First 10 Moves in FFA

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SJCVChess
JCrossover_14 wrote:

This sentence that you wrote 

Why do we need 4PC or FFA if the objective is to assist each other in eliminating one player right away?

seems to imply that as ridiculous as this sounds, you believe that implicit teaming is for the sole purpose of eliminating a player just to get rid of one... like you do realize that it's a developed strategy agreed upon by the strongest players on the server that eliminating a side player would give you better chances down the line since flanks can much more easily attack you... right? Players implicitly team for their own advantage, not to intentionally screw things over for someone else, and if it happens in the first 10 moves it happens, what about that is hard to come to terms with? By this definition implicit teaming is in the spirit of Free for All as we make our decisions in-game based upon increasing our own chances. Yes, that means someone's chances will be decreased, but we all start with the same chess pieces... What about that is so hard to handle that makes it so unfair and difficult to accept?

 

Again, you're twisting my words. You're excluding the 3PC --> 2PC remarks.

I totally get you and hear you on the tactics and strategies that the strongest players have developed. I acknowledged this in my OP.

I understand that implicit teaming is going to happen. Another person already made the point about games that go on forever unless two players at some point work against another.

4PC is a game about points. Those with the most points win.

You ask why it is difficult to accept? Because watching one player be eliminated, followed by having to defend against the same two players coming my direction -- this isn't fun or entertaining or interesting or fair (it might be FFA, but it feels a whole lot like two players are teaming and ganging-up and I've got no chance). There's a link at the bottom of the page, it says "FAIR PLAY" -- Go read it. I've already quoted those rules.

Why would you sacrifice a 3-pt Knight, or 5-point Rook or Bishop ... for a pawn ... to support your opposite, or another player. When you could possibly take a hanging 9-point queen left by your opposite? There might be some reason for this. Or, more often, most of the time, it is because two players don't care about playing FFA. In which case, teaming is less implicit, and it becomes explicit that you've got no chance at a fair game because two players are ignoring each other and colluding.

SJCVChess
JCrossover_14 wrote:

It's been a long time since I wrote something this incoherent. I was just so confused at what you are trying to achieve by doing this? Like is this just a forum post to throw around impractical ideas to provoke reactions? Propose a nonsense idea(unless I misunderstood somehow) just to see where it can go? If you genuinely think that there is something wrong with the so called "implicit teaming" flair that exists in FFA there are tons of players in 4pc discords with decent knowledge of the game who could help you formulate better arguments I'm sure. This entire post just fails to address anything to the point that I don't even know what I could say besides state what I already consider to be extremely obvious.

Also that in the haste to formulate a solution to one problem you saw, you failed to see that it would create like 20 more problems. This should be put somewhere up there instead of as the last sentence, but oh well.

 

What are the 20 other problems? Please list them. Please be specific and articulate the problems that implementing new rules for better FFA games would create.

FYI: The 4PC admins and developers regularly introduce new "rules" and change things, like that BYG setup stuff from a little while back. They keep changing things and upsetting the apple cart.

I don't see the big deal with upsetting the apple cart. The 4PC admins and developers already do it on a regular basis. Why do you find this hard or difficult to accept?

Why so serious?

What you wrote wasn't incoherent. Long. Repetitive. Boring. Lacking insight or thoughtfulness. But not incoherent. Stating the obvious and repeating things until your fingertips turn blue ... fun times.

Another person said "here we go again!" -- It seems like this is a repeating issue that keeps coming up. Maybe there's a solution?

This issue is going to come up again, and again, and again. And all of the petty, psychologically stunted people who need a quick-fix who keep repeating the reasons for not fixing the issue that keeps coming up again and again and again are going to continue repeating themselves until blue in the face or fingertips blue ... again and again and again.

I was not trying to "provoke" reactions. I am well aware, and went into posting this with the knowledge that it would upset the apple cart, and there would be reactions like yours, and a lot of repeated BS.

SJCVChess
HSCCCalebBrown wrote:


To tackle this issue, I’ll start with the biggest, if that makes sense, perspective on this issue. The problem is not teaming per se, rather, 4pc’s problem is that there are two camps with two distinct visions for 4pc. And to be clear, this is an oversimplification, but my points will stand. Also, part of what I say may be redundant, but it will hopefully be helpful.

...
 

But this way of thinking about the issue, framing it in two camps, while (I think) explaining interactions, is not the most helpful in explaining the core problem.


This is the core problem: People are opposed to teaming while there is teaming in FFA
And the core solutions: Do Nothing, Reduce Teaming, or Reduce People’s Opposition to Teaming

So about the solutions. Option one is bad because I think this is a major problem, and is part of the reason I would think FFA underperforms, even before the merge, in retaining players. This is subjective in the absence of data, but I think, judging by the amount of retained players who are concerned by this issue, that we probably lose a sizable amount of players to this general issue of getting attacked by more than one person

...

 

I just gotta say ... this whole analysis is thoughtful and helpful. Much better than the other people who attempt to make excuses and justify the norm with the same repetitive nonsense.

What you said brings some perspective and clarity.

I've proposed other things like ...

"Cuthroat FFA" -- You have to go check a box to remove restrictions that prevent teaming in FFA.

Babies will cry about that, too, even though relocating the rattle to the other hand isn't taking it away and just moving it.

Chess.com Management, 4PC admins and developers -- they'll all whine and complain about how difficult it would be to add another check box and some additional rules ... and then they'll go change the interface and add new variants. (This is intentional sarcastic irony, BTW, just so nobody starts crying about how I'm intentionally being rude and calling out how obvious it is to implement solutions to common problems and issues that keep coming up.)

JonasRath

Any solution that seeks to prevent players from playing the best objective moves is a bad one.

Indipendenza

OMG

Discussed zillions of times already.

a) yes there are 2 different visions of the game, Caleb is right.

b) many solutions to what (some) see a the problem have been proposed. As Spacebar has said here plenty of times, many proposed solutions simply won't work from IT point of view because impossible to implement without human intervention (unimaginable). It is simply impossible to formulate rules that would distinguish between the assisted mate and a purely accidental mate by someone who would profit from another player check for instance, with absolutely NO cooperation between them, etc. And the ONLY way to combat the real teaming is to make it economically disadvantageous. Like proposed in https://www.chess.com/clubs/forum/view/ideas-to-prevent-teaming-in-ffa for instance.

c) What usually shocks people most, that's assisted checkmates during the very beginning of the game where someone dies just because of ONE mistake, or sometimes simply because the opp' does nothing, or, worse, takes part in the mortal fiesta.

Hence also this proposal, that SJCVChess formulated above. 

Well, that wouldn't shock me totally, but I think it is not effective enough: the beginning of the teaming will simply move to move 6/7 in order to mate on move 11.

What COULD be implemented instead (and has been proposed already, among other by me, some years ago) is to discriminate the value of the mate if it happens "too early" (for instance, 5 pts only instead of 20) or to split for instance the 20 points of the mate AND to reduce this 20 pts amount if the result of 2 checks by 2 different players, i.e. when a player A checks B and C checks as well and kills B, C doesn't get 20 points but only 7 or 6, and A gets 3 or 4. In this case as well, it wouldn't be necessarily good to take.

(The obvious drawback is that it could make games even longer...).

JCrossover_14

Just from how the same response comment is for some reason divided up that it spanned two pages, I don't know how seriously I can take this anymore. 

Your words are your words. When your ideas make no sense, of course I'm going to question what you meant by them. 

If you supposedly acknowledge every repetitive point to the point of claiming it being repetitive to you yourself too, and still cannot see the other side of the argument, that's lacking insight and awareness. If you forego objectivity and insist upon the same strawman, that's up to you.

If you somehow have genuinely found that two players keep collaborating without preference of self interest and for the sole purpose of eliminating others to ruin their games, you can report. The admin team is full of unbelievably strong players with great intuition for the game who can tell while not even being in the game what definitely concurs as an actual offense of the rule. Just because they don't do what you want them to do doesn't mean they suck at their job.

If you genuinely feel even then that the admin team is somehow incapable of dealing with this, you can post games in the discussion thread instead of just proclaiming violation of moral game play, and let the audience decide for themselves. And I really hope you have better proof than one of your recent FFA games that I saw in the archives. Your opposite was mated by two queens by about move 8 after pushing their queen pawn for 8 moves ignorantly, and you just resigned. Provided for some decent comedy at 4 AM when I first answered this though, so maybe I did take this more seriously than it deserved.

 

 

 

 

 

 

HSCCCB
Indipendenza wrote:

c) What usually shocks people most, that's assisted checkmates during the very beginning of the game where someone dies just because of ONE mistake, or sometimes simply because the opp' does nothing, or, worse, takes part in the mortal fiesta.

Hence also this proposal, that SJCVChess formulated above. 

Well, that wouldn't shock me totally, but I think it is not effective enough: the beginning of the teaming will simply move to move 6/7 in order to mate on move 11.

What COULD be implemented instead (and has been proposed already, among other by me, some years ago) is to discriminate the value of the mate if it happens "too early" (for instance, 5 pts only instead of 20) or to split for instance the 20 points of the mate AND to reduce this 20 pts amount if the result of 2 checks by 2 different players, i.e. when a player A checks B and C checks as well and kills B, C doesn't get 20 points but only 7 or 6, and A gets 3 or 4. In this case as well, it wouldn't be necessarily good to take.

(The obvious drawback is that it could make games even longer...).

+1 Regardless of whether teaming is good or bad, people loosing in the first couple of moves is bad for player retention

Tomtday
ChessMasterGS wrote:

I'm going to be transparent here, Tom. 

Go to SJCV's archive. In almost every game, they push their Queen's pawn 6 squares to promote a 1 point queen. This type of opening is essentially asking to be attacked.

Oh. Good to know. 

DoubleSpeedRocks
JCrossover_14 wrote:

he whole tentative or tacit agreement, and common knowledge, that because opposites will naturally gravitate toward acting as a team is not a good reason or excuse for not enforcing some basic fair play in FFA.

When two players work together to eliminate another one right at the start of a game, before having had a chance to develop, let alone defend, this isn't a Free for All, it is teaming.

I'd like to suggest that FFA's rules be updated with the following:

  • A player may not be checkmated in the first 10 moves if it is the result of two or more players pieces.
  • A player may not be checkmated in the first 10 moves if two or more players have accumulated 7 points worth of pieces individually, or 15 points combined from the player in question.

If either rule is found to have been violated, it constitutes teaming, and violates fair basic fair play tenets.

Game termination: The two players whose pieces are involved both lose points, and the game ends.

In what world?

How are these suggestions just not inherently inhibitive towards the freedom of the game itself? Your best solution is to limit every player's options for the first 10 moves? Force them to passively develop without capturing regardless of circumstances or else risk punishment by your so called rules? Explain this better at least, cause the way I read it this makes no sense. 

What makes people like FFA is how dynamic and unpredictable it is. People's sporadic decisions can swing the outcome of the game. For many that is exciting, and the collusion of certain decisions will result in teaming/temporary alliances, that is in the game itself, and it can and will often happen in the first 10 moves of the game too. Why take that away from players? What is the rationale behind it that you believe the game needs so desperately to be played in the way you described that actual rule changes have to be implemented for it?

I also just simply don't know what type of games you've been watching or been playing in that you believe these rules actually solve anything. Like come on, it's the first 10 moves, not even valger and icystun, the two strongest teams players ever, as a team can within the first ten moves force an inescapable mating net. I'd hazard a guess that the cases where you saw players being so "unfairly" not even given a chance were cases where they couldn't even anticipate a mate coming when they had two queens and maybe more staring at the pawns around their king, probably like 1800 level. Like come on, your solution to those edge cases of shortsightedness is to limit every player's freedom of moves? Just don't blunder when you have 2 queens staring at your king, but apparently its such an insurmountable task that rule changes have to be implemented to counteract that? I don't know how many actually good games you watch but a good amount of decent players actually make it past the first 10 moves! It's really more the middle game where passive opposites can lead to a player being "unfairly" taken out of the game, if we're taking your definition of "unfair" that is, so these "first 10 moves" rule actually solves nothing!

Which also brings up the point, what in your definition defines as unfair teaming? There's nothing in your post that says the contradictory, but you can't seriously believe all implicit teaming should now be regarded as unfair play, right? Cause hate to break it to you, but there's 4 players, and only one can win, so it's not supposed to be fair! So are you claiming that just implicit teaming within the first 10 moves is considered unfair? This sentence that you wrote 

Why do we need 4PC or FFA if the objective is to assist each other in eliminating one player right away?

seems to imply that as ridiculous as this sounds, you believe that implicit teaming is for the sole purpose of eliminating a player just to get rid of one... like you do realize that it's a developed strategy agreed upon by the strongest players on the server that eliminating a side player would give you better chances down the line since flanks can much more easily attack you... right? Players implicitly team for their own advantage, not to intentionally screw things over for someone else, and if it happens in the first 10 moves it happens, what about that is hard to come to terms with? By this definition implicit teaming is in the spirit of Free for All as we make our decisions in-game based upon increasing our own chances. Yes, that means someone's chances will be decreased, but we all start with the same chess pieces... What about that is so hard to handle that makes it so unfair and difficult to accept?

It's been a long time since I wrote something this incoherent. I was just so confused at what you are trying to achieve by doing this? Like is this just a forum post to throw around impractical ideas to provoke reactions? Propose a nonsense idea(unless I misunderstood somehow) just to see where it can go? If you genuinely think that there is something wrong with the so called "implicit teaming" flair that exists in FFA there are tons of players in 4pc discords with decent knowledge of the game who could help you formulate better arguments I'm sure. This entire post just fails to address anything to the point that I don't even know what I could say besides state what I already consider to be extremely obvious.

Also that in the haste to formulate a solution to one problem you saw, you failed to see that it would create like 20 more problems. This should be put somewhere up there instead of as the last sentence, but oh well.

The problem is that opposites is engrained into the FFA game now, It's not even considered cheating any more, and even I have started to use it when the occasion permits. Opposites is not played 100 % of the time, sometimes the board warrants individual play in every sense of the word, or your opposite has played so bad he's beyond saving, among other reasons.

SJCVChess
Indipendenza wrote:

b) many solutions to what (some) see a the problem have been proposed. As Spacebar has said here plenty of times, many proposed solutions simply won't work from IT point of view because impossible to implement without human intervention (unimaginable). It is simply impossible to formulate rules that would distinguish between the assisted mate and a purely accidental mate by someone who would profit from another player check for instance, with absolutely NO cooperation between them, etc. And the ONLY way to combat the real teaming is to make it economically disadvantageous. Like proposed in https://www.chess.com/clubs/forum/view/ideas-to-prevent-teaming-in-ffa for instance.

 

You should re-read what Spacebar has written, or maybe Spacebar needs to step away from the keyboard.

Just a quick heads-up, in case you're unaware:

  1. Have you read through the javascript libraries that Chess.com loads client-side? If not, you should.
  2. Formulating rules based on known information is not an NP-domain problem. It's linear time. Anyone who insists that handling specific conditions with known information is "too difficult" is yanking your chain.
  3. Re-interpreting the "too difficult" remark ... whether or not someone is yanking your chain, you should realize that developers like to trot-out the "impossible" scenario when they don't want to do something, or want to razzle-dazzle you with big-word BS.

Next time someone tells you that conditional rules for games with known information (like whether or not you're allowed to castle, or en passant) ... next time a developer says this to you, call BS. Question their credentials to be a software developer.

  • Is mate? By who?
    • Is < 10-ply? If True ...
      • Check flight squares (subroutine)
        • For each flight square (adjacent to mated king) ...
          • IIF not protected by color issuing mate ...
            • raise game termination flag: ILLEGAL_MATE_TEAMS_IN_FFA
            • for each flight square not protected by color issuing mate, player score -1
      • For each player remaining ...
        • var = SUM(piece points from checkmated player)
        • IIF var > THRESHOLD
          • raise game termination flag: ILLEGAL_MATE_TEAMS_IN_FFA
          • player score -1

That's the logic I proposed in my initial post. There's probably a bit more to it, but this is what I would sketch on a whiteboard in a team meeting. Digging down into the actual implementation details is the developer's job. It's never as simple as the above. Though, with applications as large and advanced as Chess.com, it is usually as simple as finding the right spot to inject the above logic as a module for rules, just like any of the other check-boxes you can select to modify the rules.

But, like I said ... babies gonna cry. Don't, however, accept lame-duck excuses for laziness or ineptitude.

Indipendenza

Nope, that's much more complicated than that. And fighting what you consider illegal would lead to a) the impoverishing the rich variability of the game as many perfectly legit moves would become "illegal" as side effect, b) "accidental" illegality where players fo something inadvertently, with absolutely no will to cooperate, c) longer games.

spacebar
JonasRath wrote:

Any solution that seeks to prevent players from playing the best objective moves is a bad one.

This. The only way is to change the rules of the game so that teaming no longer is the best strategy. By rules I mean natural rules like promotion rank, starting position, how many points for checkmate, etc. Not artificial rules like  'you're not allowed to mate in the first ten moves'. A better idea would be, to replace the Q with a N and make 11th rank promotion, that will make it hard to mate anyone in the first 10 moves.
People have thought about this and came to the conclusion that what would help the most is reducing the king value, from 20 to 10 or 5. 9th or 10th rank promotion would also help. and capture the king rule would also help. this is why we listed 4PC MAX. We assume that teaming with oppo is not a profitable strategy in this game.

ScroogeMcBird

Welp, it sounds like this variant is only appropriate in FFA form in a casual setting.

SJCVChess
spacebar wrote:
JonasRath wrote:

Any solution that seeks to prevent players from playing the best objective moves is a bad one.

This. The only way is to change the rules of the game so that teaming no longer is the best strategy. By rules I mean natural rules like promotion rank, starting position, how many points for checkmate, etc. Not artificial rules like  'you're not allowed to mate in the first ten moves'. A better idea would be, to replace the Q with a N and make 11th rank promotion, that will make it hard to mate anyone in the first 10 moves.
People have thought about this and came to the conclusion that what would help the most is reducing the king value, from 20 to 10 or 5. 9th or 10th rank promotion would also help. and capture the king rule would also help. this is why we listed 4PC MAX. We assume that teaming with oppo is not a profitable strategy in this game.

 

So many variants, so many check boxes, so little time.

BYG anyone? How about original, or 1|15D?

Things don't change. Except when someone has a brilliant idea that they should. In the mean time, carry-on with kicking people who suggest unpopular changes. "here we go again!" -- The  same issue, the same observation, the same complaint, it keeps cropping up because you haven't dealt with it.

Then tell people that despite all of the changes that are made on such a regular basis, change (especially for the sake of it) is not good. Other changes are made to improve the game. But changes that would improve play experience and player retention are put-down like dead dogs; bitterly questioned and railed against by bandwagonistas.

Navigating so many changes, updates, variants, etc... I guess I'll go check-out 4PC MAX? Whatever the hell that is in this stack of crap. Crap. Crap. Crap.

Duck
ChessMasterGS wrote:

Editing (September 13, 2022) this since OP decided to block me (yeah, there's no way to shut me up, sorry)

"carry-on with kicking people who suggest unpopular changes"

(Quoted from @SJCVChess on this comment: https://www.chess.com/clubs/forum/view/first-10-moves-in-ffa?page=2#comment-72246877)

We looked at your points, and we refuted them. There's no such thing as an argument where only one side gets to speak. If you believe that your point is correct, then "bitter questioning" should not be a problem. 

What I think you're doing is taking criticism too seriously. I was spectating one of my friend's games a few days ago, and you happened to be in it; I suggested moves that you could've made that would've involved cooperation with your opposite, and this is what you messaged in chat:

 

I'm sure somebody looked at that report and was extremely confused


If you're unwilling to change your stance, which I can understand, you might be interested in bullet, specifically the time control 1|1. Not a lot of cooperation there, and you might enjoy it.

 

Typewriter44
SJCVChess wrote:
  • Is mate? By who?
    • Is < 10-ply? If True ...
      • Check flight squares (subroutine)
        • For each flight square (adjacent to mated king) ...
          • IIF not protected by color issuing mate ...
            • raise game termination flag: ILLEGAL_MATE_TEAMS_IN_FFA
            • for each flight square not protected by color issuing mate, player score -1
      • For each player remaining ...
        • var = SUM(piece points from checkmated player)
        • IIF var > THRESHOLD
          • raise game termination flag: ILLEGAL_MATE_TEAMS_IN_FFA
          • player score -1

Doesn't work. Look at this game:

[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant PromoteTo=D"]
[CurrentMove "22"]
[TimeControl "4 min"]

1. f2-f4 .. b7-c7 .. h13-h11 .. m10-l10
2. f4-f5 .. b9-d9 .. Nj14-i12 .. Bn9-m10
3. f5-f6 .. Na5-c6 .. h11-h10 .. Nn10-l9
4. f6-f7 .. b4-d4 .. h10-h9 .. O-O
5. f7-f8=D .. Ba6-b7 .. h9-h8 .. m8-k8
6. Qf8xf13+ .. d9-e9#

Who was in the wrong here? All red did was take an inadequately protected pawn, and all blue did was take a free checkmate. Are you really trying to penalize players for that? 

Or even this game:

[Variant "FFA"]
[RuleVariants "DeadKingWalking EnPassant PromoteTo=D"]
[CurrentMove "13"]
[TimeControl "4 min"]

1. h2-h3 .. Na5-c6 .. i13-i12 .. m6-k6
2. f2-f3 .. Na10-c9 .. Ne14-f12 .. k6-j6
3. Bi1-g3 .. b5-c5 .. d13-d12 .. j6-i6
4. Bg3xm9+#

All red did was attack an undefended pawn (j6) and then take a checkmate when the opportunity arose.

Daniel1115
TheCheesePhoenix wrote:

The bigger issue is how green loses extremely fast if opposite cooperation between them and blue doesn't happen, and that's a problem with the starting position. But that's a story for another day.

If there's no cooperation whatsoever, how does anyone win the game? The whole idea behind cooperation like so is to simplify the game so that, with one player eliminated, you don't have to worry about them also attacking you. And plus, where do you draw the line? Is taking a piece that would have been defended if not for that player being in check given by another player "cheating" by your standards? Or is attacking them for 2 moves or more in a row with another player "cheating"? It's impossible to understand where exactly something qualifies as against the rules, which is why we can't just ban teaming. And why is it so hard to understand that this is "Free-For-All"? It isn't "Teaming-Is-Not-Allowed-For-All". Teaming is a natural part of the game. Players are playing to win, and they'll take free pieces or checkmates to earn points and get a better position in the next stages of the game.

Its not exactly to simplify the game, but that your winning chances are much higher with a side opponent eliminated (your opposite is far from you and doesn't have easy to access diagonals, one flank is available for promoting pawns uninhibited). Once this became widely understood then at a certain level you have players full on teaming (i.e. you know that they also understand this, so you can trust them to work with you).

 

The problem with OP point of view is either they dont understand why this is optimal, or they feel it goes against the essence of the game. But in this second case it just reveals that they dont want free for all, but for the game to proceed in a way they would like it to look like (i.e. "free to play the way I want you to"). 

As mentioned earlier you can tweak the format to lessen the impact of this. If checkmates are worth less then there is less need to outright checkmate a flank. Solo scoring means that avoiding 4th is not a problem, so you are less willing to give up material for your opposite. But the geometry of the board is why you see this cooperation and outright teaming. I guess an additional factor is that you dont need 4 players to maintain the power balance between all the players, 3 is sufficient. This is why in the 3 player stage you dont see this same kind of behaviour to eliminate players.

HSCCCB
TheCheesePhoenix wrote:

And why is it so hard to understand that this is "Free-For-All"? It isn't "Teaming-Is-Not-Allowed-For-All". 

The problem is that the meaning people derive from the phrase "free for all" is often exactly "teaming is not allowed"

In other words, the meaning that we want people to derive is different than the meaning that they do derive.

Couple this with people rarely changing there minds, and we get our current situation.

 

Slayer_Of_Players

teaming is part of the game bro

Slayer_Of_Players

people do whats best for them