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Comments by MarkThompson
If Japan and the US have an extradition treaty, does anyone know why Fischer is still in Japan? Are they refusing to extradite him for some reason?
It does seem odd for someone to get in trouble for 'merely' playing chess, but remember that economic sanctions are supposed to serve an important purpose--namely, as a last-ditch effort to avoid a war. The US (acting in concert with other countries, hooray) had imposed such sanctions against Yugoslavia, Fischer knew about it and blew it off. I'll grant you, of course, that the military actions Clinton eventually resorted to would probably have been necessary even if Fischer had complied. (In fact, forget 'probably', of course they would have been necessary.) But that will always be true of any single individual who defects from the program, and if we make a regular practice of not enforcing economic sanctions after we declare them, then we're not really making as much effort to avoid war as we could. And that would be a Bad Thing.
freebobby.org seems to have vanished--anyway, my service is telling me it can't be found. (an hour later) ... Woops, there it is now. I guess if your ISP can't find it you should try again a little later.
I hope Mr. and Mrs. Fischer are very happy in their marriage. But this business of the Japanese holding him prisoner on false charges is disturbing. Surely the Japanese do not customarily hold people on false charges? Are we quite certain that the charges are not in fact true? I hope no one would assume automatically that anything alleged against a man admired for his chess expertise is false.
If I wanted to play a game over-the-board, I think I would create a system in which each player would write down his move and they would reveal them simultaneously. If they finish so close together that it's not obvious which finished first they could flip a coin.
Here's that page I couldn't find before, that describes how to make fairy chessmen out of regular Staunton pieces: http://www.chessvariants.org/crafts.dir/fairy-chess-pieces.html It's listed in the alphabetical index under 'How to make ...', but I think it would be better to list it in the index page of the Crafts section: http://www.chessvariants.org/crafts.dir/index.html As I say, I've used the technique described to make a Marshall and Cardinal, though I haven't followed the full instructions for dismembering a whole chess set to make the full range of pieces the author shows. But I have enough to make an attractive set for Grotesque Chess.
Alternatively, you could castle by pointing to two squares, and declaring you intend to make a move that will occupy both of them. Since the only way that could be done would be by castling, it could not be refused.
Touche! :-) I wrote that years ago and have forgotten the wording enough that when I reread it nowadays I keep thinking, criminy, what pompous a$$ wrote this stuff?
Welcome Paloma and congratulations Tony! Excellent name, and I hope she grows up in a peaceful world.
I'd have to agree after our game of 'Zebrabeest Chess' (thanks to Greg Strong for setting that up on the courier) that Wildebeest C. is much better.
That triangular arrangement of 10 objects is sometimes called the 'tetraktys.'
The links to the other contests don't seem to be working.
If you really want to go for the ultimate in symmetry, I would suggest we need to do away with the notion of a square board. A square has only eight symmetries: reflection NS or EW, 180 degree rotation, or any (or no) combination of these. Indeed, the ultimate in symmetry would be to do away with the board's edges: the board should be infinite, hence giving it translational as well as reflectional symmetry. And we should do away with the notion of cells within the board: the most symmetrical 2-dimensional object being the entire Euclidean plane, in which any point is equivalent to any other. Then we have complete rotational symmetry, about any point, as well as translations and reflections. But since we're pursuing symmetry as the ultimate goal here, we need to embolden ourselves to take the next vital step as well. To do away with the last vestiges of ugly asymmetry, we must also abolish the pieces: for once pieces are introduced into our pristine continuum, they render the game asymmetrical again, by causing some points and directions to have more importance than others: in particular, the points pieces occupy, and the directions they would need to move to attack other pieces, would have special importance. Our ultimate, perfectly symmetrical chess must therefore consist of an infinite plane with NO PIECES AT ALL. It might be objected that without pieces it will be difficult to state rules of movement, capture, initial setup, and object. But clearly, since we desire a perfectly symmetrical game, we must abolish these notions as well: because the perfectly symmetrical chess game must be symmetrical in time as well as in space, and therefore it must have no beginning, no end, and no change: the state of the game at any point must be the same as its state at any other point. And so, at last, we have our perfectly symmetrical game: no cells, no pieces, no goal, no players: is not its perfect, chaste serenity a thing of beauty? Have we not achieved true theoretical perfection? And can we not get back to discussing real chess games now?
Does anyone have any quantitative information about the advantage White has over Black? The kind of thing I'd like to know is: supposing two experienced, average rated players, with equal ratings, play many games against each other until 100 games have ended decisively (not in draws), how many should we expect to have been won by White? Is it 55-45, or 60-40, or what? Supposing our pair of equal players were more skilled than average, does that make it closer or farther to 50-50? Another thing that would be of interest: supposing we experiment with matching many pairs of unequally-rated players, with the stronger player playing Black, until we find pairs in which the White-win, Black-win ratio is 50-50: will we find any consistency in the number of rating points that separate the two players? Does playing White worth 20 points to your rating? 40 points? 100 points??
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Greg Strong wrote: 'When exact refutations to every single opening can be calculated, and are published, then professional Chess will no longer be a game of Chess skill, but rather just a game of memorization. Ok, you could still try to substitute Chess skill, but a person with a fantastic memory will probalby clean your clock.' Indeed, I feel we have already witnessed the Scrabble-ization of Chess: the step from amateur to tournament player already requires loads of rote memorization. However, if we switch to Grand Chess the number of openings will be far greater and hence harder to learn, for any human being (without cyborg cortical implants); if we switch to any variant with a large number of variable opening setups, I think it will be impossible. The objection someone made to Mercenary Chess that whatever makes the 'best' army and opening setup would be soon discovered misses one of the points: the best army and opening setup for White would depend on the army and opening setup Black is using, and vice versa; hence if they choose them one piece at a time it would be unlikely that the same one would always be used. Also, remember that there's a 'catalog' of pieces with prices: I should have stipulated that the catalog offerings and prices would continually be reviewed by the World Mercenary Chess Federation, which would periodically raise the prices of pieces in the greatest demand and lower the prices of pieces no one wants to hire. Also the WMCF might introduce new pieces from time to time. Hence, I don't believe exhaustion could ever happen. Computers may play better than humans. But we're still a long way from building a machine that can enjoy the game as much as we can.
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One possible drawback to playing any CV with a wagering system based on putting a price on each piece is that it seems it would make the game more materialistic. One of the endearing features of Chess is that its focus on the Kings makes spectacular sacrifices for the sake of achieving checkmate worthwhile. But if the point of the game is to end with the greatest value of pieces still on the board, I think this aspect will be lost. A player who hopes to win would play conservatively, trying to keep his own pieces on the board rather than let their value fall into the hands of his opponent, while a player who fears losing would try to make exchanges, thereby reducing the value of the ultimate prize for the winner. For whatever it's worth, I proposed a variant called 'Contract Jetan' in a letter to a 2001 issue of Abstract Games magazine, which went about like this: In Contract Jetan, a player could propose in mid-game some rule change that would make it more difficult for his opponent to win, accompanied by a 'proffer' of some tokens that would be added to the ante if the opponent accepts the dare. Such a proposal would probably be made by the player in a weaker position. For example, 'You must win in the next 15 moves or forfeit,' or 'My Thoat can only be captured by your Warrior', etc. If the opponent accepts the rule change, the proffer is added to the ante and the rule change is in effect. If the opponent refuses, then the player who offered it has the option of 'buying out the contract' as follows: from the proffer he removes a number of tokens equal to the excess of value of the other player's army over his own, plus his own Chief's value, and gives that to his opponent; then he adds the rest of the proffer to the ante, and rotates the board half a turn. Then they play on, but having reversed their roles, and with the proposed rule change in effect. This variant is played in an unpublished work that ERB left unfinished, 'Corporate Lawyers of Mars.'
Just curious, why 3 or fewer? Rather than zero?
I've read that the USA has an extradition treaty with Iceland also.
My impression on reading the rules was that when a player defines his last piece, all of THAT PLAYER's pieces go back to being undefined, but the description on the page doesn't specifically limit it to the player's own pieces. Did anyone else have the same idea?
Also, if we were requiring that friendly Bishops occupy squares of opposite colors, it could be possible to deduce that the last Bario on light-colored squares (or dark) has to be a Bishop. If there were four Barios left, two on light and two on dark squares, being a Knight, a light-square Bishop, and two Rooks, and I move one of my light-square Barios as a Knight, that would set of a chain reaction that would define all four pieces -- and, in the version that seems most natural to me, would therefore reset all my pieces, though not my opponent's. One reason I like the idea of requiring opposite-color Bishops and independent, one-player resets is that it would make this kind of combination more likely, and more desirable.
I just had another thought: what if captures with Barios were obligatory? No, that wouldn't work, unless you change the geometry and opening setup. But oh, what combinations ...
I think the mechanism -- having an important game event triggered by whether something can be deduced by a decision of one of the players, along with the 'natural laws' operating within the game (in this case, the known composition of the armies) -- is interesting in itself. In fact I think it might achieve more of its potential in a game that's based much less tightly on usual chess. (Sometimes I wonder whether the same thing might hold true of Extinction Chess's concept.)
How can we make the text of our user-submitted pages use the proportional fonts that are standard on most of the CVP, rather than the monospace type that I got by default? Is there an html tag we should add?
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