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I'm starting this thread to discuss general ideas of game design and evaluation.<p>
I would start by saying that Mark Thompson's concepts of depth, clarity, drama, and decisiveness are excellent criteria for evaluating a Chess variant. See his <a href='http://www.thegamesjournal.com/articles/DefiningtheAbstract.shtml'>
<i>Defining the Abstract</i></a> article from The Games Journal (July 2000).<p>
I particularly note that depth and clarity are in a reciprocal relationship, as are drama and decisiveness. A game with infinite depth will have no clarity and a game with perfect clarity will have no depth.<p>
A good game will be balanced at points on these continuua where the players can experience the satisfactions of all four of the crtieria.<p>
I think these the criteria may be sufficent as first-order design criteria. I would be interested in hearing if there are others that should be added to the list, and what second-order design criteria might be useful to implement them.<p>
For example, (IMO) George Duke's beloved <i>Piece Type Density</i> is not a first-order criterion, but is a useful second-order criterion: a high piece type density reduces clarity and increases depth. Whether this is good or bad depends on a game's balance at a lower piece density.
David Pritchard's criteria used in the 41-square contest are interesting: playability, originality, simplicity and elegance. We also generally used these criteria in judging the 42-square contest, with an added touch of subjectivity--which should not be ignored. See: http://www.chessvariants.com/41.dir/report.html
With respect to Shogi and such cases, I think of promotion pieces as counting 1/2, so Shogi charts at 11/81. Not regarding this 13% as an outlier, what factor(s) makes 0.13+ work in Shogi? Answer: the weaker, Pawnlike character of most pieces, also quantifiable. (Piece-type Density, only one convenient measureable factor, falls off in effectiveness much below 64 squares, certainly by Tori Shogi's 49.) With standards like 'simplicity' and 'elegance,' can they ever be quantified? I think so. Another criterion is Average Moves per recorded game. I submit there is an optimum that players prefer, about 30 or 35, lower than most chesslike games deliver. With the prospect of variants of variants, and thousands of game-rules sets, numerical relationships help evaluate, and some even fail by the numbers.
Counting promotion ranks at 1/2 value for piece type density seems reasonable.<p>
<i>Power Density</i> is a relevant concern as well. This could be quantified by the total value of the armies divided by the board size. For example (using beginner's values), FIDE chess has total army strength of 84 (allowing about 3 points for the 'playing value' of each King) on 64 squares. Power density=1.3125; lets replace the Queens with Amazons, the Rooks with Chancellors, the Bishops with Cardinals, and the Knights with Nightriders. I'd guestimate the total army value at 132 for a power density of 2.0625. I suspect that higher power density negatively impacts clarity, perhaps withou a proportionate increase in depth. Higher power densities certainly tend toward shorter games.<p>
The question of game length suggests a third set of paired first-order criteria: strategy vs. tactics.
Another consideration would be the advantage in the exchange. No matter the number of the various pieces, a game might have a significant difference between the weakest and the strongest. This allows for the potential of advantage in the game, even if the exchanges are equal. Of course this value would be quite difficult to quantify and would vary from one game to the next, being dependent upon field and goal.
Advantage in the exchange is REALLY difficult to measure, it depends strongly on position, and FIDE-CHESS is a notorious example. G.M. Tigran Petrossian, ex-world champion, was famous by a strict positional Quality sacrifice in some openings, giving its Rook for a Knight without any apparent advantage. After a lot of moves, say 20 or 25, the advantage was notorious, but not easy to see at first!.
The advantage of any exchange can be simply expressed by the strength(or value) of the pieces being exchanged. If a game was populated with pieces of near equal value, the advantage of exchange might not be significant. But if the pieces were of various degrees of value, enough to clearly differentiate them, exchanges would hold the potential of an advantage. Yes, a player can make sacrifices to obtain positional or material advantage. This gambit would not be possible unless there was a prior consideration of the value of such an exchange. But whether or not the exchange is a gambit need not be part of the determination of a game's potential for advantage in exchanges.
One of the reasons I like Shogi so much is that you really do exchange pieces. 'Advantage in the exchange' takes on a whole new meaning, and there may be additional advantages to sacrificing a piece for the sake of being able to drop another. In fact, the very ability to drop makes the game so much deeper than FIDE Chess, yet the game seems so much more refined sometimes. I would suggest that another criterion, overall clarity, be added to the list. Sometimes when I read a new variant that has just been posted on the CVP, I think to myself, 'I bet it's fun when you figure it out!' Some games have learning curves the size of Omaha, and I find that a major problem. --Jared
The clarity of the rules is extremely important. For example, I think I've figured out the game of Gridlock but I'm still not absolutely sure. So I'm reluctant to actually tackle the game. Whether the game is simple or complex, if the rules are incomprehensible the game will never be attempted. The presentation of a game will definitely effect its overall evaluation.
First let me mention that Pritchard's Encyclopedia of Chess Variants includes an article on this subject, written not by Pritchard, but by Tom Braunlich. It's under the entry 'Designing a Variant'. In this short article, Braunlich describes two criteria: elegance and balance. These are two criteria I had an instinct for as early as Cavalier Chess, though I hadn't formalized my thought on the subject. 'An elegant game', he says, 'combines minimum rules with maximum strategy.' To give one example from my own games, Metamorphin' Fusion Chess combines the rules of two other games, Metamorph Chess and Fusion Chess, and the result transforms the strategy of the game. Unlike its forebears, Metamorphin' Fusion Chess allows you to increase your material through reproduction. Now let me contrast that with another of my games that never got uploaded to the web. Shortly before Jason Whitman introduced a game called Evolution Chess, I had created a game called Evolution Chess. My Evolution Chess was completely different. In my game, each piece had a double set of chromosomes, which is what determined its powers and its gender. Instead of making a regular move, a player could mate a male and a female piece, to procreate a new piece whose DNA was a random mixture of the two with some chance of mutation. I suppose I should release it with an alternate name such as Procreation Chess or Sex Chess. Anyway, as elegant as both games are, I think that Metamorphin' Fusion Chess probably handles procreation in a more elegant way. Procreation simply follows from the rules, whereas procreation is explicitly built into the rules of my unpublished game. In general, it is better when the strategic elements of a game simply flow from its rules instead of being built into them. Braunlich describes balance as being between pieces. He points out that changes in various parameters can upset the balance between a game's pieces, and these 'must be reconstituted in some way to prevent the game from becoming too straightforward.' A game that is too straightforward would be one that has too much clarity and not enough depth. So he is getting at something of the same thing as Mark Thompson writes about. As an example, let me compare Cavalier Chess with an early version of the same game. In Cavalier Chess, most pieces get additional Knight powers, and the Knight itself moves as a Nightrider. In an early version of the game, Pawns were replaced by Knights. This made the game too straightforward, for the Knights quickly captured each other, leaving the other pieces too easily exposed to each other. I fixed this by replacing leaping Chess Knights with the lame Knights used in Chinese Chess. These could be used for blocking, which allowed the powerful pieces behind them to be used more strategically.
Clarity in the rules?. Well, the game of Nemoroth is not exactly the example of this, but it seems to be a good game very playable (at least I have seen that in the two test games I have tried). I´m not sure anyone can stablish standard measures for all games. If you want to have a better idea about a game, play it, test it and obtain preliminary conclusions. It is best that any other theoretical consideration.
I'd like to discuss Thompson's four criteria in a separate comment. These are all important criteria. I especially like the focus he puts on balancing complementary elements. Tic-Tac-Toe is a perfect example of a completely unbalanced game. It has complete clarity, no depth, complete decisiveness, and no drama. A game I've been working on recently, Magic Chess, a Chess game played with cards, is high in drama but has been lacking in decisiveness. In one game that I played against myself, each side kept getting the upperhand over the other for a while, only to lose it again. I'll have to focus on making that game more decisive.
The rules for the game of Nemoroth, though complex, was completely understandable. The various moves and powers were well defined. The only area of non-clarity would the the potential inter-relationship between all the effects when a specific move is preformed. This makes strategic planning very tough, if not impossible. It can strain the limits of the mind. And the developer gave all players fair warning about its nature. It can be used as an example of a well-defined complex game. [BTW, the Gridlock game I referred to in an earlier posting was Paul Leno's Gridlock, or Gridlock's Ruins or New Wave Chess. I've been able to decipher about ninety percent of it, and it has caught my interest. I will post a few of questions about it on the appropriate pages.]
Define an 'Event', generally applicable, as either a Capture or a Check. An interesting game, one likely to have a high baseline for all four Depth-Drama-Decisiveness-Clarity, should have event frequency 33-50% per paired move. In other words, by move 30 say, there should ordinarily be 10 or 15 captures or checks, either way B-W and W-B.
To go with Depth-Clarity-Decisive-Drama, the first-order generalities, there are now numeric Piece-type Density, Game Length(# moves), and Event Frequency [(Checks + Captures)/#Moves]. [Cited by Michael Nelson from Ralph Betza's constructs:] Power Density makes four quantifiable factors so far to evaluate a given set of game rules, or any of millions. Power Density, not even requiring database of games played, makes ideal a priori evaluative criterion. PD trades off with PTD: other things being equal, a lower PD tolerates a higher PTD. Larry Smith's Gradations in piece powers are measureable, rigorous as any other way, by, with n the number of piece types and PV piece value: [PV1/PV2 + PV1/PV3...+ PV1/PVn + PV2/PV3...+PV2/PVn...+PV(n-1)/PVn]/ ((n!/(n-2)!)/2) --now five measureable quantities, three without any records of play needed at all--absolute standards if one will.
Michael Howe's All-Rooks' 1/64 is beaten by Craig Daniels' Battle Chieftain's 1/84. There is a chess game in EnclCV, not in CVP, with pieces on every square to start, but it may have only ten piece types; so the upper limit for Piece-type Density is one(1.0)
George is quite correct. While I think I can lay claim to the term 'Power Density', the concept is Ralph Betza's.
Subject: Game Length:(#M)= Z(Ptd)/(Pd)G; see below. Ralph Betza frequently submits games-variants not yet played. Randomly under 'C', under RB: Captain Spalding 'However, my impression is that the experience of playing the game will not be very Chesslike at all.' Castlingmost 'It will probably be fun to play OOmost Chess a time or two.' Chatter Chess 'Therefore, I would expect the game to be quite enjoyable.' Chess with Mixed Pawns 'Although I haven't examined it yet, I suspect that it will be a very interesting game.' In fact, I would say descriptions of majority of Betza's 150(?) games give impression of no test by across-the-board opponent. Roberto Lavieri says today, 'All of us are mortal people,' about avoiding Tai Shogi on its 25x25 and Taikuyoku 36x36. Now I go so far as to say only a favored sample of us will live 33,000 days.(approx.) Take that optimistic subset. Even if one starts playing Chess at age 3, as super-Grandmasters are wont to do, that leaves 30,000 day/nights. Now a good variant surely warrants 10 days; think of that as 3 games played a day for a total of 30 games over 10 days, or 4 serious games for a total of 40, or as one will... But 2000 variants more or less list on CVP and another 2000 such in Pritchard, and 4000 variants already exceed the allotment. (4000x10=40,000 days, longer than humans can be expected to live.) Therefore, it can help to have criteria, other than subjective or self-promotional, to evaluate CVs,even without playing them. And why a formula too to estimate Game Length benefits. The included variables are already spelled out in comments. Where #M is game length in number of moves, Pd Power Density, Ptd Piece-type Density, Z Board size in squares, G Smith's Piece Gradient, (#M) = (Z(Ptd))/((Pd)G) , first approximation showing correlations.
George, finally, you give a good reason for measures. There are things that you are not going to be capable to see with theoretical considerations, but I admit that not ever you, or me, are going to be interested in feeling the invisible essence of one specific game.
On the contrary, Hetacomb proves effectiveness of relational measures, of which there will be many more. If Hetacomb is 64 squares, its two piece types make PTD of 2/64, so low that it tolerates a very high Power Density, other things equal. While true that PD is useless alone, as evaluative systems develop (necessary for sheer number of alternatives), PD stands as important measure subsuming extensive ideas of Ralph Betza and others on piece values (mobility, forwardness).
It's also possible that some of these numbers have non-linear relationships. For example Hectacomb with Amazons instead of Queens might not be that much different in playablity in spite of the high PD difference (aout 40%)--the PD is huge in either case. Simiarly, assuming an 8x8 board, a game with 100 piece types might be scarely less clear than a game with 50 (clarity approaching zero in both cases), while 10 piece types vs. 5 makes an easily perceptible difference. It is also very possible that numerical criteria are best at comparing games of somewhat similar types, and become more and more 'apples and oranges' as the game types diverge. The latter is why I objected to George comparing PTD in Fugue to PTD in Chess. Compare it to Ultima and Rococo and it doesn't look so bad by this criteria. It is by this measure less clear than Ultima or Roccoco but the difference in not as extreme as the the difference with Chess.
A Comment says that comparing Games is like apples and oranges. The analogy speaks for itself: we know that biochemically, Apples and Oranges (trees) are mostly alike sharing 95%+ of their 30,000 (60,000?) genes, partly-sequenced basis to compare. So, Chess Variants compare strict equality or not in board size, pieces, and Power Density, Piece-type density. piece Gradient, Event Frequency, if one cares to try other than entirely subjective approach, and also not to dwell on the extreme values where theory less effective. Clarity and Depth alone seem too general unless something measures Clarity-Depth, besides opinion poll. After all topic of interest is Game Design not Preferences.
Although Game Theory can be used to quantify real-world events into a Game Design, a Game Design is not subject exclusively to Game Theory. Particular aspects of games cannot be quantified as they exist purely on the emotional level of the players. For example, how do you evaluate the potential for frustration or joy? Each player will react subjectively, some enjoy frustrating games. But objective values can be assigned so that a potential developer can make decisions while designing a game. But this will not cause a developer to create a good game. Their own prejudices will often effect their design. Some might never develop a large game while others will not develop small ones. And some do not appreciate game with themes, while others will not try the pure abstract.
George, Men and women are about than 2% genetically different--but it's a really important 2%! Similarly, some people love apples and hate oranges and vice versa. I believe that you are making a real contribution to the 'Science of Chess Variant Design' while denigrating the 'Art of Chess Variant Design'. I think we need both. Preferences and not the be all and end all of design, but neither are they irrelevant--what is the point of designing a 'mathematically perfect' CV that no one wants to play? And aren't clarity/depth and drama/decisiveness important precisely because they speak to game players' preferences?
One CV by way example, Isis posted week of 25 March, design analysis: # squares: 48 # piece types: 5 Piece-type density: 10.4% Est. piece values: P1, B3, K2, Q4, M8 Initial piece density: 50% Power density: 68/48 = 1.42 [Orthodox Fide's is about 1.25 or 1.30] Exchange Gradient: G = 0.425, using range of values here 1,2,3,4,8 [Orthodox Fide is about 0.50, and Isis shows better exchange potential with lower G] Ave. Game Length projected: #Moves = (4(Z)(ptD)/(PD)(1-G)) = (4)(48)(0.104)/(1.42)(0.575) = 24 Moves So, Isis games should not be very long because small Z (board size) and high potential advantage in exchange (low G). Other features: River reduces value of Q. Comments: Obviously, some values are estimates not completely amenable to analysis. From description only, comparing different games shows trends in useful, compact numerical information, able to complement clearly-written game rules.
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