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Rococo. A clear, aggressive Ultima variant on a 10x10 ring board. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
💡📝Peter Aronson wrote on Tue, Nov 23, 2004 02:58 PM UTC:
<blockquote><i> There is an inconsistency between David's animated illustration for the Chameleon and Peter's Zillions file. Is a Chameleon allowed to capture a Long-Leaper and/or a Withdrawer and/or an Advancer and swap with an enemy Swapper in the same move, as shown on the animated illustration but not allowed by the zrf? </i></blockquote> <p> Yes, it is allowed. The ZRF logic for the Chameleon is awfully complicated and not quite complete, alas. I'm afraid it misses a number of rare cases, unfortunately. <p> <blockquote><i> Besides, is a Chameleon allowed to swap with its own Swapper? (The zrf allows it, though it is not formally equivalent to the Swapper swapping with its own Chameleon, since the Swapper may be immobilized. </i></blockquote> <p> I have to admit, I never thought about it. But following the logic used for the Swapper, where the swap move counts as a capture, and you may perform this capture on friendly as well as hostile pieces, it would follow that yes, a Chameleon should be able to swap with a friendly Swapper. <p> <blockquote><i> If the answer to both questions is yes, is a Chameleon allowed to capture a Long-Leaper and/or a Withdrawer and/or an Advancer and swap with a friendly Swapper in the same move? </i></blockquote> <p> It does logically follow. Any comments on this, David?

George Duke wrote on Sat, Jan 22, 2005 06:26 PM UTC:
The Game Courier 'Open Kibitz' game of Rococo is apparently dropped after just a few moves. There had been a move a day extensively kibitzed last month. I don't think, upon write-up of a 'new' CV, we can sanctimoniously say 'Have you played it?' unless there is serious play at a variety of levels. Missing ingredients are game scores well-annotated and focus occasionally on a CV as actually played. The endless string of method-of-exhaustion 'What's-New' Game-Rules til kingdom come could lead to something more trenchant at times.

Antoine Fourrière wrote on Tue, Mar 29, 2005 12:36 AM UTC:
The current Tournament game between Michael Madsen and Thomas McElmurry needs a ruling. Can a Long-Leaper on x9 capture an enemy piece on x2 by jumping to x0, or is stopping on x1 mandatory? Since both x0 and x1 are edge squares, the former seems consistent with the rules (and with my preset), the latter is consistent with the zrf (which wouldn't even accept a jump to x1 if the enemy piece were on x3).

🕸Fergus Duniho wrote on Tue, Mar 29, 2005 01:33 AM UTC:
I agree that your interpretation is consistent with the rules. Even though the ZRF was written by one of the game's creators, there might be a bug in it. The bug might be due to trying to program the usual condition of moving from outside the outer rim to a rim space, not taking into account rim to rim moves. But since it's not my game, I will leave any official ruling to David Howe and Peter Aronson.

💡David Howe wrote on Tue, Mar 29, 2005 02:40 AM UTC:
Peter actually wrote the rules. After reading the following rule, my opinion is that the long leaper cannot capture the enemy piece on x2. Here's the rule (emphasis mine): <blockquote> These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on <u><b>the</b></u> edge square. This includes moves that start on edge squares. The Swapper's swap move is considered a capture for purposes of edge squares. </blockquote> <p>My interpretation of this rule is that a piece may not move on to edge square x, unless it would not be possible to make a capture by <b>not</b> landing on edge square x. <p>Since in this case, it is possible to make the capture by not landing on x1, and it is also possible to make the capture by not landing on x0, <b>neither</b> x1 and x0 can be landed on by the long leaper. If the enemy piece were on x1, then x0 would be a legal landing square. <p>This is my opinion -- Peter may have another...

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 04:15 AM UTC:
David had it right. The only way you can end up on or pass over a particular edge square is to make a capture that would otherwise be impossible without landing on or passing over <strong>that</strong> particular edge square. Thus, the LL could not land on <b>x0</b>, since that would require passing over <b>x1</b>, which isn't necessary for the capture. <p> Probably some clarifying text could be added.

Roberto Lavieri wrote on Tue, Mar 29, 2005 12:10 PM UTC:
It is necessary write a note with the clarification, because it was not clear in the rules. In fact, I have played this game many times and I have seen other people playing it, I have seen similar situations in some games, and the capture was made. It is important the note, because many people plays the game allowing the capture in such cases.

Michael Nelson wrote on Tue, Mar 29, 2005 03:52 PM UTC:
This interperation lead to a logic loop: <p> <ol> <li>The LL can't capture x2 by leaping to x0 because it could have captured by leaping to x1.</li> <li>The LL can't capture x2 by leaping to x1 because it could have captured by leaping to x0.</li> <li>If it is illegal to leap to x1, then it is legal to leap to x0.</li> <li>If it is illegal to leap to x0, then it is legal to leap to x1.</li> <li>If it is legal to leap to x1, then it is illegal to leap to x0.</li> <li>If it is legal to leap to x0 , then it is legal to leap to x1.</li> </ol> <p> repeating to infinity. <p> The simplest clarification that leads to the most playable rule is to replace the word 'the' with 'an': <p> These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on <b>an</b> edge square. This includes moves that start on edge squares. The Swapper's swap move is considered a capture for purposes of edge squares.

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 04:03 PM UTC:
<i><blockquote> The LL can't capture x2 by leaping to x0 because it could have captured by leaping to x1.<br> The LL can't capture x2 by leaping to x1 because it could have captured by leaping to x0. </blockquote></i> <p> Actually, the second statement is not true by what I wrote before: <p> <i><blockquote> The only way you can end up on or pass over a particular edge square is to make a capture that would otherwise be impossible without landing on or passing over <strong>that</strong> particular edge square. </blockquote></i> <p> Since the <u>passing over</u> clause would prevent it from being true. <p> However. <p> I've been thinking about this some more. What I wrote above is consistent with my original intentions for edge squares in Rococo -- they are there only to allow capturing moves that would otherwise be impossible, and then only the least possible extent. However, that's not what I actually <em>wrote</em> when I wrote down the rules, so I can see why the rules would be intrepreted to allow captures by LL and W (and sometimes C) that start on edge squares to choose among multiple edge squares for their landing square. What I am wondering now is how much difference does it make (it certainly makes some), and which yields better play? <p> Comments?

🕸Fergus Duniho wrote on Tue, Mar 29, 2005 04:19 PM UTC:
Peter, does it follow from what you're saying that the LL could capture x2 by leaping to x1?

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 05:37 PM UTC:
Sorry to be unclear -- yes, the LL could leap to x1 to capture at x2, but not leap to x0 to capture at x2. And it is the fault of my game description that this is unclear, I'm afraid.

Michael Nelson wrote on Tue, Mar 29, 2005 07:21 PM UTC:
Peter,

I think that the freer capturing is really more in line with your
rationale for the edge sqaures in the first place: to keep pieces from
using the edges to hide from Long Leapers. 

So how about:  A piece may not move to an edge square except to capture a
piece which it could not capture by moving to a non-edge square. This
applies even if the starting square is an edge square. The Swapper's swap
move is a capture for this purpose whether the piece swapped is friendly or
hostile, as is a Chameleon's swap with a Swapper whether friendly or
hostile.

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 07:57 PM UTC:
<i><blockquote> I think that the freer capturing is really more in line with your rationale for the edge sqaures in the first place: to keep pieces from using the edges to hide from Long Leapers. </blockquote></i> <p> Michael, I don't see how that follows -- could you please expand on your statement?

Greg Strong wrote on Tue, Mar 29, 2005 10:06 PM UTC:
It seems to me that if you allow the long-leaper to go all the way to x0, he would want to do this because a piece on a corner square is immune to capture from a long-leaper (or a chameleon in this case.) So, if you want to avoid pieces hiding in the corner, I would disallow the extended move to x0. This seems to go along with the purpose of the ring-board - keeping pieces from using edges to provent capture.

George Duke wrote on Tue, Mar 29, 2005 10:31 PM UTC:
Can Withdrawer, legitimately on x3, capture x4 by withdrawing across free squares to x0? Or does W only capture by going to x2? The answer to that is a parallel or helps clarify what Long Leaper should be able to do.

💡📝Peter Aronson wrote on Tue, Mar 29, 2005 11:18 PM UTC:
Once again, my unstated intention was that the Withdrawer could only capture in that case by moving to x2.

Thomas McElmurry wrote on Wed, Mar 30, 2005 12:05 AM UTC:

For the sake of posterity, here is a link to the game in question.

I see two logically independent questions here:
1) What should the rules be?
2) What is the correct interpretation of the rules as written?

The first question is relevant to future games of Rococo and should be answered by the inventors, taking input from the rest of us if they wish to. For the particular case of the present game, I think that the second question is relevant, and that ideally it should be answered by consensus.

The rules as written contain a general statement describing the concept of edge squares and their role in the game, and a specific statement for each type of piece, describing how that piece behaves with respect to edge squares.

The general statement:

These marked squares on the edge of the board are edge squares, and a move may only end on an edge square if necessary for a capture. Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on the edge square. This includes moves that start on edge squares.

The specific statement for the Long Leaper:

It may end its move on an edge square only when that is the only way to make a particular capture.

As I read these rules, the only thing that could be construed to forbid my move to x0 is the definite article in the second sentence of the general statement. It's worth noting that David's interpretation, based on this definite article, is paradoxical (as Mike Nelson has pointed out), and that the definite article only appears in a sentence which is presented as a rephrasing of the previous sentence. The first sentence of the general statement and the specific statement both imply (in my opinion; there may be some room for debate) that one edge square is as good as another. Since I can't capture the black Leaper by moving to an interior square, x1 and x0, both being edge squares, should be equally permissible under the rules as written.

Peter's emendation of 'landing on' to 'landing on or passing over' does produce a well-defined rule, but in my opinion it is inconsistent with the intention of the edge squares. If the black Leaper were on x3, then this rule would say that I can capture only by moving to x2, not x1. But a piece on x1 is no safer from a Leaper than a piece on x2. On the other hand, a piece on x0 is safer, so it would seem reasonable to forbid capture on x0, not because it is not the first square beyond the victim, but because it is on two edges rather than one.

In fact, I think this was Mike Madsen's understanding of the rules. (I hope he'll correct me if it wasn't.) While I maintain my belief that this is not the rule as written, it seems sensible, and in my opinion would be the best rule for the game. It could perhaps be stated most easily by defining three classes of squares (interior, edge, and corner), and forbidding a piece to move to an edge square except to make a capture which cannot be made by moving to an interior square, or to move to a corner square except to make a capture which cannot be made by moving to an interior or edge square.


Michael Nelson wrote on Wed, Mar 30, 2005 08:14 AM UTC:
Peter,<p> If a piece is on a3, a LL on a6 can capture it by leaping to a2 or a1 and having the choice is quite valuable to the LL--one square may be attacked while the other is safe, one square may set up the next attack while the other doesn't, etc. <p> Now let's look at the case at hand: LL on x3 to capture x2 on x1 or x0. The amended rule constrains the LL's choice of captures when it is already very hard for the LL to capture a piece on an edge square--the LL must reach the edge via another capture (either previous or subsequent) <i>of a piece adjacent to the edge</i>. Only the LL (or a Chameleon attempting to capture a LL) is so restricted: A King, Pawn, Advancer, Withdrawer, Swapper, or Chameleon capturing anything other than a LL can capture a piece on an edge square <i>from an interior square</i>. <p> So the LL is uniquely constrained in its ability to capture an enemy piece on an edge square by board geometry and the edge rules, and the proposed rule would constrain it yet more. I feel that this additional constraint is foreign to the original intent of making it harder to hide from LL's on the edge. The Withdrawer isn't so badly affected as it is restricted in only two of its five possible capture directions when capturing a piece on an edge square, but if the LL is to have free choice, the Withdrawer should for consistency.

Roberto Lavieri wrote on Thu, Mar 31, 2005 12:26 AM UTC:
Rococo is a extremely agressive game. I wonder how looks a possible variant of this game: using Rococo-Halflings...

💡📝Peter Aronson wrote on Sat, Apr 9, 2005 09:23 PM UTC:
<blockquote><i> I wonder how looks a possible variant of this game: using Rococo-Halflings... </i></blockquote> That's an interesting idea, but people don't seem to find halflings particularly inituitive for some reason. <p><hr><p> <blockquote><i> I feel that this additional constraint is foreign to the original intent of making it harder to hide from LL's on the edge. </i></blockquote> Given that this change does not keep LL's from being able to capture, merely being able to capture <strong>safely</strong> under some circumstances, I don't think this violates my original intent. I wanted the captures possible, not necessarily safe.

Roberto Lavieri wrote on Sun, Apr 10, 2005 11:39 AM UTC:
I agree with the inventors interpretation. If you read carefully, this is the correct interpretation, and it must be the correct interpretation, because if not, LL power is much more than necessary for this game. It is true that I have seen a couple of games in which one player used the wrong rule, and I think I have played one game in which the other player did it and, with some doubts, I have not corrected the move; but I have also seen games played with the correct rule in situations in which it could be made the move using the wrong rule, because it should be favourable, but it was not made, and, if fact, I have an annotated one. Thomas, please take back your move and make another one, this is the correct thing to do.

Thomas McElmurry wrote on Wed, Apr 13, 2005 12:55 AM UTC:
Roberto,

I have read the rules, very carefully, a great many times, and I remain convinced that my original interpretation was the correct interpretation of the rules as they were written before yesterday's revision. I have explained my analysis in gory detail, and of those who disagree, only Greg Strong has provided reasoning based on the text of the rules in response.

You say that under my interpretation the Long Leapers would have too much power. That may be so, but that is a subjective assessment which can only be made based on experience with the game (or perhaps experience with similar games and an intuition superior to mine). The fact (if that word can be used) that a particular set of rules does not yield the best of all possible games does not mean that that set of rules was not written down. As it happens, I think that the Long Leapers in Rococo may be too powerful regardless of which rule is used for capture along an edge. But one's opinions of the merits of a game are not relevant to interpretation of the written rules. The rules are what they are, not what you, or I, or anyone else, think they ought to be.

Also, the fact that some anonymous player once played a move which was not the best move under my interpretation (which you call the 'wrong' interpretation) cannot be taken as evidence for or against any of the three interpretations. It is not even evidence that the player interpreted the rules one way or another, unless the annotations (which I have not seen) contain some discussion of the matter.


Thomas McElmurry wrote on Wed, Apr 13, 2005 02:56 AM UTC:

Peter,

Regarding game design, I agree with Michael Nelson's last comment, but after your last comment I understand your position much better. I now see this as a question, not of logic, but of taste. And it's not my game, so I'll shut up about that.

I'm glad to see that the rules have been revised to reflect your intentions (although I had hoped that the tournament issue would be resolved first), and I believe that the revised rules are equivalent to what you have indicated in recent comments. But, if you're interested, I have a few suggestions as to how I think they could be written better, so as to avoid future misunderstandings.

The sentence that was most controversial in the original rules was this one:

Or in other words, a piece may only end up on an edge square by making a capturing move that would not be possible without landing on the edge square.
Before the revision this sentence threatened to break the game; now I think it's just unnecessary and possibly confusing.

The section labeled 'Rules' seems unnecessarily complex and extremely redundant. The same statement is made at least four times, and if I were unfamiliar with Rococo, I would have to read this section three or four times to be sure I had it right.

You've now included a precise mathematical definition of the term 'capturing move'. This is good, because I now understand what you mean by the term, but I'm not sure that this is the best term for this definition. To see what I mean, consider this example: A Long Leaper on a4 could capture an opposing piece on a3 by moving to a2 or a1 (assuming both of these squares are vacant). In the absence of a definition of the term 'capturing move', I would regard these as two distinct capturing moves, since they are two distinct moves. But it seems natural to say that they result in the same capture. The rules would be clearer (to me, at least) if the term 'capturing move' were replaced everywhere with 'capture'.

The inclusion of the clarifying example is perhaps helpful, but it is not the best possible example, since it does not fully distinguish between the three interpretations of the original rules. A better example can be formed by placing the piece to be captured on x3 rather than x2, so that under the revised rules the Long Leaper can capture by moving to x2, but not to x1 or x0. Also, the example breaks up the flow of the redundant rules; perhaps it could be moved to its own paragraph. And if the rules refer to the square x9, the ASCII diagram should be modified to refer to the last rank as 9, rather than 00.

The formal statement of the edge-square rules is unambiguous, but statement 4 is completely unnecessary. It follows from the first three statements, and should therefore be treated as a theorem rather than a rule. If I'm not mistaken, the entirety of the edge-square rules could be stated in one sentence, something like:

A piece p capturing a set P of opposing pieces may land on or pass over only the minimal number of edge squares necessary for p to capture all the pieces in P.

The piece descriptions of the Long Leaper and the Withdrawer should include statements that these pieces, when moving along an edge, may move only the shortest possible distance for a particular capture. In fact, since each piece description contains the edge-square rules applying to that piece, I wonder whether it would be better for the 'Rules' section simply to introduce the general concept of edge squares, and leave the details to the individual piece descriptions.

Finally, I've noticed some typos: 'mininal', 'Moves that captures', and 'fewist'.


💡📝Peter Aronson wrote on Wed, Apr 13, 2005 05:24 PM UTC:
Thomas, thanks for the comments. I'll see if I can get another pass through the rules off to David for his comments this weekend (it's allergy season -- during the week, all my remaining neurons are needed for work and family).

Todor Tchervenkov wrote on Thu, Nov 3, 2005 02:15 PM UTC:
Is it legal for a Chameleon to hop over a longleaper and capture it, by landing on a enemy pawn, and also capturing it? This problem arised during a game.

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