[HN Gopher] Los Alamos Chess
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       Los Alamos Chess
        
       Author : nanna
       Score  : 150 points
       Date   : 2024-04-02 09:15 UTC (13 hours ago)
        
 (HTM) web link (en.wikipedia.org)
 (TXT) w3m dump (en.wikipedia.org)
        
       | Y_Y wrote:
       | 1. Feynman to U-235
        
       | jhbadger wrote:
       | I'm not sure if anyone actually plays this as an actual chess
       | variant, but it is fun to write a chess player for this,
       | mirroring the 1956 version. I remember reading about this in the
       | 1980s and wrote a version in BASIC that could beat me every time
       | (maybe not that impressive objectively, but it impressed me).
        
         | passwordoops wrote:
         | For some reason your comment made me think of the classic
         | Simpsons bit, "When I stamp your foot and say 'Hello Mister
         | Thompson' you say hi back." Funny how the human mind works
        
         | huytersd wrote:
         | I hate sudoku variant videos that rope me in with some
         | impossible scenario and then explain a totally different set of
         | rules.
        
       | moffkalast wrote:
       | > This program was written at Los Alamos Scientific Laboratory by
       | Paul Stein and Mark Wells for the MANIAC I computer
       | 
       | I see the names of computers have gone significantly downhill
       | since the 60s.
        
         | kijin wrote:
         | > Metropolis chose the name MANIAC in the hope of stopping the
         | rash of silly acronyms for machine names [1]
         | 
         | Looks like even MANIAC was deliberately restrained to make it
         | sound less maniac than the names of computers that came before
         | it. Can't beat Manchester Baby, Colossus, The WITCH, SWAC and
         | MADDIDA.
         | 
         | Being Los Alamos, they really should have named it ATOMIAC or
         | something.
         | 
         | [1] https://en.wikipedia.org/wiki/MANIAC_I
        
           | moffkalast wrote:
           | ATOMIAC is a great option, but if you look at today's super
           | computers it's all Sierra, Selene, Summit, etc. Lame ass
           | corporate names.
           | 
           | I'm at least glad my university lab named their main GPU
           | server The Crushinator.
        
       | davidw wrote:
       | > The computer still needed about 20 minutes between moves.
       | 
       | Wow. Coding and debugging that is... a whole other level of
       | difficulty compared to coding these days.
        
         | pacaro wrote:
         | My mother describes laying out the program flow on index cards
         | (or recycled punch cards depending on what was available) on
         | the living room floor and walking through the program/room with
         | a notebook tracking the program state.
         | 
         | To her that was debugging
         | 
         | This was mid to late 60s
        
           | davidw wrote:
           | That's pretty cool! You should get her to write it up so it's
           | not forgotten.
        
         | tombert wrote:
         | Every time I read about about how slow _really_ old computers
         | were, I say an internal  "thank you" to Bell Labs for the
         | transistor. I'll occasionally see a YouTube video about vacuum
         | tube or relay based computers, and they'll show their
         | operations on the order of 3-10 operations per second. And here
         | I am writing this comment with something whose operations are
         | on the order of _billions_ per second.
        
           | kevindamm wrote:
           | ...and that's not all! With access to our modern network you
           | effectively have Teraflops at your fingertips, possibly even
           | Petaflops if you know what you're doing.
        
             | ForHackernews wrote:
             | Thank god, because I can `npm install` in mere minutes and
             | run two, possibly even three Electron apps concurrently.
        
               | FredPret wrote:
               | He said petaflops, not exaflops
        
       | dvh wrote:
       | Kruskal (author of the kruskal algorithm) won.
       | 
       | edit: pardon, wrong Kruskal
       | 
       | Joseph Kruskal had two notable brothers, Martin David Kruskal,
       | co-inventor of solitons, and William Kruskal, who developed the
       | Kruskal-Wallis one-way analysis of variance. One of Joseph
       | Kruskal's nephews is notable computer scientist and professor
       | Clyde Kruskal.
        
         | pavel_lishin wrote:
         | And apparently his mother popularized origami in America!
         | 
         | https://en.wikipedia.org/wiki/Lillian_Oppenheimer
        
         | thriftwy wrote:
         | This one seems to be the author of
         | https://en.m.wikipedia.org/wiki/Kruskal-Szekeres_coordinates
         | 
         | Which are great at challenging commonly held beliefs about
         | black holes.
        
       | AdmiralAsshat wrote:
       | So judging from the omission of the bishop and the queen, the
       | computer really hated calculating diagonals, huh? I would've
       | assumed that calculating the knight's movements would've been the
       | bigger headache.
        
         | InitialLastName wrote:
         | The queen is there. It was probably a more interesting game to
         | keep the knights for their moveset rather than keep the bishops
         | (given the need to reduce to 6x6).
         | 
         | Between the ~half-sized board, the intrinsic limitations in
         | where they can go, and the reduced pawn movement, bishops would
         | be very clumsy if left in.
        
         | Sharlin wrote:
         | I don't think there's anything difficult in calculating a
         | knight's moves. On the other hand rooks, bishops, and queens
         | generate many moves at a time, making the game tree much wider,
         | which _might_ make a difference, or it might not. But anyway,
         | as noted by the sibling, queens were there (except in the
         | second game, in which _Kruskal_ played without and the computer
         | played with, to even the odds), and the omission of bishops in
         | particular had nothing to do with evaluation difficulty per se.
        
           | Sesse__ wrote:
           | Humans are probably worse with knights than any other piece,
           | relative to computers. Queen is a possible second; queen
           | endgames are super-complex for humans since there are so many
           | options and very few of them can be easily pruned. (I guess
           | you can say that humans are bad with knights and computers
           | are good with queens, especially endgame queens.)
           | 
           | Diagonal sliders do create lots of headaches for bitboards,
           | but those were not used for chess before 1967 or so, i.e.,
           | more than a decade later. Generally one uses magic bitboards
           | today (basically a perfect hashing technique to extract the
           | bits of the diagonals a piece can attack into a neat little
           | linear bit line), but they depend on fast multiplier and a
           | fair amount of RAM for LUTs, which would of course not have
           | been available on the MANIAC. I would assume that MANIAC just
           | looped over all possible moves in the move generation phase.
        
             | Sharlin wrote:
             | Thanks, interesting!
        
         | silisili wrote:
         | They retained the queen, it was just the human played without
         | one against the computer for some reason. Probably to give
         | MANIAC a fighting chance.
        
       | OscarCunningham wrote:
       | Has this been solved?
        
         | bongodongobob wrote:
         | No, we only have endgames solved up to 7 pieces. 24 pieces is
         | waaaay too big to solve.
        
           | tbrake wrote:
           | 24 pieces on an 8x8 is a nightmare, sure.
           | 
           | However, other smaller chess versions (e.g. 5x5 w/ 20 pieces)
           | are at least weakly solved and given the piece/pawn/move
           | restrictions of this 6x6 variant, I wouldn't be surprised if
           | a weak solution here is possible as well.
        
             | bongodongobob wrote:
             | I would be. At a minimum you've got 16 moves the first
             | couple moves. There's no way.
        
             | Sesse__ wrote:
             | We can do a rough estimate.
             | 
             | There are (_very_) roughly half as many squares in 6x6 as
             | there are in 8x8. This means that for every piece you add,
             | you can expect (again very roughly) a 50% bonus to your
             | branching factor. Now look at the best tablebases currently
             | available (Syzygy):
             | 
             | Up to 5 pieces: 1GB Up to 6 pieces: 151GB Up to 7 pieces:
             | 17277GB
             | 
             | So, let's assume the factor of 140 per extra piece; of
             | course this doesn't hold perfectly, but still:
             | 
             | Up to 8 pieces: 2418TB Up to 9 pieces: 338PB Up to 10
             | pieces: 47320PB
             | 
             | Now divide that last number by our 2^10 bonus. That leaves
             | 46PB for 10-piece tablebases. We were asked for 24-piece.
             | This is unlikely to go down well.
             | 
             | Of course, there will be some small additional bonus for
             | the fact that fewer positions are possible (easier to be in
             | check), double-pawn-push doesn't apply, no en passant or
             | castling to worry about, and fewer piece types. Still, it
             | honestly doesn't look that good. :-)
        
               | tbrake wrote:
               | I'm really only interested in weakly solved, i.e. "forced
               | draw from starting position" like the 5x5 variant, not a
               | perfect play tablebase from all possible positions.
               | 
               | Given that 5x5 is (weakly) solved, even though your rough
               | estimates would put its 20-piece 5x5 starting position
               | outside the realm of possibility, I don't think you're
               | discounting accurately how much a reduced
               | board/piece/ruleset can affect those exploding
               | permutations for 6x6 as well.
        
               | Sesse__ wrote:
               | Well, it helps if you can meet-in-the-middle, roughly.
               | And it helps a _lot_ to do a weak solve, i.e., you don't
               | care about winning won positions, only showing a draw
               | with perfect play.
        
               | thethirdone wrote:
               | Your analysis would pretty similarly apply to 5x5
               | Gardner's chess which has been weakly solved. Simple tree
               | search can be quite effective as the branching factor is
               | cut down a significant amount (2x in the starting
               | position). Gardner's chess was completely solved without
               | any tablebases.
               | 
               | It is only an argument against building a complete
               | tablebase. Additionally because the extra space is
               | reduced the high piece count version is likely the be
               | much smaller than this would predict because pieces
               | cannot overlap.
               | 
               | Just looking at the piece positions without regard to the
               | types shows a better than 2x relationship for tablebase
               | size.
               | 
               | (64 choose 7) / (64 choose 8) ~ 10% whereas (36 choose 7)
               | / (36 choose 8) ~ 25%
               | 
               | Additionally, because the tablebase would need to go past
               | 18, the possible piece positions would actually shrink.
               | To be clear, the tablebase would not shrink because of
               | the piece types.
        
               | Sesse__ wrote:
               | I'm not sure if you can call it "completely solved" if
               | it's only weakly solved, but sure. It's a different goal
               | (and my answer was a response to a "can't we just build a
               | tablebase" comment).
        
               | zone411 wrote:
               | Note that the number of possible legal positions will
               | likely be largest with fewer than 24 pieces. For regular
               | chess, I've calculated that there are most legal
               | positions for 29 pieces:
               | https://github.com/lechmazur/ChessCounter?tab=readme-ov-
               | file...
        
       | abound wrote:
       | Not to be confused with Atomic Chess:
       | https://en.m.wikipedia.org/wiki/Atomic_chess
        
       | CrociDB wrote:
       | > The computer played three games. The first was played against
       | itself. The second one was against a strong human player, who
       | played without a queen. The human player won. In the third game,
       | MANIAC I played against a laboratory assistant who had been
       | taught the rules of chess in the preceding week specifically for
       | the game. The computer won, marking the first time that a
       | computer had beaten a human player in a chess-like game
       | 
       | I think this paragraph is kinda funny.
        
       | ChilledTonic wrote:
       | I'm actually very interested in picking this up as a varietal to
       | regularly play; the smaller chessboard size and reduced pieces
       | would (theoretically) result in faster, pickup play.
        
         | prometheus76 wrote:
         | 5 X 5 is also really fun. It's the queen side basically, with a
         | row of pawns in front. So there's only one row of open spaces
         | between the two sides. It really stretches my brain to play it,
         | but has helped me get better at calculation for sure.
        
       | csmeyer wrote:
       | "Pawns may not be promoted to bishops;"
       | 
       | ??????????
       | 
       | For real, I would absolutely love to know why that constraint was
       | needed. Does anyone have info on why?
        
         | abricq wrote:
         | This rule is required because "as in chess", a pawn may promote
         | to bishop.
         | 
         | If you only remove the bishops from the starting position, then
         | the rules of chess still allow bishops to come in later in the
         | game (through a promotion).
         | 
         | I am assuming they did not have enough memory to hold the rules
         | of bishops, and therefore decided to completely remove them
         | from the set of possible pieces. They allow rooks and knights
         | promotion because these pieces are in the set of initial
         | pieces: their rules are already implemented.
        
           | csmeyer wrote:
           | Oh duh... well my question was not insightful but yes your
           | answer makes sense, there are no bishops on the board lol
        
         | billforsternz wrote:
         | I don't know why you've put lots of question marks, surely this
         | is completely understandable. The whole point of this was that
         | real chess was too big and complex, hence this dramatically
         | smaller simpler version. There's no bishops in the start
         | position so there's absolutely no way they'd bother
         | implementing the bishop underpromotion corner case.
         | 
         | Amusingly enough Rybka, the top engine for many years
         | comparatively recently didn't implement bishop underpromotion
         | either. For a much different reason. The programmer chose a not
         | so great low level bit representation convention that forbid
         | representing this case. He refused to fix the error because it
         | would be too much work for the more-or-less non-existent
         | situations where promoting to a bishop is the best move.
        
           | teo_zero wrote:
           | Interesting. Does anybody have any example where a promotion
           | to bishop would be preferable to Queen?
        
             | Sesse__ wrote:
             | Basically anything where a bishop would win, but a queen
             | would put the other side in stalemate.
             | 
             | For an extreme example, see
             | https://en.wikipedia.org/wiki/Babson_task.
        
             | rdlw wrote:
             | An example from a real GM game:
             | https://youtu.be/CBoS9hSM6oM
        
             | billforsternz wrote:
             | I'm at work so I'm not going to try and do some
             | experiments, but my guess at relative frequency of
             | (under)promotion being the best move (Queen = 1) is
             | something like;
             | 
             | Knight 1e-3 Rook 1e-5 Bishop 1e-7
             | 
             | A complicating factor in measuring this is that often a
             | rook serves just as well as a queen, the opponent is going
             | to capture immediately anyway, so players sometimes
             | underpromote to a rook just for the fun factor. My number
             | is more meant to represent cases where underpromotion
             | really is the best move. Knight underpromotion is by far
             | the most important, because a knight can do things a Queen
             | can't, most typically give check to keep a combination
             | going without giving the opponent an opportunity to play an
             | active move. Rook and Bishop underpromotions can only be
             | advantageous when they simultaneously avoid stalemate and
             | keep a winning advantage. This is much more likely with a
             | rook, for example in the famous Saavedra position, perhaps
             | the most famous chess problem of all (it featured as
             | decoration on our wedding cake :).
        
       | QuesnayJr wrote:
       | If anyone wants to try playing this, it's one of the variants
       | supported by Fairy Stockfish.
        
       | cyberax wrote:
       | I am disappointed because it doesn't involve nuclear bombs.
        
         | kevindamm wrote:
         | yeah, I was expecting chess piece variants like Fairy Chess..
         | but there still can be! But do we add wind and fallout? Or make
         | it a MAD type of thing where the meta-game is a kind of
         | Prisoner's Dilemma? Either way, we could call it Manhattan and
         | give it a go..
        
         | hammock wrote:
         | I was thinking spontaneous decay - at a random time every so
         | often, one of your pieces may "decay" and be demoted, from a
         | major piece to a minor one, or from a minor one to a pawn :)
        
       | michaelcampbell wrote:
       | Looks interesting as a total looker-on of chess. Does the smaller
       | board and reduced rules make the game any easier?
        
         | umanwizard wrote:
         | Yes, that reduces the search space
        
         | ryukoposting wrote:
         | It makes the game go a lot faster, that's for sure. It lowers
         | the barrier to entry by a lot, while still requiring the same
         | modes of thinking.
         | 
         | There are a ton of chess-like games out there that have small
         | boards and play times of 10-20 minutes. IMO as an everyday
         | thing to do with friends, they're a lot more fun than chess.
        
           | mxwsn wrote:
           | Any suggestions or favorites?
        
             | ryukoposting wrote:
             | Onitama for sure: https://en.wikipedia.org/wiki/Onitama
             | 
             | It's played on a 5x5 board. You get two cards that tell you
             | what moves you can make. Either card can be used with any
             | of your pieces. Once you've used a card, it will end up in
             | your opponent's hand a couple turns later.
             | 
             | Every time you play, it's a little bit different because
             | the cards are different. In addition to the chess-like
             | thinking, there's a lot of strategy in learning when to use
             | particular cards. Some cards are really powerful, and it's
             | worth keeping them in your hand until the right moment.
             | 
             | IME a single round of Onitama usually lasts 10-15 minutes.
             | The shortest game I've played was probably about 6 minutes,
             | and the longest was 30.
             | 
             | It's simple enough that you can just pull it out and play
             | with anyone, even if they've never seen it before. Pretty
             | much everything you need to know to play Onitama is printed
             | on the cards sitting right in front of you. It's pretty
             | easy to pick up.
             | 
             | It's also nice that you only have to clean up 10 pieces
             | after a game instead of 32.
        
       | ryukoposting wrote:
       | This looks like fun. I like chess variants that use smaller
       | boards like this. They offer much of the same high-level
       | strategic thinking, but a much shorter play time and a lower
       | barrier to entry.
       | 
       | My favorite one is Onitama, it's actually quite different from
       | chess but the same intuitions apply.
        
       | frankfrank13 wrote:
       | Found an example to play online with a bot!
       | https://www.chessvariants.org/play/jocly/los-alamos-chess
        
         | procgen wrote:
         | I'd love to play against the original algorithm.
        
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