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2007-2008 Chess Variants Design Contest. Chess variant inventors gather round! We're doing it again! Exact nature of contest to be determined with YOUR help!![All Comments] [Add Comment or Rating]
Jeremy Good wrote on Sat, Aug 25, 2007 11:49 PM UTC:
Alright, I'm persuaded: Let the 45/46 contest begin.

Send entries to chessvariants@gmail.com.

I will post them on the site as anonymous entries (and I'll help anyone who requests help with anything I can.)

[Or maybe not, but I'll post 'em.]

I hope we can decide on the other design contest by October First.


Joe Joyce wrote on Sat, Aug 25, 2007 11:03 PM UTC:
Jeremy, there never was a 45 square contest; Hans stopped having birthdays, apparently. Be that as it may [if he managed it, I'm jealous!], a number of people have expressed some interest in such a contest. I, too, like David's idea: run a 45/46 squares contest. I'd say run this contest - the 45/46 Square Contest - now, while we're trying to figure out which contest[s] to run. This'll give you practice, and everyone a chance to get their contest muscles toned. Work out the details as we get the entries - email me, I'll help.

As far as judging, if we can't scrounge up a qualified panel of judges, maybe we could use a work-around. If we could post all the entries anonymously, the entrants could judge everyone else's stuff without knowing whose work it was,  theoretically. Or you could split the entries into 2 parts, and let the players from each group judge the other. The 2 winners would be judged by all the remaining entrants. Surely we could manage something that would be reasonably fair, in the absence of a panel of judges, who would also, ideally, get the entries anonymously [might want to have a format for the entries to help erase obvious personal styles]. 

That's about it, Jeremy. Just declare it open, and we're off! ;-)

Jeremy Good wrote on Thu, Aug 23, 2007 12:12 PM UTC:
I like your idea, David of combining two squares.

I think it would be a shame to let go of the tradition of squares. Now, I'm a little confused by some of the comments that have been made here on that subject. Was there a 45 square contest that was initiated and then dropped midway? If so what happened to the entries? Or has there never been a 45 square contest initiated?

Joe Joyce suggested having two tournaments, one a continuation of the consecutive sets of squares contest and one another type or combination of types. I like that idea too.


David Paulowich wrote on Thu, Aug 23, 2007 12:05 PM UTC:

Two weeks ago I proposed a 45-46 SQUARES CONTEST, to make up for lost time in the small board category, perhaps followed by a 47-48 SQUARES CONTEST next year. Another reason to hold these contests with pairs of numbers is that some numbers are more suitable for chess boards. The number 47 is prime, while on the other hand, 48 gives us both an 8x6 board and a 7x7 board with a missing central square.


JCRuhf wrote on Wed, Aug 22, 2007 08:35 PM UTC:
David, I like the idea of a 45/46-square variant design contest. I know that you may think I am showing slight favoritism here since I have invented a 46- square variant myself, but I would think it was a good idea anyway.

How about having 'played on a board of 45-47 squares' and/or 'pseudo-historical' and/or love themed maybe with a short or medium overall range 'Cupid' piece, that is, a 'Cupid' piece with no or very few unlimited range moves as the theme of the contest. That way we could have a 48-50 square contest next year.

Mr. Joyce, I like the idea of a cupid that prevents an adjacent piece from capturing other pieces when exiting its influence, but your suggestion for its movement capability (at least that of the queen) is way too generous considering that love is fickle. However, if you really want a piece that symbolizes the true power of love, I'll say that the variant may include an 'Aphrodite' or 'Erato' piece the movement capability of which is only limited by reason.


Peter Aronson wrote on Sun, Aug 19, 2007 06:20 PM UTC:
Frequently, for me, the value of a game doesn't become clear until the third or fourth time playing it. I noted that Gary Gifford didn't enjoy his first game of Tripunch but did decide he liked Tripunch very much after playing it twice. I think we should make a requirement that each person judging a game play two versions of it, one as black and one as white.
When Tony and I judged the 42-Square Design Contest, we played each game at least twice, and would liked to have played them at least four times each (except we would have gone stark, raving mad, to the distress of our wives and children). I do think it takes at least two plays at a minimum to reasonably evaluate a game.

Jeremy Good wrote on Sun, Aug 19, 2007 01:07 PM UTC:
I want to note that I prefer a panel of judges be instituted and the proposed nominated judges be voted in to the panel and that those judges not submit entries. I think this will add a lot more professionalism to the design contest. For one thing, it will ensure that every one voting on winning designs will have actually gone to the trouble of playing the games out and as we know, there is all too common a tendency for people to judge games subjectively, on a very superficial basis without ever plunging in and trying them, playtesting them.

Frequently, for me, the value of a game doesn't become clear until the third or fourth time playing it. I noted that Gary Gifford didn't enjoy his first game of Tripunch but did decide he liked Tripunch very much after playing it twice. I think we should make a requirement that each person judging a game play two versions of it, one as black and one as white.

Of course you do have your occasional variant that is not even meant to be played, but the inventor should specify that he doesn't care whether the game gets played before being judged.

I think this phenomenon of judging games without playing them is usually mostly unfair, like someone who says they don't like chess itself at all, but has never even bothered to learn the rules or play any games of it. A lot of people don't learn to like chess itself until a year or two of trying to figure out how to play it. Like my 8 year old daughter. It's a process.


Jeremy Good wrote on Sun, Aug 19, 2007 01:00 PM UTC:

There are four different types of kings Peter Aronson lists in one of his comments about Anti-King Chess. An interesting contest would be to design a game where all four kings play a role.

Here is another idea for a contest: In 2004, Robert Abbott, inventor of Ultima, posted a comment to our section on Rococo, suggesting two new pieces he calls 'triangulators' which coordinate with each other to capture any pieces that reach the apexes of triangles formed by diagonals that trace through them. He suggests adding them to Rococo. Peter Aronson, co-inventor of Rococo, responded to Abbott's suggestion that the proposed new pieces, applied to Rococo, 'don't pass the clarity test' and they have the limitation that they couldn't capture pieces near or at the corners.

A diamond shaped board such as this or this would empower these triangulators. It would be a good idea to have a contest to see who could design the best game using Edward Abbott's triangulator pieces.


Greg Strong wrote on Fri, Aug 10, 2007 10:38 PM UTC:
Sam asks about the possability of a chess variant where it is hard (at least for a computer) to know who is ahead. Perfect example - Anti-King Chess. In Anti-King, it can be good to have a lot of material, but it can also be good to have almost none. Having it is good because it is easier to checkmate the opponents king. But not having material is also good because it's easier to checkmate the anti-king. Same deal with occupying the center. In fact, almost all of the usual things that computers use to evaluate positions do not apply to Anti-King Chess.

Sam Trenholme wrote on Fri, Aug 10, 2007 10:08 PM UTC:
OK, here is my proposed idea for a contest category:

A chess variant the can not end in a draw, and that does not give the first player (nor second player) any noticeable advantage

The idea is this: One complaint people have about FIDE Chess is that the game has too many draws. Another complaint is that white has too much of an advantage. My proposed category is to design a chess variant where draws are impossible, and where the inventor of the variant demonstrates that their variant does not seem to give either player an advantage.

This is a little tougher category to invent for than to, say, invent a 56-square variant, so more creativity is needed with the inventors.

I propose another category:

A variant that computers can not be programmed to play well

In this category, the inventor has to make a variant that they can demonstrate is difficult for computers to play. Multimove variants and other variants where there is a high branching factor are obvious candidates, as are variants where it is not easy to calculate who is ahead (Can this be done?)

What do people think of these categories?

- Sam


charles wrote on Fri, Aug 10, 2007 05:30 PM UTC:
Hi, I just want to add this comment about new users and this contest. I am
a new user, and I submitted a variant about a week ago and I have never
heard a response. the email was chessvar@yahoo.com. I hope this is the
correct place. 

Regarding the contest, could you not also pick variants that already exist
in  the website and submit them to the relevant categories? For example, I
have a variant that I will like to send for the site itself. I don't
really know how applicable my variant will be for any of the categories in
the contest. But since the entries are going to be 'judged', then should
not the entries already on the website (if relevant) be judged too?

David Paulowich wrote on Thu, Aug 9, 2007 10:13 PM UTC:

A 45-46 SQUARES CONTEST will make up for lost time in the small board category. Next year we could have a 47-48 SQUARES CONTEST.

A LARGE (144-256 SQUARES) CONTEST allows the somewhat popular board sizes of 12x12, 16x12, 16x16, etc. Also 6x6x6 and 4x4x4x4 in higher dimensions.


Joe Joyce wrote on Thu, Aug 9, 2007 04:39 PM UTC:
I like the idea of a contest, though I can only come up with ideas for about half the themes. How about a category for 'Contest Entries That Never Materialized' - either the game or the contest never materialized, but now you've got this game... I, too, have a 45-square entry, and a 64 square version that I re-worked it into when I realized there was no 45-square contest, and it languishes, maybe justifiably. 

Thomas, the game you are suggesting sounds very much like Dada, by Abdul-Rahman Sibahi.

JCRuhf, Jeremy Good has 1 cupid piece in a game; it moves in a heart-shaped pattern, I believe. I'd like to suggest another. This cupid would prevent any adjacent pieces from making a capturing move, but not a non-capturing move away from cupid's influence. This piece should probably have a generous movement capability, at least that of a queen, maybe an amazon or zig-zag general. One version might be unkillable; it can only be banished by capture. A captured cupid would then be returned to the owner to be dropped on any subsequent move.

Charles Gilman wrote on Tue, Aug 7, 2007 05:45 AM UTC:
It always struck me as a pity that the 45-square contest never materalised. I assumed that 45-47 were lost forever, and was planning to post a variant on 6 ranks by 8 files next January to kick-restart the sequence from 48 (46 and 47 did not look promising anyway). On the other hand should 45 be back on I would be delighted for my existing variant 3d Minishogi to be considered for it.

JCRuhf wrote on Mon, Aug 6, 2007 02:06 PM UTC:

What about a pseudo-historical chess variant contest? That way the Short Range Project variants could have their own contest.

P.S. I think that a love themed variant contest is an interesting idea, seeing that chess has played a part in some romance stories.

P.P.S. I have always wondered what a Cupid piece would be like.

P.P.P.S. I therefore suggest that the contest be to design a chess variant which is pseudo-historical and/or love themed, but the Cupid piece, if there is one, is not too powerful in order to represent the fickle nature of love.


Thomas wrote on Sat, Aug 4, 2007 01:42 PM UTC:

Another theme idea: having unequal armies on the light and the dark squares.

A player might have pieces of type A, which can move only on light squares, and pieces of type B, which move on the dark squares.

The opponent may have the same types and numbers of pieces, so that the armies are equal over all. The opponent might also have his A-pieces on light and B-pieces on dark squares, so that the A-pieces fight each other, and also the B pieces, but an A piece can never meet a B-piece. It's also possible to make the setup vice versa, so that on any square color the A-pieces of one side fight the B-pieces of the other.


Jeremy Good wrote on Sat, Aug 4, 2007 01:30 PM UTC:
I'd like to go ahead and extend the process of choosing a contest theme by one month and ask that we choose our contest by October First instead of September First. What I hope to have in place by September First is the MAM Condorcetian method for choosing a variant, along with a few yes or no polling questions. ('Should we combine themes?' will be one such question. For 'Yes' votes, I hope to give a few options about how to combine them.) I believe this will be the least chaotic, the most participatory and inclusive. It would be a shame to move away from that great voting variant.

I'm planning to extend this process for a few reasons. We are having a very interesting discussion here about what forms of variants to work with and I think we should be allowed to have a pure discussion without so much pressure to choose. I need time and help to put in place the polling technique. Many people are doing various summer recreational things and don't have as much time as they would like to think about this contest.

Graeme and Cavebear, thank you for your additional suggestions. I will update the page shortly to include them. On the subject of Simultaneous Chess, John Kipling Lewis has been working on a very interesting such variant for years which he discussed with us once on the chess variants yahoogroup and I'll hope to post some information about that soon.

Thanks to everyone for all your suggestions. Keep them coming.

Thanks to Michael Howe for sharing his variant here.


Graeme Neatham wrote on Fri, Aug 3, 2007 12:00 AM UTC:

3 more suggestions:

  • Simultaneous moves
  • Incorporate non-chess gaming element(s) - e.g. dice, cards, quiz questions, gaming chips
  • Boundless boards e.g. Circular, Toroidal, Spherical


Greg Strong wrote on Thu, Aug 2, 2007 11:42 PM UTC:
I really like a suggestion by Je Ju - a geographical variant. By geographical, I consider that to mean a variant where different positions on the board are different and have further significance (unlike Chess, where the only factor is how close a given square is to the center.) This theme would include a lot of possibilities for designers. Board squares (cells) could represent countries or other real-world settings, or fictional settings. Or, squares could be differentiated by other characteristics such as the type of geography (like a very unsuccessful design attempt of mine, Chess with Terrain.)

Cavebear wrote on Thu, Aug 2, 2007 10:57 PM UTC:

My vote: Alternate pawns and kings.

Rationale: There are hundreds of variants where the pieces are new but the king and pawn structure is the same.

My suggested design parameters: Could be played on an 8x8 board, with a standard chess set. The design must use alternate kings and pawns, may use alternate queens and/or rooks (including optional inverted rooks), and may not use alternate bishops or knights.

I'd also like to state that I am a big fan of rules/variants that reduce the chance of a draw.

Cavebear


Abdul-Rahman Sibahi wrote on Thu, Aug 2, 2007 06:14 PM UTC:
http://www.chessvariants.org/contests/10/vesquj/vesquj3.html

This is the game I was talking about, to quote:

'The President, as a modern head of state, does not lead the army to battle. In fact, the President cannot move unless attacked! If in check, the President may move by trading places with any piece on the same side except a Sergeant. (The military whisks her away to a refuge.)'

--

My vote, from the current list, ordered by preference :

A. Tony Quintanilla's suggestion (which is, in short, designing a mutator.)

B. Winning Conditions other than mate. (Losers, where you have to get mated.)

C. A game with Triangles as cells.

D. Specific type of Board : The Central Squares.

E. Multiple Boards. (1+)

mhowe wrote on Thu, Aug 2, 2007 04:13 PM UTC:

Thomas, I have invented a game that fits your description:

Advancing Chess

by Michael Howe

3/10/07

This game is played on a standard chessboard with one set of pawns and two sets of pieces per player.

Pieces only move forward, but capture as orthodox chess pieces.

Pikemen are like orthodox pawns, but can capture backwards as well as forwards.

Vicars can move and capture like bishops or one square orthogonally.

Castles can move and capture like rooks or one square diagonally.

Champions can move as either knight or king, and despite being represented by the king piece, are not royal and can be captured like all other pieces.

Queens and knights are as in orthodox chess, but can only move and capture forward.

Pikemen start on each player's third rank, and then a double set of chessmen are arranged on each player's first two ranks, the array being bilaterally symmetrical.

There is no castling, no en passant capture, no check or checkmate.

The first player to move a piece to the last rank so that it cannot be captured immediately is the winner. A player who cannot move loses.

The game is both tactical and strategic, with early fighting to gain material or positional advantage, and an endgame centered around breaking through the opponent's position to safely get a piece to the last rank. Draws are not possible! Queens and champions are the most valuable pieces, and are roughly equal with an edge to the queen. Rooks, vicars, and knights are the minor pieces, and their value depends on the position, but the vicar's long-range forking ability perhaps gives it an edge.

There are 5040 different possible starting arrays after accounting for left-right symmetry, which ensures that opening play will never become stereotyped.

A Zillions implementation also exists, though I will not be posting it here.


John Lewis wrote on Thu, Aug 2, 2007 01:48 PM UTC:
I. Number of Squares (Traditional)
 
 * Unknown starting board size.
 
 V. Piece Types:
 
 * Different pieces per side.
 
 X. Games with Drops
 
 * Captured pieces can be dropped or some starting pieces can be dropped
 
 XV. Confined King
 
 * As in Chinese Chess
 
 XX. Incomplete knowledge
 
 * Hidden pieces, pieces can only see where they can move?
 
 XXI. Winning Conditions other than mate.
 
 * Players can move any pieces and attempt to capture a rogue piece?

Thomas wrote on Thu, Aug 2, 2007 01:23 PM UTC:

I propose the theme of a draw- and tie-free chess.

If the mechanism of a game allows repetitions, one needs a rule to deal with them, and players have to keep track of the positions occuring in the game. This is not always easy. In an endgame with Queens, e.g., one might chase the opponent's King several times round the board. Then have fun remembering all the previous positions, not to overlook a repetition.

Also, if repetitions are possible, this usually means that the game can last an exponential number of moves. As an upper bound for the game length, one can count all legal positions with the given pieces on the board (with pawns remaining where they are), and the number is usually gigantic. To break such ties, the artificial and ugly 50-moves-rule (or something similar) is needed.

So I find it desirable to invent a Chess variant with a playing mechanism which can't lead to repetitions. A simple example would be that pieces can move only forward, as in the game of Breakthrough.


Graeme Neatham wrote on Thu, Aug 2, 2007 12:48 PM UTC:
... clarify and elaborate, just a little bit, what you have in mind below?

I'll try...
Suppose the contest has three themes - call them t1 t2 and t3. Each contestant may enter a game in each theme. This could be a different game for each theme (contestant designs 3 games) or a single game thst meets the conditions of all 3 themes (contestant designs 1 game that is entered into t1 t2 and t3) - or somewhere in between (designs 2 games, one for entry in t1 and t2, the other for t3). Of course a contestant does not have to enter all 3 themes - they may just design 1 game for entry in a single theme (t2 say).

Within each theme those contestants entered in that theme will vote for a theme winner (see my other comment on a suggested voting system). Of course you may NOT vote for your own design.
The theme winners will then participate in a second vote by all the contestants apart from those winning the theme, to determine an overall contest winner


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