Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Wednesday, September 30, 2020

Recess

There once was a childhood schoolhouse game played in the gymnasium.

All of the students lined up on one side of the gymnasium and wore blindfolds.  There was one student in the middle of the gymnasium who wore a black jersey and did not wear a blindfold.

There was one student at the other end of the gymnasium who wore a white jersey and also did not wear a blindfold.

The object of the game for white was to get as many of the blindfold players from one side of the gymnasium to other.  The player with the white jersey was allowed to call out to them.  Once players made it over to the other side, they were allowed to remove their blindfolds.  They then returned to the beginning, safely, and whispered into the ears of the blindfolded players, trying to tell them when and where to run so that they would not get caught.

The object of the game for black was to prevent the players from crossing by tagging them during the intercession.  If they were tagged, they removed their blindfolds.  Some remained in the middle and were allowed to also tag players as they passed.  Others were sent back to the beginning to pretend to be blindfolded.  They whispered into the ears of the blindfolded players, trying to tell them when and where to run so that they would get caught.

There was also one secret blindfolded player that no one knew about.  Both sides had to guess.  If this player reached the other side, the player with the white jersey was allowed to roam freely.  If they tagged any player on the black side, they returned to the white side.  Or, if white jersey player tagged the black jersey player, then all the black players returned to the white side and the game is over.


64


Chess was the first board game I truly loved.  I remember seeing a chess book at a very young age, maybe 6, and being mesmerized by the diagrams.  My step-dad introduced me to the game at around 8, and I was hooked!

On and off throughout my years I would study the game, reading books or playing game after game, writing down the moves.  I even had the opportunity to play in some small tournaments overseas, and never passed up opportunities to play street hustlers in major cities or hidden Masters in late night coffee shops.  I don't have a formal rating, but I would estimate it to be around USCF 1700.

If you haven't played before, I highly recommend taking up the game.  It's beautiful in the depth of complexity within its simplicity.  I'll be lazy and borrow from wikipedia:
The 11-category, game theoretical taxonomy of chess includes: two player, no-chance, combinatorial, Markov state (present state is all a player needs to move; although past state led up to that point, knowledge of the sequence of past moves is not required to make the next move, except to take into account of en passant and castling, which do depend on the past moves), zero sum, symmetric, perfect information, non-cooperative, discrete, extensive form (tree decisions, not payoff matrices), and sequential.

One of the neat things about chess is that you aren't really playing the opponent.  It's just you and the board (Markov state).  The other player has no bearing, really, except for how the board got to its current state.  There is no chance at all, unless you care to wager on the psychology of your opponent to take advantage of their weaknesses rather than find the most sound moves (see Romance chess and especially Paul Murphy).

To start, set up the board so that the white square is on your corner right and the black square is on your corner left, not the other way around.  Put the Queen on her own color (white square for White, black square for Black).  The King is in the middle next to her.  She's the most powerful, since she's more mobile, but he's the most valuable.  But since she's the most powerful, she's the most vulnerable.  Conversely, the pawns, being least mobile, are least valuable.  Therefore, they form effective countermeasures against any other piece on the board.

White always moves first.

To win, you need to attack the opponent King (check) so that they cannot escape by moving, blocking, or capturing the attacking piece.  This is called checkmate.  The more skilled you get and more equally matched your opponent, the harder it becomes to checkmate directly.  You must instead accumulate advantages until their holistic system crashes.


Nothing is equal in chess, it is a game of imbalances.  Some imbalances include King safety, initiative, development, material, superior minor piece, control of key squares, time, space, and pawn structure.  Most people focus on material because it is the most obvious and tangible, but sometimes the dynamic imbalances outweigh the static imbalances if you can convert them into long-term advantages.  That is when sacrifices, called combinations, are played.  That is the art in chess.

King safety is clearly the most important.  The game cannot continue if the King is checkmated.  Castling moves the King to relative safety in the corner and links the Rooks together.  Moving Pawns in front of the King weakens the squares they used to protect.

Initiative means you have control of the play-calling on the board, the one making the threats that the other must respond to.  White, being the one to always move first, starts the game with the initiative.  Therefore, Black always has a slight disadvantage, which can be seen when you aggregate the data of Master games.  It is usually Black's goal to first neutralize White's initiative before wresting it from him.  Post-modern games are asymmetric and counter the White initiative differently.

Development means deploying your entire military into a logical initial starting point before continuing your attack.  If you try to launch your attack too early, your opponent might simply continue developing, trade down pieces to wither your attack, and then launch a counter attack against your now-defenseless position.

Material is often considered something like as follows:  Pawns: 1, Knights: 3, Bishops: 3.25, Rooks: 5, Queens: 9, Kings in the endgame only: 4.  But these values are highly relative to how they are developed on the board.  A Knight on the rim is dim; it might only attack 6 of a possible 8 squares, and those squares are low property value away from the center of the board.  A Bishop could be hemmed in by its own Pawns, making it essentially worth only 1 point, at least temporarily.  This is also why development is key.

Superior minor piece means putting your Bishops on those diagonals that lead toward your targets and then clearing the way.  Note that once you lose a Bishop, half the board is now weaker for you the rest of the game!  Put your knights in the middle of the board or deep in enemy territory where they are supported by your own Pawns and pieces, and cannot be chased away by enemy Pawns.  Those are superior minor pieces.  Rooks are not considered minor pieces, but also castle and link them together.  Put them on open or half-open files, or even double them up.

Control key squares, which is usually the center of the board, since he who controls the center controls the rest of the board.  But since the center often remains contested, the proxy war moves to the flanks.  You cannot commit to every square on the board, so you need to min-max how to commit your forces.  Which flank will threaten your opponent most while also defending yourself best?  Which squares in those flanks?

Time is essential.  I have won many games where the opponent told me, "I could have checkmated you if I only had one more move".  I know.  I saw that.  But I had more time.  So my plan won out.

Space allows for mobility.  Mobility allows for scope.  Scope allows for increasing the relative value of pieces and concentration of force on the section of the board that you are attacking or defending.  Pawns are the most effective at creating space.  They are like fences.

Pawn structures can be good or bad.  They can make a formidable screen if two side-by-side Pawns are well supported by other Pawns and pieces.  Typically, the fewer the chains the better, since Pawns support Pawns.  Therefore, isolated Pawns are weak, as are doubled-up Pawns.  Pawns are also baby Queens (or any other piece) waiting to be hatched if they can make it across the board.  Pawns are the only piece that cannot move backwards; once they move, the squares they used to protect are forever weaker!

Underneath all of this long-term strategy is short-term tacticsTactics always trumps strategy.  You may have more material, more space, and so forth.  But if the opponent can execute a tactical brilliancy, your position will crumble like... like... crumb cake.


Some tactics include the pin, fork, skewer, and discovered attack.

Pins keep pieces from moving because if they do, there will be a discovered attack against the piece behind it.  Absolute pins are against the King.  You cannot put your own King into check.  Relative pins can be broken if you want to.  Some beautiful combinations start with breaking a pin on a valuable piece.

Discovered attacks can be against your own piece or against an opponent's piece.  A doubled attack is when you move a piece, exposing an attack that was previously blocked, and then also attacking with the piece that moved.  A double check is doing the same against the enemy King.  It is important to always see potential attacks through other pieces.

A skewer is like the opposite of a pin.  A piece being attacked is of greater value than the one behind it.  Once the piece of greater value is moved, the piece behind it can be captured.

A fork is when one piece attacks to pieces at once.  This is usually only with Pawns or Knights.


Chess is a drama played in three chapters, the opening, the middlegame, and the endgame

The opening is when a couple Pawns vie for control of the center, the pieces are fully deployed, the King is castled, and Rooks placed behind open or half-open files.  Novice mistakes include moving the Queen out too early and exposing her, moving the same piece twice, or making too many Pawn moves.  There are thousands of openings and variations that have been analyzed through Master play, constantly updated through novelties that test standard theory.

In the middlegame the players compete to improve their imbalances while diminishing their opponent's imbalance advantages.  They may trade off their own weak minor piece for their opponent's strong minor piece, for instance, or trade off pieces in a sector where overwhelming forces are attacking, reducing the crushing force.

In the endgame, most pieces and Pawns have left the board.  The Kings finally emerge from the safety of their castled corners to throw their own weight around.  Pawns race to the other side of the board.  The last remaining pieces compete to either checkmate or get their own Pawn across first.  Sometimes chess games are determined by whoever won a single Pawn in the middlegame.

High-level Master games that are equally matched most often end in a draw, with a slight advantage to White.


And that is your chess lesson for today.


Saturday, September 26, 2020

Plants Vs. Zombies

What a strange game.  The mindless, drone-like zombies that all think alike and want to eat your free-thinking brains versus the plants and happy flowers.



Sounds like it'd get dull and exhausting after a while.

Friday, September 25, 2020

Tale of the Minecraft World Bidding War

There once was a man who built huge, intricate Minecraft worlds.


He would build the worlds full of Sims, raise a Sim up to a higher level and leave them in charge to run it.  Then he would sell the world to another for their amusement.  It was like a snow-globe full of digipets.

He couldn't do it alone, so he enlisted the help of many.  In order to get every detail perfect, many of them occupied the avatars inside the game, alongside the Sims, the simulated life beings, that were created for the world.  The Sims were legitimate life in every sense of the word, though many of the workers, who came from above, looked down upon them and took advantage of them.

The designer of the world wanted to raise one of the simulated beings up to a higher level, to the place the workers came from.  It was like turning a 2D stick figure into a 3D being, no easy task.  But with a lot of trial and error and pain and the help of many, they got there.

Except for one problem.  The 3D being wasn't what the designer wanted.  So the designer and all of the workers used a variety of deception and manipulation and psychological warfare and abuse over many years, increasing the pressure and heat, to try to change the autonomous, self-determining being to submit to their desires, obey their command, and do as they please like a well-trained pet.  All so that they could then sell the Minecraft world for more money to the highest bidder.

The 3D being was actually designed to withstand a great amount of torture.  That didn't mean it didn't hurt just as much or damage it just as much.  As time went on, the being became less and less functional, at least temporarily.  But that didn't stop the designer and the workers from trying to squeeze the top dollar out of the 3D being and the Minecraft world to the highest bidder.

In fact, the more they squeezed, the less functional the 3D being became.  The less functional it became, the more they increased the pressure and pain.  This went on a long, long time.  Neither would relent.  The 3D being was quite determined to withstand the pain, and the designer and workers were quite determined to break its will.  All so that they could squeeze the top dollar out of the 3D being and the Minecraft world to the highest bidder.

Eventually, the designer and workers resorted to reprogramming the 3D being against its will, literally stealing its self-determination and autonomy, stripping free will from it.  All so that they could squeeze the top dollar out of the 3D being and the Minecraft world to the highest bidder.

Desperate, the 3D being continued to fight back against the oppressors, crying out to anyone out there who might be able to help save it.

Friday, August 28, 2020

Striking Vipers

Cool game, but I'd much rather stay a dude, thankyouverymuch.

Pokemon is Annoying

Whew!  The blogs lately have been so heavy.  Here's something much lighter and completely, totally off topic.

I've been playing a lot of Pokemon lately with my kids, mostly my son, but also quite a few random members from the community.  I'm kind of done with the game.  To be honest, I never really cared for it at all, and I was never very good at it, either.

So what else is there that's similar?  I'm thinking, in approximate order of desire:

World of Final Fantasy Maxima (yes, please).

Buy WORLD OF FINAL FANTASY® from the Humble Store

Dragon Quest XI: Echoes of an Elusive Age

Dragon Quest Xi 8k Hm - Dragon Quest Xi Echoes Of An Elusive Age (#1496952)  - HD Wallpaper & Backgrounds Download

Digimon World: Next Order

dwno1 - Hey Poor Player

Digimon Story: Cyber Sleuth

Little Friends: Dogs and Cats

Little Friends: Dogs & Cats for Nintendo Switch - Nintendo Game Details

Monster Hunter Stories

Games Like Pokemon On Steam

They all look good, so it's kind of hard to choose.