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Comments by HGMuller



Note that in the U.S. you can pretty much patent anything, no matter how non-sensical or untenable the patent is. I heard there is no research by the patent office on originality or correctness (except for perpetual-motion machines, where you have to provie a working model), like there is in most European countries. You pay the fee, you get the patent, that's it. The system is based on the idea that invalid patents will be challenged in court, and the court will then decide if the patent is upheld or not. So the fact that a U.S. patent exists for something doesn't prove a whole lot. It might just mean that no one felt the need to challenge it, despite the fact that it was total nonsense, or was done before by others.

Last night I did another trial run with the server. This time I found out how to suppress the auto-logout feature (which logs out users after a certain idle time), so that the Fairy-Max bot could stay on-line for the entire night. It played one game of Gothic Chess against a Human, two games of Capablanca Chess against a computer opponent, and a lightning and standard game of normal Chess against another computer opponent. On my internal network I was able to play some Carrera, Embassy and Bird Chess games against it, as well as Knightmate. So indeed, Embassy, Carrera, Bird, Capablanca are now all supported, as different setups of the variant Capablanca. As for the variants to offer in the future, I do think that this is an area where a greater framework similar to IAGO Chess could actually be useful. To get orthodox Chess players to play the variants, I think it would be useful to educate them in small steps. So I actually would like to offer a number of modest variants, introducing only a single unorthodox piece. For instance: 8x8 Janus ( (BN) replaces Q ) 8x8 Chancellor ( (RN) replaces Q ) 8x8 Amazon ( (QN) replaces Q ) 8x8 Centaur ( (KN) replaces Q ) Synode ( 10x8 board with 4 Bishops per side ) Cannon Chess ( Pao replaces Pawns on b2/7 and g2/7 of 8x8, no castling ) Janus Chess Chancellor Chess (with 2 (RN) on 10x8 ) Capablanca Chess (with many sub-variants differing in opening array) Xiangqi Shatranj 8x8 Heian Shogi (Silver replaces Bishop, Gold replaces Queen, no drops) 9x8 Heian Shogi (same, but with 2 Gold Generals in symmetric setup) Crazyhouse Shogi Superchess (with pieces from the set (KN),(BN),(RN),(QN) randomly replacing some of the pieces of a normal FIDE array) Superchess II (similar, but with a larger variety of unorthodox pieces) Of course there could be training bots as well: 'wild' games where you have to checkmate a bare King with a (BN) or a Commoner.

I had visited your website before, but the sheer quantity of variants presented there discouraged me from examining them in detail. One thing that in my view makes the variants less modest is the way the gating in of the pieces in hand. I also dislike this in Seirawan Chess, it is a new element that is definitely not standard in any major variant, where all participating pieces are normally on the board from the start. IMO this is a much more alien step than playing on a wider board. The Superchess solution for this, which simply substitutes an orthodox piece for an unorthodox one before actual play starts, seems much more natural to me. This is partly driven by laziness: implementing gating requires all kind of additional code to be added to the server and graphical client, (to allow pieces to appear in vacuated squares), while the other thing can be simply implemented by adding a file in the directory of initial positions.



The way I read it, Minister and High Priestess are regulare FDW and FAN, which can jump to all their distant destinations... I do like Great Shatranj for the consistent application of a single idea, mnamely to replace all distant slider moves by a single 2-jump. But I don't think it stands any chance of replacing the Mad Queen game. Slider moves are simply too interesting to discard completely. I might include Great Shatranj and its pieces as standard variant in the Variant Server.

I put the source of the lasker-2.2.3 server as I hacked it so far at: http://home.hccnet.nl/h.g.muller/capablanca.tar.gz You might have to remove the autoconfig.h before you configure for your system as described in the README file in the lasker-2.2.3 directory.

It sounds a lot like what I am already doing. Except that I usually do not bother with ZoG, but configure Fairy-Max to play the game, or make a dedicated engine by adapting Joker. For on-line play I am developing the Internet Chess Server now. Using the material-imbalance-self-play method I have, for instance, determined the piece values for Capablanca, Knightmate, Great Shatranj, Falcon Chess, and Superchess. I have tens of thousands of comp-comp games on file for these variants, which could be filtered for interesting checkmates (e.g. early in the game). Only opening theory is of no interest to me; even my normal Chess engine plays without opening book.



I do think that pieces like the Perier Cannon could be very interesting pieces to create a modest variant. But I am still skeptical about the gating mechanism you propose in this variant to introduce them. It introduces a second unusual complication. You mention yourself that it is a difficult strategic decision when to introduce the Cannon. Wouldn't it be much simpler to start the Cannon, say, on b1, moving the Knight to a2, and the a-Pawn to a3?

You are 'barking up the wrong tree', as I already completely agreed with what you say here. Unrestricted drops have an enormous impact on the entire game. But this was not the alternative I was proposing: I wanted to get rid of the drop/gating altogether, by simply putting the exo-piece in a fixed place in the opening array. If I try to look at (many of) your variants through the eyes of a normal Chess player, I perceive this concept of gating as the most important new feature, not the fact that there is a new piece type. Games where it was possible to gate in a piece I already knew, say an extra Bishop, would already scare me off. The reason is that this type of gating must occur early, or you run the risk of losing the right to introduce the piece. So it will be an alien element, complicating opening theory. Normal Chess players rely very much on opening theory, and the idea that they might easily give away the game by not handling the introduction of the exo-piece correctly, while they have no idea how it should be done, could be a severe deterrent. This is much less of a problem when the exo-piece starts in a fixed location, which is the same for both sides.



It seems your use of the word zigzag is at odds with the definition in the dictionary, quoted below. The latter clearly specifies the need for multiple angles in the trajectory, while your pieces have only one: zig⋅zag noun, adjective, adverb, verb, -zagged, -zag⋅ging. –noun 1. a line, course, or progression characterized by sharp turns first to one side and then to the other. 2. one of a series of such turns, as in a line or path. –adjective 3. proceeding or formed in a zigzag: zigzag stitches. –adverb 4. with frequent sharp turns from side to side; in a zigzag manner: The child ran zigzag along the beach. –verb (used with object) 5. to make (something) zigzag, as in form or course; move or maneuver (something) in a zigzag direction: They zigzagged their course to confuse the enemy. –verb (used without object) 6. to proceed in a zigzag line or course.

Going from one direction to another is only a single 'turn'. One could even argue if this turn would qualify as 'sharp', (which seems hardly fitting for a 135-degree angle), but that seems nitpicking. Nevertheless, the dictionary definition requires a first and a second turn. The archetypal lightning bolt has at least two sharp turns in it. With only one turn, no one would recognize it as a lightning bolt; people would see it as a letter V or an arrow head. It seems you are pretty much trying to argue that 1 equals 2 here...

I know that for the unspeakable variant a lot of opening theory already exists, but I don't trust it, as those who have been playing the Capa variants seem to have been consistently underestimating the value of the Archbishop. The Capablanca position, for instance, is often mentioned as unplayable for black, due to the thereat Axi7, where the A-fork on Ch8 and Rj8 gains white the 'Unspeakable exchange' , A vs C (often in exchange for a Pawn elsewhere on the board). Joker80, however, often allows this as black, as it apparently feels the half-open i-file for its Rook is sufficient compensation for this 'exchange', which it values close to zero. IMO this puts any existing opening theory on very shaky grounds.



The way I read the second definition, 'one such turn', it means 'one of the set'. So there must be a zigzag motion consisting of at least two turns in opposite directions, and only then one can refer to one of those turns as a zigzag in the second sense. That is, IMO, what the 'such' means. It does not only refer to 'sharp' (otherwise meaning 2 could have said 'one shapr turn'), it does refer to the entire first definition.

I added crazyhouse to the server, and made it such that the initial position is printed together with a move list, in games that were not starting from the default opening position. This latter feature now allows correct implementation of shuffle variants, and I am working on implementing Chess960. (For this, I have to add more liberal castling styles to the move generator and checker.) My current plan is to make the server configurable for a wide range of variants by supplying game-definition files. The original design was already using this system, but the files could only describe an (8x8) board setup, while the rules were immutable. I want to make it possible to write some extra lines in those files, defining other game parameters. So far I already did this for the board format, and some flags I implemented in the server to tell it if captured pieces should go into the holdings (and if their color should be flipped before doing so), and if drops from the holdings are allowed. I also want to add options for setting the castling style (none, normal, wild, Fischer, free). Currently I also have a flag which indicates if the Capablanca pieces are allowed as promotion choice, represented by the hard-coded letters A and C. But in the future I would like to handle piece types in a different way. Each variant must be able to define its own piece set, and the letters by which they will be indicated in the board and move representation. In particular, I am looking for ideas how to describe a nonstandard piece, in a way that is easy to understand and apply by the move generator. Betza notation could be one way to do it, although I am not sure how to describe lame leapers in it. Pieces whose move depends on their position on the board (the Xiangqi palace and river contsrains being a simple example of that) are also problematic. Pieces with side effects, such as catapult pieces, pose an even larger challenge. Are there any suggestions on how this could be done?

You seem to define left and right in an unusual manner, though, comparing the Betza notation with your board drawing. The Betza notation is a bit cumbersome. It would be better to introduce lower-case modifiers for handedness, that could be applied to the 8-fold moves (N, J and L), to split, sa, the Knight moves into left and right-handed Chiral Knights.

At the risk of making myself very impopular on this site: To me, inventing Chess variants is like 'inventing' integer numbers. Make a string of some 100 digits, and the odds are overwhelming that you are the first ever in this universe to have mentioned this number. OK, so you can marvel at your own private number, but who cares? Pritchard was quoted to say: Ït takes about 10 seconds to invent a Chess variant, and, unfortunately, some people do'. It is just like with the numbers, it had better be very special in some respect that you point out, or it cannot be considered an invention at all. The axioms of number theory already imply the existence of all integers, and states that there is an infinity of them, so the fact that you can name a few that no one ever mentioned before adds absolutely zero to what was already known. AFAIK, there is no website where people can post large numbers they invented. Prime numbers are already a bit more interesting, but still so common that it makes little sense to post everyone prime you discover. Unless it is the largest prime ever discovered so far. (Did you know that about 0.45% of all 100-digit numbers is prime?) Some numbers are very interesting, though, and entire books could be written about their deep mathematical properties. This applies to numbers like pi, Euler's constant gamma, the base of natural logarithms e. (They are not integers, though, but the analogy would work just as well for real numbers.) IMO, it is much the same with Chess variants. The 'axioms' of a royal piece, translation-invariant piece moves and replacement capture imply an infinite set of Chess variants, and the fact you can mention one (or a hundred) explicitly is as meaningless as designing a hundred huge integers. A Chess variant is only worth mentioning if it it has some very special properties not found in most other variants, or solve some problems found in existing popular variants. With Chess pieces the situation is similar. A Chess variant can be worthwile as a vehicle to exercise a novel piece, but only if the piece is interesting. But also novel pieces can easily be uninteresting run-of-the-mill constructs. Merely bringing up novel combinations of the Betza atoms does not make a worthwile piece. Breaking the eightfold symmetry gives even more pieces that could be useful on boards of limited size, but so what? It woulkd only be of interest if it creates some interesting irreversibility in play (such as with the Pawn), or a weird color-boundedness not seen in other pieces. Or some intersting end-games, where it is difficult, but nevertheless possible, to mate a bare King. New capture modes or other side effects of piece moves could be interesting, but have the disadvantage to make the piece less 'Chess-like'. To demonstrate that a variat you designed has any such properties that could make it worthwile does require a lot of analysis effort.

That would be a valid comparison, if you would not restrict yourself to WORKING computer programs. I completely agree that there is virtually zero interest in computer programs that are merely random sequences of instructions. (Or, if we are considering programs in a high-level language, and we would restrict ourselves to programs that actually compile, programs that are obtained by randomly applying the production rules of the grammar describing the language to generate a valid program.) It is the fact that a computer program does something that would make it different from garbage. Or the fact that a book tells a story, rather than just being a jumble of random words. An extremely small fraction of possible programs or possible books fit that requirement indeed. These are the jewels of information tschnology or litterature, like the Mad-Queen game is a diamond amongst the Chess variants.

Thanks for your kind words, Sam. Note it is in no way my intention, though, to belittle work of others, and praise my own. Obviously I could not even start programming if the variants I program for would not have been invented and singled out as 'jewels' by other. I never invented any worthwhile Chess variants myself. And I certainly don't think Mad Queen is the only diamond in the Chess-variant universe. There are many variants that I do like very much, and there are many wonderful pieces beside the orthodox 6 as well. But they are rare, as they should be, as it is the rarity that gives objects their value.

A piece with a constant (psition-independent) gait that has only two targets, located in an inversion-symmetric way, will be able to move back and forth along a line. Moves in one direction will exactly cancel moves in the other direction, so that only the difference determines where the piece is. This means all possible long-term destinations can be reached by moving only in one direction. If in this process the piece skips over a square, this square is unreachable. If a piece has 4 moves in an inversion-symmetric pattern, such as narrow or chiral Knights, but of course also Alfil and Dababba, the moves can be grouped in pairs of opposing moves. For each pair the same situation as above exists. All long-term targets can be reached through N moves in one direction of the first pair, and then M moves in one direction of the other pair. The targets can thus be mapped onto a two-dimensional grid, which in general will be a subset of the board. The Wazir is the only inversion-symmetric piece with 4 destinations that can access the entire board. With 6 or 8 moves and inversion symmetry, the destinations logically map onto 3- or 4-dimensional grids, but as the board is two-dimensional, you will see a projection of such grids on the board. Such a projection can quite easily acces every square, as the number of grid-points in a three-or more- dimensional grid is so much larger than the number of squares on a to-dimensional board. So color-boundedness is the exception, rather than the norm, in inversion-symmetric pieces with more than 4 destinations. For pieces that do not have inversion symmetry the situation is different. On a two-dimensional board you need at least 3 moves to lift color-boundedness. With 2 moves, the piece is either restricted to (a subset of) a line, or is irreversible an cannot return to its original position after it moves. The 'Y-piece' (fFbW) is an example of a piece with 3 moves that can acess every square of the board reversibly.

I agree: I have always disliked such 'cut and paste' representations, both as symbols in diagrams as in 3d pieces. If I would have to design a Capablanca set from scratch, I would use a piece with a wide-rimmed hat as Marshall. Much like the one shown below in the picture with King and Cannon, from the ExChess piece set (where it is supposed to represent a Centaur (K+N), called 'Veteran' in Superchess). The Archbishop design, as a Bishop with a V-cut mitre, does seem OK to me. Close resemblance to the Bishop is no disadvantage there, as the name already suggests that. Of course I know that Archbishop and Marshall were not the original names given to those pieces by Pietro Carrera, but I do not care much for the name Centaur as a B+N compound.


Indeed, very good observation! There are just so many details in Courier that reek of modern Chess (or its known precurser with a 'sane Queen', moving as a Commoner) that it can hardly be dismissed as just coincidence.


On an 8x8 board KWFFK (W=Wazir=Sleich, F=Ferz=Queen)is generally won, both with like and unlike Ferzes. It is hard to believe tht 12x8 would be different. (It is usually the narrowest dimension that counts.) KMK (M=Man) is totally won on any Nx8 board, and a pack of two unlike F plus a W seems much stronger than a Man. KFF already are pretty efficient driving a bare King into a corner. The problem is that the mate positions are not reachable due to stalemate


A fortress draw originally meant a position from which you can prove that the weak side can hold out forever. This in contrast to drawn positions where the weak side draws by gaining a piece. The latter occur a lot in end-games like KFFWK, when the bare King can chase an F or W cut off from their allies into an edge or corner, after which the remaining KFFK or KFWK is a draw. An example of a fortress in KQKBN is this: . . . . . K Q . . . . . . . . . . . . . . . . . . . . . . . . . . . . n . . . . . . . . . . . . . b . . . . . . k . . . . . . . All black pieces are defended, and the white King cannot approach the bishop to attack it a second time. This fortress holds out even against an Amazon.

Indeed, on 8x8, K+Q4 vs K+R is a general draw. K+Q5 vs K+R is a general win. K+A vs K+R is also a general draw. K+(BNN) vs K+R and K+(BNW) vs K+R are general wins.

The problem is that I don't understand what you mean by 'opposition to the nearest sides of the board of their moves'. I am not sure about declaring stalemate a loss would have muh impact. It is true that with almost any reasonable piece stalemate positions are possible, but that does not mean that it can be forced. I used to have a version of my tablebas program that would equate stalemate to a loss, (can't find it anymore... :-( ), and from what I remember in most end-games hardly made eny difference. For instance, I don't believe KBK would be generally won under this rule, despite the fact that a Bishop is quite strong for a piece without mating potential. The Shatranj baring rule has a much bigger impact in this respect.
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