejected certain chess variants as ones I might play if
I take up playing on Game Courier again (such as after fully recovering
from recent dental work). Perhaps ones I rejected are more interesting
cases to mention, since some I accepted were at least partly for the sake
of anticipated fun/novelty (e.g. Smess, Circular Chess).

NextChess9[Subject Thread] [Add Response]
Kevin Pacey wrote on Thu, Mar 17, 2016 08:47 AM UTC:
As a newer chessvariants.com member I'm not sure this is the best place to
post my ideas of what a Next Chess might be like, but here goes. In an old
Chess Federation of Canada blog entry of mine I gave 12 criteria I'd like
in an ideal chess variant or board game of skill. Looking back, many of
these seem too general, but I'll cut & paste them here in case they are of
any interest. Note that at least some criteria are based on subjective
judgement, e.g. I don't think Shogi pieces look as aesthetic as standard
chess pieces, at least in my Western eyes:

1. Computer-resistant (e.g. v. humans not close to best);
2. Any endgame stage not in signif. danger of compromise, e.g. by
tablebases (adjourning poss.);
3. Signif. pop. in N. Amer. & elsewhere (ideally clubs & cash prize
events);
4. Tested (e.g. centuries);
5. Rules not too complex/simple;
6. Has signif. lit. & culture (ideally no licensing/copyright on game);
7. Fixed start position (e.g. aesthetic & not same as chess if variant, or
empty board before 1st player moves);
8. Opening phase not in danger of being played out soon;
9. 2 players usually;
10. Not too many/few pieces or board squares/cells/points & play on 1
board;
11. Pieces look & move nicely & board can be on coffee table (ideally fixed
start position not same as chess if variant);
12. Has mateable kings.

Currently I feel that all 12 of the above criteria cannot ever be even
minimally satisfied by any one chess variant. Sac Chess, a 10x10 variant of
my own creation, was designed to have the potential to one day at least
minimally fulfill all 12 criteria, but the rise of self-teaching computers
(i.e. using neural net techniques) has destroyed my hope that Sac Chess
would be even minimally computer resistant, in terms of a human always
being the best player. My best guess is that aside from a variant that
features changing the rules for how the pieces or game is played every
turn, which would thus be too complex and/or unnatural to play and enjoy
for most people, a very large board size (larger than 19x19) might be the
best hope for a computer resistant variant, but then other of the 12
criteria listed above would not be met.

If we ignore the issue of computer dominance of a game, and the increased
possibilities for cheating that that brings (especially for internet play),
we should assess the other current weak points of chess before deciding if
it needs replacing any time soon, purely in terms of dominance (before we
decide what to replace it with) - chess variants can still co-exist with a
dominant chess for a long time, too.

The other current weak points of chess, besides computer dominance of it,
IMHO are possibly extensive databases, endgame tablebases and the
difficulty top players have in beating each other when using many Black
openings. Are these truly serious weaknesses that threaten the game's
short-term survival, even? I would say no. Yet, like all previous versions
of chess, the immortal game will not live on in its current form forever.
How long does it have left? In a discussion long ago on the Canadian chess
message board chesstalk, I asked International Master Jean Herbert how long
he thought chess might last with its basic rules intact, and after noting
that 'The brand is too strong' he opined it would be at least 500 years
before the death of chess. A game inventor posting on the website, always
on the lookout to push chess variants of all sorts, thought it wouldn't
even last 30 years. I supposed about 100 years would elapse, which is as
good a guess as any IMHO, especially since my bias is less strong either
way.

Even though I don't see the urgency for there to be a Next Chess (barring
future ruinous levels of computer-assisted cheating that may one day wreck
organized board game play in general), I'll now make note of some Game
Courier chess variants (presets) I've thought about playing at some point,
as well as ones that I rejected. It may contribute somehow towards people
deciding someday what to rule in or out as possible Next Chess candidates.
Some of the ones I've thought of playing are more for fun or novelty than
possible replacements for chess, but I generally chose games that were at
least minimally popular, and I much preferred those with rule enforcing
presets (unless I was especially attracted to a variant otherwise).

Games I ruled in for my possible play on Game Courier include chess itself,
Crazyhouse, Glinski's Hexagonal Chess (Symmetric or standard version),
McCooey's Hexagonal Chess (Hexajedrez or standard), Shogi, Chinese Chess,
Alice Chess, Seirawan Chess, Marseillais Chess, Circular Chess, Smess,
Eurasian Chess, Four Kings - Double Mate (Chatarunga) Four Way Chess and Sac Chess.

I found that the above 17 games (many of which quite resemble chess) break
down into 11 types: Drops used, Hexagonal board, Chinese Chess style rules
used, Double move rule used, 10x10 board used, 3D chess, 8x8 & very
chess-like, compound pieces used, Round board used, Smess concept, 2 armies
for each player. Quite a variety of types, which I deliberately steered
for.

Some of the above are not altogether logical games at times, it seems to
me, but their positive sides attract me. Chinese Chess, for example, has a
strange rule concerning the kings not being allowed to see each other on an
open file at long distance, even, but I suppose it's a kludgy rule needed to allow for a decent number of basic checkmates. Eurasian chess is totally
new to me, but I like that only the king can't cross the river, compared to
Chinese Chess, and yet the king still has offensive power due to the same
sort of rule as above.

Now for some notable cases of variants I didn't like so much, in spite of
not rejecting immediately:

Berolina Chess is too close to regular chess, and I didn't like a player
being able to easily open a file with a pawn move;
Korean Chess I found overly complex, and I didn't like a pass rule being
allowed;
Losing Chess doesn't appeal to me in spite of any strategic depth it might
have, since giving away material as a policy seems illogical.
Raumschach is a 3D variant I'd like except it sorely lacks a healthy number
of 'basic mates' - it never occurred to me that there would be such a
fundamental problem with at least some chess variants. Circular chess is
not quite as bad this way, and a round board is a fun concept. With Alice
Chess I had a sound 3D chess variant backup for Raumshach;
Extinction Chess has a similar problem to Losing Chess for me, in that the
concept involved seems unnatural/illogical;
Capablanca Chess didn't appeal to me for 2 reasons: I don't like
rectangular boards, and the Chancellors of both sides could develop
symmetrically and be immediately traded off, though there may be a
strategic reason against this I'm not aware of (Grand Chess has a similar
drawback, and I also mildly don't like the illogic of not being allowed to
promote to a piece type the opponent hasn't captured yet). Seirawan Chess
doesn't have this last drawback, though I would note that, strangely, there
may be less playable openings than in chess (e.g. it may be dangerous to
play an Open Sicilian with White in S-Chess, perhaps);
Honourable mention should go to Rococo, which I barely don't like enough
because so many pieces are queen-like in their range, in spite of differing
capturing methods, and the board's outer ring used only for leaping
captures doesn't seem to make full enough use of a 10x10 board.

Kevin Pacey wrote on Fri, Mar 18, 2016 09:59 PM UTC:
Fergus wrote:

"My favorite commercial variant is one that regularly changes the rules and
may be computer-resistant. It is called Knightmare Chess, and you can find
it in the CVP's Amazon store. It uses cards to change rules or introduce
new conditions in the game, and it could be described as Magic: the
Gathering meets Chess."

Thanks Fergus. The info regarding the 3rd edition of Knightmare Chess (if
that's an edition that you're familiar with) states the recommended age
range as 10-15 years. So, at least the game is not too complex, while since
you enjoy it, it's not too simple for at least some adults to enjoy,
either. The question is, could it ever be massively popular, say if
assisted by the decline of standard chess? Also, I'd mention that while I
didn't try to see what the board, pieces and cards look like (if that's
possible on Amazon), I suppose that it's possible a board and set for the
game could be one day made to look elegant on someone's coffeetable, with
the cards kept for storage within, say, the belly of a wooden folding
board. It may seem like a small thing, but one wonders how many people took
up chess or at least occasionally play it because there's a nice set on a
coffetable, or as seen in a movie.

I neglected to mention in my previous post at least one thing that may be
of interest, if it hasn't been noted elsewhere already. I found Omega Chess
(commercial variant) somewhat attractive, but what made me decide against
it was that a K & R vs. K ending would often be a draw, if I understand
the rules correctly. That's since the lone king could hide in a Wizard
square adjacent to one of the 10x10 board's four corners, when all the side
with the R can do is deliver stalemate, which I think is still a draw in this game. Since I already had other 10x10 board variants I was interested in possibly trying, that did it for Omega Chess in my books, since one would expect K & R vs. K to be a win on a square board normally.

Game Courier Ratings. Calculates ratings for players from Game Courier logs. Experimental.[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Fri, Apr 15, 2016 02:08 AM UTC:
Hi Fergus

I lost a game of Sac Chess to Carlos quite some time ago. I thought that it was to be rated, but as far as I can tell my rating is based on only 1 game (a win at Symmetric Glinski's Hexagonal Chess vs. Carlos). I don't know if the ratings have been updated to take into account my Sac Chess loss, but I thought I'd let you know, even though I don't plan to play on Game Courier, likely at least anytime soon.

Computer resistant chess variants[Subject Thread] [Add Response]
Kevin Pacey wrote on Tue, May 17, 2016 03:08 AM UTC:
Fwiw, below is a wikipedia link re: technological (AI) singularity, i.e.
the notion that someday, perhaps inevitably, and soon, AI will exceed human
intelligence. This notion is one more reason why I am now pessimistic about
any chess variant being computer-resistant for very long (e.g. for
decades), if it gets popular enough to receive serious attention from board
game engine programmers. On the faint hope side, perhaps, I seem to recall
something ancient being written about evil inventions to come, in the
latter days, before the better times that would follow, so who really knows
what the future holds:

https://en.wikipedia.org/wiki/Technological_singularity

P.S.: I got this link while looking at wikipedia's Driverless Cars entry -
such vehicles are perhaps a sign of the rapid rate of progress for AI these
days. I had been trying to put the difficulty of making a strong playing
engine for large board chess variants into perspective somehow.

Kevin Pacey wrote on Sat, Jun 25, 2016 10:24 PM UTC:

I recall Fergus mentioned to me that Knightmare Chess might be computer resistant. I now doubt that it ultimately will prove to be, even though there is a quite random element involved in the game (which doesn't appeal to me to begin with, though strictly speaking as a standard chess player). Computers are now great at other games with random elements present, Bridge for instance, and so I expect programmers can succeed with Knightmare Chess too, given time to absorb how skilled humans play it. Not only that, there is still the spectre of things like neural net techniques, or the development of quantum computers.

It struck me today that one thing that might allow a computer resistant chess variant to be produced is to introduce a quasi-random element instead, one that often gives humans the edge. If the idea is workable, chess engine assisted cheating or the superiority of engines over even top humans may largely go away as concerns in the minds of possibly many. Computers as yet cannot be programmed to do advanced moral thinking, as far as I know, and I suspect they might never be able to even if nominally Technological (AI) Singularity is achieved. Morality takes into account even emotional feelings, and there seems little doubt that computers can never be given a soul of the sort many think we may have.

How might such a chess variant based on humanity's grasp of morality work? Well, the best we have for an expert in morality could be a law school or seminary teacher, for example. For the sort of chess variant I have in mind, it would be a kind of combination of the knowlege of moral issues and chess that a player has, as well as his chess skills (kind of like chess boxing combines chess and boxing - another variant that may be computer resistant to some extent). Before making a move in such a chess variant, the moral expert (teacher) or an assistant arbiter asks the player a skill testing question (could be multiple choice). If his answer is acceptable, he gets to move, otherwise he loses his turn, much as in some dice chess variants. Like chess boxing, this is perhaps not the sort of chess variant you can play on your coffeetable at home with a guest, but you could play it in a tournament hall or on the internet (securely guarded large trivial pursuit-style card decks, or databases, of moral Q & A's might be used). Young children may be at a disadvantage at times, but at least some adults might not mind that at all. [edit: Now that I think of it, a sort of trivial pursuit style card could also be a small database device that also lights up red (wrong) or green (right) for 1 of 2 answer choices offered and selected from; that would make this variant idea more workable at a tournament hall I'd suppose.] [edit: An example moral question might be: "A man drops a $5 bill and walks away. Do you: 1) offer him the bill, or 2) take it, because you found it"? A less simple one might be "You're a healthy boy and there are three similar cookies. Your younger sister is blind and cannot speak. Do you: 1) split 1 in half, take 1 and 1/2 & offer the rest to your sister, or 2) take 1 and offer 2 to your sister"?]


Kevin Pacey wrote on Sun, Jun 26, 2016 04:15 AM UTC:

I've edited my previous message a bit, in case anyone missed it.


Kevin Pacey wrote on Sun, Jun 26, 2016 03:00 PM UTC:

Hi Fergus

Someone pointed out to me on a Canadian chess message board that computers are already being programmed to debate moral issues. I suppose this alone puts my variant idea to waste:

http://www.ibtimes.co.uk/ibm-supercomputer-watson-programmed-debate-moral-issues-1447413


Kevin Pacey wrote on Mon, Jun 27, 2016 11:56 PM UTC:

Hi Fergus

Might you have an idea of how difficult it could be for an experienced Game Courier programmer to write a preset (rule enforcing or not) for Knightmare Chess? I'm not sure I could find any number of opponents to play against over-the-board in Ottawa, but the game makes me curious. I'm getting ready to move with my family to another place in town in the coming months, but after that I may resume Game Courier play at some point.


Sac Chess. Game with 60 pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
💡📝Kevin Pacey wrote on Thu, Jul 14, 2016 06:45 PM UTC:

Carlos wrote some months ago: "I have just played a game versus the HG's Fairy-Max/Winboard/Sac Chess program..."

I have a question for HG: I wasn't aware till I searched recently that Fairy-Max has its own page on the web. Is Sac Chess one of the variant programs under Fairy-Max that any viewer/user can find available even nowadays? Maybe I didn't look hard enough, but I didn't see Sac Chess listed as such. Thanks in advance, Kevin.

P.S. I saw after making this post that you mentioned your Fairy-Max program for Sac Chess on Chess.com 4 months ago. Thanks for that, too!

Chess Pieces[Subject Thread] [Add Response]
Kevin Pacey wrote on Sun, Jul 31, 2016 03:08 AM UTC:

Mr. Streetman wrote circa 2010: "Does anyone know a sources of chessman that can be used for the many chess variants"?

I thought I'd mention a solution that's very cheap, albeit not at all pretty, and though it's obvious it might be overlooked. Namely, wrap elastics around spare chess set(s') pieces to obtain up to 6 additional piece types (plus two more if rook(s) are used upside down). The pieces with elastics could represent any type of fairy pieces, though ones representing compound pieces may be easiest to readily identify while playing. Even coins might be used (I think there may  be 6 US coin denominations; I know there's 6 Canadian ones, if one includes the now disused Cdn penny).

I was inclined to post this as a comment under 'Crafts' if appropriate there, but there seemed to be no comments allowed for such.

 


10x10 Boards[Subject Thread] [Add Response]
Kevin Pacey wrote on Sun, Jul 31, 2016 03:31 AM UTC:

I've recently found 10x10 boards being sold on Amazon.ca by searching "10x10 Draughts", fwiw.


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