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In the recent long comment, Antoine Fourriere names 7 CVs I believe in first paragraph, and seven more through article, only two of his own 'portfolio'(both which I rated Excellent), the rest I suppose from his 'repertory'. Another mind might list a different 7 as standard, or as formative. Not everyone uses Shogi, for ex., as model for western CVs. Still another team may have 7 more, theme-based perhaps, another 7 violent games, and so on to another group with 70 micro-regional-based, 700 small CVs, 7000 larger variants, 70,000 more sacrosanct to some. What way out except to begin to have design analysis criteria? Or, historicocritically, as Vladimar Lenin says, 'What Is To Be Done?'
Note that M = 3.5ZT/P(1-G) is useful form of Move Equation because T, piece-type density, will figure in the Positional-advantage Potential Equation, yet to be posted. Use of T, piece-type density, in both enables other comparisons later. Actually, of course, for Game Length, #M = 3.5N/P(1-G), N simply number of piece-types, is all that is necessary, eliminating Z Board Size from numerator. Z still contributes to determination of Power Density. So, original equation reduces to M = 3.5N/P(1-G)
Seems like this idea of formulaic evaluation of CV's should be written up on a page of its own. A thorough investigation of how the various popular CV's fare under different formulas, and hence of how the formulas ought to be interpreted, would take a lot more exposition than could be done in comments. The challenge is to come up with formulas that will not only 'predict the past', by telling us what we expect them to tell us about well-known variants, but that will also provide useful insights into new games. It's far from obvious that such formulas could be found, but it would be quite a discovery if they were.
Let me deviate a little and discuss the concept of balance in Game Design. Most would assume that a perfectly balanced game is the optimal, and this is often demonstrated by comments about the placement of Bishops (long diagonal movers) in games. In a square playing field, there are two distinct diagonal patterns, and FIDE has offered a Bishop for each of these. But in Shogi initially the Bishops occupy only one of these patterns. Both games are considered good. Whether or not a game has Bishops occupying each diagonal patterns is not the sole foundation for its evaluation. In fact such imbalances can be considered a potential factor in the overall strategic dynamic of the game. Both diagonal patterns can be occupied, one diagonal pattern can be occupied or opposing diagonal patterns can be occupied, the game will still have the potential of being good. In fact, there could be no Bishops in a game, like XiangQi(excluding its Elephants). 'Now now, perfectly symmetrical violence never solved anything.' ----Professor Hubert Farnsworth, Futurama, The Farnsworth Parabox
One significant difference between Shogi and Chess is that the Bishop in Shogi can change color, so to speak, by being captured and then dropped. It is also possible in Shogi for a player to possess both Bishops. So, the drop rules of Shogi are making up for the imbalance created by each side beginning with only one Bishop. If Shogi were played without drops, it would be a significantly less balanced game than it is with drops.
Also, the Bishop in Shogi can promote to the Dragon Horse and gain the ability to step one orthogonal. Thus being able to shift diagonal patterns. And to continue the potential of inner game dynamics. Most FIDE-style games allow for Pawns to promote to Bishops. Thus creating the potential of Bishops on either diagonal pattern. So, the initial set-up of the Bishop is not the sole determination of any game. And it actually can create definite strategic dynamics. So a game most be evaluated in its full potential and not just its initial set-up. What if a game has a Bishop on a single pattern and there is never the potential of a Bishop on the other? Does this, in itself, negate the value of the game?
Like the Bishop, there are other pieces which occupy specific patterns on a square playing field. For example, the Alfil and the Dabbabah. The first leaps to the second diagonal and the other leaps to the second orthgonal. It would take four distinct Dabbabah to occupy each of its patterns, and eight Alfil of its. But this is not entirely necessary. A developer may choose specific patterns for each of these pieces to influence and thus encourage particular tactical behaviour during play. Sacrificing or avoiding the risk of pieces on those patterns during play can make interesting strategy. Allowing each player to control particular patterns will give them both similar advantage, just seperate. A good example of pattern play is in XiangQi. The Elephants in this game are restricted to a limited portion of the field and yet they are significant during the game. Being able to properly use these Elephants can often determine the outcome of the game. In several Shogi variants, there are also strong pattern pieces. For example, the Capricorn which preforms a diagonal hook move. Usually this piece occupies a specific pattern at set-up, when captured it is permanently removed and can only be recoverd by the promotion of another specific piece on the field.
Your comments about the Alfil and Dabbabah remind me of the Dragon in British Chess. This piece is a compound Alfilrider and Dabbabahrider. So, like the Dabbabah, it is limited to only one quarter of the board. Each player gets two Dragons, which are enough to cover only half the board, and the four initial Dragons in the game each cover a different quarter of the board. The only way for two Dragons to cover the same area would be through Pawn promotion to a Dragon. But since the only way a Pawn may promote to a Dragon is if one has been captured, no player will ever have more than two Dragons. Despite the fact that a player will never be able to cover the whole board with his Dragons, I don't think the game suffers from giving each player only two Dragons instead of four. The Dragon is useful mainly in support of other pieces. Also, given that a player's Dragons cannot capture each other, there is a greater potential for uneven piece exchanges, which may help to make the game more interesting.
Hmm... hey! I want to see that! I would have chosen some other actresses, but Fergus's are mainly good (at least 2/3)
It appears that we've had spill-over from another discussion. But to continue with the use of pattern pieces in Game Design. The only problem with such pieces is the possible end-game scenarios. This can be solved by the developer with the creation of particular rules to handle this. What if both players reach the point that they only have these pattern pieces and no possible way of threatening either goal piece? Most would call this a draw, XiangQi does. But another idea would be to include these pieces in a condition for a win. Example: If the game is reduced to such pattern pieces and goal pieces, the player with the majority of pieces could win. Thus creating the secondary goal of capturing the opponent's pattern pieces.
To resurrect a discussion line and continue the topic of pattern pieces: In those games which have promote-able 'Pawns' restricted to pieces which have been previously captured, pattern pieces can offer a further restriction. If the game contains pieces bound to specific patterns, such promotions could be limited when promoting to these. In other words, if a player has lost a Bishop and brought a Pawn into the promotion zone, the promotion to this captured Bishop could be predicated on whether there presently exists another Bishop within that specific diagonal pattern. And with those pattern pieces which do not occupy every one of their specific patterns, a Pawn might be denied promotion to that particular piece unless it was in the necessary pattern. These rules would be at the discretion of the developer, and could impact the over-all strategy of the game.
Medieval Chess played in GC now is perfect example of Larry Smith's 'advantage in exchange'. In both GC games there has been one piece exchange so far after close to 30 moves[a 3rd game, zero]. Four pieces are of about the same value: Knight, Longbowman, Seer, Swordsman. 'If a game were populated with pieces of near equal value, the advantage of the exchange might not be significant.' --Smith in this thread. Few sacrifices suggest themselves for positional advantage; Medieval Ch. is from its onset like Orthodox FIDE Chess in rewarding caution.
A smaller case that demonstrates the effect of many pieces with the same value is
<a href='../index/listcomments.php?subjectid=Rook-Level+Chess'>Rook-Level Chess</a>, which despite more power on the board, is a flatter, less interesting game than FIDE Chess.
The mathematical formula I worked out a year ago for M(=#Moves) helps explain the flatness of play in Medieval Chess in Game Courier. It simply can be expected to have a large number of turns on average for its 76 squares. Building on Smith's Exchange Gradient, #M = 3.5N/(P(1-G)), with P Power Density and G calculated as (PV1/PV2 + PV1/PV3...+ PV1/PVn + PV2/PV3...+ PV2/PVn...+ PV(n-1)/PVn))/(n(n-1)/2). That gives Gradient, but we want (1-G) for right directionality. For Medieval with Q9, P1, R5, and excluding K all the other pieces 3 points, G is 0.614, very high, representing not much benefit in exchanges. Plugged in above, it translates to predicted long-term average of 62 moves, long games for 76 squares. Contrast that to Orthodox Chess(64sq) Design Analysis giving just ave. 34 #M and Capablanca(80sq) ave. 38 #Moves in Comments there.
Rest assured, I am interested in and supportive of the effort to define a general mathematical formula for determining the average length of chess variant games ... if possible. However, I must echo Thompson in insisting that the persons responsible 'show their work' and publish it (without clutter) upon a seperate web page. A complete, step-by-step presentation and definition of each term in the calculation is needed as well as a logical, conceptual explanation of the indispensible nature of each term within it. It needs to be evaluated for fundamental validity and possibly, revised. I suspect the efforts to date are incomplete, inaccurate or conceptually flawed since I cannot rationally imagine what mathematical formula can predict or dictate the level of aggression freely chosen by both players and hence, the actual length of a game (measured in moves) with any accuracy or even within a strict range from minimum to maximum moves. Although I think an optimum, average level of aggression exists in theory and is somehow definable by formula, specific to a given chess variant, for rational, incisive play, I am certain that the rules of virtually every chess variant do not enforce its use upon its players in any way. Even if a valid, crude formula has been successfully produced by Smith and Duke, every chess variant will need a positive or negative adjustment, significantly sizeable in some cases, due to its opening setup. [Some stable opening setups are highly buffered; some stable opening setups are hair-triggered]. Furthermore, game-specific calculations focused upon trapping royal pieces with different, likely amounts of material are indispensible to make any estimate of the endgame length for various games. If I misunderstand in expecting a mere, useful estimate to be more rigorous than ever intended, I apologize.
There is also a Positional Advantage Equation, to go with the Move Equation, both of which I am incorporating into an article to submit, following Mark Thompson's suggestion. There will be rigorous definitions and supporting examples applied to specific sets of rules. We used this thread at will mostly a year ago to test ideas for formulaic evaluation of CVs.
Here is another Piece Values thread from environs of 2004, but it is hard to read before its most recent 25 Comments, because 26-50 and 51 and over get lost in the indexing.
Back in the Big-board CV:s thread, I also had trouble when clicking on Next 25 item(s). I figured out how to make links like these: skipfirst=25, skipfirst=50, skipfirst=75. Also I started a Very Large CVs thread, for discussion topics related to Very Large CVs.
Reasons justifying ratings and design philosophy that our camp can agree with are expressed as well as anywhere by Tom Braunlich in David Pritchard's 'ECV': ''Most designs are not marketable because designers tend to underestimate the subtlety of what makes a good chess variant. Two of the secrets of variant design are elegance and balance. An elegant game combines minimum rules with maximum strategy. Chess itself is a simple game to learn but its resulting strategy is profound. Any good chess game should have similar elegance; its capacity should be a result of the ramifications of the rules rather than the rules themselves. Many inventors assume that making a game more complicated will make it better but usually the opposite is true. The eternal challenges of regular chess do not arise from its complexity but from the subtle balances of different elements in the game. A good player has to do more than calculate variations; he must know how to judge the relative value of many competing strategic factors. .... When a designer changes the parameters of board size, piece powers etc., the relative balance between the pieces quickly changes and must be reconstitued in some way to prevent the game from being too straightforward.'' (That is only 1/3 of what Pritchard quotes of Braunlich under ''Designing a Variant'' 'ECV' 1994.)
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