Ideal Chess – drop chess perfected?
lesswrong.com
lesswrong.com
https://arxiv.org/abs/2009.04374
The basic idea is to train AlphaZero on proposed variants, and look for ones that have fewer draws and a smaller advantage for white.
I also notice Kramnik is the last-listed author in a group of four, the rest of whom work at DeepMind. Is this a new marketing "thing" in published corporate research?
I'm ignoring "vanity" authorship and other horrors.
I've been dreaming of doing similar with an alpha-type system, and so I look forward to reading this paper.
Edit: After skimming it, it doesn't look like they're going the distance like Browne did. Browne had the computer evolve games that the AI would rate ideally, while the DeepMind paper only has the computer consider a handful of pre-selected variants. I don't anticipate it would have been much extra work to evolve games, and I would have found it much more interesting.
Addendum: One benefit of this variant is that it is completely symmetric and hence completely fair. There is no advantage for either side because neither side moves first.
Also, if you are going to write down moves, you can allow the players to move all of their pieces, too, like in Diplomacy.
A queen could capture a pawn next to the king, and a bishop could simultaneously move to prevent the king from capturing the queen, for example. A countermove could be to move a pawn between that bishop and that queen, and to have the king capture the queen.
⇒ I guess this multi-move variant would get highly complicated very soon. It might be better to follow diplomacy here and replace “If two moving pieces end up on the same square, both are eliminated” by “...same square, neither moves”, or maybe add “x supports y moving to square S”*?
There also is the possibility of simultaneous checkmate.
Another edge case is pawns taking pieces. Could a pawn move diagonally into a square being vacated by the piece standing there? Could two pawns simultaneously not take out each other (say by the simultaneous moves d4×e5 and e5×d4)?
Yes, that was part of the intent. There is game theory in play as well as chess strategy.
> There also is the possibility of simultaneous checkmate.
Yes, or even simultaneous king capture without checkmate(s) resulting in a draw.
Or you could adopt a quiddich-like rule and say that if the kings are simultaneously captured then the game is decided by the sum total of the remaining value of the pieces on each side.
> Could a pawn move diagonally into a square being vacated by the piece standing there? Could two pawns simultaneously not take out each other (say by the simultaneous moves d4×e5 and e5×d4)?
I would say yes and yes.
With no way to block or capture a piece on the square it's attacking from, the first time the king is placed in check he has to move or be captured. If the king isn't completely surrounded, the attacker only wins if they successfully guess where (or if) the king will move. The endgame would include an element of reading the other player, like poker.
Yep!
Note that it is also possible for the game to end in a draw if both kings are captured on the same move.
It really does sound interesting to me as well. I suggest you grab a friend or random chess-playing stranger and challenge them to a game of "God-mode chess".
Edit: another simple solution (with interesting strategic implications) could be to forbid moving the same piece twice in a row.
In this variant, there are two games going on at once asynchronously. Your partner is sitting beside you, but playing the opposite colour. Whatever pieces he captures, you can drop on the board- but not until the next turn after he captured it, and with some extra rules about where it can go. When one game ends, both games are over.
It was as much fun to watch as play.
None of us were bright enough to come up with that gem.
normal rules, except each side makes two turns in a row.
Constraint: the second move cannot logically depend on the first move in any way.
We've played a few dozen games this way. Really opens up some interesting possibilities.
It has a large online following.
Off the top of my head - somehow creating new rules, especially socially-dependent or open-ended ones, on demand might work.
I asked a similar question a few months ago and got some interesting answers:
https://news.ycombinator.com/item?id=24441073
Otherwise, I really liked this chess variant, although it seems near impossible to actually play:
https://en.wikipedia.org/wiki/Alice_Chess
Alice chess is a chess variant invented in 1953 by V. R. Parton which employs two chessboards rather than one,[a] and a slight (but significant) alteration to the standard rules of chess. The game is named after the main character "Alice" in Lewis Carroll's work Through the Looking-Glass, where transport through the mirror into an alternate world is portrayed on the chessboards by the after-move transfer of chess pieces between boards A and B.
Now that we are in the age of AlphaZero, I think we are close to the bottom of the barrel of ways to design games to hinder AI. I would be surprised if I saw another pure abstract strategy game that favored humans over AI these days, the way Go and Arimaa used to.
You may also want to take a look at some mechanics of Xiangqi, another chess variant.
I think shogi already took care of many of the things I do not like about western chess.
That said, Really Bad Chess isn't really a chess variant. It's just orthodox chess with a semi-randomized board layout, but it changes none of the core mechanics, and all the pieces are the same as orthodox chess
It will be a bit like XCOM, before a move one will know the percentage of success of various captures, and will have to make a decision in that light.
So even a higly probable capture has a small chance of failure, sometimes resulting in the player in a weaker position being able to stage a spectacular comeback victory. In normal chess it perhaps impossible to win from a disadvantaged position.
Is there any such chess varient which uses dice, to add a chance element?
This would avoid excessive opening preparation and steering opening to drawish positions.
Pawns are the only case that where those three are different but they see all three:
- directly in front (move)
- forward-diagonal (normal attack)
- horizonal exactly only in the case of a enemy pawn moved to that square last turn that can be taken en-passant (capture). That square goes dark if you move another piece.
I captured a lot of game details and have them stored away, but I had to move onto something else shortly after, so I never explored it further.
The resulting game, Yavalath, is well-known in the abstract strategy game community: https://boardgamegeek.com/blogpost/2814/yavalath-evolutionar...
I'm reminded of most proposals to defang Lisp of its parentheses.
That being said, I do suspect that these rules are probably pretty close to achieving the effect I wanted to achieve- the main doubt I have is whether the king's moves work, or if they need to be adjusted to get the balance right, but even there, there's a good chance that it works. I will make sure to update the article when I get a chance to test it out.