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       #Post#: 422--------------------------------------------------
       Material Power Density - One Method of Classifying and Comparing
        Variant Chess Games
       By: chilipepper Date: February 7, 2018, 9:22 am
       ---------------------------------------------------------
       Some time ago I did a quick calculation of "Material Power
       Density" of some games that I play, and a few others for
       comparison. The calculation is simply a ratio of the value of
       all pieces on the board, divided by the board area (number of
       playing squares).
       Although this indicator cannot precisely give a complete measure
       of the style or quality of any chess game, it is a partial
       indicator of the overall attacking power on the board.
       Assuming play is good quality, and the opponents are
       approximately equally matched, a higher power density often
       leads to games with faster exchanges, and the attacking patterns
       can be more complex and dynamic. Each side can quickly create
       threats, and the other side will need to react quickly to defend
       and create counter-attacks. On average, games will often
       progress into an endgame quicker, often without pawn advances
       playing a dominant role.
       In games with a lower power density, the opening game and
       development will usually last longer, permitting both sides to
       have more moves to strategically create defensive formations,
       while initiating threats to disturb the opponent. Accurate play
       and strategy is required in advancing pawns, as this is both
       necessary to create defensive formations, and also to create
       opportunities to promote one or more pawns (or at least create
       the threat of doing so). In these games it is much more likely
       the endgame will feature one or more queens earned by a pawn
       promotion.
       A brief description of the games included is below. (I plan to
       add some other games to this calculation, and possibly refine
       some calculations when I'm able to find some time).
       1) Classical Chess: (the "baseline")
       2) Classical Chess, Endgame only: Chess endgames can be
       challenging puzzles in their own right. They represent a
       condition where there is much less piece value on the board, but
       tactical strategy can still be complex and interesting. I
       included a chess ending with KQRR vs. KQR, which is the highest
       value of pieces from an endgame of seven pieces (assuming no
       promotions). This represents a "lower limit" game condition,
       where if there was any further reduction of power
       (simplification), the game could start to become less
       interesting.
       3) Janus Chess: Invented about 40 years ago. Has two januses (=
       bishop + knight) for each player in addition to other normal
       chess pieces.
       4) Capablanca Chess: Invented in the 1920s. Uses a chancellor (=
       rook + knight), archbishop (= bishop + knight), and other normal
       other chess pieces.
       5) Seirawan Chess: Invented about 10 years ago. Uses a hawk (=
       bishop + knight), elephant (= rook + knight), and other normal
       chess pieces.
       6) Musketeer Chess: A more modern chess variant, which allows
       the players to choose from ten special pieces to be added with
       other normal pieces. The ten pieces include archbishop (= bishop
       + knight), chancellor (= rook + knight), dragon (= queen +
       knight) and seven other powerful pieces. In this analysis I use
       only a sample game using archbishop and chancellor.
       7) Bulldog Chess: A variant with two guards and two bulldogs
       with other normal chess pieces. The bulldogs are a pawn-type
       piece, and the guards move with king-like ability.
       8] Bulldog Chess with Witch: A Bulldog variation where each
       player has one witch, one guard, and other normal chess pieces.
       The witch does not capture, but pieces adjacent to her become
       transparent to pieces of her color.
       9) Bulldog Legacy Chess: Another Bulldog variation where each
       side starts with 18 pieces rather than 20. The game uses a guard
       along with other normal chess pieces. The two outside files have
       only a single pawn for each player and no other pieces.
       10) Waterloo Chess (5th Edition): This edition of Waterloo was
       released early in 2017, and features seven variant pieces in
       addition to other normal chess pieces, played on a 10x10 board.
       11) Chess on an Infinite Plane: Play for this variant started
       early in 2017. Each side has two chancellors, two guards, two
       hawks, and other normal chess pieces. The playing area is
       unbounded.
       12) Amsterdam Medieval Chess: A chess-variant designed as an
       intermediate form between classical (FIDE) chess and the more
       complicated Waterloo chess.
       13) Chu Shogi: A chess-like game inspired by Japanese Shogi. To
       calculate the power density, piece exchange values were used
       from
       (
  HTML http://www.chushogi.de/strategy/chu_strategy_exchange_values.htm)<br
       />and all values normalized so that a piece equivalent to the ro
       ok
       has a value of 5.
       [attachimg=1]
       #Post#: 432--------------------------------------------------
       Re: Material Power Density - One Method of Classifying and Compa
       ring Variant Chess Games
       By: GothicChessInventor Date: February 7, 2018, 8:12 pm
       ---------------------------------------------------------
       I solved all of the 10x8 endgames for Gothic Chess, which is
       played the same for Capablanca and the other similar variants.
       The longest win is 268 moves for King + Queen + Pawn vs. King +
       Queen
  HTML http://web.archive.org/web/20110912050123/http://www.gothicchess.com:80/javascript_endings.html
       I don't know if you want to factor that into your chart or not,
       but there you go if you do.
       #Post#: 433--------------------------------------------------
       Re: Material Power Density - One Method of Classifying and Compa
       ring Variant Chess Games
       By: chilipepper Date: February 8, 2018, 1:15 am
       ---------------------------------------------------------
       Thanks, I believe Gothic Chess has the same material density as
       Capablanca Chess because it has the same pieces and board size.
       But I know there are game differences which will of course
       affect the style and quality of games.
       I added Gothic Chess to one of the headings (bar for Capablanca
       and now Gothic Chess). As you might presume this is only a
       somewhat inexact measurement of a game, but I often use it when
       thinking about adding new pieces to a game, or whether I'm
       interested in trying a new game. Updated chart with Gothic Chess
       is here:
       [attachimg=1]
       #Post#: 434--------------------------------------------------
       Re: Material Power Density - One Method of Classifying and Compa
       ring Variant Chess Games
       By: HGMuller Date: February 8, 2018, 2:53 am
       ---------------------------------------------------------
       The problem with this kind of research is how to compare piece
       power on boards of different size. Expressing the piece values
       in Pawns on the same board is no good, because Pawns derive a
       large part of their value from promotability, and promotion gets
       more difficult on large boards. Not to mention games where they
       promote to a different piece (Makruk) or where they have a
       different move alltogether (Chu Shogi). Perhaps the best
       standard would be a Queen. But even there the power varies with
       board size, because the number of squares it covers only grows
       as the circumference of the board, which gets to be a smaller
       fraction of the total area as the board grows. OTOH, on a
       crowded board sliders hardly experience the board size. The
       Queen's average middle-game mobility will depend more on filling
       fraction than on board size.
       As this power-density calculation assumes a crowded board, it
       thus seems to make sense to correct the value of the Queen only
       for initial piece density. For Chess this is 50%, but for Chu
       Shogi it is 67%. The average range sliders can move should be
       inversely proportional to this density. This only affects the
       number of non-captures, however. And captures are known to
       contribute about twice as much to piece values as non-captures.
       So if the value of a Queen in Chess is ~9, then 6 of this is
       coming from the captures, and only 3 from the non-captures. With
       a 1.5x larger piece density, this would drop to 2. So the
       opening value of a Queen in Chu Shogi would only be ~8. All
       other piece values should then be scaled relative to this
       density-corrected Queen value.
       #Post#: 436--------------------------------------------------
       Re: Material Power Density - One Method of Classifying and Compa
       ring Variant Chess Games
       By: ebinola Date: February 8, 2018, 12:18 pm
       ---------------------------------------------------------
       How would you expand the formula to factor drops? Crazyhouse I
       think would be easy, but shogi has a couple of restrictions on
       where you can drop pawns.
       #Post#: 438--------------------------------------------------
       Re: Material Power Density - One Method of Classifying and Compa
       ring Variant Chess Games
       By: chilipepper Date: February 8, 2018, 3:50 pm
       ---------------------------------------------------------
       [quote author=HGMuller link=topic=63.msg434#msg434
       date=1518080039]
       The problem with this kind of research is how to compare piece
       power on boards of different size. Expressing the piece values
       in Pawns on the same board is no good, because Pawns derive a
       large part of their value from promotability, and promotion gets
       more difficult on large boards. Not to mention games where they
       promote to a different piece (Makruk) or where they have a
       different move alltogether (Chu Shogi). Perhaps the best
       standard would be a Queen. But even there the power varies with
       board size, because the number of squares it covers only grows
       as the circumference of the board, which gets to be a smaller
       fraction of the total area as the board grows. OTOH, on a
       crowded board sliders hardly experience the board size. The
       Queen's average middle-game mobility will depend more on filling
       fraction than on board size.
       As this power-density calculation assumes a crowded board, it
       thus seems to make sense to correct the value of the Queen only
       for initial piece density. For Chess this is 50%, but for Chu
       Shogi it is 67%. The average range sliders can move should be
       inversely proportional to this density. This only affects the
       number of non-captures, however. And captures are known to
       contribute about twice as much to piece values as non-captures.
       So if the value of a Queen in Chess is ~9, then 6 of this is
       coming from the captures, and only 3 from the non-captures. With
       a 1.5x larger piece density, this would drop to 2. So the
       opening value of a Queen in Chu Shogi would only be ~8. All
       other piece values should then be scaled relative to this
       density-corrected Queen value.
       [/quote]
       Yes, it is possible to use a different piece to carry-over from
       one game to another. In the case of comparing Chu Shogi to the
       others I used the rook, because if I remember correctly, Chu
       Shogi does not have a piece with exactly the same abilities as
       the pawn in chess.
       But except for that, I didn't include the value of piece effects
       based on specific phenomenon (such as whether they can promote
       or not) if the value of the phenomenon is not known precisely
       for the entire set of games, or if there is speculation about
       the value related to the phenomenon.
       Nevertheless, I might eventually make some refinements for
       specific situations if I have good information which supports
       it. In games of infinite chess, I plan to do some refinement
       because it appears there is more area of the board that is
       rarely used, compared to my original assumptions.
       [quote author=ebinola link=topic=63.msg436#msg436
       date=1518113932]
       How would you expand the formula to factor drops? Crazyhouse I
       think would be easy, but shogi has a couple of restrictions on
       where you can drop pawns.
       [/quote]
       I'm not sure how to add this. I believe it may not change the
       material power density in the opening because drops don't happen
       till later in a game. If any pieces are dropped onto the board,
       then their value can just be added to the value of all material
       on the board. This may be similar to promotions in chess, where
       the board goes from less to more material.
       One can also make a chart of the material (or material power
       density) as a game progresses. A chess game can end with a wide
       range of material. In the case of a game that simplifies to a
       few pieces (for example KR vs K), the material drops to about
       12% of its original value (or a factor of about 8 ). Obviously
       since this is a highly simplified game-state, it is a value
       lower than anything expressed on the chart above.
       #Post#: 440--------------------------------------------------
       Re: Material Power Density - One Method of Classifying and Compa
       ring Variant Chess Games
       By: HGMuller Date: February 9, 2018, 1:48 am
       ---------------------------------------------------------
       You have not given a formal definition, but intuitively I would
       say that 'power' is something different then 'value'. Chess
       pieces can be valuabable because of some latent trait not
       expressed now, and 'power' seems more a measure of the current
       situation. E.g. in Shogi most pieces promote (e.g. a Rook would
       get the moves of a King added), and that makes them more
       valuable than an unpromotable piece that has the same move (a
       Rook obtained by promotion of a Gold General in Chu Shogi). But
       their move is exactly the same, so I would say their power is
       the same, and the promotion is just something you can hope for
       in a distant future.
       Shogi- / Crazyhouse-style drops are diffferent, however. They
       are an immediate tactical concern when you use a piece. E.g. a
       Crazyhouse Knight in an otherwise normal Chess games would be a
       much less valuable piece than a normal Knight. As sacrificing it
       immediately loses you two Knights. So it would be unwise to have
       it venture onto squares attacked by, say, a Rook, even when it
       is protected. I am not sure if this should be included in the
       measure of 'power', but it surely suppresses the effective
       instant value of the piece. Of course all pieces with a high
       value (e.g. Queen) suffer similar restrictions, and indeed their
       effetive value drops when they face more low-valued pieces.
       (Which is the reason 3 Queens lose to 7 Knights on 8x8.) But
       this interdiction effect (against the normal average mix of
       opponent pieces) is already included in their classical values,
       so if we equate power to value for those, it would be reasonable
       to also hold it against the power of a Crazyhouse Knight that it
       is droppable.
       A piece already in hand are quite different beasts from on the
       board; they don't have their normal moves, but can be dropped
       everywhere. (But capture nowhere!) So it seems easonable to say
       a piece in hand has an entirely different 'power' from the same
       piece on the board. Of course the effective power of a normal
       piece also depends on where it is on the board; Knights in
       corners are kind of powerless. But the point there is hat this
       can often be changed with a single move, putting it in a better
       place. But you cannot simply take a piece in hand if it happens
       to be more powerful there (in Shogi/Crazyhouse, at least). You
       can get it in the opponent's hand quite easily, but that doesn't
       help. So that piece in hand usually have more power than those
       on the board doesn't affect the power of pieces on the board.
       #Post#: 445--------------------------------------------------
       Re: Material Power Density - One Method of Classifying and Compa
       ring Variant Chess Games
       By: chilipepper Date: February 9, 2018, 10:31 pm
       ---------------------------------------------------------
       In this analysis I didn't intend to produce any new definion for
       piece value, but you are right that the definition can have
       different nuances. For this analysis piece value is defined as
       the ability of a piece to help win games, and since I'm
       comparing games based mostly on the early game, piece values in
       a game's opening are of biggest interest.
       As you mention, in some situations pieces can have their value
       affected by other considerations (not just ability to capture).
       Generally this analysis assumes that the games evaluated are
       complex (so that choosing moves is helped by the estimated piece
       values). But if strategy is derived by other methodology, where
       piece values lose their meaning then this type of analysis is
       less useful. Your examples are good - I'm not sure if this
       methodology is useful for games that are much different than
       chess, or games where piece values are hard to estimate.
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