[ List Latest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]
Ratings & Comments
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).
'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.
>> 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.
'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....
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.
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.
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.
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>)
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.
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.
If I'm right in the previous two comments (and if I've done the
calculations right), the mobility is 9.7.
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.
<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)
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.)
Thy bidding done once more, Oh Gnohmon.
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.'
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>
Because they are so weak, the Feeble/Weakest pieces would do well on a
3x3x8 board, I think.
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.
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?
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>
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)?
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
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.
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 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.
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... :)
27 comments displayed
Permalink to the exact comments currently displayed.