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Arimaa has a special set-up step at the start of the game where white (gold) arranges all his pieces on the board, and then black (silver) gets to arrange his own pieces after seeing white's arrangement, and then white gets the first move. Seeing your opponent's piece arrangement before arranging your own pieces can only be an advantage, so in this case each side receives an asymmetrical advantage in the opening, and it's not obvious how to compare them. It may be less a case of the first-move advantage being small, and more a case of these two advantages canceling out. Or not; I'm just speculating wildly.
The first move advantage (for white) is negligibly small in Marseillais Chess (balanced). Since this is aside from the topic at hand ... If you are interested in the numerical breakdown for the white-black-black-white turn order, send me a private message (E-mail) and I'll gladly send you my 3-page file (*.pdf).
Very very interesting topic. I try to put some input: 1. About a minimal modification of FIDE chess for lowering the 1st-move ad. If promotion is so much important factor in causing the 1st-move ad, we can just weaken the promotion, i.e. promoting the pawn to a ferz. 2. What do you think about the 1st-move ad of Balanced Marseillais chess? 3. I think it is quite safe to say that, in general, with the increasing complexity (size of the game tree) of a chess variant we have a decreasing the 1st-move ad, due to the “noise†factor. In that respect I expect the 1st-move ad is much low in Chief than in FIDE chess. 4. I read in Arimaa the 1st-move ad is considered null (even if it is a race game). What do you think about that? Maybe not null but very very small… The reason maybe is because the very high complexity of the game. (Or maybe it relevant the shortrange nature of the pieces too.) 5. About detecting the strength of the 1st-move ad in Chief. You can play Chief with the first player passing the first 5 (or more) turns.
All of the stats I referenced came from the Wikipedia article. I cannot say whether or not other important stats, discoverable somewhere on the internet, were not noticed by the editors there. I strongly opinionate your theory must be correct that, due to the first move advantage (by white), victories for white require fewer moves (on average) than for black. No matter how important a given number move is, I notwithstanding always ascribe the move preceding it to be slightly more important because it was critical to making the given number move which followed it possible and so forth. Moreover, both players normally have many choices. Ultimately, the move that precedes all others and cannot itself be preceded is the very first move of the game (by white).
Derek, that's an interesting little bit of figuring. And your win %ages throw a stronger light on the problem. With a 55% - 45% white ad, white wins an excess of 22%. Figure ~ 38% draws - Derek, are there more stats available from those datasets? - and knock 19% off each number, to get an estimate of the pure won-loss stats, and you get 36 - 26, or about a 38% excess of white wins over black wins, a + 1/3rd to + 2/5ths range for 1st move ad. Here's a question: what are the average lengths of white victories vs black victories [vs draws]? Does white win faster than black? Or to put it the other way, does black need extra moves to win to make up for white's advantage? [And how do draws compare? Does that tell us anything?] As for the most important moves in a game, hasn't it been your experience that in decently-played games, there are usually a few turning points? I wouldn't think the first or the last move would be *the* most important. I would expect maybe half-a-dozen moves or more to be of roughly equal importance, anyway.
> it seems to me you are essentially saying that any game with promotion would have pretty much the same white first move advantage, if I understand you correctly. At least, it appears to me that it follows from everything you've said. Well, nearly so. There could be additional advantages on top of being closer to promotion that can be achieved an just a few moves, and they would add to the first-move advantage. Like 'developing' pieces, e.g. by increasing their general mobility, or specifically directing them against a weak spot in the opponent's setup. Another caveat is that the promoting pieces should be short-range. In a game where only Rooks promote (to Dragons, say, like in Shogi), advancing a bit would not be helpful. They could promote in a single move wherever they are; this only depends on whether the file is open, not on their location in the file. In Chief there is no promotion, so advance is not likely to be worth much, as the initial position is already quite open. (I could imagine that even in Shatranj, with hardly significant promotion, advancing all pawns of one side by one rank would still be helpful to that side, because he can use the open rank to laterally move his pieces, especially Rooks.) But IMO there still should be an advantage to having the move, as moves can be used to set up an attack formation. In particular by concentrating your pieces for attacking on a single point along the lines of the opponent formation, which is laterally spread over the entire board. Spreading is bad strategy if there is nothing worth defending. Against a concentrated opponent, part of your army will be outgunned, and there is no compensation where your army outguns the opponent, because there is no opponent to kill there. (And taking the undefended area does not provide any gain, as empty area isn't worth anything in absence of promotion.) So part of your power is wasted. This is why I think of the Chief array as 'undeveloped', so that sitting idle is a bad idea, and will quickly lead to a lost position if you do it too long. (And the opponent uses the opportunity to contract his forces in the central 6 files of the board laterally, say).
Okay, HG, it seems to me you are essentially saying that any game with promotion would have pretty much the same white first move advantage, if I understand you correctly. At least, it appears to me that it follows from everything you've said. The "linearity" that bothers me - it's because it is set up after the game is over - there is a calculated win. This comes about because one side is advanced a rank. I ask how this happens. If white just starts out on ranks 2 and 3, then the advantage for white is literally a shorter distance to promote, and the game is unfair at that point. If the players fought it out until that point was reached, well, 3/8ths of games are draws, which means 5/8ths are won or lost. I don't have a problem with saying that white outplayed black enough to gain the step and thus the game. If the position at our starting to contemplate the situation is such that white wins, then either the situation was set up unfairly to begin with, or white outplayed black enough to create the situation. Am I missing something? [I could be - my sinuses been messin' with me lately, and that will turn me brain-dead.] Why doesn't black have equal chances to promote?
Due to advances in opening book theory and the introduction of chess supercomputers in recent times, I regard the most recent estimates of the first-move-of-the-game advantage (by white) in Chess as the most reliable and accurate available. These fall generally in the 54%-56% range as wins for white. Specifically, I find the "chessgames.com" results of 55.06% and CEGT results of 55.40% wins for white the most compelling. Also, it is noteworthy that the CEGT results (involving computer AI players exclusively) eliminated what a few fuzzy thinkers once considered a legitimate possibility that "psychological factors" were solely, artificially responsible for white's first move advantage. I was intrigued by Joe Joyce's assessment that white's first move advantage, as established statistically, is higher than one would intuitively expect. So, I devised a method to define and quantify it mathematically based upon what is dictated by the white-black turn order itself to discover what is actually predicted. The amount of the all-but-proven first move advantage by white now seems quite appropriate to me. Note: The following table can be adapted to any chess variant with a white-black turn order. Its use is not restricted only to Chess. first move advantage (white) white-black turn order http://www.symmetryperfect.com/shots/wb/wb.pdf 2 pages I've read that the average game of Chess runs appr. 40 moves. So, I completed series calculations for 40 moves. However, anyone is free to extend the series calculations as far as desired using a straightforward formula. Of course, white's first move advantage is greatest at the start of the game, gradually reduces and is least at the end of the game. The "specific move ratios" simply compare how many moves each player has taken up to every increment in the game. [The ratio is optionally presented at par 10,000 for white.] The "average move ratios" average all of the specific move ratios that have occurred up to every increment in the game. [The ratio is always presented at par 10,000 for white.] In the example provided, a simple (unweighted) average is used whereby no attempt is made to unequally weight the value of the first move of the average-length game (white's move #1) compared to the value of the last move of the average-length game (black's move #40) in accordance with their relative importance. At par, the "chessgames.com" results can optionally be expressed as 10000:08162. At par, the CEGT results can optionally be expressed as 10000:08051. The table results are 10000:09465 (at black's move #40). This accounts for only 27.45%-29.59% of the observed statistical advantage (for white) which brings us to the crossroads: Those who support the theory that the last move of the game (the checkmate move) is the most important and valuable should employ a steep weighted average defining this linear function. Unfortunately, doing so will cause the table results which are already too low for Chess to become significantly lower, rendering the irrefutably-existant first move advantage utterly inexplicable. Those who support the theory that the very first move of the game is the most important and valuable should employ a steep weighted average defining this linear function. Fortunately, doing so by the appropriate amount will cause the table results which are too low for Chess to become significantly higher, roughly in agreement with the observed statistical advantage (for white).
> so however many turns it takes to promote that first pawn, that's as fast as the game can possibly go, so I do see it as fast. Well, so apparently in any game with promotions the promotions will eventually become 'fast', no matter how deep the board, or how slow the Pawns. So it doesn't really put a restriction on anything, when you said before that 'promotions can only affect a game when they are fast'. > And by "linear", I mean in that situation, there is nothing else you can do. It has gone from game to puzzle once there is a guaranteed win that a human expert can conceivably see. But this is how all Chess-like games end: either in a mate-in-N checkmating problem, or in an elementary end-game like KQK or KPK. The point of my example is to show that even a small advance in games with promotion becomes totally decisive, no matter how deep the board. A large fraction of the games will reach a position which is drawn, but would be won if one of the sides had just advanced one rank. So you cannot afford to wait for the opponent to come towards you even if he is still very far away, as you could in 16x120 Chief. Just letting him step one rank forward (even if only his Pawns do it, or some of his Pawns) turns so many of the possible endings of the game from draws to losses that it gives you a significant disadvantage. If you are in a position with a Pawn structure that would make a lost Pawn ending, even if you have still pieces it gives you a significant disadvantage, because you can no longer afford to trade the pieces. Many winning strategies of the opponent could be based on this (putting you in a position where you can only prevent the loss of more Pawns by trading), and you cannot match them with the reverse threat.
In your last example, HG, promotion is the only thing that can happen to change the current game state to one in which a win can occur. And the pawns are essentially isolated, so however many turns it takes to promote that first pawn, that's as fast as the game can possibly go, so I do see it as fast. And by "linear", I mean in that situation, there is nothing else you can do. It has gone from game to puzzle once there is a guaranteed win that a human expert can conceivably see. Or, maybe better [and maybe not], once the situation has clarified enough that it is calculable through to mate. I think I want to go back to what 53% - 47% actually means, and how I see white's FIDE 1st turn ad as very significant. That 6% difference is ~1/8th of the 47% black points or nearly 13% right there. But ~3/8th of the games are draws, and to see a pure win-loss percentage, I discard these, and see about a 34% - 28% win-lose there, translates to a roughly 23% advantage for white. That is the number I am trying to reduce toward zero with the Chief series.
HG, your comment shows up okay in this thread. Sorry I don't have the technical skills to correct the main comments page. And as far as losing lengthy posts, you have my complete commiseration and understanding. A software update and auto-reboot killed the lengthy comment I was about to post. Jeremy, I cannot answer your question exactly about first move advantage. Ben has the right of it from a FIDE perspective. The "noise" I talk about is essentially the jockeying for position players do during a game. And I do see the noise of the games as they change away from something with a 1st move ad to something without, or essentially without, as drowning out the ever-diminishing 1st move ad at some point. If the 1st move ad is 0.1%, but the statistics are only accurate to +/- 0.05%, then the 1st move ad could be just the extreme end of normal fluctuations. It's statistically very unlikely, but possible. I think it is legitimate to say there is no 1st move ad in that case. Now, if the 1st move ad is reduced by 95% - 99+%, I concede you are right literally, but I would consider it both a moral victory and "close enough for government work". But I would need a statistical "proof" there was a first move advantage of any size in Chieftain Chess, because I really have trouble visualizing, given the specific rules and setup of this game without promotion, how there can be a 1st move ad for white if black can skip the 1st turn without detriment. I see no need for all chess games to follow only the behaviors exhibited in FIDE, and no others. Please note this does not mean there is no advantage in continuing to move without an opponent response, nor does this mean that once the armies close, either side can afford the luxury of skipping a move without the very high likelyhood of losing pieces. It is just that this cannot happen in Chief in the beginning because the pieces are not close enough together. HG, you said it well when you said the setup in Chief leaves the pieces in lousy positions. From a chess perspective. I see it from a wargame perspective, and see 2 idealized armies, each with 4 equal divisions, arriving in remarkably good order at the edges of a battlefield. That good order is very flexible, allowing a fairly rapid deployment of forces and pretty easy shifting around, in the immediate area. Only 4 of 32 pieces/side are even out of immediate command control in the setup, and not only are they all supported by units in control, but those 4 units can be brought within control range on the first move, and 2 of them moved. Players start with very tight control of their armies. The problem to be solved in the game is that the force is spread evenly across the board, and with all short range pieces slowed a little by leader requirements, it not only takes a few turns to concentrate your strength, it takes a few turns to come to grips with your opponent, more or less telegraphing your offensive strikes. [A good reason for 4 or even more moves/turn/player.] You must get your whole army in close and tight before you can do any real damage. The tactics and strategy of the game are different from FIDE, which I see as more of a "sniper" type game, where long range pieces shoot across the board for an attack. It's the difference between a boxer and a puncher, maybe. But this is why I say there is no first turn advantage in the original Chief, and I would want to see the numbers for an ad in Chief with promotions before I would grant it. I won't deny I see the strong possibility of a 1st turn ad **EDIT: in Chief with promotions,** but don't have any reason to believe, given the above, that it is anywhere as close to significant as it is in FIDE. Promotion should reduce the number of draws in Chief, however. And I already have a "chief" icon without the gray shading, to distinguish between "royal and non-royal" chiefs. And there is the further option of allowing promoted pieces to "self-activate", which would not count against any individual leader's activation point for the turn, but which would count against the total activations allowed/turn, something successfully playtested in larger Warlord variants.
Uh? What I posted yesterday in response to Joe now shows up as a post of George??? I think it only makes sense to talk about an advantage in the context of fallible play. It is a well-kow problem that 'perfect play' from a drawn position based oly on game-theoretical value of the positions is very poor play, often not able to secure a win even against the most stupid fallible opponent. E.g. take a position from the KBPPKB ending, which is drawn because of unlike Bishops. Perfect play by the strong side will then usually sacrifice its Bishop and two Pawns after some moves, being very happy that KKB is still a theoretical draw. Good play distinguishes itslf from perfect play in that you try to induce your opponent to make errors (which is no longer possible in KKB, but quite easy in KBPPKB). This, however, requires opponent modelling: you have to know which errors are plausible. Otherwise you get silly play, where the stronger side tries to trade all material as quickly as possible in a drawn situation (hastening the draw), because he sees that after any trade the opponent has only one move that doesn't lose, namely the recapture of the traded piece. This would work quite well against a random mover, but most opponents are stronger than that.
Well, as long as white sometimes wins and black sometimes wins, the "noise" is large enough to overcome all other factors SOME of the time. But if you collect a giant database of master-level games and find that white is winning 53%, then I think it still makes sense to say that white had an advantage, regardless of the theoretical perfect-game result. SOMETHING has to be responsible for the fact that white wins more often than black. So if white wins only 1% more than black, or only 0.1% more, or only 0.01% more, at what point do you declare that the noise has "overwhelmed" the signal and that there is now "no" advantage? I don't see any non-arbitrary way to draw a line anywhere other than zero exactly (i.e. the point where the advantage passes from white to black). So I'm assuming that the "advantage" is the hypothetical difference in win rate between white and black that we would converge upon if we sampled an ever-larger number of games played by "skilled" players. The definition of "skilled" is a bit hand-wavey and probably depends on context, but I think the rest of that is rigorous.
It seems that most of you already know this, but maybe it's still helpful to note that there is a definite answer for who wins chess given perfect play on both sides (white, black, or neither [draw]). This is true of any chess variant that involves a fixed turn structure, perfect information (& no randomization), and finite length (here's where we need something like the 50 turn rule). So, in the mathematical sense, any such chess variant either has a perfect 1st turn, perfect 2nd turn, or absolutely no advantage. Joe keeps referring to "noise", which is how we can manage to talk about a 1st turn advantage without the mathematics making it boring. So far no one has actually defined the framework of the question, but it seems generally to be accepted as referring to people's current thoughts on optimum strategies, and how those interact. I suppose to make this rigorous we would want to define the fuzzy value of positions (it's unclear how to do this, though current chess programs are probably a good starting idea), then allow for some randomness in the players' moves that biases toward high value positions. Then I think we should say there's "no" advantage if the probability distribution of wins-draws-losses given this framework has no advantage with statistical significance. So we say there's no advantage if the noise drowns out whatever perfect mathematical advantage actually exists. (I think this is essentially what Joe has been saying?)
> Ah, HG, to me the setup you describe is maybe too linear to adequately represent the situation. No idea what you mean by 'too linear'. But note that this could be the initial position of a very siple Chess variant, and has only short-range pieces. > I agree things like this can happen in a game, somewhere, somewhen, but only after a considerable amount of precursor action. The point is that in games between strong, approximately equal players most games eventually get to the stage of a Pawn ending, or where you can threaten to convert to a Pawn ending. If all such Pawn endings are always won for one side (because he advanced one rank more than the opponent), it has a huge impact on the win percentage. > Further, I see the 75 moves as minimal, because that is the least amount of time it takes for anything significant to happen in the game as it is set up. Nobody can win or even really threaten another piece seriously in less than 75 turns, so I do see that as a minimum number of turns to promotion. Again not sure what you want to say with this. You mean that irrespective of the depth of the board, promotions are always 'fast'? But then this doesn't seem to mean anything. > Throw in a knight or two, and you change the equation. But then neither of us can say for sure what would happen then [although probably not much, once you consider what a couple pawns and a knight could do against a couple pawns and a knight, when all pawns are passed but 75 moves from promotion...] Well, with more pieces without mating potential you obviously have to add more Pawns as well, or it will be a trivial draw (because you can easily devote a minor to blocking a Pawn, or even sac it). But I don't think it changes much. There will be many positions where you win when you move them up just a single rank, which are draw whan you don't. The only way to know the impact for sure is to play a couple of thousand games, where you advance one of the sides comapred to the other (i.e. FIDE on 8x10).
I feel I need to ask again whether you are arguing about the SIZE of the first-turn advantage, or the EXISTENCE of the first-turn advantage? Because you said earlier you were arguing over its existence, but all of your arguments seem to be about its size. You could be a thousand moves away from mounting a credible attack, but that doesn't mean the value of a move is zero. After you move, you will only be 999 moves away from a credible attack, which surely must be at least a tiny bit better than 1000? Your typical player probably won't notice that advantage. But then, a lot of players probably don't notice the first-turn advantage in FIDE, either. Small is not the same as zero, and what counts as "small" depends on how good you are and how many times you're playing. And zero first-turn advantage isn't even necessarily desirable. Suppose we have a game where players are allowed to pass on their turn, the initial array is symmetrical, and the players know that there is no first-turn advantage. Since there is no first-turn advantage, passing is (by definition) at least as good as anything else you can do on your first turn, so you might as well pass. Then the second player is in exactly the same position as the first player on his first turn, so he might as well pass. So not only is the perfect strategy obvious, it's also incredibly boring. But even if passing isn't allowed, the first player either has a move that is EXACTLY AS GOOD as passing--which I'm not sure is possible, and I don't think it changes the outcome compared to allowing passing--or else the best possible move is WORSE than no move at all, which means we've simply traded a first-turn advantage for a SECOND-turn advantage. All else being equal, I think we want the first-turn advantage to be "small". We might even want people to be uncertain whether the advantage lies with the first player or the second player, perhaps by using an asymmetric starting array or placing special restrictions on the first move (such as moving half as many pieces as normal). But if you could somehow prove that the first-turn advantage was exactly zero, I think that would probably end up being bad (not so much because the advantage was zero, but because you were able to prove it).
Ah, HG, to me the setup you describe is maybe too linear to adequately represent the situation. I agree things like this can happen in a game, somewhere, somewhen, but only after a considerable amount of precursor action. Further, I see the 75 moves as minimal, because that is the least amount of time it takes for anything significant to happen in the game as it is set up. Nobody can win or even really threaten another piece seriously in less than 75 turns, so I do see that as a minimum number of turns to promotion. Throw in a knight or two, and you change the equation. But then neither of us can say for sure what would happen then [although probably not much, once you consider what a couple pawns and a knight could do against a couple pawns and a knight, when all pawns are passed but 75 moves from promotion...] As for the extra commoner, It can be a guaranteed win. What is necessary is to form a wall across the board with all your pieces, including your 4 chiefs and 1 extra commoner, then slowly move it forward until you can pin the opponent against a side and force an exchange of pieces and finally, chief for commoner. This requires you hang onto all 4 chiefs. With them and 1 commoner, you can wall off the board, then start your advance. It will take much maneuvering, as you must always block the opponent from either breaking out or exchanging one or more leaders.
Too bad my long answer I posted to this is now gone. Anyway, the most important point was that I didn't agree: On the 8x80 board take a symetric position with a King, a and f Pawn for white on the 4th rank, and a King, c and h Pawn for black on the 77th rank (counting 1-80). You would only have to move that entire position up 1 rank, and it becomes an easy win for white. Despite the fact that promotion is at least 75 moves away.
Nuts, I'm still not clear enough. HG, thank you for being willing to consider that Chief has no first move advantage. To clarify my position, it's very clear that black has to start responding within a few turns of white starting to move, or black will be crushed. And a move advantage will show up after a few turns. On the 16x120, or the 8x80, black *has* to come up to meet white, or clearly black cedes an advantage to white. To clarify what I mean by "fast" promotion, I mean promotion can occur in a minimum of turns, that it's only 2 or 3 steps [moves remaining] to promote. This can occur any time during the game, and may occur 78 squares down the chessboard in turn 497. "Fast" is meant only for the immediate situation, not how long it takes to get there. And that is why you are clearly right that there is an advantage to pushing down a very long board, if you can push far enough. On the 8x80, if I met you at row 30 instead of row 40, there still wouldn't be any significant value to promotion. However, if I met you at row 8 or 10, then clearly there is a value to promotions down the road, because we know promotions happen on 8x8 and 10x10 boards, and you would have the advantage. Somewhere between row 40 and row 8, pawn advancement goes from only a tactical value to a strategic one, in the sense that each square advanced becomes more meaningful for promotion, and is not just meaningful for local position. My 30% figure is the edge white has in wins when draws are discarded. It was based on a white-black points win total of 54-46. If we accept the lower figure of 53-47, then white has won 6% more, for a ratio of 6 divided by 1/2 of 53 + 47 = 6/50 = 12% edge to white. If you recalculate and discard 3/8th of the games as draws, a ratio I also gave earlier, then the pure white wins to black wins ratio is on the order of 30%. With the 53%-47%, the white wins to black wins without draws works out to [about] 34 wins to blacks 28 per 100 games, or 6 divided by 31, about a 24% win advantage for white. I find this number very significant, and a very strong signal of white's 1st move ad. And that's where I get the higher numbers from.
> We may be coming to agreement on one aspect of the first question, > that its small board size affects FIDE's 1st move ad. > The 16x120 and 8x80 boards have pretty much settled that, no? > Any objections? Well, I am not sure how you consider it 'settled'. In 16x120 Cheiftain I am prepared to believe there is no firs-move advantage. For 8x80 FIDE I think the advantage persists, because letting he opponent advance would give him he advantage of being closer to promotion, even when he is still completely out of range for hostilities. > Promotions need to occur reasonably fast to be of value. No, why? In FIDE promotions can (and usually do) decide games in the end-game. Like in KPKP or KBPPKNPP. Who wins in a Pawn ending is usually decided by who's pawns are most advanced (promotion races). He who Queens first simply uses his Queen to block, and hen gobble up the opponent Pawn. Just being there one move earlier is completely decisive. > On the second question, is it possible that black's skipping > one turn in Chief does not seriously - that is, do something > like give white a 30% win advantage in games that are not drawn - > affect black's winning chances? Is it possible that with a one or > even two move advantage, white only wins 20% more, or even 10? Yes, of course that is possible, or even expected. In FIDE the first-move advantage is only 3% excess score, so one tempo (the difference between being white or black) is only 6%. So numbers like 10%, 20% or 30% are really unheard of. They are in the range of having a one or two-pawn advantage, so that a single move is not even worth that much in the presence of hanging pawns. Of course I don't know what the advantage in Chieftain Chess is for having an extra commoner. (And I would be surprised if you did...)
Mats, I freely admit I prefer games with absolutely equal chances, but they aren't the only kind I try to design. To me, perfect balance is an ideal which cannot always be achieved. But to deliberately design a game where the chances for white are set as high as +30% is not something I would set out to do. Like Jeremy, I would ask you if chess variants must have a 1st turn ad, or for you specifically, Mats, is a 1st turn ad a necessity for a good chess variant?
Okay, we actually have 2 questions going here simultaneously, and they are the initial one - why first move ad in FIDE, and secondly, does Chief have a 1st move ad? We may be coming to agreement on one aspect of the first question, that its small board size affects FIDE's 1st move ad. The 16x120 and 8x80 boards have pretty much settled that, no? Any objections? If not, then the potential for promotions is a source of White's first move advantage, how important yet to be determined. Do you think it fair to say that promotion potential is at least somewhat based, then, on mobility? Promotions need to occur reasonably fast to be of value. On the second question, is it possible that black's skipping one turn in Chief does not seriously - that is, do something like give white a 30% win advantage in games that are not drawn - affect black's winning chances? Is it possible that with a one or even two move advantage, white only wins 20% more, or even 10?
OK, I buy your 16x120 example. It works by virtue of the fact that advance isn't worth anything. With an extremely deep board, and short-range pieces, most of the moves needed to build an attack formation are needed to cover the distance, and the opponent can grant these to you if he is prepared to fight 'with his back against the wall', and only start to react when you get in range. But this argument would already fail when there are promotions. In FIDE on an 8x80 board letting the opponent sneak up to you basically means that he has promotion in range, while your pawns effectively become non-promoting. And I don't think this is very relevant for square or 'landscape' boards, where approach can be a free side effect of lateral movement of your pieces, so that the opponent would have to start reacting immediately on your lateral displacements.
Okay, Jeremy, yes, I do see the general properties of a game as including the general size, shape, density, "hotness" if I can use that word [and I don't really know what it means exactly], rules set and piece make-up. I see FIDE as a very small, overpowered game that is built to be a shoot-out. And rather often in shoot-outs, [s]he who shoots first wins. I would expect very small, overpowered, very dense and regular in shape chess games to likely have a first turn ad. The exact amount of the 1st turn ad is dependent on the specifics of each game. For example, I would have to argue Modern Shatranj must have a lesser 1st turn ad for white, because most of the pieces are short range. Just the change to the double-step pawn move makes a difference in the stats, I would have to believe. However, I don't see that a 1st turn ad *has* to exist in a chess variant. Heh, obviously, but I mean that it is not something I see as an inherent part of chess. Let me try an extreme example. Let's stretch the Chief board from 12x16 to 120x16. Now, instead of pieces being ~5 squares apart, they're 115. No piece moves more than 3 squares, and no piece may move unless it is within 3 squares of a leader, all of which move 2 squares/turn. In the first 50 - 100 turns, as the pieces are moving up to initial contact, surely the black pieces could see what the white pieces were doing, and adjust "on the crawl" rather than on the fly. [For that matter, you can set up a number of different board configurations in "3-Board Chess", which set white and black up on the back ends of 2 different boards, and the 3rd board is placed between the first 2. You get a rectangular 8x24, with the pawns 20 squares apart. You get an "L", with the pieces and pawns having to go around a corner. You can also stagger the boards, with a pair or each pair being offset 1-4 squares... What does that do to first turn ad?] And here's where the importance of reversibility comes in. If you get a few pieces too far forward, so you can see they will be overwhelmed by the opponent, you can retreat them faster than your opponent can re-form an attack. With such short range pieces, retreating 1 square is often enough to totally disrupt an attack. And this is a legit tactic/strategy. Sometimes you can bait your opponent into overextending, and gain a piece or two. In Chief, careful play after that gives you the game. Now, the difference between 3 and 5 squares is greatly different than the difference between 59 and 61 squares. Is it worth it to spend 50 - 60 turns to promote? What happens to the rest of your pieces if your opponent has all that time to attack freely? Clearly, promotion is only of benefit in games where the promotion line is close. The reason promotion works as it does in FIDE is that the pawns can be/are threatening promotion after they've moved twice. The double step and a single step puts a pawn 3 squares from promotion. That's mobility for a pawn. A third step, and they're worth a piece. And in Chief, it would take 50% longer, because you'd have to move the Chief up with the commoner piece [50 commoner moves and 25 chieftain moves, say.] And then you've still got to get it back to the action. The need for a leader to move any piece also slows down the game a bit. It is more than compensated for by 4 moves/player-turn, but that is why a rapid advance doesn't work - you are just advancing with a part of your forces into range of your opponent's army. Once you've made contact, all the moves get much hotter, but effective actions require several turns to set up. If you can't make a realistic threat in the first handful of turns, assuming your opponent moves after you've moved twice to start, then what happens to 1st turn ad? The reason I ask you to push pieces for a few turns is to demonstrate that there is no adequate attack than can be made in less than at least 4-5 turns, and maybe more. Historically, an attacker has needed 2-1 odds overall to "guarantee" success against a defending force. [And 3-1 at the point of contact to win that battle.] You have to do some serious maneuvering and a good bit of trading to make any headway against any reasonably competent opponent. And it is possible to do so in the original game, but I see high level Chieftain Chess as [almost] always a draw. Oddly [to most] the game is too small to provide enough possibilities to good players, like a very small Go board. [Small Go's are solved, aren't they? 7x7, 9x9] Warlord: Border War, which uses stripped-down short range chess pieces, leaders with different command abilities, and terrain, is a proof-of-concept game. Games on the Battle of Gettysburg [US Civil War] have always been a favorite of mine, as have games on the Battle of the Bulge [WWII, Ardennes] which are both meeting engagements. It has occurred to me I could do a decent Battle of Gettysburg, if not adequately enough with the Warlord rules, then with expanded rules which incorporate additional capture modes from Ultima/Baroque. Infantry would get custodial capture as well as the standard replacement capture, essentially surrounding, cutting off, and starving out an enemy. Artillery could gain a limited form of rifle capture, which would likely depend on facing. [Or even a version of the "coordinator" capture, by shooting a piece that is within range of the cannon and another piece.] Other pieces could gain an overrun capability, or capture by jumping. All these in addition to standard capture by replacement. Any of these games would be, move by move, a chess variant. But if first player has an advantage, why could I not slightly expand the size of the board, and start all the pieces a little farther back, and let black go first? Would this give black the advantage, or, in this very large [~100x100] game, would the exact balance between distance moved and the extra, earlier first turn for black just cancel out, leaving white with the "real" first move advantage?
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