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I once tried to take the levelling effect into account via the following scheme: a piece can neither occupy nor attack a square where it is either left en prise or attacked by a weaker piece. The result is that the minor pieces can more easily occupy the center, where they are more easily defended, and the major pieces must occupy the edge, where they most easily avoid attack. The numbers I got for levelled crowded board mobility were (I forget the magic number, but it was somewhere between 0.6 and 0.7): Knight: 3.71 Bishop: 4.31 Rook: 5.56 Queen: 8.98 Aside from giving a slightly overstrength bishop and a decidedly understrength queen, the calculation was a great deal of hassle. In short, it was rather disappointing because the results were no better than a straight-out mobility calculation, even though they took into account something the mobility calculation neglects. Which may mean the mobility calculation works as well as it does because a lot of its errors very nearly cancel out. I would love to think of a better way to include a levelling effect, but haven't come up with one yet. One note though: the levelling effect is not inherent in a piece's strength, but in the strength of pieces that are less valuable than it. So if the amazon is the strongest piece on the board, then all other things remaining equal, it suffers from levelling no worse than the queen would if it were the strongest piece, because the ability of the other pieces to harass it remains the same.
Without doing lots of arithmetic, I'll just comment that enormously powerful pieces like the Amazon are actually less valuable than their overall mobility would indicate due to the levelling effect. I quote Ralph from Part 4: '...what's more, if one minor piece is a bit more valuable than another, some of the surplus value is taken away by the 'levelling effect' -- if the weaker piece attacks the stronger one, even if it is defended the target feels uncomfortable and wishes to flee; but if the stronger piece attacks the defended weaker piece, the target simply sneers.' While Ralph refers here to minor pieces, it seems to me to be a generally applicable concept. Isn't that why we don't develop a Queen too quickly, so it's not chased all over the board by less valuable pieces?
Robert, I think you are on the right track. I think the Bishop needs a reduction due to colorboundness, and 10% would make it equal to the Knight. The Amazon seems a little high. Perhaps this is because the Amazon's awesome forking power is a bit harder to use--for example, forking the enemy King and defended Queen is terrific if you fork with a Knight, but useless if you fork with an Amazon. I think that it is neccessary to take the forwardness of mobility and forking power into account--indisputably, a piece that moves forward as a Bishop and backwards as a Rook (fBbR) is stronger than the opposite case (fRbB). Nevertheless, your numbers aren't bad at all as is. They seem to have decent predictive value for 'normal' pieces ( a 'normal' piece moves the same way as it captures, and its move pattern is unchanged by a rotation of 90 degrees of any multiple). Various types of divergent pieces will need corrections--I would assume that a WcR (moves as Wazir, captures as Rook) is stonger than a WmR (capatures as Wazir, moves as Rook) and that both are a bit weaker than the average of the Wazir value and the Rook value.
At the end of 'About the values,' Ralph mused on whether the anomalous excess value of the queen was due to excess forking power or nonlinear mobility; also how to account for pinning power. I think I can account for all this in a rough way. Forking and pinning are sort of the same thing if you think of a pin as a fork with both tines pointing in the same direction. So let's calculate a number that's very like crowded-board mobility, but instead of finding the average number of squares a piece can attack, let's find the average number of two-square combinations that a piece can simultaneously attack. Now let's consider the practical value of a piece as a weighted sum of mobility and this forking power. Because it gives nice results, I like the sum PV = M + 0.043 FP. The results for a few common pieces are below. The magic number is 0.67. Piece Mobility Forking Practical % from Power Value Forking Knight 5.25 13.06 5.81 9.6 Bishop 5.72 16.38 6.42 11.0 Rook 7.72 29.23 8.98 14.0 Cardinal 10.97 62.77 13.67 19.7 Marshall 12.97 84.53 16.61 21.9 Queen 13.44 91.32 17.37 22.6 Amazon 18.69 179.95 26.43 29.3 The playtestable result from this is an amazon is worth about a queen and a rook. Does anyone have the playtesting experience to say whether this is too high, too low, or about right?
Maybe this is really 'The Rook problem' Consider the following mobitity values and their ratios for the following atomic movement pieces ard their corresponding riders (Calucated using a magic number of .7, rounded): Piece Simple Piece Rider Ratio Move Length ----- ------------ ----- ----- ----------- W 3.50 8.10 2.31 1.00 F 3.06 5.93 1.94 1.41 D 3.00 4.89 1.63 2.00 N 5.25 7.96 1.52 2.24 A 2.25 3.07 1.37 2.83 H 2.50 3.20 1.28 3.00 L 4.38 5.43 1.24 3.16 J 3.75 4.45 1.19 3.61 G 1.56 1.74 1.11 4.24 Notice that there is a clear inverse relationship between the geometric move length and the ratio of the mobility of a rider to the mobility of its corresponding simple piece, but the relationship is not linear. Now let's look at the mobility ratios: For the F, the ratio is close to 2 and the Bishop is twice as valuable as the Ferz. For N, the ratio is close to 1.5 and the Nightrider is one and a half times as valuable as the Knight. The ratios for D and A are about 1 2/3 and 1 1/3 rather than the 1 3/4 and 1 1/4 Ralph suggested, but the discrepency is still within reasonble bounds. The values for H, L, J and G and completely untested, but seem reasonable. So it looks like the ratio of the value of a rider to the value of its corresponding simple piece is very similar to the ratio of the mobility of the rider to the mobility of its corrsponding simple piece. Value ratio=mobiility ratio (between two pieces with the same move type). But all of this breaks down for the Rook/Wazir: playtesting amply demonstrates that the value ratio three, but the mobility ratio is only 2.3! Clearly this suggests that the Rook has an advantage over short Rooks that the Bishop does not have over short Bishops, that the NN does not have over the N2, etc. My guess is that the special advantage is King interdiction--the ability of a Rook on the seventh rank (for example), to prevent the enemy King from leaving the eighth rank. A W6 is almost as good as a Rook, but while a W3 can perform interdiction, it needs to get closer to the King, while the R and W6 can stay further away. Can mate is also no doubt a factor. Consider the mobility ratio of the Rook to the Knight--1.54, a fine approximation of the value ratio of 1.5 (per Spielman/Betza). If we make a reasonably-sized deduction from the Bishop to account for colorboundness (say 10%), its adjusted mobility is slightly larger than the Knight's and its value ratios with the Knight and Rook come out right. But the Rook's mobitilty must be adjusted downward to account for its poor forwardness (ruining the numbers) unless the addition for interdiction/can mate is about equal to this deduction. Clearly such an adjustment for poor forwardness must be in order, since by mobility the colorbound Ferz is a bit weaker than the non-colorbound Wazir, but in practice the opposite is true. This suggests that the Wazir loses more value from its poor forwardness than the Ferz loses from colorboundness, and the Rook would lose more than the Bishop but for compensating advantages. Is this a first step toward quantifying adjustment factors so that we can take crowded board mobility as the basis of value and adjust it to get a good idea of the value of a new piece? Any of you mathematicians care to take up the challenge?
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