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Comments by DerekNalls

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Derek Nalls wrote on Tue, Jul 19, 2005 05:06 PM UTC:
The ChessBrain Network
http://www.chessbrain.net

The distributive computing approach towards playing chess and variants
well under time constraints currently has a lot of technical problems and
inefficiencies to overcome but it has unlimited potential.

[Note-  Their web host is fairly unreliable.
If you hit nothing today, try again tomorrow.]

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Derek Nalls wrote on Sat, Jul 30, 2005 05:02 AM UTC:
There are many types of mental endeavors which can help people exercise
their minds, sharpen their acuity or even, enhance their intelligence
slightly-to-moderately over time.  I would not assess playing board games
as being of greater importance than many other, unrelated (or seemingly
so) ways.  However, game-playing is ideal for this purpose due to the
great number of events which can be simulated and learned from via
feedback within a brief time without risking harm to one's self or others
in any non-trivial way (unless gambling is involved).  At a cursory 
glance, people generally classify games as trivial pursuits.  Maybe so. 
Yet game theory is the most instructive branch of mathematics applicable
to areas of life generally agreed to be far more effectual and important
than mere parlor games.

Economics, business, political science, revolutionary theory, military
science, legal theory, legislation, police science, terrorist behavior,
criminal behavior, social behavior, etc can all be learned from, to some
extent, from the perspective of game theory.  Essentially, game theory
offers some valuable holistic insights with predictive, empowering or
controlling potential into many of the possible resourceful, rational
decisions and moves by governments, corporations and individuals designed
to maximize rewards and minimize losses or risks.  Of course, the
complexity intrinsic to these non-scientific subjects, which do not allow
some important variables to be isolated or treated mathematically, gives
rise to many errors and limitations.  Nonetheless, a wide range of 
seemingly-unrelated subjects which involve utilitarian behavior and its
various methods of calculation can be approached with some fruitfulness by
this mathematical science with interdisciplinary value.

The reason I do not consider chess variants trivial lies in my
marginally-tenable theory, ideal or notion that perfect game(s) truly
exist within the infinite universe of possibilities.  Moreover, I am
confident that our efforts to discover or invent perfect game(s) can and
eventually, will succeed (if they have not already).  Furthermore, I would
classify any perfect game created as a perfect model and in turn, value any
perfect model very highly instead of trivially as an educational tool which
could possibly be catalytic to rapid and/or deep human learning to the
greatest extent.  In turn, this extraordinary tool for human learning
could have an unprecedented, high positive transfer to other important
subjects of study effecting humanity which are also approachable from game
theory- the limiting factors involving levels of emergence and mental
adaptivity where crossing distinct subject matters.

Derek Nalls wrote on Mon, Aug 1, 2005 05:25 AM UTC:
I suspect the estimation of Pres. George W. Bush's IQ at 91 is about
right, perhaps even generous.  Sometimes, IQ tests yield results which
make one wonder how reasonable or accurate they may be.  After all, there
seems to be no way to definitively test IQ tests and educational
psychology is far from an exact science.

The estimated IQ of 135 for Gary Kasparov is some proof or indication of
how inaccurate IQ tests can be.  Anyone who has memorized an opening book
of appr. 2 million positions for chess, can reliably identify and execute
any part of it quickly and errorlessly and moreover, is one of the very
best in the world at intelligently improvising mid-game and endgame
scenarios without it is extremely intelligent (if not a genius or
borderline).

Yes, some highly intelligent people do not find standardized tests or
normal conversations (thru which their IQ can be revealed) especially
interesting, engaging or motivating.

Cross3D Chess. 3D Chess game where pieces are arranged in a cross shape. (8x(8x8), Cells: 512) [All Comments] [Add Comment or Rating]
Derek Nalls wrote on Sun, Aug 21, 2005 05:32 PM UTC:
Description- (Symmetrical Chess Collection)
section- '3-D chess variants'
page 25

http://www.symmetryperfect.com/shots/descript.pdf

Until recently, I was also passionate about 3-D chess designs and at
least, my prospects for creating games sometime in the distant future when
3-D graphics in a universal chess variant program (perhaps, ZOG) were
up-to-par.  Currently, I no longer intend to develope any 3-D games.

Nonetheless, you have mentioned (on a few forums) one method which may
acceptably, practically overcome my so-called 'fatal flaw':

'Planar pieces' (as opposed to 'linear pieces') with greatly enhanced
moving capabilities.

Personally, I am unwilling to admit 'planar pieces' into any games of my
creation as their movements supercede vision (much as the transporter in
Star Trek lore).  Obviously, you do not find this objectionable, though. 
This, in tandem with a white-black-black-white turn order, may be the key
to your dreams as it would insure that your resulting 3-D games are not
too drawish.

Derek Nalls wrote on Sun, Aug 21, 2005 10:10 PM UTC:
'The drawish-ness of 3D Chess is not predicated upon the turn order but
upon the material necessary to form a mating position.'
_______________________________________________________

In this instance, I did not mention the white-black-black-white turn
order
due to concern over the first-move-of-the-game advantage (by white).

The material necessary to form a mating position is greatly reduced in
games where a double-move is commonplace since, for example, having 2
moves per turn (instead of 1 move) can enable a player to strike any 
space on a 2-D board (if not too exotic in its geometry) with a 2-D queen
(a linear piece) within 1 turn.  Using planar pieces, I ascertain that it
is likewise possible on a 3-D board (if not too exotic in its geometry)
with a 3-D omni-directional piece (a planar piece).

In light of what I know now, you Smith brothers (no relation) have
devised
the only feasible and potentially, complete solution to the numerous
problems endemic to 3-D chess variants.  I wish you success in your
future
efforts.

Stanley Random Chess A game information page
. Missing description[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Sep 27, 2005 12:46 AM UTC:Poor ★
Pity to the poor soul who actually tries to play this game! Remove it.

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Derek Nalls wrote on Tue, Oct 11, 2005 03:34 AM UTC:
Yes, I agree.

Fischer Random Chess. Play from a random setup. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Fri, Oct 14, 2005 04:30 PM UTC:
Fischer vs. Topalov
Fischer Random Chess
http://www.novinite.com/view_news.php?id=53662

According to this news report, both are willing to play one another.
Will negotiations over money and the details of the competition hold-up,
though?

Stanley Random Chess A game information page
. Missing description[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Wed, Oct 19, 2005 02:41 PM UTC:
I would at least recommend that your editorial policy insist that all 
gamepages be mainly serious and rational in describing the rules, board,
pieces, history, etc.  In this case, it should clearly state that Stanley
Random Chess is a game where the rules are hidden information.

Advocates of this game are not winning any new fans by having their game
genuinely mistaken for a hoax or a practical joke by intelligent peers. 
Furthermore, frustrating people who show a serious interest with endless
layers of presumably funny or witty bullshit is neither humorous nor
clever.  A number of people have received extremely-far-from-straight
answers to their straight questions.  The humor in their treatment escapes
me completely.

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Derek Nalls wrote on Fri, Oct 28, 2005 06:04 PM UTC:
Welcome!
This is the friendliest place in the world.

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Derek Nalls wrote on Thu, Nov 17, 2005 01:16 AM UTC:
Tragic.  Somehow we must survive this setback and carry on.

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Derek Nalls wrote on Sun, Dec 4, 2005 04:32 PM UTC:
Chessboxing-
the thinking man's contact sport
http://www.chessboxing.com

Scirocco (old). On ten by ten board with over thirty different pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Derek Nalls wrote on Thu, Dec 8, 2005 08:54 PM UTC:
'Adrian King tried to cure all the ills of chess in one ambitious
variant.
While this attempt was doomed to fail, it is worth studying carefully.'

I cannot understand such extreme pessimism.

Why do you automatically believe all possible solutions to a problem are
'doomed to fail'?

Derek Nalls wrote on Fri, Dec 9, 2005 06:17 PM UTC:
I think I can voice some encouragement for 'Anonymous' even though I classify my position as neutral and realistic, neither optomistic nor pessimistic.

Yes, 'there are plenty of good reasons for making chess variants besides trying to create the perfect one'. However, 'trying to create the perfect one' is the truly outstanding and inspiring reason. As to whether or not it is actually achievable, I maintain that creating a virtually perfect game is. Moreover, I can tentatively offer only ONE game I have ever created as a living proof ... to be lacerated at will by any or all naysayers who hang out here. It is named 'Hex Chess (square-spaced)'. Please check it out!

I prefer to venture that a more appropriate or correctly applicable parallel or analogy is a limit (in the sense of calculus) whereby perfection is not absolutely achievable but progressively approachable thru the correct solution of as many successive, problem terms or steps as possible. By no means do I regard this parallel or analogy as a perfect fit to our endeavor, though:

1. I strongly doubt that the number of game-design principles which must be adhered to in order to create the best chess variant possible is infinite (and thus, unachievable). I am aware of only appr. 25 essential and appr. 25 non-essential game-design principles which I consider important enough to comply with in every case. After six years of thought and work, I have become convinced that I have not overlooked or failed to consider any critically important topics within our craft.

2. The importance of the various problem terms or factors in game design varies greatly. One is most important (symmetry), several are vital, dozens are of minor-to-trivial benefit ... to comply with. Consequently, I have reasons to think that a board game exhibiting 75%-90% perfection (as if anyone has devised a proven, reliable mathematical method to measure such value-judgment laden qualities) can readily be implemented by anyone with sufficient expertise to follow several well-defined guidelines.

_____________________________________________

'It may also hold for chess variants that all the ideal characteristics of a chess variant cannot compatibly coexist in the same game. If that is so, then the ideal chess variant is a pipedream.'

Your logic is impeccable but your premise, although very interesting, is dubious as it is drawn via precarious, interdisciplinary leaps from abstract findings in political philosophy and mathematical logic which may not be pertinent or unconditionally applicable to our specialized area. By the way, I address the issue of the apparent-yet-surpassable, incompatibility of ideal characteristics in chess variants within (and to some extent, throughout) my main descriptive essay and demonstrate the feasibility of these ideas via the implementation of one game.


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Derek Nalls wrote on Sat, Dec 10, 2005 12:54 AM UTC:
[Removed comment due to obsolescence.]

On Designing Good Chess Variants. Design goals and design principles for creating Chess variants.[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Sat, Dec 10, 2005 07:43 PM UTC:Excellent ★★★★★
I respect the need to be diplomatic with a publication by an editor of the
CV Pages.  Overall, this is a fine, well-structured article covering the
basics of chess variant design which fills a need using accessible
language and clear examples.

The only fault I find within it is that it does not, in sharp contrast to
my own essay on the subject, contain a minimum of necessary value
judgments.

I cringed only at the parts where you advise newcomers to use the three
classic games as models for good design and to intentionally create an
east-west asymmetry within their armies.  Even though you personally hold
those preferences, I doubt the necessity of sending any-all trusting
souls down those dead-end roads.

Derek Nalls wrote on Sat, Dec 10, 2005 09:58 PM UTC:
Please forgive my unclear writing.

I meant that our respective essays have very distinct purposes.

Mine is mainly documentation for a specific game, justifying its features in terms of likes and dislikes (based upon reason) with a maximum of value judgments.

Yours is an educational article of general purpose which should contain a minimum of value judgments (although quality itself unavoidably entails value judgments). Hopefully, many people will benefit from reading it over the years.


Derek Nalls wrote on Sat, Dec 10, 2005 10:13 PM UTC:
I do not wish to argue (further) about either of the two topics you mentioned within your essay. I only wish to point-out that both topics are controversial and opinionated. As such, I ask you to seriously consider whether or not they have a proper place within an article covering the essentials (but not the abstracts) of sound chess variant design.

Derek Nalls wrote on Sun, Dec 11, 2005 06:45 AM UTC:
All of these comments are as readily available to the reader as your main article. They serve as sufficient warning to the reader that a couple of your hopefully-or-allegedly, best recommendations are controversial. For newcomers to learn to think critically and decide for themselves about every foundational, value judgment is in their best interests, anyway.

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Derek Nalls wrote on Sun, Dec 25, 2005 04:05 PM UTC:
Merry winter solstice to almost everyone!

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Derek Nalls wrote on Tue, Jan 24, 2006 06:10 PM UTC:
Chess Computers Unbeatable (This article can be found at the Sofia News Agency.)

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Derek Nalls wrote on Wed, Jan 25, 2006 11:00 PM UTC:
Chess variants with radically different game-ending objectives arguably do
not meet the proper, restrictive definition of 'chess variants'.

Still, a tournament which strays from the standard stuff by one or more
criteria could be interesting (albeit embarrassing to those who only play
strongly at games similar to standard FIDE chess).  Yes, shine a spotlight
into a dark, rare cubbyhole of the CV literature!  Nothing radical, mind
you.  No games allowed that are not at least supported by the Zillions
program.  [Game Courier support, optional.]

I am suggesting excluding games of the type that are usually included
within these tournaments thereby including games that are usually
excluded.

Here are several example, exclusion criteria which would instantly
eliminate the majority of well-known chess variants from illegibility.  I
am sure others can come-up with many more.

1.  No chess variants played upon a rectangular (or square) board.
2.  No chess variants using the standard white-black turn order.
3.  No chess variants with the game-ending objective (established at the
beginning of the game) of capturing a single royal piece (king, usually).
4.  No chess variants using a majority of pieces common to chess, shogi or
xiang-qi.
5.  No chess variants with asymmetrical opening setups or gameboards.
6.  No chess variants ever played in a previous tournament at the CV
Pages.

By the way, I am indifferent to speculations about my ulterior motives.

[Subject Thread] [Add Response]
Derek Nalls wrote on Fri, Feb 10, 2006 08:27 PM UTC:
In fact, the Zillions program actually DOES have a ply depth control.  It
is illusive though and has been mistakenly presumed by many (including
myself) to not exist.

Please read this thread of interest from the Zillions discussion board:

http://zillionsofgames.com/discus/

You must navigate manually the rest of the way since deep-linking is not
supported.

Zillions of Games Discussion Forum: Desired Features for Zillions of
Games: Time keeping

Amazon Grand Chess. A combination of Grand Chess and Amazon Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Derek Nalls wrote on Sun, Feb 26, 2006 04:14 PM UTC:
I also agree with Duniho's proposal of a ban on sequelled game names by different inventors. For the purposes of eligibility for a contest, we should pass no judgment on the games themselves but for their names, the inventors should be made to 'go back to the drawing board' and come-up with something original.

Royal Queens Chess A Zillions-of-Games file
. Game with full board and all pieces are sliders or immobile and victory is by capture of all 8 opposing Queens.[All Comments] [Add Comment or Rating]
💡Derek Nalls wrote on Sun, Mar 19, 2006 11:11 PM UTC:
Thank you for posting it but this game no longer exists anywhere.
So, please delete this page since the link is dead.

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