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Comments by HGMuller

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Schoolbook. (Updated!) 8x10 chess with the rook + knight and bishop + knight pieces added. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Sep 28, 2009 07:55 PM UTC:
This might be normal statistical noise. The standard deviation in N games is 45%/sqrt(N), so for 100 games that would be 4.5%. The standard diviation in the difference of two independent 100-game matches is sqrt(2) times as large, i.e. 6.3%. So the difference between the 10-sec match and 30-sec match is more or less as one should expect when the average score for white (over an asymptotically large number of games) would be exactly equal for the two cases.

This is the problem with this kind of empirical testing; the number of games needed to get significant results is very large.

[Subject Thread] [Add Response]
H. G. Muller wrote on Tue, Sep 29, 2009 08:34 AM UTC:
Last week I bought an Asus EeePC 1000 laptop, to serve as a dedicated
computer for running my ICS. Sunday I managed to install Linux on it, and
the Chessd server. So from now on the Variant-ICS will be up and running
24/7.

Variants that people can currently play there are:

Bughouse
Crazyhouse
Chess960
Capablanca Chess, with some sub-variants:
  Bird
  Carrera
  Embassy
  Sovereign
{unspeakable}
Capablanca Random Chess
Shatranj
Superchess
Great Shatranj (requires legality-testing to be off in WinBoard)
Fairy (some minor variants replacing Q on 8x8 by an unorthodox piece)
  Archbishop
  Chancellor
Orthodox Chess
Xiangqi
Shogi (might not fully work yet)

To connect, use IP address /icshost=80.100.28.169 in WinBoard. You can
login under any name, but if you want a registered account (so the server
will keep track of your rating), you must send me an e-mail (as per
instructions readable on the ICS).

Like with any starting ICS, when you login there, you will probably be
alone. So until it gets really busy (if it ever will), if you really want
to play, arrange an opponent by appointment. I have provided two computer
opponents that should be logged in permanently, FairyMax and MaxQi.

Have fun!

H. G. Muller wrote on Tue, Sep 29, 2009 12:16 PM UTC:
Well, XBoard 4.4.0 should be able to run on a Mac. Hans Aberg was even able
to compile it for a Power-PC Mac. And if you can't install from source:
there was a request on the WinBoard forum for a binary Mac version, and
perhaps some Mac user that is set up for compiling will make one available
for hosting there.

H. G. Muller wrote on Tue, Sep 29, 2009 07:00 PM UTC:
Well, it says 'was patented', pasted tense. I think my strategy for
avoiding conflicts is a lot more sensible than censoring the occurrence of
a certain word in any context, like is done here on CVP...

The source code can be downloaded from:
http://home.hccnet.nl/h.g.muller/capablanca.tar.gz
To my dismay I found out that I can no longer compile it on Ubuntu 9.04
(which I had to run on the server because older versions did not recognize
my network card and left me without internet connection). I get an obscure
error in some script that generates C source files. So I have to compile it
on Ubuntu 8.04 (Hardy Heron), and then transfer the binaries to the EeePC laptop. (I just found out that the mentioned tarball contains a bug; in 
board.c it has swapped the 'A' and 'H' for indicators of Xiangqi Advisor 
and Knightrider, so that Xiangqi did not work.)

The way categories and boards are implemented is by directory and filenames. Each category is a directory name, and each file in that directory corresponds to a board name. So in the standard setup there were files wild/1, wild/2 etc. The contents of the files described the positon. I extended that to also specifying board size, castling type, holdings type, pawn type and of course having more piece types. So the files pretty much describe the game, no matter in which directory they are placed. But the problem is to convey that info to the WinBoard client. WinBoard derives the variant it is playing from the 'Issuing' message of the ICS, which contains as only clue about the variant 'loaded from category/board'. So the naming of categories and boards must be such that WinBoard recognizes the variant that belongs to the position and game rules described in the corresponding file. The WinBoard variant-name parser recognizes wild/# or w/# as the FICS or ICC wild types, but such naming is not very user friendly. It also looks for occurrence of a sub-string equal to a WinBoard variant name. This is why wild/crazyhouse does work as well. I make use of this mechanism by naming the directories after the variant that WinBoard should switch to, and then put all boards belonging to that variant in that directory. So capablanca/bird is recognized as variant capablanca, and the opening array is then taken from the file bird. When no board is mentioned, the filename for it defaults to '0', so capablanca/0 is a file that contains the Capablanca array. When playing on ICS the ICS sends a full board position for every move (even your own) so knowing the opening array is never a problem for WinBoard. There is no restriction on the type of position that can be in the board files.

Schoolbook. (Updated!) 8x10 chess with the rook + knight and bishop + knight pieces added. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, Oct 2, 2009 06:59 AM UTC:
I did another Schoolbook match, this time between ChessV and Fairy-Max. Since neither of those implements pondering, it was played with ponder off, at 15 min/game. Of the 52 games, 40 did run to completion, and 12 got stuck, leading to a forfeit on time. One of the games that got stuck was because ChassV promoted to Marshall, and Winboard did not understand M as a valid piece. This should be counted as a clear win for ChessV, as FairyMax was reduced to K+P and ChessV already had another Marshall. From the other 11 games 9 got stuck because of ChessV playing a free castling, refused by Fairy-Max. The remaining 2 got stuck because of Fairy-Max playing a Capablanca castling, and ChessV choking on it. (This seems to be a remaining ChessV bug; often but not always it dies when you input a perfctly valid castling.)

When a game gets stuck on a castling it is usually early in the game, and difficult to predict how the game would have ended. So if I discard those games for the moment, the match ended in a 29-12 victory for Fairy-Max. This result is similar to that of a blitz match (40 moves/min) between the two that I did earlier. The game quality is a bit lower than that of the Joker80-TJchess10x8 match, as both ChessV and Fairy-Max are pretty poor at King Safety. In general ChessV has much better positional play, (Fairy-Max really wrecking its own position with poor Pawn structure and development), but then suddenly gets outplayed tactically by Fairy-Max.

If I find a way to continue the unfinished games, I might put the PGN file on my website.

I still have to study your recent comments on the opening work; it all seems very interesting, but I haven't had the time yet to digest them.

[Subject Thread] [Add Response]
H. G. Muller wrote on Fri, Oct 2, 2009 07:52 AM UTC:
You correctly noticed that the server is not finished. The help files are a
minor problem; it is just a matter of putting a text file with the
corresponding name in a certain directory. But so far I only had time for
making descriptions of the more common variants that were not so common
that I thought a description was not needed.

The examin support is something I would have to look in to. I don't even
know what examining a game is, on an ICS. There might be a problem with
restoring the variant; I also noticed that when you have an adjourned game
that is automatically resumed when you match the same opponent, it is not
announced as the correct variant, so WinBoard often thinks the moves are
illegal. I will definitely have to fix that.

I am not very happy with the way the game rules are implemented in this
server. For every piece type there is separate code. And not only one
routine, but two: one to determine if a given move is (pseudo-)legal, and
another one to generate all moves for that piece. This makes it hard to add
new pieces; I'd rather seen that the whole process is table-driven, the
table with piece definitions being read from an external file. The
flexibility suggested by having a dedicated routine for every piece is also
largely illusory. If you would want to use it to implement pieces with side
effects, such as Mats' Catapult pieces, it turns out checkmate testing
does not work anymore: it hinges on testing if any of the moves from an
opponent piece to the King is pseudo-legal, and would not notice if the
King is captured by a side effect. This part of the code should be
completely redesigned. Another inconveniece is that there is no
variant-dependent mapping of pieces to letters. This forces me to have
duplicates of the code to handle certain piece types just to make sure that
they can be used in one variant onder one name, and in another under
another name.

I think that an ICS of this type caters to a different kind of audience
than you describe. There are plenty of people that ar not interested in
designing variants, but just want to play one particular variant. And as a
consequence know it well enough that they want to play it as a blitz or
even bullet game, rather than as corresponcence chess. You won't find
those people here on CVP, of course, but they do exist. Especially for 10x8
Chess.

To experiment with new rules, it is questionable if a rule-enforcing
server is needed or even desirable. I think it should be easy enough to add
one 'free' variant where the ICS acts only as a passive chess board, not
unlike WinBoard edit-position mode, where each player can grab any piece
and move it wherever he wants. Even if it is an opponent piece, or when it
is not his turn. They should be able to set up an arbitrary opening
position on boards of various sizes, and then simply move the pieces
around.

Silver Elephant Chess. (Updated!) Missing description (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Oct 3, 2009 03:04 PM UTC:
I must agree with David. I did lots of empirical piece-value determinations on the computer, with setups like the array for this game (putting two exo-pieces in a context of orthodox pieces on a 10x8 board). I did not test the Silver Elephant, but the (FA) piece was already very close in value to a Knight. (In pairs, that is; being color bound there likely is a pair-bonus effect involved.)

My empirical formula for 8-fold symmetric short-range pieces was (5/8*N+30)*N centi-Pawn, where N is the number of target squares. For 10 squares this would give 362. (On a scale where N=280.) But in other tests forward moves turned out to contribute about twice as much to value as sideway or backward moves. If I count forward moves as 4/3 and backward moves as 2/3, I get N=32/3 and a value of 391. And this piece seems to have mating portential as well, which should probably be good for a bonus.

For comparison: a single Bishop on 10x8 is worth about 330 on the same scale, with a bonus of 50 for a pair.

ChessV. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Oct 4, 2009 07:32 PM UTC:
Sam, your idea of having WinBoard force moves into an engine that refuses them by loading the engine with the position after the move works really great. I implemented in WinBoard now, under control of the option -forceIllegalMoves. In combenation with -testLegality false, this now allows me to completely autmatically play a Schoolbook-Chess match between ChessV and Fairy-Max. Now and then (about 10% of the games ChessV plays a non-standard castling, which then shows up in the PGN as Kf1h1 or Kf1b1, and Fairy-Max is simply restarted. It was a bit of a pain to implement it, because initially the engine will still think the opposite side is to move, and the WinBoard-protocol edit command (which Fairy-Max uses) does not alter that, and the commands that do are deprecated, so the side-to-move has to be flipped by playng a dummy move. But that works smoothly now.

In reaction to some earlier remark you made: there was no reason for hacking WinBoard to suppress the popup after a match: there is a command-line option that controls it (-popupExitMessage false/true), which is remembered in the WinBoard settings file. I use PSWBTM to play the match, in stead of the scripts you use, and this uses that option automaticaly.

Cardinal Chess. Just like orthodox Western "Mad Queen" Chess only substituting knight-bishop compound for Mad Queen. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Oct 6, 2009 03:50 PM UTC:
This is one of the variants that I run on my Internet Chess Server. The idea is that variants like this are good exercise material for normal Chess players to get acquainted with the dynamics of Archbishop, Chancellor or Amazon. This would prepare them for Capablanca Chess and its sub-variants.

[Subject Thread] [Add Response]
H. G. Muller wrote on Tue, Oct 6, 2009 07:42 PM UTC:
The (BN) is actually one of the most wonderful pieces ever designed. The
exceptional synergy between the B and N move make it unexpectedly powerful,
and this power is wielded with exquisit grace when the piece is properly
used. It creates action and excitement on the board, wherever it goes. The
only name that does it right would be 'Dancer'.

The Mad Queen is a comparatively dull and Boorish invention compared to
(BN). The (RN) piece is not so hot. It is a bit clumsy. In Chess with FIDE
Pawns, open files tend to be scarce, and orthogonal movers are severely
hindered in the middle game, the phase of the game that counts. Diagonal
moves run the show. Anyone having watched sufficiently many high-quality
games involving these pieces will attest to that.

Quite possibly (RN) would be a wonderful piece in combination with
Berolina Pawns.

Dimachaer Chess. (Updated!) Introducing the Dimachaer, a bifurcation piece that always lands on the diagonal second leg (zrf available).[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, Oct 9, 2009 09:12 AM UTC:
One thing is not completely clear to me: Does the Dimachaer actually have to move along the orthogonal leg, or is it enough that it is orthogonally blocked? I.e. if I have a Dimachaer on c1, and a Pawn on c2, is the Dimachaer allowed to move to b2,a3 and d2,e3,f4,...? My interpretation of your description would say this is allowed: IMO hitting something on the first orthogonal step is a case of 'colliding orthogonally', even though the second leg would originate from a point where the piece is currently standing.

Bifurcators such as the Dimachaer are actually very easy to implement in Fairy-Max, with a small change in the code. They are a slightly modified case of Hoppers. The way Fairy-Max implements Hoppers is that on hitting an obstacle, it replaces the primary move rights and vector by the secondary move rights and vector to continue the move. This would allow 'bent hoppers' which change direction at the platform. The 'true' Bifurcators, which split their move path, would do this one step earlier or later.

So what I did in Fairy-Max is just alter the Hopper code to take one step back along the primary ray before proceeding with the normal Hopper code. This then implements a Collider-type Bifurcator. The SMIRF symbol for Archbishop (two crossed swords), which is also used by WinBoard, seems to fit the Dimachaer perfectly!

I will report a value estimate soon!

H. G. Muller wrote on Fri, Oct 9, 2009 01:03 PM UTC:
In my mind this makes these pieces less regular. A Cannon on c1 would not be blocked by Pawn on c2, despite the fact that it does not really move on the first (non-capture) leg of its move.

The most elementary Bifurcator, which does not seem to occur in your list, would be a Slider with a Y-shaped path triggered by a collision. That is, it would be able to make both captures and non-captures to squares on either leg. That means it might not get to the second leg of the path at all.

Anyway, even with your restriction the piece is easy to program. I have started a test now on 8x8, where I replace the Knights of on side by Dimachaers.I gave them a value slightly below that of the Knight, to stimulate trading it for light pieces. A piece like this should decrease enrmously in value in the late end-game, so trading it during the middle game should be a priority. (Similar to Grasshoppers.) This is much less true for the Cannon, which at least keeps its non-captures on an empty board.

After 30 games the Dimachaers-vs-Knights result is still pretty much even.

H. G. Muller wrote on Fri, Oct 9, 2009 03:11 PM UTC:
I have no final verdict on the piece values yet (after 60 games the Knights are slightly leading), but  did form an opinion on the aesthetical value of these kind of pieces:

The square where the two legs are joined creates an ambiguity: does it belong to the first leg, the second, or both? This would involve a certain amount of arbitariness in the design of pieces that have different move rights on each leg.

Now for Bent Hoppers this ambiguity is naturally resolved, because the junction square is occupied by the platform, and not accessible anyway. For the jump-on-1st-leg Bifurcators it would be natural to count the junction square as part of the second leg, because, like the rest of this leg, it is behind the platform. The fact that the bend does not occur at the platform itself it aesthetically slightly displeasing. Note furthermore that jump-on-1st-leg hopping pieces only make sense if they have no capture rights before the hop; otherwise it would not be clear if an enemy piece is a victim or a platform.

The bouncing and hop-on-2nd-leg pieces reek of a non-causality that I strongly dislike. It is not logical that they are deflected by something that is not really in their primary path. Furthermore, they are not true bifurcators: their path does not split. (I guess you could allow them to continue on their first leg and take a later deflection; in that case their bifurction is asymmetrical, and could eventually split in more than two paths.) I like none of that.

The collission-type Bifurcator would be natural if the move rights where the same everywhere, as there is no natural break in the path. I would appreciate a piece that can do zero-or-more steps along the first leg better than one that could do only one-or-more. Of course 'the same everywhere' in practice means that it must be able to capture and non-capture everywhere, or it would be pretty useless. And this raises the concern about the ambiguity of enemy pieces serving as collision partners or capture victims. So I guess that the most logical piece of this type would only collide with friends, and capture foes.

Really interesting would be a colliding Bifurcator that would not lose its bifurcating ability on the second leg. I.e. it could make an unlimited number of collisions with friendly pieces, changing its direction by 45 degrees on each collision. This could be called a Billiards piece.

Apart from this, I like the jump-on-1st-leg piece without capture rights on the 1st leg best. And to not lose its value in the extreme in the end-game, it should have non-capture moves along the first leg. I would expect it to be able to capture directly after the hop, though. If not, I think a Bent Hopper would be more regular, and thus nicer.

H. G. Muller wrote on Fri, Oct 9, 2009 05:34 PM UTC:
I wonder if Mats agrees with the 2s I replaced by 3s? Can the Bifurcation pieces really end on those squares with the same type of move as they are allowed to make to the 2s?

. 2 . 2 . . . .        2 . . . . . 2 . .
. . 3 . . . . .        3 . . . . . 3 2 2
. . X . . . . .        . X . . . X . . .
. . 1 . . . . .        . . 1 . 1 . . . .
. . 1 . . . . 2        4 4 4 # . . . . .
1 1 # 1 1 X 3 .        . . Z 4 1 . . . .
. 4 Z 4 . . . 2        . . . 4 . 1 . . .
4 . . . 4 . . .        . . . 4 . . X . .

I don't have Zillions, and perhaps I should learn how to read ZRF files. But the simplest way still seems to ask Mats! ;-) What was a bit ambiguous, and was also not explicit in Sam's diagrams, was what happens in the presence of the piece Z with a Colliding Bifurcator. Does it create moves to the 4s? Not for Mats' pieces, but you could make stronger versions that could.

H. G. Muller wrote on Sat, Oct 10, 2009 09:45 AM UTC:
After 404 games the Knights were leading against the Dimachaers by 56.2%. The statistical error should be about 2%, so I guess this should be taken as a significant advantage for the side with the Knights. IIRC Pawn odds results in a 68% score, though, so the difference is only about 1/3 of a Pawn. This is for a pair, so a single Dimachaer seems about 1/6 of a Pawn weakr than a Knight. With the Kaufman Knight value of 325cP, this would make the opening value of the Dimachaer equal to ~ 310cP (+/- 5cP). This value is consistent with the value I programmed for the test, which would encourage trading Dimachaers for Knights (and the Knights to avoid such trades).

For a really reliable value I should also test Dimachaers against a pair of Bishops. But I want to focus attention on the Secutor first, as this would not lose value in the end-game as steeply as the Dimachaer. Fairy-Max uses fixed piece values during the game, which might still not be perfect for the Secutor, but at least should be a better approximation than it is for the Dimachaer. The Secutor is Cannon-like, and I noticed that the Xiangqi Cannon only starts losing value if the board population gets really, really sparse. With just a few (friendy) pieces it is still quite useful. With orthodox Kings it retains its mating potential in combination even when assisted only by the weakest pieces (a single Ferz or Wazir).

H. G. Muller wrote on Sat, Oct 10, 2009 12:39 PM UTC:
Well, I play them in pairs, so that doubles the advantage in the starting position to 1/3 of a Pawn. And Pawn odds is a pretty large advantage in normal Chess: it creates a score of about 68%. The white advantage has been estblished (from statistics of Grand Master games) to create an advantage of 53-54%, which is about 1/6 of a Pawn.

I guess the reason the Dimachaer is worth nearly a Knight is because in the early game phase when the board is still densely populated it has a very good forward forking ability, while every non-Pawn is a potential target. So it is almost always possible to force trading it for at least a Knight. I could run another experiment programming the value to between Knight and Bishop. This would already cause a major strategy change in the handling of the Dimachaer, as the program would not spontaneously rade it for a Knight anymore, but would wait for a chance to trade it for a Bishop. If this is good strategy, the value might go up to being close to a Bishop. OTOH, it might on average not be able to force such a trade, and then it would be stuck with a worthless Dimachaer in the end-game so often that it hurts more than it helps. The fact that it tests less valuable than a Knight now already suggest that it is already inferior to a Knight in the early middle game, as even when it could always be traded succesfully before th end-game, it is present for at last part of the game in every game, and does not seem to be able to creat an advantage during that time (e.g. by gaining Pawns).

I guess that pieces dependent on sceens and platforms only start to suffer when the population density starts to fall as low as about one piece per rank or line. Before that they will virtually always find a platform on their path, and it does not help much if there are two or three on their path: they can only use the first one. In fact the Colliding Bifurcation pieces, which do not only need a screen, but need a distant screen, might start to suffer again if the population density gets really high, because they can be blocked.

Korean Random Chess. A Korean Chess variation with a random setup and a few new rules. (9x10, Cells: 90) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Oct 12, 2009 08:33 PM UTC:
Janggi is spelled in Korean suspiciously similar to Chess...

Seems to me the two things you write should be translated as 'Random Chess', and 'Random Korean Chess', and that Janggi is not so much a translation as just how it sounds...

Dimachaer Chess. (Updated!) Introducing the Dimachaer, a bifurcation piece that always lands on the diagonal second leg (zrf available).[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Oct 12, 2009 09:02 PM UTC:
I tested the Secutor, and (as expctd) it is stronger than the Dimachaer. Where a pair of Dimachaers clearly lost against a pair of Knights, (scoring only 44%) a pair of Secutors beat the Knights by 53% (over 1000 games). This was with the Secutor value set slightly below that of the Knight, so that the side playing the Secutors would trade them for Knights if he got the opportunity (and its opponent tried to avoid such trades).

I tried the same match with the value of the Secutor set higher than that of the Knight. In that case the Secutors won by 53.4%, i.e. not significantly better. (Statistical error is 1.3%..) So the opening value of the Secutor is marginaly stronger than the Knight (5-10 cP), but when you program a constant value for it during the game it doesn't hurt much if you choose that below the value of a Knight. This is likely caused by the fact that the value of the Secutor drops during the game, so that the average value during the game might very wel be below a Knight's value.

It is quite possible that the empirical value of the Dimachaer and Secutor would go up a little with better handling, e.g. when the value would be allowed to vary with the piece density. In that case the Secutor sid would initially avoid trading them for Bishops and Knights, in order to make use of their superior tactical possibilities on a densely populated board to create an advantage. But as the material thins out, it would start to seek trading it for Knight and Bishop, and conversely would try to avoid trading other material as long as it was still stuck with the Secutors (because it would devaluate them).

H. G. Muller wrote on Tue, Oct 13, 2009 05:33 AM UTC:
Well, I tested the Xiangqi Cannon once in the Western context, and its opening value was also only slightly below that of a (Western) Knight. I guess the Secutor suffers a lot from the fact that it can be blocked, while the Cannon cannot. Another factor might be that captures contribute more to piece value than non-captures, while the Cannon has the more powerful orthogonal Slider move as capture.

As to the handling: You should not forget that I test with Fairy-Max, which also has no kowledge on specific handling of orthodox pieces. In a program with more knowledge (e.g. piece-square tables) the value of the Secutor might go up, but the value of the Knight likely would go up too, meaning that the relative value would be much less sensitive to this. Fairy-Max does distinguish pieces that should be centralized (P,N,B,K in orthodox Chess) and pieces that roam freely, though. I programmed the Secutor as a piece that could roam freely, because it is long-range and actually needs distance to its platform. For the Lion (FWADN) the value went up about 50cP by centralizing it! (It is short-range, so perhaps this should be expected, but before I tested it I had the belief that centralizing very valuable pieces was not good because it would make them easy chase targets. Of course the value increase by better handling should be seen relative to total value, and Lion > Q, so it is only ~5%.)

[Subject Thread] [Add Response]
H. G. Muller wrote on Tue, Oct 13, 2009 05:53 AM UTC:
I tested the Adjutant (BDD), and it is _strong_. A pair of Adjutants beat a
pair of Rooks by 82% when I program its value (slightly) above that of a
Rook, and by 72% when I program it below a Rook. (No doubt because it
starts pursuing trading them for Rooks, which is a waste.) Only 160-190
games so far, but that should have a standard error of ~3%, so all very
significant. An Adjutant might on thus be worth about R+P.

The fact that it is a color-bound piece makes the Adjutant quite
interesting: there should be a pair bonus involved, and because the
Adjutant is quite strong, the pair bonus should also be large. This
effectively makes the first Adjutant much more valuable than the second.
(This explains why building in the drive to trade it for Rook is unusually
detrimental.) So it could be that Adjutant + pair bonus is even larger than R+P, while R < solitary Adjutant < R+P.

It would also be of funamental interest to see how pair bonuses behave between different color-bound pieces. E.g. when you have an Adjutant on the light squares, it stands to reason that a Bishop on the dark squares would be worth more than one that is also confined to the light squares. But would the difference be larger or bigger than when the Adjutant would have been another Bishop?

Too bad Fairy-Max has no pair-awareness, making it a poor tool for answering such questions. Perhaps I should make a version that uses a material table, in stead of strictly additive piece values.

H. G. Muller wrote on Tue, Oct 13, 2009 10:20 AM UTC:
>Sam Trenholme: (on the Ajax Bishop)
>
>>I really like the bishop + non-capturing Wazir piece; it nicely solves 
>>all of the headaches one has coming up with a board setup for colorbound
>>pieces. 

Actually I tested such pieces once, to figure out how much of a handicap
color-boundedness actually is. To my surprise the extra non-captures are
not worth that much, at least when you play the piece in pairs. I tried
augmented Bishops with 1, 2, and 4 Wazir (non-capture) moves, and it seemed 
each move added about 15 cP to the piece. The fact that this was nearly
additive suggested that it was due more to tactical mobility than breaking
the color-boundedness (for which a single move would already have been
sufficient). This was further corroborated that adding Wazir non-captures to a Knight, which does not suffer from color-boundedness, caused a nearly identical value increase.

I guees the most important thing is that the pair bonus becomes
incorporated in the basic piece value, which is something you would not
notice when you play them in pairs.

H. G. Muller wrote on Tue, Oct 13, 2009 11:21 AM UTC:
> Mats: This is a piece that is easily graspable, very agile, but not 
> trivial to exchange. Due to its great value it cannot simply block 
> enemy pieces. It would be a good substitute for the mad queen, then.

Indeed, I like the Adjutant. It really adds new aspects to the game: a
jumping Slider, interesting pair interactions with the Bishops, and
something to bridge the Rook-Queen value gap.

The Nightrider is another piece that tested as more valuable as a Rook,
despite its lack of mating potential. In fact mating potential is a bit of
an overrated property. In practice Pawnless end-games hardly occur. It is
the piece that is more effective in supporting Pawns in the battle for
promotion that is most valuable, and the mating potential becomes only an
issue when the number of Pawns has fallen to one (so you can sac your piece
for the last Pawn). I also tested an augmented Bishop with a single extra
backward capture (BbW). This move endows it with mating potential, but has
not much tactical value. It added about what I expected from the tactical
value (15-20 cP). There hardly seemed to be a bonus for the mating
potential, although at the time-control where I tested Fairy-Max was
definitely able to find the mate with this piece against bare King.

H. G. Muller wrote on Thu, Oct 15, 2009 08:06 PM UTC:
I did a test of 400 games with a single Rook -> Adjutant substitution, and
the Adjutant won by 63%.

Then I did two 600-game matches giving additional Pawn odds to the
Adjutant (deleting f2 or f7). One where I set the Adjutant value slightly
above R+P, one where I set it slightly below. They ended in 52.7% and 52.3%
victories for the R+P side.

So it seems a single Adjutant is worth almost as much as R+P. Note this is
opening value, and that the opening value of the Rook for me always tests a
little bit below the classical 500, though. There was no pair of Adjutants
in this test, but there was a pair of Bishops. So the empirical value might
include some Bishop-Adjutant pair value.

Capablanca's chess. An enlarged chess variant, proposed by Capablanca. (10x8, Cells: 80) (Recognized!)[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Oct 18, 2009 06:52 PM UTC:
Note that WinBoard, for the smaller board sizes, also has a command for saving its board display as a bitmap files. (File -> Save Diagram...) To customize the diagram you can use all the options for setting piece color / square color, or use user-defined piece symbols in stead of the built-in bitmaps for the 2 x 22 piece types it knows.

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H. G. Muller wrote on Tue, Oct 20, 2009 02:16 PM UTC:
I have made some more hacks to the server code, in an attempt to repair the
variant support for examining games. It seems to work better than before,
in particular because I improved reading and writing FENs (from which all
non-orthodox piees were deleated before, and which were used to store the
initial position of games stored on the server).

Could you have a look what the remaining problems are? I am not familiar
with this form of ICS usage at all, and that makes it difficult to judge if
thngs work as they should... :-(

The latest WinBoard is at http://home.hccnet.nl/h.g.muller/winboard.zip .

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