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Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Jan 16, 2010 09:49 PM UTC:
Reading back through the dicusion about this variant prompts two remarks:

1) I was a bit surprised by Ralph's Betza remark that this is 'serious, heavy-duty Chess'. Not that I doubt this is true, but I think it holds for mny other variants as well. The armies do not have to be different to make all the strategic issues of FIDE Chess carry over to it (and indeed, FIDE Chess uses 'identical armies'. Many other variants have the 'feel' of FIDE Chess. This is mainly caused by having the same Pawn, which is known to be the 'soul' of the game since Philidor.

So games like Berolina Chess, or Heian Shogi definitely have a very different feel then Chess. But Knightmate already looks very familiar to a Chess player (despite the funny 'King' moves). Capablanca Chess also strikes me as very similar. I guess it is mainly a matter of how seriously you take the game.

2) There was a very interesting remark over how long it took the FIDE army to subdue an inferior army. This might be an artifact of the evaluation function of the program handling the FIDE pieces. The effective value of strong pieces is depressed by the presence of weaker pieces of the opponent. This effect (for which Reinhard Scharnagl coined the term 'Elephantiasis correction') is tantamount to having evaluation terms that are proportional to the product of the number of (selected) white and black pieces.

Example: in normal Chess, a Queen is worth more than Rook + Bishop. But if each side would have 3 Queens, trading your first Queen for Rook + Bishop is actually a good trade! This because the removal of 33% of the light pieces of the opponent increases the effective value of your remaining 2 Queens by more than the intrinsic deficit of the trade. This is not a positional effect: it does not matter where the pieces are on the board. It is purely dependent on the material composition.

So even if the pieces of the opponent are inferior to yours in a one-on-one comparison, it could be wrong to avoid trading them. Because trading the first few creates the freedom for your remaining superior pieces to affirm their superiority, which they would not have when they have to run for their life to avoid 'bad trades'. 

A numeric example: Suppose you have 4 pieces worth 600 (centiPawn), and the opponent has 4 pieces worth 525. But suppose that the presence of one such opponent piece would depress the effective value of each of your pieces by 25, because it can interdict you access to the part of the board covered by the lighter opponent piece. With 4 against 4, this means each of your pieces is depressed by 100, down to 500, so in fact you are 4x25=100 behind, in stead of 300 ahead!

Not accepting this, and handling your pieces like they were equal to their inferior opponents, will allow us to unleash their unrestrained power of 600 against the opponent Pawns or King, so that to avoid losing Pawns or being checkmated, the opponent will be forced at some point to trade. (The opponent can certainly not avoid trading; this would depress the effective value of his army by about 400 on top of the intrinsic 300 deficit.) After the first trade it is 3 against 3, and in the trade-avoiding strategy we would see out pieces depressed by 3x25=75, for 525 each, so now we are about equal, in stead of 100 behind. But we will continue to ignore threats of further trading, so that our effective piece value remains 600. When the opponent under pressure trades us down to 2 vs 2, each of our pieces is suppressed by 2x25=50 to 550 in a trade-avoiding strategy, and even under trade-avoidance we would already be ahead by 50. Trade-ignoring we would lead by 150. After trading the fore-last piece the effective value of our remaining piece would be 600-25=575, and we would still be 50 ahead. So even now, trading would not have to overly worry us, athough we should not imagine that we can keep up the 150 advantage we have in a trade-ignoring strategy forever.

Trading the last piece would truly equalize us, and as that is not better than the +50 advantage we could reap in a 1-1 or 2-2 situation by employing the trade-avoiding strategy, we would switch to trade-avoidance only after the first two trades, where for the third piece we would still be prepared to take some risk of trading if that could increse our attack on other material. Only the last piece would have to be jealously protected.

Moral lesson: By being afraid of an inferior opponent, you give him the advantage. Treating your pieces as if they are worth more might in practice make them worth less. Don't do it, then!

I would be surprised if Zillions would know this. And that explains why it would take so long to beat Seperate Realms with FIDE. It should simply seek a few quick, nominally bad trades, and it would still be left with ennough advantage to get it over with quickly. In stead it cowers away, avoiding trading, until out of pure need it is forced to make the trades of lose other material, only to discover that after it has done so, the pressure is lifted and it can lash back with unrestrained power.

George Duke wrote on Thu, Jan 21, 2010 05:41 PM UTC:
I think Betza spent too much time on this. Another CV with different armies is Fantasy Grand, 10x10 instead, ranked 13 of 21 so far at Next Chess threads. Should armies be identical, or different, in the main line of Track One chesses -- as OrthoChess64's particular incomplete same-armies continue their free fall -- only being cushioned now from catastrophe by their speed chess forms of it at Chessbase and other f.i.d.e. forums? Deliberately to avoid Betza, Fantasy Grand is chosen from the genre. Now Berolina most would consider not much more than a Mutator, yet there is truth to the idea that the modern western Pawn, not the Queen, has been the essence of the successful salvaging of mediaeval Shatranj for so many more centuries on little same-old sixty-four squares. Actually, Betza did not start advocating strongly CDA for Next Chess until the very 3.June.2002 comment under question. His remark can probably be interpreted as prompted by lots of new CVPage material overwhelming his mostly Track Two body of work, new CVs by others that individually were obviously promising for Next Chesses. For example, Centennial's attention-grabbing opening line of being the ''holy grail.'' ''Elephantiasis correction'' may have to operate dissimilarly within different-armies CVs because of relative unknowns and necessary approximations. Could opposing sides even benefit by having their own scale of piece-values to some extent, for interims when minimally recognizable patterns are becoming established? The reasons piece-values' evaluations inevitably can become somewhat personalized in the field of CVs: (1) greater/lesser differential familiarity and skill with certain exotic pieces; (2) preference to direct forces to one or another alternate plural win condition; (3) promotion prospects' upending degrees of usefulness in exact point-values; (4) inherent fluctuation in many piece-type's value deriving from how many moves yet played. Whose scales of values optimize (within 0.1 or 1.0 even), and types of adjustments to them for better CVs could continue remaining somewhat unsettled, or even ''trade'' secrets you would not want others to have precisely. To simplify and trade, i.e. capture, or practice trade-avoidance, different armies add the understood still more complex dimension, but at the cost of rules themselves suffering, lacking aesthetics by comparison to an unevasive Mastodon, Great Shatranj, or Sissa. Philosophically, a progression in departure from Ockham's Razor.

pallab basu wrote on Mon, Feb 22, 2010 09:47 PM UTC:
CWDA is one of the best chess variant there is. The best point about it the main concept is simple yet deep and brilliant. It is certainly the most chess like variant. In Betza's language 'Heavy duty chess'. Another variant which may come close to this realization of 'brilliant yet simple idea', is the Kamikaze Shogi variant by Fergus.

Anonymous wrote on Wed, Mar 24, 2010 11:21 AM UTC:Excellent ★★★★★
Why not make different armies for Xiang-qi?

Daniil Frolov wrote on Thu, May 13, 2010 11:22 AM UTC:
It would be good if someone will give links to armies Peter Hatch enumerated.

Anonymous wrote on Mon, May 31, 2010 11:05 AM UTC:
'Why not make different armies for Xiang-qi?'
I think, it's interesting idea. I think, general, pawns, advisors and
elephants should be common for all armies, as they plays special roles in
game, but horses, rooks and cannons must be different.
Shogi with different armies is also interesting idea, but it needs some
headache with promotion... I can suggest this: not only kings and pawns are
common, but gold generals also common, and first rank pieces promotes to
them. Pieces, wich replaces rook and bishop, gets 4 additional moves after
promotion. Another idea - gold generals also different, and they promotes
to normal gold generals (in standart shogi they don't have to promote, as
they are already gold generals).

George Duke wrote on Tue, Nov 9, 2010 04:19 PM UTC:
Invented in 1977, Chess Different Armies initiated salvation for little customary 64 squares. Betza left us thinking it is to be Next Chess, period, 
http://www.chessvariants.org/index/displaycomment.php?commentid=614. After all, every cycle and every life ends, or re-continues, and sixty-four -- vraiment, compare its diminutiveness to big 81 Shogi and big 90 Xiangqi -- were computer-busted by the nineties if not the eighties. Busted to the point ex-player Fischer (1943-2008) proposed junking the set array RNBQKBNR in 1996, ignorant that was done by Frenchman Alexandre as early as the 1820s post-Napoleon. Fischer Random is Alexandre redux.  Now by Fischer we can have BNQRRKNB, so long as Bishops do not compete. Beautiful. Betza saw irony/inferiority there and redoubled towards perfection of CDA, obviating FRC for Next Chess, in armies: Nutty Knights, Remarkable Rookies, Colourbound Clobberers, Forward F.I.D.E.s, Amazon Army, Meticulous Mashers, pitted against each other or against the F.i.d.e. one.  The pointage of that latter, 39, is the benchmark for equality of usually different forces. There have to be subtle differences inexactly achieved, equal-valued forces being impossible when so much as a single piece-type differs side to side. There are contributors' Armies of point value also approximately 39 not created by Betza: Lawson's Pizza Kings, Aronson's Fighting Fizzies, Streetman's Spartan. The latter in current discussion has not a single new piece-type and may be adequate new combination as useful as Lawson's Army or Aronson's Army. The best Armies appear to be ones described in follow-up comment soon.
Does it matter that one Army is 38 points or 40 points? A little. When there is a disparity humans can detect, the challenge then becomes to win with White 38.5-pointed, or win with Black 39.5-pointed.  How many near-39-point Armies can be created? Hundreds. Thousands. Probably thousands of good ones, not beyond that, if computer-generated and having time allotted to devote.  How many active or finished games of Chess Different Armies are indicated at Game Courier? 105. Also for follow-up will be to find the leading player(s) Chess Different Armies over the past ten years.

H. G. Muller wrote on Fri, Nov 26, 2010 08:34 AM UTC:
I have play-tested some combinations using Fairy-Max, and it seems that both the Nutty Knights and the Colorbound Clobberers have a sizable advantage over the FIDE army.

For the Nutty Knights this advantage seems to be slightly over a full Pawn. It seems fully due to the Charging Knights. In a direct comparison all other Nutters perform slightly worse or equal to their FIDE counterparts. But replacing a pair of Bishops by a pair of Charging Knights provides a spectacular advantage. With the standard values 325 for a lone Bishop and 375 for a paired one, the Charging Knight might be 400 or even 425.

This seems unreasonably strong for a piece with only 9 moves, the extra move compared to Knight even being backwards. I guess this is one of the rare move combinations that noys a large bonus over the additive value of the individual moves, like the Archbishop (BN) or the divergent piece that moves as Knight but captures as King. In fact the Charging Knight is also a combination of Knight and King moves. Such pieces combine the speed of the Knight with the manoeuvrability and concentrated attack power of the King/Commoner. The latter endows them with mating potential, and makes them very effective supporters or attackers of FIDE Pawns, as they can protect/attack a Pawn, and at the same time the square in front of it.

The Clobberers are also significantly stronger than FIDE (advantage slightly under 1 Pawn),althogh not as much as you would expect from their individual piece values. A pair of Bedes tests better than a Rook (525 against 500 centiPawn), a pair of FADs as slightly worse (450-475), and thus provides an advantage of more than 2 Pawns over the Bishop pair. This is not dequately compensated by substituting the Queen for an Archbishop, which differs by less than a Pawn from it. (The WA is almost equal in value to the Knight.)

The names used here for the pieces are awful, of course. In the WinBoard / Fairy-Max implementation I use different names. (Or at least different letters to indicate the pieces in FEN and SAN; WinBoard never uses full names of pieces.)

FIDE      Nutters     Clobberers
N Knight  H Horse     E Elephant
B Bishop  U Unicorn   D Deputy
R Rook    T Turret    L Lama
Q Queen   C Colonel   A Archbishop

'Unicorn'seems an applicable name for Knight-King chimera, and WinBoard happens to have a bilt-in bitmap for it. For the Horse I use the WinBoard Nightrider symbol, and for the Colonel the Knight-on-Rook symbol that is popularas a representation of the Cancellor in some 10x8 variants, so that the Nutters army indeed looks quite Knight-like. For the 'Lama' I use the Promoted Bishop symbol, which in WinBoard generically stands for a Bishopwith some extra moves, (in this case the (2,0) teleports), and the WA is an Elephant variation because of the Alfil move.

Jörg Knappen wrote on Sat, Nov 27, 2010 01:32 PM UTC:
Maybe it is not wrong that the new armies in CwDA are a small tick stronger than the FIDE army, because
A Pawn is as Strong as the Hand that Holds It
A chessplayers hand is already (more or less) strong at holding the FIDE pieces, but very weak with new pieces introduced in CwDA. Therefore the effective strength of the new armies is reduced by the fact that they are so unusual. Of course, this does not count for a computer that uses mostly brute calculating force.

References


ppirilla wrote on Sun, Jan 16, 2011 06:18 AM UTC:Excellent ★★★★★
I think that the beauty of this game is that it adds computational complexity, without affecting in-game complexity. Although it has a learning curve to familiarize yourself with the new pieces, the in-game board positions are generally of comparable complexity to the FIDE standard.

By taking away the known and studied board positions, it takes the chess back to its root as a test of logic and strategy. From pure information overload, players should not -- and generally can not -- rely on memorized openings or endgames, but must instead invent the process as they play.

Really, is that not the point of chess variants, giving chess players a new experience outside of the tried-and-true? I have not, nor do I have any desire to work towards memorizing opening books, beyond two or three moves. My enjoyment of chess comes from working out the best tactic as the game develops.

CWDA is my preferred variant, because of its simplicity and expandability. Really, the game play is chess. Learn the movements of four new pieces, and you can introduce a new army into the game. With just four armies, there are now 15 games you can play (not counting the FIDE vs FIDE match). Starting with a knowledge of chess, and only adding the movement of 12 previously unknown pieces. Simple! Versatile! Elegant! What's not to like?


George Duke wrote on Tue, Jan 18, 2011 04:31 PM UTC:
http://www.chessvariants.org/index/displaycomment.php?commentid=614. This comment of Betza was linked before, but what ''pprilla'' says today is exactly what Betza was saying the last couple years to 2003.  NextChess will take up the C.D.A.(provisional #30) this year.

Jörg Knappen wrote on Thu, Jan 20, 2011 09:24 AM UTC:
We tacitly assume that strength can be measured by one number and that the numbers can be compared using a transitive relation like 'greater than'. However, this needs not to be true, see here for a simple game with dice:

http://en.wikipedia.org/wiki/Nontransitive_dice

So here is a new chess variant challenge: Chess with nontransitive armies

Design a chess variant with different armies such that, whatever army your opponent chooses first, you can choose another army having an advantage over your opponent's army. (To avoid the first move problem assume 2 games where either army moves first once)

H. G. Muller wrote on Thu, Jan 20, 2011 01:54 PM UTC:
I think I might have already done that. An army of 7 Knights (in addition to the usual closed rank of Pawns) beats and army of 3 Queens, while the Queens seem to have no trouble beating an army of 7 Bishops, and the 7 Bishops beat the Knights.

George Duke wrote on Thu, Jan 20, 2011 09:30 PM UTC:
Muller's solution there cannot be topped, but hypothesize,
http://www.chessvariants.org/d.betza/chessvar/cvda/alice.html,
that Fabulous F.i.d.e. Army beats Maharajah, Maharajah beats Alician Army, and Alician Army beats Fabulous F.i.d.e. Maharajah army would be royal (RNB) alone.  The rules have to be tweaked properly from the several Alice-to-F.i.d.e. choice cvs Betza presents above.  The index to this old part of Betza:

Ben Reiniger wrote on Fri, Jan 21, 2011 02:47 AM UTC:
This (cyclic advantage armies) would make for an interesting game for 3 or more players as well.

George Duke wrote on Sat, Jan 22, 2011 04:28 PM UTC:
Okay, Cyclic Advantage Armies can be many too. Right or wrong should assure maybe 75%-25%, with any question resolvable by Muller's or other engines. Easier to generate are Pawn armies dispensing with piece, instead 8 pawns and King . That would be the problemists' way; or problemist method would be to try very few piece-types only 1 or 2, or even only 2 or 3 pieces themselves let alone types.  (In fact, the two triads of C.A.A.s so far are that way.) This is a good topic appropriate for C.D.A. ////
Example One of Pawns only: In general, to stay 8x8 and allow flexibility, make the arrays Pawns a1-b1-c1-d1-e1-f1-g1-h1; King e2.
Example One, Pawns only, call it ''R.O.Q.'' Rock, like the Rock/scissors/paper it simulates: Quadra-Pawn army > Rococo Pawn army > Ortho-Pawn army > Quadra-Pawn army....
Ortho-Pawns have 1-, 2-, or 3-step opening option 8x8. Promotion all three types to Queen. Quadra-Pawn is like used in Centennial Chess. As per the suggestion, play this alternately on three-player board for mayhem and indeterminate outcomes, certainly not any 63-19-18, in peculiar way to back-equalize:
http://www.chessvariants.org/multiplayer.dir/three_player/three_player_chess.html. Does any program play three-players yet?
[Incidentally contrast all Pawns here to no Pawns of current fad Chieftain Chess.]

George Duke wrote on Sun, Jan 23, 2011 08:24 PM UTC:
Revision. Cyclic Advantage Army, Pawns only. ROQ, ROCK Armies are the three-fold. Quadra-Pawn army > Rococo army > Ortho-pawn army > Quadra-pawn army...ad infinitum.  What was not noticed, Centennial's two-step for Quadra-pawn has to be eliminated, getting back to normal, since Quadra-pawn is not original with Centennial anyway.  Arrays have to be those 1- and 8-ranked described, promotion to Queen virtually wins, but one more tweak may be necessary.  Ortho-pawn may need 1-, 2-, 3-, or *4*-step opening option, to be sure to subdue Quadra-pawn. And that strengthening of the Ortho-pawn will not change Rococo advantage over her. And Quadra-pawn without two-step will still give Rococo fits, who has to jump-capture. At least all to the tune of 60-40 if not 70-30, best projected.  The Kings will be offensive weapons par excellence.

George Duke wrote on Tue, Jan 25, 2011 04:14 PM UTC:
These Cyclic Armies definitely deserve articles or cvs. Questions like: (1) How about four in sequence? (2) Hexagonal ones. Experimenting there are found 4 Dabbabah bindings, that Gilman has not touched on yet; but I did not finish a tripartite  hexagonal army with any confidence. (3) Try one piece only and King back on squares.  This one is only preliminary for 8x8:    [Pasha/Mastodon + King] >  [(Dabbabante+Wazir)+King] > [(Quadra-leaper 1,5 1,6 2,5 2,6) + King] > [Mastodon+King] ad infinitum. ////   That (15/16/25/26) is okay to call (Ibis-Flamingo-(Satyr or Korsar)-26).

George Duke wrote on Tue, Feb 22, 2011 07:02 PM UTC:
One of the last 3-member Cyclic Army, namely (four-compound 1,5 + 2,5 + 1,6 + 2,6) is flawed, because the piece-type cannot reach the central four of 64 squares. That is, unless it starts there, and then in cannot move.

Serge wrote on Thu, Feb 24, 2011 06:36 PM UTC:
Hey Duke, wrong. Jackdaws love my big sphinx of quartz.

Serge wrote on Thu, Feb 24, 2011 06:40 PM UTC:
Sphinx of black quartz, judge my vow.
There are shorter ones, but contrived by use of proper nouns.

Greg Strong wrote on Fri, Feb 25, 2011 02:09 AM UTC:
You're right, Serge. Raspberries are better than benzine.

David Paulowich wrote on Sat, Mar 5, 2011 02:31 AM UTC:

Some (tiny) steps have been taken towards CwDA opening theory. The page quoted below also has a link to a mini-tournament of CwDA games.

'The Paulowich Plan for playing with the Remarkable Rookies is very interesting.

My own first attempts at playing this army involved taking a cramped closed central position and suffering for a long while before winning; my second idea was to do a Halfduck Dance, which may work even though it goes against the general principle of developing weaker pieces first.

Pushing the b-Pawn so the WD can sit behind it is an interesting and creative idea; but in Paulowich-Aronson I'd instinctively prefer 3...a5-a4.

(My instinct could be wrong, of course.)' -- gnohmon [9 Oct 2001].

I found this comment by looking at a nonindexed page on this site: Recent Ratings and Comments, which actually covers old comments from [27 May 2001] to [31 Mar 2002]. This list is also available in another format: alphabetic by variant name, where you can more easily find the 1st Email Championship Chess w... comments. NOTE: the page name on the left links to the main page, while the three blue dots on the extreme right link to the comments.


George Duke wrote on Thu, Sep 22, 2011 04:22 PM UTC:
To add an army, balance the sides because material must vary. The Immortal AntiClericals versus Fabulous F.I.D.E.s. The new idea for army is Immortal AntiClericals and they go: RNIQKbNR. There should be same-value forces where 'b' is Barrier Pawn of year 1948, http://www.chessvariants.org/large.dir/kristensens.html. 'I' is Immortal mediaeval Germanic Mann, the sub-piece variate of Man/Mamra suggested by Jeremy Lennert. 'Immortal' here moves and captures non-royal King-like and when captured belongs again to the capturee. Capturee later drops I. on line 1 or 2 vacancy. Since all Betzan Armies (unlike atoms) are equal, there can now be playable fair match-ups Immortal AntiClericals v. Pizza Kings and I. A. v. Nutty Nights, and so on, weigh in Betza willing.

Charles Gilman wrote on Sat, Sep 24, 2011 06:16 AM UTC:
As far as I can see, all the CDA armies devised so far substitute paired pieces for paired pieces, and unpaired ones for just the Queen. If I'm right, the Immortal AntiClericals would be a radical departure from previous CDA practice. Substituting two pairs of, and three unpaired, pieces still allows play with a Staunton set, but it relies on using an uninverted and inverted Rook for the unpaired pieces - in this case in the Bishop position, whereas normally every piece would be used for its substitute in its own position.

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