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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.
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.
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.
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.
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.
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.
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.
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.
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.
Hmm... hey! I want to see that! I would have chosen some other actresses, but Fergus's are mainly good (at least 2/3)
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.
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.
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?
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.
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
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.
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)
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?'
In Bigamous Cavalier Chess, I did not use a 9x9 board, because the Nightriders would be attacking the back rank, and the solutions for fixing this caused problems of their own. If I stopped this by moving the Cavaliers up one rank, both sets of Cavaliers could immediately move to the 5th rank. In the initial position, a Cavalier could move forward only to the 5th rank. Thus, the first Cavalier to move forward would be moving to a space where it could be immediately captured by an enemy Cavalier. This could result in a quick exchange of Cavaliers, which would undermine the reason I chose Cavaliers over Knights in the first place. I chose Cavaliers (aka Chinese Chess Knights) for their ability to block each other, sort of like Pawns can block each other. To make this more feasible in the opening, I needed at least four empty ranks between the Cavaliers. If Cavaliers started on their player's 3rd ranks to prevent Nightriders from reaching the back rank on a 9x9 board, they would have only three empty ranks between them. Compromises that put some Cavaliers on the 2nd rank and some of the 3rd did not work out well either. Using a 9x10 board eliminated all the problems caused by a 9x9 board without introducing any new problems. I did not include an Amazon for the same reason I never included one in Cavalier Chess. This piece to too powerful, resulting in a less interesting game. I don't like to include any piece that is so powerful, it can force checkmate on its own. It makes the other pieces superfluous. I find a Chess variant more interesting when it involves the strategic marshalling of a variety of forces, and I don't like games where the main strategy is to get one super piece into a position where it can proceed to force checkmate. That's why I hate Frank Maus's Cavalry Chess.
Fergus, In the new Bigamous Cavalier Chess, why did you decide to use a 9x10 playing field? Why not the 9x9? Also, why the Queen and not the Amazon? You may have covered these topics before. Just a few questions that might help the interested see what goes into some of the decision process of Game Design.
As an experiment, I made a preset for a version of Cavalier Chess with an extra Queen. I doubt it is an improvement. But we shall see. Paladins begin on the same color squares, but that's not the problem it would be for Bishops, since Paladins change color with Knight leaps. Here is a link to the preset: http://play.chessvariants.com/pbm/play.php?game%3DBigamous+Cavalier+Chess%26settings%3DMotif
I see no need for adding an extra Queen to Cavalier Chess. The Queen is still the most powerful piece in the game. My only complaint about the game is that it is played in a tight space given the power of the pieces. I fixed this with Grand Cavalier Chess, which I think is the better game.
We may need an Advanced Exchange Gradient, per Antoine Fourriere's method, for some studies, to reflect all individual pieces' value relationships. So far the only formula out of EG is No. of Moves, and for that any imprecision of not counting each piece separately is offset an extent by over-all Power Density and the constant in M = 3.5(Z*T)/(P*(1-G)), keeping this remark brief. I am also working on a variable to reflect Lavieri's cry for measure of positional-advantage potential too.
Regarding George's comment, I'm considering overall strength by piece-type. EG would value the Queen similarly whether there is one, two or eight Queens on the Board. I think one Queen is better for Chess and two Queens would be better for Cavalier Chess, because they better match the overall strengths of 2 Rooks, 8 Pawns, 2 Bishops and 2 Knights in the former case, and of 2 Marshals, 2 Cardinals, 2 Nightriders and 8 Cavaliers in the latter case. On 10x10 or even 12x8 (without a hole), a Bishop is significantly stronger than a Knight -- the Omega Chess pages suggest Q=12, R=6, B=4, C=4, W=4, N=2(.5) -- and a third (Pocket?) Knight would make sense. (Of course, I didn't follow my own advice on ClB, but there were other pieces to drop, and the armies were strong enough, an argument which makes some sense for Cavalier Chess too, but that Queen/Marshall or Queen/Cardinal disparity still bothers me.) A third Nightrider for Cavalier Chess on a 9x8 Board would also be mathematically consistent, but maybe two Nightriders exert enough influence on the nervous systems of the players, like one Coordinator in Ultima/Maxima.
I disagree very much with Antoine's comments on the Gold and Silver Generals from Shogi. These are not strange pieces that appeared out of the blue. They are just modified versions of the Wazir and Ferz. Each has been modified to move in any forward direction in addition to the regular moves of the Wazir or Ferz. The Gold General is a Wazir that can also move diagonally forward, and a Silver General is a Ferz that can also move vertically forward. These pieces are preferable to the Wazir or Ferz, because they are better suited for attacking the enemy King. In the case of the Silver General, its additional vertical movement gives it the ability to reach any space on the board.
I don´t agree that potential advantage in the exchange comes ever from significant differences in piece values, and good examples comes from positional games like Xian-Qi or Hexetera/Etcetera. In Hexetera, my subjective estimation of values are, fixing Pawn in 1: Man 1.5, Flyer-Elephant 2.5, Guardian 4, Rook 5.5; but in this game the usual exchanges for advantage are strictly positional, and many times (really many times)this kind of exchange is performed exchanging a major piece for the capture a piece of less value, i.e., conceeding material. In this game there is not permissed to change pieces of the same type, making this game almost estrictly positional, and sacrifices are not only usual, but many times necessary for a definition, finishing a game in around 40 moves. In Xiang-Qi, material advantage is not as important as positional advantage, and other of my games, Deneb, is clearly a very positional game, being that all the major pieces have approximately the same medium value, around a little less than a FIDE-Rook, but the extinction rules induce games that lasts in average 25-35 moves. It is difficult establish good measures for positional games in which material advantages are not determinant. I´ll be back with other games in which good measures are not easy to stablish properly.
Excellent analysis, Antoine. I have to add some comments to your lines, and some other comments about George´s interesting ideas. I think that measures are good for a first view in abstract, but the measures needed are not ever easy to standarize, and I have a lot of examples. I´ll coming back to this in the next days, when I have a bit of time to write something about it.
Antoine Fourriere mis-reads Larry Smith's idea, which I agree with, that potential for advantage in the exchange comes from significant differences in piece values, regardless whether many an exchange may appear equal. I incorporate these piece-value disparities numerically in what is called Exchange Gradient. In Antoine's words, 'a useful variable' of 'over-all strength by piecetype variance' is exactly what EG is.
I don't believe piece-type density is so relevant. Pocket Mutation Chess is an excellent game with a lot of piece types. To me, the acid test is that the pieces aren't difficult to memorize. (But of course, Pocket Mutation Chess can't be simply defined by its armies. There must be a different standard for PMC or Anti-King Chess than there is for games which simply pit two armies, like Chess, Xiangqi, Shogi or Ultima. (TakeOver Chess and Alice, which are blending classic pieces with new rules that make them formally equivalent to the introduction of new pieces, must lie somewhere in-between.) While Tamerspiel and all Shogi variants look overbloated, Chess on a Longer Board with a few pieces added, which features only two unusual pieces, passes that test. There is also a sense of legitimacy. Rooks, Knights and Bishops appear in several historic variants, while many Japanese types, and perhaps even the Gold and the Silver Generals, seem to have originated out of the blue from the brain of a drunk goblin. Conversely, the lack of some pieces may be disturbing. I tend to decree that, on a square board, a piece other than a Pawn should have its 'hippogonally symmetric' equivalent (that is, a piece with its orthogonal moves turned diagonal and vice versa, such as the Rook for the Bishop or the Queen for itself) on the board. Although Chinese Chess features an interesting opposition between (mainly) orthogonal attackers and diagonal defenders, Shako feels strange with its orthogonal Cannons and diagonal (Firz+Alfil)s known as Elephants but not the corresponding Vaos and (Wazir+Dabbabah)s. (Eurasian Chess, or my Can(n)on-featuring games offer that symmetry, but one can't help wonder why pieces which hop one piece to capture are legitimate, but pieces which hop two or more pieces to capture are absent. Absent too are pieces which are always hopping, like the Korean Cannon, or pieces which hop neutrally, but capture as riders. Why? Legitimacy is in the eye of the beholder, might comment Peter Aronson, but the feeling remains that if two closely-related pieces look as legitimate as each other, say Pao and Vao, or Camel and Zebra, and one doesn't stand on the board, maybe the other also doesn't deserve to stand there. Fusing them into a somewhat downgraded brand, like a Can(n)on which is most of the time a Cannon and the rest of the time a Canon or a Falcon which is a lame Camel + Zebra, seems the best answer.) Thus, although Heroes Hexagonal Chess is interesting, I would prefer three colorbound, clearly-defined Bishops to pieces which can move two squares in this situation or three squares in that situation. (Bishops differ enough from Rooks that, though they remain legitimate on hexagons, the Glinski Queen becomes as contrived as a Marshall or a Cardinal.) Which hints as another presentation of the same idea: if you don't remember the exact rules one month after having read and reread them, the game may be somewhat objectionable. Regarding exchanges, it is certainly important to have pieces of comparable values. I prefer Chess to Grand Chess, but Grand Chess offers much more assymmetric endgames, say Queen against Marshall. In Chess, you usually trade a Queen for a Queen. Period. (CLB is even better in that respect.) Etcetera/Hexetera, which forbids the capture of the major pieces by their opposite numbers, is also efficient in leading quickly to assymetric armies. Chess has to content itself with assymetric positions. Another important criterium in my view is to have piece types which exert comparable influences. (That criterium is a bit of the other side of having assymetric exchange opportunities.) Chess is very good in that 2 Rooks are slightly superior to 1 Queen, which is slightly superior to 8 Pawns, which are slightly superior to 2 Bishops, which are slightly superior to 2 Knights. Conversely, I wouldn't have objected if Rococo had given two Withdrawers to each side and would indeed suggest to find a way to add one Withdrawer to Maxima (and to Ultima as long as you do not replace the second Long Leaper and the second Chameleon by an Advancer and a Swapper) but two Long Leapers unbalance an otherwise fascinating game. (Cavalier Chess, which I don't like anyway, also suffers from the presence of two Marshalls as opposed to only one Queen. I would suggest to add another Queen on a 9x8 Board.) To translate this into numbers, a useful variable would be overall strength by piecetype variance. But there is more to comparable influence than simply comparable strength. An Immobilizer is much stronger than a Coordinator, but one Coordinator still looks enough in Ultima/Maxima because it affects many decisions, such as 'can I have my Immobilizer immobilized?', as would one Shield. The overall strength is certainly important. In that respect, Chess and Shogi are both balanced. Chess pieces, which are stronger than Shogi pieces, don't switch owner when they are captured. Hostage Chess and Mortal Chessgi are in my view much better than Chessgi, because they implement offsetting mechanisms which keep reasonable armies on the Board. So, the overall strength factor should be doubled by prisoner recruitment, but only multiplied by a smaller parameter for Hostage Chess and Mortal Chessgi, leading to a mildly pathological result only for Chessgi. (True, Takeover Chess is even more shaky than Chessgi - the pieces there are very powerful: a piece can be captured, or converted - and remains enjoyable, but then again, there must be a different standard for games which come up with new rules and for games which simply pit new armies. Besides, not all the pieces in TOC remain on the Board.) There is also the problem of White's initial advantage. A number of games, including PMC or Pocket Polypiece Chess (quickly-evolving armies, both topologically and functionally) and TOC (very strong armies) or Viking Chess (quick, well-protected Pawns) may have an automatic win at Grand Master level. Finally, the fact that Zillions plays a game badly (AKC, in particular) is also a good sign.
Wildebeest Chess design analysis: # squares: 110 # piece types: 8 Piece-type density: 7.27% Est. piece values: P1, N3, B3, R5, Q10, K3, C4, W8 Initial piece density: 40% Power density: 1.27 Exchange Gradient: 0.499; (1-G) = 0.501 Ave. Game Length Projected: #Moves=((3.5)(110)(0.0727))/((1.2727)(0.499)) = 44 Moves Features: Unbalanced initial positioning suggests a hundred more variations on the same board with the same pieces. Comments: Despite large Z board size,low PTD suggests average-length games.
Wildebeest Chess design analysis: # squares: 110 # piece types: 8 Piece-type density: 7.27% Est. piece values: P1, N3, B3, R5, Q10, K3, C4, W8 Initial piece density: 40% Power density: 1.27 Exchange Gradient: 0.499; (1-G) = 0.501 Ave. Game Length Projected: #Moves=((3.5)(110)(0.0727))/((1.2727)(0.499)) = Moves Features: Unbalanced initial positioning suggests a hundred more variations on the same board with the same pieces. Comments: As Z increases, mostly this board size determines #M, but the other factors remain important adjustments
Regarding Jacks and Witches, I believe a)it is R=7, C=5 (a Rook is worth two Cannons in Chinese Chess, and although my Can(n)ons are obviously stronger than Cannons, the diagonal moves suffer from the shape of the board) b)all three games ended with the help of quick blunders which lost the King once and the Witch twice.
Predictions for the length of games (#M) is not the main goal for looking at CVs analytically. Yet results from Courier completed games interesting: -predicted ave.#M- -Game Courier- Jacks&Witches 37 11-03-04 23 = 24 Moves, (anticipating checkmate) 07-10-03 14 = 16 Moves 28-10-03 26 = 36 Moves, checkmate maybe 10 moves ahead Rococo 60 15-12-03 44 Moves 16-01-04 55 = 60 Moves, (checkmate five moves ahead) 23-12-03 53 = about 58 Moves played out The trend is apparent that, with Z Board size more or less constant, Exchange Gradient especially has high predictive value for length (#M).
Rococo design analysis: # squares: 82 [counting rim squares as 1/2] # piece types: 8 Piece-type density: 0.098 Est. piece values: P2,W3,K3,C4,S5,L7,A8,I10 Initial piece density: 32/82 = 39% Power density: 126/82 =1.54 Exchange gradient: 0.69; (1-G) = 0.31 Ave. Game Length: #M = (3.5(82)(0.098))/(1.54(0.31)) = 60 moves Other features: Reasonable to count as 1/2 border squares, reachable only by capture. The high exchange gradient (low exchange potential) reflects steady continuum of piece values. Comments: Long games, high # moves predicted, and Rococo is game that player can recover from being down in material.
Jack & Witches design analysis: # squares: 84 # piece types: 9 Piece-type density: 0.101 Est. piece values: P1,L2,N3,B2,R5, J1(in hand), K2,C7,W12 [Probably Pawns are less than 1 and Witch greater than 12, but convenient to stay at these limits] Initial piece density: 48% Power density: 122/84 = 1.45 Exchange gradient: 0.444; (1-G) = 0.556 #M = (3.5(84)(0.101))/(1.45(0.556)) = 37 moves [Still fine-tuning constant now 3.5 instead of 4] Other features: Transporter cells do not disproportionately affect piece values. Comments: Power density is high substantially from number of pieces paired, five(5).
Are you sure this is right? In an extreme case the pieces all had the same values G would be 1, and based on your comments that would be very poor exchange possibilities...
I think that some might be leaping to premature conclusions. These formulae are only to assist in any evaluation, they cannot be the final word. Although game_x might score 7.5 and game_y is 8.5, this does not say that one is better than the other. Only that they score differently in the formulation. After the evaluation of many other games, these can be charted and compared with known quantities. For instance, where do some of the most favorite games fall within this pattern? When a large enough sampling has been accumulated, one can then state that if a game falls within certain parameters it might either be bad or good. And still this will not be an absolute statement.
I wonder if Piece Type Density needs to be considered in conjunction with Move Type Density. FIDE Chess has six piece types in 64 sqaures and also has 7.5 move types (King, Rook, Bishop, Knight, normal pawn move, normal pawn capture counted at full value; Castling, Pawn double step, and e. p. counted at half value.) No move type for the Queen as it combines the Rook and Bishop. Capablanca's Chess has 8 piece types on 80 squares, but has type same 7.5 move types. Does this mean that Capa's game is clearer than the 8/80 ratio and its Power Denisty would indicate? Perhaps PTD and MTD need to be averaged in some way? My own Pocket Mutation Chess scores poorly on clarity by its PTD of 12/64 (the six starting piece types counted at full value and the 12 promotion/mutation types counted at half value). But its MTD is only 8.5 (FIDE moves plus Nightrider). My own playing experience is that Pocket Mutation isn't as clear as FIDE, but that the disparity seems less than PTD would indicate.
Moises Sole asks about G Exchange Gradient in move equation. See my comment here 'To go with Depth-Clarity....' Heuristically, G is average of all the possible ratio-pairings of piece values, King included. Informally: to avoid 'infinities,' put smaller value always on top, normalizing. In specific case of Isis with piece values 1,2,3,4,8, it becomes: (1/2 + 1/3 + 1/4 + 1/8 + 2/3 + 2/4 + 2/8 + 3/4 + 3/8 + 4/8)/(10) = 0.425. Then (1-G) for right directionality with the other factors in #M equation is 0.575. The first use of G, or (1-G), is to predict average number of moves in a game-concept. This predicts closely game length for those tested so far: M = 4(Z)(T)/(P)(1-G), where M #Moves, Z board size, T piece-type density, P Power density, G Gradient as above.
When I designed Heroes Hexagonal Chess, I first started with the idea to design a game on a hex board that was unencumbered by Glinski's adaptation. I then developed the thematic pieces based on a liking for the ancient variants, Shatranj, Makruk, for example. The idea of the Hero as a source of power for his army was inspired by the role of the Hero in ancient folklore. To determine the power of the pieces, I made a rather simple estimate of power density and I tried to come close to that of FIDE chess. I did this because FIDE seems to have achieved a nice level of power density, probably through countless attempts. With some play-testing, some good feedback, and some calculation, I then refined the specific characteristics of the pieces. For me, Chess has to engage the imagination as well as the intellect to be interesting. Here, predilection play a big role. The game must also be playable. Here, some calculation helps.
I certainly enjoy this Pages, and some of the designs are interesting and nice to me, this is a sane entertainment seeing others ideas and show my own ideas to others too, Chess is not a unique concept, in certain way it is a meta-concept, and explorations around it is a cool matter. Of corse, there are ever some predilections, and it is natural, as the natural resistance to changes, but time to time the things change, if not, we would be playing Chaturanga or Shatranj now. Changes come after exploration of new ideas, rejecting old ones and making sustitutions that colective feels good for the purpose of the game. I like the things we are doing, if all of us dislike our work, it is better close this nice site and migrate to any of the multiple Pages in which we can play FIDE-Chess and write opinions about it. It is good too, but I think that many of us are happy with the things we can see in The Chess Variants Pages, Not all the things are superb, but this is the way the things are: Some are good, some are bad, and it depends on the eye that is watching a particular thing in a certain moment, not everybody has the same opinion about a topic everytime, this is one of the biggest characteristics of human beings, and this characteristic is great, it is one of the paradigms of freedom.
If would-be designers had curbed their addiction to designing CV's, these pages wouldn't exist and we wouldn't be having this (genuinely fascinating) discussion.
How's G calculated?
Of course Larry Smith and Michael Nelson are right that predilections rank high in importance. No one yet addresses multiplicity of chess game-rules sets, more than anyone can absorb at the level of play. Maybe would-be designers could curb or arrest addiction to design. Or, a change in rules of a long-established game like Ultima, for ex., should be a very cautious act, as a recent Comment under Ultima advises. David Pritchard from Introduction to Encyclopedia of Chess Variants: 'Anyone can invent a new CV within ten seconds and unfortunately some people do' and 'Probably most CVs are best consigned to oblivion.'
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.
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?
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.
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.
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.
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).
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.
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 is quite correct. While I think I can lay claim to the term 'Power Density', the concept is Ralph Betza's.
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)
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.
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.
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.]
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.
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.
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.
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.
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 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.
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!.
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.
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.
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.
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
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.
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