Pawnshark
The Requirement
Design and build a revolutionary chess game which incorporates
playing chess for money. Ensure a cheat-proof system which
incorporates tournaments. Cheating in chess is a huge issue
which we need to overcome somehow. There should also be the
ability to play with friends for fun. Pawnshark should allow
friends to socialise and chat whilst playing online remotely.
The Solution
Technologies:
confidential
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We designed PawnShark and built it on
three continents with one goal in mind, "to create a
currency
enabled chess community where friends can play
friends."
"What about cheating?" Was the
biggest question on all our minds. We decided to
build a "Community
chess" where a user could
find a user, view a comprehensive history, communicate, see
their picture, and make a friend. PawnShark's "chess
community" concept is in direct contradiction with that of
common chess sites today where random people play random
people. Randomness allows shady players to have no
accountability to anyone. Hence friends should play friends.
Now this doesn't obviously prevent cheating; it just
minimizes the likelihood of cheating since you are playing
against friends. To actually prevent cheating we built a
cheater onitoring system based on clever algorithms and
complex mathematics. The cheat system monitors
cheating per chess move as opposed to an overall game so our
chess community can rest assured that PawnShark is a
cheat-free environment.
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One of the
final hurdles we faced was related to how we should offer a more complete site with
options for all chess enthusiasts. The solution was found
via a handful of patents held by an institutional worker who
had invented methods of chess he used to get inmates excited
about the game. These methods where perfect and with our consulting expertise, we guided the client through the entire process.
We
strengthened offensive and defensive game play, catered to
offensive or defensive players, and allowed for a more
advanced strategy.
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One of the
final decisions was the ranking system. As great as the Elo
has been for the sport of chess, its design and
functionality are all intended for one type of play, face to
face, not for large online chess servers that have thousands
of people coming and going hour by hour and day by day. The
Elo has no problem managing antonymous groups of chess
players in a controlled tournament setting, but the shear
magnitude of players online simply overloads the Elo and
creates what is referred to as a "bounce effect" that leads
to an unremitting shift in ratings. The "Elo bounce" is a
term used to explain this rolling phenomenon in
online chess ratings.
You will find that unless you are within the bottom or top
five percentile, your rating will bounce up and down as you
play opponents, that even though ranked lower than you are,
are actually far more versed in the game or vice versa. The
Elo bounce problem
makes it impossible to accurately match same skill level
players against one another, and the instantaneous rating
changes would promote widespread sandbagging, which in turn
would allow some players to easily prey on beginners,
fleecing them out of their hard earned money. Because of the
chess world's addiction to the Elo, a sort of crutch has
manifested itself in a game that has thrived far too long to
need one. The crutch is that chess players place way too
much stock on their Elo based ratings. In turn, rampant
cheating has flooded the online world, even seeped into live
tournaments. Plain and simple, the chess world has an
unhealthy obsession with the Elo.
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If you like what you what you see here, or feel you can leverage
from the same technologies and our expertise, use our
contact form and one of our
consultants will guide you further.
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