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Comments by DerekNalls

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Zillions-of-Games: Review. Review of Windows program for playing user-programmed Chess variants and other strategy board games.[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Mon, Aug 12, 2013 05:50 PM UTC:
ST:  Although I haven't studied it, you can probably salvage Schoolbook Chess by changing its turn order to white-black-black-white.  This will reduce white's advantage to a tolerable level.

Chess sets I wouldn't buy[Subject Thread] [Add Response]
Derek Nalls wrote on Sat, Mar 22, 2014 01:06 AM UTC:
... but it is only $249 US.

Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Sun, Apr 5, 2015 12:25 AM UTC:BelowAverage ★★
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.

Derek Nalls wrote on Sun, Apr 5, 2015 12:39 PM UTC:
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.

Derek Nalls wrote on Sun, Apr 5, 2015 03:08 PM UTC:
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.

Derek Nalls wrote on Sun, Apr 5, 2015 10:35 PM UTC:
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.

Computer resistant chess variants[Subject Thread] [Add Response]
Derek Nalls wrote on Thu, Dec 10, 2015 03:19 PM UTC:
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.

Derek Nalls wrote on Tue, Dec 15, 2015 04:13 AM UTC:
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.

Derek Nalls wrote on Tue, Dec 15, 2015 04:43 PM UTC:
"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.

Sac Chess. Game with 60 pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Derek Nalls wrote on Wed, Dec 16, 2015 10:33 PM UTC:
You requested a third party opinion. I have playtested Muller's relative piece values in CRC and found them to be extremely reliable. In fact, I was so intrigued by my verification of his correct (yet surprisingly high) value for the archbishop that I revised and expanded my own work to drive deeper into the underlying geometric & arithmetic foundations in a somewhat successful attempt to gain a theoretical understanding as to why.

Derek Nalls wrote on Wed, Dec 16, 2015 10:59 PM UTC:
Editors: We need the ability to delete one of our own comments for whatever appropriate reason.

Computer resistant chess variants[Subject Thread] [Add Response]
Derek Nalls wrote on Wed, May 18, 2016 12:29 AM UTC:
Intelligent Adversary Searches
https://pdfs.semanticscholar.org/b536/49ac430195dccbcff62a34e0c800a4782c97.pdf

Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Derek Nalls wrote on Thu, Sep 15, 2016 09:51 PM UTC:

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.


Symmetrical Chess CollectionA game information page
. Collection of several large symmetric chess variants with only line pieces.[All Comments] [Add Comment or Rating]
💡📝Derek Nalls wrote on Wed, Oct 19, 2016 01:07 PM UTC:

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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