![]() |
| 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: aka, calvinball, chess, heraclitian, possible |
|
|
Thread Tools | Display Modes |
|
#21
|
|||
|
|||
|
On Apr 8, 10:19 pm, "Wlodzimierz Holsztynski (Wlod)"
wrote: On Apr 8, 6:40 pm, "Wlodzimierz Holsztynski (Wlod)" 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 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). Astronomically large isn't infinite though. You can see one version laid out by George Duke, in 91 1/2 Trillion Falcon Chess variants, to see the boundaries he http://www.chessvariants.org/index/m...ninety-oneanda The number studied has gotten larger than 91 1/2 Trillion by the way. However, it still isn't unbound or infinite. Perhaps someone mathematically can show the number of potential rules governing any system is finite in nature, then Heraclitian (and its Calvinball version) wouldn't be possible. - Rich |
| Ads |
|
#23
|
|||
|
|||
|
On Apr 10, 2:41 pm, Simon Smith wrote:
No, it's trivial to prove that there are infinite possibilities for any rule system: Yes, but that assumes that the complexity of any given state of the rules is unbounded. Which may be a little hard on the people playing the game. John Savard |
|
#24
|
|||
|
|||
|
On Apr 10, 12:40 pm, wrote:
I will say this here, that Heraclitian Chess or Calvinball chess are not meant to be a form of chess that is actually to be played. They have to do with the boundaries of variants, whether the rules changes happen at the start (Heraclitian) or also during play (Calvinball), to the extent of whether they are unlimited or not. And this gets back to the original question of whether or not it is possible. I was going to note that one way to implement a Calvinball type of game would be, for example, to have the Pawns be cubes, which you would roll (not like dice) in the direction of their moves, which would be one step in any Rook direction. Then use the face-up symbols to grant an extra power to one of your pieces. Are literally infinite variations on the rules possible? No, unless it is possible for people to play a game where the rules might fill every volume in every library in a city where all the buildings are libraries. If there is an upper limit to the complexity of the game, to the length of its description, then the number of possibilities is finite. The good news, though, is that the number of possibilities can still be quite large. Also, I'm thinking in terms of digital games like Chess. If one thinks of an analog game like Billiards, the number of board positions is infinite. In terms of games rather than sports, miniatures wargames could be said to have an infinite number of positions, since pieces can move arbitrary distances at arbitrary angles. John Savard |
|
#25
|
|||
|
|||
|
On Apr 10, 4:41 pm, Simon Smith wrote:
No, it's trivial to prove that there are infinite possibilities for any rule system: Assume a 28 letter alphabet (A-Z plus space and full stop.) Write down all 28^1 one-character statements A-. Write down all 28^2 two-character statements AA-.. Write down all 28^3 three-character statements AAA-... Write down all 28^4 four-character statements AAAA-.... And so on. This is a countable infinity of 'statements', where each statement consists of one or more 'sentences'. Even after you've crossed out all the ungrammatical ones, and all the ones that do not pertain to Calvinball chess you'll still have a countable infinity of rules for chess variants remaining. Then there's the infinite number of different recipes for eggnog, and all the chess/rugby variants where pawns are allowed to tackle, and so on. Let's talk about MEANINGFUL rules changes. Changing the colors and looks of the pieces is irrelevant to the question. While one could end up having what you state above for letters would show that each space is a place where a different rule can slide in. While you can add multiple letters to a statement, this still doesn't show whether that these amount of spaces are infinite. Of course, in anyone of those letter spaces, if there can be an infinite range of states associated with a rule, then that would be infinite. But, outside of boardsize or time to make a move, what else can have an infinite range of states for a board? Such as, when it comes to chess, are there an infinite number of pieces a game of chess, even on an 8x8 board, can have? Pretty much, you either have to show that, MEANINGFULLY there are either an infinite number of MEANINGFUL rules that can be added to a game, or that one rule can have an infinite number of states, for Heraclitian/Calvinball to be added. - Rich [BTW The number of cross-posted groups for this message is a bit high. I've removed sci.math and rec.games.design from the followups. As for this being in sci.math, it does relate to game theory and also aspects of logic and infinity. - Rich |
|
#26
|
|||
|
|||
|
On Apr 10, 8:00 pm, Quadibloc wrote:
I was going to note that one way to implement a Calvinball type of game would be, for example, to have the Pawns be cubes, which you would roll (not like dice) in the direction of their moves, which would be one step in any Rook direction. Then use the face-up symbols to grant an extra power to one of your pieces. Are literally infinite variations on the rules possible? No, unless it is possible for people to play a game where the rules might fill every volume in every library in a city where all the buildings are libraries. If there is an upper limit to the complexity of the game, to the length of its description, then the number of possibilities is finite. As I see it here, the only way Heraclitian/Calvinball is going to be infinite, is if you either have one rule with infinite states, or an infinite number of game rules that can be added, of distinct types. If they are of the same type, then that is merely another state of a given rule. And my question comes back to a LITERAL infinite number of rules existing. That is the original question Heraclitian/ Calvinball poses. The good news, though, is that the number of possibilities can still be quite large. It gets astronomical, as George Duke's 91 1/2 Trillion Falcon Chess Variants rule show. Also, I'm thinking in terms of digital games like Chess. If one thinks of an analog game like Billiards, the number of board positions is infinite. Yes, when it comes to analog, you can have an infinite number of states, assuming that the universe is infinitely small. The digital equivalent for Chess is the infinitely big chess board. In that, you can have an infinite number of start positions, so thus Chess on an infinite chess board is infinite. Of course, one may then argue despite infinite states, there are universal strategies that can be applied over all the board configurations. In terms of games rather than sports, miniatures wargames could be said to have an infinite number of positions, since pieces can move arbitrary distances at arbitrary angles. Yes, in analog, presuming there is an infinite number of different spot between two points in the universe that are perceived to be different to the human eye, then it is possible to have an infinite number of set ups. And I believe this is one of the aspects of the physical world that Heraclitus touched on with his never the same river twice. Of course, you bring Zeno in with the paradox, then an infinite number of spaces between two points sounds absurd, because one if his is true, then one can always travel half the distance between two points. And if this is so, then you end up where nothing should end up reaching is destination. - Rich |
|
#27
|
|||
|
|||
|
Content-Transfer-Encoding: 8Bit Quadibloc wrote: Also, I'm thinking in terms of digital games like Chess. If one thinks of an analog game like Billiards, the number of board positions is infinite. Unless, of course, the Planck Length (1.61609735×10^-35 meters) is the quantum of distance and the Planck Time (5.3907205×10^-44 Seconds) is the quantum of time. If they are, then the number of positions in Billiards is finite. The smallest difference in starting billiard ball position that can lead to a difference in ending billiard ball position that is larger than the resolution of the human eye is far larger than the Planck Length. As for a game with infinite variations, the human brain has a large but finite number of possible states, and thus such a game would have to map multiple variations to one brain state, and thus the brain would see those multiple variations as being the same variation. -- Guy Macon http://www.guymacon.com/ |
|
#28
|
|||
|
|||
|
On Apr 11, 4:36 am, Guy Macon http://www.guymacon.com/ wrote:
Content-Transfer-Encoding: 8Bit Quadibloc wrote: Also, I'm thinking in terms of digital games like Chess. If one thinks of an analog game like Billiards, the number of board positions is infinite. Unless, of course, the Planck Length (1.61609735×10^-35 meters) is the quantum of distance and the Planck Time (5.3907205×10^-44 Seconds) is the quantum of time. If they are, then the number of positions in Billiards is finite. The smallest difference in starting billiard ball position that can lead to a difference in ending billiard ball position that is larger than the resolution of the human eye is far larger than the Planck Length. As for a game with infinite variations, the human brain has a large but finite number of possible states, and thus such a game would have to map multiple variations to one brain state, and thus the brain would see those multiple variations as being the same variation. Yes, I am oversimplifying. After all, a game like PONG by Atari, although it mapped a game played with idealized physical objects to a digital system with a finite number of states, was adequate. A game that is finite, but not in a well-defined way, whose boundaries are not obvious like those of my Random Variant Chess, that has, instead of 10^5 sets of rules, 10^1000 sets of rules, of which somewhere around 10^100 are distinguishable but one can't really put a finger on the exact number... would be perhaps as close to Heraclitean Chess as one might get in the real world, but it might be close enough. John Savard |
|
#29
|
|||
|
|||
|
On Apr 11, 8:54 am, Quadibloc wrote:
On Apr 11, 4:36 am, Guy Macon http://www.guymacon.com/ wrote: Content-Transfer-Encoding: 8Bit Quadibloc wrote: Also, I'm thinking in terms of digital games like Chess. If one thinks of an analog game like Billiards, the number of board positions is infinite. Unless, of course, the Planck Length (1.61609735×10^-35 meters) is the quantum of distance and the Planck Time (5.3907205×10^-44 Seconds) is the quantum of time. If they are, then the number of positions in Billiards is finite. The smallest difference in starting billiard ball position that can lead to a difference in ending billiard ball position that is larger than the resolution of the human eye is far larger than the Planck Length. As for a game with infinite variations, the human brain has a large but finite number of possible states, and thus such a game would have to map multiple variations to one brain state, and thus the brain would see those multiple variations as being the same variation. Yes, I am oversimplifying. After all, a game like PONG by Atari, although it mapped a game played with idealized physical objects to a digital system with a finite number of states, was adequate. A game that is finite, but not in a well-defined way, whose boundaries are not obvious like those of my Random Variant Chess, that has, instead of 10^5 sets of rules, 10^1000 sets of rules, of which somewhere around 10^100 are distinguishable but one can't really put a finger on the exact number... would be perhaps as close to Heraclitean Chess as one might get in the real world, but it might be close enough. John Savard I believe to get at the answer to this question, there either has to be an infinite number of specific rule categories with a set number of states, or a single rule category that has an infinite number of rules. Outside of an infinite sized board, or varying the amount of time people have to play (or make their turns), the question then becomes, whether or not there is either an infinite number of rules categories, or a given category (such as pieces) that is infinite. - Rich |
|
#30
|
|||
|
|||
|
On Apr 8, 5:52 am, Harald Korneliussen wrote:
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 question of Heraclitian/Calvinball doesn't have to do with positions that can arise, but the number of rules variants a game can have. The Heraclitian/Calvinball question asks whether or not the number of variants a game can have is finite or infinite. Extend this further, and it would apply to all games, or even all rules for systems. That is the question. 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. It depends on the flavour. Shape and colors of the pieces is irrelevant, unless such shape or coloring would have an impact on how the state of a game changes. 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? How does one know that there an an infinite number of moves in Chess? Or, I should phrase that, an infinite number of MEANINGFUL moves. And people can play the same game twice, as in fool's mate. Checkmate causes a game to end. The question isn't an attempt to achieve anything, but a question dealing with the nature of variants. 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. The question looks at the parameters to variants, and whether or not an infinite number can exist. 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. I doubt Heraclitian Chess could ever be played, or even be able to be defined as to make sure that players would never play the same game twice. But, if one is working with Chess Variants, then the issue does arise that if the number of variants is finite, then you can have a classification system in place that could capture them all, and even simplify, and perhaps bridge them. - Rich |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| rec.games.chess.misc FAQ [2/4] | pribut@yahoo.com | rec.games.chess.misc (Chess General) | 0 | February 19th 06 05:44 AM |
| rec.games.chess.misc FAQ [2/4] | pribut@yahoo.com | rec.games.chess.misc (Chess General) | 0 | November 18th 05 05:36 AM |
| rec.games.chess.misc FAQ [2/4] | pribut@yahoo.com | rec.games.chess.misc (Chess General) | 0 | November 3rd 05 05:30 AM |