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Comments by RichardHutnik

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Piece Values[Subject Thread] [Add Response]
Rich Hutnik wrote on Thu, May 15, 2008 02:26 AM UTC:
Here is another approach I would suggest for strength of pieces.  How about
we pick 100 and people order them from strongest to weakest?  Work on a
scoring system for position, and then at least get an idea of order of
strength.

Anyone think this might be a sound approach?

Corner Chess. Two or four player chess variant on 8 by 8 board with pieces starting in the corners. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Rich Hutnik wrote on Thu, May 15, 2008 07:05 PM UTC:
It definitely is Beer and Bits in nature. It started out as a way to do 4 player chess on a regular chessboard, but has mainly been a two player game actually. Has a bunch of twists and turns. Perhaps the best way to think of it is as 'Desert Warfare' because there is a lot of mobility in the game and little resources.

High Chess. An attempt to solve all the traditional flaws of chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Fri, May 16, 2008 09:56 PM UTC:
If you can, check out D-Chess.

Simplified Chess. Missing description (8x7, Cells: 56) [All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Sat, May 17, 2008 04:16 PM UTC:
You can get a Zillions adaptation of Simplified Chess here:
http://www.zillionsofgames.com/cgi-bin/zilligames/submissions.cgi/38673?do=show;id=1591

[Subject Thread] [Add Response]
Rich Hutnik wrote on Mon, May 19, 2008 06:06 PM UTC:
This game looks like a chess variant to me.  The object is to either
stalemate your opponent or eliminate one of his classes of pieces from the
board (there are three classes).  Anyone else agree it is a chess variant?

You can learn more about it here:
http://www.boardgamegeek.com/image/258704

Rich Hutnik wrote on Tue, May 20, 2008 03:32 AM UTC:
Well, Extinction Chess is a chess variant, so... hmm....

Millennium Chess A game information page
. Commercial variant on 15 by 8 board with almost twice the normal set of pieces.[All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Tue, May 20, 2008 03:49 PM UTC:
Preset for this game is up here:
/play/pbm/play.php?game%3DMillennium+Chess%26settings%3DNC1

[Subject Thread] [Add Response]
Rich Hutnik wrote on Tue, May 20, 2008 04:58 PM UTC:
Let me give an IAGO spin on this (not meant to be 'my' spin, but it is
mostly mine at this point).  As of this point, a categorization of games
involving capture is that they are broken into two categories, these being
multi-elimination (Checkers) and Royal Elimination (Chess).  Royal
elimination games involve one or more classes of 'Royal' pieces, where
the objective is to eliminate or neutralize a particular class or sets of
classes.  In multi-elimination, the objective is to eliminate all or most
of the pieces.

Based on this spin, the games on the chess variants site should fit into
the Royal Elimination category, unless you talk Axis and Allies Chess. 
And under this criterion, then I see Tzaar being a game that would fit
here.  It is in the extinction chess category, where you get to fuse
pieces together to make them more powerful.

Rich Hutnik wrote on Tue, May 20, 2008 04:59 PM UTC:
Gess I see as a chess-like game, but why would Go be appropriate here?  I
don't see it.

Rich Hutnik wrote on Tue, May 20, 2008 11:48 PM UTC:
An issue comes down to the function of this site.  This site is THE site
for all chess-like games.  While 'Chess variant' is very likely not the
best term, it is mean to describe chess-like games.  So, the question then
becomes when should a game be considered chess-like or not.  What is the
core element?  My take is that it has one or more royal pieces where the
object is to eliminate them.  Elimination consists of capture and/or some
other neutralizing method.  Does this sound acceptable to people?  This
then begs the question as to what is going on with Tzaar.

Rich Hutnik wrote on Wed, May 21, 2008 08:10 PM UTC:
I will add comment here that if chess variants are treated as nothing but
'art' that is to be admired and not played, we have issues with the
whole CV concept.  Games are meant to be played, and put into effect and
enjoyed.  To do this would be to treat a recipe book as 'art' in which
no one bothers to cook.  There is creation aspect to making chess
variants, but the end should be good play.  The measure of the quality is
how well it plays.  The creation PROCESS can produce some not so good
ideas, but there may be a germ of a good idea there that can be used.  I
won't comment on the game Simplified Chess, but I personally believe the
Simplified Chess BOARD is one of these creations.

All this being said, we seriously need a lot more play of games and see if
they work or not.  We also need functioning definitions that help keep
identity in place.  Theoretical angels on a head of a pin doesn't help
here.

So, all this being said, get back to Tzaar, and answer whether or not this
should be a game on the CV site or not.  I would say yes, because
Extinction Chess is here.  If the answer is no, then I would argue that a
bunch of what is on the CV site (Royal Elimination games by IAGO
standards) should be here or not.  Like, is a game which involves an
escape/race victory condition allowed, and so on on...

Piece Values[Subject Thread] [Add Response]
Rich Hutnik wrote on Thu, May 22, 2008 05:28 PM UTC:
I believe the value of a piece should relate to its mobility first and
foremost.  If one were to end up rating a piece, come up with a value of 1
for the most pathetic potential piece in the game, and then adjust
accordingly.  How about a pawn that starts out on the second space and
only moves backwards one as its move and doesn't capture?  That pawn has
a value of one.  How much more is an Asian chess pawn that moves only one
space forward, and doesn't promote worth in contrast?

To base it on a normal chess pawn is to not provide a full solution for
the variant community.

Let me provide another challenge for people here regarding pawns.  How
much is a pawn that moves only one space forward (not initial 2) but
starts on the third row instead of second worth in contrast to a normal
chess pawn?  How much is it worth alone, and then in a line of pawns that
start on the third row?

Rich Hutnik wrote on Thu, May 22, 2008 09:24 PM UTC:
It seems like a normal FIDE pawn, but by simply shifting all the pawns up
one row, the value of all them changes.  In other words, their value is
dependent upon their proximity to other pawns.  In light of this, are
pieces worth the same in every configuration of Chess960?

This issue is more complicated than it appears.  Take Near vs Normal
Chess, for example.  Which side has an advantage?  The Near side moves
everything up one row, but drops castling, but has a back row to either
drop the king back or mobilize the rooks.  And, against this, Near can En
Passant the pawns of Normal, but Normal can't do the same to Near.

Because of all this, I suggest evaluating entire configuration of pieces,
rather than a single piece.

Rich Hutnik wrote on Fri, May 23, 2008 01:56 AM UTC:
Perhaps we need to look back to exactly why we need piece values.  Is it to
balance different armies, or just because people are curious?  Is the
objective to turn Chess Variants into a single balanced game, or something
else?  Maybe need to think of the reason for the discussion, so then you
can perhaps find a way to cut the Gordian knot instead of trying to
untangle it.

Mutators. Article discussing the concept of Mutators.[All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Fri, May 23, 2008 05:32 PM UTC:
I am of the believe the variant community should do more in this area in creation, rather than spin off every single mutator as a separate game.

Rich Hutnik wrote on Fri, May 23, 2008 07:21 PM UTC:
There is likely a lot of work that needs to be done. I see it as a larger project that would be part of the future of chess variants actually, and chess itself.

Rich Hutnik wrote on Sun, May 25, 2008 03:15 PM UTC:
May I offer up this page as a way to break out chess into its elements, to be able to see where you would classify mutators:
http://abstractgamers.org/wiki/definitions-of-abstracts

Single Combat Chess. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Sun, May 25, 2008 06:20 PM UTC:Poor ★
In wargames, you have combined units attacking a single unit that is more powerful to eliminate it.  You don't have that, as far as I can tell, with this game.  This makes, in my assessment, a game where pieces are exponentially more powerful than they would be normally. 

I don't see what issue is 'addressed' here at all.  Chess is an abstract strategy game, where combat/capture is deterministic in nature.  This proposal stops making it chess, or chess-like, in my assessment.  It becomes a simple wargame.

If you want to go this route then have it so that pieces move next to others and then can attack multiple against one.  You also need to allow multiple pieces to move.  In other words, make it more wargame-like.

Mutators. Article discussing the concept of Mutators.[All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Mon, May 26, 2008 04:46 PM UTC:
João, thanks for the reply. My hope is there could be a 'Chess of Tomorrow' project taking off that could do all the classification work, and so on, and help plan this stuff out. I know IAGO is vested in such activity. Someone have asked why such granularity is needed. Well, my take is that such is important to be able to run tournaments, and help to be able to cause something as diverse as chess variants to get traction. Also, coming up with a system that has mutators, will enable people to propose elements, without having the usual 'hey, let's do ANOTHER GAME based around a single idea'.

[Subject Thread] [Add Response]
Rich Hutnik wrote on Tue, May 27, 2008 05:23 PM UTC:
This is on the subject of balancing methodologies for sides so play is
fair.

The entire question of piece values, and the endless discussion with not a
breakthrough, had myself wondering if there was not another angle on these
issues, and wondering what the point is.  I am sure part of it has
something to do with determination of strategy and calculating exchanges
(thanks Joe Joyce for this one), but I consider a more pressing issue has
to do with an issue of both fairness and certain mixes of pieces not
breaking the game.  A breaking situation can be excessive draws, or that a
game is considered optimized down one path, reducing its richness.

So, in light of this, would not another approach here be to ask how
players can be assured of a game that is balanced and not broken, in light
of not knowing the value of the pieces.  The unknown could serve as a
strength actually for playing, as players may not know exactly if a mix is
ideal or not.  Maybe the luck element increases some, but perfect
information should be there.

I believe that by addressing this issue now, we can come up with
methodologies that would enable to handle to the fullness of variant
community, right down to new boards and also mutators.  I believe doing
this also can then lend to a pool of experience that can then be used for
determining actual piece values.

Anyone want to list some suggestions here for balancing mechanisms in
light  of not knowing the values of pieces.

I see several possibilities here (please add more):
1. You do a mechanism like the latest CV Pot Luck.  For a tournament,
players would end up selecting pieces they want to use, boards and so on,
and then vote them out or in.
2. Randomized pool.  Tournament director loads up a pool of pieces of
certain types, and then randomly selects which will go in.
3. Auction mechanism.  Players bid on pieces they put up, to determine if
they get in or not.

I will let others decide further on this.

Taikyoku Shogi. Extremely large shogi variant. (36x36, Cells: 1296) [All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Wed, May 28, 2008 06:16 PM UTC:
George, I would like to comment on what you said.  I personally don't believe the issue is quantity, per-se, it is just that there isn't a systematized way to organized the quantity in a meaningful way.  If such a system existed, then you could generate a large number of pieces, and they fit into the large chess variant world.  

I will say, without organization, there is likely far too much content being generated, that isn't going to get used at all.  The lack of a systematized approach, does lead for cases of the Eurasian pawn I entered recently, because it didn't seem to fit anywhere.

Nacht Schach. Missing description (8x7, Cells: 56) [All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Wed, May 28, 2008 06:20 PM UTC:
I do like the simplification of rules. Are you going to have so that either you win by capturing the enemy king or the king must move if threatened to be captured, but can't move into a space that is captured, in order to fulfill the win condition requirement?

[Subject Thread] [Add Response]
Rich Hutnik wrote on Fri, Jun 6, 2008 05:15 PM UTC:
Machines beat human beings at things such as speed and power.  I don't see
it as a problem if an AI can beat humans at Ortho-Chess.  What DOES matter
in this area is that Chess doesn't get so optimized in its play that it
leads to excessive amounts of draws, and failure of players to creatively
beat their opponents, limiting the drama.  Also, if a game is feeling
overly played out, it begins to lose the community it is supposed to
serve.  If people raise up the game as some sort of infalliable god, and
refuse to look at how it can better serve, then the game has a problem.

Single Combat Chess. Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Rich Hutnik wrote on Sun, Jun 8, 2008 01:31 AM UTC:
A problem when you propose game rules for literary or 'artistic' reasons, is that the foundation doesn't come from gameplay.

If your idea is to have a unit challenge another unit to a duel, add another game level of play, where the battles can be fought out, and based on skill of players at the mini-game, one unit or another can win.

Rich Hutnik wrote on Sun, Jun 8, 2008 04:56 PM UTC:
If all units are the same value, or there is a bunch of them, you can do single combat (this is Risk). When you decide a queen is worth a LOT more than another piece, it leads to things being exponentially worse.

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