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YellowJournalism[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 12, 2002 04:10 PM UTC:
Some initial thoughts upon reading <b>The Official Rules of Nemoroth</b>. (Some of which should have been raised by the previous article.) <p> <ul> <li>The Ghast. How is 'two squares' defined -- does a Ghast frighten a piece a Knight's move away from it?</li> <p> <li>Compelled Moves. It is really unclear reading both documents just <i>who</i> moves the fleeing pieces, the owner or the player who causes them to flee.</li> I'm assuming the following sequence: <ol> <li>A's Ghast is move; A's turn is over.</li> <li>B moves all compelled pieces, in the order they choose; B's turn is over.</li> <li>If B caused any compelled moves, then A must make them as necessary, otherwise, A may move as they please.</li> </ol> If the above is the case, if B's resolution of compelled moves caused further compelled moves for B (by screaming 'Go Away' at an opposing Ghast), are they resolved in that turn? If there are multiple such moves (as B 'ping-pongs' A's Ghast between two Go Aways), could a piece make multiple compelled moves in a turn this way? <p> For that matter, if you are compelled into a square which you must move off of, is that resolved the same turn or the following turn?</li> <p> <li>Petrified Leaf Piles. I think I would have assumed a petrified Leaf Pile could still engulf if pushed, but the rules state otherwise. I guess that the assumption is that it isn't mobile enough to engulf anything anymore.</li> <p> <li>The Interaction Matrix. If you actually created a matrix of all the possible interactions, it might be nice to include it in document as a table.</li> <p> <li>A simplified version of this game could have it when any piece is pushed into an occupied square, all pieces in the square are crushed and eliminated, and when a piece is pushed onto an ichorous square, it and the ichor are also eliminated. This might be useful for starting players.</li> </ul> How do you plan to combine the documents? Take the first part of the original followed by the new? Or perhaps a detailed merging? Or perhaps just bring the first into compliance with the second, and then have the second as a link from the first? <hr> I am just as glad to have missed the early days of i18n (I was aware of all the weirdness, but was involved more things like the stability of floating point numbers through multiple operations in those days).

Piece Values[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 12, 2002 02:12 PM UTC:
'First off, it is quite interesting to instead of picking a magic number
as
the chance of a square being empty, calculate the value for everything
between 32 pieces on the board and 3 pieces on the board.  Currently I'm
then just averaging all the numbers,'

I've done that, too. The problem is, if the only reason you accept the
results is because they are similar to the results given by the 
magic number, then the results have no special validity, they mean
nothing more than the magic results. So why add the extra computational
burden?

If, on the other hand, you had a sound and convincing theory of why 
averaging the results was correct, that would be a different story.

'This concept seems to be directly related to distance.' Actually, I
think
I'd call it 'speed'. I'm pretty sure that I've played with those numbers
but gave up because I couldn't figure out what to do with them. 
Maybe you can; I encourage you to try.

Revisiting the Crooked Bishop. Revisiting the Crooked Bishop.[All Comments] [Add Comment or Rating]
gnohmon wrote on Fri, Apr 12, 2002 01:54 PM UTC:
>>   Would 0.91 times 0.7 times 0.7 be correct? Yes, this is the answer
>>   to 'it can move there if either d2 or f2 is empty AND e3 is empty
>>   AND the corresponding square (d4 if d2, or f4 if f2) is empty'.

>  This isn't right (I think). It can move there if e3 is empty and
>  either d2 and d4 are empty or f2 and f4 are empty. So that's 0.7 * (1
>  - (1 - 0.49) * (1 - 0.49) ), which works out to 0.51793, as compared
>  to 0.4459. I think the generalized equation, where X is the (always
>  even) number of squares moved, would be 0.7^(X/2 - 1) * (1 - (1 -
>  0.7^(X/2))^2)

(We're talking about the probability of the zFF being able to make a four
step 
move, for example from e1 to e5.)

My verbal description is saying that the choice between the two paths 
is made only once, and therefore the two-path probability correction should

be made only once in the calculation; this gives me a simpler formula 
for doing the calc by hand. Upon review I am even more convinced that
this is correct, but in order to feel perfectly secure I must find 
your error. 

You are saying 'if e3 empty and ((d2 empty and d4 empty) or (f2 empty and
f4 empty))'. The verbal description is clearly correct, although it
makes things more complicated when you extend to 4 step and 6 step moves.
The probability that d2 empty and d4 empty is 0.49; the probability that
p or q is (1 - ((1 - p) * (1 - q))). Ouch, that's convincing.

Wouldn't another fair way of stating it be 
'(d2 empty and e3 empty and d4 empty) or (f2 and e3 and f4)'?
But that gives me a completely different number, even higher.

Aha! '(d2 and e3 and d4) and (f2 and e3 and f4)' is incorrect because 
in effect it applies the two-path correction to e3, but e3 non-empty
blocks both paths!

But then by the same token, your 'e3 and ((d2 and d4) or (f2 and f4))'
must apply the two-path correction twice!! 

I'm right, you're wrong. Nyaah, nyaah! (If I were a licensed
mathematician
I would be able to say Q.E.D., but since I'm not I can only say nyaah
nyaah.)

That was difficult. My head hurts.

YellowJournalism[Subject Thread] [Add Response]
gnohmon wrote on Fri, Apr 12, 2002 12:55 PM UTC:
'Yellow is the color of mystery in Italy' is an arcane little i18n joke. A
paperback pulp mystery story is colloquially called 'un giallo' (a yellow)
because of its yellow cover. Even the publisher Mondadori uses the term, as
its series is titled 'Il Giallo Mondadori'. Number 1331, 'Quella Bomba di
Nero Wolfe' (Please Pass the Guilt) was published in 1974 and it is weekly,
therefore the series began around 1948; but it also says 'new series', so
the usage of a yellow in this sense may be older.

This is *not* the sort of color usage that can get you into i18n trouble,
though it sounds like the typical 'White is the color of death in China'
warning, and that's the little joke.

For true madness and horror, you should look into the methods of
internationalization that were used in the days before the current
standards existed....

Piece Values[Subject Thread] [Add Response]
Peter Hatch wrote on Fri, Apr 12, 2002 06:53 AM UTC:
Various and sundry ideas about calculating the value of chess pieces.

First off, it is quite interesting to instead of picking a magic number as
the chance of a square being empty, calculate the value for everything
between 32 pieces on the board and 3 pieces on the board.  Currently I'm
then just averaging all the numbers, and it gives me numbers slightly
higher than using 0.7 as the magic number (for Runners - Knights and other
single step pieces are of course the same).  One advantage of it is that it
becomes easier to adjust to other starting setups - for Grand Chess I can
calculate everything between 40 pieces on the board and 3, and it should
work.  With a magic number I'd have to guess what the new value should be,
as it would probably be higher since the board starts emptier.  One
disadvantage is that I have no idea whether or not the numbers suck. :) 
Interesting embellishments could be added - social and anti-social
characteristics could modify the values before they are averaged, and
graphs of the values would be interesting.  It would be interesting to
compare the official armies from Chess with Different Armies at the final
average and at each particular value.  It might be possible to do something
besides averaging based on the shape of the graph - the simplest idea would
be if a piece declines in power, subtract a little from it's value but
ignore the ending part, assuming that it will be traded off before the
endgame.

Secondly, I'm not sure what to do with the numbers, but it is interesting
to calculate the average number of moves it takes a piece to get from one
square to another, by putting the piece on each square in turn and then
calculate the number of moves it takes to get for there to every other
square.  So for example a Rook (regardless of it's position on the board)
can get to 15 squares in 1 move, 48 squares in 2 moves, and 1 square in 0
move (which I included for simplicity, but which should probably be left
out) so the average would be 1.75.  I've got some old numbers for this on
my computer which are probably accurate, but I no longer know how I got
them.   Here's a sampling:

Knight: 2.83
Bishop: 1.66 (can't get to half the squares)
Rook: 1.75
Queen: 1.61
King: 3.69
Wazir: 5.25
Ferz: 3.65 (can't get to half the squares)

This concept seems to be directly related to distance.  Perhaps some method
of weighting the squares could make it account for forwardness as well.

Finally, on the value of Kings.  They are generally considered to have
infinite value, as losing them costs you the game.  But what if you assume
that the standard method is to lose when you have lost all your pieces, and
that kings have the special disadvantage that losing it loses you the game?
 I first assumed this would make the value fairly negative, but preliminary
testing in Zillions seems to indicate it is somewhere around zero.  If it
is zero, that would be very nifty, but I'll leave it to someone much better
than me at chess to figure out it's true value.

Chigorin Chess. White has knights instead of bishops and a chancellor for his queen; black has bishops instead of knights. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Peter Hatch wrote on Fri, Apr 12, 2002 05:59 AM UTC:Excellent ★★★★★
For what it's worth, on Christian Freeling's Grand Chess site, under About Grand Chess, it says: <blockquote>Finally, although the Queen may have the edge in the endgame, the Marshall is arguably the strongest piece, so it flanks the King in the center as does the Queen in Chess.</blockquote> I'd think being on a 10x10 board would benefit the Queen more than the Chancellor/Marshall.

Revisiting the Crooked Bishop. Revisiting the Crooked Bishop.[All Comments] [Add Comment or Rating]
Peter Hatch wrote on Fri, Apr 12, 2002 05:51 AM UTC:
I'm not really a mathematician or stastician - I merely enjoy math and am
somewhat talented at it.

I have read your general theory of piece values - in fact, I think I've
read it roughly ten times, starting back when you were still adding to it. 
I'm afraid I can't tell you how accurate it is, as I feel very much the
midget when it comes to playing chess. (I think I may have read your theory
of piece values more often than I have played chess in the last five
years.)

I've meant to e-mail you with various comments about it for many years now,
but I never got around to it.  This handy comment system makes it easy
enough that I'll finally stop procrastinating, though.  I'll start some new
threads, I think.

I hesitate to mention it because I'm currently working on the revision
(which should suck less), but Fantasy Grand Chess is my chess variant with
different armies.  I didn't analyze things very thoroughly (mostly I just
guessed at what looked right), and mostly assumed values would be the same
on an 8x8 board as 10x10, so it needs work.  (Which is what I'm currently
doing.)  I'm also making changes to help the theme, and dropping it down to
a more manageable four armies.

If there are any other numbers in particular you want me to check, let me
know.  I'm currently calculating for a Crooked Rook, which should be simple
after the Bishop, and then I'm going to do mRcpR and RcpR.

YellowJournalism[Subject Thread] [Add Response]
Peter Aronson wrote on Fri, Apr 12, 2002 05:42 AM UTC:
Yellow is the color of mystery in Italy? I wonder if Robert Chambers knew that. (Robert Chambers was an early writer of supernatural horror who's work, particularly <u>The King in Yellow</u>, was cited as major influence by Lovecraft and his circle.) <p> Repetition is now forbidden! <p> I have printed out your screed to study in the morning, when the sap rises and the brain cells go off strike. <p> Forget the root beer or the Hennepin, what I want is a case of Diet Moxie. It's the one form of soda that my kids will not filch. <p> (I have actually recently dived into the seas of i18n, actually -- talk about your eldritch horrors! The subtle distinctions between UCS-2 and UTF-16 will drive me mad, <strong>mad</strong> I say! <i>Mua, ha, ha, ha . . .</i>)

gnohmon wrote on Fri, Apr 12, 2002 04:50 AM UTC:
Dear 'Editor in Yellow',

Programmers who have junketed to i18n fora know that col[u]rs have various
meaning in various cultures. For example, in Italian, yellow is the color
of mystery.[1]

http://www.panix.com/~gnohmon/nemofull.html is a text which should be added
as a supplemental and corrective link, but not just yet. My apologies for
having made so many errors and rewrites and addenda.

http://www.panix.com/~gnohmon/nemofull.html should be read and criticized
by our critical public until a critical mass of agreement is reached, and
then the editor should step in, whether yellow or dark sea green 3.

http://www.panix.com/~gnohmon/nemofull.html should soon be on the cv pages,
but first the multitude should fish in it for errors and omissions. 

http://www.panix.com/~gnohmon/nemofull.html should someday be
authoratative, but meanwhile, please allow me to grovel and cringe, O great
Editor who knows not his ablative from his elboh, may I humbly beg you to
please change for me one great omission in the original Nemoroth file?

As stated in http://www.panix.com/~gnohmon/nemofull.html, repetition of
position is forbidden! Your humble supplicant is humbled with shame, how
can I have omitted to say this? I be so ipse dissed that I'd almost seppuku
but no, so much better to tofuku. I have disemboweled a bean curd to
express my embare-ass-ment.

By all means, treat http://www.panix.com/~gnohmon/nemofull.html as
authoritative, and please accept from this humble supplicant a case of root
beer, or if you prefer, a single bottle of Hennepin.

Revisiting the Crooked Bishop. Revisiting the Crooked Bishop.[All Comments] [Add Comment or Rating]
gnohmon wrote on Fri, Apr 12, 2002 04:23 AM UTC:Excellent ★★★★★
Excellent for the feedback, that is.

You have no idea how hungry I have been for so many years to find a
mathematician or statistician who would be in the mood to criticize my
numbers or my methods and point out the errors that must be there.

With all due respect, I give you this instant reply, but I do not examine
the specifics of what you said nor do I respond to them. I am in the midst
of other things and not in condition to reply.

I give you my double-barrelled platinum promise that the specific numeric
algorithmic probabilistic things you said will be closely and extensively
examined by me and that a serious reply will be forthcoming.

Meanwhile, literary criticism of your reply suggests that you agree with my
basic method but merely cavil at a few of my specific applications. Is this
right? If so, I celebrate. If not, I cerebrate.

If you haven't read my general 'theory of piece values', please please do
and if you can (though I hope you can't) tell me I'm full of it.

The general public here believes in my numbers more than I believe in my
numbers. Perhaps you can have the deciding vote, since paolo has declined
to speak up.

Did you know that a giant standing on a midget's shoulders can see further?
Well, in doing this math stuff about piece values let me tell you I've
always felt like a midget. But right now I can only write silly answers. I
just spent a few hours writing serious. The promises I made in previous
paragraphs are serious, though.

Peter Hatch wrote on Fri, Apr 12, 2002 03:43 AM UTC:
If I'm right in the previous two comments (and if I've done the calculations right), the mobility is 9.7.

Peter Hatch wrote on Fri, Apr 12, 2002 03:18 AM UTC:Excellent ★★★★★
I think the way to find the on-board probability is to divide it into two parts. The on-board probablity for having two paths on a (X,0) (where X is any even number) move would be (X,2). The probability for having just one path on a (X,0) move would be (X,6) (on a 8x8 board, generally (X,board size - 2)). I think this works - moving two squares up the board can be done on all but the last two rows, and has two paths on all but the outer two columns.

Peter Hatch wrote on Fri, Apr 12, 2002 02:47 AM UTC:Excellent ★★★★★
<blockquote>Would 0.91 times 0.7 times 0.7 be correct? Yes, this is the answer to 'it can move there if either d2 or f2 is empty AND e3 is empty AND the corresponding square (d4 if d2, or f4 if f2) is empty'.</blockquote> This isn't right (I think). It can move there if e3 is empty and either d2 and d4 are empty or f2 and f4 are empty. So that's 0.7 * (1 - (1 - 0.49) * (1 - 0.49) ), which works out to 0.51793, as compared to 0.4459. I think the generalized equation, where X is the (always even) number of squares moved, would be 0.7^(X/2 - 1) * (1 - (1 - 0.7^(X/2))^2)

Quantum Chess ZIP file. Commercial variant with new pieces on 10 by 10 and 12 by 12 boards.[All Comments] [Add Comment or Rating]
📝Robert Price wrote on Fri, Apr 12, 2002 12:53 AM UTC:
updated March 30, 2002: Corrected the Bowman move (it wasn't registering
when the square to capture was off-board).

updated April 7, 2002: Corrected castling in Quantum-0, -I (one side was
impossible, both sides ignored intervening pieces.  Argh.)

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
The Editor in Yellow wrote on Thu, Apr 11, 2002 09:21 PM UTC:
Thy bidding done once more, Oh Gnohmon.

gnohmon wrote on Thu, Apr 11, 2002 09:11 PM UTC:
Under 'compelled Moves', there should be a final notice that 

'Sometimes it is possible to make a saving move with some other piece than
the compelled one. For example, suppose that your Basilisk has been pushed
onto an occupied square, and so is compelled to move off, but has no legal
move; if you can engulf your own Basilisk with a leaf pile, you have
removed the condition causing the compulsion, and therefore you have saved
the game.'

And, under 'Interactions',

'If a Go Away which is compelled to flee an enemy Ghast is next to the
Ghast, it can scream GO AWAY! instead of moving. It ends its turn one move
further away than it started and so it has met the compulsion to flee.

A Leaf Pile which is next to a Ghast can engulf the Ghast; as it then no
longer needs to flee, its compulsion has been satisfied.'

The Editor in Yellow wrote on Thu, Apr 11, 2002 09:05 PM UTC:Excellent ★★★★★
Addition to Interactions made as requested. Did you also mean to add a diagonal step move to the Go Away? <p> <br> <i>(Fnord)</i>

Feeble Chess to Weakest Chess. Some Chess variants with weaker pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 08:53 PM UTC:
Because they are so weak, the Feeble/Weakest pieces would do well on a 3x3x8 board, I think.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 08:51 PM UTC:
Oops. It seeme I misremembered what the Spirit told me in my dream, for
when I tried to play the game it was too easy to end up in an impasse with
no good way to break it; and the reason was clearly that the Go Aways were
not performing their intended role.

Then I tried a few games in which the Go Away moved by leaping two squares
Rookwise or by moving one square diagonally, and things seemed to work much
better -- in fact, just about exactly right, in conformance to the original
vision of the game.

It is funny how the Wounded Fiend seems to be such an unimportant piece,
when it was the original inspiration for the game.

Under 'Interactions', it should be added that

'Leaping pieces can cross unharmed a square seen by a Basilisk, for their
talons never touch the ground and therefore the Basilisk does not see
them.'

The interactions are so complicated! I need to make a chart to see if I
left anything else out.

Rook-Level Chess[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 11, 2002 08:42 PM UTC:
Thanks for the end-game! I deliberately left the Queen out of the leveling so as not to make thinks <strong>too</strong> uniform. <p> I wonder if the the <b>Rook-Level Chess I</b> army vs the <b>Rook-Level Chess II</b> army would be a balanced form of Chess with Different Armies? I would think so, but the <b>RLC II</b> army does have a significant 'can mate' advantage. Does it matter?

General Comments Page. Page for making general comments.[All Comments] [Add Comment or Rating]
Peter Aronson wrote on Thu, Apr 11, 2002 08:17 PM UTC:
Hey, David. Somehow my last comment in the 'Rook-Level Chess' thread turned into its own 'Rook-Level' thread (no 'Chess'). Any ideas? <p><i>Hey Peter, I think it's fixed. There was an issue with spaces I think. Time will tell...</i>

Feeble Chess to Weakest Chess. Some Chess variants with weaker pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Doug Chatham wrote on Thu, Apr 11, 2002 04:56 PM UTC:Excellent ★★★★★
If we created higher dimensional analogues of the Feeble/Weak/Weakest
pieces, would we be able to make a playable higher-dimensional CV with them
(perhaps even a Chess For Any Number of Dimensions)?

MonoChrome Alice[Subject Thread] [Add Response]
Peter Aronson wrote on Thu, Apr 11, 2002 04:53 PM UTC:
There's an idea for the Bishop's move -- give it a colorbound Wazir's move, so that it can only use it to change boards. Just repeat that term: <i>A colorbound Wazir's move</i>. I love to be able to say that and have it mean something

Feeble Chess to Weakest Chess. Some Chess variants with weaker pieces. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 04:15 PM UTC:
I am grateful for your effusive comments.

There will be more on the subject, as I like the game and have analyzed the
Weakest K versus Weakest King endgame -- it was very interesting.

But at the moment, I've gotten out a chessboard and some coins (with which
to mark mummies and statues) and am studying the play of the Game of
Nemoroth.

The Game of Nemoroth. For the sake of your sanity, do not read this variant! (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
gnohmon wrote on Thu, Apr 11, 2002 04:08 PM UTC:
A Wounded Fiend (not 'friend' unless you are a truly scary creature) is
impeded by mummies, as indeed a Rook would be. Notice also that it cannot
retrace its steps because of its own ichor, and therefore, as Azgoroth once
said, 'carries within it the seeds of its own destruction'. (The endgame
where each side has one Wounded Fiend and nothing else can be quite
interesting.)

This game is tough to get used to. For a while I thought I had made a major
rules error, but in fact when a Leaf Pile engulfs, the mummy does not
appear until it moves on, and so the Leaf Pile is vulnerable to being
engulfed by an enemy Leaf Pile. If it were not so, the first player would
attack with Leaf Pile (engulfing his own Human for greater speed) and win
by force.

Rook-Level Chess[Subject Thread] [Add Response]
gnohman wrote on Thu, Apr 11, 2002 04:01 PM UTC:
Rook-Level Chess is a very nice idea. Of course, the Queen isn't
R-level...

As for K+ND versus K, confining the K is tricky but it can be done.

Example: BKb8 WKc6, White ND e4, Black's move 1...Kc8 2. Nd6+ Kb8 3. Kb6
Ka8 4. NDc8+ Kb8 5. NDc6+ and 6. ND a6 mate.

MonoChrome Alice[Subject Thread] [Add Response]
David Howe wrote on Thu, Apr 11, 2002 03:38 PM UTC:
Continuing Peter's idea from his 'Alice Chess' comment on <a href='../diffmove.dir/monochro.html'>Monochromatic Chess</a>... <p>I don't like the idea that Bishops would be restricted to their initial board. Perhaps giving the bishops a non-capturing wazir move would fix this. Option 3 is also a nice idea (the switch-a-roo). <p>On the whole, I like this set of ideas. Perhaps it can be developed, with some play-testing, into a workable variant of Alice Chess, although Alice Chess itself is difficult enough to play... :)

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