Comments by catugo
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Hello Dmitry,
As a fellow inventor I'd like to congratulate you for taking the daunting endevour of creating a different armies game. I'm, personally on the fence for that as balance is hard to obtain. But in the end "Nothing worth doing is easy" (I don't remember who said that first).
Well, Dmitry I'm not sure about the elo of fairy-max, but it seems fairly respectable, anyway better than my 1800 or so! Also HG method is ELO free, so it depends only on material balance after all substractions and divisions have been made!
Greg,
Send me an email at enlighted_jedi@yahoo.com, with the adress where to send you the code!
H.G.,
Have you seen my previous message on this post?
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This is Fergus Duniho, signed into Aurelian Florea's original account with a new password just to test that it works. It does.
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I have made experiments using chessV to play Enep (the online available variant I think is still bugged). The extra pawn side has played white, the enhanced knight side has played black in the usual setup. Time control was 30secs/move. The results are:
white extra pawn wins 50
black enhanced knight wins 35
draws 15
That means a 59% ratio win for white. According to HG Muller's rule of thumb the knight enhancement should worth 0.5 pawns. According to HG Muller with Fairy Max pawn odds give 68%. In the enep experiment, assuming linearity and same level of play for fairymax and ChessV, we get half a pawn for the 2 enhanced knights, 0.25 pawns per knight. When seeing that my first instinct was to cast aside HG's rule of thumb. Second thinking though I posed the extra half point not on the weak knightwa but on better center control for the extra pawn side. Could that worth half a pawn?
Any thoughts on this HG?
What about you Greg?
Now I'm in the process of making the same experiment with colors reversed.
I've finished the same experiment with reversed colours:
white enhanced knight wins 40
black extra pawn wins 54
draws 6
That means a 57% victory for black. So the color difference is not that important.
@ Kevin
Why a knightwa should worth 6 pawns as the wazir is a just move power? and it practice is rarely used. As a just move power it never menaces anything directly. According to H.G. Muller's rule of thumb the "wa" power should worth 0.33 of the full wazir which is 1.5*0.33=0.5, so that means a mere 3.5 pawns for the knightwa. It seems in practice it worth even less as the knightwa often gets chased by enemy knights and bishops.
@Greg
There were 100 games played at 30 seconds/move as described earlier. In some games I hand started the first 5-9 ply. But anyway the game doesn't seem to repeat infinitely even without opening book or hand starting of the games, although the first 5-6 ply are the same. I don't know why is that, if you could maybe enlightened me on that one.
@HG Muller
HG, Could you repeat tests with Fairy Max? I have my hands full at the time, otherwise I'll do it myself later.
Thanks, Kevin.
I think the initial knightwa value was too hi (4 pawns). So using a smaller value could help the observed practical problems. I'm not sure how to implement your suggestions in the computer program but I think some of them are considered in an indirect way.
@ Greg Strong, I've just send you an email, Have you seen it?
@Greg Strong, I have sent you an even more detailed email!
Thanks Greg!
I'm willing to help by translating from english and french to Romanian (my native language). The only issue is that I have never written before on wikipedia, I was just a consumer, so any advice would be apreciated!
I've noticed that in the meantime Romanian has apeared as a language, I don't se how to further help, if you have any sugestions?
Thanks! I'm doing some experiments, Enep does not seem a balanced game, the side with extra pawn seems stronger!
@Vickalan
Why your name shows question marks to me?
I'm testing the second position mentioned on the article by playing it with ChessV cpu vs cpu!
I have done only one experiment at the time, now I'm improved with doing tests with the computer as Greg Strong was kind enough to include ENEP in his program CHESSV. Fine tunning is impossible but I'm trying different setups mostly for fun! I too have though at multiple ways of tunning among which the ones you mention. And in the ENEP comments section you can see some results of my experiments.
1. It's Enep not Enap, no matter though
2. The huygens is an very interesting piece
3. Maybe you can create a more knightish huygens like and (1,2)&(1,3)&(1,5)&...&(1,p)&...&(2,3)&(2,5)&...&(2,p) where p is a prime number
@Greg Strong,
I hope you read this, I really need to speak with you!Please!!!
As the whole apothecary series (more on that later) is more about me tinckering with chess variants ideas maybe people carring about them should listen to this video: https://www.youtube.com/watch?v=m4p7T9O_tqg
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It's been a long time since I last posted here mostly because of beeing busy with playing Civilizations (I'm over it now).
Today, 30th of November 2016 on my 32 birthday I vow I'll add to Greg Strong's ChessV my apothecary 1&2 variants. I have chosen ChessV instead of Fairy-Max because it offers more flexibility in implementing the rules of the game, provided you know c++ (which I do). For know I've managed to implement the griffin but I'm searching for a way to test the code.
to Greg Strong: Thank you for providing this oportunity
mostly to H.G. Muller
Hello again H.G., long time no see, my fault.
Thanks for teaching me the statistical methods with which to evaluate different pieces. Experiments done with fairy max have proven useful espeacially in setting up the strengh order of minor pieces. Thanks very much for that H.G. . Although I'll redo most experiments with ChessV once everything is setup. I have chosen chessV because with it I can implement the proper promotion rules and I hope to be able to engineer a fool (that imitates the last move of the opponent).
I've notcied you have done a lot of wonderfull work with the interactive diagrams that represent variants. I need for the 2 apothecary games the following facilities:
1. Generation of random 1/12 intial positions. *
2. Very difficult implementation of the fool. You've said before that there is no concept of a turn in the diagrams and I accepted that, but can't the fool be set to have the move (with a default of nothing) of the last used piece friend or foe, and let the user be aware of move turn. I also noticed that the concept of starting in hand is not hard to implement is actually possible in the default implementation.
* the twelve starting positions come from having the two knights in or bishops in options that I have mentioned before. Also the three major pieces begining sqares get permuted for 6 other posiibilities. 6*2=12