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Comments by RichardHutnik
Singh, I will add your comment to the Unsticking Chess thread and reply there, regarding the paradigm. As far as The IAGO Chess System goes, may I suggest people give it thought as being one of the pieces to the new paradigm, and happen to come up with their own suggestions, modifications of what the IAGO Chess System says, or point out the flaws? At least discuss this. On this, I welcome people to comment about the different aspects of it. These being: 1. The classification system for types of chess. 2. The use of drops and gating to get new pieces on the board, and setting up the board to start. 3. The basic rules on how it uses drops and gating, and how the C-Class transforms to the C-Class, then to the M-Class, and and then is able to produce a V-Class version/variant of the M-Class rules. I welcome feedback, people to adopt, reject, debate, etc... I will say, however, my wish is that people not ignore this completely.
In another thread, Singh wrote: Not a member, so responding to 'Unsticking Chess' here. Regarding: 'doing all of the above should likely buy chess another 1000 years' In my opinion, not even close. As soon as someone designs a computer smart enough to improve itself, processing power explodes exponentially. The future is going to be way, way different than anything we can imagine using the current paradigm. ----------------------------------------------------- This is why I was starting a discussion on what that paradigm can be. I personally believe that the open-source method would lend well towards this, via community consensus. This could start with the chess variant crowd, and them coordinating. I am offer people a chance to discuss the IAGO Chess System as a starting point, from the drops and gating, to the classification system, to the attempt to get Capablanca pieces onto an 8x8 board. This could perhaps lead to a new paradigm. I would rather this be an opening for a discussion, rather than saying it is merely beyond what we can imagine, so why bother. Finally, I would say that all this is for more than just 'oh it lies beyond the computer'. It is for the purpose of serving the fullness of the chess community.
je ju, when you happened to finalize this, please make sure we have a web page people can land on to learn about the tournament, and have it link back to the IAGO World Tour site.
Singh, can I give you the perspective that the IAGO Chess System comes from? It is a framework for an attempt to integrate variants into an association that promotes abstract strategy games, and insure that the play doesn't deadend so chess that is played is stuck in the margins. It is meant as a practical solution, not as some, 'WOW that blows me away as new'. It isn't meant to blow anyone away, but work. That is its intent. Anyhow, if your view is one of that it will happen, and we can't do anything about it, so don't try, then that doesn't fit anywhere into the IAGO Chess discussion. What I will say is that, in order for what you suggest to happen, it has to get there incrementally, and in a framework that will allow it. A sudden jump isn't going to happen. People won't jump all at once to something new, and abandon what they know. It will have to happen in an evolutionary manner. If you care to explain how FIDE Chess framework would enable that, please state how. If you actually have any ideas to explain how it can come about, please state them. If you just know this, but can't state, then I would say to feel free to be a player in what develops, as a recipient, and leave it sat that.
Joe, I think you are fairly close. What IAGO/IAGO World Tour is trying to do is have abstract strategy games, as a collective whole, go through what poker has become, so we have a large-scale version of the poker craze, or what was seen in the 1970s with Chess. But it will pick up variants along the way. The point is to create an environment favorable for growth. This is also meant to coordinate with large scale abstract strategy games associations that are covering games with tens of millions of players worldwide to. As for what IAGO Chess is (aka, the IAGO Chess System) is maybe it is best to think of it as 'Chess in IAGO' rather than 'IAGO Chess'. It is meant as a way for IAGO to integrate variants and coordinate them playing together, to actually be an extension and support for the Chess Variants site. IAGO World Tour Enterprises (this is the business name for the IAGO World Tour) will be looking to promote the chess variants site, its tournaments, and so on. For this, the IAGO Chess System is meant to facilitate that in multiple ways, including having a version of Capablanca Chess on an 8x8 board that will be designed to integrate the world of Chess Variant pieces into it. The intent of that is for the community to help evolve it. It is meant to mainstream the variants community, by acting as an official body to give them credibility. It is something that my hope would be people give their two cents into to have it go right, not just stay on the sidelines and complain about this and that. And yes, one of the object is to finally get some real pieces for the variant community to have to facilitate their adoption. I would definitely like to have world championships of chess variants in physical locations somewhere, and having the real pieces helps. Getting an IAGO Store for sale would help also. But, of course, there will need to be a community that gets behind all this. Production runs of pieces will cost thousands of dollars to get going. As for why it is needed, please look around now and ask yourself if you are honestly happy with the state of things. Do you like things being small time and not able to acquire game equipment anywhere? Do you like actually having to make up game boards on the fly? And if you try to show them to people who don't play chess variants, do they actually want to play your game?
Gating has been added to the Wiki site: http://chessvariants.wikidot.com/pcp-tg:gating Please feel free to comment.
May I suggest a variation in Insane, which is Insane Pocket? What you do with Insane Pocket is whenever a start piece moves out, you put a random piece where the piece prior left. You could also use this to not only randomize and handicap by limiting what pieces each player gets. For example, the stronger player doesn't have a queen pieces to draw from, etc... Doing this gets at the same idea, but also teaches the less experience player the idea of pawn structure.
Sorry, I misread the rules. I thought you were randomly changing the pawns in front of the pieces. Anyhow, just thinking about this. It does look a bit like you are using a form of gating.
Here is a practical way to implement Insane: The idea inspired a bit to come up with a way to make this doable. Perhaps you have players end up having 6 reserve pieces. You can adjust accordingly as to what those pieces are based on the skill of the player. These pieces go on numbers 1-6. As a player moves a piece and it lands, you roll a die. Swap out the piece there with the random one in reserve. It has a similar effect, but also allows you to handicap. You could, for example, give the much weaker player 6 queens. The strong player has none. What I will say is Insane, to me, looks like it uses a form of gating: http://chessvariants.wikidot.com/pcp-tg:gating Insane looks like it uses the (d) form of gating. Players could fiddle with this so the desired outcome is more stable, but still has the surprise effect at the end. I will let others think on this a bit. Please comment.
All goes well, I will be looking to submit a Zillions adaptation (the zip file should contain two adaptions of IAGO Chess) next Friday. I will keep people posted on this. I will also look to do an V-Class/X-Class Zillions version of this that will contain multiple variants off it. One thing I would be interested in playing with is an 8x8 version of Grand Chess, using the basic rules to IAGO Chess. Please send me a message if you would like to get the Zip file early to play around with.
One of the issues I have with luck being a balancing mechanism for a weaker player, is if the stronger player has luck breaking their way, the weaker player is a lot worse off.
By the way, for people who want to try Insane Chess with real pieces, may want to consider checking out Steve Jackson's Proteus (I couldn't find it on the chess variant site): http://www.sjgames.com/proteus/ The pieces are dice.
George, I would like to make several comments here: 1. Gating is supposed to be a definition, and a subset of drops. I am sure there are lots of way to do this. The purpose of it is to give people an idea as to how it differs from a standard drop. It also involves the relocating pieces on the board. I am sure that people can come up with more. I believe the key is to have a stable definition, and then list some major examples. I am of the belief it is an important term to consider, debate, and reach an agreement over. The end and final shape isn't as important as what it is. 2. The issue of the 8x8 board is that it is now a convention, and a starting point, for testing, because it is what is readily available, and has an established chess game being played with millions of people play it (that being FIDE Chess). What was suggested is ONE approach to this, as a possible way. And no, I disagree with you on the less than 100 years approach. What is suggested is to use ALL the possible variant conventions as a way to expand chess here. This means reserves, it means mutators, it means different board condition. And with the reserves, it means changing the mix of pieces. It also means more that this. But what does matter is there is a common foundation this is all to fit into. Chess960 isn't going to get stuck in 100 years, why do you think a larger system will? If you suggest that it will get stuck again in 100 years, well then this site is doomed to be stuck within 100 years. As for the IAGO Chess System classes, well it is taking what is seen today as chess and variants, and expanding it, as a way to think about it. You have standard stuff (A-Class). Then it is suggested that there be an evolutionary design, that has a B-Class migration to it. C and M Class represent the slower fixed one, and the M-Class as the version where a chess game can migrate to. In the B-Class I am proposing that the piece mix map to the rules (so we don't have an 8 pawn promote to queens problem, which breaks when you add any more pieces). Then with the variants, I propose that you have a V-Class for accepted variants that work, along with mutators, and pieces. And an X-Class where things can be experimented with. This is meant as a starting point of discussion. 3. Anything that is a set of rules is axiomatic, as the definition of axiomatic is rules. So game rules would apply also. What Godel's incompleteness theorem says that no system of rules can be both complete and non-contradictory. In other words, every set of rules will end up producing more rules. In other words, rules keep evolving. This is valid here. And if you think that games have nothing to do with math, I am sure that the game theory people will be surprised. And Combinatorial Game Theorists (this is the foundation abstract strategy games are built on) would be shocked.
I happened to update the terms and conditions for use. Please provide feedback here. My attempt is to make this as flexible as possible for people, while preventing the effort to use this to fragment, and not create a center point of focus, which is essential to its success.
Also the B-Class and C-Class were fixed.
On the chessvariants wiki, I started a top regarding an Open-Source Chess of Tomorrow project. If you would like to discuss this and have actual input into what this might be please visit the Wiki discussion page: http://chessvariants.wikidot.com/forum/t-51667/chess-of-tomorrow-project-who-is-interested - Rich
I remember playing this as a straight up chess variant, where you moved one piece per turn, and it worked pretty well.
I am wondering if something could be added in order to allow the mobilization of more than one piece during a turn. Perhaps have a commander unit that mobilizes a bunch of pieces that are near it, like Joe Joyce uses in his Chieftain Chess: http://www.chessvariants.org/index/msdisplay.php?itemid=MSchieftainchess
This is now on Boardgame Geek: http://www.boardgamegeek.com/game/35433
I would like to run this concept as part of the Chess of Tomorrow project. Someone in discussing the future of chess, brought up Calvinball. The posted a link to one set of rules: http://www.bartel.org/calvinball/ There is one permanent rule they have for Calvinball on that page. That rule is this one: You may not play the Calvinball the same way twice. So the basic framework for the ultimate chess variant would be, can you have a chess playing framework that would enable a person to NEVER play chess the same way twice (by the exact same set of rules). A softer version of this challenge would be that a person would play both side (black and white) each once, before moving on to a set of rules. A Calvinball tournament would consist of this rules though. Please feel free to discuss this hear, or if you want it to add to the Chess of Tomorrow project, post in here: http://chessvariants.wikidot.com/forum/t-51667/chess-of-tomorrow-project-who-is-interested#post-139883
The whole 'Calvinball Chess' question is one that raises the natural boundaries of chess variants. Is the number of variants to a game finite (bounded) or infinite (unbounded). If it is finite, unless you add luck element to it, then all variants naturally are solvable. However, if it is infinite, then that game is not solvable. Well, perhaps someone can find an underlying core direction that will universally say one side or another is solved or not. The point is that it is a THEORETICAL question asked. It, by itself, isn't the best form of chess. But it is meant to be a test for whether or not variants themselves are deadend. By the way, as far as a 'sense of accomplishment' goes, it is a game. You defeat your opponent. If you end up the top dog by being the best player, and being champion, that is the sense of accomplishment. One can get a sense of accomplishment from mastering an OPPONENT over mastering a particular set of RULES. Can I add here that when it comes to war (this is what chess is an abstracted model of), that no battle ever fought is the same? It is 'Heraclitian' in that the conditions to start the battle are never the same, and they change in the battle, independent of what the troops do. Yet, great generals are able to be evaluated.
George, I think you are getting at the scope of what I am thinking about regarding Calvinball Chess. Of course, this is an extreme expression of the scope of the chess here, in that someone would NEVER play with the same set of rules twice (this includes the use of mutators). But that is meant as a way to see the theoretical bounds. Actually, what I am looking at with the 'Chess of Tomorrow' project is to bring all these methods together, coordinate and so on, and have a way for them to come into practice, so best of breed rises up. This would be a Superset of what IAGO Chess System (which is a Superset of IAGO Chess, the game). And in this, I would propose it as part of the solution, with the community and people involved modifying what is needed. The answer should be from practical experience, not ego or anything else. Of course, in all this, and mutators, a way that the rules can be varied further is by a timing element involving the introduction of when mutators would come into play, and also when new pieces enter the board. Even changing the turn order by a few moves, delaying or requiring, results in a different game. The Calvinball angle adds a timing mechanism that effect when rules come into play. And in all this, would be a general study of chess strategy, finding what the universal principles are, and their exceptions. By the way George, you come down on the side that Calvinball is theoretically possible, in that a game can have an infinite number of variants for it?
When you are looking at that many pieces, my take is being able to move more than one piece per turn is a must. One could even mix this up a bit by having commander pieces that, if capture, reduce the amount of moves you get per turn by one. So, if you have 4 moves per turn, if you capture on, the number of moves is reduced to 3, etc... These commanders could actually replace the King piece. I am borrowing a bit from Chieftain Chess here, but so be it. It is just an idea. I actually dabbled with this concept awhile back with Conquest, in a variant where you only moved so many pieces per turn, and had number of moves reduced with each section of the enemy fort that was captured.
George, do you mean the simple fact that you can have an infinite number of boards for chess is proof of this? Aka, a board can theoretically by infinite size? Ok, let's say we limit the board, for discussion sake to an 8x8 board (standard chess size). Can such a game using an 8x8 board (standard chess, not movable tiles) be infinite in the number of variations? At this point also, I would then like to ask, what fixed set of rules would be needed to still identify the game as chess, and allow for infinite variations? Hey, here is a good question to ponder regarding this: What rules are by their nature unbounded that they cause a game to have infinite variety of rules associated with them? One could argue that board size is one. But what other ones?
There is a separate entry, on here, that looks at the way can be unbounded, and could produce an infinite number of variants, based on a change in how he rules are set up. I will have to ask whether or not turn-order is finite or infinite. It might be show that a player moving N moves in a row, could always win a game. This would then put a natural boundary, and would not be infinite.
You can find that thread here:
http://www.chessvariants.org/index/listcomments.php?subjectid=UnboundChessList
This then points to the Chess of Tomorrow Project Wiki site entry here:
http://chessvariants.wikidot.com/forum/t-51667/chess-of-tomorrow-project-who-is-interested#post-140383
So, the idea of this part of the Chess of Tomorrow Project is to look at what elements of chess would be able to produce a Calvinball (never play with the same rules twice) Chess, verses being finite.
I welcome any other people to contribute here to input into this and see what may or may not fit. The Wikidot entry would be appropriate place to go.
This list is an attempt to come up with different aspects to the rules of chess that could produce an unlimited (unbounded) number of variants based upon changing the parameters around this rule type. Please suggest more if you can, or critique. I will look to update this as time goes on. I see this so far: 1. Board size and shape. A board can theoretically be infinite in size. Because of this, it can theoretically take on an infinite number of shapes (shapes representing the number of spaces it has, and where they are located). 2. The number of players (and also number of teams). 3. Time control: Amount of time each player has to play. 4. Play to points in a chess tournament: Players can play to an infinite number of points. Probably unbounded (no sure): * Turn order and sequence of play. This is based off the way progression works. There may be a limit to how many times a player can move in a row, given a minimum number of pieces, which the victory conditions can always be met. In light of this, this may not be infinite. Some that I am uncertain about: * The number of unique pieces. Is there an infinite number of ways a piece can act on a chessboard? * Number of pieces on a board and their mix. If a board is finite size, then this should mean there can only be so many piece combinations on a board, right? * Reserve pool mix. It is theoretically possible that you can have an infinitely large reserve of pieces that can be dropped in from every turn, but I would argue there is the possibility for a board to get clogged up with so many pieces, that it isn't infinite. Even shuffling the reserve doesn't resolve. * Adding new rule types. Are there really an unlimited number of different rule types that can be added to chess, that make it unlimited. What I don't see as unlimited: * Shuffles. Unless you have a theoretical unlimited number of pieces on an infinitely wide board, it doesn't look infinite to me. * Piece names and look. This doesn't functionally change how a game is played. * Board colors. Unless the rules governing pieces is governed by color of the board, this is irrelevant to how the game is played. * Space shape. I would argue there is only a finite number of ways that spaces can be fit together that they would fit together. Now, the combination of these pieces definitely could potentially fit under the unlimited category. Please reply with others and comment. You can also go to the Chess of Tomorrow Project Thread to discuss this more there: http://chessvariants.wikidot.com/forum/t-51667/chess-of-tomorrow-project-who-is-interested#post-140383
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