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| Tags: aka, calvinball, chess, heraclitian, possible |
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#1
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I want to thank George Macon in he future of Chess thread for bringing
up Calvinball, and bringing attention one website that offered one spin on it, that is the basis of the this question. This is a theoretical question, meant to test whether or not, even through boundaries, if the ruleset to chess is finite or infinite. This does NOT mean playing chess this way is the best way to play chess, but it does as the question of whether or not chess itself could remain unsolved if you introduce variant rules. A separate question would be whether or not doing this would produce games that aren't even chess. I will leave that as a subset question to this question, to be asked another time, regarding what is the minimum set of fix rules needed to still qualify a game as being "Chess". Anyhow, onto the question posed by Heraclitus (aka Calvinball) Chess. The philosopher Heraclitus said, "You can never step in the same river twice" . So, on this note, I would like to run this concept as part of the Chess of Tomorrow project. As part of the discussion of the future of chess, someone brought up Calvinball. They posted a link to one set of unofficial rules: http://www.bartel.org/calvinball/ There is one permanent rule they have for Calvinball on that page. That rule is: 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 framework for chess and variants that would enable a person to NEVER play chess the same way twice (by the exact same set of rules)? Changes in rules consist of such things as the change in the layout of the pieces, changes in what constitutes win conditions, changes in how pieces move and capture, changes in what is in pocket/ reserve, and other things along these lines. 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. Another softer version of this question would the prospects of rules changing DURING a game, so a game which has rules change to something different in turn 3, would be considered a different game than one where the same rules change happened in turn 5. So the rules can change in game. From an abstract strategy game perspective, one could state such rule changes are either known by players when they would happen at the start of the game, or are controlled by the players as to when they happen during the game. Would this be true for a COMMUNITY of players, that keeps adding new players, given an infinite amount of time also? The community of players as a whole would never see the same set of rules twice in the games they play? A Heraclitus (aka Calvinball) tournament would consist of this being unique for each game. During the tournament, a limited set of games, each game has a different set of rules. This is a practical application of the whole Heraclitus chess approach. The question then is: Is Heraclitian (aka Calvinball) Chess possible? Doesn't mean that most of the games people would play of it would be good, just if it is possible or not. Then the question becomes how many restrictions can be placed on it to improve quality, and still have it be Heraclitian. Thank you for your time... - Rich By the way, this questions does impact the Chess of Tomorrow project in regards to its objectives. If you care to want to input there, please feel free to do so. The URL is: http://chessvariants.wikidot.com/for...ed#post-139883 |
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#2
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#3
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On Apr 7, 1:02 pm, Guy Macon http://www.guymacon.com/ wrote:
wrote: I want to thank Guy Macon in he future of Chess thread for bringing up Calvinball, and bringing attention one website that offered one spin on it, My name is Guy Macon. Not George. Sorry for that. I stand corrected here. I should of said Mr. Macon instead. And to think, I went back to make sure I got your name right. I did fix it above. - Rich |
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#4
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(Who snuck sci.math into the newsgroups line? *WAY* off-topic there!) wrote: Guy Macon http://www.guymacon.com/ wrote: wrote: I want to thank Guy Macon in he future of Chess thread for bringing up Calvinball, and bringing attention one website that offered one spin on it, My name is Guy Macon. Not George. Sorry for that. I stand corrected here. I should of said Mr. Macon instead. And to think, I went back to make sure I got your name right. I did fix it above. Hey, as long as I am in the "thanks to" section when CalvinChess makes you rich (don't laugh; do you have any idea how much they made off of Smess? It was a huge hit!) I will be happy. ![]() BTW, here is a place to get some interesting ideas: [ http://www.sjgames.com/knightmare/ ] and at the "specific cards" section he [ http://www.sjgames.com/knightmare/kc_faq.html ]. -- Guy Macon http://www.guymacon.com/ |
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#5
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On Apr 7, 5:13 pm, Guy Macon http://www.guymacon.com/ wrote:
(Who snuck sci.math into the newsgroups line? *WAY* off-topic there!) I was looking for a group that would deal with the mathematical theoretical issues regarding the idea that a set of rules to a game could have an infinite varieties. Perhaps there is a better "game theory" newsgroup. wrote: Hey, as long as I am in the "thanks to" section when CalvinChess makes you rich (don't laugh; do you have any idea how much they made off of Smess? It was a huge hit!) I will be happy. ![]() Well, you will be made mention if Calvinball Chess (by whatever its name) will get discussed, in regards to its history (and you will be referred to as Guy :-) ). BTW, here is a place to get some interesting ideas: [http://www.sjgames.com/knightmare/] and at the "specific cards" section he [http://www.sjgames.com/knightmare/kc_faq.html]. Drops and gating, shuffles (FRC/960), and the ideas in Knighmare Chess are what I was actually thinking of regarding Calvinball. With Nightmare Chess, I believe you deal out a bunch of cards, and players alternate turns taking one. Players know what can come into play, but players decide when they come into play. You need to balance the scoring somehow so it is fair, and have players both have the same choice picking which cards to use. So long as you can keep spawning more and more rules, Calvinball is in effect. The idea you see in Knightmare Chess has been discussed as "mutators". These are rules that change the rules of the game as you play. They can be applied to the start, or possibly throughout the game. - Rich |
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#6
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On Apr 7, 9:55 am, wrote:
A Heraclitus (aka Calvinball) tournament would consist of this being unique for each game. During the tournament, a limited set of games, each game has a different set of rules. This is a practical application of the whole Heraclitus chess approach. The question then is: Is Heraclitian (aka Calvinball) Chess possible? Doesn't mean that most of the games people would play of it would be good, just if it is possible or not. Then the question becomes how many restrictions can be placed on it to improve quality, and still have it be Heraclitian. I would think that each variant should be used twice - once for one player as White, once as Black, for a series of two games between two players. Just like the openings drawn in Checkers. Since I am not discussing whether or not one could have a near- infinite number of variants of Chess, I've removed sci.math. But my version, on the 12 by 8 board, offers up to 16,200 variants - all tidy and symmetrical like normal Chess, so it might meet this particular goal. John Savard |
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#7
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On Apr 7, 12:02 pm, Guy Macon http://www.guymacon.com/ wrote:
wrote: I want to thank George Macon in he future of Chess thread for bringing up Calvinball, and bringing attention one website that offered one spin on it, My name is Guy Macon. Not George. I was wondering if this was a Freudian slip... perhaps he was imputing the "we will adopt no chess variant before its time" viewpoint to you. John Savard |
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#8
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I still don't get it.
Look, a game is a tree*, right? The root is the initial position, below it one node for each possible starting move, one below each of these for the possible replies. At the bottom of the tree (trees grow downwards in CS and math) are the end nodes, which you can label "win" and "loss". Or "tie", "draw", "both lose", "both win", "win but your opponent doesn't lose", if you really want to. The thing is, since we are talking _abstract_ games here, what really matters is the shape of this tree. Whether you describe the game in terms of moving pieces, connections, capturing, or changing rules, all that is just flavour. Far from unimportant, but nonetheless it's the tree that makes the game. Moreover, observe that from any position in a game tree, there's a complete game that starts right there. All games are already a vast collection of subgames. Even for a game with a comparatively modest tree such as Chess, it is already the case that you never play the same game twice. So what exactly are you trying to achieve? Are you trying to make chess into a game which has a theoretically infinite number of moves at one point in the tree? There are many such games, like Eleusis and Mind Ninja, but it is neither necessary nor sufficient to save the game from being solved, or even giving humans the advantage. It won't get it on TV either. Nor do the fact that big games include very many other games as their subgames matter much. They have to stand on their own merit. I don't feel that Magic: The gathering is an all that varied experience, for instance, although the number of possible games probably dwarfs even Go. When I play abstracts rather than CCGs, it's not because they are more varied, but because the variation I find there (indeed, the variation in the ways a single good game can play out) is of a more interesting kind. I suspect other abstract players feel that way too, especially those of the traditional abstracts, so I don't see Heraclitan Chess conquering the world any time soon. (* technically a directed acyclic graph. Whether the rules say so explicitly or not, all rules have an equivalent of the fifty-move rule, because players aren't machines.) |
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#9
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On Apr 7, 7:55 am, wrote:
So the basic framework for the ultimate chess variant would be: Can you have a framework for chess and variants that would enable a person to NEVER play chess the same way twice (by the exact same set of rules)? It's only to easy. I have a very long, regular sequence of such variants. Each is very much like standard chess. Each next one differs only a little from the previous one. You use the standard chess board, and standard pieces, only possibly more than in the standard chess, depending on the game (the starting position is always the same). Furthermore, for a greater variety, I have 255 of such different sequences (plus standard chess on the top of it :-) I claim that each sequence is very long and not infinnite because I am talking about games which are essentially different, and not just formally -- if we treat the repetition rule seriously then I consider each of my 255 sequences of variants to be finite. (There are still more than plenty of them :-) Regards, Wlod |
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#10
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On Apr 8, 6:40 pm, "Wlodzimierz Holsztynski (Wlod)"
wrote: On Apr 7, 7:55 am, wrote: So the basic framework for the ultimate chess variant would be: Can you have a framework for chess and variants that would enable a person to NEVER play chess the same way twice (by the exact same set of rules)? It's only to easy. .... too easy. Furthermore, for a greater variety, I have 255 of such different sequences [...] I was very conservative. In fact, I have many more of them, and each sequence consists of astronomically many variants. (Variants from different sequences are always different, and so are any two from any given sequence). Wlod |
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