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Yellow is the color of mystery in Italy? I wonder if Robert Chambers knew
that. (Robert Chambers was an early writer of supernatural horror who's
work, particularly <u>The King in Yellow</u>, was cited as major influence
by Lovecraft and his circle.)
<p>
Repetition is now forbidden!
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I have printed out your screed to study in the morning, when the sap rises
and the brain cells go off strike.
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Forget the root beer or the Hennepin, what I want is a case of Diet Moxie.
It's the one form of soda that my kids will not filch.
<p>
(I have actually recently dived into the seas of i18n, actually -- talk
about your eldritch horrors! The subtle distinctions between UCS-2 and
UTF-16 will drive me mad, <strong>mad</strong> I say! <i>Mua, ha, ha,
ha . . .</i>)
![An article on pieces](/index/piece.gif)
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I'm not really a mathematician or stastician - I merely enjoy math and am somewhat talented at it. I have read your general theory of piece values - in fact, I think I've read it roughly ten times, starting back when you were still adding to it. I'm afraid I can't tell you how accurate it is, as I feel very much the midget when it comes to playing chess. (I think I may have read your theory of piece values more often than I have played chess in the last five years.) I've meant to e-mail you with various comments about it for many years now, but I never got around to it. This handy comment system makes it easy enough that I'll finally stop procrastinating, though. I'll start some new threads, I think. I hesitate to mention it because I'm currently working on the revision (which should suck less), but Fantasy Grand Chess is my chess variant with different armies. I didn't analyze things very thoroughly (mostly I just guessed at what looked right), and mostly assumed values would be the same on an 8x8 board as 10x10, so it needs work. (Which is what I'm currently doing.) I'm also making changes to help the theme, and dropping it down to a more manageable four armies. If there are any other numbers in particular you want me to check, let me know. I'm currently calculating for a Crooked Rook, which should be simple after the Bishop, and then I'm going to do mRcpR and RcpR.
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For what it's worth, on Christian Freeling's Grand Chess site, under About Grand Chess, it says:
<blockquote>Finally, although the Queen may have the edge in the endgame, the Marshall is arguably the strongest piece, so it flanks the King in the center as does the Queen in Chess.</blockquote>
I'd think being on a 10x10 board would benefit the Queen more than the Chancellor/Marshall.
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Various and sundry ideas about calculating the value of chess pieces. First off, it is quite interesting to instead of picking a magic number as the chance of a square being empty, calculate the value for everything between 32 pieces on the board and 3 pieces on the board. Currently I'm then just averaging all the numbers, and it gives me numbers slightly higher than using 0.7 as the magic number (for Runners - Knights and other single step pieces are of course the same). One advantage of it is that it becomes easier to adjust to other starting setups - for Grand Chess I can calculate everything between 40 pieces on the board and 3, and it should work. With a magic number I'd have to guess what the new value should be, as it would probably be higher since the board starts emptier. One disadvantage is that I have no idea whether or not the numbers suck. :) Interesting embellishments could be added - social and anti-social characteristics could modify the values before they are averaged, and graphs of the values would be interesting. It would be interesting to compare the official armies from Chess with Different Armies at the final average and at each particular value. It might be possible to do something besides averaging based on the shape of the graph - the simplest idea would be if a piece declines in power, subtract a little from it's value but ignore the ending part, assuming that it will be traded off before the endgame. Secondly, I'm not sure what to do with the numbers, but it is interesting to calculate the average number of moves it takes a piece to get from one square to another, by putting the piece on each square in turn and then calculate the number of moves it takes to get for there to every other square. So for example a Rook (regardless of it's position on the board) can get to 15 squares in 1 move, 48 squares in 2 moves, and 1 square in 0 move (which I included for simplicity, but which should probably be left out) so the average would be 1.75. I've got some old numbers for this on my computer which are probably accurate, but I no longer know how I got them. Here's a sampling: Knight: 2.83 Bishop: 1.66 (can't get to half the squares) Rook: 1.75 Queen: 1.61 King: 3.69 Wazir: 5.25 Ferz: 3.65 (can't get to half the squares) This concept seems to be directly related to distance. Perhaps some method of weighting the squares could make it account for forwardness as well. Finally, on the value of Kings. They are generally considered to have infinite value, as losing them costs you the game. But what if you assume that the standard method is to lose when you have lost all your pieces, and that kings have the special disadvantage that losing it loses you the game? I first assumed this would make the value fairly negative, but preliminary testing in Zillions seems to indicate it is somewhere around zero. If it is zero, that would be very nifty, but I'll leave it to someone much better than me at chess to figure out it's true value.
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'Yellow is the color of mystery in Italy' is an arcane little i18n joke. A paperback pulp mystery story is colloquially called 'un giallo' (a yellow) because of its yellow cover. Even the publisher Mondadori uses the term, as its series is titled 'Il Giallo Mondadori'. Number 1331, 'Quella Bomba di Nero Wolfe' (Please Pass the Guilt) was published in 1974 and it is weekly, therefore the series began around 1948; but it also says 'new series', so the usage of a yellow in this sense may be older. This is *not* the sort of color usage that can get you into i18n trouble, though it sounds like the typical 'White is the color of death in China' warning, and that's the little joke. For true madness and horror, you should look into the methods of internationalization that were used in the days before the current standards existed....
![An article on pieces](/index/piece.gif)
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>> Would 0.91 times 0.7 times 0.7 be correct? Yes, this is the answer >> to 'it can move there if either d2 or f2 is empty AND e3 is empty >> AND the corresponding square (d4 if d2, or f4 if f2) is empty'. > This isn't right (I think). It can move there if e3 is empty and > either d2 and d4 are empty or f2 and f4 are empty. So that's 0.7 * (1 > - (1 - 0.49) * (1 - 0.49) ), which works out to 0.51793, as compared > to 0.4459. I think the generalized equation, where X is the (always > even) number of squares moved, would be 0.7^(X/2 - 1) * (1 - (1 - > 0.7^(X/2))^2) (We're talking about the probability of the zFF being able to make a four step move, for example from e1 to e5.) My verbal description is saying that the choice between the two paths is made only once, and therefore the two-path probability correction should be made only once in the calculation; this gives me a simpler formula for doing the calc by hand. Upon review I am even more convinced that this is correct, but in order to feel perfectly secure I must find your error. You are saying 'if e3 empty and ((d2 empty and d4 empty) or (f2 empty and f4 empty))'. The verbal description is clearly correct, although it makes things more complicated when you extend to 4 step and 6 step moves. The probability that d2 empty and d4 empty is 0.49; the probability that p or q is (1 - ((1 - p) * (1 - q))). Ouch, that's convincing. Wouldn't another fair way of stating it be '(d2 empty and e3 empty and d4 empty) or (f2 and e3 and f4)'? But that gives me a completely different number, even higher. Aha! '(d2 and e3 and d4) and (f2 and e3 and f4)' is incorrect because in effect it applies the two-path correction to e3, but e3 non-empty blocks both paths! But then by the same token, your 'e3 and ((d2 and d4) or (f2 and f4))' must apply the two-path correction twice!! I'm right, you're wrong. Nyaah, nyaah! (If I were a licensed mathematician I would be able to say Q.E.D., but since I'm not I can only say nyaah nyaah.) That was difficult. My head hurts.
![Unverified Commentor](/index/unverified.gif)
'First off, it is quite interesting to instead of picking a magic number as the chance of a square being empty, calculate the value for everything between 32 pieces on the board and 3 pieces on the board. Currently I'm then just averaging all the numbers,' I've done that, too. The problem is, if the only reason you accept the results is because they are similar to the results given by the magic number, then the results have no special validity, they mean nothing more than the magic results. So why add the extra computational burden? If, on the other hand, you had a sound and convincing theory of why averaging the results was correct, that would be a different story. 'This concept seems to be directly related to distance.' Actually, I think I'd call it 'speed'. I'm pretty sure that I've played with those numbers but gave up because I couldn't figure out what to do with them. Maybe you can; I encourage you to try.
Some initial thoughts upon reading <b>The Official Rules of Nemoroth</b>.
(Some of which should have been raised by the previous article.)
<p>
<ul>
<li>The Ghast. How is 'two squares' defined -- does a Ghast frighten a
piece a Knight's move away from it?</li>
<p>
<li>Compelled Moves. It is really unclear reading both documents just
<i>who</i> moves the fleeing pieces, the owner or the player who causes
them to flee.</li> I'm assuming the following sequence:
<ol>
<li>A's Ghast is move; A's turn is over.</li>
<li>B moves all compelled pieces, in the order they choose; B's turn is
over.</li>
<li>If B caused any compelled moves, then A must make them as necessary,
otherwise, A may move as they please.</li>
</ol>
If the above is the case, if B's resolution of compelled moves caused
further compelled moves for B (by screaming 'Go Away' at an opposing
Ghast), are they resolved in that turn? If there are multiple such moves
(as B 'ping-pongs' A's Ghast between two Go Aways), could a piece make
multiple compelled moves in a turn this way?
<p>
For that matter, if you are compelled into a square which you must move off
of, is that resolved the same turn or the following turn?</li>
<p>
<li>Petrified Leaf Piles. I think I would have assumed a petrified Leaf
Pile could still engulf if pushed, but the rules state otherwise. I guess
that the assumption is that it isn't mobile enough to engulf anything
anymore.</li>
<p>
<li>The Interaction Matrix. If you actually created a matrix of all the
possible interactions, it might be nice to include it in document as a
table.</li>
<p>
<li>A simplified version of this game could have it when any piece is
pushed into an occupied square, all pieces in the square are crushed and
eliminated, and when a piece is pushed onto an ichorous square, it and the
ichor are also eliminated. This might be useful for starting players.</li>
</ul>
How do you plan to combine the documents? Take the first part of the
original followed by the new? Or perhaps a detailed merging? Or perhaps
just bring the first into compliance with the second, and then have the
second as a link from the first?
<hr>
I am just as glad to have missed the early days of i18n (I was aware of all
the weirdness, but was involved more things like the stability of floating
point numbers through multiple operations in those days).
A couple of tangental issues:
<hr>
Is <b>The Game of Nemoroth</b> a Chess Variant? It would rather depend on
who you asked. On one hand the game is clearly derived from Chess, but on
the other, some believe that a Royal Piece is the sine qa non of a Chess
Variant. Thus, one person classified V.R. Parton's game
<a href='../parton/100Squares.txt'>Damate</a> as not a Chess variant, even
though is played with Chess pieces (albeit using capture by overtaking),
while classifying my game
<a href='http://www.zillions-of-games.com/games/towers.html'>Towers</a> as
a Chess Variant, which I did not. Myself, I like a loose definition of
Chess Variant.
<hr>
Why is it that when I encounter an Ultima variant, it inevitably seems
more complex than Ultima, not less? (This includes David Howe's and my
as-yet-unpublished game of <b>Rococo</b> (I haven't forgotten about it
David!)). I guess there something about the game that says: 'this could
be even more complex, try it!'
![An article on pieces](/index/piece.gif)
![Unverified Commentor](/index/unverified.gif)
>My verbal description is saying that the choice between the two paths is made >only once, and therefore the two-path probability correction should be made >only once in the calculation This works fine if the first step forces you to make a choice, but sometimes both directions are unblocked after the first step, so you still have a choice of which way to go when you get to the third step. A piece that moves 2 squares as a Crooked Bishop then started moving as a Rook would be easier to block than a Crooked Bishop is, as it would only get the two-path correction once. Likewise, a piece that made bigger zig-zags, going to c3 or g3 instead of e3, would get the higher number. Nyaah, nyaah! :)
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It's ok but crazyhouse is better.
![Unverified Commentor](/index/unverified.gif)
'Is The Game of Nemoroth a Chess Variant?' I believe it is, though it stretches the boundaries. For me, the telling point is that there's a kind of checkmate (provided by compulsion). Because the basic condition of victory is stalemate, and because the pieces all have different moves, it would also stretch the boundaries to call it an ultima variant. The complexity of interactions of the pieces feels a bit Ultima-ish, though.
![Unverified Commentor](/index/unverified.gif)
1. 'B moves all compelled pieces' Oh, no. I'll have to read closely and try to see why you could have possibly thought that. Instead, 'B moves one compelled piece (or makes a saving move for it).' One move at a time. If you have compelled pieces, your moves are restricted, just like being in check except that compulsion is more powerful because if you have several compelled pieces the opponent has several moves of free action (can go around engulfing everything while you are helpless). 2. 'if you are compelled into a square which you must move off' no, the compelled move must be a legal move. You can't move onto ichor just because you're compelled. 3. petrified Leaf Pile could still engulf if pushed -- I like that, it's more consistent, I have made this change. 4. Simplified version of the game. Ah yes, a game for demon toddlers. I like that idea, too. 5. I planned to integrate the documents by making the official rules a link from the first doc; and therefore removing most of the Interactions section (just keep a few highlights).
How did I come to that conclusion? It wasn't a sin of commission, but
perhaps a sin of omission, or perhaps just my mistake. You wrote:
<blockquote>
There are cases in which pieces are compelled to move. When you are under compulsion, you may make any move which removes the compulsion, but if you cannot satisfy the compulsion of at least one piece, you lose. (Think of it as checkmate.)
</blockquote>
Somehow it didn't occur to me that unlike the Go Away, the Ghast's compulsion (and other compulsions) just affected what moves were required
and legal. An alternate wording might be something like:
<blockquote>
There are cases in which pieces are compelled to move. If you have any
compelled pieces, you must move one of them as your move, although you
may choose among your compelled pieces with legal moves. If you have
compelled pieces, and none of your compelled pieces have legal moves, you
are stalemated and thus lose.
</blockquote>
Strangely enough, compelled moves are a bit like capturing moves in
checkers, being higher priority than other moves.
![A game information page](/index/game.gif)
I have rarely seen so much chatter as for this game. (N.B. there is significant commentary on Nemoroth in the Yellow Journalism thread.) A couple of points: Is Nemoroth a chess variant? If gnohmon says it is, who am I to gainsay him? I am an 'inclusionist' when it comes to chess variants, anyway. It actually seems more like an Amazons variant, and there are other more chess-like games that make use of the 'shrinking board' mechanism, but what the heck. (Bob Abbott, who invented Ultima, did not think it was chess, because it did not use replacement captures. He was an 'exclusionist'.) When Nemoroth is refined, and the rules settle down, may we expect pages on 'The Value of the Nemoroth Pieces' and 'Nemoroth with Different Armies'? Should we reserve the name www.nemorothvariants.com? If interest remains high, how about the CVP sponsor a contest in Nemoroth problem composition?
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Hi, I have worked out a slightly different method of setting up Fischer random chess positions with a single six-sided die. It's fairly easy to memorizem because it follows logically from the positional rules of the game. As far as I can tell it will create all possible positions. Here it is: All die rolls are counted from the left side of the board from white's point of view and apply to remaining empty and 'legal' squares only. Because the king must be between both rooks, it can only occupy the central six squares on each side. Roll a die and place the king on one of the six 'central' squares. Now place the rooks. Roll a die for the left rook. If the number exceeds the number of squares on the left side of the king, roll again. Repeat for the right rook. If there is only one square to the right or left of the king, skip the rolls and simply place the rook. Now place the Bishops. Place the first bishop based on a die roll. If the roll value exceeds the number of remaining squares, roll again. Place the second bishop in a similar manner counting only the available squares of the opposite color of the already placed bishop. Place the queen with a die roll. If the die number is 4-6 then subtract 3 from its value (to minimize the number of rolls necessary.) Place the two knights on the last two squares. I have yet to study this method in detail to determine if it favors certain positions. A modification of the die roll procedure to minimize re-rolls is as follows: If there are 2-3 'legal' squares for the rooks or the second bishop take the remainder of the die in the 'modula' of the number of remaining squares. For example, if there are two legal squares for the left rook, and one rolls a 5, one counts this as a '1', as 1 is the remainder when one divides 5 by 2. If the roll had been a '4' one would count this as a '2'. In the case of 3 empty squares, one a '5' would count as a '2'. A '6' would count as a '3' and a '4' would count as a '1' (as in the queen roll, which will always have 3). This method will not work without bias when there are 4-6 legal squares remaining, and re-rolls must be employed. However, statistically speaking, fewer rolls will be necessary in such a case anyway. It is possible, though highly improbable, that one might require a very large number of rolls to finally 'nail down' a position for the rooks and bishops. But once they are placed, only 1 roll remains. What do you think? Brad Hoehne- Columbus, Ohio.
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I searched all over the internet for basic information on Hexagonal chess and this one website gives me more information than all other websites combined!
![A game information page](/index/game.gif)
Raumschach is elegant in design (a good thing!) but not quite as good as it could be. The unicorn is far too weak to be a useful piece, and the king is so mobile that he is bound to be difficult to checkmate. I'm currently (5/15/01) working on these problems, and hope to have my new version ready for posting before too long. --Jim Aikin (jaikin@musicplayer.com)
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Very useful and informative. Thanks for your effort.
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Thanks for the initial overview of this unknown game. I hadn't heard of Chinese Chess until tonight and simple curiousity sent me to your website. Now...I just want to play! With appreciation, tt
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Informative overview for the newcomer to Xiangqi, however, the descriptions assume the reader is already familiar with regular chess. Kim, Cape Town, South Africa
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Make sure you add something about who made/created it and what year it was created.
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Hi: The statement that 'You cannot put the opponent in check more than 3 times in a row with the same piece without either side moving any other piece' is incorrect. Rather than the number of checks being limited, it's the number of repeating 'cycles' (which is three cycles, or a triple-repetition, which in most cases, six checks). This common misconception seems to stem from Lau's book, Chinese Chess. We would be glad to discuss with you further on this issue. My e-mail is cci_xqr@hotmail.com Dave Woo Chinese Chess Institute USA
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