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And how many experimental armies have been devised? Those are fun and instructive, too, both for how they work and the ways they fall short. The supporting work of 'Ideal and Practical Values' is valuable not only for designers, but for players trying to gauge the relative values of unfamiliar combinations of pieces in an unfamiliar variant.
Here's a (hopefully complete) list of armies: Fabulous FIDEs Colorbound Clobberers Colorbound Clobberers II (alternate setup) Remarkable Rookies Nutty Knights Forward FIDEs Meticulous Mashers All-Around Allstars Amazon Army Amazon Army II (Crabs replace Knights, Amazon replaces Queen) Avian Air Force Spacious Cannoneers Amontillado (7 different knights, 2 queens for 14 total armies) DemiRifle Cylindrical Cinders Colorbound Clobberers with Doublemove F instead of FAD Colorbound Clobberers II with Doublemove F instead of FAD Fighting Fizzies Pizza Kings Seeping Switchers (I've got all of the above implemented in a ZRF that just needs some polishing before I release it.) Jupiter Mannis Manglers Nattering Nabobs of Negativity Fabulous FIDEs with Iron Ferz instead of Queen Fabulous FIDEs with Iron Crab instead of Queen
Found one more army - the Tripunch Terrors, from the comments on the Tripunch chess page.
An 'Excellent' to the editor! Several excellent people have also given excellent ratings for my game, for which I thank. It is common for the neophyte chess variant author to invent his first game and tout it as the inevitable replacement for Chess. We all laugh at this. It is uncommon for somebody who has authored thousands of highly-regarded chess variants to refer to one of his inventions as the most likely evolutionary future of the game of Chess. I hope we all take this seriously. I do not expect that CwDA will become widely played, much less overtake FIDE Chess, within my lifetime; nor do I expect that when it does the same primitive armies that I designed will be used. However! However, it was 1976 when I first conceived of the game, and 1996 when I composed the first succcessful army (Colorbound Clobberers). Twenty years. My first attempts were so bad; and I realized that in order to creat this game I needed to explore the problem of the values of chess pieces. And so I did. Twenty years. A large part of one's life. Don't imagine that I thought about the problem every day of every year, no, that's not how it went at all! I worked on it, and I gave up in bafflement, and I came back to it after a few years of not thinking about it, and then I gave up and came back and tried again and gave up and came back and tried again and so on. Not so much brilliant as really stuborn. Remember that I am a genuinely certified master of FIDE Chess: I know and love the openings, endgames, midgames. Chess with Different Armies has satisfied my expectations of what Chess should be -- it has openings, endgames, midgames, all with the general feel of real serious FIDE Chess, but of course it's different. Someday, the Grandmasters will begin to play my game, and because they are so strong they will find imbalances in the particulat armies I designed -- and I don't care, because once they start, they're hooked. Meanwhile, nobody can design any chess variant without at least thinking about different armies! I am pleased to see this, because I had expcted that my mind's greatest invention would not be recognized so soon; and yet I always hope for more. Chess with Different Armies (together with the essential work on piece values) is, I think, a really revolutionary idea even though my own work on these subjects is so hopelessly bad (I look good now, but when real mathematicians take a run at the val use and real Grandmasters start to evaluate my armies, watch out!) What an accomplishemnt, and did you know that with that accomplishment I only need a buck fifty to ride the subway?
Chess with Different Armies is certainly a very enjoyable set of games. I particularly liked playing the Remarkable Rookies, perhaps because of their mutually supportive and jumping capabilities. On the other hand, I had a much more difficult time with the Colorbound Clobberers. Before I knew it, I had trapped myself in an off-balance position. The overall idea of CWDA is very clever. The idea of balanced, yet different, armies should see more use in Chess variants development. But, as remarked by Ralph, this is not so simple and takes quite a bit of work. On the other hand, it has endless possibilities with a simple theme. One thought, would it be possible for players to 'assemble' an army from 'equivalent' sets? Something else, there is a playful character to the armies, which is a nice touch.
This really does sound like a great game. The different, themed armies are a great idea!
> This really does sound like a great game. It is. At least one pair of armies has been tested with players who were uscf master strength.
CWDA is IMHO the best variant on these pages and that's saying a lot. I particularly like the fact that the concept can be adapted to most variants.
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Here is an experimental CWDA army based on <a href='http://www.chessvariants.com/diffmove.dir/separate-realms.html'>Separate Realms Chess</a>:
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On the Rook's squares: the Separate Realms Queen (mAADDcQ)<br>
On the Knight's squares: the Separate Relms Rook (mDDcR)<br>
On the Bishop's squares: the Separte Realms Bishop (mAAcB)<br>
One the Queen's square: the FIDE Queen (or any queen-value piece you prefer).
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Calculation and playtesting suggest that the Separate Realms pieces are worth about 2/3 of their FIDE counterparts, so this should be in the ballpark of CWDA armies, with an unusual material balance (strong Rooks and weak Bishops).
How about the Separate Realms Amazon- m(DDAAfbN)cQN - on the Queen squares, to complete the theme? (I couldn't resist...)
Joseph, I couldn't have resisted either--in fact I thought of that before my last comment, but the SRC Amazon would be a bit too strong--with its fbN move, it can reach 1/2 the board without a capture, so its value is probably more like 3/4 of an Amazon=mesurably stronger than a FIDE Queen. This weekend I think I'll do a ZRF and playtest.
I should think before I post--a fully thematic army is easy: For Knights and Bishops, use their Separate Realms counterparts, for Rooks use SR Queens and use a SR Amazon as the Queen. This should be balanced against the CWDA armies with top-heavy material (weak minor pieces, strong major pieces.)
I've been playing around with variations on the Separate Realms pieces for use in CWDA. The last army I proposed is much too strong--in fact the FIDE team get slaughtered regularly. The regular SR army is too weak -- every piece is mesurably weaker than its FIDE counterpart. The FIDE army won 9 out of 10 in Zillions vs itself testing (the tenth game involved a huge blunder). Yet the SR team often holds out for 60-70 moves even though I would guess its value at 3/4 of the FIDE army. What I must be seeing is the effect of the SR army's rapid development--the SR team jumps the pawn line and FIDE is fearful of devoloping its Bishops and Knights, least they be exchanged for their weaker counterparts. (A stunning confimation of Ralph's 'levelling effect' -- the SR pieces are strong because of their weakness.) This also shows the value of leaping moves in permitting rapid deveopment (and 'undevelopement': the SR pieces are good at jumping back behind the pawn line when needed.)
> A stunning confimation of Ralph's 'levelling effect' What? You didn;t believe me? I would guess that you are right in thinking that the rapid development causes the army to get a great initial advantage which compensates for the weakness of its individual pieces. The Remarkable Rookies have perhaps the highest absolute value and the slowest development (until you learn the trick of using the HFD to harass the foe and give the WD and the R4 time to get into the game). For a contrast in extremes, you shoul try the Rookies against your army! Remember also that the results you get with a computer are not the same results you would get if the game was played between two human chess masters.
Ralph, I did indeed believe you. Your work on the value of chess pieces is the best in the game's history. What surprised me is how strong the synergy of rapid developement and leveling could be. Zillions tries too hard to avoid exchanging FIDE minor pieces for their SR equivalents--the material difference is only about a pawn and many times the sacrifice is worth making for better developement. Zillions is a flawed oracle, but a good strating point--if a game is hopelessly unbalanced on Zillions, it is more likely to be worse than better among masters. Another experiment I've tried on Zillions: The Separate Realms army vs the Reverse Separate Realms army (Rook is mRcDD, etc.) Zillions is notorious for undervaling capture and rates the reverse SR pieces as nearly as strong as their FIDE counterparts. Consequently it will glady trada a SR Rook for a RSR minor piece. Yet the game is no contest--the reverse SR army is slow to develop and the pieces don't defend each other well--its over in 18-24 moves. Just as your work suggests, a divergent piece with more capturing power is more valuable than a divergent piece with more non-capturing movement. In any army I'll take mDDcR over mRcDD. The above experiment suggested one possible exception, the reverse SR King (FmW) seemed stronger than the SR King (FcW). The King's ability to avoid capture is more important that its ability to capture.
I tried Ralph's suggestion and pitted the Separate Realms army against the Remarkable Rookies--the games lasted about the same length as SR vs Fabulous FIDEs, but had a different flavor--SR stayed competitive longer, but once the slaughter started, it was over quicker. Makes perfect sense as the Rookies are stronger the the FIDEs in absolute value but slower to develop. In another experiment, substituting the SR Rook (mDDcR) for the R4 seems to strengthen the Rookies a fair amount (which would unbalance the Rookies for CWDA). It can be devoloped to a square where it attacks the center in two moves without moving a pawn; also it defends the first rank virtually as well as a full FIDE Rook--the limitation on the squres it can occupy is compensated by its ability to leap over obstacles.
I saw that listing. From my point of view- the point of view of an average chess player- it's hard to tell how balanced the armies are. What worries me are the different kings used in the armies. Isn't there one king that can move but not capture like a WAA? (I also don't have the book in front of me, so I'm not 100% sure...) As Betza himself has said, fidding with the Kings is dangerous. (Although, since he came up with those armies, I'm sure they're as balanced as they can be. :-D)
The ancient different armies from 1977 or so are as balanced as they could be with the knowledge and technology available at the time. It was the failures of these armies that caused me to go into a shell for twenty years, and come out only when I had a workable (though sketchy and primitive) theory of piece values. The Clobberers and the Rookies are amazingly well balanced despite the fact that they are extremely extreme. Why did I start with such difficult-to-balance armies? In retrospect, it seems foolish; but I do love these two armies. Without a theory of values, the only way to balance an army would be by trial and error, with thousands of hours of playtesting per army. I do not have Zillions. I will not buy it, and I will not accept it as a gift from anyone but its makers. If SUSE can send me their linux for free, zillions can send me their product. Therefore I cannot comment on these games because I cannot read them.
Actually, .zsg files are plain text and are not covered by licenses, any more than the data files created by a word processor. The text is mainly the move list in full algebraic notation with a small amount of easily ignored bookeping data. I would urge anyone who wants to examine these saved games to download the files even if you don't currently own Zillions--you will be able to read them.
I've added the moves list to the Zillions Saved Game item page text for convenience.
The 'Remarkable Rookies' opening setup has what may be a flaw--the c1 square is completely undefended. The other three 'official' teams for CWDA do not have this flaw.
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Is this flaw a design decision, to make up for the RRs being somewhat more powerful in raw strength?
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- Sam
Looking back, I noticed that I had not rated this game, so I now correct this oversight with an 'Excellent' rating for my personal favorite variant. I hope that Ralph re-emerges soon, because I am concerned that his inventions might become overlooked without his continued input. But I will continue to do what I can to promote CWDA, though, such as voting for it's inclusion in Game Courier tournaments, and providing the best possible CWDA support to ChessV, for analysis of different army match-ups. Sometime in the not-too-distant future I will provide a great deal of information here on what I have learned from computer analysis of the major CWDA armies. Regarding the Pawn promotion rule: I would recommend a change to this rule. The current rule says a pawn may promote to any piece in either army at the start of the game. Here's the problem: What about the match-up of Nutty Knights vs. Nutty Knights? Since no piece in that entire army may move backward faster than one square at a time, even if a pawn promotes to a (very powerful) Colonel, it still probably can't move back into the frey quickly enough, seriously decreasing the value of pawn promotion. I would suggest the alternate rule: A pawn may promote to any piece (other than Pawn or King) in the player's army at the start of the game, or in the standard Orthodox Chess army (Fabulous FIDEs). This always provides the option of promotion to Queen.
I always thought that Ralph preferred that both sides not use the same army, which would make the NN vs NN case moot. But even if you do allow duplicate armies, promotion to Colonel might make for a slower end-game, but not necessarily an undecisive one.
See Ralph Betza's 1996 Index to Articles about Pieces including the ones used in CWDA and others. Incidentally, Dai Shogi fans will find short articles on the Phoenix (under the name WA or Waffle) and the Kylin (under the name FD).
the half-duck: does it HAVE to jump when it moves as a rook?
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