Mar 20, 2007

Sacrifice Mutator

Sacrifice Reversi (by Patrick Duff) is a Reversi variant with an extra rule: Instead of making a regular Reversi move, a player can choose to flip one of his own stones on board. There's also a KO rule to avoid repetitions.

This idea is a game mutator, it can be extended to modify many other games. Reversi Draughts or Reversi Chess could make a difference in some positions. Other games, like Moku or Hex would not produce interesting variants, since there's no position where an enemy piece is better than your own stones. I'm not sure about Reversi Go. Could it be possible to make a position where an enemy stone is better than a friendly one?

Meta-Game

Nick Bentley sent me an idea for a meta-game with an automatic balacing mechanism, which is called Mind Ninja:

Take any boad which begins empty. The game proceeds in 5 steps

  1. Player 1 decides three things, which he must convey to player 2:
    1. what the pattern will be;
    2. whether the builder or blocker will receive free moves in step 3;
    3. how many free moves that player will receive.
  2. Then, player 2 decides which player is the builder, and which is the blocker.
  3. Either the builder or blocker takes free moves as specified in step 1.
  4. Starting with the builder, the players alternate moves.
  5. The game ends either when the board is completely full or the pattern has been built. If the pattern has been built, the builder wins. Otherwise, the blocker wins.

Mar 16, 2007

More hex-mokus

M u l t i m o k u

Go Moku on a 3.4.6.4. tiling

There are 6 rows through each hexagon, 4 through each square and 3 through each triangle.  The ratio of Hexagons:Squares:Triangles = 1:3:2, so the average number of rows through a cell is 4 as in standard Go Moku.

(The 4.6.12 tiling gives the identical game as the 3.4.6.4. tiling. Each dodecagon has 6 rows, hexagons have 3 rows, squares have 4. The topology of the game is the same.)

In this ascii representation, 'H' is the center of a hexagon, 'S' is the center of a square and 'T' is the center of a triangle:

        . . .
       .     .
  . . .   .   . . .
 .     .     .     .
.   H   T . .   .   .
 .     S     .     .
  . . .   .   . . .
 .     .     .     .
.   .   . . .   .   .
 .     .     .     .
  . . .   .   . . .
       .     .
        . . .

Illustration of rows -->

Each hexagon 6 rows through it:

        . 1 .
       .     .
  . . 6   1   2 . .
 5     6     2     3
.   5   6 1 2   3   .
 .     5     3     .
  4 4 4   H   4 4 4
 .     3     5     .
.   3   2 1 6   5   .
 3     2     6     5
  . . 2   1   6 . .
       .     .
        . 1 .

Each square has 4 rows through it:

        . . 2
       1     .
  . . .   2   . 3 .
 4     1     3     .
.   4   2 3 .   .   .
 .     S     .     .
  . 3 2   4   . . .
 3     1     4     .
.   2   . . .   4   .
 .     1     .     4
  2 . .   .   . . .
       1     .
        . . .

Each triangle has 3 rows through it:

        . . 2
       .     .
  . . 1   2   . . .
 .     1     .     .
2   2   T 2 2   2   2
 .     2     .     .
  . . 2   1   . . .
 .     .     .     .
.   2   . . 1   .   .
 .     .     1     .
  2 . .   .   1 . .
       .     .
        . . .

The 4.6.12 tiling gives the identical game as the 3.4.6.4. tiling. Each dodecagon has 6 rows, hexagons have 3 rows, squares have 4. The topology of the game is the same.

        Proposed board for Multi-Moku
           Three move equalization
    No 3-3 or other placement restrictions

   abc d efg h ijk l mno p qrs t uvw x yzA B CDE
 1                     . . .
 2                    .     .               1)l13     p15
 3               . . .   .   . . .          2)t17     swap or play
 4              .     .     .     .
 5         . . .   .   . . .   .   . . .
 6        .     .     .     .     .     .
 7   . . .   .   . . .   .   . . .   .   . . .
 8  .     .     .     .     .     .     .     .
 9 .   .   . . .   .   . . .   .   . . .   .   .
10  .     .     .     .     .     .     .     .
11   . . .   .   . . .   .   . . .   .   . . .
12  .     .     .     .     .     .     .     .
13 .   .   . . .   X   . . .   .   . . .   .   .
14  .     .     .     .     .     .     .     .
15   . . .   .   . . .   O   . . .   .   . . .
16  .     .     .     .     .     .     .     .
17 .   .   . . .   .   . . .   X   . . .   .   .
18  .     .     .     .     .     .     .     .
11   . . .   .   . . .   .   . . .   .   . . .
20  .     .     .     .     .     .     .     .
21 .   .   . . .   .   . . .   .   . . .   .   .
22  .     .     .     .     .     .     .     .
23   . . .   .   . . .   .   . . .   .   . . .
24        .     .     .     .     .     .
25         . . .   .   . . .   .   . . .
26              .     .     .     .
27               . . .   .   . . .
28                    .     .
29                     . . .

Hex-mokus

Moku games (ie, achieve n in-a-row pattern to win) are usually played on square boards with four directions (horizontal, vertical and two diagonals). When translating to a hex board there are one problem, hex tillings only have three directions, which is too few, so the direct translation of hex-moku is a very drawish game, since there are no space to create winning positions with multiple threats. One way to prevent this is to use six directions to win, extending the types of lines  inside the board. Here are some possible examples with sample games, including a standard three directions (which ended in a not so surprinsing draw):

Triangular Go Moku on the vertices of a hexagonal grid.
Winning rows in six directions.

   AB CD EF GH IJ KL MN OP QR ST UV WX YZ ab
 1                     . .                  
 2                  . .   . .                
 3               . .   . .   . .            
 4            . .   . .   . .   . .          
 5         . .   . .   . .   . .   . O      
 6      . .   . .   . .   . .   . .   . .    
 7   . .   . .   . .   . .   . .   X .   . .
 8  .   . .   . .   . .   O .   . X   . .   .  
 9   . .   . .   . .   . .   X O   O .   . .    
10  .   . .   . .   . O   . X   X .   . .   .  
11   . .   . .   . .   O X   X X   X O   . .    
12  .   . .   . X   . X   X O   . .   X .   .  
13   . .   . .   . O   X O   O .   . .   O .    
14  .   . .   . X   O O   O .   . .   . .   .  
15   . .   . .   . O   . O   . .   . .   . .    
16  .   . .   . X   . .   . O   . .   . .   .  
17   . .   . .   . .   . .   X X   . .   . .    
18  .   . .   . .   . .   . .   . .   . .   .  
19   . .   . .   . .   . .   . .   . .   . .    
20  .   . .   . .   . .   . .   . .   . .   .  
21   . .   . .   . .   . .   . .   . .   . .    
22      . .   . .   . .   . .   . .   . .      
23         . .   . .   . .   . .   . .        
24            . .   . .   . .   . .            
25               . .   . .   . .              
26                  . .   . .                  
27                     . .                  

"O" won with a row at M10, N11, O13, P14, Q16

HEX Go Moku I (winning rows in 3 directions)
                
Sample Game:
                    
    XXX OOO
 1. i9   j10    
 2. i10  j11    
 3. j9   k9    
 4. i8   i7
 5. i11  i12
 6. h7    k10
 7. g6   f5
 8. h8   j12
 9. h9   j13
10. j14  h6
11. j8   g8
12. k8   l8 (f)
13. f9   g9 (f)
14. h11  h10(f)
15. h12  i13
16. k13  i5
17. g5   g3
18. j6   i3
19. i4   f6
20. f4   k5
21. j5   j7 (forced)
22. j4   n10 Draw

           . . . . . . . . .         1
          . . . . . . . . . .        2
         . . . . . . O . O . .       3
        . . . . . X . . X X . .      4
       . . . . . O X . O X O . .     5
      . . . . . O X O . X . . . .    6
     . . . . . . . X O O . . . . .   7
    . . . . . . O X X X X O . . . .  8
   . . . . . X O X X X O . . . . . . 9
    . . . . . . O X O O . . O . . .  10
 a   . . . . . X X O . . . . . . .   11
  b / . . . . X O O . . . . . . .    12
   c   . . . . O O X . . . . . .     13
    d / . . . . X . . . . . . .      14
     e   . . . . . . . . . . .       15
      f   . . . . . . . . . .        16
       g   . . . . . . . . .         17
        h /     /     /              
         i j k l m n o p q          


HEX Go Moku II with 3 move equalization (winning rows in 6 directions)

Sample Game:

    XXXX       OOOO
1  g11        m9
2  s7         m7
3  m11        j8
4  p10        p6
5  g9         n8
6  l10        o7
7  q5 (f)     k7 wins in 3
8  i7 or q7   l8 (double 3)

abcdefghijklmnopqrstuvwxy    
             -               1
          - - - -            2
       - - - - - - -         3
    - - - - - - - - - -      4
 - - - - - - - - X - - - -   5
  - - - - - - - O - - - -    6
 - - - - -(O)O O - X - - -   7
  - - - - O - O - - - - -    8
 - - - X - - O - - - - - -   9
  - - - - - X - X - - - -   10
 - - - X - - X - - - - - -  11
  - - - - - - - - - - - -   12
 - - - - - - - - - - - - -  13
    - - - - - - - - - -     14
       - - - - - - -        15
          - - - -           16
             -              17

I see now that 5) ... n8 wins in 4 always ending the same double three at l8. Since 5) g9 (or s5) was forced, the 4) ... p6 wins in 5. The first two 'X' moves I suggested didn't even slow 'O' down.


More information at http://www.di.fc.ul.pt/~jpn/gv/hexgomoku.htm.

SCALA

Scala is a little-known abstract game published in 1986 by Skill Games.
It has features reminiscent of Halma, Camelot, and Lines of Action.

RULES. The game is played with the following setup:

14           [o]
13          . . .
12       . . . . .
11      . . . . . . .
10    . . . X X X . . .
09  . . X X X X X X X . .
08  . . X X       X X . .
07  . . O O       O O . .
06  . . O O O O O O O . .
05    . . . O O O . . .
04      . . . . . . .
03        . . . . .
02          . . .
01           [x]
   a b c d e f g h i j k


* GROUP - A set of connected (orthogonally or diagonally) stones.
* TURN - On each turn, each player moves or jumps one stone.
  + MOVE - A stone may move to any adjacent (orthogonal
           and diagonal) empty cell.
  + JUMP - A stone may also jump over any stone (friend or foe)
           landing on the opposite empty cell (it must be empty).
           A player may make on the same turn, multiple jumps with
           the same stone, and may change direction after each jump.
  + It is not valid to move or jump to its own first cell.
* CONNECTION - After each move or jump, any stones not connected
              (orthogonally or diagonally) to another stone of the
               group is captured.
* CAPTURE - If, after a move or jump, the group is divided, the
            larger of the remaining groups containing pieces of both
            colors survives.
           The smaller group, or the group containing pieces of a
            single color are removed from the board.
           There is only one connected group on the board, after
           each move.
           Some other restrictions:  It's not valid
           to produce two groups with the same number of stones,
           if both groups have stones of both colors.
           It's not valid to separate the two colors completely.
* GOAL - Wins the player who advances one stone into the opponent's
        first cell (the cell marked in the first diagram with a
         color dot).

More information at http://www.di.fc.ul.pt/~jpn/gv/scala.htm

Game Sample

      Final Position
14          [O]             1. f5-h5-j7       d9-b7-d5-f5
13         . O .            2. d7-d9-f11      f9-d9-d7-d5
12       . O X . .          3. d6-b8-d10      f10-h10-j8-j6
11     . . . O . . .        4. h6-j8-h10-f10  d8-b6-d6-f4
10   . . . X O . . . .      5. f6-d6-b6-d8    c9-c8
09 . . . . X . O X . . .    6. c7-c9-e11      g10-h10
08 . . . .       O O . O    7. f10-g10        h10-f10-f12
07 . . . .       . O O .    8. d8-f10(:bc8)   g9-h10
06 . . . . . . . O X . .    9. g5-h6          h10-j8
05   . . . O . X X . .     10. i7-g9          i9-i7-g5
04     . . . X . . .       11. g6-i8          f5-h5
03       . . X X .         12. h6-i7          j8-h6
02         . X .           13. e6-e4-g4-g6    d5-f5-f3(:c6)
01          [o]            14. g10-e12        h6-h4
  a b c d e f g h i j k    15. d10-d11        h4-h3
                           16. i6-k8          j6-i6
                           17. g6-h6          h8-j6
                           18. h7-h8          j6-i5
                           19. e11-e13        i5-h4
                           20. d11-f13        h4-h2
                           21. e13-f14        resigns, 1-0

SCORING HEX-MOKU

Played on a 8 sided hex board, each player gets 1 point for each 4 in-a-row made. The player that gets 7 points or a 5 in-a-row wins the game. Initially, one player drops 3 stones (2 blacks and 1 white) and the adversary decides color (black starts the game).

Sample Game:

    XXX  OOO
 1) k2   o8    
 2) m2   q8    
 3) o2   q2    
 4) i2+  g      
 5) k5   s8    
 6) m8   u8+
 7) w8   k4
 8) m4   n3
 9) n5   l3
10) j5   p5
11) h5   f5
12) k6   l7
13) j7   i8
14) i6   g4
15) k8   l9
16) g6   e6
17) i4   j3  (forced)
18) f7   e8  (forced)
19) m6   o6  (forced)
20) h3 & wins 7-1

Final Position:

   abcdefghijklmnopqrstuvwxyzABC

 1        . . . . . . . .      
 2       O X X X X O . . .      
 3      . x o O O . . . . .    
 4     . O x O X . . . . . .    
 5    . O X X X X O . . . . .  
 6   . O X X X x o . . . . . .  
 7  . . x . X O . . . . . . . .
 8 . . o . O X X O O O O X . . .
 9  . . . . . O . . . . . . . .
10   . . . . . . . . . . . . .  
11    . . . . . . . . . . . .  
12     . . . . . . . . . . .    
13      . . . . . . . . . .    
14       . . . . . . . . .      
15        . . . . . . . .      

Projective Hex

[Bill Taylor: This article is chiefly for rec.games.abstract; but I cross-post to sci.math for the possible interest in tilings of Projective Planes]

One of the great blessings of connection games like Hex and Bridgit is, that victory is certain for one or other side, AND the structure of the game ensures that a victory for one is *automatically* a defeat for the other, with no special rule needed to say so.  So there is no element of a mere "race" to do something first, where both players might achieve this goal almost simultaneously.

Although there is no "social" defect in such races, (e.g. even chess can be so viewed - a race to capture the opponent's king before he captures yours), it is mathematically and game-theoretically slightly unaesthetic, compared to the Hexlike feature of   [win = not(loss)]   by structure.

Hex and Bridgit both suffer from another slight unaestheticity though, to wit, that the two players have (slightly) different tasks; one must make a North/South connection, and the other an East/West one.   Indeed, in Bridgit they even play on different points!  Again, this is no barrier to playing the game or to its being a jolly good game, but again it seems a very slight aesthetic defect.

One game that achieves both goals, i.e. (1) complementary winning conditions and (2) identical tasks; is the excellent "Y" version of Hex, which really deserves to be better known.  However, I introduce yet a new variant here.

------

Some while ago, Dan Hoey and myself jointly invented a game we called PROJECTIVE HEX, invented in this newsgroup, in fact.

It was Dan who, partly inspired by "Y", first ventured onto Projective Planar boards for Hex-like games, but couldn't find a nice winning condition, surprisingly. My contribution was to observe that the condition of making a GLOBAL LOOP, (i.e. a closed path that crossed the boundary an odd number of times) was "THE ONE" - and that it stood out "like a sore thumb". Dan agreed about the sore thumb, and kicked himself for not having seen it before. Dan also constructed a program to print out beautiful Hex-like boards based on the Projective Plane, and thus having 6 pentagons amongst a variable number of hexagons.

My latest contribution has been to change the pattern of the boards slightly, to make them more homogeneous-looking (though not fully homogeneous in fact), and thereby arrange it so that games can easily be played at the keyboard, i.e. by email etc.

For the new Projective Hex, now probably the best abstract board game in the world (ha-ha!), the boards are similar to this as follows...

   A B C        As you see I've had to insert a 27th alphabet letter!
  D E F G       Interior cells and interior-edge cells each have 6
 H I J K L      neighbours, as in Hex; but the 6 corner cells have 5.
M N O # P Q
 R S T U V      The side dimensions are always n and n+1.   Each edge
  W X Y Z       is flipped end-to-end and laid alongside its opposite.


In this 3-&-4-sided board, there are 15 edge cells which thus connect to their opposite cells via Projective connections as shown here...

   z_y_x_w
  z/A B C\w     Each of the original edge/corner cells "re-appears"
 v/D E F G\r    on the opposite side, in lower case letters.
q/H I J K L\m
q|M N O # P Q|m Each corner still has 5 neighbors.
l\R S T U V/h
 g\W X Y Z/d
  c~c~b~a~a


So on the original board, cell  H  is connected to D I N M Q V (in order). Whereas  M  is connected only to  N R L Q H.

The whole collection of 21 hexagons and 6 pentagons makes up a "standard" tiling of the Projective Plane.

To play the game, "Projective Hex", one merely plays as at Hex, filling any one cell your own colour on your turn; and whoever makes a global loop of adjacent cells of their own colour, is the winner.  And, as mentioned above, it is only possible for ONE colour to do so, and at least one of them must always do so, by the time all cells have been coloured. So complementary winning conditions, and equal tasking have both been achieved.

Example: here is a completed game, with both having played 7 moves, and the 2nd player (white) has won, despite his opening disadvantage.

   . X O
  . . X O
 . . O O .
. X O X . .
 X O X . .
  X O . .


The loop might be more visible if "ghost" edge cells are entered as well...

    ___o_x
   /. X O\x
  /. . X O\x
 /. . O O .\
<. X O X . .>
 \X O X . ./
 o\X O . ./
  o~o~x~~~


For actually playing the game, naturally, as always, the first player has an enormous advantage; a sure win, in fact, by the usual strategy stealing argument.  But beyond the very smallest boards it is very hard to find.

This advantage can be left as is, giving the weaker player first move; or (say for more formal games), one of the usual equalizing methods can be used.  Probably the simplest is the "cut-and-choose" method of 3-move equalization (mentioned on another thread recently), whereby one player plays 3 opening moves, black-white-black, then the other player chooses which colour to be.  It is also conceivable that even 2-move or 1-move equalization would be suitable, as e.g. the corner cells are not quite so valuable as the central ones, so an opening move there might well be a losing one, but only just, making 1-move
equalization a viable option.

Play Hex in different boards

[from here] Here are some alternate boards to play Hex on. This first one I call "Pex11" because the cells are all pentagons, and the tiling is number 11 on the list of all known classes of pentagon that tile the plane. The complete list can be found here (Check also the Penrose tilings).

Of all the classes given, only two of them, 11 and 14, meet these criteria:
* nowhere do more than three pentagons meet in a point.
* the pattern is topologically distinct from a hexagonal grid.

In a normal hex grid, each interior cell is adjacent to six other cells.
In the type 11 pattern, half the interior cells are adjacent to five neighbors.
and the other half are adjacent to seven. The pentagons are colored accordingly.

Chili Sandwich Chess

1. The FIDE rules apply, except in the following.
2. Whenever a piece or pawn moves, all pieces and pawns between it and
another piece of the same type (on a row or column), are taken.
3. There is no FIDE capture.

Eg, Rg6 would take Be6 and pawn g5
. . . . . . . .
. . . . . . . .
. . r . b . . R
. . . . . . p .
. . . . . . . .
. . . . . . . .
. . . . . . R .
. . . . . . . .


variant 1: change "are taken" to "change color"
variant 2: change "are taken" to "change to color of player"
variant 3: change "type" for "color"
variant 4: add diagonal captures
variant 5: delete rule 3.

Delegating Chess

1. Like FIDE Chess, except:
2. Non royal pieces move (capture) like one of the friendly pieces that can move (capture) to its square. In the case of Pawns, they give their diagonal forward capture to friendly pieces in the squares they could capture to, and their forward non-capturing move to a friendly piece right in front of them on the square they could otherwise move to.
3. There is no castling.
4. There is no Pawn double-move or en-passant capture.

Notes:

* A non royal piece which is not in the moving (capturing) range of another piece of the same color, cannot move (capture).
* The King moves and captures like the FIDE King.
* There is still Pawn promotion on last rank.

Sample

Q c . k . . .
p . . . . . .
. . n . . b .
. . . . . . .
. . . . . q .
. . . . . . N
. . . . . . .
. . . . . . .
. . . . . . p
. O . . . . .
. . . . . . .
R . C K . . Q

1. b3-e5+ (since Cc1 can move to b3, the pawn may move like the Cardinal)
1... Nc10-d8 (to protect the King, he also could move like the Cardinal at b12)

Q c . k . . .
p . . . . . .
. . . . . b .
. . . . . . .
. . . n . q .
. . . . . . N
. . . . . . .
. . . . . . .
. . . O . . p
. . . . . . .
. . . . . . .
R . C K . . Q

2. Kd2 (freeing the Cardinal to move like the Queen at g1)
2... Q:g7 (it also uses the power of Cb12)

Q c . k . . .
p . . . . . .
. . . . . b .
. . . . . . .
. . . n . . .
. . . . . . q
. . . . . . .
. . . . . . .
. . . O . . p
. . . . . . .
. . . K . . .
R . C . . . Q

3. d4:g4 (attacking the Queen at g7 with the power of Qg1)
3... Qe9+ (the check is because of the Knight)

Q c . k . . .
p . . . . . .
. . . . . b .
. . . . q . .
. . . n . . .
. . . . . . .
. . . . . . .
. . . . . . .
. . . . . . O
. . . . . . .
. . . K . . .
R . C . . . Q

4. g4-e4
4... C:a12 (capturing the useless Queen)

c . . k . . .
p . . . . . .
. . . . . b .
. . . . q . .
. . . n . . .
. . . . . . .
. . . . . . .
. . . . . . .
. . . O . . .
. . . . . . .
. . . K . . .
R . C . . . Q

5. Cc2 (giving Rook powers to the Queen, and C+Q powers to the Rook).
and so on...

Clues for a Conceptual Toolbox for the Game Designer

Abstract Games are very curious mathematical objects. They tend to be are deprived of any significant cultural context to present what – in principle – really matters to another curious thing called a game player. This act of cultural removal is rather subjective, but anybody can sense it, when we see several people around the world play the same game and enjoying it the same way. Many games, like Go or Chess are played on several dozens countries at this very moment. Not even conjectural prohibitions based on Religion, Law or by political reasons, manage to destroy the memory of the rules that define those persistent and rather illusionary things…

Here in, an abstract game is: (a) A game for 2 players; (b) with no luck element and no hidden information; (c) where each game turn (except perhaps the first and the last one) consists of a move by the 1st player and another by the 2nd player; and (d) the set of rules agreed by both players do not leave any space to ambiguity.

This, in a way, restricts the field of study, but leaves an endless Ocean of possibilities and magical wonders! We can say, with no hesitation, that Humanity only scratched the surface of such great Sea of Games. Herein, the goal is to present a set of conceptual tools for those who like to design and test new abstract games, to inform people how to avoid common errors and pitfalls and so, in conclusion, to create better games.

There are two concepts that I find most relevant! The first one is Depth, or strategic complexity, meaning the capability of a certain game to have a certain number of degrees of skillfulness. The exact number of different skills is never exactly known, even because no one reached an precise definition of what is a degree of skill. A possible way is to say that a player is one skill above the another if he wins 2 out of 3 games. Even saying that, skill levels of different players are not disjoint, since the concept is not transitive. Different ways of playing work better on certain players than others. Just like Soccer! The more skill levels a game has the better, it means that a person can continuously learn about the game for a long time (even more than a single life or an entire civilization). A deep game also gives the players more chances to recover from crises (i.e., bad moves), or stating differently, if a player on a relatively bad position is replaced by a better player, this one may still be able to balance the game.

The other condition is Clarity. Clarity means that most board positions should be as close as possible to the way the Human mind sees things. This concept will surely be very different for a Martian, but since no ET was found yet, let’s stick to this human-centered vision. Tic-Tac-Toe and Hex are exceptionally clear. There is not, however, a direct correlation between clarity and the description of the rule set. Some simple games to describe tend to mess a lot when an actual game is played, but a difficult game to describe will possibly have some clarity problems as well. For instance, many Chess Variant designers find on clarity a merciless judge. People are used to the way a Knight moves, but some similar fairy pieces (with the same right to existence as any other) create a problem of lack of clarity that prevents players to be interested on such opaque game.

The joint combination of this two features give a glimpse on the quality of the game. Tic Tac Toe suffers due to limited strategic possibilities, Go scores highly but is penalized by subtle rules, Hex scores very highly (I dare to say that 19x19 Hex would approach Go in depth, while retaining a much better clarity). A computational approach of this subject would say that given a game tree with N nodes, complexity would be the total nodes required to formulate sensible strategies, and clarity would be the ability to search deeply inside the game tree in order to achieve them.

Well, but this are just general concerns that you should have in mind. What about the real and objective game´s ruleset? The next section will talk about some basic game mutators. That is, modular concepts that can be applied to almost any game, creating new games (not necessarily better ones).

Basic Mutators

As we all found by experience, there are many good ideas out there hidden on obscure games. The next list is not intended to be complete, but it tries to dissect as many basic concepts as possible, in order to provoke people to mix them in some strange, new and hopefully also in skillful ways.

Let’s state some extra principles to those already stated on the initial Abstract Game definition. The game may have a board, consisting of cells linked together in some specific ways (a square tiling, an hexagonal tiling, a rhombus, …). Each player has, at least, one set of stones of a certain color (let’s say, black stones for the first player, white stones for the second), where the possible playing options are stated by the rules defining the game.

Each mutator must be seen as a rule, or part of a rule, that needs some preconditions before execution (i.e., may only works on certain game states/positions), and may create, when executed, events that enables other mutators to work (even on the same player´s turn). On the following list, some mutators have glimpses of possible preconditions and events.

Pass A player does not affect the game state. It is the null mutator.

Drop This is, probably, the most applied rule on abstract games. A piece may be dropped into a certain board cell. The drop restrictions can be various. The most common is that the cell must be empty. Other options would restrict it to a certain area (e.g., must enter into the players initial zone), on local conditions (e.g., must be near a friendly stone), or global ones (e.g., the board must not have more than x stones).

Move The move mutator is also very widely used. A stone already on the board, can move from a cell A to a cell B. This movement may be subject to certain restrictions, like intrinsic ones (e.g., it can just move to an adjacent cell, to orthogonal/diagonal cells, …), contextual ones (e.g., it can move to an empty cell, a cell not attacked by the opponent, only moves if it has x adjacent friends, …), or global ones (e.g., the total number of stones define how each stone can move).

Capture A set of stones, either friendly and/or unfriendly, are removed from the board and those cells become empty. This usually is an action caused by the execution of another mutator (most cases, this is a consequence of moving). Capturing can be a consequence of a certain pattern, like custodian capture (like Hasami Shogi), simple jumping (Checkers), cannon capturing (like in Xiang-Qi), bombing (all adjacent enemy stones are captured). Capturing may provoke several lateral effects, like Suicide (the captured piece is destroyed like in The Way of Go), or Protean capturing (the piece inherits the captured stones abilities, like in Cannibal Chess).

Jump A jump is simply using another stone to move to another cell not in range otherwise. This not include the Chess Knight, since it does not need another stone or piece to make its move.

Merge Two or more stones occupying the same cell are transformed into a different piece. Bashke, Laska and Focus use this concept in the Checkers game world.

Pivot The pivot mutator is a generalization of the Jump mutator. Usually a jump uses the intermediate stone as the pivot to move on a straight line. General pivot moves have much more liberty. Other kinds of pivot moving are scaling (check Scalus for use of that concept), and rotation (check Kefren or Twirls of Action) also known as Twirls, named by Claude Chaunier. These are just two possible ways to explore Pivot moves.

Swap A stone (the swapper) can swap position with another stone (the swapped). Possibly, the swapper will be on moving range from the swapped.

Shift Shift also means push a set of stones into a specific direction (e.g., check Epaminondas or Abalone). This shifting may produce other events, like single or group capturing.

Pile Piling inserts an extra dimension to bidimensional boards. There are several ways to pile, namely Staking (the new stone is placed on the top) and Queuing (is placed on the bottom).
This may provoke a change event, meaning that the new stone merged the piled piece. This also implies possibly a splitting mechanism.

Change This means changing the stone status. After the application of such mutator, a stone acts and reacts differently to the same conditions. Some examples include: stone promotion (increase its power) and demotion (decrease it), freezing (cannot move), stoning (cannot move or be captured), make royal/unroyal, …

Local Interactions After a move is done, the actual cell interacts it some local neighbors (the adjacent stones, the nearest orthogonal neighbors, …) and affects them. For instance, there are gravity forces (attracts all by one or more cells), and magnetic forces (attracts opposite color, repels equal ones). Some games where this is applied are Magnetic Go and Magnetic Chess.

Momentum A momentum mutator creates multi move games. It works like this: A previous moved stone will repeat its behavior on the following turns while it’s valid. Until now, from our knowledge, this was only used on Chess Variants.

Progressive This mutator affects the way turns are defined. The typical progressive mutator adds an extra movement for each player’s new move (one move for Black, two for White, three for Black, …). Other progressions are possible, softer ones (1, 2, 2, 3, 3, 4, 4, …) and wilder ones (1, 3, 5, 7, …). This obviously reduces the game length, and for some games it is a nice way to play a fast variant (give it a try with 9x9 Go). The set of movements could be sequential or simultaneous, it depends on the context where it is applied.

Save It’s a kind of active passing. The player gives the turn to the other player, but it saves the move for later use, i.e., next turn it can move twice in a row. This is a very strong mutator, and should be used with extra restrictions, in order to keep the game interest.

The produced events can activate more than one mutator. For example, a multiple move/capture is an application of a certain capture mutator within itself.

Improving the Spark

There is no magical formula for making an abstract game with depth and clarity. That implies a little of luck, insight or something else that creates the ‘spark’. I will speak of the something else, and also about the fact that the spark, if not treated right, may be lost, transformed into a poor game that lacked the basic care of any newborn.

Let’s start on the initial setup. First, the game designer should decide what shape will define the board and if it begins empty or not, if there is still the possibility to drop stones afterwards. A related point is to decide the total number of stones. A good rule is to see how stones are capable of moving (if they move at all). Board density (i.e., the average number of stones per cell) is relevant on this decision. A game with moving stones and growing density may face ‘traffic’ problems on the endgames. Usually if stone mobility is high, then density should be low, and vice versa.

If the designer chooses an initial setup, he must see if that setup does not go through another global pattern before the game really begins (i.e., both players found that to attack or defend, they should position their stones into a certain tactical pattern). In those cases, the designer should change the initial setup to that intermediate one. It will speed the initial phase, without decreasing its depth (this of course, may be risky, if the designer or the game testers are not able to see other potential good openings, on those cases, the game depth will suffer).

The number of moves of a typical game is an essential thing to note. Very short games are not very interesting, except for children, very long games take much time to be played and tend to be rather tedious. Perhaps if Go was presented today, it would suffer from this fate, many people would not be interested because it takes too long to finish a game, and they would miss its remarkable depth. Ralf Gering marks 20 turns (i.e., 20 moves for each player) has a minimal mark for a average game score, in order to have some interest. Of course, this also depends on the number of moving options, but too many options reduce clarity! This is a tight business! For maximal turns, an original game that takes more than 100–120 turns will need a good marketing!

An important subject is to avoid mirror tactics. This happens when one player can mimic the other, in order to achieve a draw (like in Halma) or even victory (like in Hip on even square boards). This can be done by using odd boards (that is with a center cell, usually called Tengen), allowing captures, or asymmetrical positions (i.e., that after a certain move, the other player cannot mimic it).

Two more things about the initial phase, Handicaps and Equalizers. Handicaps are always a good way for two players with different skills still manage to get some fun paying (ups, I mean playing) the game. This is done by creating a better position for the weaker player, by giving him some extra moves, extra material or easier winning goals.

Equalizing means to balance first (or even second) player’s advantage. This can be done, using an Handicap system; or by using the N-move equalizer: After N moves, the player on disadvantage may choose which side to play. When N is 2, this rule is also known has the PIE rule (i.e., you cut, I choose). There are other ways, like giving two moves per player, except for the first game move, but these are less general and may not work everywhere.

Besides the beginning, there is also the end! How the game should stop? What will be the winning goal? There are several classical concepts:

1. Territorial – wins the player with more controlled cells
2. Pattern – wins the player that first achieves a certain pattern of stones or cells: n-in-a-row, n-in-a-group, n-enclosed
3. Connecting – link two or more edges, link two or more special cells, link all friendly stones
4. Capturing – capture x enemy stones, capture some key stones (i.e., royal stones)
5. Reaching – reach a set of key cells, surround a certain stone or cell area

The designer should take special attention on one thing. On a typical endgame, the winning player has enough power to win? Is he able to decide the final outcome of the game? In Chess, we know that King + Bishop vs. King is a draw. If almost all Chess games would end on this position, then another winning rule would be needed (e.g., the Bare King rule – a player looses all other pieces are captured).

After the rule set is defined, the designer should look into each single rule and ask some questions: Is this rule necessary? Why is it so? Is it a logical consequence of some other rule(s)? If so, it should be placed on the notes section, not among the rules! Does the rule interacts with the other rules to create some more tactical possibilities? Or is it totally independent? If so, and if the rule decreases clarity without giving some to the game as an whole, then the designer should rethink about keeping the rule.

Combinatorial Game Theory talks about game temperature. A hot game state is one where the player has the advantage to move. Otherwise a cold game is one where the player does not want to move (in that sense, a game with a pass rule is never cold, since players may pass their turns). Some samples: Hex is hot and gets hotter. An extra move never hurts the player and usually puts them in a winning position, more so towards the end of the game. Go starts medium hot then cools down to lukewarm. Towards the end of the game moves become less effective until they are not worth making. Gonnect starts hot then suddenly turns freezing cold at the end. An extra move is good during the early and middle games, but can become a game-loser in the endgame. This does not give the designer a way to determine a level of quality, but can give him insights about how his own game reacts from the opening until the endgame.

Final Words

A really nice thought is to imagine that maybe some games invented in this century will be played in the year 3002 (perhaps one of your own games), where Hollywood, Microsoft, Intel, the Computer Game Industry, and so many other powerful businesses would already entered into oblivion…

PROGRESSIVE POKER

With a normal deck of 52 cards:

Player 1 takes one card from the face-up deck, then player 2 takes 2,
then 3, then both players take 4 at a time till they have 25 each.

As soon as they are chosen, the player must add the cards as he chooses
to one of his 5 poker hands face-up on the table, (all starting empty).

When the 50 cards have all been played, all the poker hands are compared,
each against each, 25 comparisons in all.  Whoever records the greatest
number of wins, wins the game.

* Poker hands are in order:

Straight flush,
4 of a kind,    (i.e. same rank)
full house,     (a 3 of a kind and a pair)
flush,          (all same suit)
straight,       (5 in number sequence, A high or low but not both)
3 of a kind,
2 pairs,
1 pair,         (2 of same rank)
nothing.

Sample Game:

      Player-1                           Player-2
Ah.1                               As.2  Ks.2
Ad.3  Qs.2  Ac.4                   Js.1  2s.2  Kc.3  td.4
Kh.1  Qh.1  Jh.1  th.1             9d.4  8d.4  7d.4  6d.4
5h.3  5s.3  5d.3  5c.3             Qc.3  Jc.3  tc.3  9c.3
4c.5  4d.5  4h.5  4s.5             6s.5  7s.5  8s.5  3s.2
3h.2  3d.2  2s.4  ts.5             9s.2  3c.1  Qd.1  8c.1

Ah  Kh  Qh  Jh  th        1        Js  3c  Qd  8c  ..
Qs  3h  3d  ..  ..        2        As  Ks  3s  2s  9s
Ad  5h  5s  5d  5c        3        Kc  Qc  Jc  tc  9c
Ac  2c  ..  ..  ..        4        td  9d  8d  7d  6d
4c  4d  4h  4s  ts        5        6s  7s  8s  ..  ..

CARDS LEFT:

c : . . . . . . . 7 6 . . . .
d : . K . J . . . . . . . . 2
h : . . . . . 9 8 7 6 . . . 2
s : . . . . . . . . . . . . .

Cycle: a game that needs improvement

[This is a bit of a challenge. The original rules follows but they do not provide a good dynamics, the game needs, if possible, improvement]

Played on a square board with orthogonal bridge connections.

On each turn, each player may:

1) Pass, or
2) Drop a friendly stone on an empty cell, or
3) Connect two orthogonally adjacent friendly colors with a bridge, or
4) Capture a stone in custodian capture (both friendly stones must have
been played in previous turns, so it takes a turn just to capture)
* A corner stone may be captured if both adjacent cells are occupied
by enemy stones
* KO rule - not the same board position in two consecutive turns.

After two consecutive passes, wins the player with the largest cycle
concerning friendly bridges.

Egs:

White has a cycle of size 4 (the smallest possible)
while black as a maximum cycle of size 12
.  .  .  .  .  .  .  .

.  .  o--o  .  .  .  .
      |  |
.  .  o--o  .  .  .  .

.  x  .  .  x--x--x  .
   |        |  |  |
.  x--x--x--x  x--x  .
      |        |
.  .  x--x--x--x  .  .

.  .  .  .  .  .  .  .

Capture, since it wastes a move, may not be executed
at once, leaving a lot of potential threats in the board

Should White capture the black stone or just continue to extend
his groups? If Black plays at d2 it forces the capture at d4
and gains one tempo sacrificing one stone (it should then play d1)
.  .  .  .  .  .  .  .

.  .  .  x  x  .  .  .

.  .  o--o  x  .  .  .
              
.  .  .  x  .  .  .  .

.  .  o  o  x  .  .  .

.  .  .  .  .  .  .  .

.  .  .  .  .  .  .  .

I'm not sure if it's easy to make larger cycles, so probably the game score
could be the sum of all the max cycles on each group (probably the sum
of the squares of all max cycle sizes - in order to players to take risks in
achieving larger cycles)

The game does not provide tactical richness and thus is dull. If you can work out a better variant, please send your proposal.

SLOWLY PROGRESSIVE ORTHODOX CHES

Each player plays moves for both colours,
in series 1 3, 3 3, 5 5, 5 7, 7 7, 9...
Every move must be legal for an orthodox chess game

Sample Game

1.   e4    * Nh6      
2. * Ke2   * Na6      
3.   Nc3     Nf5      
4.   e:f5  * h5      
5.   Qg4   * h:g4    
6.   h3      Nb8      
7.   h:g4    a6      
8.   R:h8  * f6      
9. * Rh6   * g:h6    
10. * Ke2   * Nc6      
11.   d3      h5
12.   g:h5    Bh6
13.   B:h6  * a4
14. * b4    * a:b
15. * Bc1   * R:a2
16. * Nb1   * R:a1
17.   Nc3     Ra2
18.   N:a2    Kf7
19.   N:b4    Qf8
20.   B:f8  * K:f8
21. * h6    * N:b4
22. * h7    * N:d3
23. * h8 N  * N:f2
24.   g4      Ke8
25.   g5      Kd8
26.   g6      Ke8
27.   g7      Kd8
28    g8Q++

Final Position

. . b k . . Q N
. p p p p . . .
. . . . . p . .
. . . . . O . .
. . . . . . . .
. . . . . . . .
. . O . K n . .
. . . . . B N .


This slower progressive sequence allows more strategy since mates are not so fast to achieve and, thus, tactical positions are possible to build and develop.

QUADREX

Players alternately drop one of their own stones onto any empty cell.
If this results in the formation of a small square with two similar
diagonal stones and one opposite stone, then the 4th cell is immediately
filled by the pair's color.  If this results in a similar situation,
the same applies again, and so on indefinitely.   One move equaliser.

The winner is whoever completes an orthogonal own-path in his direction.

Sample Game:

a b c d e f g h i j k l m n o p        Horz  Vert
. . . . . . . . . . . . . . . .   1.   l8    i8
. . . . . . . . . . . . . . . .   2.   i11   g10
. . , . . . . x . o o o . , . .   3.   h9    g8
. . . x . . o . . o x o . . . .   4.   g4    k6
. . . . , o . x x x x x . . . .   5.   l4    k4
. . . . o . x . o x x . . . . .   6.   j4    l5+
. . . . . o o o o o . . . . . .   7.   k3++  d4
. . . . . o x . x . . o . x . .   8.   e6    h5
. . . . . . . o . . . . . . . .   9.   f5    h3
. . . . . . x x x . . . . o . .  10.   h7    g6
. . . . . . x x o . . . . . . .  11.   f13   h12
. . . . , o o x . . . , . . . .  12.   h14   h13
. . . . . o x x o . . . . . . .  13.   h15   h16
. . , . . . x o o . . . . , . .  14.   g12   g11+
. . . . . . . o . . . . . . . .  15.   i13+  g14+-
. . . . . . . x . . . . . . . .  16.   f8    i10+
a b c d e f g h i j k l m n o p  17.   g7+   j6
                                 18.   i6 !  i5+
                                 19.   j7+   n8
                                 20.   n10   resign


This is a new connection game with lots of potential, using a novel mechanism to prevent the expected deadlocks of connections in orthogonal boards.

QUADRAPHAGES

In each turn a player
(a) moves his stones rookwise, the previous # of cells;
(b) announces a new number (between 1 and 8);
(c) moves his stones the new number of cells.

When a stone leaves a cell, it marks it with its own colour.
A stone may not land on a marked or occupied square, or leave the board.
Given a number, stone must move if it can, otherwise it remains stationary.
Intervening own-pieces or marks of either type do not block a move,
but opponent pieces do.  The first move begins with operation (b) & (c) only.

The game stops when all four stones in succession fail to move; then...
the winner is whoever has the most marked cells.

              _XX_                         _OO_
1.  ....  ....     ....  ....    ....  ....  8  g9g1  c1c9
2.  a7i7  i3a3  6  i7c7  a3g3    c9i9  g1a1  1  a1a2  i9h9
3.  g3f3  c7b7  6  f3f9  b7h7    a2g2  ----  1  h9h8  g2h2
4.  h7h6  f9f8  1  h6i6  f8g8    h2h3  h8h9  1  h3h4  ----
5.  g8g7  i6i5  3  i5i2  g7g4    h4h1  ----  6  h1b1  i8c8
6.  i2c2  g4a4  1  c2b2  a4b4    c8d8  ----  5  b1b6  d8d3

Current Position

a b c d e f g h i    
o o o . . . o o .  1  
o X x . . . o o x  2
x . . O . x x o x  3
x X . . . . x o .  4
. . . . . . . . x  5
. O . . . . . x x  6
x x x . . . x x x  7
. . o o . x x o o  8
. . o . . x o o o  9

Mar 6, 2007

1222 UNRESTRICTED 6-MOKU

Wins the player that makes a 6 in-a-row on an unlimited square board.
Each player moves twice, except in the first move where just one stone is dropped

Sample game ('o' starts):

1. --- o24    o23 n24
2. m25 n25    l25 m26
3. n27 o26    p24 p25
4. o27 p27    q27 q28
5. n26 p28    l24 q29
6. o28 n29    'x' resigns

i j k l m n o p q r s t
. . . . . . . . . . . . 20
. . . . . . . . . . . . 21
. . . . . . . . . . . . 22
. . . . . . x . . . . . 23
. . . x . x o x . . . . 24
. . . x o o . x . . . . 25
. . . . x o o . . . . . 26
. . . . . o o o x . . . 27
. . . . . . o o x . . . 28
. . . . . o . . x . . . 29
. . . . . . . . . . . . 30

Can you see why 'o' won the game?

Feb 22, 2007

DESTROY AND HYDRA-BUD (An example)

  1. Basic chess rules apply, except:
  2. When a non-royal piece makes a capture, it reduces rank and buds off a piece of that same lower rank, leaving this behind on the exit square.
Ranks  Q>R>B>N>P>(no piece)
 1. e4    e5    
 2. Qf3   f6    
 3. Bc4   Ne7    
 4. d4    d5    
 5. Bb5+  c6    
 6. Qc3   c:b5  
 7. Q:c8  Q:c8  
 8. R:c8  R:c8  
 9. Nf3   Bg4    
10. N:e5  B:f3+  
11. g:f3  d:e4  
12. Bf4   Nd5  
13. Bg3   N:c3  
14. b:c3  Ba5+  
15. O-O   Bb4  
16. e:f6  O-O
17. a3    Be1
18. Bd6   R:f2+
19. R:f2  B:d6
20. B:e1  N:f2+
21. K:f2  Ne4+
22. Ke2   Nc6
23. Nd3   Re8
24. Bg2   Nc3+
25. Kd2   N:b1Q++

Final Position:
. . . . r n k .
p p . . . . p p
. . n . . . . .
b . . p . . . .
. . . O . . p .
O . p N . . . .
. . O K . . B O
R q . . . . . .


A beautiful check mate

Feb 12, 2007

FRAGILE PROGRESSIVE CHESS

Basic progressive chess, with the following addition.
After every capture, a piece immediately reduces one rank in strength
before the series continues. Order Q R B N P -. Kings don't change.
(the order is: capture;reduce;promote;check;endmove)

Sample game:

1. e4
2. d5 e:d
3. Bc4:d7(N):d8P>Q+
4. K:d8 Bf4:d1(N):b2P
5. B:b2 Nc5b6:a8>Q:b8+
6. Kd7 e5 Ba3b2:a1>N b5
7. Nf3h4h5 Nc3d5:c7>Pc8>Q++

Final Position:

. R Q . . . n r
p . . k . . p p
. . . . . . . .
. p . . p N . .
. . . . . . . .
. . . . . . . .
O . O O . O O O
n . . . K . . R

Feb 8, 2007

A new way to play computer-Go?

Computers have started to outperform humans in games they used to lose [full text here]


[...] Deep Blue and its successors beat Mr Kasparov using the “brute force” technique. Rather than search for the best move in a given position, as humans do, the computer considers all white's moves—even bad ones—and all black's possible replies, and all white's replies to those replies, and so on for, say, a dozen turns. The resulting map of possible moves has millions of branches. The computer combs through the possible outcomes and plays the one move that would give its opponent the fewest chances of winning.

Unfortunately, brute force will not work in Go. First, the game has many more possible positions than chess does. Second, the number of possible moves from a typical position in Go is about 200, compared with about a dozen in chess. Finally, evaluating a Go position is fiendishly difficult. The fastest programs can assess just 50 positions a second, compared with 500,000 in chess. Clearly, some sort of finesse is required.

In the past two decades researchers have explored several alternative strategies, from neural networks to general rules based on advice from expert players, with indifferent results. Now, however, programmers are making impressive gains with a technique known as the Monte Carlo method. This form of statistical sampling is hardly new: it was originally developed in the Manhattan project to build the first nuclear bombs in the 1940s. But it is proving effective. Given a position, a program using a Monte Carlo algorithm contemplates every move and plays a large number of random games to see what happens. If it wins in 80% of those games, the move is probably good. Otherwise, it keeps looking.

This may sound like a lot of effort but generating random games is the sort of thing computers excel at. In fact, Monte Carlo techniques are much faster than brute force. Moreover, two Hungarian computer scientists have recently added an elegant twist that allows the algorithm to focus on the most promising moves without sacrificing speed.

The result is a new generation of fast programs that play particularly well on small versions of the Go board. In the past few months Monte Carlo-based programs have dominated computer tournaments on nine- and 13-line grids. MoGo, a program developed by researchers from the University of Paris, has even beaten a couple of strong human players on the smaller of these boards—unthinkable a year ago. It is ranked 2,323rd in the world and in Europe's top 300. Although MoGo is still some way from competing on the full-size Go grid, humanity may ultimately have to accept defeat on yet another front.

Copyright © 2007 The Economist Newspaper and The Economist Group. All rights reserved.

Feb 5, 2007

Kakuro

[from Nikoli website]

Write numbers from 1 to 9 on all white cells such that:
  1. A number in a cell separated by diagonal line tells the sum of numbers in consecutive cells at its right or downward.
  2. No number may appear more than once in consecutive cells.
Solution:

Jan 29, 2007

Yajilin

[from Nikoli website]

Draw a single line with a loop following the next rules:
  1. Lines must pass through the centers of cells horizontally or vertically and never cross, branch off, or go through the same cells twice.
  2. Cells where the line is drawn must not be black.
  3. Black cells must not touch each other horizontally or vertically.
  4. Lines don't go through numbered cells. Numbered cells cannot be black cells.
  5. Numbers represent how many black cells are at the direction of the arrow.
Solution:

Jan 26, 2007

ALTERNATING WEAPON CHESS

No-capture chess plus:

First player makes one move, then players make series of two moves until
captures are made, whereupon the series become of length three, etc.

Captures may be made as a series of one move only. The first capture
may be of either type, hand-grenade(*) or machine-gun(:), (which must
make the maximum number of takes available for that particular move);
and after that each player's capture types must alternate.

During a series of non-captures it is permissible to play a piece into
a position where it could make either sort of capture but does not do so,
at the mover's choice. Declaration of ambiguous capture type is unnecessary.

r . . . . Q . .     |  1. e4               11. Ng5::
. p k r . . b .     |  2. e5 Nc6           12. Bf6:
p . p . . R . .     |  3. Nf3 c3           13. f4* +
. . N p . . . .     |  4. d5*              14. Kf7e7d7c7
O . . O . . . .     |  5. Bb5: +           15. Nd2b3c5 Qg4
. . O . . . . .     |  6. c6:              16. Be6 Rf7d7 h6
. O . . . . O O     |  7. 0-0 d4 a4        17. Qg8::
R . . . . . K .     |  8. Be7 Nf6 O-O      18. Bg7*
____________________'  9. Bh6**            19. f5f6f7f8Q Rf6
                      10. Nh7*             20. resign

LOVE-Y

LOVE-L modifier:
Along with one's own stone one must play an opponent
stone as (Euclidean) close as possible to one's own.

          .            1.   n6  o5    m5 n4
         . .           2.   g7  f6    h6 g5
        . . .          3.   f8  e7    k7 m7
       . . . x         4.   l10 m11   j10 k11
      x . . o o        5.   j8  i9    i7 j6 !
     o o x . x .       6.   h8  g9    l8 n8
    o x o o x . .      7.   resign
   . x x x O X . .     8.  
  . . o o . . . . .    9.  
 . . . . o x . . . .  10.
. . . . . x o . . . . 11.  
abcdefghijklmnopqrstu


The 5th move for the second player finishes the game abruptly (a kind of mate in 6).