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<P>I've done some tweaking to the time control setting I previously proposed. After running through some examples, I consider the following setting to be good for setting an average pace of 3 moves per week.</P>
<PRE>
Spare Time: 7 days
Grace Time: 32 hours
Extra Time: 24 hours
Bonus Time: 8 hours
Bonus Period: 24 hours
</PRE>
<P>These settings will accomodate a pace of three moves per week, so long as each move is made on a different day. It will work for three adjacent days, such as Friday, Saturday, and Sunday, or for three nonadjacent days, such as Monday, Wednesday, and Friday. Let me explain how it works for each example. If someone moves Friday, Saturday, and Sunday, he can gain enough time to coast until next Friday. He will need five days of time. He uses 1 1/3 days in grace time, gets 2/3 in bonus time, and gets 3 in extra time. These add up to 5 days. If a player moves Monday, Wednesday, and Friday at the same time each day, grace time and extra time for a single move are sufficient for the two 48 hour intervals, and there will be at least 16 hours of extra time left over. Combine this with 32 hours grace time and 24 more hours of extra time, and you have 72 hours, enough time to go from Friday to next Monday. These calculations all presume that your opponent moves immediately after you each time. Odds are good that this won't happen, which will allow you to maintain this pace with time to spare or to move at a slower pace. Also, if you keep up a pace of at least 4 moves per week, you will gain time every week.</P>
<P>Antoine proposes that players should have the option of mutually raising their sparetime. I don't think this is necessary. If two players in a game are both in need of more time, they can cooperate together to both use their time more efficiently. For example, if each player made full use of his gracetime and extratime for each move, they could reduce their pace to 1 move every 4 2/3 days.</P>
<P>Regarding illegal moves, I don't think it is necessary to make any special provisions for them. First of all, Game Courier makes it easy to take back an illegal move. Second, given that you don't have to think long about your move when you're taking back an illegal move, the person who makes an illegal move is the one more likely to lose time. Therefore, there is no incentive for intentionally making an illegal move.</P>
<P>While on the subject, there should be a rule against taking back a move unless it is an illegal move. After all, this will be a tournament.</P>
Antoine's idea for increasing $sparetime gave me another idea, which I went ahead and implemented. This idea is to treat $sparetime like an insurance policy. I've added a new time control, called Pace. When you set a pace, any player who maintains that pace has his reserve time protected against going below $sparetime. It works like this. At the end of a player's turn, so long as the player hasn't run out of time, a player's reserve time is compared with the spare time. If it is lower than spare time, and if that player is currently maintaining the desired pace, it is set equal to $sparetime. With this in play, there are two ways to run out of time. One is to fail to keep the pace and gradually use up one's remaining time. The other way is to delay moving so long that even having the full spare time isn't enough. What this insurance protects against is gradually running out of time while maintaining the desired pace. Here's an example of what I mean. Let's suppose that time controls are what I gave in my last message, and a player makes three moves each Sunday but never moves any other day. This player is keeping the pace of three moves a week, but the other time controls are such that he will gradually lose time. But by using $sparetime with pace setting, this player can maintain a reserve of 7 days even though the other time controls don't facilitate this. Fuller details are provided in the User's Guide.
I've begun to think about the procedure to use for pairing people up for games. Before describing the procedure, let me state its goals. One goal is to maximize the number of games played by everyone. Short of that, to maximize the number of people who play any game. Another goal is to maximize the number of each player's top n choices that he gets to play. Short of that, to keep each player's assignment of games in conformity with his preferences as much as feasible. Here is what I'm thinking of. I'll begin by getting a list of ranked preferences from each person of his top n+3 games. I'll mark any game that appears in everyone's top n games. Let's call the number of games everyone has in their top n m. Everyone will play these games, but I won't pair people up in them until I have paired people up for other games. I will first pair people up for the remaining n minus m games. Beginning with each person's top ranked unmarked game, I will try to find a partner who also ranks that game highly. Someone who ranks a game more highly will be favored over someone who ranks a game less highly. If an odd number of players rank a game among their top n games, precedence will be given to those who rank it higher. As much as possible, any player who has ranked a game on top will be given an opponent who has ranked it among his top n games. Whenever two people are paired up for a game, I will mark that game in their rankings. After pairing up opponents on the basis of top ranked games, I will repeat the procedure a rank lower, and repeat again until every player has been paired up for n-m games. If the procedure terminates without pairing everyone up on n-m games, I will repeat the procedure on the unmarked games of player's who haven't yet met their quota, but I will extend it to the full ranking. Then I will pair everyone up on the games everyone put in their top n games, pairing each person up with someone he hasn't already been paired up with. If anyone would be happy to play any game among the top n, saying so will make it a bit easier to pair everyone up for games they will be happy playing. If anyone ends up unhappy with his assignment of games, he can go read Green Eggs and Ham. If anyone has a better suggestion for how to acheive the same goals, I will be happy to hear it.
Will stalemating one's opponent at Glinski be worth 1, 3/4 or 1/2?
I wasn't aware of Glinski's rules concerning the points given for stalemate, but since those are part of the rules for that game, we should follow them.
Okay, I've done some additional thinking on how to pair people up. To maximize how many people get their full preferences met, it is important to pair people up for less popular games before pairing them up for more popular games. Also, if the tournament is played in multiple rounds, it will be okay to let people play the same game twice, so long as it is played for a second time in a subsequent round between two people who each won the game against other opponents in a prior round. This will help allow everyone to play only his preferred games. To better enable this option, it will also help to play the most widely preferred games during the first round. With these things in mind, here is how I propose handling this. First, make a list of how many times each game is included among someone's top n games. Next, make a table of which games are among the top n for each pair of players. Make an ordered list of all pairs of players, using the following criteria: Give precedence to the pair that prefers fewer games in common. When two pairs prefer an equal number of games in common, give precedence to the pair whose commonly preferred games includes the least popular game among both sets of commonly preferred games. In case of a tie, appeal to the second least popular game in either set, and so on. Go through the sorted list from the beginning, pairing each set of entrants together on the game that is least popular among all the entrants, for which neither entrant has already been paired up with someone else. In the event of a tie on this score, pair them up on the game most preferred by both. If there is no game most preferred by both, pair them up on the game most preferred by the entrant who has had fewer of his preferences met so far. If this process does not pair everyone up with everyone else, additional pairing may wait until the second round as long as each player has been paired up on enough games for the first round. On the next round, anyone who still needed to be paired up for some games could be paired up on games he and someone else each won in the first round. In some cases, two entrants who had been paired up for one game could be allowed to switch to a game both won in a previous round. This could free them up to play the game they had been paired up for against other opponents. In either case, this would help all players play only their preferred games. In the event that people still had to be paired up for the present round, the previous procedure could be repeated with everyone's top n+1 games. As needed, it could be repeated again with everyone's n+2 games and finally with everyone's n+3 games. At n+3, all games would be tied for overall popularity, and pairing would be based on overall preference between both players. In each case, someone would get to play one of his preferred games.
Before the tournament begins, I am going to see what I can do about creating presets that actually enforce the rules of each game. I have already done Alice Chess, which seemed to be one of the easiest to do first. I'll continue with others that seem easier to do.
Rule-enforcing presets are now made for Grand Chess and Cavalier Chess. I plan to work on Eurasian Chess and Chinese Chess next. These will require a new function for checking for attacks from hopping pieces.
I have begun to implement a significant change to Game Courier, which is going to be made use of in the tournament. In the past, every preset was fully stored in a log file, and all settings were stored in forms. I am now implementing the ability to create and use separate settings files. My three main reasons for this are (1) to use less storage space, (2) to generate less bandwidth, and (3) to be able to debug automation code without interrupting a game. These three reasons all became more important once I began writing long pieces of automation for enforcing rules. The long code would have been needlessly duplicated in multiple logs and needlessly included in hidden form fields on webpages. Also, I would have had to edit individual log files to debug automation code that isn't working right. This way, we can use presets that enforce rules without worrying about bugs. If anyone finds a bug during a game, I can just update the appropriate settings file without touching anyone's log file. I will start uploading presets with settings files this evening.
I second Michael Howe's comments. Excellent is for the tournament and Fergus' outstanding work and continuing improvements to the Game Courier. I tried the new time controls in a test game and they work very nicely, giving players a current time balance. The Game Courier has done for game play on the Chess Variants Pages what the Comments system did for discussion. Both are great additions to the game description archives. Its nice to see so much activity on the game log page! Yes, the tournament will be a little demanding, but very much worth it, and enjoyable. Sign up!
Four days remaining. SIGN UP!. Enjoy this Tournement with us!
hi there. i've just noticed this. i've yet to play any of the variants yet, but can i please sign up for the tournament anyhow? a good way to learn i think!
Carlos Carlos, I think you can sign now. It is still one day and half left for closing the entering phase of the Tournement.
Yes, you have until the end of Monday to enter. If you can't use Paypal, send a check to David Howe and notify me that you have done so, since the check wouldn't arrive by Monday.
I've spotted an inconsistency in the details for how the tournament will be run. I said that 10-12 will be played round robin, and I said that 12+ will use elimination rounds. So I've said contradictory things about what we'll do with 12 people. I have now removed the inconsistency by going with round robin for 12 people with three rounds of four, four, and three games. This would allow everyone to play 11 games. Anything above 12 will keep the maximum number of games at 11, while allowing all the strongest players to play each other, by using elimination rounds. If we go with elimination rounds, I am considering making only the second an elimination round, allowing everyone to play at least 8 games. If 13 or more sign up, then I will let everyone in the tournament vote on the matter, with any abstention counting as a vote for what I originally said I would do.
Of the 14 games that may be played in the tournament, I have now created presets that enforce the rules for 10 of them. I expect I should be able to do Pocket Mutation Chess, but the remaining 3 -- Ultima, Maxima, and Takeover Chess -- may be too difficult for me to do.
thanks, i sent you email fergus.
There are a few rules that aren't clear to me, and these should probably be nailed down before the tournament begins. 1) In Eurasian Chess, if a pawn on the ninth rank is immobile due to a dearth of captured pieces, can it still give check? 2) The rules of Chessgi seem to allow dropping a pawn on the first rank, but they do not state how it may move from there. I can think of six sensible rules: a pawn on the first rank could step forward one, up to two, or up to three squares, and in any of these cases a pawn moving from the first rank to the second could either retain or lose the right to step forward two squares on its next move. Regardless of which rule is correct, I assume that the en passant rule is applied in the logical way. 3) There is also the issue of the precedence of victory conditions in Maxima, currently being discussed on that game's page.
The rules for Chessgi and Eurasian Chess have been programmed into the new presets. So, even if you were unsure of the rules, you couldn't move illegally. Michael Howe gave you an accurate answer for Chessgi. In Eurasian Chess, the rule is that a Pawn may not check a King unless it can promote. I originally based the promotion rules in Eurasian Chess on those in Grand Chess, and in programming both games in the same timeframe, I came to notice some disparities between them that I hadn't paid attention to before. In particular, in Grand Chess, a Pawn may check the King even if it can't promote. I'm considering changing the rules of Eurasian Chess to more exactly match the promotion rules of Grand Chess, including allowing optional promotion on the eighth and ninth ranks, but I'll let this tournament be a trial run with the original promotion rules of Eurasian Chess. As for Maxima, Roberto Lavieri can answer your questions.
Maybe there should be some feedback regarding the reception of preferences, such as a star in front of the name of the contestants, just in case one e-mail got lost.
Fergus, I'm not sure if you received my email. My preference is simple: I'd like to play a game of Pocket Mutation, as I invented it. Apart from that, all are good games and I would be happy to be assigned however works out the best for the tournament.
So far, I have the preferences for myself, Mark Thompson, Antoine Fourrière, Carlos Carlos, Roberto Lavieri, Mike Nelson, and Gary Gifford. A few days ago, I emailed everyone I hadn't gotten preferences from, plus Mike Nelson as an oversight.
I'm really looking forward to this tournament. Fergus has done a wonderful job organizing it and putting the infrastructure in place.
As of right now, 7:30 PM EST, I now have preferences from Michael Howe, Mike Madsen, and Thomas McElmurry. These are in additions to those mentioned previously.
As of right now, 4:00 PM EST, I have preferences from everyone except Tony Quintanilla.
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