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Comments by DerekNalls

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Corner Chess. Fast-paced variant without pawns.[All Comments] [Add Comment or Rating]
💡Derek Nalls wrote on Sun, Mar 19, 2006 11:17 PM UTC:
With apologies to Dr. Friedlander for the loss of his fine work ...

This was my first and worst game ever invented (in 1999).
Several years and appr. 250 games later, I just don't like it anymore.
So, please delete it.

Calculation of Piece ValuesBROKEN LINK! Adobe Acrobat file. Link to an essay on attack values, material values, relative piece values.[All Comments] [Add Comment or Rating]
📝Derek Nalls wrote on Mon, Mar 20, 2006 03:41 AM UTC:
This work has been substantially revised and expanded recently to 29 pages. Please check it out again.

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Derek Nalls wrote on Mon, Mar 20, 2006 07:17 PM UTC:
[Odd, my previous message was moderated. This one was not. Is there a bug possibly? Comment deleted as irrelevant.]

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Derek Nalls wrote on Mon, Mar 20, 2006 07:21 PM UTC:
Now that is what I call a slow response time.

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Derek Nalls wrote on Mon, Mar 20, 2006 09:39 PM UTC:
various remarks concerning draws

description-  Symmetrical Chess Collection
http://www.symmetryperfect.com/shots/descript.pdf

relevant excerpts
p. 26-28 (first paragraph)
___________________________________________________

Note-  Some remarks are admixed in context with the
description of a game (Hex Chess SS) while other
remarks are directed in a purely general manner.

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Somebody wrote on Tue, Mar 21, 2006 07:03 PM UTC:
[This comment is hidden pending review. It will eventually be deleted or displayed.]

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Derek Nalls wrote on Tue, Mar 21, 2006 09:30 PM UTC:
You think?

Somebody wrote on Wed, Mar 22, 2006 09:00 PM UTC:
[This comment is hidden pending review. It will eventually be deleted or displayed.]

Chess Variant Pages Rating System. Missing description[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Thu, Mar 23, 2006 04:59 PM UTC:
For that matter, any rating scale at all can offend game inventors
(including the 4-tier one we are using right now).  Still, we need a
rating scale.  It can be comparable to helpful advice.

I don't think adjectives should be used at all (including the ones in our
current system).  When someone's game receives a below-average rating, bad
words trigger people to get upset and feel insulted moreso than numbers.

Calculation of Piece ValuesBROKEN LINK! Adobe Acrobat file. Link to an essay on attack values, material values, relative piece values.[All Comments] [Add Comment or Rating]
📝Derek Nalls wrote on Mon, Mar 27, 2006 02:41 AM UTC:
At 29 pages currently, I am still refining the model.  Accordingly, I
have recently started calculating material values for chess variants
(other than my own) having fairly well-established (hopefully),
published calculations or estimates of their relative piece values.
I am having difficulty finding suitable games for comparison.
Thusfar, I have made calculations for only 5 games with somewhat
satisfactory results.  I need more test cases. Any recommendations would
be appreciated.

Hex Chess
(square-spaced)
http://www.symmetryperfect.com/shots/values.pdf

Fischer Random Chess
(including Chess)
http://www.symmetryperfect.com/shots/values-chess.pdf

Omega Chess
http://www.symmetryperfect.com/shots/values-omega.pdf

Capablanca Random Chess
http://www.symmetryperfect.com/shots/values-capa.pdf

Wildebeest Chess
http://www.symmetryperfect.com/shots/values-wilde.pdf

Recognized Chess Variants. Index page listing the variants we feel are most significant. (Recognized!)[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Thu, Mar 30, 2006 11:14 PM UTC:
The opening setups, piece moves and rules of the game are all well-explained. Many of us are so experienced at playing our favorite games, the relative piece values (where known and published) are at least, roughly obvious to us, consciously or subconsciously. However, this can be a maddening problem for newcomers- the difference between playing with a clear, tactical plan and playing blindly thru tactical chaos. For several games for which relative piece values are fairly well-established, they should be published upon their respective game pages. That is how Wikipedia does it!

Large Chess ZRF ZIP file. ZRF for Capablanca's Chess plus variants: Bird's, Aberg's, Grotesque, Univers, Embassy, Janus, Archbishop, New Chancellor + more.[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Mon, Apr 3, 2006 01:50 AM UTC:
The next time you update this master file ...

A worthy inclusion would be a game invented by David Paulowich that I
believe is entitled Outrigger Chess.  It is only described in an article
by Betza listed on the CV Pages as 'Outrigger Chess'.  The unique
properties of this Capablanca variant have been discussed recently at the
Yahoo group Chess Variants.  Its opening setup is a piece of cake.

Chess. The rules of chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 4, 2006 06:09 AM UTC:
material values- all pieces
Fischer Random Chess (including Chess)
http://www.symmetryperfect.com/shots/values-chess.pdf

Fischer Random Chess. Play from a random setup. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 4, 2006 06:10 AM UTC:
material values- all pieces
Fischer Random Chess
http://www.symmetryperfect.com/shots/values-chess.pdf

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 4, 2006 06:21 AM UTC:
material values- all pieces
Capablanca Random Chess
http://www.symmetryperfect.com/shots/values-capa.pdf

Shatranj. The widely played Arabian predecessor of modern chess. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 4, 2006 06:24 AM UTC:
[Comment deleted.]

Grand Chess. Christian Freeling's popular large chess variant on 10 by 10 board. Rules and links. (10x10, Cells: 100) (Recognized!)[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 4, 2006 06:29 AM UTC:
[Comment deleted.]

Omega ChessA link to an external site
. Commercial chess variant on board with 104 squares.[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 4, 2006 06:32 AM UTC:
[Comment deleted.]

Wildebeest Chess. Variant on an 10 by 11 board with extra jumping pieces. (11x10, Cells: 110) (Recognized!)[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 4, 2006 06:36 AM UTC:
[Comment deleted.]

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Derek Nalls wrote on Wed, Apr 5, 2006 02:34 AM UTC:
Thank you for publishing my results.  Doing so implies that you have some
trust in my calculation method even as it differs from your own and the
English-German language barrier creates apprehension.

We are all trying to reach the same destination (accurate relative piece
values).  We just have different reasons for taking different roads in
pursuit of it.  Unfortunately, the subject is just too complicated to be
approached exclusively from math and geometry as applied to games.  Where
value judgments are necessarily required (for instance, in determining the
details of a formula and what 'looks right' based only upon estimated
material values of pieces in well-established games that seem to work
well), philosophy becomes involved.  Thereafter, the dangerous line
between 'the unreasonable effectiveness of mathematics' and 'the
unreasonable ineffectiveness of philosophy' (to quote Dr. Steven
Weinberg) is approached.

For what it is worth, your set of material values for pieces in CRC fall
into the safe, flat scale between the relatively compressed scale of Trice
and the relatively expanded scale of Nalls.  So, if there is anything at
all reliable within the work of any of the 3 of us, then your calculations
for pieces in CRC are either the most accurate or the 2nd most accurate.

Derek Nalls wrote on Wed, Apr 5, 2006 04:47 PM UTC:
How much does SMIRF cost (in US dollars)?

Derek Nalls wrote on Sun, Apr 9, 2006 03:00 AM UTC:
optimized chess 8H x 10W
http://www.symmetryperfect.com/shots/opti/

Index page of The Chess Variant Pages. Our main index page.[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 11, 2006 01:33 AM UTC:
A link to SMIRF, developed by Reinhard Scharnagl, should be included under
'computer resources:  programs that play chess variants'.

SMIRF 
(English description)
http://www.chessbox.de/Compu/schachsmirf_e.html

SMIRFBROKEN LINK!. Program that plays various 8x10 chess variants.[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Tue, Apr 11, 2006 05:40 PM UTC:Excellent ★★★★★
This is a request for future versions of SMIRF.  It relates to the
aforementioned topic (under CRC) of the advantage of white.

Originally, pawns did not have the option to make a first move consisting
of 2-spaces forward (as well as 1-space forward).  Of course, there are
historic chess variants upon rectangular boards which require original
pawns to be used instead of modern pawns.  So, for this single reason,
some of these games cannot presently be played using SMIRF.  In the chess
computer age, it has been proven that the 2-space forward move of pawns
amplifies the first-move-of-the-game advantage (for white) in chess and
many related games.  Therefore, those modern inventors (of games similar
to chess) who actually care about their games being fair and stable would
be wise to use original pawns, instead.  I predict some will.

Accordingly, it would be desirable for the SMIRF program to accommodate
these 2 sub-types of pawns within the piece sets available for use in
games played upon 8H x 8W or 8H x 10W boards.

Capablanca Random Chess. Randomized setup for Capablanca chess. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
Derek Nalls wrote on Fri, Apr 14, 2006 06:02 AM UTC:
Out of the 3 options offerred for castling in SMIRF, I chose 'symmetric'
castling for Optimized Chess 8H x 10W.  This destroyed my plan to compare
the strengths of SMIRF and Gothic Vortex III at this game by letting them
fight it out at 3 minutes per move since the latter program exclusively
supports traditional or 'normal' castling as exists in Gothic Chess.

It is particularly gracious of Scharnagl to support symmetric castling
within SMIRF, esp. since he has stated clearly that he personally prefers
normal castling.  To date, I suspect that a good reason to prefer
symmetric castling has not been explained.

Any unique game is singular in nature, regardless of whether it exhibits
an east-west symmetry or asymmetry.  However, unlike E-W symmetrical games
which always exist as 1 unified, opening setup, E-W asymmetrical games are
split so they always exist irreducibly as 2 mirror-image opening setups
which can be transposed into one another.  Obviously, neither one is any
more or less proper than the other.  

Of course, most inventors only offer 1 of these 2 mirror-image, opening
setups as the asymmetrical game and most players, on the rare occasion
that a choice between 2 is offerred, will always prefer to learn using
just 1 of them.

Ideally, the king would be perfectly centered by E-W measure so that
castling would naturally be the same between the 'Mirror I' and 'Mirror
II' variants of Opti Chess.  Unfortunately, this is obviously impossible
as the '10W' in the game title gives a strong clue.  An odd, NOT even,
number of files must exist for it to be possible to perfectly center any
single piece E-W.

The opening setups in Mirror I and Mirror II have the 2 rooks balanced
perfectly, equidistantly, symmetrically E-W from the center of the board.

The opening setups in Mirror I and Mirror II have the king as close to the
exact E-W center of the board as possible which is unfortunately, the line
dividing the 5th and 6th files.  Consequently, the king rests on the 6th
file square in Mirror I and the 5th file square in Mirror II.

With normal castling, the king and rook will end-up on destination squares
that are asymmetrical from the exact E-W center of the board within both
variants AND on destination squares that are different when comparing both
variants.

With symmetric castling, the king and rook will end-up on destination
squares that are symmetrical and identical within and between both
variants.  Essentially, a simple average of the results of normal castling
for Mirror I & II is taken which yields whole numbers.  

By contrast, one can wonder (with dark humor) how the person(s) who
established the standard for normal castling kept from going crazy when
you realize ...

In deciding exactly where to drop the pieces kingside and queenside, in
turn, they had to decide whether it was more proper to round-off exactly
1/2 square's distance to zero square's distance or 1 square's distance.
Even Dr. Mark Thompson could not answer that one!

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