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One question though, suppose you have a rlRD (Did I get the notation right?), which is worth 4 points. Clearly it is not colourbound, but yet it can't reach all the squares on the chessboard. Would/Should it get a ten percent discount?
Under 'Orthogonal Atoms', the rules state that the base cost of sideways-only pieces is multiplied by 0.5.
I'm not sure what you mean. The piece I was thinking of had Dabbabah movement (1.5 z), as well as sideways rook movement (5.0 x 0.5 = 2.5z). This gives a value of 4 if I read the rules correctly. This is similar to the example of the forward-only rook having a price 2.5 and being given a ferz move so as to not waste half a zorkmid. My question was concerning the fact that the rook-sideways + dabbabah could only reach every 2nd rank, and therefore only half the squares, but would not be colourbound.
What would the cost of an immobile piece be? An example of one would be a Flag, which is immobile but royal.
This is great, but I'd advise renaming the currency. Zorkmids were made for Zork, which has precious little to do with chess.
'Computer programs cannot play this game competently.' What makes you say that? If I were going to design an AI for this game, I'd probably: 1. Start with something like a FIDE Chess AI 2. Modify the heuristic for the value of a board position. Estimate piece value based on cost, reserve pieces about a tempo less, bank may be somewhat nonlinear but this doesn't seem scary. 3. Create a representative library of about 20-50 useful pieces, including at least 1 using each atom. 4. For lookahead, you know the pieces purchasable on the current turn; assume pieces purchasable on future turns are that player's current designs plus entire library (limited by bank). 5. Collect some stats from the lookahead to predict the designs you'll need in the immediate future (AI never builds designs except those in library). Branching may be higher than FIDE, enough to weaken the AI, but I would think it could still play respectably. You can sandbag the AI if you invent a piece that is significantly better for the current position than any piece in its library, but that seems hard, and AI starts considering it as soon as you design it, which is at least 2 turns before it can attack. Am I missing something?
I would consider adding a (3,2) leaper as well as a lame modifier.
The royal fmG isn't 2 zorkmids at all, it's actually 3.
So it's no cheaper than a royal fmGbmD, which fixes the problem of just having a royal fmG.
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