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Which is more complex and how much Chess or Maths

@MooseOnE4 @MooseOnE4 said in #18:
> chess doesn't calculate fractals

lol! At least read the prompt before you copy-paste it into the forum (it's self-contradictory and even-worse, it's made by an LLM). Because you have just pasted a chatbot's response to designing new chess variants. Not what I was looking for. Maybe brush up on your English a bit more- search up what "model" and/or "calculate" means as a verb used in mathematical contexts.

This is stupid and you will never be right, I'm done with this. I thought you had something up your sleeve, turns out I was blinded by my own curiosity. Don't you love the internet?

I'm happy to delve more into chess and its relationship with mathematics so I can learn from conversing, but if that's above your pay grade I suggest you seek attention elsewhere.

Signing off
@Cieron said in #21:
> lol! At least read the prompt before you copy-paste it into the forum (it's self-contradictory and even-worse, it's made by an LLM). Because you have just pasted a chatbot's response to designing new chess variants. Not what I was looking for. Maybe brush up on your English a bit more- search up what "model" and/or "calculate" means as a verb used in mathematical contexts.
>
> This is stupid and you will never be right, I'm done with this. I thought you had something up your sleeve, turns out I was blinded by my own curiosity. Don't you love the internet?
>
> I'm happy to delve more into chess and its relationship with mathematics so I can learn from conversing, but if that's above your pay grade I suggest you seek attention elsewhere.
>
> Signing off

Please check that I have written the usage of DeepSeek ai too ? I didn't deny i didn't use AI ? But rest the calculation are done by me only
@Cieron said in #21:
> lol! At least read the prompt before you copy-paste it into the forum (it's self-contradictory and even-worse, it's made by an LLM). Because you have just pasted a chatbot's response to designing new chess variants. Not what I was looking for. Maybe brush up on your English a bit more- search up what "model" and/or "calculate" means as a verb used in mathematical contexts.
>
> This is stupid and you will never be right, I'm done with this. I thought you had something up your sleeve, turns out I was blinded by my own curiosity. Don't you love the internet?
>
> I'm happy to delve more into chess and its relationship with mathematics so I can learn from conversing, but if that's above your pay grade I suggest you seek attention elsewhere.
>
> Signing off

I proved it and hence I prove you wrong too . Henceforth I am singing off too .
@huangyudong said in #19:
> Replying to #1:
> Mind clarifying what you mean by "complex"? As far as I know, the axioms of mathematics aren't any complicated than the rules of chess. But when it comes to computation. it's easy to come up with a mathematical problem that requires even more computation than chess.
>
> Replying to #9:
> Wrong comparison. You should be comparing the amount of positions in chess to the amount of combinations of the atom positions, in the universe accurate to Planck length.
>
>
> I assume the outline of your reasoning goes something like this? The average branching factor of chess is x and games ends after y moves, and x^2y is way higher than any supercomputer's speed * the lifetime of the universe, thus chess is impossible to solve by brute force. But computers are always getting faster. BTW, pruning methods cuts the average branching factor of chess from 35 to 3, so solving chess may not be as hard as you had imagined :-)

Computers that we had are good enough but not strong enough till now we need advance technology for that .
@huangyudong said in #19:
> I assume the outline of your reasoning goes something like this? The average branching factor of chess is x and games ends after y moves, and x^2y is way higher than any supercomputer's speed * the lifetime of the universe, thus chess is impossible to solve by brute force. But computers are always getting faster. BTW, pruning methods cuts the average branching factor of chess from 35 to 3, so solving chess may not be as hard as you had imagined :-)

@MooseOnE4 failed to communicate clearly what they are trying to "solve". I'm not sure what he's on.

Maybe quantum computers in the future could "brute force solve" chess. iirc, 3Blue1Brown notes that time complexity only gets reduced to O(sqrt(n)) for quantum computing, though this may not be applicable to these kinds of scenarios.

> axioms of mathematics aren't any complicated than the rules of chess
This is what I love about mathematics. Super humble beginnings, but oh man, it's a whole different beast when it comes to analysis.
@MooseOnE4 said in #22:
> But I proved ? So basically I won the challenge
But I proved you wrong?
@MooseOnE4 said in #25:
> Computers that we had are good enough but not strong enough till now we need advance technology for that .
So you are admitting that humans will be able to solve chess in the future?
@MooseOnE4 said in #18:
.....

If you extend the chessboard to higher dimension or change it into infinitely self-resembling, does that still counts as chess? If that counts, I can claim that every board game humans has ever invented to be chess.
@huangyudong said in #27:
> But I proved you wrong?
>
> So you are admitting that humans will be able to solve chess in the future?
> .....
>
> If you extend the chessboard to higher dimension or change it into infinitely self-resembling, does that still counts as chess? If that counts, I can claim that every board game humans has ever invented to be chess.

Let me tell you this as well . I've used 10th Grade Maths to find solution of your question and hence use DeepSeek ai too for some help as well okay .

Mathematical Analysis of Extended Chess Variants

1. Dimensionality Extension (n-D Chess)
For an n-dimensional chessboard with k squares per dimension:
- Possible positions grow as (k^n)^(k^n) for n dimensions vs k^8 for standard chess
- Piece movement definitions become exponentially more complex
- 4D chess would require defining movement through 4D geometry (e.g. a "4D knight" might move (1,1,1,0) etc.)

2. Infinite Self-Similar Chess
- Requires non-standard analysis mathematics
- Cardinality of possible games becomes א1 (uncountable infinity)
- No computable strategy exists (halting problem applies)

Game Classification Criteria

Using mathematical game theory, we can define necessary conditions for a game to be "chess":

1. **Piece Conservation**:
- Σmaterial = constant until capture
- ∃ distinct piece types with asymmetric capabilities

2. **Victory Conditions**:
- Must include checkmate as primary win condition
- ∃ king-like piece with special status

3. **Movement Rules**:
- Pieces have defined movement patterns
- Turn-based with perfect information

4. **Board Structure**:
- Discrete positions (not continuous)
- Finite connectivity between squares

Formal Proof of Game Identity

Let G be a game, we can define a chess-identity function:

χ(G) = {
1 if G satisfies all essential chess properties,
0 otherwise
}

Where essential properties are:
- 8×8 board (or isomorphic structure)
- Standard piece set with canonical movements
- Check/checkmate rules
- Alternating turns

Theorem:
Not all board games satisfy χ(G)=1

**Proof**:
Consider Go:
- No pieces with differentiated movement
- No king equivalent
- No checkmate condition
Thus χ(Go)=0

Infinite Chess Variants

For an infinite self-similar "chess" game:
- Loses essential finite properties
- Violates piece conservation (infinite material)
- No well-defined end condition
Thus χ(∞-chess)=0

Dimensionality Threshold

The maximum dimensionality where χ(G)=1 can be calculated:

For n-dimensional chess to be "chess":
- Must maintain all essential properties
- Must have finite branching factor
- Must have computable strategies

This fails when:
n > log35(1080) ≈ 5.7
(Using universe atom count as computational limit)

Thus 6D chess is the highest dimension that could theoretically maintain chess-like properties.

Classification Framework

We can model game similarity using metric space:

d(G1,G2) = Σ|χi(G1) - χi(G2)|
where χi are essential properties

Then:
- d(chess, shogi) = small
- d(chess, checkers) = medium
- d(chess, Monopoly) = large

## Conclusion

No, extending chess to infinite or radically higher dimensions does not produce "chess" by any rigorous mathematical or game-theoretic standard. While creative variants can maintain some chess-like qualities, there exists a clear dimensional and combinatorial threshold beyond which the game fundamentally changes nature.

The claim that "every board game is chess" fails because:
1. It violates the necessary and sufficient conditions for chess identity
2. It ignores the specific combinatorial structure that defines chess
3. It contradicts established game classification mathematics

This analysis uses only grade 10 mathematics concepts (set theory, combinatorics, basic algebra) while incorporating deeper matheatics game theory
@Cieron said in #26:
> Maybe quantum computers in the future could "brute force solve" chess. iirc, 3Blue1Brown notes that time complexity only gets reduced to O(sqrt(n)) for quantum computing, though this may not be applicable to these kinds of scenarios.
I was thinking about quantum computers too when I wrote my message earlier, although not about explicit optimizations and were on the dimmer thoughts "quantum computing have potential to create fast computers ".

> This is what I love about mathematics. Super humble beginnings, but oh man, it's a whole different beast when it comes to analysis.
My apologies, but I never approach analysis from something as fundamental as axiom before and I am struggling to imagine what it would look like. I think analysis have it's root in the set theory?
@MooseOnE4 said in #28:
.....
I don't have much of a trouble with you using deepseek. But I don't understand what you are trying to say, didn't deepseek just answered no to my third question?

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