Comments by DerekNalls
Despite their intractability (in most cases), it is true (as an existential theorem) for all turn-based, two-player chess variants that, with perfect play, a decisive, game-winning advantage exists for either white or black. Furthermore, this advantage will be amplified where the armies are unequal and/or asymmetrical. The fact that the problem fails to "bite us" because the quality of play needed to reveal it is out of reach for both human or state-of-the-art AI players does not render it insignificant. It just has little practical effect.
I have no idea why any competent game designer would choose to imitate the maze of overcomplicated rules associated with checkmate from FIDE Chess that unnecessarily create a wide "draw gulf" but unfortunately, there are many thousands of such unimaginative, similar chess variants available. Sorry, I have a tendency to conceive of chess variants potentially as the infinite variety of unique, non-trivial differences from one another that they are in theory. In practice, they fall short.
Making it possible for the king to be captured as a game-winning condition is significantly simpler than numerous check & checkmate rules. In effect, it ends the game once move sooner. Also, making the royal piece incapable of movement would render a game similar to Chess much less drawish.
I didn't say or infer anything about making stalemate a loss. That would be unfair to one player and you didn't specify which player- white or black, the attacking player or the defending player. Yes, the stalemate rules in FIDE Chess also annoy me because it is possible to design chess variants that are absolutely drawless without decreasing fairness.
Spherical Chess 400 http://www.symmetryperfect.com/shots There is really only one game left on my Symmetrical Chess website anymore. Greg Schmidt (the Axiom programmer) and I have tried in a few ways and failed to make it computer AI playable at a minimal, decent level. I think we now share the opinion that such a goal is not achievable with state-of-the-art computer hardware technology and programming. From what you express, I think this game may interest you more than Go, Arimaa or Gess. Feel free to write me for details.
Inventing chess variants strictly to be "computer resistant" is not a worthy goal. It is intentionally disruptive. However, inventing chess variants to be theoretically deep (i.e., possess a high branching factor) is a worthy goal (amongst several other, desirable game characteristics). Of course, it is probable to also be "computer resistant" incidentally.
"Humans typically suffer more than computers from large branching factors." ___________________________________________________________________________ Although the quoted remark is not generally untrue, I find generalizations about the playing strength of humans at any particular game of little, practical use because it varies radically between individuals. A game with a high branching factor will (almost) certainly throw a dense, cognitive fog around the tactical & strategic play of a novice, human player [in the majority] yet an experienced, incisive human player [in the minority] can usually see through this dense, cognitive fog to consistently, correctly identify the most important offensive and/or defensive move on the board and execute it. Humans are better than computers at quick-and-accurate pattern recognition which is conducive to being able to play many chess variants well. Computers use different, non-geometric techniques to evaluate potential moves, anyway. By contrast, I do not take exception to generalizations about the playing strength of computers at any particular game because they are predictably, reliably useful. The best available hardware running the best known programming, customized to play a given game as well as possible, is the given assumption. A game with a high branching factor will certainly trap a computer player within a search ply where it becomes intractible (i.e., unable to complete it in less than a tremendous amount of time). All except the most trivial chess variants with the lowest branching factors become intractible at some point. Critically, it is a matter of how many plies can be completed before this occurs (if very long time controls are allowed) and whether or not this average number of completed plies represents a formidable AI opponent to an intelligent, competent human player. If not, there is a serious problem which can only be overcome by heavy pruning within an evaluation function. Light to moderate pruning will not address the problem to a non-trivial extent. Heavy pruning is risky. Any errors in the evaluation function are potentially catastrophic and there are many places for such game-specific errors to exist unknown. If an evaluation function occasionally throws away from consideration a move(s) that needs to be made, then the human player will likely soon discover tactics to routinely, successfully beat his/her computer opponent every time.
Intelligent Adversary Searches https://pdfs.semanticscholar.org/b536/49ac430195dccbcff62a34e0c800a4782c97.pdf
HGM: I had the same thing happen to me once years ago. I have never trusted the comment system since, apparently with good cause. I have always copied, pasted & given a file name to any message I intended to submit. Except for an untimely power blackout, taking a little extra time to do this will save you misery in the future. I'm sorry this happened.
Spherical Chess 400 description
http://www.symmetryperfect.com/shots/texts/descript.pdf
The section entitled "game-ending conditions", pages 35-40, addresses this matter that you mistakenly presumed that I neglected. Apparently, you are stuck in conceiving of endgames in terms of standard Chess with a crippled king.
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