Check out Janggi (Korean Chess), our featured variant for December, 2024.


[ Help | Earliest Comments | Latest Comments ]
[ List All Subjects of Discussion | Create New Subject of Discussion ]
[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]

Single Comment

Aberg variation of Capablanca's Chess. Different setup and castling rules. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Joe Joyce wrote on Fri, Apr 25, 2008 12:08 AM UTC:
This is an interesting and thought-provoking conversation. I've got a couple questions.

If the game has a large-enough branching ratio that computers can't adequately search in 'reasonable' [however it's defined] time, then wouldn't the different values that a human and a computer might assign to the same pieces *possibly* contribute to or result from the person's 'intuition'/superior playing ability? 

Following is a quote from a recent HG Muller post:
'Making the branching ratio of a game larger merely means the search depth gets lower. If this helps the Human or the computer entirely depends on if the fraction of PLAUSIBLE moves, that even a Human cannot avoid considering, increases less than proportional. Otherwise the search depth if the Human might suffer even more than that of the computer.'

If each side gets multiple moves per turn, this would increase the branching ratio. But without changing other things about chess, the human would probably be even more at a disadvantage; in Marseilles Chess, for example, with its 2 moves/side/turn, because the computer would calculate that out easily, correct? 

Consider a larger game, with several kings and several moves per turn. Let each side have as many moves per turn as they have kings. Restrict movable pieces on each side to only those friendly pieces within close proximity of the kings. This begins to shift the advantage to the human, I suspect, especially when there are maybe 6 - 8 kings or more per side, the pieces are reasonably simple, easy to understand and use, work well in groups, and number few in variety, with fairly high numbers of each type of piece. This should shift the game more toward pattern recognition and away from pure brute-force calculations, which would seemingly take rather long. Opinions?
 
Btw, I really haven't played FIDE seriously in 4 decades and I never got a rating, but my ratings at CV are 1550ish lifetime and bouncing around in the 1600's for the past 18 months, and I'd really love to get a chance to play against a program in games like the kind described above.