7 karma · joined December 20, 2020
The resulting game, Yavalath, is well-known in the abstract strategy game community: https://boardgamegeek.com/blogpost/2814/yavalath-evolutionar...
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.
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.
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
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.