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Comments by MarkThompson

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Dave's Silly Example Game. This is Dave Howe's example of a user-posted game. (2x2, Cells: 4) [All Comments] [Add Comment or Rating]
Mark Thompson wrote on Sun, May 1, 2005 05:59 PM UTC:
Thanks David and Greg! Looks much better now. This is a great new facility!

Synchronous ChessA game information page
. Chess played with written simultaneous moves.[All Comments] [Add Comment or Rating]
Mark Thompson wrote on Wed, May 18, 2005 04:42 AM UTC:
I think you could implement something in Zillions that would work like this
game. My plan would be, program 3 players: the computer has to play first,
then the user, then a 'neutral' player. The computer's moves would take
place on an invisible 'side' board, then the human player would make a
move (not having been able to see the computer's move: you'd have to
close the panel that shows the move notations), and then the 'neutral'
player would make his move, which would always be to transfer the
computer's moves from the invisible board to the visible one. If the
transfer caused conflicts the neutral player would have to do something
complicated to resolve them. 

You could never have the computer move second, or zillions would use the
information about the human player's move.

Salmon P. Chess. Huge three-dimensional game celebrating 10 years chess variant pages. (10x(), Cells: 7500) [All Comments] [Add Comment or Rating]
Mark Thompson wrote on Sat, May 21, 2005 01:40 AM UTC:
I don't think I've ever used the ratings on pages. When I see a game that
sounds interesting to me I read it, otherwise I don't. Do other people
search specifically for highly-rated games?

If no one pays any more attention to ratings than I do, it doesn't seem
worth getting upset over someone 'forging' a high rating for himself.

Synchronous ChessA game information page
. Chess played with written simultaneous moves.[All Comments] [Add Comment or Rating]
Mark Thompson wrote on Sun, May 22, 2005 09:50 PM UTC:
Yes -- to play a game like this well the computer would have to use what's called 'classical' game theory rather than, I suppose, 'combinatorial' game theory. In classical game theory, which is used for games of simultaneous movement, the possible choices for each player form the rows / columns of a matrix, and the entries of the matrix describe the value of the result to one of the players. The optimal strategy for each player is a vector giving the probability that the player should give to each possible choice. If the matrix is known then the calculation of the optimal strategies is straightforward. But the conventional ways of evaluating the value of a game position for standard chess would not apply here, so figuring out the entries to the matrix would be difficult. It might be a good research project for some grad student studying game theory, though.

Mark Thompson wrote on Wed, May 25, 2005 04:37 AM UTC:
By 'algorithmatization', do you mean finding an algorithm by which a player can be certain not to lose? That's a good question. I thought at first it was obvious that no such algorithm could be found, since Synchronous Chess is not a perfect-information game, but as I think about it a second time, I realize it's not so obvious. But I think it's unlikely there could be such an algorithm. Luck is a factor.

[Subject Thread] [Add Response]
Mark Thompson wrote on Fri, May 27, 2005 12:18 AM UTC:
If the players are cooperating, why do you need two of them?

Rules of Chess FAQ. Frequently asked chess questions.[All Comments] [Add Comment or Rating]
Mark Thompson wrote on Sat, Jun 4, 2005 04:27 PM UTC:
Except, I think, in an 'official' chess tournament, where I'm told that announcing check is considered rude by some.

[Subject Thread] [Add Response]
Mark Thompson wrote on Mon, Jun 20, 2005 12:59 AM UTC:
What would be wrong with putting a length-limit on user ID's to prevent
this problem from recurring? Perhaps characters like at and slash should
be prohibited as well.

[Subject Thread] [Add Response]
Mark Thompson wrote on Wed, Jun 22, 2005 02:05 AM UTC:
'I think in this instance and only in this instance should you add all the
points of pieces captured in order to determine the winner.' John, you
could make a case that the chess variant played that way would be better
than Chess, and certainly you and your opponent have the right to play
that way if you like. The only caution I would advise is that, since those
are not the standard rules of Chess, you'd better make sure you and your
opponent both agree to those rules before you start, or else someone might
end up with hard feelings after the game is over. (This reminds me of the
aftermath of the 2000 election ...)

[Subject Thread] [Add Response]
Mark Thompson wrote on Sat, Jul 30, 2005 01:01 AM UTC:
Another question would be whether people with high IQs are smarter than
other people. 

Chess and other mentally taxing games are said to ward off Alzheimer's,
which is somewhat related to your topic. I would guess, though, that if
there is anyone who doesn't enjoy playing chess, but plays it anyway in
hope of becoming smarter, then it won't work for that person.

Showdown Chess. No draws permitted. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Mark Thompson wrote on Sat, Aug 27, 2005 05:26 AM UTC:
Hmm. Some of these rules will probably need to be spelled out more. For
instance, it's illegal to make a move that results in insufficient mating
material. Does that mean that when either player gets down to a set of
pieces that can't be reduced further and still be able to force mate, his
remaining pieces become uncapturable? But won't the conventional ideas of
how much material is sufficient to force mating have to be revised, in
light of this invulnerability rule? And the fact that no move is allowed
that would result in stalemate might also affect the issue, I think.

More fundamentally, is it allowed for one player to be reduced below the
level where he could force mate, as long as the other one is not?

Congo. Animals fight on 7 by 7 board. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
Mark Thompson wrote on Sun, Oct 16, 2005 04:16 AM UTC:
The 'drowning rule' in Congo is original and interesting, but it seems to
me that it makes it awfully difficult to get an attack going. If you push a
piece into the River, your opponent has the option of immediately making a
counterattacking move that needs an immediate defensive response, which
forces you to lose the piece in the River. It almost seems as though
you're better off waiting for the other player to attack and let him be
the one whose pieces drown. Does anyone know just how the good players
avoid this problem?

Someone once observed that one of the general problems in designing a good
strategy game is figuring out how to force the players to be aggressive,
since many games tend to favor passive play unless a mechanism is
introduced to force conflict. This makes me suspect that Congo might be a
better game if the drowning rule, which seems to discourage conflict, were
revised somehow: perhaps, a piece (or at least a Pawn) should be allowed to
stay in the River one turn without drowning? Any suggestions?

[Subject Thread] [Add Response]
Mark Thompson wrote on Mon, Oct 24, 2005 12:31 AM UTC:
'most chess pieces are symmetrical along a vertical axis, and I simply
haven't the slightest idea how to do it with the software that comes with
Windows.'

In MS Paint, make sure you uncheck the option 'Draw Opaque' under
'Image', and then draw the left- or right-half of your image. Leave the
rest of the image white. Then select all, copy, and while the copy is
selected, choose Image / Flip-Rotate / Horizontal. That will flip the
'copy' to its own mirror-image. Then you can adjust its position with
the mouse to line up with the other half.

Mark Thompson wrote on Tue, Oct 25, 2005 12:44 AM UTC:
Strip off HP laserprinter headers? Sorry, no idea on that one--not even
sure I understand the question. Maybe someone else knows.

[Subject Thread] [Add Response]
Mark Thompson wrote on Sat, Oct 29, 2005 05:55 PM UTC:
'And as far as piece names go, no need to justify your choices.  Piece
names are the prerogative of the inventor ...'

Not only that, but those of us who construct our own sets will ultimately
just call the pieces by the names we like, and switch to 'official'
names only for online discussions if needed. Just like players started
calling the elephant a bishop. For instance I always call a B+N a
Cardinal, regardless of anyone who wants me to call it an Archbishop.
And if I ever get around to making a Navia Dratp set, I'm gonna make a
LOT of changes ...

Like that poem, 'The Moon': 

'You say it's made of silver, 
I say it's made of cheese. 
For I am an American, 
And say what I d*** please.'

Congo. Animals fight on 7 by 7 board. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
Mark Thompson wrote on Fri, Dec 2, 2005 01:06 AM UTC:
Regarding possible 'fixes' for the drowning rule (if anyone agrees with me that it needs fixing), what if we declared that the river contains 'islands' at b4 and f4, and any piece can remain on those squares indefinitely without drowning? The crocodile's move is unaffected. This might allow the river still to have an effect on play, but also allow players to launch attacks more easily. Would anyone like to try it?

AIGO Chess. International chess with Cannon pieces added. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Mark Thompson wrote on Fri, Dec 9, 2005 02:16 AM UTC:
I believe you're mistaken in saying the cannons can capture one another in the opening setup. They only go over one piece in making a capture, and they're separated by two pawns.

Storm the Ivory Tower. A Smess adaptation of Chinese Chess. (9x10, Cells: 90) [All Comments] [Add Comment or Rating]
Mark Thompson wrote on Fri, Dec 16, 2005 01:00 AM UTC:
I also prefer the 'optical illusion' board. I prefer plain things over garish. And the idea of checkering it sounds very reasonable to me too.

Game Courier Ratings. Calculates ratings for players from Game Courier logs. Experimental.[All Comments] [Add Comment or Rating]
Mark Thompson wrote on Sat, Jan 14, 2006 02:33 AM UTC:
I've always thought the best implementation of ratings would be an 'open-source' approach: make public the raw data that go into calculating the ratings, and allow many people to set up their own algorithms for processing the data into ratings. So users would have a 'Duniho rating' and a 'FIDE rating' and 'McGillicuddy rating' and so on. Then users could choose to pay attention to whichever rating they think is most significant. Over time, studies would become available as to which ratings most accurately predict the outcomes of games, and certain ratings would outcompete others: a free market of ideas.

Mark Thompson wrote on Sat, Jan 14, 2006 05:13 AM UTC:
'I also like the open-source approach (maybe make the raw data XML,
plain-text, or both), but there should also be one built-in to this site
as well, so if you don't have your own implementation you can view your
own.'

Sure, the site should have its own 'brand' of ratings. But I mean, it
would be good to make ratings from many user-defined systems available
here also. Just as the system allows users to design their own webpages
(subject to editorial review) and their own game implementations, there
could be a system whereby users could design their own ratings systems,
and any or all these systems could be available here at CVP to anyone who
wants to view them, study their predictive value, use them for tournament
matchings, etc.

Of course, it's much easier to suggest a system of multiple user-defined
rating schemes (hey, we could call it MUDRATS) than to do the work of
implementing it. But if enough people consider the idea and feel it has
merit, eventually someone will set it up someplace and it will catch on.

Navia Dratp. An upcoming commercial chess variant with collectible, tradable pieces. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
Mark Thompson wrote on Fri, Jan 27, 2006 01:53 AM UTC:
As far as the aesthetics of the game are concerned, I'm completely with Michael Howe. The forms of the pieces are repulsive, the bizarre names for everything (including the game itself) pointlessly ugly. But I've played at least half a dozen games, and the game itself is very good. I can hardly wait for the copyright to run out, so I can create an isomorphic game with sensible, euphonic names and pleasant-looking pieces. WHY does anyone create ugliness when beauty is within easy reach? I suppose I could make my own version even now, but they deserve to make money on their invention from people like me as long as they're trying to, so eventually I'll probably buy their equipment. But not without gnashing my teeth.

Mark Thompson wrote on Sat, Jan 28, 2006 01:16 AM UTC:
'Is Lord Kiggoshi such a terrible name?' No, Kiggoshi does sound Japanese. But Chugyullas, Coydrocomp, Nebguard? Gyullas (to mean simply Money)? Dratp (to mean simply Promote)? As you say, we have different tastes. And the names don't spoil the game for me, because when I'm playing I don't think about them.

Mark Thompson wrote on Sat, Jan 28, 2006 03:12 PM UTC:
Energy crystals, money, what's the difference. It's stuff you earn by
doing something and pay out to get privileges: by me that's money. And
while I agree that dratping isn't exactly the same as promoting, the
concept is close enough. A space elevator isn't exactly an elevator, but
calling it that makes the idea clearer than coining a new word that's
unrelated to anything in the language -- AND is either
almost-unpronouncable or has a silent letter, what's with that? Silent
letters are vestiges of pronunciations from earlier times, what's the
point of including one in a new coinage? 

My aesthetic preferences are admittedly my own, and though I feel I have
good reasons behind them, I don't expect everyone else to share them.
These things depend on individual judgment, sentiment, and taste. As I've
already said, it's a fine game.

[Subject Thread] [Add Response]
Mark Thompson wrote on Fri, Apr 14, 2006 01:39 AM UTC:
This seems like an interesting, simple idea. Since Knights gain so much
power as to be a problem, I wonder whether it would be good to play Diana
Chess (6x6 board with no Knights) with this 'One Double-Move' rule.

Mark Thompson wrote on Sat, Apr 15, 2006 11:39 AM UTC:
Another possible variation to address the overstrong knight problem would
be to use a standard board but replace the knights with other pieces, such
as Horses (like knights but without the ability to jump over an
orthogonally-adjacent piece), or Burmese Elephants (Shogi's Silver
General).

I like this idea, it seems like an ingredient that could enhance many
different chesses. Maybe there should be a regular page for this game.

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