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Okay, maybe I can combine Jeremy's and HG's questions in a discussion of the "center". Certainly, control of the center is very important in these sorts of games, or in most actual battles, for that matter. But "the center" is a somewhat nebulous concept when expanded from FIDE to Chieftain and Warlord. On a 12x16 board, the "center" is a 4x8 strip containing 32 squares. Much easier for both sides to get into in force, and far harder to control. On the Border war scale of 16x24, the "center is going to be around 6x12, 72 positions to control. And the "edges" are 6 squares deep. At the larger sizes, control of the center often means the opponent's army is broken. But there is no first move advantage to controlling the center, because the board is so large, maneuvering around in it a square or two closer to one side or the other - consider the logistics of invading the opponent's home territory, where the army and command structure are initially established. It takes time to gather the troops and press forward. However, no static defense has seemed to work. It's always been the case that if a player cedes the initiative, the other player can pick a spot to attack where the attacker can guarantee overwhelming force. It is annoying that so many of the games on Courier are gone or inaccessible, but please look at the 2 games of Warlord being played now to get a little idea of the flexibility of the games, and why I say the first turn advantage has to be washed completely away at some point. The Border War playtest I ran Thursday night allowed promotion, but neither player bothered. Even with 12 moves/turn [48 piece armies at start,] it wasn't worth it to send some units off to try to fight their way through the opponent to promote. Although there were 4 geographic targets - towns - in the center of the board, so that made it less worthwhile to bother with promotion, because victory was to the player who could occupy 3 of those 4 towns at the beginning of that player's turn. I think that the center of the board geographical objectives would have to give the same effect as promotion, and they aren't all the way across the board. And I still don't see the need to say there is a first turn advantage. It's possible there is one, but I have to say I see it as lost in the noise. Just so you know, Jeremy, this series of games is also meant to show that there can be humanly playable super-large games, boards on the order of 100x100 squares. These games are scalable. Border War at 16x24 is 4% of a 100x100 board. How many steps do you want?
Something else I didn't think of, but which could play into this, is piece density. In FIDE, it's 50% to start. In Chief, it's 33%. In Border War, it's 25%. FIDE is deliberately cramped, with the pawns placed as they are to blockade the player's own pieces. And the cramping is maintained by the pawn's peculiar basic move and capture rules. That feeds into the first turn advantage, which you can see as a sort of head start on freeing yourself from the bondage of the pawns. Very often a mate is achieved with the passive help of the victim's own pieces, which block possible escapes.
Yes, the FIDE starting position is particularly bad, so it is very possible that having the move there gives you more advantage than having the move in an average quiet middle-game position would give you. But this was not the point under discussion. And the same holds for Great Shatranj, and even shorter-range variants. The initial position of Chieftain Chess also doesn't look so hot to me. It doesn't have the pieces at all in the formation I would like to have them in before engaging the opponent in tactics.
No, you guys have to give up the idea that the perfect position is the
perfectly equal position. You sound like feminists. The FIDE position
is particularly good, better than any of the FRC positions, just because
it gives white a slight first move advantage.
In this way an energy gradient is created in which good defensive and
attacking play can take place. It is a challenge to try to utilize this little
tactical or strategical initiative and transform it into a winning position.
To black, it is an interesting challenge to defend the position, despite
white's advantage. If there were no first move advantage, then the theorists
would soon work out how to create equality for black. 90% of the
GM games would end in a draw, and people would loose interest in the
game. The first move advantage vouches for a popular game. The problem
is the obverse. It is becoming more and more difficult to procure
an advantage among GM:s, on account of theoretical developments. One
solution is to introduce higher complexity, like adding a new pawn
move (Valiant Chess), or changing the castle rules slightly (Castle Chess).
M. Winther
perfectly equal position. You sound like feminists. The FIDE position
is particularly good, better than any of the FRC positions, just because
it gives white a slight first move advantage.
In this way an energy gradient is created in which good defensive and
attacking play can take place. It is a challenge to try to utilize this little
tactical or strategical initiative and transform it into a winning position.
To black, it is an interesting challenge to defend the position, despite
white's advantage. If there were no first move advantage, then the theorists
would soon work out how to create equality for black. 90% of the
GM games would end in a draw, and people would loose interest in the
game. The first move advantage vouches for a popular game. The problem
is the obverse. It is becoming more and more difficult to procure
an advantage among GM:s, on account of theoretical developments. One
solution is to introduce higher complexity, like adding a new pawn
move (Valiant Chess), or changing the castle rules slightly (Castle Chess).
M. Winther
(1) Some few Fischer Random positions may remove the White advantage.
(2) Among CVs, given full rules-sets, there are higher percentage having Black advantage in general the smaller the board size. That just means it pays not to have to open. I think it was already said that large CVs 100 squares up, rarely is it possible to see advantage either side, but that may be because only a few CVs have a data base even over 100 games. (3) What Mats Winther just says enters a tournament over 6 games or 12 games by player scaling how riskily to play for win or draw according to the changing points total and seeing near the end whether and when he has Black. And so on, weighing first-move advantage into strategic calculation.
Jeremy, HG, you ask for evidence that there is no first turn advantage and all I can offer is empirical evidence and logic. I will cheerfully examine the first few moves of Chief with either or both of you, and we can all work on showing a first 2 turns advantage in Chief. I am pretty much arguing that you cannot even demonstrate a credible 2-move advantage for white in the original Chieftain. I suspect you don't fully appreciate the effects of irreversibility on pawns, nor the greater room for pieces in Chief. As evidence, HG, you said this: "[T]ypically any constellation of opponent pieces can be cracked if you are given the time to organize your pieces in a constellation needed to crack it. So a game of chess is a constant race between concentrating your attack force, and the opponent strengthening the spot against which you direct that attack. Being allowed to do two quiet moves in a row (which is what happens when the opponent loses 1 tempo) makes it more likely you will win that race." Reversibility and more room means the position you are attacking can be ceded without any loss of pieces at all. A position doesn't crack as much as it shatters. And all I can offer for all these claims is empirical evidence. I invite either or both of you or anyone else interested to push pieces for a while to actually see why I say what I do. Chief is a very varied chess variant; it does not at all act like FIDE because it is structured differently. I see that difference in structure eliminating first-turn advantage, with the empirical evidence that you cannot show any effective initial attack, even with a 2-move advantage for white, because black has too many counters, and gives up only a little territory. HG, again: "Only in positions where nothing can be achieved no matter what (i.e. a static defense exists that has no weak spots weak enough to succumb to even total concentrated attack of all enemy material), a tempo loses its value. Such fortresses are quite rare." I submit they are impossible in Chief, unless the player making the fortress has already "won" the game by accumulating enough extra material to construct such a fortress. A static fortress can be breached by an active attack. Chief is designed to be a game of attrition, but is very unforgiving. If you can get a piece or two up on your opponent, you can probably force a win. Forting up doesn't work, empirically, in any of the games. People who tried it lost. The key to Chief is always maintaining the exchanges so you do not go down in total pieces on the board. An active attacker can, with maneuver, hit 1 spot with an overwhelming attack which will leave the attacker a piece or two up, in my experience. Two of the four non-leader pieces can create forward forks which can/will stymie a static defense. The Warlord games are more forgiving. You can get a couple pieces down, and still win a reasonable amount of the time. At least, now, in their infancy, you can. But the Warlord games are less susceptible to computer play than Chief is, I believe. Certainly at the larger sizes, the games are much more complex in a chess sense than any typical chess variant, even rather large, complicated ones. They can be complex even in a wargame sense.
What you claim all proves my point. If there is no viable static fortress, it means that if one side is just sitting and waiting, starting form an equal (say symmetric) position, doing no moves at all, he will soon find himself in a lost position. So apparently the moves the opponent did were worth something. Which means having the move is an advantage, and passing your turn weakens your position. The reversibility of the moves doesn't mean anything. Withdrawing pieces takes moves. You cannot do that when you pass your turn. I don't think deriving a few lines of opening theory can tell you anything. How would you 'prove' that FIDE has a white advantage? Encyclopedias have been filled with variations, and even the best lines for white do ot result in a forced gain of material, not even a Pawn. So where is the advantage?
Joe, notice that all the theories you have advanced to explain the lack of a first-turn advantage are general properties of the game, NOT unique to the opening array. The reversible pieces don't suddenly become irreversible in the late game; the short-range pieces don't turn into long-range ones; etc. If those properties were sufficient to prevent a move from having value, they would prevent ANY move from having value, not just the first or second one. But as Muller points out, it seems pretty obvious that you will quickly lose if you pass ALL of your moves, which means moves must have some value at some point. IF there truly is no first-turn advantage whatsoever, the reason needs to be something special about the opening array, NOT the general properties of the game. The things you cited MIGHT make each move less valuable, but they cannot possibly reduce the value all the way to zero. And while it is conceivable that there is something special about the opening array that puts the first player in a position of zugzwang, it is intrinsically unlikely. Most possible positions in most Chess-like games are NOT instances of zugzwang. And the facts that the opening array appears to be a "calm" position, and that the pieces are reversible, both make it substantially LESS likely to be a position of zugzwang--after all, if my second move can be to reverse my first, and my opponent cannot do anything to hurt me in the meantime, it is difficult to see how the first move could have harmed me. Asking us to verify the non-existence of a first-move advantage by pushing a few pieces around is silly. Based on this conversation so far, the first-move advantage in FIDE is barely large enough to be noticed by masters (it's estimated at approximately one "quantum of advantage"). Perhaps you understand Chieftain Chess as well as a master understands FIDE, but the rest of us certainly do not. Hypothetically, Chieftain could have a first-turn advantage that is substantially larger than FIDE and it would still be all but impossible for us to demonstrate it to you. We "proved" the existence of a first-turn advantage in FIDE only by recourse to a statistically-significant sample of high-level games. Unless you have a similar statistical collection for Chieftain, then none of us have any real evidence one way or the other, so we are reduced to arguing generalities--and IN GENERAL it is safe to assume that a randomly-selected Chess variant has a first-turn advantage.
HG, Jeremy, am I wrong in thinking you are both arguing from a similar point of view? Believe me, I am sorry I cannot come up with statistics to demonstrate my points. But are statistics the only thing you will accept as evidence? Grin, if so, we will probably have a bit of a wait before "proof" comes in. [If anyone would like to "help" me run one of HG's programs (aka: basically do it for me - I am no longer any good at that sort of thing and never programmed) please contact me. ;-) No, I'm not expecting to hear from anyone!] I will say that 10 meters is far less important at the beginning of the 10k race than it is at the end. One of the features of Chief is that it is deliberately made to slow down the initial combat by a turn or three. In that sense, white is "merely catching up to black in the race" - that is, coming close enough to black to press a decent attack. It does take a few turns to put together a decent attack. And that's why I say there is no first turn advantage, because you cannot press home any attack quickly. You literally have to marshall your forces first. Is there a first move advantage in wargames? As chess pushes toward wargames, I think you'd have to expect changes in behavior. Jeremy, we need to define terms so I'm not talking past you. I see the set-up as a general condition of the game, in the sense that all the setups in the Chief series [but not necessarily the Warlord series, because some of those setups are very close together - A Clash of Arms and Civil War, for example, might very well show a first-turn advantage] are made to prevent rapid and effective initial attacks. FIDE thrives on rapid and effective early attacks until you get to the high levels. And then it thrives even more on early and rapid threats. The design of Chief includes an organization/rally phase in the very beginning, where you order and advance your army to contact. Here, HG is where I see the effect of promotion. In running through game situations in my head, it is clear that promotion would change Chief, and my claim of no first move advantage is very suspect. Because obviously, the 2 turn move advantage I give white does cause black to give up a little territory, and if promotion occurs, white clearly has a small advantage, because they go 5 squares to promote, and black goes 7. In Chief, that 2 square difference means not only do commoners have farther to go, the Chiefs must also advance one extra time to allow movement, to match the free move white got. [However, grin, I would like to see some statistical proof that a 2 move advantage actually exists for white in Chief. Just because I can see it and agree with you doesn't mean it exists, right? ;) ]
Okay, Jeremy, yes, I do see the general properties of a game as including the general size, shape, density, "hotness" if I can use that word [and I don't really know what it means exactly], rules set and piece make-up. I see FIDE as a very small, overpowered game that is built to be a shoot-out. And rather often in shoot-outs, [s]he who shoots first wins. I would expect very small, overpowered, very dense and regular in shape chess games to likely have a first turn ad. The exact amount of the 1st turn ad is dependent on the specifics of each game. For example, I would have to argue Modern Shatranj must have a lesser 1st turn ad for white, because most of the pieces are short range. Just the change to the double-step pawn move makes a difference in the stats, I would have to believe. However, I don't see that a 1st turn ad *has* to exist in a chess variant. Heh, obviously, but I mean that it is not something I see as an inherent part of chess. Let me try an extreme example. Let's stretch the Chief board from 12x16 to 120x16. Now, instead of pieces being ~5 squares apart, they're 115. No piece moves more than 3 squares, and no piece may move unless it is within 3 squares of a leader, all of which move 2 squares/turn. In the first 50 - 100 turns, as the pieces are moving up to initial contact, surely the black pieces could see what the white pieces were doing, and adjust "on the crawl" rather than on the fly. [For that matter, you can set up a number of different board configurations in "3-Board Chess", which set white and black up on the back ends of 2 different boards, and the 3rd board is placed between the first 2. You get a rectangular 8x24, with the pawns 20 squares apart. You get an "L", with the pieces and pawns having to go around a corner. You can also stagger the boards, with a pair or each pair being offset 1-4 squares... What does that do to first turn ad?] And here's where the importance of reversibility comes in. If you get a few pieces too far forward, so you can see they will be overwhelmed by the opponent, you can retreat them faster than your opponent can re-form an attack. With such short range pieces, retreating 1 square is often enough to totally disrupt an attack. And this is a legit tactic/strategy. Sometimes you can bait your opponent into overextending, and gain a piece or two. In Chief, careful play after that gives you the game. Now, the difference between 3 and 5 squares is greatly different than the difference between 59 and 61 squares. Is it worth it to spend 50 - 60 turns to promote? What happens to the rest of your pieces if your opponent has all that time to attack freely? Clearly, promotion is only of benefit in games where the promotion line is close. The reason promotion works as it does in FIDE is that the pawns can be/are threatening promotion after they've moved twice. The double step and a single step puts a pawn 3 squares from promotion. That's mobility for a pawn. A third step, and they're worth a piece. And in Chief, it would take 50% longer, because you'd have to move the Chief up with the commoner piece [50 commoner moves and 25 chieftain moves, say.] And then you've still got to get it back to the action. The need for a leader to move any piece also slows down the game a bit. It is more than compensated for by 4 moves/player-turn, but that is why a rapid advance doesn't work - you are just advancing with a part of your forces into range of your opponent's army. Once you've made contact, all the moves get much hotter, but effective actions require several turns to set up. If you can't make a realistic threat in the first handful of turns, assuming your opponent moves after you've moved twice to start, then what happens to 1st turn ad? The reason I ask you to push pieces for a few turns is to demonstrate that there is no adequate attack than can be made in less than at least 4-5 turns, and maybe more. Historically, an attacker has needed 2-1 odds overall to "guarantee" success against a defending force. [And 3-1 at the point of contact to win that battle.] You have to do some serious maneuvering and a good bit of trading to make any headway against any reasonably competent opponent. And it is possible to do so in the original game, but I see high level Chieftain Chess as [almost] always a draw. Oddly [to most] the game is too small to provide enough possibilities to good players, like a very small Go board. [Small Go's are solved, aren't they? 7x7, 9x9] Warlord: Border War, which uses stripped-down short range chess pieces, leaders with different command abilities, and terrain, is a proof-of-concept game. Games on the Battle of Gettysburg [US Civil War] have always been a favorite of mine, as have games on the Battle of the Bulge [WWII, Ardennes] which are both meeting engagements. It has occurred to me I could do a decent Battle of Gettysburg, if not adequately enough with the Warlord rules, then with expanded rules which incorporate additional capture modes from Ultima/Baroque. Infantry would get custodial capture as well as the standard replacement capture, essentially surrounding, cutting off, and starving out an enemy. Artillery could gain a limited form of rifle capture, which would likely depend on facing. [Or even a version of the "coordinator" capture, by shooting a piece that is within range of the cannon and another piece.] Other pieces could gain an overrun capability, or capture by jumping. All these in addition to standard capture by replacement. Any of these games would be, move by move, a chess variant. But if first player has an advantage, why could I not slightly expand the size of the board, and start all the pieces a little farther back, and let black go first? Would this give black the advantage, or, in this very large [~100x100] game, would the exact balance between distance moved and the extra, earlier first turn for black just cancel out, leaving white with the "real" first move advantage?
OK, I buy your 16x120 example. It works by virtue of the fact that advance isn't worth anything. With an extremely deep board, and short-range pieces, most of the moves needed to build an attack formation are needed to cover the distance, and the opponent can grant these to you if he is prepared to fight 'with his back against the wall', and only start to react when you get in range. But this argument would already fail when there are promotions. In FIDE on an 8x80 board letting the opponent sneak up to you basically means that he has promotion in range, while your pawns effectively become non-promoting. And I don't think this is very relevant for square or 'landscape' boards, where approach can be a free side effect of lateral movement of your pieces, so that the opponent would have to start reacting immediately on your lateral displacements.
Okay, we actually have 2 questions going here simultaneously, and they are the initial one - why first move ad in FIDE, and secondly, does Chief have a 1st move ad? We may be coming to agreement on one aspect of the first question, that its small board size affects FIDE's 1st move ad. The 16x120 and 8x80 boards have pretty much settled that, no? Any objections? If not, then the potential for promotions is a source of White's first move advantage, how important yet to be determined. Do you think it fair to say that promotion potential is at least somewhat based, then, on mobility? Promotions need to occur reasonably fast to be of value. On the second question, is it possible that black's skipping one turn in Chief does not seriously - that is, do something like give white a 30% win advantage in games that are not drawn - affect black's winning chances? Is it possible that with a one or even two move advantage, white only wins 20% more, or even 10?
Mats, I freely admit I prefer games with absolutely equal chances, but they aren't the only kind I try to design. To me, perfect balance is an ideal which cannot always be achieved. But to deliberately design a game where the chances for white are set as high as +30% is not something I would set out to do. Like Jeremy, I would ask you if chess variants must have a 1st turn ad, or for you specifically, Mats, is a 1st turn ad a necessity for a good chess variant?
> We may be coming to agreement on one aspect of the first question, > that its small board size affects FIDE's 1st move ad. > The 16x120 and 8x80 boards have pretty much settled that, no? > Any objections? Well, I am not sure how you consider it 'settled'. In 16x120 Cheiftain I am prepared to believe there is no firs-move advantage. For 8x80 FIDE I think the advantage persists, because letting he opponent advance would give him he advantage of being closer to promotion, even when he is still completely out of range for hostilities. > Promotions need to occur reasonably fast to be of value. No, why? In FIDE promotions can (and usually do) decide games in the end-game. Like in KPKP or KBPPKNPP. Who wins in a Pawn ending is usually decided by who's pawns are most advanced (promotion races). He who Queens first simply uses his Queen to block, and hen gobble up the opponent Pawn. Just being there one move earlier is completely decisive. > On the second question, is it possible that black's skipping > one turn in Chief does not seriously - that is, do something > like give white a 30% win advantage in games that are not drawn - > affect black's winning chances? Is it possible that with a one or > even two move advantage, white only wins 20% more, or even 10? Yes, of course that is possible, or even expected. In FIDE the first-move advantage is only 3% excess score, so one tempo (the difference between being white or black) is only 6%. So numbers like 10%, 20% or 30% are really unheard of. They are in the range of having a one or two-pawn advantage, so that a single move is not even worth that much in the presence of hanging pawns. Of course I don't know what the advantage in Chieftain Chess is for having an extra commoner. (And I would be surprised if you did...)
Nuts, I'm still not clear enough. HG, thank you for being willing to consider that Chief has no first move advantage. To clarify my position, it's very clear that black has to start responding within a few turns of white starting to move, or black will be crushed. And a move advantage will show up after a few turns. On the 16x120, or the 8x80, black *has* to come up to meet white, or clearly black cedes an advantage to white. To clarify what I mean by "fast" promotion, I mean promotion can occur in a minimum of turns, that it's only 2 or 3 steps [moves remaining] to promote. This can occur any time during the game, and may occur 78 squares down the chessboard in turn 497. "Fast" is meant only for the immediate situation, not how long it takes to get there. And that is why you are clearly right that there is an advantage to pushing down a very long board, if you can push far enough. On the 8x80, if I met you at row 30 instead of row 40, there still wouldn't be any significant value to promotion. However, if I met you at row 8 or 10, then clearly there is a value to promotions down the road, because we know promotions happen on 8x8 and 10x10 boards, and you would have the advantage. Somewhere between row 40 and row 8, pawn advancement goes from only a tactical value to a strategic one, in the sense that each square advanced becomes more meaningful for promotion, and is not just meaningful for local position. My 30% figure is the edge white has in wins when draws are discarded. It was based on a white-black points win total of 54-46. If we accept the lower figure of 53-47, then white has won 6% more, for a ratio of 6 divided by 1/2 of 53 + 47 = 6/50 = 12% edge to white. If you recalculate and discard 3/8th of the games as draws, a ratio I also gave earlier, then the pure white wins to black wins ratio is on the order of 30%. With the 53%-47%, the white wins to black wins without draws works out to [about] 34 wins to blacks 28 per 100 games, or 6 divided by 31, about a 24% win advantage for white. I find this number very significant, and a very strong signal of white's 1st move ad. And that's where I get the higher numbers from.
Too bad my long answer I posted to this is now gone. Anyway, the most important point was that I didn't agree: On the 8x80 board take a symetric position with a King, a and f Pawn for white on the 4th rank, and a King, c and h Pawn for black on the 77th rank (counting 1-80). You would only have to move that entire position up 1 rank, and it becomes an easy win for white. Despite the fact that promotion is at least 75 moves away.
Ah, HG, to me the setup you describe is maybe too linear to adequately represent the situation. I agree things like this can happen in a game, somewhere, somewhen, but only after a considerable amount of precursor action. Further, I see the 75 moves as minimal, because that is the least amount of time it takes for anything significant to happen in the game as it is set up. Nobody can win or even really threaten another piece seriously in less than 75 turns, so I do see that as a minimum number of turns to promotion. Throw in a knight or two, and you change the equation. But then neither of us can say for sure what would happen then [although probably not much, once you consider what a couple pawns and a knight could do against a couple pawns and a knight, when all pawns are passed but 75 moves from promotion...] As for the extra commoner, It can be a guaranteed win. What is necessary is to form a wall across the board with all your pieces, including your 4 chiefs and 1 extra commoner, then slowly move it forward until you can pin the opponent against a side and force an exchange of pieces and finally, chief for commoner. This requires you hang onto all 4 chiefs. With them and 1 commoner, you can wall off the board, then start your advance. It will take much maneuvering, as you must always block the opponent from either breaking out or exchanging one or more leaders.
I feel I need to ask again whether you are arguing about the SIZE of the first-turn advantage, or the EXISTENCE of the first-turn advantage? Because you said earlier you were arguing over its existence, but all of your arguments seem to be about its size. You could be a thousand moves away from mounting a credible attack, but that doesn't mean the value of a move is zero. After you move, you will only be 999 moves away from a credible attack, which surely must be at least a tiny bit better than 1000? Your typical player probably won't notice that advantage. But then, a lot of players probably don't notice the first-turn advantage in FIDE, either. Small is not the same as zero, and what counts as "small" depends on how good you are and how many times you're playing. And zero first-turn advantage isn't even necessarily desirable. Suppose we have a game where players are allowed to pass on their turn, the initial array is symmetrical, and the players know that there is no first-turn advantage. Since there is no first-turn advantage, passing is (by definition) at least as good as anything else you can do on your first turn, so you might as well pass. Then the second player is in exactly the same position as the first player on his first turn, so he might as well pass. So not only is the perfect strategy obvious, it's also incredibly boring. But even if passing isn't allowed, the first player either has a move that is EXACTLY AS GOOD as passing--which I'm not sure is possible, and I don't think it changes the outcome compared to allowing passing--or else the best possible move is WORSE than no move at all, which means we've simply traded a first-turn advantage for a SECOND-turn advantage. All else being equal, I think we want the first-turn advantage to be "small". We might even want people to be uncertain whether the advantage lies with the first player or the second player, perhaps by using an asymmetric starting array or placing special restrictions on the first move (such as moving half as many pieces as normal). But if you could somehow prove that the first-turn advantage was exactly zero, I think that would probably end up being bad (not so much because the advantage was zero, but because you were able to prove it).
> Ah, HG, to me the setup you describe is maybe too linear to adequately represent the situation. No idea what you mean by 'too linear'. But note that this could be the initial position of a very siple Chess variant, and has only short-range pieces. > I agree things like this can happen in a game, somewhere, somewhen, but only after a considerable amount of precursor action. The point is that in games between strong, approximately equal players most games eventually get to the stage of a Pawn ending, or where you can threaten to convert to a Pawn ending. If all such Pawn endings are always won for one side (because he advanced one rank more than the opponent), it has a huge impact on the win percentage. > Further, I see the 75 moves as minimal, because that is the least amount of time it takes for anything significant to happen in the game as it is set up. Nobody can win or even really threaten another piece seriously in less than 75 turns, so I do see that as a minimum number of turns to promotion. Again not sure what you want to say with this. You mean that irrespective of the depth of the board, promotions are always 'fast'? But then this doesn't seem to mean anything. > Throw in a knight or two, and you change the equation. But then neither of us can say for sure what would happen then [although probably not much, once you consider what a couple pawns and a knight could do against a couple pawns and a knight, when all pawns are passed but 75 moves from promotion...] Well, with more pieces without mating potential you obviously have to add more Pawns as well, or it will be a trivial draw (because you can easily devote a minor to blocking a Pawn, or even sac it). But I don't think it changes much. There will be many positions where you win when you move them up just a single rank, which are draw whan you don't. The only way to know the impact for sure is to play a couple of thousand games, where you advance one of the sides comapred to the other (i.e. FIDE on 8x10).
It seems that most of you already know this, but maybe it's still helpful to note that there is a definite answer for who wins chess given perfect play on both sides (white, black, or neither [draw]). This is true of any chess variant that involves a fixed turn structure, perfect information (& no randomization), and finite length (here's where we need something like the 50 turn rule). So, in the mathematical sense, any such chess variant either has a perfect 1st turn, perfect 2nd turn, or absolutely no advantage. Joe keeps referring to "noise", which is how we can manage to talk about a 1st turn advantage without the mathematics making it boring. So far no one has actually defined the framework of the question, but it seems generally to be accepted as referring to people's current thoughts on optimum strategies, and how those interact. I suppose to make this rigorous we would want to define the fuzzy value of positions (it's unclear how to do this, though current chess programs are probably a good starting idea), then allow for some randomness in the players' moves that biases toward high value positions. Then I think we should say there's "no" advantage if the probability distribution of wins-draws-losses given this framework has no advantage with statistical significance. So we say there's no advantage if the noise drowns out whatever perfect mathematical advantage actually exists. (I think this is essentially what Joe has been saying?)
Well, as long as white sometimes wins and black sometimes wins, the "noise" is large enough to overcome all other factors SOME of the time. But if you collect a giant database of master-level games and find that white is winning 53%, then I think it still makes sense to say that white had an advantage, regardless of the theoretical perfect-game result. SOMETHING has to be responsible for the fact that white wins more often than black. So if white wins only 1% more than black, or only 0.1% more, or only 0.01% more, at what point do you declare that the noise has "overwhelmed" the signal and that there is now "no" advantage? I don't see any non-arbitrary way to draw a line anywhere other than zero exactly (i.e. the point where the advantage passes from white to black). So I'm assuming that the "advantage" is the hypothetical difference in win rate between white and black that we would converge upon if we sampled an ever-larger number of games played by "skilled" players. The definition of "skilled" is a bit hand-wavey and probably depends on context, but I think the rest of that is rigorous.
Uh? What I posted yesterday in response to Joe now shows up as a post of George??? I think it only makes sense to talk about an advantage in the context of fallible play. It is a well-kow problem that 'perfect play' from a drawn position based oly on game-theoretical value of the positions is very poor play, often not able to secure a win even against the most stupid fallible opponent. E.g. take a position from the KBPPKB ending, which is drawn because of unlike Bishops. Perfect play by the strong side will then usually sacrifice its Bishop and two Pawns after some moves, being very happy that KKB is still a theoretical draw. Good play distinguishes itslf from perfect play in that you try to induce your opponent to make errors (which is no longer possible in KKB, but quite easy in KBPPKB). This, however, requires opponent modelling: you have to know which errors are plausible. Otherwise you get silly play, where the stronger side tries to trade all material as quickly as possible in a drawn situation (hastening the draw), because he sees that after any trade the opponent has only one move that doesn't lose, namely the recapture of the traded piece. This would work quite well against a random mover, but most opponents are stronger than that.
HG, your comment shows up okay in this thread. Sorry I don't have the technical skills to correct the main comments page. And as far as losing lengthy posts, you have my complete commiseration and understanding. A software update and auto-reboot killed the lengthy comment I was about to post. Jeremy, I cannot answer your question exactly about first move advantage. Ben has the right of it from a FIDE perspective. The "noise" I talk about is essentially the jockeying for position players do during a game. And I do see the noise of the games as they change away from something with a 1st move ad to something without, or essentially without, as drowning out the ever-diminishing 1st move ad at some point. If the 1st move ad is 0.1%, but the statistics are only accurate to +/- 0.05%, then the 1st move ad could be just the extreme end of normal fluctuations. It's statistically very unlikely, but possible. I think it is legitimate to say there is no 1st move ad in that case. Now, if the 1st move ad is reduced by 95% - 99+%, I concede you are right literally, but I would consider it both a moral victory and "close enough for government work". But I would need a statistical "proof" there was a first move advantage of any size in Chieftain Chess, because I really have trouble visualizing, given the specific rules and setup of this game without promotion, how there can be a 1st move ad for white if black can skip the 1st turn without detriment. I see no need for all chess games to follow only the behaviors exhibited in FIDE, and no others. Please note this does not mean there is no advantage in continuing to move without an opponent response, nor does this mean that once the armies close, either side can afford the luxury of skipping a move without the very high likelyhood of losing pieces. It is just that this cannot happen in Chief in the beginning because the pieces are not close enough together. HG, you said it well when you said the setup in Chief leaves the pieces in lousy positions. From a chess perspective. I see it from a wargame perspective, and see 2 idealized armies, each with 4 equal divisions, arriving in remarkably good order at the edges of a battlefield. That good order is very flexible, allowing a fairly rapid deployment of forces and pretty easy shifting around, in the immediate area. Only 4 of 32 pieces/side are even out of immediate command control in the setup, and not only are they all supported by units in control, but those 4 units can be brought within control range on the first move, and 2 of them moved. Players start with very tight control of their armies. The problem to be solved in the game is that the force is spread evenly across the board, and with all short range pieces slowed a little by leader requirements, it not only takes a few turns to concentrate your strength, it takes a few turns to come to grips with your opponent, more or less telegraphing your offensive strikes. [A good reason for 4 or even more moves/turn/player.] You must get your whole army in close and tight before you can do any real damage. The tactics and strategy of the game are different from FIDE, which I see as more of a "sniper" type game, where long range pieces shoot across the board for an attack. It's the difference between a boxer and a puncher, maybe. But this is why I say there is no first turn advantage in the original Chief, and I would want to see the numbers for an ad in Chief with promotions before I would grant it. I won't deny I see the strong possibility of a 1st turn ad **EDIT: in Chief with promotions,** but don't have any reason to believe, given the above, that it is anywhere as close to significant as it is in FIDE. Promotion should reduce the number of draws in Chief, however. And I already have a "chief" icon without the gray shading, to distinguish between "royal and non-royal" chiefs. And there is the further option of allowing promoted pieces to "self-activate", which would not count against any individual leader's activation point for the turn, but which would count against the total activations allowed/turn, something successfully playtested in larger Warlord variants.
In your last example, HG, promotion is the only thing that can happen to change the current game state to one in which a win can occur. And the pawns are essentially isolated, so however many turns it takes to promote that first pawn, that's as fast as the game can possibly go, so I do see it as fast. And by "linear", I mean in that situation, there is nothing else you can do. It has gone from game to puzzle once there is a guaranteed win that a human expert can conceivably see. Or, maybe better [and maybe not], once the situation has clarified enough that it is calculable through to mate. I think I want to go back to what 53% - 47% actually means, and how I see white's FIDE 1st turn ad as very significant. That 6% difference is ~1/8th of the 47% black points or nearly 13% right there. But ~3/8th of the games are draws, and to see a pure win-loss percentage, I discard these, and see about a 34% - 28% win-lose there, translates to a roughly 23% advantage for white. That is the number I am trying to reduce toward zero with the Chief series.
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