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Date: 07 Apr 2008 07:55:10
From:
Subject: Is Heraclitian (aka Calvinball) Chess possible?
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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/forum/t-51667/chess-of-tomorrow-project-who-is-interested#post-139883
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Date: 17 Apr 2008 22:43:40
From: Rich Hutnik
Subject: Re: Are the number of variants to chess of Aleph nature or not?
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On Apr 16, 6:48 pm, Guy Macon <http://www.guymacon.com/ > wrote: > Now consider these variants of chess: > > Variant 3: standard set of men, 8x6 board. <-- same as in list above > Variant 3.1: standard set of men, 9x6 board. > Variant 3.2: standard set of men, 10x6 board. > Variant 3.3: standard set of men, 11x6 board. > Variant 3.4: standard set of men, 12x6 board. > Variant 3.5: standard set of men, 13x6 board. > Variant 3.6: standard set of men, 14x6 board. > ... > > The above set of variants is also clearly infinite, > larger than the previous infinite set, and maps > to the set of fractions. Eventually you get to > Variant 3.141592653589793238462643383: standard > set of men, 141415926535897932384626433811x6 board > and on to any other fraction you choose. > > The question of *meaningful* differences is more > interesting. I don't see any meaningful difference > between playing on an 8x1000 board and playing on an > 8x1002 board. But the loss of meaningfulness is > gradual; where exactly does it reach zero? Meaningful differences is very important. One could argue that the look of pieces, or their names, could be considered changes, and that could be about infinite. But it has no effect on gameplay. What I do see so far is several things that would lend to chess variants be unbounded: 1. Time control, being infinite. One could do an infinite range of time delays for a Bronstein clock. Not practical. 2. Size of board, being infinite. This then means an infinite number of shapes. Unless the size of the board is infinite, then the number of boards is finite. 3. Recursion. Here is an example. Say you can Calvinball the rules. Let's say to implement a new rule, like Gipf introduces a new pieces, one has to win another game to do this. If the number of possible games one can play is infinite, then there is an infinite number of varieties of chess. If then someone else where to go about wanting to change the rules for the new game to see about the old game, they have to play yet another game, then it is possible to cause an infinite recursive set of action in place. This is not practical, but is arguably meaningful to the game experience as a whole. Pretty much here, either the parameters of a rule are unbound, or the number of rules is unbound, or there is an infinite recursive rule that can take place. If so, then such would be unlimited. The first two be Heraclitian, and the last one being Calvinball. If anyone can find any others, please say so. Now, whether or not there is an infinite number of piece types, or rules, that is another issue that would need to be considered here. Anyone have evidence that there is an infinite number of rules that can come in existence for a game like chess? - Rich
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Date: 16 Apr 2008 18:58:13
From: Quadibloc
Subject: Re: Are the number of variants to chess of Aleph nature or not?
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On Apr 16, 4:48 pm, Guy Macon <http://www.guymacon.com/ > wrote: > The question of *meaningful* differences is more > interesting. I don't see any meaningful difference > between playing on an 8x1000 board and playing on an > 8x1002 board. But the loss of meaningfulness is > gradual; where exactly does it reach zero? But what about the variant on an 8 x 3,698,201,443,...,828,216 board, where the ... stands for a number of digits which, if printed in 4 point type, in the pages of a thick telephone directory, would require enough of those volumes to cover Manhattan Island to a height of one mile? The number of practical variants of chess that real humans can play is strictly finite - yet people keep coming up with unexpected new ideas for variants. John Savard
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Date: 17 Apr 2008 11:58:13
From: David Richerby
Subject: Re: Are the number of variants to chess of Aleph nature or not?
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Quadibloc <[email protected] > wrote: > The number of practical variants of chess that real humans can play > is strictly finite Trivially: we only have a finite universe in which to store the rules. Dave. -- David Richerby Homicidal Umbrella (TM): it's like an www.chiark.greenend.org.uk/~davidr/ umbrella but it wants to kill you!
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Date: 18 Apr 2008 06:31:26
From: Ed Murphy
Subject: Re: Are the number of variants to chess of Aleph nature or not?
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David Richerby wrote: > Quadibloc <[email protected]> wrote: >> The number of practical variants of chess that real humans can play >> is strictly finite > > Trivially: we only have a finite universe in which to store the rules. Counterargument: infinite sets of variants can be encoded in a finite description (e.g. arbitrary board length, as mentioned earlier). Of course, the set of variants we actually play is not as large as the set of variants that (individually) we practically could play.
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Date: 18 Apr 2008 16:28:23
From: David Richerby
Subject: Re: Are the number of variants to chess of Aleph nature or not?
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Ed Murphy <[email protected] > wrote: > David Richerby wrote: >> Quadibloc <[email protected]> wrote: >>> The number of practical variants of chess that real humans can >>> play is strictly finite >> >> Trivially: we only have a finite universe in which to store the >> rules. > > Counterargument: infinite sets of variants can be encoded in a > finite description (e.g. arbitrary board length, as mentioned > earlier). Yes but, in order to play a game, we need to know which of those variants we are playing. We only have a finite universe in which to store either an explicit presentation of the rules or the parameters that generate them from your finite description. Dave. -- David Richerby Carnivorous Portable Composer (TM): www.chiark.greenend.org.uk/~davidr/ it's like a pupil of Beethoven but you can take it anywhere and it eats flesh!
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Date: 17 Apr 2008 03:40:18
From: John Savard
Subject: Re: Are the number of variants to chess of Aleph nature or not?
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On Wed, 16 Apr 2008 18:58:13 -0700 (PDT), Quadibloc <[email protected] > wrote, in part: >On Apr 16, 4:48 pm, Guy Macon <http://www.guymacon.com/> wrote: > >> The question of *meaningful* differences is more >> interesting. I don't see any meaningful difference >> between playing on an 8x1000 board and playing on an >> 8x1002 board. But the loss of meaningfulness is >> gradual; where exactly does it reach zero? > >But what about the variant on an 8 x 3,698,201,443,...,828,216 board, >where the ... stands for a number of digits which, if printed in 4 >point type, in the pages of a thick telephone directory, would require >enough of those volumes to cover Manhattan Island to a height of one >mile? > >The number of practical variants of chess that real humans can play is >strictly finite - yet people keep coming up with unexpected new ideas >for variants. Here is a more practical variant of Chess which belongs to a class of variants with a very large number of members. (Best seen with fixed-pitch font.) R Q K R B N N B P P P P P P P P R P - . - . P R N P . - . - P N B P - . - . P B K P . - . - P K Q P - . - . P Q B P . - . - P B N P - . - . P N R P . - . - P R P P P P P P P P B N N B R Q K R The two players have their narrow arrays at the top and bottom of the board. The pieces in arrays on the side of the board may not be captured by either of the two players, but they can capture the players' pieces. These pieces move once after every three ply. That is, the sequence of moves is: White, Black, White, Left Pieces, Black, White, Black, Right Pieces The left pieces, as White, and the black pieces, as Black, when they move simply replay the moves of the Immortal Game between Anderssen and Kieseritzky. If one's piece happens to be standing on a square which was empty in the game to which a piece moves, then it is captured. Replace the Immortal by the Evergreen, and you get another variant. So here is a very practical chess variant belonging to a very large class of chess variants - as many variants of chess as there are *games* of chess! John Savard http://www.quadibloc.com/index.html
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Date: 16 Apr 2008 15:42:27
From: William Hughes
Subject: Re: Are the number of variants to chess of Aleph nature or not? (was
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On Apr 16, 4:58 pm, Rich Hutnik <[email protected] > wrote: > On Apr 15, 3:53 pm, Quadibloc <[email protected]> wrote: > > > > > On Apr 12, 11:08 pm, Rich Hutnik <[email protected]> wrote: > > > > 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. > > > I think that one can always go 'outside the system' and come up with a > > reasonable new Chess variant that is not included in any > > classification system, even if that system embraces an infinite number > > of variants. > > > Yet, the fact that people can only handle games up to a certain finite > > level of complexity means that the number of Chess variants is finite. > > > A large, but poorly-defined finite set, therefore, can behave for > > practical purposes as if it had properties that, in an exact > > mathematical sense, can only apply to a set with at least aleph-one > > elements. This doesn't defy any law of mathematics (and, indeed, due > > to the subject matter, I've pulled sci.math back in, since it's > > relevant now). > > > John Savard > > So, then, to make this more mathematical, are the number of rules > variants for a game like chess an Aleph of any sort? I will re: this > topic to have it ask that. Maybe someone else who is more math(y) in > their knowledge could frame this in a more mathematically proper form. > > - Rich It is relatively simple to come up with an infinite number of variants. Consider that in standard chess the king can be captured by a single attack. Consider a variant where the king can only be captured by two attacks. This generalizes to 3,4,...,n,... attacks. (Actually, Simon Smith's argument above falls a bit short. It is not enough to show there are an infinite number of descriptions of variants of Calvinball chess (after all for each variant there are an infinite number of descriptions)) - William Hughes
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Date: 16 Apr 2008 13:58:44
From: Rich Hutnik
Subject: Are the number of variants to chess of Aleph nature or not? (was Re:
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On Apr 15, 3:53 pm, Quadibloc <[email protected] > wrote: > On Apr 12, 11:08 pm, Rich Hutnik <[email protected]> wrote: > > > 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. > > I think that one can always go 'outside the system' and come up with a > reasonable new Chess variant that is not included in any > classification system, even if that system embraces an infinite number > of variants. > > Yet, the fact that people can only handle games up to a certain finite > level of complexity means that the number of Chess variants is finite. > > A large, but poorly-defined finite set, therefore, can behave for > practical purposes as if it had properties that, in an exact > mathematical sense, can only apply to a set with at least aleph-one > elements. This doesn't defy any law of mathematics (and, indeed, due > to the subject matter, I've pulled sci.math back in, since it's > relevant now). > > John Savard So, then, to make this more mathematical, are the number of rules variants for a game like chess an Aleph of any sort? I will re: this topic to have it ask that. Maybe someone else who is more math(y) in their knowledge could frame this in a more mathematically proper form. - Rich
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Date: 16 Apr 2008 22:48:49
From: Guy Macon
Subject: Re: Are the number of variants to chess of Aleph nature or not?
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Rich Hutnik wrote: >So, then, to make this more mathematical, are the number of rules >variants for a game like chess an Aleph of any sort? I will re: this >topic to have it ask that. Maybe someone else who is more math(y) in >their knowledge could frame this in a more mathematically proper form. Consider the following variants of chess: Variant 1: standard set of men, 8x4 board. Variant 2: standard set of men, 8x5 board. Variant 3: standard set of men, 8x6 board. Variant 4: standard set of men, 8x7 board. Variant 5: standard set of men, 8x8 board. <--standard chess Variant 6: standard set of men, 8x9 board. Variant 7: standard set of men, 8x10 board. Variant 8: standard set of men, 8x11 board. Variant 9: standard set of men, 8x12 board. ... The above set of variants is clearly infinite and maps to the set of integers. It even offers interesting play; at, say, 8x32, do you try to launch an attack on the opponent right away with your long range men (QBR), or do you keep them behind a wall of pawns that you slowly march toward the opponent? And if both sides start marching pawns, what is the best pawn structure to have when they meet? Diagonal line? Arrowhead? V? zig-zag? straight across? And what is the best knight and king placement? Now consider these variants of chess: Variant 3: standard set of men, 8x6 board. <-- same as in list above Variant 3.1: standard set of men, 9x6 board. Variant 3.2: standard set of men, 10x6 board. Variant 3.3: standard set of men, 11x6 board. Variant 3.4: standard set of men, 12x6 board. Variant 3.5: standard set of men, 13x6 board. Variant 3.6: standard set of men, 14x6 board. ... The above set of variants is also clearly infinite, larger than the previous infinite set, and maps to the set of fractions. Eventually you get to Variant 3.141592653589793238462643383: standard set of men, 141415926535897932384626433811x6 board and on to any other fraction you choose. The question of *meaningful* differences is more interesting. I don't see any meaningful difference between playing on an 8x1000 board and playing on an 8x1002 board. But the loss of meaningfulness is gradual; where exactly does it reach zero? -- Guy Macon <http://www.guymacon.com/ >
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Date: 17 Apr 2008 11:56:15
From: David Richerby
Subject: Re: Are the number of variants to chess of Aleph nature or not?
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Guy Macon <http://www.guymacon.com/ > wrote: > Consider the following variants of chess: > [for i>3, Variant i: standard set of men, 8xi board.] > > The above set of variants is clearly infinite and maps to the set of > integers. [...] > > Now consider these variants of chess: > [for i>3, j>7, Variant i.j: standard set of men, jxi board.] > > The above set of variants is also clearly infinite, larger than the > previous infinite set, and maps to the set of fractions. These are properly called the positive rational numbers (i.e., the set of numbers that can be written as i/j for positive integers i and j). The set of positive rationals is *not* larger than the set of integers: it has the same cardinality. Proof. (Writing N for the positive integers, Q' for the positive rationals and
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Date: 15 Apr 2008 12:53:12
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 12, 11:08=A0pm, Rich Hutnik <[email protected] > wrote: > 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. I think that one can always go 'outside the system' and come up with a reasonable new Chess variant that is not included in any classification system, even if that system embraces an infinite number of variants. Yet, the fact that people can only handle games up to a certain finite level of complexity means that the number of Chess variants is finite. A large, but poorly-defined finite set, therefore, can behave for practical purposes as if it had properties that, in an exact mathematical sense, can only apply to a set with at least aleph-one elements. This doesn't defy any law of mathematics (and, indeed, due to the subject matter, I've pulled sci.math back in, since it's relevant now). John Savard
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Date: 12 Apr 2008 22:08:30
From: Rich Hutnik
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 8, 5:52 am, Harald Korneliussen <[email protected] > 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
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Date: 12 Apr 2008 22:00:55
From: Rich Hutnik
Subject: Re: Is Calvinball Chess possible?
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On Apr 11, 8:54 am, Quadibloc <[email protected] > 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=D710^-35 meters) is > > the quantum of distance and the Planck Time (5.3907205=D710^-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
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Date: 11 Apr 2008 05:54:04
From: Quadibloc
Subject: Re: Is Calvinball Chess possible?
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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=D710^-35 meters) is > the quantum of distance and the Planck Time (5.3907205=D710^-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
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Date: 11 Apr 2008 10:36:26
From: Guy Macon
Subject: Is Calvinball Chess possible?
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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/ >
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Date: 10 Apr 2008 18:06:22
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 10, 8:00 pm, Quadibloc <[email protected] > 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
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Date: 10 Apr 2008 17:57:47
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 10, 4:41 pm, Simon Smith <[email protected] > 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
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Date: 10 Apr 2008 17:00:33
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 10, 12:40 pm, [email protected] 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
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Date: 10 Apr 2008 16:53:17
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 10, 2:41 pm, Simon Smith <[email protected] > 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
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Date: 10 Apr 2008 11:45:17
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 8, 10:19 pm, "Wlodzimierz Holsztynski (Wlod)" <[email protected] > wrote: > On Apr 8, 6:40 pm, "Wlodzimierz Holsztynski (Wlod)" > > On Apr 7, 7:55 am, [email protected] 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 here: http://www.chessvariants.org/index/msdisplay.php?itemid=MSninety-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
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Date: 10 Apr 2008 11:40:47
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 10, 12:58 pm, Quadibloc <[email protected] > wrote: > On Apr 10, 10:25 am, [email protected] wrote: > > > I believe Heraclitean (or is it Heraclitian, as I am using it, not > > just full of strife, but never twice) is supposed to be either it is > > or isn't. > > Then I'm probably not using the term the way you are. I'm just > thinking of my old idea of a basic structure where one chooses one of > a large number of variants in a way similar to the way Checkers > players choose one of a number of three-move openings. As I was discussing Heraclitian, it was meant as a philosophical boundaries of variant question. > This isn't like Calvinball, where the rule is to change the rules in > the middle of play, so as to not take anything seriously except having > fun. The Heraclitian question asks initially if the starting rules to the game can be infinite (if they don't change during play). A version of the Heraclitian question, which refers to changes during play, would be the Calvinball variety of Heraclitian. Such changes can be done in a strategic manner. > Nor is it like IAGO Chess, where different pieces are dropped on the > board during play - but made more complicated. If you speak of your game, it looks like a variant on Chess960, but with fantasy pieces. As far as the IAGO Chess System goes, it is meant to have a framework where you can use the drops at the start. In fact, in Near Chess, which would fit in the IAGO Chess System, the pieces enter the game at the start, before any moves. If you allow entry not just at the start, it makes for a deeper game that calls upon judgment, and makes the game less likely to be solved (mathematically speaking). This is why I had proposed in the IAGO Chess (game) it be done via gates and dropping. The game is also meant to introduce people to the fullness of chess variants, which is why the C-Class version has you doing a start of the game drop on the queen space. > Let's say, for example, one plays on a chessboard where the squares > have numbers printed on them in a random arrangement. The last two > digits of the sum of the numbers on the squares that are occupied by > both players' Pawns (think of this as a hash function of the > position)... indicates one of a hundred different Fairy Pieces - and, > on any turn, a player can choose to either drop a piece in hand for > dropping, or *drop the piece indicated by this number* which also > gives his opponent the same type of piece in his hand to drop later. So, you are using a shuffle to decide where the pieces go (rather than deterministically). A shuffle is good for mixing things up, but has the definite risk of leaving pawns unprotected and forcing players to use moves to compensate for poor starting position. I will say it is a good thing to have as one of the ways to play, but I don't see a shuffle alone as being the answer to the migration path. > So as the game goes on, the type of pieces on the board varies > "randomly", but it's all from the same starting position and rules. > > Some rule would have to be added to prevent the board from having on > it almost as many pieces as there are squares, but this is just a > thought example, not a serious variant yet. > > But if this is the sort of direction you're thinking of, I don't know > of a good direction to go in to make that kind of variant. 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. - Rich
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Date: 10 Apr 2008 09:58:20
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 10, 10:25=A0am, [email protected] wrote: > I believe Heraclitean (or is it Heraclitian, as I am using it, not > just full of strife, but never twice) is supposed to be either it is > or isn't. Then I'm probably not using the term the way you are. I'm just thinking of my old idea of a basic structure where one chooses one of a large number of variants in a way similar to the way Checkers players choose one of a number of three-move openings. This isn't like Calvinball, where the rule is to change the rules in the middle of play, so as to not take anything seriously except having fun. Nor is it like IAGO Chess, where different pieces are dropped on the board during play - but made more complicated. Let's say, for example, one plays on a chessboard where the squares have numbers printed on them in a random arrangement. The last two digits of the sum of the numbers on the squares that are occupied by both players' Pawns (think of this as a hash function of the position)... indicates one of a hundred different Fairy Pieces - and, on any turn, a player can choose to either drop a piece in hand for dropping, or *drop the piece indicated by this number* which also gives his opponent the same type of piece in his hand to drop later. So as the game goes on, the type of pieces on the board varies "randomly", but it's all from the same starting position and rules. Some rule would have to be added to prevent the board from having on it almost as many pieces as there are squares, but this is just a thought example, not a serious variant yet. But if this is the sort of direction you're thinking of, I don't know of a good direction to go in to make that kind of variant. John Savard
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Date: 10 Apr 2008 09:25:59
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 9, 10:52 pm, Quadibloc <[email protected] > wrote: > On Apr 7, 8:40 pm, Quadibloc <[email protected]> wrote: > > > 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. > > I kept the original set of versions of Random Variant Chess, and the > 10 by 8 version I added at the last, but I've replaced the other > recently added versions (Historical Random Variant Chess and Mutable > Random Variant Chess) by something which has included their best > features, but made more organized and rationalized, which I call > Progressive Random Variant Chess (the Progressive part has to do with > the placement of the Camel and the Giraffe on the board if they are > used) and which offers more possibilities - up to 172,620 possible > variants of Chess on the 12 by 8 board. > > Perhaps this might be Heraclitean enough... > > John Savard I believe Heraclitean (or is it Heraclitian, as I am using it, not just full of strife, but never twice) is supposed to be either it is or isn't. If one wants to argue whether a game itself is Heraclitean in the possible number of moves it could have (aka unbounded or infinite), then perhaps one wouldn't need to have an infinite number of rules or staring configurations to reach a Heraclitean game state. Also, another question is whether or not a game that is Heraclitean in number of game states could ever be solved, or that there is always a counter strategy or line to the one that is developed. Heraclitean game rules, not just a Heraclitean GAME, would end up being infinite. - Rich
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Date: 10 Apr 2008 09:20:24
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 9, 1:48 pm, Quadibloc <[email protected] > wrote: > On Apr 9, 9:30 am, [email protected] wrote: > > > On Apr 7, 9:41 pm, Quadibloc <[email protected]> wrote: > > > On Apr 7, 12:02 pm, Guy Macon <http://www.guymacon.com/> wrote: > > > > 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. > > There is someone on the chessvariants site named George I discuss and > > debate with. Even after checking that, I likely had his name on mind. > > Ah. Not the George Masson wineries. Ah, my memory was faulty. That was > the Paul Masson wineries. > > John Savard The Masson masonries have to deal with chess variants? :-) - Rich
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Date: 10 Apr 2008 06:37:15
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 9, 8:52 pm, Quadibloc <[email protected] > wrote: > On Apr 7, 8:40 pm, Quadibloc <[email protected]> wrote: > > > 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. > > I kept the original set of versions of Random Variant Chess, and the > 10 by 8 version I added at the last, but I've replaced the other > recently added versions (Historical Random Variant Chess and Mutable > Random Variant Chess) by something which has included their best > features, but made more organized and rationalized, which I call > Progressive Random Variant Chess (the Progressive part has to do with > the placement of the Camel and the Giraffe on the board if they are > used) and which offers more possibilities - up to 172,620 possible > variants of Chess on the 12 by 8 board. > > Perhaps this might be Heraclitean enough... I have now added notes to my page on Spectral Realm Chess to cover how the various Fairy Pieces in Random Variant Chess would be modified in respect of the possibility of half-step diagonal moves, and I have added a page on what I call "Half-Shogi Chess" to reduce draws, with inspiration from Shogi, but without having full unrestricted drops in the manner of Shogi, which has already been proposed (Neo-C from 3M/ Mad Mate/Chessgi) by others. John Savard
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Date: 09 Apr 2008 19:52:40
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 7, 8:40 pm, Quadibloc <[email protected] > wrote: > 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. I kept the original set of versions of Random Variant Chess, and the 10 by 8 version I added at the last, but I've replaced the other recently added versions (Historical Random Variant Chess and Mutable Random Variant Chess) by something which has included their best features, but made more organized and rationalized, which I call Progressive Random Variant Chess (the Progressive part has to do with the placement of the Camel and the Giraffe on the board if they are used) and which offers more possibilities - up to 172,620 possible variants of Chess on the 12 by 8 board. Perhaps this might be Heraclitean enough... John Savard
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Date: 09 Apr 2008 10:48:53
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 9, 9:30=A0am, [email protected] wrote: > On Apr 7, 9:41 pm, Quadibloc <[email protected]> wrote: > > On Apr 7, 12:02 pm, Guy Macon <http://www.guymacon.com/> wrote: > > > My name is Guy Macon. =A0Not 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. > There is someone on the chessvariants site named George I discuss and > debate with. =A0Even after checking that, I likely had his name on mind. Ah. Not the George Masson wineries. Ah, my memory was faulty. That was the Paul Masson wineries. John Savard
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Date: 09 Apr 2008 08:30:39
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 7, 9:41 pm, Quadibloc <[email protected] > wrote: > On Apr 7, 12:02 pm, Guy Macon <http://www.guymacon.com/> wrote: > > > [email protected] 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 There is someone on the chessvariants site named George I discuss and debate with. Even after checking that, I likely had his name on mind. - Rich
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Date: 09 Apr 2008 19:26:41
From: mudshark
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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Wlodzimierz Holsztynski (Wlod) wrote: > > On Apr 8, 6:40 pm, "Wlodzimierz Holsztynski (Wlod)" > <[email protected]> wrote: > > On Apr 7, 7:55 am, [email protected] 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 You still are - "conservative" Wlod. You will _never_ free yourself from the stultifing 'milieu' into which you were born. It is your destiny, to forever long & linger over what might have been had you had the fortune to be born in Britain. Just think of it. You could of had a first class education & with your natural Polska brilliance conquering all won an oxbridge scholarship! Then, after the Tripos they might even have crowned you 'wrangler' (google it if you're not sure) @ which point _it is_ -behoven- [now that's a word] upon you to announce the variegated peregrinations of the 'optimes'. The juniors & seniors, the wooden spoon etc. But no! You chose instead the saturated pastures of Amerika just like Innes & look @ 'im if you can - a bloated fish awash with his kids hanging on to a wifes bloody rag. Ptew! What disgustment, what lack of freedom. Huge, large Maori people - doing 'hakus' & eating ionised fish, scare the shit out of the Parr/Innes & by proxy Evans gambit. Won't do. Huge dislike of these bone-marrow sucking vampires. These vile human entities who are @ the fore everytime & all the time - sucking vampires. Righto, I'm awaiting your opinion regarding the Karpov..
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Date: 08 Apr 2008 19:19:40
From: Wlodzimierz Holsztynski (Wlod)
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 8, 6:40 pm, "Wlodzimierz Holsztynski (Wlod)" <[email protected] > wrote: > On Apr 7, 7:55 am, [email protected] 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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Date: 08 Apr 2008 18:40:16
From: Wlodzimierz Holsztynski (Wlod)
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 7, 7:55 am, [email protected] 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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Date: 10 Apr 2008 21:41:57
From: Simon Smith
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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In message <fc9209bf-6fe8-447f-8f9f-d6bfd023ee6c@p39g2000prm.googlegroups.com > [email protected] wrote: > On Apr 8, 10:19 pm, "Wlodzimierz Holsztynski (Wlod)" > <[email protected]> wrote: > > On Apr 8, 6:40 pm, "Wlodzimierz Holsztynski (Wlod)" > > > > On Apr 7, 7:55 am, [email protected] 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 here: > http://www.chessvariants.org/index/msdisplay.php?itemid=MSninety-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 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. [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. -- Simon Smith When emailing me, please use my preferred email address, which is on my web site at http://www.simon-smith.org
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Date: 08 Apr 2008 02:52:14
From: Harald Korneliussen
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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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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Date: 07 Apr 2008 18:41:36
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 7, 12:02 pm, Guy Macon <http://www.guymacon.com/ > wrote: > [email protected] 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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Date: 07 Apr 2008 18:40:08
From: Quadibloc
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 7, 9:55 am, [email protected] 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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Date: 07 Apr 2008 14:32:30
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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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. > [email protected] 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 here: > [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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Date: 07 Apr 2008 21:13:22
From: Guy Macon
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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(Who snuck sci.math into the newsgroups line? *WAY* off-topic there!) [email protected] wrote: > >Guy Macon <http://www.guymacon.com/> wrote: > >> [email protected] 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 here: [ http://www.sjgames.com/knightmare/kc_faq.html ]. -- Guy Macon <http://www.guymacon.com/ >
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Date: 07 Apr 2008 10:29:35
From:
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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On Apr 7, 1:02 pm, Guy Macon <http://www.guymacon.com/ > wrote: > [email protected] 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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Date: 07 Apr 2008 17:02:21
From: Guy Macon
Subject: Re: Is Heraclitian (aka Calvinball) Chess possible?
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[email protected] 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. -- Guy Macon <http://www.guymacon.com/ >
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