![]() |
| If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. |
|
|||||||
| Tags: chance, insufficient, losing |
|
|
Thread Tools | Display Modes |
|
#31
|
|||
|
|||
|
Kenneth Sloan wrote:
David Richerby wrote: I've played a bit of backgammon but mostly against the computer. I can't see any circumstances under which one might agree a draw -- if the game looks level, you'd just wait and not double, since it'll surely unbalance itself after a while. Since the men can only move forwards in Backgammon, progress of a sort must be made all the time so I don't see a situation comparable to the sort of honest draw in chess where neither player can make progress by any means other than a gross blunder from the opponent. I've not played backgammon except socially and against the computer -- am I missing something? Yes. To address your last point first - OF COURSE backgammon checkers can move backwards! Well, they can be sent backwards. I can't elect to move one of my men backwards; I can merely leave it somewhere where my opponent can choose to hit it and send it back to the bar. In backgammon, I've *often* been in positions where the cube has (legitimately) gone back and forth and the position on the board is now dead even....except that one player or the other will win based on the next roll of the dice. In that position, I'd much rather agree to a draw. Fair enough -- I hadn't realised that was such a common occurrence. Dave. -- David Richerby Fluorescent Sushi (TM): it's like a www.chiark.greenend.org.uk/~davidr/ raw fish but it'll hurt your eyes! |
| Ads |
|
#32
|
|||
|
|||
|
wrote:
Guy Macon http://www.guymacon.com/ wrote: I wonder if some variation on the backgammon doubling method of forcing a losing player to resign might work... I have toyed around with the concept, looking at a lot of different approaches to the issue, and saw some ways it can work. It always run into issues, and lack of acceptance. I hear people use a doubling cube for chess in some European countries as a way to wager. I believe the issue here is mostly handling draws, and also having a way to pressure one's opponent to fold. I believe using an offshoot of a a Bronstein clock could be an answer here. Instead of just a time delay, before you have your clock eaten into, you do it differently. [...] Essentially, what you seem to be saying is that faster games, with the possibility of the players manipulating each other's clocks and effectively asking each other to resign, will make chess more popular as a spectator sport. I disagree strongly. There are numerous rapidplay and blitz events but these have not made chess into a spectator sport. Faster games do not make chess any more popular with non-players and they reduce the quality of the games and, therefore, reduce their interest to chess players. A double loss! The game is no more appealing to people who weren't interested before and is less appealing to those who were interested. You're also proposing to give the players more to think about (strategies based on clock manipulation as well as moving the pieces) in less time. That would seem to doubly reduce the quality of the chess played and I don't, personally, see that allowing the players to say `I bet five minutes on the clock that you're going to lose' will make the game (which is, after all, an incomprehensible ritual of shifting little pieces of wood around a table) any more interesting to Joe Public. All of these proposals to make chess `more exciting' fail to take into account the fundamental problem. The supposed audience for chess doesn't understand what chess is and why one move is any better than any other. It doesn't matter how quickly or slowly the game progresses. Suppose there is a competition to read out novels in German. This obviously isn't going to be popular in countries where German isn't widely spoken. Changing the rules of the competition to reading out short stories in German won't help. Messing around with time controls and draw frequencies in chess is exactly the same thing. Dave. -- David Richerby Solar-Powered Sushi (TM): it's like www.chiark.greenend.org.uk/~davidr/ a raw fish but it doesn't work in the dark! |
|
#33
|
|||
|
|||
|
David Richerby wrote: Kenneth Sloan wrote: David Richerby wrote: I've played a bit of backgammon but mostly against the computer. I can't see any circumstances under which one might agree a draw -- if the game looks level, you'd just wait and not double, since it'll surely unbalance itself after a while. Since the men can only move forwards in Backgammon, progress of a sort must be made all the time so I don't see a situation comparable to the sort of honest draw in chess where neither player can make progress by any means other than a gross blunder from the opponent. I've not played backgammon except socially and against the computer -- am I missing something? Yes. To address your last point first - OF COURSE backgammon checkers can move backwards! Well, they can be sent backwards. I can't elect to move one of my men backwards; I can merely leave it somewhere where my opponent can choose to hit it and send it back to the bar. There are positions where the opponent's only move hits one of your men, and entering such a position is electing to move one of your men backwards. This is an important part of playing a back game; when playing against inexperienced players, they often don't know that such a thing as a back game exists, and thus don't know to avoid hitting your men, but against an experienced player you need to give him no choice in order to have your man sent back where it can become part of your prime. http://www.bkgm.com/gloss/lookup.cgi?back+game http://www.bkgm.com/gloss/lookup.cgi?holding+game I have been mentally playing around with ways of adapting a doubling cube to Chess, and the only way I can see to make it work is to bet on the outcome of each individual game. I prefer to play for a Faberge egg whenever possible... -- Guy Macon http://www.guymacon.com/ |
|
#34
|
|||
|
|||
|
wrote in message ... On Mar 23, 9:25 am, Guy Macon http://www.guymacon.com/ wrote: help bot wrote: David Richerby wrote: wrote: [...] given the determination of organizers to use sudden-death, it was the best anyone could come up with. Well, you want there to be a fixed time when the next round starts, right? The only options are sudden-death time controls or adjournments. Wrong. There is another possibility which still yields a "fixed time" for the start of the next round; it's called adjudication. ------------------------------------------------------------- Back in the old days, there were serious problems with adjudication, including bias on the part of the adjudicator which might have him granting, say, Jose Capablanca a draw where he has given Joe Patzer a loss. But today, we have the answer to personal bias: computers. It also just so happens that the /strongest/ chess players in the world are reasonably inexpensive programs, and many tournament directors already have a notebook computer handy, for their pairings program. In addition, there are sites on the internet which give easy access to some basic endgame table- bases (although of limited use for now). You would have to factor in ratings. If a game between two 1500-rated players is adjudicated as a win using a line that only a 2500-rated chess computer can find, that wouldn't be fair. But if you factor in ratings, what of the player who is playing his first rated game? I wonder if some variation on the backgammon doubling method of forcing a losing player to resign might work... I have toyed around with the concept, looking at a lot of different approaches to the issue, and saw some ways it can work. It always run into issues, and lack of acceptance. I hear people use a doubling cube for chess in some European countries as a way to wager. I believe the issue here is mostly handling draws, and also having a way to pressure one's opponent to fold. I believe using an offshoot of a a Bronstein clock could be an answer here. Instead of just a time delay, before you have your clock eaten into, you do it differently. Each time a delay period (say a minute or 30 seconds) passes, your opponent scores a point. If game is drawn, whomever has the most points, wins the points for the draw. You can put pressure on your opponent by reducing the amount of time each player has between moves. You an also have it so that, if a player is going to drag too long between moves, they can do a time out, to get extra time. The end game can be reduced, by this time pressure method, to 10 seconds a move, causing the player worse off collapse. Of course, you can also offer this version of preventing stalling. If a certain number of these time periods passes without a move, a player can lose the game. Is this a heretical idea? Yes it is. Might it be worth considering? I hope so. Part of it came out of the need to figure how you could do time control for live chess that would make it more suitable for spectators to watch. Another way to do this, would be players periodically during the match could reduce the amount of time left in the game. You look at how much the person who has less time on their clock is left, and whomever has control of the decision to reduce time, can reduce the time left on the clocks by half what the player with less time on their clock has. Think you have the game wrapped up? Well halve the time each player has. That player then manages to get to decide if they want to reduce time later. You could also set this time reduction up so that players end up having to decide whether to quit or not. Maybe you double the points the match is worth, like the doubling cube. I have never seen any merit to the doubling cube idea, because the problem it solves, players taking too long to resign, doesn't seem to exist. If anything, GMs resign too soon from the point of view of an audience, because the weaker audience doesn't understand how to win from the final position. In general, chess' meta-game could be improved by trading off time, color, and points. (For example, instead of having colors be assigned, giving one side an advantage, you could give both sides an equal opportunity to have White, depending on how much time/points they are willing to pay for it.) Your idea here of having on-the-fly clock adjustments or using clock to break ties seems original and worthy of experimentation. My gut reaction to your point scheme is that it would be too dangerous to let yourself get behind on points. But it is certainly an intriguing idea. Keep them coming! - Rich |
|
#35
|
|||
|
|||
|
On Mar 23, 8:07 am, wrote:
Well, you want there to be a fixed time when the next round starts, right? The only options are sudden-death time controls or adjournments. Wrong. There is another possibility which still yields a "fixed time" for the start of the next round; it's called adjudication. Nonsense. Adjudication is the worst possible solution. Whiff! You missed the point, fella. I was merely correcting a clumsy error by David Richerby, who flatly stated that there were only two options which allow for a fixed starting time for the next round (see above). ------------------------------------------------------------------- I do not recommend adjudications, though I will point out how their use is no longer plagued by problems like personal bias, since computers can handle the job /objectively/. Computer evaluations are simplistic Sounds a lot like human evaluations... , useful evaluation might take hours or days Um, no. In reality, computers can surpass the quality of human evaluations in about a five seconds or so. Still, nobody's perfect. and deciding the result of a game on the basis of a computer program's valuation of .1 of a pawn plus or minus is moronic. I agree that your jibberish is moronic. In my experience, some top programs can normally draw where the position score is several times that number. Obviously, the rules would have to be laid down /in advance/, and agreed to by the participants. I vote for Rybka, with a win/ draw cutoff of 0.7, and analysis time of five minutes. (Remember, while there will be rare cases in which the adjudication is erroneous, this is at least better than allowing human bias to completely muck up the works.) Fortunately, there is zero chance of such a suggestion being taken seriously. No kidding. Your idiocy lacked a source for the 0.1 figure, for starters, which you seem to have simply pulled out of your own hindquarters. One could do much, much better by simply asking the programmer to suggest a number offhand. Duh! -- help bot |
|
#36
|
|||
|
|||
|
On Mar 23, 9:25 am, Guy Macon http://www.guymacon.com/ wrote:
You would have to factor in ratings. If a game between two 1500-rated players is adjudicated as a win using a line that only a 2500-rated chess computer can find, that wouldn't be fair. But if you factor in ratings, what of the player who is playing his first rated game? It is not necessary to try and predict the actual result of continuing a game between two duffers; all that is required would be to implement an adjudication process which is fair to both sides; in that sense, a computer is perfect for the job. But David Richerby already gave two alternatives which allow for a fixed starting time for the next round, so if we don't want adjudications, we don't really need them. -- help bot |
|
#37
|
|||
|
|||
|
On Mar 24, 1:10 pm, "David Kane" wrote:
I have never seen any merit to the doubling cube idea, because the problem it solves, players taking too long to resign, doesn't seem to exist. If anything, GMs resign too soon from the point of view of an audience, because the weaker audience doesn't understand how to win from the final position. The idea of the doubling cube was not a way to get someone to resign soon, but a way to deal with draws, and monotonous scoring that happens during a multiple game match. It is also meant to add a way to show the psychological and emotional states (confidence level) to people who are watching. It makes manifest a meta-element so there is something beyond just the players and the board to watch for. It is something people can relate to who don't follow chess. That is the reason why I suggested it, not to make someone resign. In general, chess' meta-game could be improved by trading off time, color, and points. (For example, instead of having colors be assigned, giving one side an advantage, you could give both sides an equal opportunity to have White, depending on how much time/points they are willing to pay for it.) I have looked at that also. Now, is there a way to make adjustments in a game to this formula, in order to give specators something to watch besides the game they can relate to? Your idea here of having on-the-fly clock adjustments or using clock to break ties seems original and worthy of experimentation. My gut reaction to your point scheme is that it would be too dangerous to let yourself get behind on points. But it is certainly an intriguing idea. Keep them coming! One of my large lists I have to do with IAGO/IAGO World Tour is get chess (and other abstract strategy games) on TV and somehow get them decent ratings. This is part of a larger strategy to recruit people into the games involved. I have to give thoughts to the spectators and people who don't know the game. The idea of a variation on a Bronstein clock is done to have the pacing be more favorable to people watching live, to keep the action moving. The accelerating the clock was an alternative to the doubling cube. All this is meant to give people who don't know chess a hook to keep watching until they can figure it out. And yes it is dangerous to fall too far behind on time. But the consequences is playing for draw rights. Now you stall too long, you could end up running out time and lose that way. Well, this is like running out of time in chess, right? It is just changes the time to be more spectator friendly. The other way to fix the pacing issue is with reality TV style editing. You chop out the dead spots, and have the moves come in regular and predictable intervals, while providing enough of a gap so people understand what is going on who watch. To show an example of a time edit, you can see how this YouTube video for Beyond Chess (a chess variant) works: http://www.youtube.com/watch?v=gwj-XL9Ql_w This should also give people here who know chess, and haven't seen this game before, what people who don't know chess look at when they see chess going on. This is why I say pacing is important. I believe the pacing there is pretty good for this video. It runs around 2 1/2 minutes. - Rich |
|
#38
|
|||
|
|||
|
Guy Macon http://www.guymacon.com/ wrote:
David Richerby wrote: Well, they can be sent backwards. I can't elect to move one of my men backwards; I can merely leave it somewhere where my opponent can choose to hit it and send it back to the bar. There are positions where the opponent's only move hits one of your men, and entering such a position is electing to move one of your men backwards. This is an important part of playing a back game; when playing against inexperienced players, they often don't know that such a thing as a back game exists, and thus don't know to avoid hitting your men, but against an experienced player you need to give him no choice in order to have your man sent back where it can become part of your prime. I'm confused. If I'm playing a back game, I have a couple of made points in your home board and I'm trying to build a prime ahead of them so that, when you're bearing off, you'll leave a blot that I hope to be able to hit so I can catch up while you're blocked by my prime. As such, the space ahead of my prime has very few of my men in it. How, then, can I force you to hit a blot in that largely empty space? Dave. -- David Richerby Broken Adult Tool (TM): it's like www.chiark.greenend.org.uk/~davidr/ a hammer that you won't want the children to see but it doesn't work! |
|
#39
|
|||
|
|||
|
wrote:
"David Kane" wrote: I have never seen any merit to the doubling cube idea, because the problem it solves, players taking too long to resign, doesn't seem to exist. For once, we're in total agreement. (Well, weak players often take too long to resign but that's not really a problem.) The idea of the doubling cube was not a way to get someone to resign soon, but a way to deal with draws How does it deal with draws? Once the doubling cube has been used a couple of times, the players are surely much more likely to agree a draw in any sort of unclear position than to risk losing four or eight or sixteen points to their opponent. and monotonous scoring that happens during a multiple game match. You think the *scoring system* is monotonous?!? Matches these days last twelve or fourteen games. Nobody complains that a football league season might have forty games or more, all scored in the same old, boring old-three-points-for-a-win-one-for-a-draw scheme. I'm sure people can cope with a fixed scoring system for fourteen games. Dude, it's not the scoring system that stops chess making good TV. It's the fact that it involves two people sitting at a table moving little pieces of wood for six hours in a way that the general public understands not one jot and people like us, who devote a substantial amount of time to the game, understand not very much. It is also meant to add a way to show the psychological and emotional states (confidence level) to people who are watching. It makes manifest a meta-element so there is something beyond just the players and the board to watch for. It is something people can relate to who don't follow chess. I still don't buy this idea that we can add meta-elements to chess that will make it appealing to people who fundamentally don't understand chess. After all, if you can make chess appealing to the layman by adding these meta-elements, you should be able to make any other competitive intellectual activity appealing in exactly the same way. So, here's a thought experiment. Do you believe that a competition where the players attempt to correctly multiply, say, twenty-digit numbers would be interesting to the public? (I'm guessing `no', or this experiment has already fallen flat on its face and you should substitute some other boring-but-difficult activity. I mean interesting beyond a brief freak-show gloss of `Wow, that guy can multiply two twenty-digit numbers in only ten minutes!') Now, if doubling cubes, fancy time controls, bidding for initial advantage and all those other things that people have suggested are going to make chess popular with people who don't understand chess, they should also make long-multiplication competitions popular with people who aren't interested in arithmetic. So, do you think that the public would be interested in a long-multiplication match where the competitors can use a doubling cube and bid for how much time they get? I don't think so. Dave. -- David Richerby Lead Flower (TM): it's like a flower www.chiark.greenend.org.uk/~davidr/ that weighs a ton! |
|
#40
|
|||
|
|||
|
David Richerby wrote: Guy Macon http://www.guymacon.com/ wrote: David Richerby wrote: Well, they can be sent backwards. I can't elect to move one of my men backwards; I can merely leave it somewhere where my opponent can choose to hit it and send it back to the bar. There are positions where the opponent's only move hits one of your men, and entering such a position is electing to move one of your men backwards. This is an important part of playing a back game; when playing against inexperienced players, they often don't know that such a thing as a back game exists, and thus don't know to avoid hitting your men, but against an experienced player you need to give him no choice in order to have your man sent back where it can become part of your prime. I'm confused. If I'm playing a back game, I have a couple of made points in your home board and I'm trying to build a prime ahead of them so that, when you're bearing off, you'll leave a blot that I hope to be able to hit so I can catch up while you're blocked by my prime. As such, the space ahead of my prime has very few of my men in it. How, then, can I force you to hit a blot in that largely empty space? After you have made the prime and his men are all bunched up against it or against the back of his home board, sometimes you end up having to leave a hole in the prime. Rolling a 6-5, for example. the question is whether to jump two men over his piled-up men or just one, leaving a blot. The thinking is that by leaving the blot, you might re-enter while hitting a blot among his men bunched up against the back of his home board, thus putting one more man behind the nearly-prime* and possibly making it easier to repair the hole. It all depends on the situation, of course. I have played against inexperienced players that kept hitting every blot they could until I had a prime in his home board and him with no men that had made it past the prime. * which is NOT the same as a nearly-IM... ![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Poltrong has no chance to win | samsloan | rec.games.chess.politics (Chess Politics) | 1 | July 23rd 07 12:28 PM |
| 40% chance the match will continue? | Taylor Kingston | rec.games.chess.misc (Chess General) | 9 | October 6th 06 12:19 AM |
| This is really a rigged poll if it does not give you a chance to vote. | pete johnson | rec.games.chess.politics (Chess Politics) | 2 | May 19th 06 04:58 PM |
| Draw - insufficient material to checkmate, etc | Jud McCranie | rec.games.chess.misc (Chess General) | 17 | February 17th 06 10:52 AM |
| Is there a chance? | JDrozen | rec.games.chess.misc (Chess General) | 5 | November 18th 05 07:09 AM |