(Roughly) Daily

Posts Tagged ‘games

“Chess pieces are the block alphabet which shapes thoughts”*…

In Amritsar, at India’s oldest and largest chess manufacturing company, artisans have hand-carved the most complicated pieces in the game for generations. Roxanne Hoorn reports…

In the bustling streets of Amritsar, India, the markets are lined with shops full of colorful tapestries and sweet treats like warm local chai served in clay mugs. But the real treasures are kept behind closed doors. Beyond stacks of gnarled logs, inside unsuspecting brick buildings off the main streets, generations of master craftsmen carefully carve, sand, and polish intricate chess pieces, carrying on a long legacy in the country where the earliest versions of chess were played over 1,500 years ago.

These are no basic sets. The pieces make up elaborate professional and collector’s chess sets that sell for up to $4,000 U.S. dollars on the international market. That price is well deserved. Each set is a collective labor of love, with every component handcrafted by a man who specializes in one type of chess piece. (Traditionally, women are not chess carvers.) There are pawn makers, queen craftsmen, and the most coveted—the knight carvers.

“The knight carvers are only knight carvers,” says Rishi Sharma, CEO of the Chess Empire, India’s oldest and largest chess manufacturing company, which was founded in 1962. “The person who is making the queen, we don’t give him the pawn. Otherwise, he’s going to ruin it.”

Of all the chessmen, knights are considered the most difficult and require the most skill to carve. While pawns and other pieces can be shaped under lathes, the knights—resembling horse heads usually with wild flowing manes—are carved completely by hand. A chess carver won’t graduate from pawn to knight or any easier piece to harder ones, but instead will learn his craft from the start of his career, usually from their father or a mentor from one of the well-established chess companies. Surinder Pal, a knight carver at the Chess Empire, learned from his father at 18 years old. Now, he has been working on the craft for over 35 years. With his advanced and highly specialized skill, he can make up to 30 simple knights a day, or spend up to three days on a single ornate knight.

Today, chess pieces are carved from local species like boxwood or imported trees like rose and dogwood. But they were once made of a far more elusive and illicit material. Amritsar was originally known for its ivory carvers, who produced everything from hair combs and jewelry to furniture and sculptures. And of course, chess sets. After the international trade of ivory was banned in the 1990s, the craftsman turned to the similarly smooth but far more accessible medium.

With raw materials readily available, it’s the demand for these fine chess sets that determines how many are produced. And demand has fluctuated in recent years. The COVID-19 pandemic left many people secluded in their homes, leading to a boost in demand for many indoor games, says Sharma. In October 2020, that enthusiasm for chess was compounded by the release of The Queen’s Gambit, a series about a fictional American chess prodigy. “The Queen’s Gambit had a very big role in spreading awareness of chess,” Sharma says. “And after that, we see a big boom.” Despite the show’s creator stating they have no plans for a second season, Sharma stays hopeful. “We hope the next season comes as soon as possible.”…

Equipping the Royal Game: “Masters of the Knight: The Art of Chess Carving in India,” from @atlasobscura.com.

Marcel Duchamp

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As we prize the pieces, we might recall thatt it was on this date in 1996 that then-world chess champion Garry Kasparov and an IBM supercomputer called Deep Blue played game four the first of their two six-game chess matches. They played to a draw. Kasparov won the match– but by a margin of only 4-2 (two draws and a loss to the computer). They met for a rematch the following year, and Big Blue beat Kasparov (3 1/2- 2 1/2).

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Written by (Roughly) Daily

February 14, 2025 at 1:00 am

“Mathematics, rightly viewed, possesses not only truth, but supreme beauty”*…

Mark Frauenfelder at Boing Boing with a glorious memory…

This cover from the July 1965 issue of Scientific American illustrates the “Four Bugs Problem” featured in Martin Gardner’s “Mathematical Games” column about op art [see here].

The setup: Four bugs are placed at the corners of a square. They start crawling clockwise (or counterclockwise) at a constant rate, with each bug moving directly toward its neighbor. As the bugs move, they always form the corners of a square that both diminishes in size and rotates. Each bug’s path forms a logarithmic spiral.

Gardner said this can be generalized to any number of bugs starting at the corners of a regular polygon with n sides. In these cases, the bugs will always form the corners of a similar polygon that shrinks and rotates as they move.

Here’s an animated version of the Four Bugs Problem you can try out. If you want to try it with a different number of bugs, go here.

Your correspondent still has his copy of that issue. “The beautiful ‘Four Bugs Problem’” from @Frauenfelder in @BoingBoing.

* Bertrand Russell, A History of Western Philosophy

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As we marvel, we might send carefully-calculated birthday greetings to Ian Stewart; he was born on this date in 1945. As a teenager, he was an avid reader of Gardner’s “Mathematical Games,” from which he developed a love of the subject that led him to become a mathematician who has gone on to make important contributions to the field, especially in catastrophe theory.

But Stewart is more widely known as a popularizer of math– who credits Gardner with modeling the skills needed to be an entertaining communicator. Indeed, from 1991 to 2001 Stewart took over the Scientific American column (which had been renamed “Mathematical Recreations”).

For a list of his (remarkable) books on math and science, see here.

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“Man’s most serious activity is play”*…

The end of a game of Hex on a standard 11×11 board. Here, White wins the game. (source)

Until the mid-20th century, the “playing fields” on board games tended to be composed of squares; then hexagons emerged. Jon-Paul Dyson explains why…

A board game begins with the board. But how is that board divided up? Often the simplest unit of division is a square. Consider the 64 squares of a chess board, or the 92 squares on a Stratego board. In each case, players take control of a square which exists in relation to other spaces around it, especially if they share adjoining borders. The design of these game boards affords or encourages certain types of movement, usually horizontally or vertically (in four directions) or in some cases diagonally in eight directions (as with the bishop in chess).

And yet there exists a problem with this sort of layout in any game that allows freedom of movement, because the connection between these squares is uneven. Although squares share a long border horizontally and vertically, they do not share such a border on the diagonal connections. In a game like chess, where you physically pick up a piece to move it, this is not much of an issue. But as simulation board games began to develop after World War II, this proved more problematic. Many of these games involved sliding pieces (or cardboard tiles that were frustrating to pick up) from square to square, like army units occupying territory. For these situations, hexagonal spaces that provided equal movement in six directions, produced a better solution.

As is true throughout the history of innovation, whenever there is a problem, it usually turns out that multiple people arrive at similar inventive solutions. That was the case with the development of the hex as a basic unit of division in board games.

Piet Hein [see here], a Danish polymath, who was a quantum physicist as well as a designer, poet, and puzzle and game inventor, came up with the idea in 1942 for a game in which players competed to create connected lines across a game board made up of hexagonal spaces. Thus he might be credited as the father of hex. Yet in the late 1940s, American mathematician John Nash (the subject of the movie A Beautiful Mind) independently invented a similar game at Princeton that also used hex tiles [though we should note that it was a variation on the Shannon switching game, created by Claude Shannon sometime before 1951]. In 1952, Parker Brothers released a version of the game which they called Hex.

This was a time of post-war prosperity when people increasingly had the discretionary income to buy board games, but it was also a period when the United States and the Soviet Union, allies during the war, had become bitter rivals locked in a Cold War. Rather than downsizing after the victory over Germany and Japan, the American military complex shifted from fighting the Axis powers to planning for a major conflict with the Soviet Union and engaging in a series of smaller wars such as that fought in Korea. To help plan American strategy, the Army Air Force and the Douglas Aircraft Company created the Rand Corporation, a think tank that made significant contributions to American policy and computing.

One of the projects the Rand Corporation focused on was modeling conflict through the use of war games. To that end Alexander Mood, a staff member at the Rand Corporation, introduced a honeycombed, hex-shaped board that allowed pieces to move in six directions rather than just four. John Nash was at the Rand Corporation and, in a 1952 paper he coauthored entitled “Some War Games,” he and coauthor R. M. Thrall described using this hex-based system for ground and air games.

It was another game creator, however, who took this development and made the most significant contribution to the development of hex-based games: Charles S. Roberts. Roberts was an army veteran who in 1954 published Tactics, a military simulation board game that is often credited as the first modern wargame. Roberts then founded the game company Avalon Hill, and his games and their innovative simulation of battlefield odds drew the attention of the Rand Corporation because his Combat Results Table for determining the outcome of battles mirrored systems they had developed. The Rand Corporation invited Roberts to visit, and supposedly while he was there he noticed their use of hex-based boards.

Recognizing the superiority of a hex-based system for simulating movement, Roberts began using it in game design in 1961. That year was the centennial of the American Civil War, and so there was a demand for historical simulations. Roberts redesigned his recently released game Gettysburg with the new hex pattern. The Strong owns copies of Gettysburg belonging to Roberts, both in the older square format and in the revised hex version. He also used it for the Avalon Hill game Chancellorsville, another Civil War simulation. Soon the hex system became commonplace in a high proportion of wargames, as well as in more mainstream games such as the 1969 release Psyche-Paths.

Since then, hex board layouts have been used in a wide variety of games. Settlers of Catan is perhaps the most famous example, but plenty of others exist including the spaces in the game Hero Scape. Even video games will often use the hex layout, not only in wargames but in titles such as in Sid Meier’s Civilization V

Hex Marks the Spot,” from @jpdysonplay and @museumofplay.

* George Santayana

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As we make our moves, we might send playful birthday greetings to Seymour Papert; he was born on this date in 1928.  Trained as a mathematician, Papert was a pioneer of computer science, and in particular, artificial intelligence. He created the Epistemology and Learning Research Group at the MIT Architecture Machine Group (which later became the MIT Media Lab); he directed MIT’s Artificial Intelligence Laboratory; he authored the hugely-influential LOGO computer language; and he was a principal of the One Laptop Per Child Program.  Called by Marvin Minsky “the greatest living mathematics educator,” Papert won a Guggenheim fellowship (1980), a Marconi International fellowship (1981), the Software Publishers Association Lifetime Achievement Award (1994), and the Smithsonian Award (1997).

A champion of fun and games in learning, Papert was the brain behind Lego Mindstorms.

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“The only reason for time is so that everything doesn’t happen at once”*…

Our lives are spread across range of ways that we spend our time. A newly-published study tracks time-use around the world…

How do you spend each day? Researchers sought answers to that basic question from people of various ages living around the world. They report that on an average day, people spend more than a third of their time focused on matters of health, happiness and keeping up appearances.

“We found that the single largest chunk of time is really focused on humans ourselves, a little more than 9 hours,” explained study author Eric Galbraith, of McGill University in Montreal, Canada. “Most of this—about 6.5 hours—is doing things that we enjoy, like hanging out, watching TV, socializing and doing sports,” he said. Reading and gaming also fall within this rubric.

The other 2.5 hours (out of the 9) are spent on hygiene, grooming and taking care of our own health and that of our kids, said Galbraith, a professor in the department of earth and planetary sciences.

Sleep and bedrest occupy the next largest chunk of time: more than 9 hours on average. That sounds like a lot of shut-eye, but Galbraith stressed this number reflects the average across the full age span, so it includes kids who might sleep up to 11 hours a day. “It also includes time in bed and not sleeping, which can be as much as one hour per day,” he said…

The remaining minutes? They seem to go toward getting organized, moving about or producing, creating and maintaining things and spaces…

For more findings and background on the methodology: “Sleep, cleaning, fun: Research reveals the average human’s day worldwide,” in @physorg_com.

* Albert Einstein

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As we contemplate chronology, we might recall that it was on this date in 2011 that the Swedish game design house Mojang Studios released the first full version of Minecraft. A sandbox game created  by Markus “Notch” Persson, it has become the best-selling video game in history, with over 300 million copies sold– and countless hours consumed…

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“Games are a compromise between intimacy and keeping intimacy away”*…

… Maybe, as Greg Costikyan explains, none more so than Rochambeau (or “Rock-Paper-Scissors” as it’s also known)…

Unless you have lived in a Skinner box from an early age, you know that the outcome of tic-tac-toe is utterly certain. At first glance, rock-paper-scissors appears almost as bad. A four-year-old might think there’s some strategy to it, but isn’t it basically random?

Indeed, people often turn to rock-paper-scissors as a way of making random, arbitrary decisions — choosing who’ll buy the first round of drinks, say. Yet there is no quantum-uncertainty collapse, no tumble of a die, no random number generator here; both players make a choice. Surely this is wholly nonrandom?

All right, nonrandom it is, but perhaps it’s arbitrary? There’s no predictable or even statistically calculable way of figuring out what an opponent will do next, so that one choice is as good as another, and outcomes will be distributed randomly over time — one-third in victory for one player, one-third to the opponent, one-third in a tie. Yes? Players quickly learn that this is a guessing game and that your goal is to build a mental model of your opponent, to try to predict his actions. Yet a naïve player, once having realized this, will often conclude that the game is still arbitrary; you get into a sort of infinite loop. If he thinks such-and-so, then I should do this-and-that; but, on the other hand, if he can predict that I will reason thusly, he will instead do the-other-thing, so my response should be something else; but if we go for a third loop — assuming he can reason through the two loops I just did — then . . . and so on, ad infinitum. So it is back to being a purely arbitrary game. No?

No…

Read on for an explanation in this excerpt from veteran game designer Greg Costikyan’s book Uncertainty in Games: “The Psychological Depths of Rock-Paper-Scissors,” from @mitpress.

* Eric Berne

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As we play, we might send carefully-plotted birthday greetings to Vilfredo Pareto; he was born on this date in 1848. An engineer, mathematician, sociologist, economist, political scientist, and philosopher, he made significant contributions to math and sociology. But he is best remembered for his work in economics and socioeconomics– particularly in the study of income distribution, in the analysis of individuals’ choices, and in his studies of societies, in which he popularized the use of the term “elite” in social analysis.

He introduced the concept of Pareto efficiency (zero-sum situations in which no action or allocation is available that makes one individual better off without making another worse off) and helped develop the field of microeconomics. He was also the first to discover that income follows a Pareto distribution, which is a power law probability distribution. The Pareto principle ( the “80-20 rule”) was built on his observations that 80% of the wealth in Italy belonged to about 20% of the population. 

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