[HN Gopher] Taikyoku Shogi ___________________________________________________________________ Taikyoku Shogi Author : Hooke Score : 148 points Date : 2020-10-27 01:55 UTC (21 hours ago) (HTM) web link (en.wikipedia.org) (TXT) w3m dump (en.wikipedia.org) | systemvoltage wrote: | I am curious what HN has to say about a thought I reluctantly | admit that I occassionally have : "There is a huge number of | people on this planet wasting their mental energy (computional | power) on a board game where the same amount of energy can be | expended into building new ways of curing cancer or whatever | important problem. What's the difference between using calories | to compute unnecessary peer to peer game calculations with no | goal vs. using electricity to compute hashes in crypto mining." | | I love chess and all kinds of board games :) but I can't help | thinking about stuff like this. | temuze wrote: | Because life is short and you should do what you're passionate | about! | | Six days ago, I had brain surgery. I made it home a few days | ago and I'm still mostly bed ridden. Despite this, I'm starting | to work again because I love my job and I'll be bored out of my | mind if I stop... | | If I was at differently stage in my career, I would probably be | playing Civ and shooting for a religious victory under Canada | (the religion would be named "Tim Horton's" of course). | inakarmacoma wrote: | What is it like, recovering from brain surgery, in ways that | may be different from recovering from other kinds of surgery? | I imagine it could be quite challenging and unique? | firebaze wrote: | If you're able to find a way to use peoples desire for playing | to solve hard problems like curing cancer, you'll deserve a | nobel prize. | | You'd be turning work into fun, and that into solving hard | human problems. If you get there, maybe you'll notice that | curing cancer wouldn't help humanity in the long run, so you'd | turn to the cause of that. Could end up in a vicious circle. | But as long as it is fun, go for it. | bserge wrote: | Yes, well, self control is incredibly hard, and we all die one | day. No need to feel guilty about doing something you find | interesting. | rainonmoon wrote: | I think in addition to this, people's engagement in hobbies | often allows them the mental plasticity to return to | difficult problems with a solution. Improving on something | that doesn't necessarily benefit society directly, but which | one finds personally fulfilling, tends to make people more | energised when it comes to those society-building concerns | (whether as activism, community engagement, or scientific | advancement as previously mentioned.) | keerthiko wrote: | If we assume a slippery slope here, it goes | | - why play a game when you could work for society? | | - why work for society when you could create replicateable | value for society's future? | | - why do that when you could change society? | | - why do that when you could save lives today? | | - why do that when you could save humanity from extinction? | | - why do that, any of that...at all? | | At the end of the day, the only remotely satisfactory reason | for doing anything is to pursue individual fulfillment (even if | that be in pursuit of a collective goal). | | Additionally, progress in any valuable-to-society pursuit does | not happen singularly within the confines of an academic or | professional field. Human brains work in mysterious ways, and | giving them a wider space of things to bounce off of and | different systems to analyze only strengthens it, not take away | from it. | | I would be willing to bet the time (if/when) we find a cure to | cancer will be concurrent with the most board-game-shaped- | activities being participated in by humanity, not the least. | | TL;DR: human brain utility is non-zero-sum, unlike computers. | failrate wrote: | Why bother having fun? Why bother reading? Why bother doing | anything but maximizing your human potential? Because it is | exhausting. We eat fruit not just for the nutrition and dietary | fiber. It is also delicious and inspires joy. | | And joy might be the best thing we can have. | rthomas6 wrote: | Does it really inspire joy? Or does it just give pleasure? | They are not the same. | ketzo wrote: | I think you can extend that kind of thinking to its logical | conclusion, i.e. "what is the value of leisure time?", and then | you arrive at a question that's been debated by philosophers... | well, as long as philosophy has existed. | | I struggle with this question for myself, certainly. I know I | could be working on some kind of revenue-generating side | project, or volunteering my time on a political campaign I | believe in, or working to feed the homeless, but instead I play | video games. Is that.. okay? Is it "right" or "good"? I don't | know that I have a perfect answer. | | I know this much: without _some_ amount of leisure time, I 'd | go crazy, nor would I be much use in any of my "productive" | capabilities; so clearly, there's _an_ amount of leisure time | that is a net good for me. I think the question becomes: what | is that amount? | animal_spirits wrote: | That is the whole idea of the sabbath. Humans are not | supposed to be slaves to work. Work in the garden (or at the | homeless shelter, etc.) six days and rest the seventh | ggus wrote: | My life got significantly better when I managed to switch | from working 5 days and resting 2 (37.5 hours/week), to | working 4 days and resting 3 (30 hours/week). | ketzo wrote: | For me, a lot of that is the fact that my "rest days" are | really days where I gotta do work I don't get paid for :D | adult life, huh... | jandrese wrote: | Pretty soon you should come to the realization that the real | question is "What is the value of work?", and the answer is | that it enables your leisure time. If you work so much that | you have no leisure time then you have defeated yourself, | your life is empty. | mongol wrote: | Chess as a purely mental challenge is not that interesting to | me, and playing against a computer is not something I like at | all. But playing against a human opponent is one of the few | games that interest me. I like that it is so old and has so | long traditions, that means something in addition. So my | conclusion is, it is as much a social activity as a mental one. | klmadfejno wrote: | The goal of solving problems would be to make people happier. | You're a people. Don't forget yourself. | birdsbirdsbirds wrote: | How else can you learn to think? You need the ability to fail, | repeatedly, in a short amount of time. | | Then you need people who actually dedicate serious resources to | the game, to bring it to its limit and to be able to teach | students the relevant parts. | tshaddox wrote: | I think people tend to be bad at difficult tasks they are not | specifically interested in, and we're all better served if | people tend to be able to work on what they're interested in. I | suspect that's going to end up better than if we somehow create | a list of world problems ranked from the most to the least | important and get the entire world to work from the top of the | list down. (Never mind the difficulty of creating such a list.) | | There are charities that focus on reducing human hunger. There | are also charities that focus on reducing child hunger. Why | should the latter exist, since it's a subset of the former? | Isn't everyone working on the child hunger charities ignoring | the problems of adult hunger? Of course not. There are just | some people who, for whatever reason, are specifically | interested and motivated in fighting child hunger, and I | strongly suspect that overall outcomes are better when those | people have the opportunity to focus their work on child | hunger. | rthomas6 wrote: | I'm gonna go against concensus and say I agree. There are | countless excuses for why it's a net neutral or even a positive | for us to waste our most finite resource (time). But chances | are, you're not going to be glad you played that one extra | game, or watched more TV shows, when you're on your deathbed. | | I don't accept that life is about happiness. Happiness is too | vague of a term, used to describe multiple different things. | Does it mean a measure of how much pleasure one is feeling in a | given moment? Satisfaction with one's own life? How much | entertainment someone manages to have? | | We could reduce the argument that life is about simple pleasure | to its logical conclusion, and ask why it wouldn't be optimal | to use drugs and/or a neural device to induce a semiconscious, | lasting state of maximal pleasure. I don't accept that most | people would choose this life. And to anticipate that objection | that it's because you have to look at a ultiliarian view of | _everyone 's_ happiness, I don't think most people would choose | to have everyone collectively in that state, either. | | I assert that life is about meaning. That's why the above | doesn't sound appealing (probably). What do you do that is | truly meaningful, to yourself? That is what makes a life well | lived and gives you satisfaction, and it's separate from how | happy you feel. | | And it could be chess games. It's up to us to look inside and | figure it out for ourselves. I'm just tired of people | expressing existential angst and it being met with "it makes | you feel good so it's good". | lhorie wrote: | > We could reduce the argument that life is about simple | pleasure to its logical conclusion | | If you really want to reduce, then you might as well go for | the physics explanation: everything is deterministically | following the laws of physics and any perception from your | meat brain about what's desirable or noble or whatever are | merely entropic microstates of a large complex physical | system. Therefore, there's no "choice", and whether one | specific individual chose to play a game at one time and | another chose to study cancer at another time are entirely | inevitable outcomes given the exact arrangement of atoms at | their respective times. | | The idea that an individual conscience has control over any | outcomes would have to somehow prove that it's possible for | some metaphysical force to change chemical reactions enough | to "flip a bit" in a neuron in some way that is capable of | affecting a macroscopic human decision that would otherwise | have taken a difference course, had one "let" chemistry run | its deterministic course. | | I've read of experiments where lab rats lost the will to live | so to speak, when they had their pleasure chemical receptors | short-circuited (meaning, given the choice after experiencing | the "neural device", they chose to submit to it). This | suggests that motivation is indeed merely governed by a | series of chemical reactions, rather than being a | supernatural actor in its own right. It just so happens that | from a natural selection perspective, organisms that take | outside stimulus into account in their pleasure mechanisms | are more likely to reproduce. Acts like choosing to play | games or choosing to study are, under that interpretation, | merely variations of evolved neurological mechanisms | attempting to generate dopamine through convoluted means. | chewz wrote: | > I assert that life is about meaning | | For some people yes, for others not. | | > Frankl points to research indicating a strong relationship | between "meaninglessness" and criminal behavior, addiction | and depression. He argues that in the absence of meaning, | people fill the resultant void with hedonistic pleasures, | power, materialism, hatred, boredom, or neurotic obsessions | and compulsions (Frankl 1992, p. 143). | | https://en.m.wikipedia.org/wiki/Viktor_Frankl | | https://www.pursuit-of-happiness.org/history-of- | happiness/vi... | yters wrote: | If people spent more time playing board games and less time | fighting and mistreating each other, the world would be on the | whole a better place. | UnpossibleJim wrote: | You ever hear the saying "Ted Kaczynski never played Monopoly." | (it might have been a different board game - I forget the | saying TBH. I heard it in passing at a bar one night when I was | saying how I should be working instead of hanging out) I think | it has to do with the fact that we all need to decompress | sometimes. If all you do is something important 100% of the | time, your going to end up being a crazy person. People need a | valve release. | scythe wrote: | >There is a huge number of people on this planet wasting their | mental energy (computional power) on a board game where the | same amount of energy can be expended into building new ways of | curing cancer or whatever important problem. What's the | difference between using calories to compute unnecessary peer | to peer game calculations with no goal vs. using electricity to | compute hashes in crypto mining. | | The problem is that without some eventual justification the | whole value system becomes circular. You can't put all of your | efforts into working to keep people alive so they can... put | all of their efforts into working to keep people alive, etc. | All value systems are ultimately circular or unjustified, but | the latter is IMHO superior since it's more honest. | x3iv130f wrote: | Keep a balanced approach! The mind is part of your physical | body and just like the rest of you it needs periods of rest and | exercise. | | A great quote I heard about physical training is, "if you try | to peak all the time you will plateau." | | Work is important but it is helpful to have a couple of things | to do with your life besides it. | pushrax wrote: | There is a more general idea here: why don't we efficiently | allocate resources, when we know that we could? | | Why is the fashion industry so big? Apparently it causes >10% | of carbon emissions. 85% of used clothes end up in the dump. | | Why is marketing so big? It has long since surpassed the point | where it simply matches products with demand. The best | marketing is designed to create demand. I view that as a market | inefficiency. | | The human emotional system has been tuned for local | optimization and self benefit. | tshaddox wrote: | > why don't we efficiently allocate resources, when we know | that we could? | | Huh? How do we know that we could? I thought we knew that we | _couldn 't_. | pushrax wrote: | Perhaps "should" instead | fny wrote: | This is the same argument against basic and theoretical | research. Why spend your time studying obscure insects and | animals when you could be doing something worth while? Why | study pure math or chase strange theorems that often have no | application to anything relevant what so ever? | | Because these endeavors all lead to novel tools and learnings | that are at times applicable in surprising ways to help solve | "whatever important problem." | | For example, number theory, on its face, seems completely | useless, and since 1800 BCE, years were "wasted" by scholars | toying with useless factoring problems... | | ...until we got RSA cryptography in the 1970s. | | If I had lived in the year 1900, I could have never imagined | number theory having such immensely important applications, but | in 2020, I sure as hell believe AlphaGo and these game solvers | have relevance because _it 's already bearing fruit_. | | AlphaGo, for one, inspired many application papers. My favorite | example though is of a neural net trained to solve CSPs through | _sudoko_ which was applied to the inverse protein folding | problem! https://ostrokach.gitlab.io/project/proteinsolver/ | hiq wrote: | I'm not sure an analogy between maths or AlphaGo and board | games is reasonable, at least for the kind of board games OP | was, I think, considering. OP was mentioning "mental energy", | meaning they were thinking about playing the game. | | Chess, Go, etc. are constrained environments. Playing these | games makes you better at them. Maybe you'll find a new | opening, a new sequence, etc., but I don't think you'll ever | be able to apply it to another field. | | Implementing AlphaGo is no longer playing the game, it's | analyzing a computer science problem and finding a solution. | Number theory was still about understanding some objects that | seemed natural and given, rather than arbitrary ones with | artificial constraints, like these games are. | minblaster wrote: | This falls into the thinking "pure math is ok, since it will | often become practical on a long enough time horizon". Why | not "pure math is ok because that's what people want to do"? | | Whether you can get funded for your explorations is a | separate question, but no justification is needed for them. | hospadar wrote: | I prefer the reverse question: "What's the purpose of these | 'productive' activities" - usually to increase the amount of | time I have to read articles about bizarrely huge japanese | chess games I guess :) | nathanyukai wrote: | Having fun is an important part of the learning process, which | ultimately lead to technological advances so I don't think it's | a waste. Also, mining crypto could be a total waste of energy. | v64 wrote: | > the same amount of energy can be expended into building new | ways of curing cancer or whatever important problem | | That's the catch. We don't know what problems are important. We | think we do, and sometimes we're right, but we've gone down | dead ends too. And sometimes something that feels like a dead | end turns out to be pivotal. | | I'd bet there's many scientists and researchers out there who | had their eureka moment while their brain was disengaged during | leisure time. Disconnecting and play are essential parts of | discovering the important things. | franklampard wrote: | You think it's a waste to some the time and energy on board | games, but it's not a waste on curing cancer. It's a bias, why | is it more value able to do the latter? | msla wrote: | Human thought and attention isn't fungible. I can think about | my job for a certain amount of time and then my productivity | plummets, I can read for pleasure for a certain amount of time | before I get antsy and my mind drifts, and so on. There's no | "cure" for this because humans are intrinsically capable of | stepping outside of the system and imagining what _else_ we | could be doing at a given moment; getting in the zone is a way | to quiet this line of thinking, but humans have a specific | amount of "zone" in them and that's it. | exdsq wrote: | Apart from the obvious points like burnout, the point of living | is really to live - not to work. We work to live sure, but in a | perfect world we'd all be able to do what we want such as Place | chess right? | Apocryphon wrote: | This game belongs on a listicle of the most complex and possibly | time-consuming board games and tabletop wargames ever conceived. | hinkley wrote: | You could still fit this in the Twilight Imperium box and have | enough room left over for Gloomhaven. | PaulHoule wrote: | I think that article wants to compete with "List of People Killed | By Dog Attacks in the United States" for longest Wikipedia | article. | Apocryphon wrote: | > Because the game was found only recently after centuries of | obscurity, it is difficult to say exactly what all the rules | were. | | Proceeds to detail information on 257 different unit types | pierrec wrote: | Indeed, "List of fatal dog attacks in the United States | (2010s)" is currently the 15th longest article on Wikipedia. | "Taikyoku shogi" is far behind but still respectable at #80. | But of course neither can touch the absolute epic "List of Red | vs. Blue episodes". | | Based on the link kibwen provided: | https://en.wikipedia.org/wiki/Special:LongPages | kibwen wrote: | According to | https://en.wikipedia.org/wiki/Wikipedia:Wikipedia_records#Ar... | : | | - Longest article title: Cneoridium dumosum (Nuttall) Hooker F. | Collected March 26, 1960, at an Elevation of about 1450 Meters | on Cerro Quemazon, 15 Miles South of Bahia de Los Angeles, Baja | California, Mexico, Apparently for a Southeastward Range | Extension of Some 140 Miles (253 characters) | | - Longest article title without spaces: Lopadotemachoselachogal | eokranioleipsanodrimhypotrimmatosilphiokarabomelitokatakechymen | okichlepikossyphophattoperisteralektryonoptekephalliokigklopele | iolagoiosiraiobaphetraganopterygon (183 characters) | | - Longest full typed number with an article: | 9,223,372,036,854,775,807 | | EDIT: Er, it makes more sense for me to have interpreted that | as article length rather than title length. :P There's actually | an entire autogenerated page for tracking that: | https://en.wikipedia.org/wiki/Special:LongPages | InitialLastName wrote: | That Special:LongPages list is a perfect example of | Wikipedia's biggest weakness, in that crowdsourcing is a bad | way to do curation. | | Ideally, the length of an encyclopedia's article about a | subject would be proportional to the subject's importance and | to the amount of information available to the subject, not | proportional to the contentiousness, propaganda value, or | recency bias of that article. | carstenhag wrote: | On the contrary, it's probably on of its benefits: You can | add as much as is relevant and provides information. After | all, importance and relevancy is subjective and why would | you need to remove 5000 words if someone wrote it and it | provides value? | YeGoblynQueenne wrote: | >> Lopadotemachoselachogaleokranioleipsanodrimhypotrimmatosil | phiokarabomelitokatakechymenokichlepikossyphophattoperisteral | ektryonoptekephalliokigklopeleiolagoiosiraiobaphetraganoptery | gon | | Huh. Without looking, I thought that would be a dinosaur | species that someone named in jest. It turns out it's a dish | in Aristophane's Assemblywomen. | inasio wrote: | I'm pretty sure parent was talking about longest article. | thisjepisje wrote: | If anyone wants to give it a try: | https://ludii.games/details.php?keyword=Taikyoku%20Shogi | (download the player from here: https://ludii.games/download.php) | 29athrowaway wrote: | I was never a chess guy but I do like shogi. Chess has too many | pieces that can move across the entire board: 2 bishops, 2 rooks, | queen... And pawns capture diagonally which I have always found | very weird. | | In shogi there is no queen and there is only 1 bishop and 1 rook. | Pawns capture forward and can move only 1 tile at a time and | there is no en passant. There are lances which are like rooks but | can only move forward. Knights have 2 ways of moving instead of | 8. | | There are many more differences, like drops, different promotion | rules, etc. It is a cool game. | | Shogi gets pretty exciting towards the endgame. | | An easy way to play shogi is in 81dojo. That site is available in | English and is pretty active. | | It can take a while to get used to reading the pieces and | memorizing moves and promotions, but there are piece sets | available that show you the available moves for each piece. | | Illegal moves are the easiest way of losing. e.g.: nifu. And, you | are expected to recognize a checkmate and resign. | | And there is a "beginner" version, doubutsu shogi. Which consists | of fewer pieces and a smaller board. | Corence wrote: | Yeah, the presence of piece drops means the average piece power | has to be lower in Shogi. If you play Crazyhouse you see how | quick the game is if you have drops in a game with as powerful | pieces as Chess. | | I think both games have their interesting parts and it's fun to | play both. | SamBam wrote: | > And, you are expected to recognize a checkmate and resign | | Is that different from chess? | 29athrowaway wrote: | Not different to offline chess, but online shogi will usually | expect you to resign and penalize you if you don't. | | Although it is rather hard to explain for a beginner like | myself. Mating in shogi is complicated... | | https://en.m.wikipedia.org/wiki/Brinkmate | jandrese wrote: | I assume the penalty is in some metagame ranking? An in- | game penalty for failing to recognize that you have already | lost seems pointless. | [deleted] | jonbaer wrote: | Good luck DeepMind. | ogogmad wrote: | Deep Mind have already beat this game with AlphaZero. | [deleted] | pmontra wrote: | The standard version of shogi. | | I wonder if the extra space and pieces would increase the | length of training polynomially or exponentially. | SetTheorist wrote: | Chu shogi and Tenjiku shogi are other larger (not so ridiculously | large) variants of shogi that are quite playable and enjoyable. | | Also, people do play crazy games these days, look up "monster | wargames". For example "Advanced European Theater of Operations" | has 2200 pieces played on 2 poster-sized maps... | jandrese wrote: | Yeah, my first thought was that this is the 16th century | version of The Campaign for North Africa: The Desert War | 1940-43. Probably only played a few dozen times in the history | of the world. | | I don't know what the Japanese word for Grognard is, but | whomever played this qualifies. | klmadfejno wrote: | How do these games work? sounds like they're, by definition, | balanced by obscurity. If they're so vast, they can't | possibly have good coverage of good design. | jandrese wrote: | Players tend to think of them less as a game and more as a | giant simulation. There may be rules that are overpowered | or underpowered but in a simulation so large they don't | move the needle that much on the final outcome. | klmadfejno wrote: | That sounds hard to believe. I would think effects | compound, not cancel out. | | Sounds fun though. I enjoy playing new boardgames on | steam against friends without having read the rules. In | an electronic game, you can't make illegal moves, so | you're on even footing, clueless, but still playing in | some approximation of correctly. | | Somehow I don't think I could do that for this one, | electronic or otherwise. | jandrese wrote: | There is a sort of metagame aspect to this. If Hitler had | ditched the occult and superweapon projects and focused | on winter coats and boots for his soldiers trapped Russia | what would have happened? Then you wargame it out. | | You'll never get anywhere on a real grognard game without | spending hours poring over the rules first. The | complexity is inherent to the system. Many of the better | ones will try to compartmentalize it however, so you can | start play on a relatively simple ruleset and only dive | into the complex stuff when pieces interact. | dragonwriter wrote: | Often, modern ones have rules designed around simulation, | often using simplified versions of the empirically-derived | rules used in actual military table exercises or operations | analysis. Balance is typically done in victory conditions, | though some also use the players to provide balance; e.g., | Empires in Arms, IIRC, has players bid victory points for | starting countries, so to the extent that a country is | otherwise favored by imbalance, there's a minigame around | that. | dragonwriter wrote: | > For example "Advanced European Theater of Operations" has | 2200 pieces played on 2 poster-sized maps... | | And can be linked to Advanced Pacific Theater of Operations for | those who think it is too small of a game on its own. | Karawebnetwork wrote: | I was curious to see how a game of it looked so I googled around, | I found this video: https://www.dailymotion.com/video/x2ve8xo | jakobmartz3 wrote: | Awesome! | lern_too_spel wrote: | This is a smaller variant. | blouzada wrote: | I learned Shogi in Hunter X Hunter | tyrust wrote: | The Chimera Ant Arc is top-tier. | | The game they spend most of the time playing is the fictional | Gungi [0]. | | [0] - https://hunterxhunter.fandom.com/wiki/Gungi ___________________________________________________________________ (page generated 2020-10-27 23:00 UTC)