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Diagram testing thread[Subject Thread] [Add Response]
V. Reinhart wrote on Sat, Nov 11, 2017 04:40 PM UTC:

Regarding HGMuller's data - very interesting!

The conclusion that on a 10x8 board a bishop is worth 400 (two on the board on opposite colors). If one is captured the lone bishop is still worth 350.

On a 10x8 board I previously learned a guard (non-royal king) is equal to a bishop (using Fairy-max simulations). This means that a guard is indeed significantly more valuable than a knight.

This exactly matches the tests I had done previously, except I never found actual values for the knight and bishop. I only learned that a guard is worth more than a knight and exactly the same as a bishop (using one value for a bishop which is applied throughout a game whether there is one or two).

Nice work.:)


Refusal Chess. Refuse your opponent to make certain moves. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Thu, Nov 9, 2017 07:48 AM UTC:

For move 2, White played Qh5, and then Black played e6.
For move 3, White refused Black's move, and then Black played Nf6.

At each move, each player can do one thing - same as normal chess.

Wouldn't this be the normal way to notate a game of Refusal chess? Maybe the parenthesis aren't needed. Does this look better?

1.e4...c5
2.Qh5...e6
3.Refuse...Nf6


V. Reinhart wrote on Thu, Nov 9, 2017 07:22 AM UTC:

I'm not sure what is going on at the game. The pgn doesn't seem to match the board position. I (the engine) tried to play 3.Nf6 but I'm not sure if it accepted it or not. It doesn't show that on the diagram.

I believe this is the gams so far:
1.e4...c5
2.Qh5...e6
3.(refuse)...Nf6

 


King. Royal piece moving one in arbitrary direction.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Wed, Nov 8, 2017 06:56 AM UTC:

On a 10x8 board with all other normal chess pieces present, and using HGM's Fairy-Max software I once did conclude (verify HGMs earlier work) that the guard is worth almost exactly the same as a bishop, and slightly superior to a knight.

I've always heard (but never confirmed) that bishops have slightly higher value on larger boards, because they can slide quickly across whereas a guard cannot.

If bishops are worth more on a 10x8 board (compared to 8x8), then a guard (non-royal king) is equal to this superior value (because they were equal even when played on a 10x8 board).

This makes me think that a guard might be worth slightly more than a bishop on an 8x8 board, although I've never confirmed it.


Refusal Chess. Refuse your opponent to make certain moves. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Wed, Nov 8, 2017 06:45 AM UTC:

Ok that's fine. If the commputer makes a capture I'll inform you rather than playing the move (and wait if you reject it or not).

Stockfish (set to level 10) actually plays e6 (another way to protect the pawn, as you predicted it will do). It did accept your move because Qh5 (by normal chess) is not the best move.


V. Reinhart wrote on Tue, Nov 7, 2017 03:42 PM UTC:

Ok, I believe I played a move. This should be an interesting experiment. For the record, I'm playing the "computer" where the computer believes it is playing normal chess.

For clarity, the way I'm using an engine is that it plays the best move. If that gets rejected, then it plays the next best move. It also accepts or rejects moves using this same logic.

(If nothing else, this has gotten HGM to play a game, who I believe doesn't frequently play games on public forums. Hooray!)

I've gotton busy with other stuff so I plan to usually only play one move per day.:)


V. Reinhart wrote on Mon, Nov 6, 2017 02:43 PM UTC:

That's fine. Just leave a message once you have your username, and I'll setup a new game with the moves we've made so far. I believe the game so far is:

White      Black
Aurelian   VReinhart
1.d4    ...Nf6
2.e4    ...Nxe4
3.Reject...d6


Since we don't have a working board diagram yet you don't need to make your next move yet. Once I setup the game with your and my usernames, I'll setup the game from here and we can keep playing.

Just for the record, my moves are chosen by the computer but the computer thinks it is playing chess, but we are really playing Refuse Chess.


V. Reinhart wrote on Sun, Nov 5, 2017 05:05 PM UTC:

Ok, I set up "VReinhart" as my username, and setup a game "VReinhart - VReinhart" since I plan to only use this to display a chess diagram. Now two more questions:

What is the data next to "white/black" (i.e. "+23.46/-79.96"). Is there an engine evaluating moves?

Any idea for the best way for Aurelian to communicate moves? Maybe just on this forum, while I update the diagram there?


V. Reinhart wrote on Sat, Nov 4, 2017 11:02 PM UTC:

HGMuller,
I can move the pieces and set-up the board to the current position, but I don't know what to do to save it.

I already have a username and password. The opening window shows a conversation between you and "jon".

So my two questions:
1) how do a save a position?
2) how do I clear the conversation, so it's a fresh board for Aurelian and me?

This may work, but having trouble with some basic things.


V. Reinhart wrote on Sat, Nov 4, 2017 02:46 PM UTC:

When I go to the game, it says "Drawn Game" and I do not have any options to do anything. (I haven't played a move, or accepted the draw, or anything).

Is there a way to take back my move (since you rejected it)?

All we need is a system to show a board diagram, and I'm wondering if there is an easier way to play this.


V. Reinhart wrote on Fri, Nov 3, 2017 05:03 PM UTC:

Game has started well so far, but no move has been refused yet. I'm sure it will happen soon. I didn't think about it, but I'm not even sure if the game courier allows take-backs. If there is no way to refuse and take back moves we'll have to find another way to do it. We'll see how it goes.:)
 


V. Reinhart wrote on Thu, Nov 2, 2017 03:04 PM UTC:

Ok awesome, to my knowledge, Aurelian is the first person in the universe willing to play Refusal chess against an engine - a historical landmark! I think we only need to play one game for this experiment. If Aurelian plays White and wins, then he has outsmarted the computer.

I've never played a game on the game courier here before, so I hope I did everything right. I set up an invitation here:

Link

(I hope to play one move per day, but might miss a few days. I do have some travel planned this month that might slow things down for short periods.)


V. Reinhart wrote on Thu, Nov 2, 2017 07:00 AM UTC:

I agree that playing your own moves against an engine removes the "competitive" spirit. From my side, I would need to run an engine a few times at each move to learn its 1st and 2nd best moves - but still is not a lot of work on my part.

The idea was an experiment. It would be to test the theory that an engine would play "disastrously poorly". I've seen this discussion of human play vs engine for Refusal chess more than once, and (so far) I have not seen a human willing to go against the engine.

(btw: thanks for your offer - If I played a game against you it would be Enep. That sounds like a fun one too!)


V. Reinhart wrote on Thu, Nov 2, 2017 05:01 AM UTC:

Aurelian Florea, I also noticed you offered to play a game. If you'd like, we can do an experiment.

It's not human vs. human. It will be you (human) vs. computer (me).

I will always choose the best move by computer. If you refuse, then I'll play the 2nd best move (also by computer).

Let me know if you'd like to try that. I haven't played any game here on the courier(?) system, but I'm sure it's not too hard.:)


V. Reinhart wrote on Wed, Nov 1, 2017 10:44 PM UTC:

HGMuller, how far into a game will that be evident? I didn't detect anything like that happening in the first 8 moves of a simulation that I tried.

(In the example you provided, you say "...attack that knight with your queen. The engine will ignore it." This may be optimal play for the side with the engine)

I certainly believe an engine (as described previously) will falter at some point, but wondering how far into a game is it expected?

For me nothing was evident in the early stages. I could not find a way to out-smart the engine in the opening phase of the game.


V. Reinhart wrote on Wed, Nov 1, 2017 04:57 PM UTC:

Does anyone know how well a chess engine will play this game against a human?

It's not convenient, but this game can be played against an engine by setting the engine to its strongest level, then letting it play a move. If you refuse the move, then you make the engine go back, and play a different move (temporarily setting to a lower level, until you find the engine's "2nd" best move).

The computer will reject your moves by checking if they are "best" or not.

To me it seems that in a chess opening to the mid-game, there are enough move options that the computer's "2nd best" moves will always be very good - better than most human players. Therefore the board position will start to favor the computer.

In an end-game, the engine may falter - because it will not play well knowing that the best move will likely be refused. But to get to the end-game, the computer may already have achieved a formidable advantage, and the human player will already be in a hopeless position.

I tried this once, and couldn't find a flaw with this type of strategy (from the computer's point of view). But I only got to about 8 moves, and then stopped the experiement. The computer was in a winning position, but this was winning as judged by normal chess - not refusal chess. So I could not say for sure the result was conclusive.

I'd like to try again, but am already busy in other games. Can anyone predict (or know) the result if taken to its conclusion?


Roman Chess ZIP file. Commercial chess variant on 10x10 board with two non-royal kings added.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Oct 29, 2017 10:13 PM UTC:

Thanks Fergus. From the alphabetical index it appears there are many pages that are links to Zillions of Games.

I appreciate your feedback.


Ron Drinning's Chess Variant Page Information on a person
. Missing description[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Oct 29, 2017 10:11 PM UTC:

Should this page be deleted? It appears the link goes to a site that does not exist.


Roman Chess ZIP file. Commercial chess variant on 10x10 board with two non-royal kings added.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Oct 29, 2017 05:16 PM UTC:

Thanks - that's good info! Is there any reason there is a special Roman Chess page which only links to Zillions of Games, rather than just putting the link on the main Roman Chess page (so all content is in one page)?


V. Reinhart wrote on Sun, Oct 29, 2017 04:47 PM UTC:

I have a few questions about this page.

First, does CVP have any connection with Zillions of Games? (other than both are about variant chess).

If there is no connection between the two websites, then what is the purpose of this page?

Is there an interest for CVP to promote Zillions of Games, could it be done more in a general way (like an ad on the home page) rather than at one specific game?

Also, some of the content on this page appears to be obsolete. Visitors such as me may end up wasting their time opening links that don't exist, or link to non-remarkable information.

Should this page be deleted altogether? (especially in light of the fact that Greg did superb work to make a better page for Roman chess).

Also, what does "It is categorized as Orthodox chess" mean? (mentioned on this page).

Thanks for any explanation or insight into the purpose of this page.


Chess and a Half. Game with extra leapers.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Thu, Oct 26, 2017 03:37 PM UTC:

Thanks Nicolino for correcting the minor typos (even removing "revised" from the title). It's awesome!!!

About the 50 vs 80 move rule:

Even in normal chess a case can be made that the 50 move rule should be extended. Some endgame mates require more than 50 moves, and this game has all the normal chess pieces plus more, and the board is bigger so there may be even longer checkmate sequences than in classical chess.

Of course humans can't calculate this type of thing in OTB play, but these endings could have a consequence for people playing by correspondence, or in games between engines. It's doubtful any of it is applicable now, but people might be playing Chess and Half in the year 2500. It's somewhat arbitrary, but if Nicolino recommends 80 I would leave it at 80.

The other comments seem to be valid concerns, but this is really getting into minutiae. Maybe something for Nicolino to work on, and finish before he dies, just in case the game is still being played in 2500.

:-)


V. Reinhart wrote on Wed, Oct 25, 2017 06:43 PM UTC:

It does say that when looking at the board, but it goes away when looking at the move definition of pieces.

While on this topic, I wonder if there is a way to always uniquely specify a piece with a move diagram without requiring it to be interactive. Unless a piece is very complicated, I would think there is a way to do it, but haven't thought it through yet. If there is such a way, it would be my preference (why animate a specification if a static diagram would work)?

Anyway, thanks for your thoughts.


V. Reinhart wrote on Wed, Oct 25, 2017 05:53 PM UTC:

Oh, that helps. I didn't know that the interactive diagram is itself interactive (I thought it's interactive only because it appears when selecting on the piece name). There does still seem to be a minor discrepency in my view. The rules say "The new leapers/jumpers are capable of an optional multi-capture". I take this to include the speedy knight, and strictly speaking the knight is new too because it's not the same knight as in classical chess. But the diagram does not show capture symbols in the intermediate squares.

Again, these are minor points that should be cleared up before starting a game. As a whole - this is a very well-written game description and one of my favorite variants (although I have not played it yet).


V. Reinhart wrote on Wed, Oct 25, 2017 03:31 PM UTC:

Another comment, and again this is a stylistic idea, and not very important (but I'll mention anyway):

Would the page look better if "(revised)" was pulled out of the title, and instead (optionally) a very short "change history" added at the bottom?


V. Reinhart wrote on Wed, Oct 25, 2017 03:25 PM UTC:

A few questions/comments:

About the optional multi-capture: Rules say it is for new leapers/jumpers, so this includes knight, speedy knight, cat, star-cat, and eques rex, corrrect?

(I'm assuming the knight is regarded as new because of it's different allowed initial move, and promotion rule compared to classical chess).

The knight does say "may not double capture during the 2-step move". I take this to mean the initial 2-step move, and not its normal 1-step L-shaped move.

When a knight makes an L-shaped move, there are two ways to move over squares it jumps over. The optional capture allows TWO pieces on EITHER one of its two path to be captured, plus the destination square, correct? (so capturing three pieces possible in one move).

(or can the knight capture all 4 squares it jumps over, plus the destination, for 5 total captures)?

Last, I'm wondering if the very first sentence should be changed a little:

Instead of:
...but not mostly not because of it's L-shaped move...
better as(?):
...but mostly not because of it's L-shaped move...

Sorry to bring up minutiae, but I really like this game. If I didn't like it, I would't be asking these specific and detailed questions.:)


Navia Dratp. An upcoming commercial chess variant with collectible, tradable pieces. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Oct 22, 2017 02:56 PM UTC:

Thanks Fergus. So the entry in the alphabetical listing is a little out-dated "An upcoming commercial chess variant with collectible, tradable pieces"

Not sure if it can be changed, but the entry drew my attention because inventors that make the commitment to release actual physical variant chess sets is of interest to me.


Roman Chess. Commercial chess variant on a 10x10 board with two non-royal kings added.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Oct 22, 2017 02:52 PM UTC:

Thanks Greg, that looks awesome - now it's actually an interesting article!

I believe it's one of the few variants where the inventor made a physical set available (but perhaps not of supurb durability). The board appears to be a printed 10x10 sheet of paper, and the one variant piece appears to be a "pawn" from a chess set of larger pieces. (Thus the archer is pawn-shaped but larger).

To my knowledge, other variant games where the author released a physical set include Capablanca chess, Seirawan chess, and Grand chess.

Does anyone know if ther are many others?

With the ability of modern software to create high-resolution game illustrations, the need for a physical set isn't as important as it was historically. It's interesting to know about the games that were once availabe with a physical set available for OTB play.


Navia Dratp. An upcoming commercial chess variant with collectible, tradable pieces. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Oct 22, 2017 02:46 PM UTC:

Is there a way to know when this page was written?

The introduction says "An upcoming commercial chess variant with collectible, tradable pieces", but some comments are more than 10 years old.

I can't find a publication date for this variant. (If it's there but I overlooked it please forgive me).


Roman Chess. Commercial chess variant on a 10x10 board with two non-royal kings added.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sat, Oct 21, 2017 06:04 AM UTC:

I agree to get rid of the obsolete link - especially since it is advertising something that isn't being sold anymore (and detracts from items that are really being supported and advertised on these pages).

It might even be good to delete the page altogether - there's three other pages in CVP about Roman Chess. My opinion is that games that aren't being supported by the original author, and aren't historically notable, and aren't being played, only deserve low-priority for editorial elaboration. (Just my opinion, but I'm not a CVP editor. I just like to keep up-to-date on the most recent games, and play a few once in a while).

fyi: I also like to stay up-to-date on variant chess theory, and variant engines such as your ChessV (one of the very rare variant-chess engines and DOES deserve more attention).


We need to mobilize[Subject Thread] [Add Response]
V. Reinhart wrote on Thu, Oct 19, 2017 04:54 PM UTC:

Hi Fergus, Greg, and other editors. Thanks for all your work with improving the fonts and CVP's layout. It's looking great!

A little before the work with typography started, I submitted a page for a chess piece which is called the "Huygens". The page is here:

http://www.chessvariants.com/invention/huygens-chess-piece

Live link to Huygens

The request for review became lost during all the work for fixing and improving CVP's layout. Will someone be able to review the page now?

The huygens has been played in games, and has recieved some attention, including from the math community, in particular due to its mathematical properties when added to chess games on an unbounded board (i.e. "infinite chess").

Thanks for all your help and work with CVP.:)


Roman Chess. Commercial chess variant on a 10x10 board with two non-royal kings added.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Fri, Oct 13, 2017 03:05 PM UTC:

Thanks for the information about this game. I was also curious if pawns get an initial triple step, and Greg's reply makes it clear they didn't.

Just to know for sure, was this game invented by Hans Bodlaender, or did he just make the page which is a link to an external website?

There are several elements that I like about this game. I often enjoy games which are only a slight varition of normal chess. This game has a 10x10 board, which is a profound change, but there is only one non-standard piece added. That would make it easy to learn and play.

Greg is right that the opening would be slow for a number of moves. But half the pieces are pawns (just as in chess) so this keeps them as a strong element in positional play.

I also wonder about the lower piece density of this game. Chess starts with 50% of squares with pieces on them. This game has 40%. But chess is fine even from middle-game on, so once pieces engage, it may feel a little like a chess middle-game, where the board is not so full and pieces have plenty of room to maneuver. But the knight and archers would be relativelly slow moving. Actually sounds kind of fun and interesting to me, for people who don't mind long games.

Also, Thanks HGMuller for the explanation of the "isO2". Thinking about castling, I should have been able to derive that answer. I appreciate everyone's feedback.:)


V. Reinhart wrote on Thu, Oct 12, 2017 11:40 PM UTC:

Thanks for the rules for Roman chess. How does one interpret the move notation for the king "KisO2". Is "isO2" a designator for royalty?

Also, what is the policy of CVP concerning web pages with obsolete information? Is only Hans Bodlaender allowed to change this page (based on "page made by Hans Bodlaender"), or can other editors update this page?

Is CVP accepting volunteers to help with cleaning up webpages (such as this page)?


V. Reinhart wrote on Thu, Oct 12, 2017 03:16 PM UTC:

The link on this page is still dead. With this page linking to a non-existing website, and almost no other information, I wonder if this page should be deleted altogether.

There are three other pages for "Roman Chess", so removing this page won't cause any harm - just good housekeeping.


Improving Typography[Subject Thread] [Add Response]
V. Reinhart wrote on Sun, Oct 8, 2017 01:12 PM UTC:

Since we're talking about bugs, I often see what appears to be "code" mixed with the display.

Right now, just under the title, I see text which reads, "Database Query: SELECT * FROM Comment WHERE IsDeleted=0 ORDER BY CommentID DESC LIMIT 25"

At least I assume this is a bug. I don't know what it means, and it just takes space away from the other (usually) interesting stuff.:)


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sat, Sep 30, 2017 05:13 PM UTC:

Ads look reasonable to me. Not any worse of better than plenty of other websites. (But I'm surprised the ad for House of Staunton Variant Kits leads with a blurry photo - probably related to ad creator - not CVP).

But since we're on the topic of "presentation" would it be possible for CVP to have a few forum topics in categories (rather than all mixed together)? Categories can include "Variant games", "Report web page problems", and "Tournaments" (for example).

Sometimes it seems the majority of discussion is about problems, and not variant chess playing itself.

But to close with a "Plus" - I like the look of the new opening page.  Great work to the editors!


Captive Kings. Created to obtain more wins and less draws with an anti-chess chess rule.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Thu, Sep 14, 2017 06:07 PM UTC:

Thanks Joel for clarifying the sample game. I just wanted to make sure I understood the game. It's an intersting variant!  Good work.:)


V. Reinhart wrote on Thu, Sep 14, 2017 05:13 PM UTC:

If the idea is to keep the opponent king trapped, and to rescue your own king, why did both White and Black let the opponent kings escape on the first move?

Wouldn't it make more sense to keep your opponent's king trapped for as long as possible?


Game Courier Tournament 2017. Chess Variant Tournament played on Game Courier in 2017.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Fri, Aug 11, 2017 01:04 PM UTC:

Oh Thanks. Sorry I didn't notice. Congratulations to all the players!

I'll probably check back occasionally - this is interesting!


V. Reinhart wrote on Fri, Aug 11, 2017 04:19 AM UTC:

Just curious about something - is there anyway for a spectator to easily see the status of this tournament, or is it necessary for interested passers-by to seek through the individual games to see who's emerging as the leaders?
 


Chess and a Half. Game with extra leapers.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Mon, Jul 24, 2017 01:50 PM UTC:

There may have been some differences in the test setup, for example HGM's test may have been on an 8x8 board where one side had the bishops removed altogether, and replaced by guards (commoners).

Maybe an army likes to have bishops and guards working together, but if the bishops are removed and replaced with guards, the army is slightly worse than the one that still has the bishops? Maybe HGM will shed some light on his specific test set-up, or the scope of his conclusion.

Note all tests by me were done with HGM's Fairy-Max engine, which is very well-designed for playing these types of pieces.


V. Reinhart wrote on Sun, Jul 23, 2017 03:16 PM UTC:

I agree that the concept of power density involves some assumptions that might cause the value to be an approximation. As you mentioned, it does assume that pieces have fixed values, even with a different mix of pieces, and different board sizes.

I do believe that if every game has a mix of pieces (as they do), such errors would tend to cancel out. For example, as board size changes, some pieces might gain slightly in value, while others lose value.

The only way to overcome such possible errors is if there was an accurate way to identify a piece's value based on the specific board size. I'm not aware of any work that has been completed to do this for a range of board sizes. At best, maybe we know the rough difference in value of a few pieces when they go from an 8x8 to 10x8 board. To my knowledge, there is no piece which has its value altered by such a large amount that it would render power density as grossly innacurate.

I believe the biggest error currently found in the power density table is the data for Chess on an Infinite Plane . Here a board size of 18 x 20 was assumed because it's the approximate span of pieces in the starting position. But the bulk of the dynamics in actual play is usually found in a much smaller area.

In fact, the tendency of pieces to try to "fight for the center" might be a phenomenon seen in all games, so the stated "board sizes" themselves might be an opportunity for refinement. But I'm reluctant to complicate the formula based only on conjecture. As we learn more about piece valuations for variant chess, I certainly can plan to refine the formula when there is merit to do so. For now, it's based on the theory that "Simple and approximate" is better than "Complex with speculation".


V. Reinhart wrote on Sun, Jul 23, 2017 04:41 AM UTC:

As mentioned before, I completed a calculation of the "Material Power Density" for "Chess and a Half".

First, to explain what this ratio is - it is simply the sum of the value of all chess pieces on the board, divided by the playing area (number of squares).

This paramater may give some prediction of the style of play that can be expected from a game. Higher density usually means pieces have more attacking possibilities, and games can enter into dynamic attacks quickly - requiring fast responses from the other side. A lower density means that the opening development may last longer, with a stronger focus (for example) on the placement of pawns.

From lowest to highest is the "Material Power Density" of several games I've analyzed, with "Chess and a Half" now added in the list.

                     Board         Number   Piece    Power    Ratio to
                     Size (sqs)    of Pcs.  Density  Density  Classical Chess
———————————————————— ————————————  ———————  ———————  ———————  ———————————————
Classical Chess      8 x 8 =  64   32       50%      1.34     1.00
Infinite Plane(1)            360   76       21%      0.56     0.42
A Chess Endgame(2)   8 x 8 =  64    7      (11%)     0.64     0.48
Chess and a Half     12 x 12= 144  48       33%      1.04     0.78
Bulldog Legacy Chess 10 x 8 = 80   36       45%      1.10     0.82
Bulldog Chess        10 x 8 = 80   40       50%      1.31     0.98
Bulldog Chess(Witch) 10 x 8 = 80   40       50%      1.35     1.01
Janus Chess          10 x 8 = 80   40       50%      1.53     1.14
Capablanca Chess     10 x 8 = 80   40       50%      1.55     1.16
Seirawan Chess(3)    8 x 8 =  64   36      [56%]     1.88     1.40
Musketeer Chess(4)   8 x 8 =  64   36      [56%]     1.88     1.40
Chu Shogi            12 x 12= 144  92      [64%]     1.91     1.43
Amsterdam Chess      11 x 8 = 88   44       50%      1.95     1.46
Waterloo Chess       10 x 10= 100  60      [60%]     2.72     2.03


(1) - Chess on an Infinite Plane: Play is assumed to be in an 18 x 20 range. This is the horizontal span and 2 ranks less than the vertical span of the outermost pieces (starting position). Little play is presumed to take place in the outermost ranks except for pieces moving inward.
(2) - A chess endgame: A sample 7-piece ending with KQRR vs. KQR.
(3) - Seirawan and Musketeer Chess: Data assumes all pieces are on board. Some pieces are introduced early or later in the game.
(4) - Musketeer Chess: Assumes game with archbishop and chancellor played as the new pieces.

Chess and Half (4th in list) is interesting in that is has a very low piece density (48 pieces on 144 squares), and the material density is 78% compared to that of chess (100%). This is in the range of games that have become my favorite to play. They usually feature an opening with time for tactical development, rather than the players always reacting only to exact threats from the opponent.

I've seen plenty of variants where the dynamics suffer from too much power concentrated into a normal size chess board.  I would really like to try this game sometime, and as mentioned, if it's ever withing the scope of a chess engine, see if a human can win, or how two engines do against each other.


V. Reinhart wrote on Sat, Jul 22, 2017 07:57 PM UTC:

HGMuller's formula is interesting, and it's good to see there's a way to expand its scope by using ELC. Muller presented the formula as:

  value = 33*ELC + (33*ELC)*(33*ELC)/1584)

I prefer it a little more as:

  value = 33*ELC + 0.6875*(ELC)^2

In this form the variable occurs once for its linear component (33xELC) and once for its polynomial component (0.6875*(ELC)^2).

But this is just a minor stylistic preference. More generally, it's very interesting that a rather simple formula can be quite accurate for a wide range of leapers. Not sure if there's any future possibility (by Muller or others) to ammend it for longer range leapers. Of course, work like this always requires a lot of engine analysis, and follow-up evaluation of the data.

Good work on the formula!

Btw, do we know that Lasker's estimate of a king's value in an endgame (4) might not be too far off? The study that I did (which basically just confirmed previous work by Muller) was to estimate the value of a guard/commoner for the entirety of a chess-game (10x8 board).

From my study alone, I cannot dispute Lasker's estimate. As far as I know, it might be possible that a non-royal king might be worth a little more on an 8x8 board, and yet a little more in an end-game only situation.


V. Reinhart wrote on Thu, Jul 20, 2017 02:16 AM UTC:

Joe Joyce (and others interested):

Here's the details of my tests to estimate the value of a guard. Using Fairy-Max, I set up games on a 10x8 board. Pieces on each side placed as: RXNBQKBNXR.

X represents a variable piece, which was always different between black and white.
For example, black might have X = two knights and white has X = two guards (or vice-versa). Then I ran games (engine vs. engine with long time control) and kept track of scores. In all cases the armies were switched (W/B) so that half the games were each way. (scores are based on win = 1, draw = 0.5, loss = 0).

First, one problem in setting up a test is that Fairy-Max requires all pieces to have an assigned value, and going into a test the assigned value of a guard is unknown.

The first approximatelly 200 games were to "hunt" for the guard's best assigned value. I found guards play best with an assigned value between 300 and 375. Within this range games were not sensitive to their assigned value. But if the assigned value is lower (tested 250) or higher (tested 400) then guards don't help their side to play well (and these results are discarded from the final summary).

An Overall Summary of only games where guards have this "optimal" assigned value (300, 350, or 375):

asymmetry: [2 guards vs. 2 bishops]
guards win (score) = 40/80 = 50.0%

asymmetry: [2 guards vs. 2 knights]
guards win (score) = 46/80 = 57.5%

asymmetry: [2 guards vs. 1 bishop and 1 knight]
guards win (score) = 101/200 = 50.5%

Conclusion (on a 10x8 board, with other FIDE chess pieces):
A guard's value is:
1) equal to a bishop.
2) slightly superior to a knight.

If any questions or comments feel free to leave a message.


V. Reinhart wrote on Wed, Jul 19, 2017 05:47 AM UTC:

Kevin, thanks for your information about piece values. Your comment about a queen being more powerful on larger boards is interesting, and a good point.

A few months ago I used HGMuller's Fairy-Max to play a bunch of games to estimate the value of a guard (to confirm or dispute HGMuller's earlier work). I did it on a 10x8 board, and used the 4 extra squares for pieces to add guards and/or minor pieces. From these tests, I found that a guard is very nearly equal to a bishop, and slightly superior to a knight. (let me know if anyone would like more info about test details).

Nicolino, I hope you don't get rid of any of the Star Cats just because of their power.

This is a big board, so there's room for a few powerful pieces. Opponents have plenty of room to maneuver, create defenses, avoid attacks, and to create counter-attacks.

Btw, even though HGMuller's formula applies only to short-range leapers, I suspect it still might be good for pieces which jump up to 3 squares away when played on a large board.

Long range jumpers on a small board have the problem that long jumps go "off the board". But on a large board, attack points are more likely to useful, possibly helping the formula to remain accurate.

Maybe within a week or two, I'll calculate the "power density" of this game. It's a method I've used to determine the relative power of all pieces as a ratio to board size, and compare it with other games. I believe it's a useful measure of how "dynamic" the play can be expected to be. I'll update here if/when I finish the calculation.


V. Reinhart wrote on Tue, Jul 18, 2017 05:58 PM UTC:

I believe it just means that that the Cat and Star-Cat can capture pieces within its intermediate move pattern. So for example a Star Cat on d4 can capture pieces on e5, f6, and g7 (in one move).

But being optional is interesting. I think it would be uncommon for one of the cats to not want to capture a piece while jumping over it. But there may be situations, for example to leave an opponent's pawn in place if the pawn is blocking a slider from attacking a more valuable piece.

I just realized it also probably means that Fairy-Max can't play this. And my estimate for the value of a Star-Cat may be low, due to multi-capture ability.

But since it's not a long distance mover, I don't think it has overwhelming power, and would still play perfectly in this game.


V. Reinhart wrote on Tue, Jul 18, 2017 01:50 PM UTC:

With the rule changes I think this is now a nearly perfectly designed variant.

Chess is already a very complicated game in the sense of being able to "calculate" moves. Even normal chess cannot be perfectly calculated even if a modern engine had the support of supercomputers.

So in my opinion, it is never necessary to purposelly add rules simply for the sake of "adding complexity" (similar to Greg's comments). The complexity in chess is already inherent in the game itself. (For this same reason, I never add ice cubes to beer, and my coffee is not adulterated with extra flavorings).

This variant now has all the elements of a well-designed game: simple and clean graphics, good mix of traditional and new pieces, rooks placed traditionally at the corners, etc. The pawns also being allowed to make up to an initial quadruple-step, and knights a double-step is also good due to the large board.

Now just two more comments:

1) Nicolino says that pawns can't promote to Star Cat because that would be an overwhelming power increase. Using HGMuller's formula (value = 1.1*N*(30 +(5/8)*N), centipawns) the Star Cat should be worth about 12 points. I don't think that's too much, especially with the large board. But a reason to not allow it might be that the game already starts with 4 Cats and 4 Star-Cats, so promoting to queens or other pieces forces more variety on the board.

2) Also, with the rule clarifications/changes, I believe that Fairy-Max can be setup to play this game (please correct me if I'm wrong). Greg also said that after "play testing" this game in theory could be added to ChessV (a future possibility?) So for the sake of discussion could Fairy-Max be set-up to use one ChessV engine, or vice-versa? If so, an engine-vs-engine game (different codes) might be possible. That would be really interesting, especially for a game that is just barelly within the range of the engines that I'm aware of.

One final minor note: Rule#3 has a typo ("becuase" -> "because").

Good work on the game Nicolino!


Polymorph Chess. Knights and Bishops can morph into each other or into combined pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Jul 16, 2017 05:57 AM UTC:

Should there be an image with the page for Polymorph Chess? In my view, the top half of the page is blank.

Or since the starting setup can look like chess there is no diagram?

The game does sound interesting. Only once have I played a variant where chess pieces can convert to another piece. In Waterloo a knight can merge with an "elite-guard" to form a "joker". It was a rather elaborate game, and I'm scheduled to play it again in a few weeks. Games with one or two morphing/merging piece abilities can be fun.:)


Chess and a Half. Game with extra leapers.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Fri, Jul 14, 2017 04:07 PM UTC:

Maybe rules 5, 7, and 8 should just be eliminated. Then the game would have the quality that the graphics are clean, crisp, and interesting, and the rules are simple and concise.

Only the game is mathematically complex (due to large size and extra pieces).


V. Reinhart wrote on Tue, Jul 11, 2017 03:54 PM UTC:

Thanks for the info. I did suspect that this game for a few reasons is pressing the limits of what variant chess engines can play. (Games will always be ahead of engines, if for no other reason that nobody makes an engine before the game. Plus, I'm sure programming is not a fast easy task, especially for chess).

HGMuller: Keep us up-to-date when HaChu is released!

Greg: I didn't know that a link to ChessV is in the "Play" menu. In an internal (CVP) search for ChessV, results for both pages come up (plus less related pages). Users will have a 50/50 chance of finding a useful page on the first try.

About "Chess and a Half". This board is 1.5x as wide as a normal chessboard - is that why it's "Chess and Half"? At this size it has 144 squares, so has 144/64 = 2.25 times as many squares. Not counting the new pieces, I think this is massivelly more complex than ordinary chess. Btw: I like how you kept the tradition "queen starts on her own color", and I also like how each of the two knight face in opposite directions. Even late in the game, when there's just one knight of a color, you can know which one survived.

Even the minutiae appears to be well-thought out. Great work!


V. Reinhart wrote on Mon, Jul 10, 2017 05:53 PM UTC:Excellent ★★★★★

This looks like an interesting game, and I like many aspects of it - including its large size, good blend of traditional and new pieces, and clean crisp graphics. They work together well to create an interesting and appealing game.

I was wondering what it would take to play this engine-vs-engine.

The first thing I noticed is that CVPs page on ChessV brings up an error. Is this related to the recent server move?

I've also read that ChessV has a scripting option, which might allow custom variants to be entered and played. Is this game (Chess and a half) within the possibility to enter as a script? I've never tried anything like that, but I'm always willing to try new things.

Lastly, I know that custom variants can be entered to Fairy-Max. Does anyone know off-hand if this variant is within the size limit of Fairy-Max?

With a little bit of work, I MIGHT be able to get an engine-vs-engine game going of this variant. That would be really awesome. Why play myself, if I can let an engine do the work???


Game Courier Tournament 2017. Chess Variant Tournament played on Game Courier in 2017.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Jun 18, 2017 04:26 AM UTC:

Thanks Greg for the clarifications. I'll sit this tournament out, but it does look like fun.

Some time I would like to play an engine-assisted game. Might be interesting for a game on a large board, like chess on a 12x12 board. I've always been curious if a flank attack (attack from behind the king) can be well-executed. It takes extra moves to get there, but the defense from that angle might be weaker.

Have fun in the tournament.:)


V. Reinhart wrote on Sat, Jun 17, 2017 02:26 AM UTC:

Thank Fergus,

(Q1) Playing eight games concurently with time-control (4 moves/week) is playing an average of 4.6 moves per day. Obviously it would be good to learn all the games rules before-hand. That's a bit much to learn "on-the-fly".

(Q2) Thanks for the answer.

(Q3) Thanks. Someone on one of these forums once mentioned cyborg chess, and I wasn't sure if that was the format. A format (human + computer) vs (human + computer) could be fun too. I just wanted to know for sure (better to know the rules before the game starts rather than in the middle of the game).

Playing eight games concurently is a bit much for me with my other commitments, but sounds fun. Good luck!!


V. Reinhart wrote on Fri, Jun 16, 2017 07:19 PM UTC:

Three questions (sorry if these were already answered, but I couldn't immediatelly see these topics in the rules or the thread):

1) There are 7 categories. If we sign-up does that mean we are committed to playing seven games (1 in each category)? We play only one game at a time?

2) If we have an extended time without access to internet (travel or work assignment) can we use "spare time" while game is on-hold?

3) Is computer-assistance allowed (I haven't checked, but I believe some of these games can be played on chess engines).

Thanks:)


The huygens chess piece (submitting to be catalogued in the Piececlopedia)[Subject Thread] [Add Response]
V. Reinhart wrote on Wed, Apr 26, 2017 12:38 PM UTC:

Hi Fergus, have you had time to review and release this yet? I'm starting a new article for CVP now but would like to get this piece article released before submitting my next article.  My next article will be a short article about variant chess pieces in general. I hope to have it done in 2 or 3 days. 


The birth of two variants: Apothecary chess 1 & Apothecary chess 2[Subject Thread] [Add Response]
V. Reinhart wrote on Fri, Apr 21, 2017 03:00 PM UTC:

One of the last places where he left comments is here:

<< Mullers Short-Range Leaper Law >>

It's a short but useful thread to explain how leaping piece values can be estimated with a formula. I also did some work to try to "disprove or prove" the formula, and I found it to be very accurate (comparing the value of a guard and knight to that of a bishop for example). The formula now takes the name "Muller's Short-Range Leaper Law".

Btw, I like your idea of playing cyborg chess. It is currently being used in one game of "Chess on an Infinite Plane" but unfortunatelly, the computers don't help much because the game has not been well simulated by any code.


V. Reinhart wrote on Thu, Apr 20, 2017 07:17 PM UTC:

Thanks for the update. Also, I think it's usually better to work on one game, and release it, rather than two at once.

Also (btw), I think games are fine even if they aren't in ChessV.

ChessV is awesome because you can play games against it, as well as see your moves analyzed. On the other-hand, if you play chess on-line with long time-control, you may always be worried your opponent might be using ChessV to help.

So some games not being in ChessV is good.

Also, we have to keep Greg busy with programming!!


V. Reinhart wrote on Thu, Apr 20, 2017 07:07 AM UTC:

Hi Aurelian and Greg, just to throw in my opinion, I don't think draws are a problem in chess. It's just a 3rd possible outcome.

Games can still be intense and filled with interesting and spectacular play. Here's a good example of an interesting game that ended in draw:

Magnus Carlsen (age 13) vs. Kasparov

See Kasparov shaking his head.

Greg: Btw, I've been enjoying your ChessV program. Excellent work!


V. Reinhart wrote on Wed, Apr 19, 2017 06:22 PM UTC:

Hi Aurelian, I'm glad you are feeling better. What was the result of the Wizard being too dangerous? Did it give White too much of an advantage, or some other consequence?


Also, what does the Wizard do. In the notes below it says "steps one step diagonally or makes a (3,1) leap." Is it the ability to attack the 1st (or 8th) rank pieces over the pawns that made it too dangerous?


We're back[Subject Thread] [Add Response]
V. Reinhart wrote on Tue, Apr 18, 2017 07:14 PM UTC:

Thanks Fergus for all your hard work and getting it all running well again! Everything seems fine right now (from where I am and at this point in time).
I know you probably want a rest, or some diversion now. As soon as everything is stable, will you please make sure to remember to take some action or leave me some comment about this:

A submission to CVP


Thanks for all your hard hard work. You are keeping the great tradition of variant chess and fairy chess pieces alive and strong!:)


The huygens chess piece (submitting to be catalogued in the Piececlopedia)[Subject Thread] [Add Response]
V. Reinhart wrote on Fri, Apr 14, 2017 04:28 PM UTC:

At one chess-playing forum, there are at least two games of my version "Chess on an Infinite Plane" being played. One of them is a team competition (3 players vs. 3 players). Another game in-progress is called "Chess on an Infinite Plane with Huygens Option" which is the same as Trappist-1 (a game described here at CVP).

Also, the huygens has received attention among the math community. An example is at the StackExchange Talk Forum, and also at the Talk Page of Joel Hamkins "A position in infinite chess with game value ω^4".


Please let me know if you'd like me to show any specific links.

Thanks as always Fergus,


V. Reinhart wrote on Fri, Apr 14, 2017 04:30 AM UTC:

Hi Fergus, I'm sorry - I did recieve your e-mail this morning but didn't realize you had sent it. To answer your questions about infinite chess, there are currently a few games in progress and some of them are on public game forums. (One game is a team competition between two groups, with one move being declared about every two days). Infinite chess is also being discussed on math forums, because of how it affects the ability of chess to be analyzed by game theory, and chess-playing software.

I did delete your graphic from my submission, because I will of course respect your artwork if you don't want it used for the huygens.

I also added a mention of Hans Bodlaender, and a link to a page where he discussed infinite chess in 2001. (As you know Hans was very innovative, and it's good to see the current team of editors for CVP continue to carry on his tradition).

I understand that the Piececlopedia is for pieces with a long tradition, so I understand you may not want it included there. But I hope you will make the article about the huygens visible to the public, so that these pages continue to be useful to people who might want to learn more about Infinite Chess, and the pieces that are used with it.

As always, I really appreciate your support.


Huygens. Members-Only A chess piece (the Huygens).[All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

The huygens chess piece (submitting to be catalogued in the Piececlopedia)[Subject Thread] [Add Response]
V. Reinhart wrote on Thu, Apr 13, 2017 04:26 PM UTC:

Fergus, Ben, Greg, what's the normal amount of time for CVP to decide if material (such as below, which I also submited at "Post your own Games") can be added to the Piececlopedia or as a side-article?

I know you guys are working on the CKEditor. But the material I posted is pre-formatted, displays correctly, and is ready to go.

The only question is if Fergus is OK with the huygens having his "pyramid" artwork to be used as a piece shape. (If not, then the scientific design can be the primary piece shape).

The article I wrote is complete, but I would also be completelly fine with anyone adding to it, and then it being posted with two authors.

It's time for CVP to have a new piece added to Piececlopedia. It's been awhile since the last one!


Maneuvering a Huygens on a Chessboard[Subject Thread] [Add Response]
V. Reinhart wrote on Thu, Apr 13, 2017 04:22 PM UTC:

OK, today I'll study the lucky numbers, and the wierd numbers from George Duke. (Possible new chess pieces for large chessboards and infinite chess).

I like the Lucky numbers. Once a number is stricken from the list, it can never be added back. The lucky ones remain!


Yáng Qí. Yankee ingenuity adds new power to Chinese Chess. (9x10, Cells: 90) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Wed, Apr 12, 2017 05:42 PM UTC:Excellent ★★★★★

Merging Chinese chess with Western chess was a very ambitious thing to do (altering two orthodox traditions) but I think you've succeeded! I like how you took the plain round disks and replaced them with chess pieces that are easier to discrimate. Good work on this interesting variant!
 


Maneuvering a Huygens on a Chessboard[Subject Thread] [Add Response]
V. Reinhart wrote on Tue, Apr 11, 2017 02:55 PM UTC:

That's funny. Pancake numbers can come from two ways: stacking them and cutting them! It's making me hungry.

I'll eat and then enjoy web-surfing to learn more about some of the other number sequences you listed!


V. Reinhart wrote on Mon, Apr 10, 2017 09:44 PM UTC:

I've heard of some of those sequences, but not all of them. I had to look up the pancake numbers.

For example, for 4 pancakes, there's 3 ways it might be in an unorganized stack so that it requries 4 flips with a spatula to organize it (from large to small), 11 that require 3, 6 for 2, 3 for 1, and 1 for 0. So a 4 pancake stack gives a pancake sequence of 3, 11, 6, 3, and 1. (Or 1, 3, 6, 11, 3 in reverse order).

But I don't understand the pancake sequence that you showed. It's not a sequence for any stack of pancakes. Am I not on the right path to what a pancake sequence is? Were some pancakes burned and thrown away? Let me know!


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Apr 9, 2017 10:31 PM UTC:

Yup, It seems to work now.

I was even able to add graphics to one of my recent posts.

Thanks Fergus!


Maneuvering a Huygens on a Chessboard[Subject Thread] [Add Response]
V. Reinhart wrote on Sun, Apr 9, 2017 01:49 PM UTC:

Is this maneuvering problem similar to the knight's tour problem (first discussed in the 9th century)?


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Sun, Apr 9, 2017 01:40 PM UTC:

Agreed. I noticed the same thing.


Maneuvering a Huygens on a Chessboard[Subject Thread] [Add Response]
V. Reinhart wrote on Sat, Apr 8, 2017 05:40 PM UTC:

A huygens is chess piece that jumps in the directions of a rook any prime number of squares. In this discussion, I also impose the limit that it has a minimum jump distance of 5 or more squares (as it is used in Trappist-1 ).

So this huygens jumps distances of 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97... and so on. Its icons are shown here:

Icon 1 - by Fergus Duniho.

Icon 2 - Scientific Version

Just like a knight sometimes has trouble moving to a certain square (like requiring 4 jumps to move to a square 2 squares up and 2 left), moving a huygens can also take a few jumps to move to certain squares. Moving an odd number of squares can be tricky if the number isn't prime, because the sum of two primes is always even (unless one of the numbers is 2, but the huygens here can't jump 2 squares). So in these cases, a huygens needs to make 3 jumps to get to a particular square.

When moving an even number of squares, I think it would usually take 2 jumps. But I don't know if there is a way to prove this for every even-numbered move. It is currently unknown if every even integer can be expressed as the sum of two primes. In the 1700's Christian Goldbach believed it was true but couldn't prove it. Today it is still an unsolved problem and is known as the Goldbach Conjecture.

So if you are playing a game of chess with the huygens, don't always assume that you can move an even number of squares in two jumps. There may be some rare cases where three jumps are required. But shorter moves are usually not a problem to figure out. Here's a summary I believe is usually true:
  If the distance is prime (5 or more) the huygens can move there in one jump.
  If the distance is even, the huygens can get there in two jumps (always or almost always true)
  If the distance is odd and not prime, it will require three jumps
The list below shows how to do it for distances up to 40. This may not include every possible method for each distance. For some short moves, it is necessary to overjump the destination, and them move back.

(Move/Leap distances to make the move):
1  (5,7,-11)
2  (7,-5)
3  (5,11,-13)
4  (11,-7)
5  (5)
6  (11,-5)
7  (7)
8  (13,-5)
9  (5,11,-7)
10 (5,5) or (17,-7)
11 (11)
12 (5,7)
13 (13)
14 (7,7)
15 (5,5,5)
16 (5,11)
17 (17)
18 (5,13) or (7,11)
19 (19)
20 (7,13)
21 (7,7,7)
22 (5,17) or (11,11)
23 (23)
24 (5,19) or (7,17) or (11,13)
25 (5,7,13)
26 (7,19) or (13,13)
27 (5,11,11) or (5,5,17) or (7,7,13)
28 (5,23) or (11,17)
29 (29)
30 (7,23) or (11,19) or (13,17)
31 (31)
32 (13,19)
33 (11,11,11)
34 (17,17) or (11,23)
35 (11,11,13)
36 (17,19)
37 (37)
38 (11,11,11,5)
39 (13,19,7)
40 (11,29) or (17,23)

If anyone finds an error or a faster way for any of these moves please leave a reply.


The huygens chess piece (submitting to be catalogued in the Piececlopedia)[Subject Thread] [Add Response]
V. Reinhart wrote on Fri, Apr 7, 2017 09:35 PM UTC:
Oh, thanks Ben. I see the main heading for piece articles now. I also found this which appears to be a separate "archive" of some pieces (not sure):
http://www.chessvariants.com/d.betza/chessvar/pieces/index.html
Fergus, let me know what I should so next. The front page of CVP has a link "How you can help - Submitting content" I'm trying to follow the instructions the best I can. I hope the Huygens can be cataloged soon. One of the images originated from your work, and maybe soon it will be in a YouTube video about Infinte Chess with the Huygens"!
 
Name: Huygens
History: Named after Christiaan Huygens, a prominent Dutch mathematician and astonomer. Chess piece invented by vickalan, and was first used in mid-2016.
Movement: The huygens jumps prime numbers of squares in orthogonal directions (so jumps 2, 3, 5, 7, 11,...squares). It is sometimes played with a different minimum jump distance, so that it is not a close-attacking piece.
Note: One graphic of the huygens was designed by Fergus Duniho, and was originally specified as a king-bishop (from the Abstract Piece Set). It is also used as the huygens, such as in Trappist-1.
Thank you for considering this piece for CVP's Piececlopedia.
Best regards,

V. Reinhart wrote on Fri, Apr 7, 2017 07:50 PM UTC:
Thanks Ben, I appreciate the information. Can I submit the information (original post) to be added as an Article "The Huygens"? I checked the articles for other chess pieces, and there's 19 total, not including the "atoms". The newest article was written 19 years ago. About ten of the pieces have interesting but generic names, such as:
Furlrurlbakking
Forfnibakking
Fibnif
mAW
fFbW
Fibnif plus Rook
B4nD
N2R4
Forfnifurlrurking
I think the Huygens will add fresh new variety to the collection of CVP's articles. It will be one of the few pieces that is known by its formal name rather than a generic name. It will also be the first piece at CVP designed specifically to be played on on infinite chessboard (which is beginning to draw attention, even from non-chess players).
 
Infinite Chess on YouTube
 
Please let me know if the Huygens can be added to CVP's chess piece articles soon. If there's any other information you need about it please let me know.
Regards,

V. Reinhart wrote on Fri, Apr 7, 2017 06:07 PM UTC:
Is the Piececlopedia database considered accurate? I did a search to see how often new pieces are added, or pages updated. For the last five years this is what I got:
 
New pieces:   0
Edited pages: 3
 
Is this right?

Marseillais Chess. Move twice per turn. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Fri, Apr 7, 2017 04:52 PM UTC:
That's interesing. 12 hours is a big jump from the default value of 5 minutes (144x to be exact). But a small default makes sense, so you can play a fast game first, then set it to more acurate play later if you're ready.
 
When you did the 12 hour test, did you set the Minutes to 720, or did you just run the game "unlimited"?
I also like the 12x12 chess game option.  That is a game I'm going to play and study.  It's basically the same as chess but with 2 extra files or ranks around the perimeter. Therefore it represents an intermediate point between chess and chess on an infinite plane . One thing I've been curious about is if good play ever involves trying to go around your opponents pieces, and attack from behind. Obviously you lose tempo, but the advantage is the back is not guarded by pawns.

V. Reinhart wrote on Fri, Apr 7, 2017 04:33 AM UTC:
Thanks Greg,
I think it was me who made the request (I was wondering about games with double-moves). A game with 23 moves is not really very long, so the double-move does shorten the game. (But it's not too short that the play becomes unfair or non strategic).
I did just recently upload ChessV so now I can do my own analysis. I might try to to do a study similar to what you just did.
Btw, 4 other games listed here lasted 4, 7, 19, and 13 moves. So I assume ChessV played better (like two equally matched opponents). The other possibility is that ChessV played worse, but worse in an equal way (but I doubt that).
One question: Why did the analysis take 12 hours? I know looking into the game tree takes many cycles, but that seems like a really deep analysis. Is that the normal time required to get best play from ChessV?

The huygens chess piece (submitting to be catalogued in the Piececlopedia)[Subject Thread] [Add Response]
V. Reinhart wrote on Fri, Apr 7, 2017 03:07 AM UTC:
To Fergus, Greg, and all others concerned,
I would like to submit a piece to the CVP Piececlopedia, and hope you can add it to the catalog.
The chess piece is the Huygens and is played in Trappist-1 and can also be played in variations of Chess on an Infinite Plane .
Including this piece in Piececlopedia will help demonstrate that CVP remains focused on keeping the catalog up-to-date, especially with new pieces that bring new tactical concepts to variant chess games. The huygens is also a piece which is interesting to mathemeticians doing work in the field of game theory, including those who study chess games played on an infinite chessboard.
(Aurelian pointed out to me the YouTube video about Infinite Chess which has become widely popular among chess players. For those who have not seen it can view it here):
 
YouTube Video - Infinite Chess
 
Two graphics of the huygens are shown here. The first was designed by Fergus Duniho. Other details are below.
 
Name: Huygens
History: Named after Christiaan Huygens, a prominent Dutch mathematician and astonomer. Chess piece invented by vickalan, and was first used in mid-2016.
Movement: The huygens jumps prime numbers of squares in orthogonal directions (so jumps 2, 3, 5, 7, 11,...squares). It is sometimes played with a different minimum jump distance, so that it is not a close-attacking piece.
Note: One graphic of the huygens was designed by Fergus Duniho, and was originally specified as a king-bishop (from the Abstract Piece Set). It is also used as the huygens, such as in Trappist-1.
Thank you for considering this piece for CVP's Piececlopedia.

ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Fri, Apr 7, 2017 02:23 AM UTC:

I just installed chessV and I already really like it a lot! It uploads quickly, and installed with no problems. It seems like an awesome program. I like how games are categorized, making it easy to find games, and includes an index with each game's history.  Great work! I'm gonna really enjoy using it!

(I also saw Aurelian's Enep on it too!)


 


Cataclysm. Large board game with short-range pieces designed to be dramatic without being overly complicated or dragging on too long. (12x16, Cells: 192) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Thu, Apr 6, 2017 07:19 PM UTC:
Thanks Greg,
I just wanted to make sure I understood the defintion of mirror symmetry.
I definitely think multiple moves per turn is something to continue exploring (not necessarily in chess engines, but in the games).

I've thought about adding the feature to Trappist-1 (version of Chess on an Infinite Plane). It will help correspondence games go faster when only one move is played per day. Of course it also changes the strategy. The opening and mid-game will go-by faster, and then the final "clash" can be much more damaging.
Theres are some game notations on this site with double-moves, but all are very short (like 10-15 moves). But with a large format game I think it can work really well, and with Cataclysm, using it for selective pieces (just pawns) is a great idea.:)

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]
V. Reinhart wrote on Wed, Apr 5, 2017 10:05 PM UTC:

Thanks Fergus,

It looks like there's a big set of Alfaerie graphics. I was looking for a war machine icon that I saw somewhere, and i was able to find it. In fact, there's a few versions. I appreciate it.

Thanks! :)


V. Reinhart wrote on Wed, Apr 5, 2017 02:30 PM UTC:

After reading these comments I became curious what graphic set is used for Chess with different armies (the version shown on this thread). I couldn't find out. Does anyone know?
 


Cataclysm. Large board game with short-range pieces designed to be dramatic without being overly complicated or dragging on too long. (12x16, Cells: 192) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Wed, Apr 5, 2017 02:29 PM UTC:Excellent ★★★★★
In the notes to this game, it says this game has rotational symmetry rather than mirror symmetry. That does not appear correct based on the setup diagram. Even the king and queen face each other, each sharing the same file as in classical chess. Was the graphic updated, or am I missing something?
 
It does look like an excellent large-format variant. Does anyone know if ChessV plays it (and if so, how well)?

ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
V. Reinhart wrote on Thu, Mar 30, 2017 04:05 AM UTC:
Thanks Greg,
I've already tried Fairy-Max, and I used it to estimate (or confirm) the value of a guard (Mann) by playing a few hundred (computer vs. computer) games. (For example playing games with an asymmetry of 2 guards against a bishop and a knight. I forgot the specific results but if anyone is interested i can dig it up easily)
 
I'm currently trying to setup a chess game with teams of Chess on an Infinite Plane at the chess.com website. I like the infinite board mainly because no software plays it yet. I know for sure all moves are from human play only.
(If anyone reads this and is interested please leave a comment.)
 
It won't be the same as "Kasparov versus the World" where 50,000 people participated. But help during the game from passers-by is allowed (joining one team or the other).
 
Thanks for your information. Once I finish some current games I'm in I definitely plan to try ChessV.
:)

V. Reinhart wrote on Thu, Mar 30, 2017 01:42 AM UTC:

OK, thanks for answering. In a few weeks I might try ChessV.

I noticed the package includes Fairy-Max. Does ChessV and Fairy-Max share any code, or are they distinct programs?

Regards, :)


V. Reinhart wrote on Mon, Mar 27, 2017 04:00 PM UTC:

I noticed that ChessV plays two multi-move variants (Marseillais Chess and Doublemove Chess).

Does anyone have a good record of played games for either of these (either human play or computer play)? It seems the games are usually very short. I was wondering what the average length of play would be for games of these variants.

I've been thinking of trying a game of "Chess on an Infinite Plane" where double-moves are allowed, or maybe only double-moves of pawns, or pawn plus one other piece. A link to the game is here):

Chess on an Infinite Plane

If anyone has info on analysis (computer or otherwise) for multi-move games I would love to learn about it!


New editor[Subject Thread] [Add Response]
V. Reinhart wrote on Mon, Mar 27, 2017 03:52 PM UTC:

Welcome to the Chess Variant Pages Greg!

An editor who wrote a program that plays chess gives this forum excellent credibility!!

:)


TessChess. 4D chess featuring symmetrically-moving pieces. (4x(4x(4x4)), Cells: 256) [All Comments] [Add Comment or Rating]
V. Reinhart wrote on Fri, Mar 24, 2017 02:05 AM UTC:
I don't quite understand this (but it looks intriguing). I assume layer A is above layer B, which is above C, which is above D. (correct?)
But what is the relation between the sets of ranks 11-14, 21-24, 31-34, and 41-44?
Can a rook on Ab-11 move to Ab-(any number)? If not, how does a rook on Ab-11 get to Ab-44? (assuming not blocked)?

Chess on an Infinite Plane (hidden). Chess game with no boundaries (infinite board), and Guard, Chancellor, and Hawk.[All Comments] [Add Comment or Rating]
💡📝V. Reinhart wrote on Tue, Mar 14, 2017 09:56 PM UTC:
Hi Fergus, thanks for your comments at the thread for "Trappist-1" (which is still hidden until an editor releases it). I'll comment here about the idea of someone moving a chess piece "50-million squares away".
 
That is actually not a problem in the game (although the strategy of doing so would be questionable at best). If someone wants to make a move such as this, the piece simply is not shown in the chess diagram. There is only a supplemental note added to the game status such as "white rook is in square (50,000,000, 2)". (file and rank of the piece). But in actual play, I don't believe there is ever any reason to move a piece this far away because there is nothing of interest so far out. The piece would be less effective at attacking because it could not create forks.
 
In all the games I've seen or played, the farthest span of pieces is 36 ranks I believe. Eventually the distant pieces moved back in (or the game is won by one side at this point).
 
Anyway, thanks so much for your comments. I really appreciate them. There's currently several games in progress. I hope you'll be able to release the game instructions soon. Other people may have good comments too, and it will let everyone be able to share in the insights that I am learning from the game, and possibly other players also.
 
Thanks again!

Chess on an Infinite Plane. Chess game with no boundaries (infinite board), and Guard, Chancellor, and Hawk. () [All Comments] [Add Comment or Rating]
💡📝V. Reinhart wrote on Thu, Mar 9, 2017 01:07 AM UTC:

Thanks Ben,

I did update the images to the CVP site, and updated the links. It looks fine now. This same game was also released with Fergus' abstract icons, but I'd like to show the game with both pieces sets.

The game is already being played with the classic icons (this submission), and some people might prefer this style because it looks much more similar to the normal chess pieces.

Thanks for your support!


Chess on an Infinite Plane (hidden). Chess game with no boundaries (infinite board), and Guard, Chancellor, and Hawk.[All Comments] [Add Comment or Rating]
💡📝V. Reinhart wrote on Wed, Mar 8, 2017 11:46 PM UTC:

Thanks Fergus. I replied on the page for Trappist-1. Will you release that page so it can be viewed publicly? If anyone else is interested it will let them see about the development of Chess on an Infinite Plane (if there's any revisions), and also Trappist-1. Both games are already being played.

Thanks so much! :)


Trappist-1. Chess game with no boundaries. includes Guard, Chancellor, Hawk, and Huygens. () [All Comments] [Add Comment or Rating]
💡📝V. Reinhart wrote on Wed, Mar 8, 2017 09:41 PM UTC:

Hi Fergus, Thanks for your comments.

About the piece images, I think the ones used make a lot of sense, because they match your abstract styles very well. The orthodox pieces all follow the normal shapes in your set. But since some unusual pieces are used, I selected piece shapes that best represent what they do.

For the guard (or "mann") I used the circle shape with triangle, to indicate it moves both orthogonally, and diagonally. It is a very basic shape just as the king (which has the same moves).

Your set does not have a hawk, so I used the tall triangle shape because it appears "sharp", just as a hawk has sharp talons and beak.

Also, there is no huygens, so I chose the pyramid shape piece with the "+" shape cut-out. The pyramid is a symbol of mystery, just like prime numbers, and the "+" shape represents the orthogonal moves of the huygens.

I hope you'll agree that these images are good choices for both "Trappist-1" and "Chess on an Infinite Plane".

Last, on the topic of playing on an Infinite Plane, a player can move a piece 50-million squares away. There is no problem with that (although the play would be questionable at best). If someone does this, the piece simply is not shown in the chess diagram. There is only a supplemental note added to the game status such as "white rook is in square (50,000,000, 2)". (file and rank of the piece). But in actual play, I don't believe there is ever any reason to move a piece this far away because there is nothing of interest so far out. The piece would be less effective at attacking because it could not create forks.

In all the games played so far, the farthest span of pieces ever played was 36 ranks I believe. Then the distant pieces moved back in. (I'll send you a link if you'd like to see the game's moves).

Anyway, thanks so much for your comments. I really appreciate them. There's currently several games in progress.


Chess on an Infinite Plane (hidden). Chess game with no boundaries (infinite board), and Guard, Chancellor, and Hawk.[All Comments] [Add Comment or Rating]
💡📝V. Reinhart wrote on Wed, Mar 8, 2017 05:39 PM UTC:

Thank Fergus,

I changed the title and now it looks better and more simple. The game introduction still mentions that it uses your piece shapes. I like the abstract icons a lot, and for this game where it's necessary to display a large board area, it's easy to identify the pieces even when you "zoom out".

I also have another game which is played on an infinite board called "Trappist-1". It also uses your piece icons, including one of the shapes for the huygens (a piece which jumps prime numbers of squares).

The game is pending review, and I hope it's posted on this site soon.

Regards :)


The birth of two variants: Apothecary chess 1 & Apothecary chess 2[Subject Thread] [Add Response]
V. Reinhart wrote on Sun, Mar 5, 2017 05:48 PM UTC:
Hi George,
I wrote about the Huygens in a comment, but it's not an entry in the CVP "Piececlopedia". I might like to submit it later, but I already have one game waiting for review (it's called "Trappist-1" which is the Infinite Plane game using the Huygens chess piece). I've heard about the Fibonacci series but not Lucas. What is the Lucas about?

Hi Aurelian,
I agree repetitions in chess can be complicated, and often difficult to discern if it should be a draw, or if one side is better. Usually it doesn't have to occur in chess. There's always another move, and if not, then it's a stalemate.
So if there is a repetition opportunity, one player or the other can simply make a different move. Repeating is only an advantage for the side that believes he/she is weaker and wants to get a draw. The side that is strong should PROVE he is stronger by not repeating, and win the game.
So neither player should be allowed to jump to the point system and get an "advantage" by repeating a position. If one player believes he is stronger, he should be requried to keep playing to prove his advantage. But if he doesn't think his position is strong enough, then he can repeat the position, but should get no credit for this. He only gets a "draw" for essentially "Giving Up".
(Basically my theme is players must keep playing if they can, but if they give up, then they get no credit).
Let me know what your think. Either way is OK, but it's just my opinion.
Regards, :)
 
 

V. Reinhart wrote on Sat, Mar 4, 2017 06:13 PM UTC:
I like these rules a lot, but I have some comments:
Why does the losing side get a point? This player hasn't demonstrated anything, not even able to get a draw (of any type). A player who offers to play, then resigns after one move would get a point, just wasting everyone's time.
 
Although rare, should drawing twice be equivalent to one win and one loss? If so, a draw should be 4.5 points. If playing from black, a draw should definitely be considered at least half a win (especially if the win is from white).
 
Last, I'm not sure about the 3-fold repetition. I don't think this should let the game move to the point system. If the superior side knows he/she is better, then this player should be required to keep playing to prove he has a better position. He can do this by not moving into a repeated position for the third time.
 
I believe the five tiers would then be:
9 - win
6 - advantage (stalemate - superior side, or point count 4 or more)
4.5? - draw (point count is 3 or less)
3 - disadvantage (stalemate - inferior side)
0 - loss
(only the 150 moves with no progress leads to the point system)
 
I hate to bring up so many comments, but I like your idea and just want to make sure everything is considered thoroughly, especially if any tournament is held using the system.
Good work!:)

Chess on an Infinite Plane (hidden). Chess game with no boundaries (infinite board), and Guard, Chancellor, and Hawk.[All Comments] [Add Comment or Rating]
💡📝V. Reinhart wrote on Fri, Mar 3, 2017 09:54 PM UTC:
Thanks Aurelian,
That was just posted yesterday? I watched it and read some of the comments. I'll have to read everything again to understand it better. The video makes the assumption that chess is never a draw but they didn't explain how the rules are changed to enforce this. One comment someone added says for example if it is your turn and you have no legal moves, you lose. This is normally a stalemate including in "Chess on an Infinite Plane".
I think this video and all the comments make infinite chess seem more complicated than it really is. It's really not too different than normal chess. Good play means both players will try to control the center of the chessboard, so there's a tendency for pieces to move inward (not drift away). However attacks from behind are possible, and you need a few more pieces to create a checkmate. So pieces may temporarily move outward, but there's no reason to ever go extremelly far.
 
However, in the version with the huygens, it is mathematically possible for things to get a little more complicated I think. Anyway, thanks so much for sharing the link. I will definitely view it again and read the comments to make sure I understand it. :)

💡📝V. Reinhart wrote on Tue, Feb 28, 2017 10:11 PM UTC:
Hi Aurelian,
The hawks and pawns in the rearward flanks are called "jäger units". They probably will not be useful in the opening or early mid-game, because these pieces do not move quickly. But the added material can be helpful later to help force a checkmate, or as added material to help break a game that is otherwise tending towards a draw. (Like a baseball game going into extra innings). As an illustration:
 
If we label the main frontal formation as "M", and the jäger units as "J1" and "J2", a SHORT game might go like this:
white "M" plays against black "M". Black wins (for example).
 
But if a game is near tied in the mid-game, it might finish like this:
white "M" plays against black "M". Neither side achieves an advantage, so:
white "J1" plays against black "J1". White wins with a checkmate by chancellor, rook, and hawk (for example).
 
But if a game is STILL tending towards a draw even after long play, a game might finish like this:
white "M" plays against black "M". Neither side creates an advantage, so:
white "J1" plays against black "J1". Neither side still has an advantage, so:
white "J2" plays against black "J2". Black wins with checkmate by a hawk and two promoted pawns (for example).
 
In actual play, a game will never play with such distinct delineation. A real game may go more like this:
white "M, J1, J2" play against black "M, J1, J2", and all the pieces are in a big complex mess. One side finds a checkmate and wins (for example).
 
In actual games, I have no idea how often experienced players will draw. The game is complicated enough that I think the draw rate will probably be about the same as normal chess (and just as in normal chess, the result of perfect play is unknown).
 
I'm currently not in any games with the huygens, but would like to play it once I finish one of my current games. I would also like to try ChessV (and watch some Apothecary games) as soon as I finish at least one game I'm currently in.
 
Thanks for your comments. :)

The birth of two variants: Apothecary chess 1 & Apothecary chess 2[Subject Thread] [Add Response]
V. Reinhart wrote on Mon, Feb 27, 2017 10:45 PM UTC:
Hi Aurelian,
I didn't know that you also program code for playing chess (or at least adding code to play new variants). That's pretty cool.
 
It looks like a good starting setup for Apothecary games. I like how the king and queen are in mirror symmetry (same as normal chess) but other sections have rotational symmetry (white's empty squares on h and i, and black's on b and c). It looks like a good set-up with good piece density. (I didn't study the coin-toss system yet to see what other starting positions are possible).
 
I'm not sure what you mean by beta test. Do you mean testing Apothecary by playing an on-line game? I wouldn't mind playing a variant game on-line by correspondence. Can that be done here, or only at the Game Courier section? If there is a way to play I might like to try. I just don't know if that can be done here. At chess.com we often play by showing a diagram after each move which is pretty easy to do.
But helping with beta testing is definitely possible - I just need to know what you mean.:)
 

V. Reinhart wrote on Mon, Feb 27, 2017 04:30 PM UTC:
How big is the board? You mention rank 10, so I assume it's 10x10?
You have a lot of new pieces, some fairly powerful such as griffin, aanca, chancellor, and archbishop. But it's hard for me to envision without seeing the board set-up.
How long did the game(s) last? If you have a joker (or fool) I think a slow game might be more fun, because it lets the players put more thought on when to move and not move the joker. But if the game progresses too fast, the joker may not have had time to be used strategically. That's just my theory, but of course I don't have an engine that can play this game. It's impressive that Greg is programming chessV as fast as you are inventing new games.
Btw, (Greg), I think you are right that a position is not repeated if the joker has a different move. The repetition rule should only be applied as a last resort. If the game has changed status in any way, the players should be left to battle it out.
 

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