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Comments by FergusDuniho
![An article on pieces](/index/piece.gif)
Wonderful. Parlett uses orthogonal in the same sense I finally arrived at independently. Let me add that Anthony Dickens also uses the term orthogonal in A Guide to Fairy Chess (1969), though he doesn't explain why it's a good term for what it describes.
Some anonymous person (Charles Gilman?) writes: 'However, some diagonals have longer shortest moves than others and I still wish to distinguish between them on that basis. How about equal distances in...: 2 orthogonal directions at 90º to each other = standard diagonal; 3 at 90º or 2 at 60º = nonstandard diagonal;' Do you mean 3 at 60º? A hexagonal board has diagonals along 3 axes. '2 at 60º AND another at 90º to both = hybrid diagonal?' What kind of board has that? 'Surely everyone can agree that Hex boards 'have a nonstandard diagonal but no standard diagonal'.' No, I don't accept this as a valid distinction. All that's nonstandard is the board. Given the standard for what diagonal means, diagonals on a hexboard are as standard as diagonals on a square board. Of course, they may be less familiar to those who only know the standard board, but unfamiliar doesn't mean nonstandard. 'First mentions could be clarified in more detail, e.g. (colloquially called triagonal).' I'm all for describing movement in detail for nonstandard boards. Even though I will maintain that the hexagonal Bishop moves diagonally and that the hexagonal Rook moves orthogonally, I would not say so little in a description of a game and leave it to the readers to figure out. See my description of Hex Shogi as an example.
Tony P., You write: 'My argument for not FOLLOWING the convention for using 'orthogonal' and 'diagonal' on hex grids was not based on the idea that they were not CONVENTIONS,' That's fine. I have never imagined that this was your argument, though I do appreciate you giving the clarification. 'but that they did not have the same FULL MEANING as on the chessboard (crossing edges at right angles, but also moving along paths that are at right angles), which in turn did parallel the more comprehensive meanings used in mathematics (as opposed to the less specific 'at right angles' dictionary entry).' I disagree. Orthogonal and diagonal have the same meaning on a hexboard as they do on a square board. I see no need for extraneous terms that already do the job of established terms.
Tony P. You write: 'The fact that I can use 'the shortest possible distance between two points on the surface' to connect points on both planes and spheres does not tell me that it is appropriate to refer to both types of constructions as 'straight lines'.' Again, your comments are lacking sufficient context for me to know what you're talking about. Although this comment was addressed to me, it does not seem to pertain to anything I have said.
Charles, We're in agreement on the meaning of orthogonal, but we're not in agreement on the words standard and nonstandard. You say that nonstandard means 'different from that used in the standard games'. I disagree. A standard is a rule or principle that establishes how things should be. For example, there is a standard that diagonal lines of movement pass through spaces at their centers and corners. On hexboards it results in different numbers of diagonals at different angles than it does for square boards, but it's the same standard. All that's different is the application. We may call a hexboard a nonstandard application, but it's still the application of the standard concerning what diagonal lines of movement are. The inventor of the oldest hex variant may have been ignorant of this standard, but his ignorance is not an adequate argument against it.
Tony P., I already responded briefly to this quotation of yours, but now I will respond in more detail: 'but that they did not have the same FULL MEANING as on the chessboard (crossing edges at right angles, but also moving along paths that are at right angles), which in turn did parallel the more comprehensive meanings used in mathematics (as opposed to the less specific 'at right angles' dictionary entry).' There are certain problems with using orthogonal to describe lines of movement that are orthogonal to each other. First, it does not describe a quality that belongs to any line of movement. Rather, it describes a quality of the relation between two different lines of movement. Second, it does not distinguish how a Rook moves from how a Bishop moves. On a standard chessboard, the Bishop's lines of movement are also orthogonal to each other, for they too are at right angles to each other. But if we take an orthogonal line of movement to be a line of movement that intersects the boundaries of a space at right angles, it describes a quality of the movement itself, and it distinguishes how a Rook moves from how a Bishop moves. It also fits well with the very first definition given in Webster's: 'intersecting or lying at right angles.' It is movement along a line that intersects the boundaries of spaces at right angles. Now, if we combine these two senses of orthogonal and call it the FULL MEANING of orthogonal, as you seem to suggest we should do, we have really just conflated two independent ideas.
<P>TonyP, you write:</P>
<BLOCKQUOTE>'To try and wrap up my end of this discussion of 'angles dashing from a
hex in a plane'. There exists a usage convention (tradition with a group
of supporters) for using 'orthogonal' and 'diagonal' to describe some
possibly paths on a hex grid. The usage (1) isn't especially apt, since
it conflicts in some important ways with the usual meaning of orthogonal
and diagonal in both chess and mathematics (especially plane geometry)'</BLOCKQUOTE>
<P>I just did a google search on the terms 'chess orthogonal', and page after page was on Chess variants rather than on Chess. I then went to the FIDE rules at the FIDE website and looked at its description of how Rooks moved. It said that Rooks moved along ranks and files, and it made no mention of the word orthogonal. I then searched for the word 'orthogonal' on the page, and the search turned up nothing. As I mentioned earlier, I did not learn the word orthogonal when I learned Chess. Instead, I learned that Rooks move straight, and I didn't learn the word orthogonal until I studied Chess variants. Based on all this, I surmise that the word 'orthogonal' is not commonly used for describing the rules of Chess, and, contrary to what you say, there is no usual meaning of orthogonal in Chess. The word, insofar as it is used in a Chess context, seems to be primarily used in Chess variant contexts.</P>
<P>As for the usage of the word in mathematics, I don't see the conflict. Like the statistical usage of orthogonal, which is based on the mathematical usage but not identical with it, the Chess variant usage of orthogonal is also based on the mathematical usage but not identical to it. And this is to be expected. Mathematics is a different field than Chess variants, and it has different concerns.</P>
<BLOCKQUOTE>and (2) suggests a 'rightness' (based on the analogy to standard chess) that is misguided, a frequent source of confusion, and somewhat stifling for
developing other approaches to hex chess. I therefore feel its a usage
ripe for replacement.</BLOCKQUOTE>
<P>I disagree with all of this.</P>
![A game information page](/index/game.gif)
My opinion on this matter is that all these neologisms are ugly, and I shall use none of them. I normally speak of implementing a game for Zillions.
![A game information page](/index/game.gif)
What is the point in distinguishing between discovered and direct illegal moves? An illegal move is illegal. Period. Rule 6 is redundant, since the very meaning of illegal implies that a player can't make an illegal move. Rule 9 makes no sense. Why on earth would there be any kind of rule against taking back illegal moves? I share the same opinion on the name as Michael Howe. As the inventor of Supremo, I take special umbrage at the name, though since I've still neglected to publish the rules for Supremo, I doubt Peng has any knowledge of it. Unlike the mere superlative use of Supremo here, my Supremo is just an Ultima variant. I think it's included with the Rococo ZRF. The piece descriptions are a bit ambiguous. I'm not sure if the Super General hops as a Leo or as a Grasshopper. The more literal reading suggests the latter. Likewise, I'm not sure if the Super Rook and Super Bishop hop as Cannons and Vaos or as Grasshoppers do. If these pieces do hop as Grasshoppers, they are a bit less powerful than I first imagined. Nevertheless, I expect that the pieces are really too powerful. I once considered a Rook+Cannon piece and a Bishop+Vao piece for a game, calling them by the names of Tank and Bazooka, but I decided they were too powerful. For example, the Tank could pin two pieces with its Cannon powers, then capture one and still keep the other pinned with its Rook powers, then capture the other one too. Also, you couldn't block a direct Tank attack, because it could just hop over the piece that tried to intervene. Even if these pieces really hop as Grasshoppers, I would still expect situations like these to arise. The way this game is named, and given the pieces used in the game, I imagine that Peng believes that more powerful pieces make a better game. In contrast to this, I believe that a good Chess variant has to find a balance between pieces that are too weak and pieces that are too powerful. Chess is a good example of a game with this balance. I expect that Supremo Superchess is very unbalanced.
Supremo is the game that actually introduces the Pushme-Pullyu, but it's not the same game as Rococo with Pushme-Pullyus. I remember nothing about future plans for changing Supremo, but I'll check my past emails and see if there's any mention of it.
Okay, I just checked my past emails, and there was no indication that I had plans for changing Supremo. There was an email from Peter asking me what I wanted to do about the Supremo ZRF, and it apparently went unanswered. That seems to be all that happened. Peter, it's okay to include it with Rococo. I'll make a Supremo page later.
I can't find any email in which I specifically mentioned that the Cannon-Pawns should be less powerful, but the limited Cannon Pawns do better fit my memory of how the Cannon Pawns moved, and the change is one I may very well have recommended. The Rococo Cannon Pawns can hop over pieces even without capturing, while the limited Cannon Pawns can't. I would have favored these limited Cannon Pawns, because they are blockable. This is the same reason I favored Chinese Chess Knights over Chess Knights for the Pawn replacements in Cavalier Chess. I am currently designing some Abstract pieces for Ultima, Rococo, and Supremo. I still have a few pieces left to do. How about if I send you the images when they're ready, then you can release an updated ZRF for both Rococo and Supremo with alternate piece sets.
![A game information page](/index/game.gif)
I don't think it is within our purview to change the name of somebody else's game. I know I would be p.o.'d if someone changed the name of one of my games without my permission. I suggest that you contact J.R. Schmidt and ask him what he would like to call the game if he can't call it Spiderball.
<P>I have reason to doubt that Schmidt's use of the name Spiderball is a violation of Paranto's trademark. My reason is this. Marvel Comics owns the trademark on the name Captain Marvel, yet DC has its own Captain Marvel. Marvel can stop DC from publishing a comic with the name Captain Marvel on the cover, but it can't stop DC from publishing titles like Shazam and 'The Power of Shazam,' which feature DC's Captain Marvel, because trademarks are limited in what they protect. As <A HREF='http://briefs.toddverbeek.com/archives/000064.html'>Captain Marvel vs. Captain Marvel</A>, a page I found on the subject says,</P>
<BLOCKQUOTE>... trademark protection isn't nearly as broad or secure as copyright protection. It only covers 'marks' (such as logos or names) used 'in trade' (the packaging and marketing of goods and services). Think of it this way: copyright applies to the entire contents of a book, from cover to cover. Trademark applies to only the cover. That's because the cover is what shows on a retailer's display rack: the marketing part.</BLOCKQUOTE>
<P>Since the Spiderball game isn't being sold at all, much less being sold on toy shelves next to the Spiderball toy, it is not part of the world of trade. If it were being sold in stores, Paranto would have every right to demand a name change. But it's not. It's just a description of a noncommercial game on a non-profit website.</P>
Under such circumstances, I support your changing the name.
I've now found the email. When I was looking through my past emails to you, I had it set to showing me emails by who I sent it to, but these weren't further sorted in a way that was helpful to me.
You can see the new graphics in my new Ultima preset. But I plan to touch them up a bit before sending you bitmaps for Zillions.
![A game information page](/index/game.gif)
Here are some thoughts I need to clear out of my head. In case certain companies ask us to rename other Chess variants, here are some suggestions. If Chevrolet ever asks me to rename Cavalier Chess, I'll call it Mustang Chess. If the usual gang of idiots ever ask us to rename Mad Chess, we can call it Cracked Chess. If Chess Records ever asks us to rename Chess, we can call it Motown.
![A game information page](/index/game.gif)
Levi, You are right. Your opponent is wrong. Declaring check is nothing but an expected courtesy. Whether or not you declare check has no bearing on what moves are subsequently legal or illegal for your opponent. Whenever you are in check, whether or not it has been declared, you must move out of check if you can. If you can't, then you lose -- even when you opponent has not noticed or declared it. If you stay in check during your move, that move was illegal and must be taken back.
![A reference work](/index/reference.gif)
If the Queen is unprotected, the King can take it. If it is an actual checkmate, then the Queen is protected, and the King can't take it.
![A contest or tournament](/index/contest.gif)
When I begin the next poll, I will be listing variants by name instead of by preset page ID. Since the method of voting I'll be using is cloneproof (explained below), it isn't a problem to include multiple versions of the same game in the next poll. I already plan to exclude very similar games from both being played in the tournament. If a pair of very similar games both ranked highly in the next poll, only the higher ranking game would be included in the tournament. My reasoning behind this is that wanting one thing and wanting another doesn't always imply that you want both together. Presumably, we want a bit of variety in the tournament rather than close variations on the same game. So, for example, Shatranj and Chaturanga will not both be played in the tournament, and Yáng Qí and Eurasian Chess will not both be played in the tournament. However, I am not counting two games as very similar when one is a standard regional variant and the other is a variant of it. So, for example, Yáng Qí and Chinese Chess could both be played if they get enough votes. Here's the significance of a cloneproof voting method. Consider the Borda Count method, which is not cloneproof. It gives one point to each preference in last place, 2 points to each in next-to-last place, and so on going up. Using letters to consider preferences, consider these votes: 60 ABC 50 BCA A majority prefers A to both B and C, meaning that A should win. But B has a higher Borda Count than A. It has 270 points vs. A's 230 points. The reason it has so many points is because it is part of a clone-pair with C. Suppose that B and C are two very similar variants, such as Shatranj and Chaturanga, while A is something very different, such as Shogi. The votes come out like this, because those who like Shatranj also like Chaturanga nearly as much. This sort of thing would screw things up if the voting method wasn't cloneproof, but the method I'll be using is. Given these votes, it would give the win to A.
![A game information page](/index/game.gif)
This comment of yours is confusing: 'I do not agree with the lack of a diagonal Cannon or the presence of four Cannon-type pieces.' Eurasian Chess does not lack a diagonal Cannon.
![A contest or tournament](/index/contest.gif)
I had been thinking the same thing about Gothic and Grand Chess. They use all the same pieces, and they differ only in board size, setup, and rules concerning Pawn movement and castling. They're more alike than Eurasian Chess and Yang Qi. Barring any serious objections, I'll add this pair to the list of very similar games.
Any thoughts on how many games it is reasonable to expect each person in the tournament to play? Let me offer a suggestion and get feedback. The tournament could be set up so that each entrant will play in five subtournaments, each subtournament consisting of eight players. With eight players to a subtournament, each subtournament would have three rounds, with four eliminations in the first round and two in the second round. If each entrant played in five subtournaments, his games would fall between a minimum of five and a maximum of fifteen. As for the logistics of deciding which games entrants would play, the top five ranked games would be played by everyone if exactly eight people signed up. If more than eight signed up, then there would be additional subtournaments, but not everyone would play in each one. Assignments to subtournaments would be made based on a list of ranked preferences from each entrant. Anyway, deciding the exact logistics of the tournament is not as important right now as it is to decide on a reasonable number of games to be played. A minimum of five, a maximum of fifteen, and an average of ten seems fine to me. But I would like to know what other people think.
After doing a bit of math, it looks like the subtournaments method of running the tournament wouldn't work out well unless we had exactly eight people in the tournament. For example, if we had nine people, we could not evenly distribute people among six eight-person subtournaments. At best, six people would each play in five subtournaments, and three would play in all six. One possible alternative is to stick with subtournaments but to put seven people in some subtournaments. In the case of nine people, three of the subtournaments could have seven. The one drawback to this alternative is that some people would have to sit out the first round in a subtournament, then play against one of the three winners in the next round. A second alternative is to have some preliminary elimination rounds that reduce the number in the tournament to eight, then let the eight people compete in a few subtournaments. A third alternative is to forego subtournaments and do something else. One possibility is to just have everyone play so many games, each against a different opponent, moving first and second in an equal number of games. Points would be given for wins or draws, and the tournament winner would be whoever gets the most points. Ties would be broken with an extra game. These alternatives have been for eight or more. If we get exactly eight, a set of subtournaments would work well. If we get fewer than eight, then it may be best to just have everyone play everyone else at something, then total up points. Depending on how many signed up, people might play two or three games with each of the others.
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