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Comments by MatsWinther
I wrote an article about the bifurcation pieces which I posted to the editors. You can also find it on the following link. There is a chart of all the different pieces and their properties. In the images below one would like the new pieces to be placed on the extra squares, but in these cases the strategical variety is much better with this placement. http://hem.passagen.se/melki9/bifurcation.htm
Claudio, that the rooks only lose their castling rights if moving by their own accord is not illogical, but the truth is that I didn't code for this event because it doesn't occur often. So this rule is of no real consequence. Concerning the evaluation of the piece, I am not certain if it's correct. I have studied computer-generated games, and I've removed two light pieces on the one side, and the two Oxybeles/Mangonels on the other side. The resultant struggle was even, so I concluded that these new pieces are equal to the light pieces. These new catapult pieces are slow, moving one square at a time, is a factor that lessens their value. Moreover, their hurling capability is something that benefits *other* pieces, so one could argue that all pieces gets stronger this way, also the king. Therefore the relative values are retained, and the catapult's value remains low. Had the catapult's value been higher, then it could not expose itself to other pieces, and then it would remain useless. The catapult must position itself to be of any value. The Mangonel's tactical capability is impressing, but perhaps the Oxybeles is the more serious piece. The Mangonel is perhaps a little over the top, but this is just a first impression. /Mats
As I understand the rules, the Kampa (pawn) should be able to move in all directions after the first move, not only on the diagonals. Then it becomes too weak(?). I have also implemented Gala in Zillions here: http://hem.passagen.se/melki9/gala.htm However, I have followed the rules employed by the German enthusiasts exactly, and added some variants. But it's good to have yet another implementation, to try out variant rules. But the Kampa rule in this implementation is incorrect, I think. /Mats
Well, Mr. Mayer probably thinks it's a nice page, because I've implemented his reconstruction (he has been very helpful). But how authentic are these rules? I don't know what sources he has. It seems difficult to win sometimes so, in a variant, I added the lone king rule (from Shatranj). But I haven't investigated it thoroughly. The 'holy center' rule seems authentic (it's similar to hnefatafl), but other variants could be tried, for instance: a piece is allowed to enter the centre provided that he leaves in the next move. Michael's version is different in some important aspects. The only way is to play games and see which variants are the best.
It's only four, Turret, Belfry, Oxybeles, and Mangonel. I have experimented with other forms of catapults that can sling a piece *over* other pieces (similar to cannons) but haven't found a satisfactory piece yet. I don't think I'm going to invent more catapults, so there's no real need for an overview. /Mats
Is it, or is it not allowed to pass a move whenever you want in Korean Chess, or are you only allowed to pass when you can't move a piece (that's how I implemented it). The scarce sources on the Internet seem to say different things.
I decided that *it is* allowed to pass a move whenever you want. I tested a DOS program downloadable from the Internet (jangki.zip). This program is written by the Korean Hak Jong Lee, and I assume that he knows the correct rules. In this game, pass is allowed all the time. However, the English rules file, provided with the zip-file, says that pass is only allowed if no other move available. The rules file is written by Roleigh Martin, and I assume that he got it wrong. If I'm right, then the following article must be corrected: http://www.chessvariants.org/oriental.dir/koreanchess.html Those interested ought to download my Zillions implementation again, because I have altered the pass rule. Korean Chess seems less 'populistic' than Chinese Chess, which is much about mating the king. In Korean Chess play occurs over the whole board, and games take longer to play. It's more strategical, it seems.
In Stewart Culin's 'Korean Games With Notes on the Corresponding Games of China and Japan' he says: 'The king on the losing side is allowed yet another privilege. If he is the only piece on his side, and if his moving would greatly endanger him, he is allowed, as the equivalent of a move, to turn over and remain in his original position.' So passing is only allowed if the king is the only remaining piece. This is even stricter than Roleigh Martin's rules. So now I don't know what to believe. /Mats
I chose to implement Roleigh Martin's rule as alternative variants (uploaded just now). It's frustrating that there exists no book about openings and endgames, etc, in this noble game. Somebody in this community ought to take upon himself to research this game and write a book. /Mats
In his Encyclopedia of Chess Variants, 1994, David Pritchard briefly tells that: 'A player may pass his turn, hence no stalemate or zugzwang.' (p.164). In his article 'Janggi Addenda', Abstract Games 15, Autumn 2003, Malcolm Maynard writes: 'Passing turns. It was not mentioned in the article that in Janggi, players *can* pass their turn, unlike in other forms of Chess. The official rule of the Korean Janggi Association is that players may pass their turns at any time. However, since a player would normally pass a turn to avoid being forced into moving into a losing position, many players interpret the rule to allow a player to pass only to avoid checkmate or stalemate. (Thanx to Mr. Michaelsen).
According to Wurman ('Chinesisches Schach, Koreanisches Schach', 1991), Maynard ('Janggi Addenda', Abstract Games 15, Autumn 2003), and Pritchard (Encyclopedia of Chess Variants, 1994), a player can pass at any time, which means that rule 7c above is wrong.
Cazaux's Zillions implementation of Wildebeest Chess has a bug: when a pawn makes a triplicate step, an opponent pawn cannot capture 'en passant' if the bypassing pawn ends up on the rank behind. http://www.chessvariants.com/programs.dir/zillions/wildebeest.zip http://www.chessvariants.com/programs.dir/zillions/cazauxchess.zip Moreover, Cazaux's implementation of Bolyar Chess (in casauxchess.zip) doesn't seem to follow the rules that appear on the Internet, and which I have recently implemented. Cazaux gives no source for his version of the rules. Instead Omega Chess is described. My Bolyar Chess: http://hem.passagen.se/melki9/bolyarchess.htm /Mats
I have now implemented Mongolian Hiashatar in Zillions. The Bodyguard piece is very interesting. I have assumed that the bodyguard can only stymie the movement of enemy pieces. If it could also stymie the movement of friendly pieces, then the game would become awkward. http://hem.passagen.se/melki9/hiashatar.htm /Mats
Too much going on. It's an uproar on the chessboard. For instance, you could allow the pawns to promote only when they reach the 6th rank. /Mats
The pawn could also turn into a 'stone', which is immobile. The stone is then turned into a knight by lifting and dropping. The queen could also turn into a stone. This solution would calm things down. /Mats
Charles, they are actually on the diagram (striped horses). I strongly suspect that it's possible, in any big-board variant, to add Kwaggas in exchange for the knights. In some cases the game might become more attractive while the Kwagga seems always to have the same value, more or less, as a bishop. This means that they can be exchanged. Sometimes the knight seems to play a retiring role. Adding Kwaggas would change this. I will probably add Kwaggas to Mastodon Chess. I wonder how this extinct species would fare in all those popular Capablanca variants. /Mats
David, I don't know, but I think not, because the Kwagga cannot gain tempo. This it has in common with the knight. It is easy for a bishop to gain tempo (or lose a move, if you will), and this is why bishop and knight can give mate, together with a king. However, a Kwagga cannot possibly give mate together with a bishop if the Kwagga moves on the same square colour as a bishop(?). By the way, I have now implemented Kwaggas as second variant in Mastodon Chess (10x10). http://hem.passagen.se/melki9/mastodon.htm In this way one can compare the Kwagga's properties with the knight's, and see how it affects the game. /Mats
This implementation of 'Vietnamese Chess' doesn't work. White immediately loses. Does anybody know the correct rules? /Mats
This is included in the small chess variants among the Zillions standard games (that are freeware and comes with the download). /Mats
The 'Orphic Chess' Java applet follows the wrong rules. Pieces on the board should only be able to move if they can capture, or if the king has already been placed. These faulty rules makes the game useless. It is imperative that the correct rules are implemented, otherwise these chess variant applets function only as disinformation. People will think that Orphic Chess is crap if they play this applet. At least, I would wish that my name be removed from the applet because it misrepresents my variant. http://www.pathguy.com/chess/OrphicCh.htm
If I search for an external link item, for instance, 'Orphic Chess', then the search engine doesn't find it although it exists on the CV pages.
Like I've already pointed out, when performing a google search on chess variants pages an item is not found. However, when searching for the same item on google globally, the item *is* found on the chess variants pages. Go here... http://www.chessvariants.org/Gindex.html and search for 'chess256' on chess variants pages only. Item is not found. Change to global search. Item is found! Something is wrong. /Mats
It gets better and better. Please consider adding Chess256 to v1.0. Of course. everybody cannot expect to have their personal variants added, but this one is rather easy to implement, and it is a good training concept for 'orthodox' chess players who have no help from opening theory from the first move, while the positions are very similar to normal chess. http://hem.passagen.se/melki9/randompawn.htm /Mats
Chess programs, like Deep Fritz, have recourse to immense opening and endgame databases. So why don't the human opponents have this resource? It's not a fair fight. /Mats
Former World Champion Tigran Petrosian said that he learned to calculate by reading chess books, and by trying to manage without a chess board between the diagrams. My free blindfold chess program for DOS is ideal for this type of training. It will also work under all Windows versions. If you own PocketDOS it will run on your palmtop device. It works finely on my Casio BE-300. You input moves at the command prompt by typing, e.g., 'g1f3'. Whenever you want you can display an ascii diagram of the board position. It also includes Chess256 functionality. Chess256 implies that the pawns in the initial position are randomized on the second and third rank. /Mats http://hem.passagen.se/melki9/blindc.htm
BlindChess is now updated with much more varied play, a better ascii board, etc. It's not a wholly unnecessary program. It's good for training. It runs on any PDA if you own PocketDOS. http://hem.passagen.se/melki9/blindc.htm /Mats
Ok, I'll do that tomorrow. I just uploaded a small update which includes an ini-file, which is practical. /Mats
Reinhard, please consider adding Chess256 to Smirf. It is rather easy to implement, and it is a good training concept for 'orthodox' chess players who will have no help from opening theory from the first move, while the positions are very similar to normal chess. http://hem.passagen.se/melki9/randompawn.htm My BlindChess can already play Chess256, but its a rather weak DOS program. But it's good for testing Chess256. http://hem.passagen.se/melki9/blindc.htm /Mats
I suppose you could send your contribution to the webmasters address, which is at the bottom of the page. http://www.bcvs.ukf.net/ /Mats
Smirf is a strong program, and the graphics is attractive. However, it would benefit greatly from moving the centre pawns two steps forwards, instead of moving the flank pawns two steps. Flank operations should begin only after the situation in the centre is clarified. Moving a flank pawn two steps weakens the position much more than just moving it one step, especially if it is the kingside flank pawn. /Mats
Reinhard, in the following game played between Smirf as white and Zillions as black (1.6 GHz, 10s/move), Smirf moves both his flank pawns, wholly without motivation, and put his bishop ahead of a centre pawn on its initial position. This kind of play is strategically indefensible. In games against humans the game is strategically lost, even after only one or two of these positional blunders. It sometimes adopts this style of play also in normal chess. On the other hand, it is easy to create a tenable position as white. Always move (1) the kingpawn one step, (2) the queenpawn two steps, and (3) the queenbishop-pawn two steps. This position is good regardless what black does, and white can always play for a win. As black one can always make the steps (1) and (2) and have a good position, regardless of white's moves. In almost all cases one can also make (3). These moves could be rewarded in Smirf regardless of variant. Then Smirf will always begin with a strategically tenable opening, until an opening book is developed. /Mats (for Zillions I used my rules file http://hem.passagen.se/melki9/capablanca.htm ) Zillions Save Game File Version 0.02 HCC RulesFile=CAPABL~1.ZRF VariantName=Bird's Chess 1. Knight i1 - h3 1. Pawn d7 - d6 2. Knight b1 - c3 2. Pawn f7 - f6 Black H M1 3. Pawn d2 - d3 White H M2 3. Pawn g7 - g5 Black H M3 4. Bishop c1 - e3 4. Pawn c7 - c5 Black H M4 5. Pawn g2 - g3 5. Knight i8 - h6 6. Bishop h1 - d5 6. Pawn e7 - e6 7. Bishop d5 - e4 7. Knight h6 - f5 8. Bishop e4 x f5 8. Pawn e6 x f5 9. Pawn j2 - j4 9. Bishop h8 - g7 10. Pawn a2 - a4 10. Knight b8 - c6 11. Pawn j4 - j5 11. Pawn g5 - g4 12. Knight h3 - f4 12. Chancellor d8 - d7 13. Pawn j5 - j6 13. aRook j8 - i8 = Rook 14. Pawn j6 x i7 14. Rook i8 x i7 15. Pawn h2 - h3 15. Knight c6 - d4 16. aQueen e1 - d2 flip Z6 = Queen on d2 16. Pawn h7 - h6 17. Knight c3 - d5 17. Pawn g4 x h3 18. Pawn i2 x h3 18. Pawn b7 - b6 19. Bishop e3 x d4 19. Pawn c5 x d4 20. Queen d2 - b4 20. Bishop c8 - b7 21. Queen b4 x d4 21. aRook a8 - c8 = Rook 22. Chancellor d1 - e3 22. Bishop b7 x d5 23. Knight f4 x d5 23. aQueen e8 x e3 = Queen 24. Knight d5 x e3 24. Archbishop g8 - e6 25. Queen d4 - h4 25. Archbishop e6 - g5 26. Queen h4 - h5 26. Bishop g7 - h8 27. Archbishop g1 - f3 27. Bishop h8 - g7 28. Archbishop f3 - d4 28. Rook c8 - c5 29. Pawn b2 - b4 29. Rook c5 - e5 30. Knight e3 - c4 30. Rook e5 - d5 31. Archbishop d4 - c6 31. Chancellor d7 - c7 32. Pawn b4 - b5 32. Archbishop g5 - i3 33. Queen h5 x j7 33. Rook i7 x j7 34. aRook j1 x j7 = Rook 34. Archbishop i3 - h2 35. King f1 - e1 @ e1 0 0 35. King f8 - g8 @ g8 0 0 36. Pawn d3 - d4 36. Chancellor c7 x c6 37. Pawn b5 x c6 37. Rook d5 x d4 38. Knight c4 - e3 38. Rook d4 - e4 39. aRook a1 - a3 = Rook 39. Rook e4 - e5 40. Rook a3 - c3 40. Rook e5 - e8 41. Pawn c6 - c7 41. Rook e8 - c8 42. Knight e3 x f5 42. Bishop g7 - f8 43. Knight f5 - e7 43. Bishop f8 x e7 44. Rook j7 - j8 44. King g8 - f7 @ f7 0 0 45. Rook j8 x c8 45. Archbishop h2 - i1
Reinhard, I used the latest downloadable version. All I say is that there should be knowledge built in so that it takes charge of the centre in the opening. Likewise, in pawn endgames there must be knowledge about the opposition. If there is no such knowledge, then all games are strategically lost. Of course, Smirf is likely to win anyway because it is so strong, but chess programmers must learn to honour the laws of chess. The game example I gave turns the stomach of a cunning chessplayer. It's like a musician who must bear to listen to false play. It is an interesting AI project, but I don't think you can do without knowledge. Chess programmers tend to see chess as an algorithmic experiment, and they disregard the laws of chess, expecting the program to find the best move unaided by knowledge worked out during the centuries. If the programs have knowledge then 10s/move on a 1.6 GHz machine is clearly good enough. Capablanca said that he counted one move forwards, but he had an immense knowledge. /Mats
If you had a way of storing the program's experiences of different positions, then I would understand your concept (i.e. a learning file). But to build hundreds of years of collected understanding into wholly abstract algorithms, that I don't believe in. Chess is too deep a game for that. Possibly it would work with gomoku, but not chess. Nevertheless, it's an interesting experiment. I wish you good luck. /Mats
Of course, I did not mean 'stupid looking up', like opening books and endgame tables. I did not mean concrete knowledge. What I had in view are the established *chess laws*. For instance, in the opening you must direct attention to the centre. There are two methods, either a direct fight for the central squares, or an initial forfeiture followed by an immediate undermining of the points of support. Flank operations must not begin before the situation in the centre is clarified. In the endgame the king must become active, and take heed of opposition, etc., etc. In my own weak little DOS program ( http://hem.passagen.se/melki9/blindc.htm ) there is no book knowledge, either. But it tries to control the centre, nevertheless. And it seems to play the openings rather well, without opening book. Facts are that programmers are reluctant to teach the programs this kind of knowledge. Instead they want to create as effective algorithms as possible, so that the correct move is reached anyway. This creates a form of chess that is lacking in variance. There are very many ways of handling a position, provided that you follow the chess laws. If you don't follow the chess laws, but only calculate, then the program will decide for only one possibility. This is a faulty conclusion while there are other moves that are just as good. In this sense, I'm afraid, this project is similar to other chess software solutions in that you put to much trust in the calculative capability of the program. I don't see why abstract knowledge cannot be combined with an AI approach. /Mats
To uncover the *laws* underlying any subject matter is the gist of the scientific paradigm. I am surprised that there are people who think differently, which is interesting, of course. Another thing: there are so many chess variants on this site that are better than those Capablanca variants, with their rather brutal pieces. Personally I even prefer the Amazon to the Archbishop and Chancellor. The Amazon is easier to handle, and it must hide to all other pieces, so the games are easier to predict. /Mats
Smirf clearly improves its positional play when given more time. This is unusual. But it has a rather passive style of play. Another thought: different alternative variants can also be achieved by keeping the same pieces but introduce the Gustavian board ( http://hem.passagen.se/melki9/gustaviii.htm ). S Trenholme did this in Capablanca Gustavian (zrf) which can be downloaded from yahoo (chess variants). It is an interesting concept. The smaller board might affect the unruly Archbishops and Chancellors so that they are somewhat neutralized. /Mats
A missing item in your future design elements:
i) 10x10 board (e.g., Grand Chess, which is popular)
/Mats
i) 10x10 board (e.g., Grand Chess, which is popular)
/Mats
Well, then, please add Mastodon Chess (8x10) instead so we get
a big board variant of prominence.
/Mats
a big board variant of prominence.
/Mats
It is desirable that a database for chess variants be developed. (How about adding database functions to ChessV, Greg?) Games belonging to the same variant could be stored in a separate database. First and foremost one must be able to search for name and result. Secondly, one should be able to make position search. If somebody is interested in old, but very good, chess databases I recently wrote presentations, with screen shots, of TascBase and Chess Assistant 2.0. They have become useful again thanks to DOSBox for WinXP.
/Mats
/Mats
Smirf has a fondness of developing the knights immediately. The resultant positions are often classic in character. A classical style implies moving one pawn two steps and developing the pieces fast. This is sometimes employed as a defence method with black. But practice has shown that white's winning chances, should he employ this strategy, are scarce. At least as white, Smirf should more often try to move two pawns in the centre immediately, e.g. c4, and d4. Instead he often blocks the c-pawn. This isn't necessarily bad, but it reduces the strategical possibilities immensely. The c-pawn, both with white and black, is of immense strategical import. Even if black blocks it, typically the knight will soon be removed and the the c-pawn pushed, like in Ruy Lopez. The king fianchetto is also typical of modern opening strategy. I think that the opening play is the greatest problem, when opening books aren't used. A more modern style would increase Smirf's playing strength very much, and, also, that it doesn't try to win (or hold on to) a pawn in the early opening, but, rather, that it could even forfeit a pawn. A possible way of reducing the knight moves could be to randomize the first move. /Mats
Well, migrating into Mac OS is migrating into oblivion. How many chess enthusiasts use Mac? Less that one per thousand, I'd guess. /Mats
How can they support something they don't understand? I never took the courses in AI when I studied computer science, long ago. Had I done this, possibly, I could better understand your notions. It isn't exactly trivial what you're doing, neither the algorithmic notions, nor the underlying philosophy. It is the latter I have the most problems with. I think I am essentially a Platonist, thinking in terms of the invisible Forms of chess. The notion that algorithmic methods can fully simulate aspects of human intelligence in chessplaying is beyond me. Had it involved computational intelligence, and an iterative development or learning, then I could better understand the notion of an AI chessprogram. /Mats
I have made a new Zillions implementation of the important variant Circular Chess, which can be downloaded here.
This implementation plays a less monotonous game in the opening (more pawn moves) than earlier versions of Circular Chess. The graphics is better and smaller. The code is slightly faster. Piece values have been altered by tweaking.
Also visit the Circular Chess Society
/Mats
Also visit the Circular Chess Society
/Mats
Ken, if black places both his bishops on the corner squares then he would have to choose a passive strategy in the centre, allowing white to place pawns there, as a black pawn on d5 or e5 would block one of his bishops, and it would take time to activate it. I am not so sure that double fianchetto is always so good. Bishops can also play an active role in the opening, by placing them on KB4, KN5, QB4, or QN5. Should white choose the positional strategy of placing the bishops on the corner squares, then, provided that black response is correct, I think he has forfeited his first move advantage. The bishops are very well placed on KB1 and QB1, where they can choose between a positional strategy (fianchetto) or a tactical (QB4), etc. The standard position seems to be the best, allowing for a maximum of strategical options, and we don't know which flank the king is to be placed on, etc. In this form of drop-chess with FischeRandom rules, I would suspect that both players will select the standard position, because it's probably the best alternative, for both parties. But this remains to be demonstrated. I have tried to tackle the problem in a different way, involving 'pawn relocation', in New Chess and Swedish Chess
/Mats
/Mats
I have now created a new form of drop chess: Meteoric Chess (with zrf). I think it's a sound but lively variant. It's along these lines, I think, that a fruitful randomized variant can be found. It's quite possible that it can be improved in some way. The relocation theme can also be used in other contexts. /Mats
If somebody is interested in my 'dislocation pieces' (or what to call them) I have reworked three of them: the Ladon, the Castalia, and the Stheno. They have caused me some headache because they proved not to be so strong as I expected, so I had to give them more powers, so they can compete with the other pieces in the traditional set. The Castalia is now capable of both attracting and repelling. The latter is applied only on enemy pieces when the Castalia stops next to one. I suspect this double dislocation is unique. My latest dislocation piece is the Echidna.
For people interested in weak pieces, camels, etc., and short-range pieces, it seems like dislocation pieces could combine with them finely while they tend to be weak. There is much to discover in this field, but be aware that this family of pieces can become too wild and unpredictable if the movement and capture rules aren't restricted. /Mats
For people interested in weak pieces, camels, etc., and short-range pieces, it seems like dislocation pieces could combine with them finely while they tend to be weak. There is much to discover in this field, but be aware that this family of pieces can become too wild and unpredictable if the movement and capture rules aren't restricted. /Mats
Andy, no the Helmsman bounces whereas the Murmillo collides. The Murmillo is probably easier to understand. The bouncing, and the second leg leap pieces, are probably more difficult than the others. There is a table of bifurcation pieces here. My latest addition is the Provocator, which probably is quite good. I understand if people are sceptical towards bifurcation pieces, but at least certain of them are not difficult to master, and quite useful. They introduce new strategical and tactical themes. It becomes a different game if you introduce a new form of piece. Another interesting aspect is that it's become easy to introduce cannons in a Western context, while the cannon bifurcation pieces are more powerful than their Eastern counterparts. A counterpart of the Chinese cannon is the Crossbishop, and a counterpart of the Korean cannon is the Venator. But it's possible that colliding pieces are more easily accessible than leaping pieces. /Mats
I uploaded a bugfix to Castalia today. I really don't know if simultaneous repelling and attraction is that useful. But it's fun. Also the Naiad is capable of this now. Interestingly, a piece that did not need enhancement is the Alseid (uploaded a slightly improved version today). Due to the fact that it kidnaps from behind a screen it, for some reason, becomes much more dangerous. The Echidna has a similar property of repelling behind a screen. These two pieces seem powerful enough as they are.
It has become an obsession with me, this piece invention business, and I must now try to forget about this for a while. I think it's the mathematical properties which are so interesting, that is, how certain piece characteristics affect the game as a whole, its tactics and strategy.
/Mats
It has become an obsession with me, this piece invention business, and I must now try to forget about this for a while. I think it's the mathematical properties which are so interesting, that is, how certain piece characteristics affect the game as a whole, its tactics and strategy.
/Mats
To whom it concerns, I have now uploaded a bugfix to the Castalia, Alseid, Naiad, and the catapult pieces Belfry, and Turret. I had wrongly implemented them as if it was an 8x8 board. /Mats
Luc, please explain how it works in English. /Mats
It seems to be regular chess with a random rule which decides if a piece is allowed to go to a certain square. Otherwise the player has to choose another move. /Mats
My Leto Chess seems to have fallen between the chairs. Would some of the editors publish it, please. The Leto is a peculiar piece. http://www.chessvariants.org/index/msdisplay.php?itemid=MLletochess
My Leto Chess seems to have fallen between the chairs. Would some of the editors publish it, please. The Leto is a peculiar piece. http://www.chessvariants.org/index/msdisplay.php?itemid=MLletochess
No, it's exactly the same as a pawn, except for the the two additional knight leaps, which cannot be used for capture. No initial double-step oblique move. I don't know how useful the Scorpion is, except that it seems to work.
/Mats
This is not correct. My Brigadier is *not* the same as the 'Super General' in Supremo Superchess. The Brigadier moves and captures like a Queen but can also *capture* an enemy if there is another piece in between, and any interim squares are empty. However, in Supremo Superchess the 'Super General' can also jump *without capturing*. This makes an immense difference. The Super General's movement freedom is overwhelming, while the Brigadier's movement is much more restricted. So the Brigadier is not the same as Mr. Howe's unpublished Optima and Nova, either, as these, allegedly, use the Super General moves. Moreover, the Brigadier is a very useful piece. I, too, have discarded several piece inventions, but the Brigadier was found to work very well. I have implemented it in Zillions and tested it in several computer-computer games. It was found not to be overwhelmingly powerful, and the activity of the pieces remained distributed between the different pieces, i.e., the Brigadier did not move around too much. It's not possible to go between to protect a piece that is directly threatened by a Brigadier (because the Brigadier can capture by jumping). But this doesn't matter much because, while the Brigadier is so valuable, all pieces, except the king, can stay put if directly threatened by the Brigadier. A king standing on the same diagonal/orthogonal as an enemy Brigadier needs two pieces between itself and the enemy Brigadier to be protected. This is not hard to accomplish since the highly movable friendly Brigadier can be used as defensive piece. As to Fergus's 'uninvented' Tank and Bazooka: pieces must be properly tested, I think, before deciding whether they work. Moreover, such pieces could, after all, be blocked by a Bodyguard, which can stymie piece movement. So it also depends on the context if they can be used. Andy, I have never experimented with 'different armies' chess variants, although I always use this concept when testing the strength of new pieces. Pitting Amazons against Brigadiers is an interesting concept, which you could try to implement in some form. /Mats
MHowe, who cares who invented a certain piece, that's a trivial thing. What matters is the implementation, publishing documents about it, creating wortwhile variants, studies, or problems, and, above all, creating Zillions files, and e-mail presets. I really think you threw out this piece with the bath-water. People tend to think that such pieces are too powerful, like the Amazon. But the fact that they are powerful means that they have to back off when threatened by all other pieces. It calls for careful play, unlike a knight or a pawn who can attack at many occasions. /Mats
Of course, time will tell how a variant is evaluated. But you are wrong
about Zillions. It can be tweaked to play openings good, and to evaluate
the pieces correctly. I nearly always tweak the pieces, and give them new
values. That's why I try different alternatives and playtest them, and
also evaluate them intuitively. If the piece is too weak I often give it
new capabilities, like I did with the Ladon, the Castalia, etc. I also
encourage castling, and discourage early queen moves. All this is very
easy to do, and the effect is marvelous.
For instance, I altered the Korean Chess and Chinese Chess code in the Zillions standard versions. All I did, more or less, was to tweak the pieces so that their values became more correct. The result was that my tweaked versions won one match each against the standard Zillions versions. Both matches ended 6-0. So the effect is an immediate increase in playing strength. Please have a look in my zrf's and copy the tweaking code. It's a pity that people don't tweak their programs. Perhaps it's not always necessary, but in most cases it is, and suddenly the program is interesting to play against and the playtests are valuable.
Zillions can play chess very well, if pawn moves are encouraged in the opening, etc. I playtested my Saitek Travel Champion which is evaluated to Elo 2080 by USCF. This is a very proper evaluation, I think. This computer plays a very nice game of chess. I ran it against my Blindfold Chess (which contains some tweaking) at 10s per move in two games, and 30s per move in one game. The Zillions computer was a 1.6 GHz. The two first games ended 2-0 to Zillions and the last was drawn, although Zillions had a pawn up in the endgame. In the first game Zillions had a pawn up in the endgame, too, but it should have been a draw. The Travel Champion made a silly move however.
In the second game the Travel Champion was run over in the opening. Openings were well-known. The first was a Keres defence. The other a Caro-Kann, Panov variation, and the third a closed Sicilian. Zillions played better in the opening in all games, so the tweaking is effective. While the Saitek computer could put up some resistance, I would judge Zillions to be, perhaps, Elo 2150-2200, on an 1.6 GHz computer, because it wasn't that superior. Of course, more playtesting is needed. But a good guess would be at least Elo 2250 on a standard computer of today, that is, around 3.2 GHz.
People seem to underestimate Zillions's chess playing capacity greatly. It's a good program that plays an interesting game, at least when tweaked. Of course, against humans it would fare even better because we aren't used to playing these strange chess variants, with their strangely moving bifurcation pieces, etc. However, in standard chess, strong human chessplayers would know how to overcome it. /Mats
For instance, I altered the Korean Chess and Chinese Chess code in the Zillions standard versions. All I did, more or less, was to tweak the pieces so that their values became more correct. The result was that my tweaked versions won one match each against the standard Zillions versions. Both matches ended 6-0. So the effect is an immediate increase in playing strength. Please have a look in my zrf's and copy the tweaking code. It's a pity that people don't tweak their programs. Perhaps it's not always necessary, but in most cases it is, and suddenly the program is interesting to play against and the playtests are valuable.
Zillions can play chess very well, if pawn moves are encouraged in the opening, etc. I playtested my Saitek Travel Champion which is evaluated to Elo 2080 by USCF. This is a very proper evaluation, I think. This computer plays a very nice game of chess. I ran it against my Blindfold Chess (which contains some tweaking) at 10s per move in two games, and 30s per move in one game. The Zillions computer was a 1.6 GHz. The two first games ended 2-0 to Zillions and the last was drawn, although Zillions had a pawn up in the endgame. In the first game Zillions had a pawn up in the endgame, too, but it should have been a draw. The Travel Champion made a silly move however.
In the second game the Travel Champion was run over in the opening. Openings were well-known. The first was a Keres defence. The other a Caro-Kann, Panov variation, and the third a closed Sicilian. Zillions played better in the opening in all games, so the tweaking is effective. While the Saitek computer could put up some resistance, I would judge Zillions to be, perhaps, Elo 2150-2200, on an 1.6 GHz computer, because it wasn't that superior. Of course, more playtesting is needed. But a good guess would be at least Elo 2250 on a standard computer of today, that is, around 3.2 GHz.
People seem to underestimate Zillions's chess playing capacity greatly. It's a good program that plays an interesting game, at least when tweaked. Of course, against humans it would fare even better because we aren't used to playing these strange chess variants, with their strangely moving bifurcation pieces, etc. However, in standard chess, strong human chessplayers would know how to overcome it. /Mats
I do not understand Mr. Howe's attitude. I haven't 'claimed' anything. I have presented pieces and created good programs for them. I have given a commercial site the right to use all my inventions for free. They are working now to implement certain of my variants. I have posted this offer to Unenet groups, too. I wrote to Alga, too, and offered them my Chess Variants for free. I claim no copyright, or no such thing. This is good, as nobody, e.g., no game company, or American individual (who always think in terms of 'ownership'), can claim that they've invented these and prevent others from using them. By the way, what am I expected to do when inventing and implementing all these pieces? I only say that I created 'this' on 'this date'. Then nobody can claim copyright on it, or file for a patent. Then the piece can be used by anybody, also commercially. /Mats
MHowe, how could I possibly deny that I've implemented this piece for the first time in a variant? It's a simple fact. I am very relieved that you've twice assured us that you don't 'claim ownership' of this piece, which you haven't published anything on, and which you didn't invent, and which you didn't even think up. So now I don't have to be sued in court and can sleep well at night. What a relief! /Mats
Graeme, if you insert (move-priorities real-moves) then Zillions needn't waste time considering the tweak-moves (or does Zillions automatically give priority to moves with move-type?). /Mats
In fact, nothing has been established except 'Brigadier Chess', an unobjectionable chess variant. /Mats
Please don't discuss unpublished games, it's confusing. /Mats
Turret: moves like a queen, slings piece immediately behind itself to the square in front of the Turret's destination.
Belfry: moves like a rook, slings nearest piece behind itself to the square in front of the Belfry's destination.
Oxybeles: moves like a king, slings piece immediately behind itself to the fartest empty square, or the nearest enemy piece.
Mangonel: moves like a king, slings nearest piece behind itself to the fartest empty square, or the nearest enemy piece.
Trebuchet: slides maximally two steps, slings nearest piece behind itself to the square in front of the Trebuchet's destination.
Gastrophete: slides maximally two steps, slings piece immediately behind itself to the square in front of the Gastrophete's destination.
Amazingly, it is possible to implement catapults on the chessboard. These pieces work very well. They certainly belong in this medieval warfare game. See also medieval-castle-siege-weapons.com
As you can see the Oxybeles and Mangonel look very much alike. This is true also of the Trebuchet and Gastrophete. The only difference is whether they sling the nearest piece or sling an adjacent piece. I discovered that the latter type of catapult, contrary to expectation, seems almost as strong as the former. Although the nearest piece slinger has more opportunities of slinging pieces, the adjacent piece slinger can maneuver more easily, while it can avoid slinging pieces when this isn't favourable. This difference seems small but makes these pieces appear quite different.
It is now possible for anyone to implement many more kinds of catapults. My Zillions code isn't trivial, but all you need to do is to modify it a little to create different variations. For instance, it is possible to create a really powerful one that moves like a queen and slings *nearest piece* to the farthest empty square, or the nearest enemy piece. Only modify the code.
This could also be interesting to the short-range project. It is possible to implement a catapult that moves like a king, slings piece immediately behind to the square in front of the catapult's destination. This is a short-range catapult that could be named Short-range Mangonel (aka Mangonel), or Breacher, Slinger, Hurler, Onager, Ballista, etc. It is also possible to create a catapult which cannot hurl to empty squares, but only at enemy pieces. A catapult that hurls behind a screen is also possible (this was also how catapults sometimes were used in reality).
/Mats
Belfry: moves like a rook, slings nearest piece behind itself to the square in front of the Belfry's destination.
Oxybeles: moves like a king, slings piece immediately behind itself to the fartest empty square, or the nearest enemy piece.
Mangonel: moves like a king, slings nearest piece behind itself to the fartest empty square, or the nearest enemy piece.
Trebuchet: slides maximally two steps, slings nearest piece behind itself to the square in front of the Trebuchet's destination.
Gastrophete: slides maximally two steps, slings piece immediately behind itself to the square in front of the Gastrophete's destination.
Amazingly, it is possible to implement catapults on the chessboard. These pieces work very well. They certainly belong in this medieval warfare game. See also medieval-castle-siege-weapons.com
As you can see the Oxybeles and Mangonel look very much alike. This is true also of the Trebuchet and Gastrophete. The only difference is whether they sling the nearest piece or sling an adjacent piece. I discovered that the latter type of catapult, contrary to expectation, seems almost as strong as the former. Although the nearest piece slinger has more opportunities of slinging pieces, the adjacent piece slinger can maneuver more easily, while it can avoid slinging pieces when this isn't favourable. This difference seems small but makes these pieces appear quite different.
It is now possible for anyone to implement many more kinds of catapults. My Zillions code isn't trivial, but all you need to do is to modify it a little to create different variations. For instance, it is possible to create a really powerful one that moves like a queen and slings *nearest piece* to the farthest empty square, or the nearest enemy piece. Only modify the code.
This could also be interesting to the short-range project. It is possible to implement a catapult that moves like a king, slings piece immediately behind to the square in front of the catapult's destination. This is a short-range catapult that could be named Short-range Mangonel (aka Mangonel), or Breacher, Slinger, Hurler, Onager, Ballista, etc. It is also possible to create a catapult which cannot hurl to empty squares, but only at enemy pieces. A catapult that hurls behind a screen is also possible (this was also how catapults sometimes were used in reality).
/Mats
Greg, I always add 'preliminary estimate' after my evaluations because it is a continuous process. I recently discovered that I had probably overestimated my Ladon, so I modified its movement. When playtesting I use different criteria. In computer-computer games I can study how much the piece involves itself in the game. If it makes about the same amount of moves like the other pieces, then it seems to be a tactically useful piece, and its value could be on a par with the other pieces. Another method is to use different armies. On one side there are only traditional pieces, and on the other two traditional pieces less, but instead new pieces. While we know the values of the traditional pieces that have been removed, we can assume that the values of the new pieces are the same if the games tend toward equality. I have, using this method, often discovered that my new pieces could not compete with the traditional pieces, so I had to upgrade their powers, while I have restricted myself to the traditional piece context. As the traditional Western piece values are today perfectly established, its possible to tweak Zillions according to this. Zillions sligtly underestimates the knight, the rook, and the queen. This makes it exchange a queen for rook plus bishop sometimes, and it often avoids exchanging the bishop for a knight when this is advantageous. In most of my latest implementations I have corrected this. If one makes these tweakings, then Zillions is an excellent help when evaluating new pieces. /Mats
Good research work. I really expected another game with this interesting piece to be dug up sooner or later. I have added a link to zhou xia. /Mats
I have confined myself to conservative variants where I generally only input one new piece into a traditional Western rule context (and a board close to the standard size). But it's up to anyone to use my pieces in newfangled ways. People seem prone to construct very ambitious games that takes hours and hours to learn and to play. /Mats
You could always try, but I would suspect that the Chinese Cannon is too weak in the Western piece context. This piece has the same inferior mobility in the first half of the game as the rook. Probably it's enough problems with the rook. For this reason I introduced the bifurcation cannons, instead. They are stronger than the Chinese Cannon, and the Korean Cannon. Examples of relatives of the Chinese Cannon is the Crossbishop and the Crossrook.
The gustavian board is ideal for creating variants whose complexity is within human grasp, yet not too complex and long-winded. An obvious problem in Fide-Chess is that the complexity is somewhat too low (that is, for advanced players). This makes drawn games too probable. Tournament organizers often complain that players are too willing to accept a draw. But this is not the whole truth. Chess is actually rather drawish. An obvious example is the French Exchange: 1.e4 e6 2. d4 d5 3.exd5... What to do? Already at this stage we have arrived at a drawn position. Playing seriously for a win here would entail too great strategical risks. Capablanca tried to remedy this problem by introducing Capablanca's Chess. It is fun, but it could be argued that the tactical complexity here is too high for the general player. It's much about calculating variations and foreseeing combinations involving the very combinative extra pieces. The gustavian board could remedy this by its smaller size, and by introducing a pair of pieces that are less tactical (the Amazon, too, because of its high value, is less tactical than the Capablanca pieces). I have in many variants placed the knights at the corners. This seems to work very well. They are not too far away, while there exist routes to fine positions, the K3/Q3 squares, and the B4 squares, which are not easily accessible to a knight on its standard square. /Mats
The gustavian board is ideal for creating variants whose complexity is within human grasp, yet not too complex and long-winded. An obvious problem in Fide-Chess is that the complexity is somewhat too low (that is, for advanced players). This makes drawn games too probable. Tournament organizers often complain that players are too willing to accept a draw. But this is not the whole truth. Chess is actually rather drawish. An obvious example is the French Exchange: 1.e4 e6 2. d4 d5 3.exd5... What to do? Already at this stage we have arrived at a drawn position. Playing seriously for a win here would entail too great strategical risks. Capablanca tried to remedy this problem by introducing Capablanca's Chess. It is fun, but it could be argued that the tactical complexity here is too high for the general player. It's much about calculating variations and foreseeing combinations involving the very combinative extra pieces. The gustavian board could remedy this by its smaller size, and by introducing a pair of pieces that are less tactical (the Amazon, too, because of its high value, is less tactical than the Capablanca pieces). I have in many variants placed the knights at the corners. This seems to work very well. They are not too far away, while there exist routes to fine positions, the K3/Q3 squares, and the B4 squares, which are not easily accessible to a knight on its standard square. /Mats
This is a good initiative as it is hard to obtain information about this game. Korean Chess is a game with greater strategical depth than Chinese Chess. The Korean Elephant is of particular interest. I implemented a strong Zillions version here. /Mats
I was also intrigued by this piece. It introduces a new theme. It can make a startling jump into the enemy lines, create threats, and then leap back again. Scout is a befitting name. If anybody wants to study the characteristics of a certain type of new piece, how it affects the strategical situation, and what new tactical themes are introduced, then my conservative implementations are ideal. There is really no reason why the name Scout cannot be re-used in other variants. Today, there exist so many variants that we must accept re-using names to some extent. Most of the variants will fall into oblivion anyway. /Mats
A disappearing corner square seems to be a useful concept. In my Doublebarrel Chess I introduce a similar idea. There are no extra squares, but the extra pieces are placed beside the 8x8 board. When a rook moves away, the extraneous piece is automatically moved to the corner square. Should a rook be captured when it still hasn't left the corner square, then the extraneous piece is removed, too. The Doublebarrel is so powerful in the traditional setup that it was necessary to put it beside the board so that it doesn't run amok in the opening.
Another game which uses diagonal corner squares on a 9x8(!) board is Bolyar Chess (a traditional Bulgarian variant). Here the player gets a special bonus if he promotes a boat on the extraneous corner squares. The boat is then promoted to General (=queen).
An important aspect of the gustavian board is that the extra corner squares provide shelter for the king. This means that it's less dangerous to initiate a pawn storm on the king side. As it's easier to get the king out of the way, this improves mobility of the heavy pieces that can be placed on the knight- and rook files to bolster the flank attack. This strategical aspect, which benefits fighting chess, is a bonus of the gustavian board. Leaping pieces, especially those with long-leaping camel moves, benefit greatly from the extra corner squares, while the sliding pieces have no use for them, except the queen, which is somewhat benefitted. The reason for this is that the leaping pieces can use the extra corner squares when maneuvering./Mats
Another game which uses diagonal corner squares on a 9x8(!) board is Bolyar Chess (a traditional Bulgarian variant). Here the player gets a special bonus if he promotes a boat on the extraneous corner squares. The boat is then promoted to General (=queen).
An important aspect of the gustavian board is that the extra corner squares provide shelter for the king. This means that it's less dangerous to initiate a pawn storm on the king side. As it's easier to get the king out of the way, this improves mobility of the heavy pieces that can be placed on the knight- and rook files to bolster the flank attack. This strategical aspect, which benefits fighting chess, is a bonus of the gustavian board. Leaping pieces, especially those with long-leaping camel moves, benefit greatly from the extra corner squares, while the sliding pieces have no use for them, except the queen, which is somewhat benefitted. The reason for this is that the leaping pieces can use the extra corner squares when maneuvering./Mats
M. Howe: 'Leaping-riders can be awkward and unbalancing because of their
ability to attack through pawn walls...'
Of course, this 'brutal' aspect of the riders is solved in the 'Kwagga', which can only capture on the first leap. The Kwagga is used in Bodyguard Chess.
Possibly, it could be tried with a nightrider, too, if somebody cares to do it. /Mats
Of course, this 'brutal' aspect of the riders is solved in the 'Kwagga', which can only capture on the first leap. The Kwagga is used in Bodyguard Chess.
Possibly, it could be tried with a nightrider, too, if somebody cares to do it. /Mats
That's Chess256, if pawns are randomly placed only on second and third row. http://hem.passagen.se/melki9/randompawn.htm /Mats
When choosing 'Using HTML tags' when creating messages in this forum the lines become much longer than usual. It becomes awkward to read. If some of the editors could fix this. Please shorten the lines so that they are on a par with non-html messages, or at least, let the html code be so that the text remains within the window. /Mats
Editors, I've posted to you twice already. Please remove the following item: http://www.chessvariants.org/index/msdisplay.php?itemid=MLcolumbiad_ches It's doubly published. In this item I gave the wrong board dimensions. As there is no way of returning and fixing a mistake of this kind, I had to create a new item with the same name. But you have published both. /Mats
I suggest the following terminology for certain categories of chess pieces.
Runner pieces move like rider pieces, except that they can only capture on the first move in the series. An example of this is the Kwagga, which moves like a Camelrider, except that it can only capture on the first leap. This means that the Kwagga could also be called a Camelrunner. Another example would be the Wazir. If we allow the Wazir to move like a rook, but still only capture like a Wazir, then it's a Wazir-runner (remains to be invented, I suppose). In fact, the rook could also be called Wazir-rider.
Transformational pieces are pieces that change capacities depending on square colour, or row number, for instance. An example of this is the Elkrider.
Telekinetic pieces are pieces that can dislocate other pieces by moving towards them or from them. An example of this is the Echidna.
Catapult pieces are pieces that dislocate other pieces by hurling them over its head in the movement direction. An example of this is the Belfry.
Agglomerate pieces are pieces that combine two movement types (i.e. two pieces), but they move only with the one movement type, whereas they capture only with the other movement type. An example of this is the Constable. Agglomerate means 'clustered together but not coherent', which is a term that separates this piece type from the compound pieces.
Compound pieces simply combine two or more pieces. An example is the Amazon, which combines knight and queen.
Bifurcation pieces change movement from diagonal to orthogonal, or vice versa. An example of this is the Secutor.
These terms can be combined in order to categorize new pieces. For instance, it's fully possible to create an agglomerate transformational piece, or an agglomerate catapult piece. /Mats
Runner pieces move like rider pieces, except that they can only capture on the first move in the series. An example of this is the Kwagga, which moves like a Camelrider, except that it can only capture on the first leap. This means that the Kwagga could also be called a Camelrunner. Another example would be the Wazir. If we allow the Wazir to move like a rook, but still only capture like a Wazir, then it's a Wazir-runner (remains to be invented, I suppose). In fact, the rook could also be called Wazir-rider.
Transformational pieces are pieces that change capacities depending on square colour, or row number, for instance. An example of this is the Elkrider.
Telekinetic pieces are pieces that can dislocate other pieces by moving towards them or from them. An example of this is the Echidna.
Catapult pieces are pieces that dislocate other pieces by hurling them over its head in the movement direction. An example of this is the Belfry.
Agglomerate pieces are pieces that combine two movement types (i.e. two pieces), but they move only with the one movement type, whereas they capture only with the other movement type. An example of this is the Constable. Agglomerate means 'clustered together but not coherent', which is a term that separates this piece type from the compound pieces.
Compound pieces simply combine two or more pieces. An example is the Amazon, which combines knight and queen.
Bifurcation pieces change movement from diagonal to orthogonal, or vice versa. An example of this is the Secutor.
These terms can be combined in order to categorize new pieces. For instance, it's fully possible to create an agglomerate transformational piece, or an agglomerate catapult piece. /Mats
David, 12x12 is very ambitious. It risks becoming tedious. The pawns should probably promote earlier than 12th rank, like in Grand Chess. It seems like people have a fixation on composite pieces. It's yesterday's news, isn't it? Why not introduce some of the other piece types, which I described earlier (Terminology). /Mats
Telekinetic pieces, and catapult pieces, open up the possibility of immobile pawns, that is, pawns that can only move when being dislocated by other pieces, but still can promote at the last rank. /Mats
I have now introduced the Gladiatrix on an alternative board, the 'long-board' (is there a better name?), which is a Capablanca board stood on end. I found that, in this powerful piece context, the play on the H-board was somewhat cramped. The long-board has interesting properties. All the strategical factors, like the distance between the wings, remain the same as in standard chess. This type of big-board is also good for the knights. The pawns promote next to the last rank (that is, on the same rank as usual). By denoting the first rank as '0', one can keep standard chess notation. I believe that the long-board is a convenient way of introducing extra pieces, whilst maintaining a complexity that is not too far from standard chess. The gist is that the armies are not placed on the first rank, but on the next rank, while the first rank is left empty, except for the extra pieces. As the armies are near (that is, at the same distance as in standard chess), the forces will come into contact earlier. If one wants a game with early activity, this could be an important factor. /Mats
I don't think the game must be cancelled. If they cannot reconstruct, then they need only go back one move and the player in check must protect his king. From there they continue. Note that one needn't say check. One cannot capture the king so a game is never lost if one's king happens to be in check at the opponent's move. In 5-minutes blitz, however, it's sometimes allowed to capture the king. But the players should be agreed on this, then. /Mats
No, a new game shall not be started (that is only when the initial position was wrong). The Fide laws say:
7.4 If during a game it is found by the arbiter or one of the players that an illegal move, including not exchanging a pawn who reached the last rank for a queen rook, bishop or knight and capturing the opponent’s king, has been completed, the position immediately before the irregularity shall be reinstated. If the position immediately before the irregularity cannot be determined, the game shall continue from the last identifiable position prior to the irregularity. The clocks shall be adjusted according to Article 6.14. Article 4.3 applies to the move replacing the illegal move. The game shall then continue from this reinstated position.
After the action taken under Article 7.4(a), for the first two illegal moves by a player the arbiter shall give two minutes extra time to his opponent in each instance; for a third illegal move by the same player, the arbiter shall declare the game lost by this player. If the opponent cannot checkmate the player by any possible series of legal moves even with the most unskilled counterplay, the arbiter shall decide the result of the game.
7.4 If during a game it is found by the arbiter or one of the players that an illegal move, including not exchanging a pawn who reached the last rank for a queen rook, bishop or knight and capturing the opponent’s king, has been completed, the position immediately before the irregularity shall be reinstated. If the position immediately before the irregularity cannot be determined, the game shall continue from the last identifiable position prior to the irregularity. The clocks shall be adjusted according to Article 6.14. Article 4.3 applies to the move replacing the illegal move. The game shall then continue from this reinstated position.
After the action taken under Article 7.4(a), for the first two illegal moves by a player the arbiter shall give two minutes extra time to his opponent in each instance; for a third illegal move by the same player, the arbiter shall declare the game lost by this player. If the opponent cannot checkmate the player by any possible series of legal moves even with the most unskilled counterplay, the arbiter shall decide the result of the game.
Ken, it doesn't prove anything that they placed their bishops in the corners in those rapid games. It was probably only out of curiosity or convenience. One should have as few restrictions as possible. If there is no real reason to prohibit placing the bishops in the corners, then it should be allowed. Don't rush to conclusion. Use any chess program to set up a position where one party has the bishops at the corners, and the other party has his bishops on the bishop files. Then you let the program play against itself in several games. From this you can judge whether it's too advantageous to place the bishops in the corners. I suspect it has both pros and cons, so it should be no problem. /Mats
This variant employs a new(?) way of introducing extra pieces on the standard board. It is also described here. My Zillions implementation plays it well. This method can also be used in other variants. Seirawan advances it as a possible way of playing chess in the future. What do you think of it?
/Mats
/Mats
Seirawan Chess. This variant employs a new(?) way of introducing extra pieces on the standard board. It is also described here. My Zillions implementation plays it well. This method can also be used in other variants. Seirawan advances it as a possible way of playing chess in the future. What do you think of it?
/Mats
/Mats
I am sceptical of this variant because the bishops will tend
to get exchanged too easily (by moving one's bishop from the initial square, offering exchange, while simultaneously guarding one's bishop with a hawk. As the bishop (especially when
fianchettoed) is the positional piece par excellence, I think this
game will be lacking in many positional qualities, especially since
the Elephant (N+R) and Hawk (N+B) are such tactical pieces. Something that will
help to remedy the problem is to restrict the entry squares of the
Hawks. My suggestion is that the Hawk should not be able
to enter on the bishop files, and, perhaps, the Elephant should not be able to
enter on the knight files. In other words, the external pieces should only
be able to enter when king, rook, or queen moves. (Trenholme implemented the same pieces on the Gustavian board. Perhaps it's better.)
/Mats
/Mats
I have now implemented a variant which doesn't allow piece entry when the bishop moves. This is done in order to make it more difficult to exchange bishops. /Mats
Yasser let me know that the intellectual rights of Seirawan Chess are “pending” as patents and trademark issues are worked out. If the intellectual rights are approved the game will be “commercialized”, including a book and program. Right now they are getting the physical pieces produced. It wouldn't be correct of me to publish my Zillions program, then. But it is a little curious since everything about the variant is traditional. /Mats
My fondness for cannons has led me to a new type of cannon: the Swedish Cannon. As long as there are jump moves, the Swedish Cannon functions like a Korean Cannon, it both slides and captures after the jump. However, and here's the fine thing, when the Swedish Cannon cannot jump it may slide like a rook, but without capture. This makes it stronger than both its counterparts, the Chinese Cannon and the Korean Cannon, and easily integrable in a Western piece context. A Zillions program and more information is here. My 'febrile creativity' is good for future constructors. These pieces and game rules will never be confiscated in patent registrations, etc. The Swedish Cannon could be useful in an Eastern piece context, too. It's as fun as a Korean Cannon, but it's easier to handle, while it will never become stranded.
/Mats
/Mats
Yes, but it should also be able to slide like a rook if there
are no jumps. Then it's a strong piece, I suppose. Try it out!
By the way, I have just uploaded a new improved version of my
Swedish Cannon Chess.
/Mats
are no jumps. Then it's a strong piece, I suppose. Try it out!
By the way, I have just uploaded a new improved version of my
Swedish Cannon Chess.
/Mats
I have totally reworked my Swedish Cannon Chess now because
pieces were exchanged too easily. Now I introduce a new drop
mechanism whereby the external piece must be dropped on a pawn
on the second rank, which is automatically relocated. Very useful.
By the way, my Meteoric Chess zrf is now much stronger. /Mats
pieces were exchanged too easily. Now I introduce a new drop
mechanism whereby the external piece must be dropped on a pawn
on the second rank, which is automatically relocated. Very useful.
By the way, my Meteoric Chess zrf is now much stronger. /Mats
Perhaps it's about the same piece density, then, because Seirawan Chess has two pieces more. A Tutti Frutti zrf can be downloaded from the Zillions site, here. As Seirawan Chess is defined it's not particularly good, because the bishops gets removed too easily. These two variants are probably better. But one thing amazes me, namely the immense popularity of the Archbishop and Chancellor. Seirawan Chess has a co-author, namely Bruce Harper. Video clips of the Seirawan Chess simul recently held is here. They plan to create Seirawan Chess tournaments. What's so strange is that they cannot see the variant's obvious flaw. /Mats
The problem with the Elephant (Chancellor) and the Hawk (Cardinal), which are known from Capablanca's Chess, and hundreds of other variants, is their tactical intricacy. They are super-knights, and in this capacity they can create a maximum of new threats: eleven enemy pieces can be exposed to new threats in one single move. A knight can threaten seven pieces (not counting the square from which it came). A queen can create six threats (not counting two on the diagonal/orthogonal from which it came). A bishop, and a rook, can create two. A Korean or Swedish Cannon can create three.
We know that amateurs have great problems with the knights, because of their notorious capacity of making double-threats. So how will they fare with eight knights on the board, four of which are super-knights? The Elephant and Hawk are ideal for professionals because they can make use of their tactical superiority, instead of having to slowly grind down their weaker opponents in long positional games. But will such a game really be attractive to amateurs? In practical endgames, especially, these pieces are practically unforeseeable for the weak player. I'd wish they had opted for pieces with positional qualities. Although these pieces are attractive, their intricacy make them inaccessible to the amateur. For this reason I am surprised to see how many variants exist that employ these pieces.
/Mats
We know that amateurs have great problems with the knights, because of their notorious capacity of making double-threats. So how will they fare with eight knights on the board, four of which are super-knights? The Elephant and Hawk are ideal for professionals because they can make use of their tactical superiority, instead of having to slowly grind down their weaker opponents in long positional games. But will such a game really be attractive to amateurs? In practical endgames, especially, these pieces are practically unforeseeable for the weak player. I'd wish they had opted for pieces with positional qualities. Although these pieces are attractive, their intricacy make them inaccessible to the amateur. For this reason I am surprised to see how many variants exist that employ these pieces.
/Mats
So how can we address this problem of the future of chess? Not all players are attracted by Fischer Random, either, although it's a good training variant. Firstly, the standard position has a great advantage. White's position is slightly better so that he can develop an initiative. It is simply the most harmonious and best position of all 960. Secondly, an important part of chess is to prepare your own variants, and to acquire specialist knowledge of certain variants. This is all gone with Chess960.
Nevertheless, even if the problem only concerns professionals, it's necessary for us to address the problem. We can't allow the professionals to dictate the future of chess because then chess will become overly technical, like the examples of Chess960 and Seirawan Chess. This is obvious also among the grandmasters who want a shortening of the time limits, something that will also increase the technical aspect of chess.
Probably most chessplayers want a standard position to start from, and not too much anarchy. We must question whether it's possible, then, to improve Seirawan's suggestion, and introduce pieces that are less tactical than those super-knights. The Swedish Cannon is an interesting piece that introduces new tactical themes (there are, of course, many alternatives). Its value seems to correspond to a bishop. To simply introduce a single external piece by way of pawn-relocation could be a way of vitalizing chess. Between the rounds one can alternate between standard chess and the new variant: Swedish Cannon Chess
/Mats
Nevertheless, even if the problem only concerns professionals, it's necessary for us to address the problem. We can't allow the professionals to dictate the future of chess because then chess will become overly technical, like the examples of Chess960 and Seirawan Chess. This is obvious also among the grandmasters who want a shortening of the time limits, something that will also increase the technical aspect of chess.
Probably most chessplayers want a standard position to start from, and not too much anarchy. We must question whether it's possible, then, to improve Seirawan's suggestion, and introduce pieces that are less tactical than those super-knights. The Swedish Cannon is an interesting piece that introduces new tactical themes (there are, of course, many alternatives). Its value seems to correspond to a bishop. To simply introduce a single external piece by way of pawn-relocation could be a way of vitalizing chess. Between the rounds one can alternate between standard chess and the new variant: Swedish Cannon Chess
/Mats
Chess isn't complex enough in today's computer age. We need a more complex game. But as I pointed out, we needn't abandon traditional chess. If a player in the first move 'tables' the extra piece (e.g. Swedish Cannon), then the game will be played with a later possibility of extra piece entry. If both players, in the first move, refrain from 'tabling' the extra piece, then the game will be traditional. In this way there is a choice, and chess keeps its link to history. /Mats
I implemented this feature (optional extra piece) in Alternative Chess.
/Mats
/Mats
Glenn, it is true that the amount of opening lines is very central to the long-term vitality of a variant (i.e. if it can survive theorization). If we go back to Kramnik - Kasparov World Chess Championship 2000. How inspiring was this to the vast majority of amateurs? In the eyes of the experts it was probably a good and interesting match. But can amateurs really appreciate the Berlin defence with queen exchange, where the result is a draw in game after game? Of course, the promotive effect would have been greater had they played King's gambit, or the Evan's gambit in the Giuoco Piano. But such openings are obsolete among the elite. Had the possible opening lines been vastly greater, then white needn't try to prize open that stubborn defence in game after game. But Kasparov is forced to play 3.Bb5 because 3.Bc4 is a draw. It is as simple as that! King's gambit is a draw, too, or possibly worse. Do you see my point? The grandmasters are facing a problem in the openings which risks making the game tedious. They have to rely on 'Fritz analyses to the 45th move' in that particular critical variant. Soon we must rename the World Championship to 'The World Championship in Opening Preparation With The Aid of Computers and Seconds.' I'll have a look at Tiger Chess. /Mats
I have now added Swedish Cannons to my 10x10 Mastodon Chess. Note the obvious advantages with this type of cannon in this 10x10 context. It is very mobile while, unlike the Chinese Cannon, it jumps both when moving and capturing. In the initial position it can slide along the first rank because the condition is fulfilled that there exist no jump moves. /Mats
In order to know how the Chinese Cannon fares in this congested situation one would need to test this in a Zillions program. The situation is quite different compared with Chinese Chess where there are always open lines. /Mats
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