Saturday, March 9, 2013

Facade Chess

[disclaimer -- there are no new chess variants. I don't know who came up with this idea first but I'm pretty sure it wasn't me.]

By most reasonable standards, there are too many chess variants out there already. A few are actually worth playing (such Gliński's hexagonal game), the rest are of interest, if it all, more as thought experiments and programming problems.

One potentially promising area for the latter is variants of imperfect information, which leads us to familiar games like kriegspiel and this variant, facade chess.

Start with a standard board and pieces. When I say standard pieces I mean that you will have one piece that moves like a king, one piece that moves like a queen, two pieces that move like bishops and so on.

The pieces' appearance, however, will not be standard. They will look like tiny replicas of those A-frame signs restaurants put out on the sidewalk, with slots for pictures of chess pieces on either side. On most of the pieces, the picture is the same on the front and the back, but on up to three (or some other agreed on number), the pictures have been switched.

Pieces are lined up in standard position based the picture in the front but they have to move in accordance with the picture on the back (like kriegspiel, this game definitely needs a referee). If for example, the queen had a rook's picture on front of it, you would put it in a corner but you could move it any distance vertically, horizontally or diagonally.

Each move has to be weighed in terms of both position achieved and information revealed -- as soon as that rook moves diagonally, the other player will know something's up. In addition to deduction you can also find out the true identity of a piece by capturing it. Capturing a disguised piece also provides useful information about the disguised pieces still on the board.

I'm not sure how playable facade chess would be -- players would probably tend to under utilize their pieces (moving rooks like pawns or queens like bishops so as not to give away their identities) -- making for a slow game but from an analytic standpoint, the variant could still provide interesting problems. Chess strategies are complex to start with; imagine adding a layer of uncertainty and questions about how much value to put on concealing information.

Alexandria Puzzles for SAT vocabulary building

The following puzzles contain words from SAT vocabulary lists.






SAT Words Group 6
abdomen 
abject 
aborigines 
abscond 
abstruse 
accelerate
accompany
accurate 
Achillean 
acquiesce 
acrimony 
adduce 
adjuration 
adulterant 
advocate 
affirmative 
aggrandize 
agrarian 
alchemy 
alienate 
allot 
alteration 
altercation 
amateur 
amenable
amphitheater
analyze 
anew 
animate 
anode 
antemeridian
Antichrist 
antiquate 
aperture 
apotheosis 
apposition 
arbitrary 
archangel 
aristocrat 
arrival 
ascent 
assailant 
assignee 
athwart 
audacious 
auricular 
autocracy 
aver 
aye 
baleful 
bass 
beau 
belate 
benefactor 
benignity 
bestride 
bibliophile 
biograph 
blazon 
bole 
borough 
braggart 
brethren 
Britannia 
bronchitis 
bulrush 
burgher 
cabinet 
callosity 
Canaanite 
capacious 
caret 
castigate 
caucus 
centimeter 
chaos 
check 
chronology .
cite 
clearance .
coddle 
cohesive 
collector 
comely 
commodity 
competitor 
complicity 
compression 
concession 
condensation 
confederate 
conflagration 
congest 
connoisseur 
consecutive 
consolidate 
constituency 
contaminate 
contingency 
contraposition 
contumacious 
convergent 
convulse 
corporate 
corroboration 
cosmology 
countervail 
cower 
credible 
crusade 
culvert 
cycloid 
dauntless 
decagram 
deceitful 
declamatory 
defalcate 
deficiency 
degeneracy 
dejection 
delusion 
demonstrate 
denominator 
deponent 
depreciation 
derive 
desist 
despotism 
detriment 
diacritical 
didactic 
digraph 
dimly 
disapprove 
disciple 
discord 
disenfranchise 
disinterested 
dispel 
disrobe 
dissentious 
dissonance 
distillation 
divagation 
divisible 
doleful 
domination 
drachma 
dubious 
dutiable 
eclipse
effect
efficiency 
egoist 
electrotype 
elude 
emblazon 
emigrant 
emporium 
encroach 
energetic 
enkindle 
ensnare 
entreaty 
epidemic 
epoch 
equivocate 
essence 
euphonious 
evert 
excavate 
exclamation 
execration 
exhaustible 
exonerate 
expectancy 
explicit 
extant 
extinct 
extravagance 
facet
fallacy 
faulty 
felonious 
festive 
fiducial 
finite 
flection 
fluctuate 
folio 
folly
forcible 
forego 
foresail 
formidable 
fragile 
freethinker 
frivolous 
fulminate 
furlough 
gaiety 
gamester 
gendarme 
geniality 
gesture 
glimmer 
gosling 
grantee 
gravity 
grotesque 
gusto 
habitude 
harbinger 
heathenish 
herbaceous 
hesitant 
hibernal 
hoarse 
hosiery 
hussar 
hydrous 
hypotenuse 
idealize 
illiberal 
illusive 
immaterial 
immiscible 
impassable 
imperceptible 
impervious 
imply 
impromptu 
impunity 
inane 
incapacitate 
inchoative 
incoercible 
incompressible 
indefinitely 
indigestible 
indivisible 
inefficient 
inexpedient 
infernal 
inflammation 
infusion 
inherent 
inkling 
inquire 
insentient 
insolence 
instructive 
intangible 
interact 
interminable 
interrogatory 
intolerable 
intrigue 
intrusion 
invasion 
invidious 
iota 
irradiate 
irresistible 
irritant 
itinerary 
jovial 
juicy 
juvenile 
kind-hearted 
labyrinth 
landlord 
later 
lave 
legacy 
leisure 
lewd 
liege 
likelihood 
linguistics 
literature 
liturgy 
lodgment 
lough 
luminescence 
luxuriance 
madden 
magnificent 
malcontent 
maltreat 
manlike 
maritime 
masterpiece 
maudlin 
medallion 
mellifluous 
mentor 
metamorphosis 
metronome 
microscopic 
militarism 
ministry 
misbehavior 
mismanage 
mistrust 
moccasin 
mollify 
monitory 
monotone 
moratorium 
mountainous 
municipality 
myth 
nasal 
navigable 
nectar 
negligent 
neology 
nevertheless 
noisy 
non-combatant 
novellette 
numeration 
obelisk 
oblivion 
obsolete 
obviate 
octogenarian 
offhand 
omnipotence 
opalescence 
opportunity 
opulent 
ordnance 
orthopedist 
out-and-out 
out-of-the-way 
outstrip 
overpower 
overture 
palette 
panacea 
Pantheon 
paralysis 
Parisian 
parse 
paternal 
paucity 
pectoral 
pediatrics 
pendant 
pension 
penury 
percussion 
perigee 
pernicious 
persistence 
perspire 
pervasion 
peter 
philanthropist 
phonetic 
physiocracy 
pillory 
pitiless 
playful 
plenitude
poetaster 
polyarchy 
polytheism
pomposity 
posit 
postdate 
practicable 
precession 
predecessor 
preemption 
preferential 
premature 
preponderate 
presentient 
prevalence 
primitive 
probate 
prodigal 
profiteer 
proletarian 
promontory 
propitious 
prospector 
protomartyr 
proverb 
prudential 
pudgy 
pupilage 
pyrotechnic 
quarantine 
quibble 
racy 
rancor 
ravage 
reassure 
receptive 
recline 
reconstruct 
recuperate 
reducible 
reflection
refringent 
regimen 
reiterate 
relinquish 
remodel 
renunciation 
repetition 
repressible 
repugnant 
resemblance 
resonance 
resurrection 
retrace 
revelation 
rhapsody 
rigmarole
rotate 
ruth 
salient 
sanguinary 
sardonic 
scholarly 
scruple 
secession 
sedentary 
seize 
senile 
sentient 
sequent 
severely 
sibilance 
simile 
sinus 
slothful 
soldier 
somnolence 
soprano 
species 
spherometer 
stagnate 
stationary 
stifle 
strait 
stupor 
subliminal 
subsequent 
subtle 
succumb 
superadd 
superintendent 
supplicate 
surmount 
sustenance 
symmetry 
synonym 
tangency 
taxidermy 
telltale 
tenet 
terminus 
theocrasy 
thermoelectric 
tincture 
tolerant
trait 
transcendent 
transfuse 
translucence 
transverse 
tremor 
trident 
trite 
tutelage 
tyro 
unanimous 
unconscious 
underhanded 
undulate 
unisonant 
untoward 
upheave 
usurious 
vacuum 
vapid 
vegetarian 
vendor 
veracity 
vernacular 
vicarious 
vindicative 
virtual 
vitalize 
vociferous 
votary 
warlike 
whereabouts 
winsome 
working-man 
wry 











Thursday, March 7, 2013

The Exact Chaos Spreadsheet Game

John D. Cook points out the following interesting fact:
Pick a number x between 0 and 1. Then repeatedly replace x with 4x(1-x). For almost all starting values of x, the result exhibits chaos. Two people could play this game with starting values very close together, and eventually their sequences will diverge.
Cook's on to something here. This does have the makings of a simple game that ties in to math and computing concepts like functions, iterations, spreadsheets and chaos. Here are the rules:

The first player picks a to number from 1 to 99 with the only condition being that the number can't have a five in it (with a little trial and error you should be able to figure out why).

The second player can either steal the first player's number or come up with one of his or her own. If the number is stolen, the first player has to come up with another number.

Both numbers are divided by one hundred and put into the first row of a spreadsheet. Under the first type


=4*A1*(1-A1)


Under the second

=4*B1*(1-B1)



Now copy the formulas going down twenty rows. The copy function should produce an iterative function, with =4*A1*(1-A1) followed by =4*A2*(1-A2) and so on.

Have the students make a line graph of the two series. The winner is the one who ends up with the largest number.




Wednesday, March 6, 2013

Kriegspiel and Dark Chess

I've been talking about games of perfect information and I have another post on the subject coming up so this seems like a good time to mention two of the best known chess variants of imperfect information.

From the nice people at Wikipedia:
Kriegspiel (German for war game) is a chess variant invented by Henry Michael Temple in 1899 and based upon the original Kriegsspiel developed by Georg von Rassewitz in 1812.[1][2] In this game each player can see their own pieces, but not those of their opponent. For this reason, it is necessary to have a third person (or computer) act as a referee, with full information about the progress of the game. When it is a player's turn he will attempt a move, which the referee will declare to be 'legal' or 'illegal'. If the move is illegal, the player tries again; if it is legal, that move stands. Each player is given information about checks and captures. They may also ask the referee if there are any legal captures with a pawn.
and
Dark chess is a chess variant with incomplete information, similar to Kriegspiel. It was invented by Jens Bæk Nielsen and Torben Osted in 1989. A player does not see the entire board, only their own pieces (including pawns), and squares where these pieces could move.
I've never actually played either of these games (I have enough trouble with unvaried chess), but they raise all sorts of interesting questions about forming a strategy with incomplete information.


Sunday, March 3, 2013

Perfecting the imperfect


[disclaimer -- I've only field tested the first of these, so I can't guarantee that all of the variations will play smoothly. On the bright side, there ought to be plenty of room for improvement. As with all discussions of game variants, you should probably assume that countless people have already come up with any idea presented here.]

When the subject of perfect information games comes up, you probably think of chess, checkers, go, possibly Othello/Reversi and, if you're really into board games, something obscure like Agon. When you think of games of imperfect information, the first things that come to mind are probably probably card games like poker or a board game with dice-determined moves like backgammon and, if you're of a nostalgic bent, dominoes.

We can always make a perfect game imperfect by adding a random element or some other form of hidden information. In the chess variant Kriegspiel, you don't know where your opponent's pieces are until you bump into them. The game was originally played with three boards and a referee but the advent of personal computing has greatly simplified the process.

For a less elaborate version of imperfect chess, try adding a die-roll condition to certain moves. For example, if you attempt to capture and roll a four or better, the capture is allowed, if you roll a two or a three, you return the pieces to were they were before the capture (in essence losing a turn) and if you roll a one, you lose the attacking piece. Even a fairly simple variant such as this can raise interesting strategic questions.

But what about going the other way? Can we modify the rules of familiar games of chance so that they become games of perfect information? As far as I can tell the answer is yes, usually by making them games of resource allocation.

I first tried playing around with perfecting games because I'd started playing dominoes with a bluesman friend of mine (which is a bit like playing cards with a man named Doc). In an attempt to level the odds, I suggested playing the game with all the dominoes face up. We would take turns picking the dominoes we wanted until all were selected then would play the game using the regular rules. (We didn't bother with scoring -- whoever went out first won -- but if you want a more traditional system of scoring, you'd probably want to base it on the number of dominoes left in the loser's hand)

I learned two things from this experiment: first, a bluesman can beat you at dominoes no matter how you jigger the rules; and second, dominoes with perfect information plays a great deal like the standard version.

Sadly dominoes is not played as widely as it once was but you can try something similar with dice games like backgammon. Here's one version.

Print the following repeatedly on a sheet of paper:

Each player gets as many sheets as needed. When it's your turn you choose a number, cross it out of the inverted pyramid then move your piece that many spaces. Once you've crossed out a number you can't use it again until you've crossed out all of the other numbers in the pyramid. Obviously this means you'll want to avoid situations like having a large number of pieces two or three spaces from home.

If and when you cross off all of the numbers in one pyramid you start on the next. There's no limit to the number of pyramids you can go through. Other than that the rules are basically the same as those of regular backgammon except for a couple of modifications:

You can't land on the penultimate triangle (you'd need a one to get home and there are no ones in this variant);

If all your possible moves are blocked, you get to cross off two numbers instead of one (this discourages overly defensive play).

I haven't had a chance to field test this one, but it should be playable and serve as at least a starting point (let me know if you come up with something better). The same inverted pyramid sheet should be suitable for other dice based board games like parcheesi and maybe even Monopoly (though I'd have to give that one some thought).

I had meant to close with a perfected variant of poker but working out the rules is taking a bit longer than I expected. Maybe next week.

In the meantime, any ideas, improvement, additions?

Originally posted in West Coast Stat Views

Sunday, February 24, 2013

Bookshelf -- Math Puzzles & Games by Michael Holt


This is a nice little book. A good collection of puzzles concluding with an excellent set of games such as nine men's morris and tactix. It's also another example of the cheap but deserving books Barnes and Noble used to find and republish. They've shut down that division but it's still worth seeking the imprints out when you're in a used book store.

More Alexandria Word Searches

In a previous post, I mentioned a hexagonal variation on the old-fashioned word search. If you enjoyed those, here are a few more for you.


Moons and Planets




Physicists 




Bogart Movies