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Comments by ChessShogi

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Hectochess. 10x10 variant that can be played with 2 mismatched Chess sets.[All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Mon, Jan 7, 2019 03:42 PM UTC:

The main reason I gave the name "Decimal Chess" to this variant  because I did not find any Chess variant that went by that name. I  wanted to avoid stealing the name of another game and including any part of my name when naming the game. I wanted to give the game a name that referenced the size of the board, but I couldn't a good alternative. I will put a note on the page to avoid confusion until I decide on an alternative.


Yangsi. A very playable chess variant with 12 different pieces on a 10x10 board.[All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Fri, Jan 11, 2019 05:48 PM UTC:

When I designed Yangsi, I did so with the principles in Fergus Duniho's On Designing Good Chess Variants in mind. I have actually playtested this game several times. The people I played the game with all thought it was fun and very playable. I remember one particularly enjoyable game I played where I had a bare King and my opponent had a king and two pawns. That game ended in a draw via stalemate.


💡📝A. M. DeWitt wrote on Fri, Jan 11, 2019 10:14 PM UTC:

The rules for deciding who moves first after deciding who controls which pieces is no longer effective in Yangsi or Hectochess.


Hectochess. 10x10 variant that can be played with 2 mismatched Chess sets.[All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Fri, Jan 11, 2019 10:23 PM UTC:

The name has been finalized (finally!). Many thanks to H. G. Muller for suggesting the name.


Yangsi. A very playable chess variant with 12 different pieces on a 10x10 board.[All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Fri, Jan 11, 2019 10:54 PM UTC:

Increasing the board size does give the pieces more freedom of movement, Mr. Duniho, but it also does another thing - it makes it harder to keep track of everything. You yourself have stated this in your article "On Designing Good Chess Variants" in the section "Don't make your game too small or too large."

"Small games can finish too quickly, and large games can last too long. Note that the three classics are on moderate sized boards, ranging in size from 8x8 for Chess to 9x10 for Xiang Qi. 10x10 has proven a good size for many games, though 12x12 and up might be too large. I have recently (November 2009) created a 12x12 variant called Gross Chess. To some extent, this is an experiment with a board of this size. The only pieces it adds have been tried and tested in other variants, which allows the game to be a test mainly of the increased board size. Games against Zillions of Games suggest that the game is enjoyable but the larger size makes it harder to keep track of everything. I haven't yet won a game against Zillions without taking back moves. I have played a couple games on Game Courier, drawing one game and losing the other."

As for your comments on piece density, I don't think that cramming the pieces together within a 10x10 space will create too many problems. Kevin Pacey's Sac Chess also has a piece density of 60% at the start of the game, and is one of the top 50 games on Game Courier.


Futashikana Shogi. Expanded version of Shosu Shogi played on an 11x11 board.[All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Fri, Jan 18, 2019 01:47 AM UTC:

Note to editors: The site name for this page is incorrect. It should be https://www.chessvariants.com/rules/futashikana-shogi instead of https://www.chessvariants.com/rules/dacimal-chess. As this page hasn't been approved yet, the change can be made without any trouble.


Game Courier Tournament 2019. Chess Variant Tournament to be played on Game Courier.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Jan 19, 2019 08:09 PM UTC:

I would love to be a part of this event. My favorite variants that are currently on the list are (in no particular order) Sac Chess, Colossus, Opulent Chess, Gross Chess, and Hectochess. Also, on a side note, I tend to not favor games that are not much like chess, escpecially if their rules are complicated like they are in Decima or if their presets don't contain full rule enforcement.


MShanten-shogi[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Feb 6, 2019 09:45 PM UTC:

Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Feb 20, 2019 04:53 PM UTC:

These diagrams are a wonderful thing. They can easily describe various moves that Game Courier can't handle without using complicated code. However, I have a few suggestions that, in my opinion, would make the diagram even better.

  • Tame pieces - The modifier t on a final (or only) leg of a move means that move cannot capture royal pieces in XBoard. In other words, it is the opposite of the modifier k on a final (or only) leg of a move, which means that move can only be used to capture royal pieces. This modifier should be relatively easy to implement.
  • Custom definition of royal pieces - Currently, the only piece that is specified as royal by the diagram is the last piece on the diagram. Some variants may have more than one kind of royal piece (i.e. Chu Shogi), which makes this a useful extension, especially if the royal pieces must stay out of check.
  • Triple Captures - This is without a doubtthe hardest extension to implement. Adding this would, in theory, require adding a lot more code to handle the second locust capture. However, this extension would be necessary for the Lion Dog, which can capture three pieces in a straight line, and other pieces that can capture three pieces at once. There might be a way to do this with the WierdChain function. However, that function hasn't been used in your diagrams other than in the Paco Shako diagram.

A. M. DeWitt wrote on Sat, Feb 23, 2019 05:19 PM UTC:

The BadZone function is indeed very useful. For example, if you wanted forbidden moves of royal pieces into check (which are highlighted dark gray) to not show up at all, all you need to do is use this function in your script, which works with both moves that move directly into check and castling moves that land on or pass through check:

function BadZone() { return blockFlag; }

However, this function isn't elaborated on very well. It has four parameters - x, y, piece, and color. The parameters x and y can be used to track the destination square of a piece (i.e. typ = board[y][x]) but piece and color are shrouded in mystery.

You said that you used this function to "confine pieces to their zones in Xiangqi," which is very interesting and could be very useful, as I am reasonably certain that you all four parameters there, though I could be wrong. Perhaps you can show me the function that you wrote to do this?


Hectochess. 10x10 variant that can be played with 2 mismatched Chess sets.[All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Fri, Mar 8, 2019 07:13 PM UTC:

The rule for deciding who moves first is no longer a part of this game, but I forgot to remove it from the Rules section. It has now been removed from both this page and the corresponding Game Courier presets.


Checkmating Applet. Practice your checkmating skill with fairy pieces.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Thu, May 16, 2019 09:45 PM UTC:

Is there any way to make the applet recognize hopping pieces like Cannons (mRcpR) and Vaos (mBcpB)?


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, Jun 25, 2019 04:12 PM UTC:

Interestingly, the diagram doesn't grey out the squares that would result in moving into check when the royal piece is a Universal Leaper (XBetza notation: U), like the Emperor in Maka dai dai Shogi.


Game Courier Tournament 2019. Chess Variant Tournament to be played on Game Courier.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Thu, Jul 4, 2019 02:24 PM UTC:

I have beeen assigned to the second round games, but none of them are showing up on My Games on Game Courier. I eventually found them using search filters, but when I tried to move, I got a error message saying that the file for the game could not be found on the website. This happened to me for all three games. Any help I can get would be appreciated.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Jul 24, 2019 02:42 PM UTC:

I also noticed another thing about the diagram that I thought was very weird. When the diagram has at least 73 different pieces it starts combining the IDs of the first 6 pieces and replacing the actual ID of the piece with those. Specifically, it does this for the first group of 6, and then it skips two pieces. This process repeats until all 6 IDs have been used (So if the first 6 IDs are 1, 2, 3, 4, 5, and 6, the overwritten IDs would be 11, 12, 13, 14, 15, 16, 21, 22, 23, and so on all the way to 66). For example, the diagram in you page on Maka Dai Dai Shogi replaces the IDs of the Furious Fiend (+Ln), Buddhist Spirit (+DS), Teaching King (+Dv), Crown Prince (+DE), and Emperor (+K) with PP, PGB, PE, PSt, and PT, respectively. This is probably due to a bug in the source code, as I can't see any reason to think that it was intentional. However, this is only a guess. Do you have any suggestions as to what might be causing this?


A. M. DeWitt wrote on Wed, Jul 24, 2019 02:56 PM UTC:

Interestingly, I answered my own question. When looking at the source code, I found this line of code that was responsible for the pieces IDs being overwritten:

for(i=1; i<7; i++) for(j=1; j<7; j++) ids[64+8*i+j] = ids[i] + ids[j]; // combis

When I removed it from the source code, the problem disappeared. Honestly though, I have no idea why this line of code was in there. Logically speaking, wouldn't you want every piece to have the correct ID on it, instead of having the IDs of some pieces overwritten with something else?


A. M. DeWitt wrote on Thu, Sep 19, 2019 03:09 PM UTC:

I wonder if there is a way to make a piece capture everything in its path? For example, in Taikyoku Shogi there are range-capturing pieces that destroy everything in their path (including friendly pieces). In Betza 2.0 this behavior could be indicated using cd0. Perhaps the WeirdChain function holds the answer?


Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Nov 3, 2019 05:58 PM UTC:

After a period of experimentation and looking at the How to Program Multi-Move Variants for Game Courier documentation, I managed to create a preset for my game Suzumu Shogi that can enforce rules for piece movement, display legal moves, and correctly handle both single moves and double moves. I am quite proud of it, actually.

However, no matter how hard I try, I cannot get the preset to correctly handle all promotions. The systems I came up with could handle promotions after a single move, but when the preset used the askpromote command to determine a promotion after a double move, the code would exit with an error message where the last move made had the first move in the sequence repeated. Any advice on how I should handle this would be greatly appreciated.

The preset for the game can be found here (Note that it does not support promotions): https://www.chessvariants.com/play/pbm/play.php?game%3DSuzumu+Shogi%26settings%3Ddefault


A. M. DeWitt wrote on Wed, Nov 6, 2019 09:57 PM UTC:

Here is an example of the error that comes up. Note that this only happens after I complete a double move with the mouse and the askpromote command is used after.

ILLEGAL: se 3f-4e; se 3f-4e; se 4e-5d; se$-dest on turn 3:

There was no se on 3f. It is an empty space.

Go back with your browser's BACK button, reload the page, and try again.

For diagnostic purposes, here is the full movelist:

1. se 5m-3k 
1... SE 12d-14f 
2. se 3k-3f 
2... SE 14f-14k 
3. se 3f-4e; se 3f-4e; se 4e-5d; se$-dest

In case there is a bug in the code, the settings file can be edited at play.php?game=Suzumu+Shogi&settings=promotest&submit=Edit

As you can see, the first part of the move somehow got repeated during evaluation, which, of course, shouldn't happen. I think it might have something to to with something in the Post-Move sections, but I could be wrong.


A. M. DeWitt wrote on Thu, Nov 7, 2019 12:23 PM UTC:

The repeated move is most definitely the problem, but it's the code that is doing this, not me. Other than this bug, the code works perfectly fine. For example, when I type in the move se 3f-4e; se 4e-5d; se$-dest or a similar move, the error doesn't pop up.


MSsuzumu-shogi[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, Nov 8, 2019 02:39 AM UTC:

These are some very good questions. Here are my answers:

  • When I said that the moves of the Fire Demons and the range-jumping generals were unplayable, I was talking about when I was still experimenting with piece moves. This was before I had even joined the Chess Variant Pages. Back then, the range-jumping pieces could only jump a single piece, and I was still experimenting with moves for the Fire Demon. I'll be honest with you - some of them got very crazy. At one time I gave it the move whose XBetza notation was the incredibly long 

    BsRvW5KaKaaKmabKcaibQ5cafKcafafKcafafafKcafafafafKafcabKafcafKafcafafKafcafafafKafafcabafKafafcabK

    afafcafKafafcafafKafafafcabafafKafafafcabafKafafafcabKafafafcafKafafafafcabafafafKafafafafcabafafK

    afafafafcabafKafafafafcabK.

    I know. It basically defies description.

    • I prefer the promotion rule from standard Shogi because not only is it much simpler to understand, it is also easier to program in Game Courier. By using the standard prommotion rule all I have to do is keep track of where the piece started and where the piece ended. If I would have used the Chu Shogi promotion rule, it would have made programming the Game Courier preset much more difficult, to say the least.
    • The reason the Fire Demon cannot jump is because allowing it to jump wouldn't fit well with the theme of the game being based on Tenjiku Shogi. Furthermore, this would potentially make the game of Mitsugumi Shogi (Suzumu Shogi's smaller counterpart) too fast-paced, even though there is only one Fire Demon in that game. Nonetheless, I have to admit that giving it the move you suggested, at least in Suzumu Shogi, could make for an interesting twist. Though I didn't really plan on giving the Fire Demon jumping moves, it's a good idea to think about.
    • Now that I think about it, I think you're right on this one. I'd say it's slightly more valuable than a single Great General or Vice General, and I definitely think it's more valuable than a Rook General or Bishop General.  Make no mistake though - even though it is not as powerful as it is in Tenjiku Shogi, the Fire Demon is still a force to be reckoned with. As for the values of the Lion Hawk and the Queen, sure, the Queen can slide in all directions, but the Lion Hawk has a fully-fledged Lion move, plus the move of the Bishop. Because of this, I would, in many cases, find it hard to believe that the Lion Hawk is less valuable than the Queen in Suzumu Shogi. The only reason it would be less valuable in Tenjiku Shogi would be because you are using the TSA rules (Bishop + 2 square area move, rather than Bishop + Lion).

Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, Nov 8, 2019 08:59 PM UTC:

Fergus, I decided to try out your Extra Move Chess Preset, and when I did a pawn promotion with the extra move, the same error that occured when I tried to promote a Soaring Eagle after completing a double move with the mouse popped up, albeit in a different form.

BANNED INPUT: k d7-e8; k d7-e8; p a2-a1; q-dest on turn 27:

MOVE: k d7-e8 and other moves to occupied spaces are banned here.

Now I have a very important question to ask: do commands like ask and askpromote only append one move to the list of past moves, or do they append something different? If the latter is the case, then that is the source of the problem. I think the askpromote command might be changing the move immediately preceding the promotion move to a list of all moves in the sequence, including the promotion move, and appending that after the choice is selected instead of just the single promotion move. This effect isn't noticeable with single move promotions because the move before the promotion move is the very first move, and because there is nothing before the first move, the sequence would remain in a legal format after the change.


A. M. DeWitt wrote on Fri, Nov 8, 2019 11:48 PM UTC:

Here they are. Nothing like serious play, just me making random moves.

1. P e2-e4 
1... n b8-c6; p e7-e5 
2. N g1-f3; B f1-b5 
2... b f8-c5; q d8-h4 
3. K e1-g1; Q d1-e2 
3... n g8-f6; p d7-d5 
4. P d2-d3; N b1-d2 
4... n f6-g4; b c8-f5 
5. P e4-f5; P c2-c4 
5... q h4-h2; b c5-e3 // - Check! -
6. N f3-h2; Q e2-f3 
6... b e3-f2; p e5-e4 // - Check! -
7. R f1-f2; Q f3-f4 
7... p a7-a6; p f7-f6 
8. Q f4-c7; R f2-f4 
8... p e4-d3; k e8-g8 
9. R f4-g4; N d2-f3 
9... r f8-f7; n c6-d8 
10. B c1-h6; Q c7-f4 
10... p d3-d2; p d5-d4 
11. R a1-d1; B b5-e8 
11... n d8-e6; p d4-d3 
12. R g4-g7; Q f4-g3 // - Check! -
12... n e6-g7; r f7-e7 
13. Q g3-g7; N f3-g5 // - Check! -
13... r e7-g7; r a8-d8 
14. R d1-d2; N h2-g4 
14... r d8-e8; r g7-g6 
15. N g4-f6; pass // - Check! -
15... r g6-f6; p a6-a5 
16. R d2-d3; P b2-b3 
16... r f6-h6; r e8-e1 // - Check! -
17. K g1-f2; R d3-d8 // - Check! -
17... k g8-g7; r e1-c1 
18. R d8-d7; N g5-e6 // - Check! -
18... k g7-f6; r c1-c2 // - Check! -
19. K f2-e3; R d7-g7 
19... r c2-c3; p b7-b6 // - Check! -
20. K e3-d4; P g2-g4 
20... r c3-g3; p b6-b5 
21. P g4-g5; P c4-c5 // - Check! -
21... r g3-g5; r h6-g6 
22. R g7-g6; P c5-c6 // - Check! -
22... r g5-g6; k f6-e7 
23. P f5-g6; P c6-c7 
23... p h7-g6; k e7-d7 
24. K d4-d5; P a2-a4 
24... p b5-a4; p g6-g5 
25. N e6-g5; K d5-c5 
25... k d7-c7; p a4-a3 
26. P b3-b4; N g5-e6 // - Check! -
26... k c7-d7; p a3-a2 
27. P b4-a5; N e6-f8 // - Check! -

After this, I moved the black King to e8, and then I moved the black a-Pawn to a1. From there, the askpromote command activated, and I chose the obvious Queen promotion. And then the error occured.

27... k d7-e8; k d7-e8; p a2-a1; q-dest

BANNED INPUT: k d7-e8; k d7-e8; p a2-a1; q-dest on turn 27:

MOVE: k d7-e8 and other moves to occupied spaces are banned here.

I think this error could also be occuring in the Marseillais Chess preset when given similar situations.


Game Courier Tournament 2019. Chess Variant Tournament to be played on Game Courier.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Thu, Jan 9, 2020 03:02 PM UTC:

I do not see any of the tournament games assigned to me. Make sure you used chessshogi instead of ChessShogi, otherwise I will not see the game. I'll put that in my about page for future reference.


A. M. DeWitt wrote on Thu, Jan 9, 2020 03:46 PM UTC:

I managed to find my games using an advanced search with my userID as ChessShogi and the tournament as GameCourier2019. For anyone that can't find their games, try using an advanced search, putting your ID exactly as it is (not all-lowercase) in the userID field and GameCourier2019 in the Tournament field. If any results pop up, make a move in each. After you have made your moves, the games will appear on your My Games on Game Courier page as normal.


Maka Dai Dai Shogi. Pieces promote on capture, some to multi-capturing monsters. (19x19, Cells: 361) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Thu, Feb 13, 2020 03:14 PM UTC:

If you were to capture both a Deva/Teaching King and a Dark Spirit/Buddhist Spirit with a multi-capturing piece such as a Lion or Lion Dog, which piece would you promote it to? The rules state that the promotions of these pieces are contagious, but do not elaborate on which promotion has priority when a multi-capturing piece captures a Deva/Teaching King and a Dark Spirit/Buddhist Spirit in a single move. See the promotion rules in Taishin Shogi for some possibilities.


Chu Shogi. Historic Japanese favorite, featuring a multi-capturing Lion. (12x12, Cells: 144) (Recognized!)[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Mon, Mar 9, 2020 01:26 PM UTC:

When I try to promote a Dragon King, it promotes to a Tokin instead of a Soaring Eagle. However, this can be easily fixed by making the King the last piece and changing the parameters accordingly.


Dai Shogi. Large armies including a multi-capturing Lion battle each other on a big board. (15x15, Cells: 225) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Mon, Mar 9, 2020 01:27 PM UTC:

When I try to promote a Dragon King, it promotes to a Tokin instead of a Soaring Eagle. However, this can be easily fixed by making the King the last piece and changing the parameters accordingly.


Wa Shogi. Game with many different rather weak pieces, with or without drops. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Mon, Mar 9, 2020 01:28 PM UTC:

When I try to promote a Flying Falcon, it promotes to a Tokin instead of a Tenacious Falcon. However, this can be easily fixed by making the King the last piece and changing the parameters accordingly.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Apr 26, 2020 12:25 AM UTC:

About your idea of including piece descriptions in the piece table:

Overall, including piece descriptions in the piece table is a good idea that I think should be implemented. Here are my thoughts on it:

First and foremost, including piece descriptions for a piece in this way should be optional, so you don't have to do it for every single piece in the table, which would be quite tedious, especially for larger games like Hook Shogi and Taishin Shogi. Of course, you can put in default descriptions for predefined pieces, but the programmer should also have the ability to override these. For null descriptions you could simply replace the empty string with a hyphen.

Regarding implementation, I recommend putting all the piece descriptions in an array so you can use JavaScript variables to hold piece descriptions if need be. And when setting piece descriptions in the diagram script, I would suggest putting the descriptions after everything else in the colon-separated list, like so:

name:id:move:image:startingHand:description

This way already existing diagrams won't get screwed up by this new implementation.

If you do implement this, make sure to update this page to include information about it.


Tenjiku Shogi. Fire Demons burn surrounding enemies, Generals capture jumping many pieces. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Mon, May 4, 2020 03:16 PM UTC:

I managed to make rule-enforcing preset for this game. It enforces almost every rule in this article, from the piece moves down to the Fire Demon's burns. The only rule I could not implement was the rule regarding repeated board positions since it is very complex. So it is up to the players to abide by these.

You can find it here: https://www.chessvariants.com/play/pbm/play.php?game%3DTenjiku+Shogi%26settings%3Dtenjiku


Tenjiku Shogi. Four hundred year old, large, historical variant of Shogi.[All Comments] [Add Comment or Rating]
📝A. M. DeWitt wrote on Mon, May 4, 2020 05:38 PM UTC:

I managed to make a preset for this game which enforces all of the rules except for the repetition rule, which is simplified to awarding draws on fourfold repetitions.

You can find it here: https://www.chessvariants.com/play/pbm/play.php?game=Tenjiku+Shogi&settings=tenjiku


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, May 5, 2020 08:52 PM UTC:

Whenever I search for something authored by me in Games for Game Courier using the letter index at the top, it doesn't show up the first time. When I go to another page and back, my pages show up as normal. It's very strange. Any idea as to what might be causing this?


Tenjiku Shogi. Fire Demons burn surrounding enemies, Generals capture jumping many pieces. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, May 8, 2020 01:26 PM UTC:

One question. Let's say a Lion, Horned Falcon, or Soaring Eagle skips a turn inside its promotion zone (They are the only promotable pieces with this ability). Would that piece be allowed to promote after doing this?

In my rule-enforcing preset for this game, promoting a piece after it skips a turn is currently disallowed. This is because the preset is based on my rule-enforcing preset for Suzumu Shogi (a game which explicitly prohibits promoting after skipping a turn). However, historical sources (which are already terse and/or incomplete) do not elaborate on this particular situation as far as I know. Should I remove the code disallowing promotion after skipping a turn?


A. M. DeWitt wrote on Fri, May 8, 2020 02:19 PM UTC:

I completely forgot that the promotion rule was different. I'll get to fixing that right away.


A. M. DeWitt wrote on Fri, May 8, 2020 03:09 PM UTC:

The rule-enforcing preset now properly enforces promotion rules.


A. M. DeWitt wrote on Sun, May 10, 2020 03:18 PM UTC:

I also agree that Tenjiku Shogi's promotion rule should be the same as that of Chu Shogi. But for Lions, Horned Falcons, and Soaring Eagles, these rules are a bit vague. Of course, Chu Shogi is of no use to us here since these pieces don't promote in that game. So I decided to follow H. G. Muller's interpretation, which makes the most sense in my opinion.

In his interpretation of the first rule, the piece must start its move outside the promotion zone and end its move inside it. If a piece moves multiple times, the intermediate square(s) would not be considered since the piece did not start or end its move there.

In his interpretation of the second rule, the piece must start in the promotion zone and capture something with its move. It's well established at this point that a capture is any move that removes an enemy piece from the board. This presumably means that if a piece makes a capture on its first step and a non-capture on its second, this would still count as a capture since the piece captured something.

Now let's consider the effects of this interpretation on these scenarios suggested by dax00:

  • A Lion that enters the promotion zone on a non-capture and then exits the zone while capturing a piece should be able to promote
  • An unpromoted piece that starts in the promotion zone, captures a piece in the promotion zone on its first step, and makes a non-capture on its second step should not be allowed to promote

The first scenario is flawed because it breaks both rules. The Lion did not enter the promotion zone - both its starting square and its destination square are outside of it. This makes the capture on the Lion's second step meaningless.

The second scenario is flawed because it meets the criteria in the second rule. The piece started its move inside the promotion zone and captured something on the way to its destination, so it has the option of promoting on that turn.


A. M. DeWitt wrote on Mon, May 11, 2020 01:39 PM UTC:

I also made a rule-enforcing preset for Nutty Shogi.

You can find it here: https://www.chessvariants.com/play/pbm/play.php?game%3DNutty+Shogi%26settings%3Dnutty


Maka Dai Dai Shogi. Pieces promote on capture, some to multi-capturing monsters. (19x19, Cells: 361) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, May 31, 2020 08:14 PM UTC:

I wonder how you made Tiles-1 and Tiles-2 Shogi Pieces?


Chu Shogi. Historic Japanese favorite, featuring a multi-capturing Lion. (12x12, Cells: 144) (Recognized!)[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Mon, Jun 8, 2020 03:59 PM UTC:

I am nearly finished making a Game Courier preset that enforces the rules of this game and displays legal moves. However, the Lion trading rules haven't been implemented yet because they are giving me some problems. Any ideas on how to solve this?

You can find the preset here: https://www.chessvariants.com/play/pbm/play.php?game=Chu+Shogi&settings=chu

 


A. M. DeWitt wrote on Mon, Jun 8, 2020 08:54 PM UTC:

Everything should be in order apart from the restrictions against indirect trading of Lions (and the repetition rules, which i won't implement because it's way too complex). All I really did was copy the Tenjiku Shogi preset's code to this preset and modified the code to suit the needs of the Chu Shogi preset.


A. M. DeWitt wrote on Mon, Jun 8, 2020 09:50 PM UTC:

The preset has been posted, and everything seems to be working properly.


A. M. DeWitt wrote on Wed, Jun 10, 2020 01:14 AM UTC:

You can find it here: https://www.chessvariants.com/play/pbm/play.php?game=Chu+Shogi&settings=chu


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Jun 20, 2020 01:10 PM UTC:

The new file upload script is way better than what it was in the past, but whenever I try to delete an old image and upload a different image with the same name, the old image reappears instead.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Jun 21, 2020 03:24 PM UTC:

The new AI is pretty impressive. But I must ask you something. As far as I know, there is no easy way to skip a turn with a multi-move piece has this ability. Can this be implemented?


A. M. DeWitt wrote on Sun, Jun 21, 2020 03:24 PM UTC:

A. M. DeWitt wrote on Sun, Jun 21, 2020 07:05 PM UTC:

It may be rare that you would skip a turn in a Shogi variant, but there are those instances where that is useful.

If you were to implement such a feature, I would suggest keeping the deselection of pieces the same, but having the squares where locust captures are possible trigger the 2nd leg code even when those squares are empty. However, it's important to differentiate between multi-moves that can br triggered by moving to an empty square and those that can only be triggered by capturing (i.e. the Lion's lion power vs. the Heavenly Tetrarch's igui move).


Betza notation (extended). The powerful XBetza extension to Betza's funny notation.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Jun 24, 2020 09:44 PM UTC:

Is there a way to have a piece jump 4 squares diagonally? As it is now, the diagram doesn't appear to have that option as a single move/atom.


A. M. DeWitt wrote on Thu, Jun 25, 2020 02:44 PM UTC:

I think adding the Y extension and repeatable suffixes is a good idea. It might also be a good idea to allow the X and Y extensions to be combined in case there is a leap that one extension cannot simplify on its own. It may not be a perfect solution, but it should be good enough to suit the needs of most variants.


Shogi. Missing description (9x9, Cells: 81) (Recognized!)[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, Jul 3, 2020 07:00 PM UTC:

I have one question about the rules regarding check. A few sources (i.e. the English Wikipedia page on Shogi) mention a rule against perpetual check, namely making perpetual check four times, or something similar. Yet most of the sources I found do not mention such a rule. So is this supposed rule against perpetual check really a thing?


Betza notation (extended). The powerful XBetza extension to Betza's funny notation.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Jul 4, 2020 06:21 PM UTC:

The modifier x does not seem to work when used on a final leg, at least when it comes to highlighting a selected piece's moves. For example, when I give a piece the move xK and press its name to show its moves, it will show red capture moves, but that's it.


A. M. DeWitt wrote on Sun, Jul 5, 2020 01:36 AM UTC:

There might not be much to show on an empty board, but xK does not show move highlights when actually moving pieces on the board.


A. M. DeWitt wrote on Sun, Jul 5, 2020 06:55 PM UTC:

I'm glad you got the move borrowing fixed, but there is one small problem. When a piece borrows from another piece that has a borrowing move in the same vector as the vector that the piece is using to borrow the move from, the diagram takes unusually long to render the move when the piece is selected and gets stuck in a frozen position when you try to move it.

For example, lets say that a piece with the move RbxW is directly behind a piece with the move sRfR2bxW. Notice that both have the bxW for borrowing moves. If I click the piece in front and then try to move it, the diagram will freeze.

I think what is happening is that when a piece with x on a final leg borrows a move, it always borrows all the moves of the piece it's borrow from, including borrowing moves. Since the pieces in the example above have the same borrowing move (bxW), when the piece in front borrows the move of the piece in the back, the diagram will generate that move on top of the original, but since the borrowed move included the same borrowing move as the original move and neither piece had moved, the diagram will repeat this procedure over and over, resulting in an infinite loop.

Fortunately, the fix for this little problem is simple. Either don't include any move with x on a final leg when adding the borrowed move to the original, or include an additional condition in the loop for generating moves that prevents the infinite loop.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, Jul 7, 2020 01:57 AM UTC:

I am confused... When I clear my browser cache and wait a few days after updating my Shogi piece graphics, in some places, the graphics appear in their current form, and in others they appear in their original form. It seems like the images are refusing to update in some places. I've noticed the latter with the interactive diagrams on my articles for games I created (i.e. Suzumu Shogi, where the images in the Pieces section are up to date but the images in the interactive diagram are not) and when copying the image address and looking at the image that way. Any ideas as to what's causing this?


A. M. DeWitt wrote on Wed, Jul 8, 2020 02:02 AM UTC:

Well, as it turns out, I'm an idiot. All I needed to do was to change the graphics type for the interactive diagram from png to png?nocache=true. Whoops.


Futashikana Shogi. Expanded version of Shosu Shogi played on an 11x11 board.[All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Sat, May 25, 2019 09:55 PM UTC:

@Ilya Novikov I recently uploaded some Mnemonic and Pixilart Shogi pieces. Also, I removed the rule against perpetual check in both Futashikana Shogi and Shosu Shogi, so it might be a good idea to update the Zillions of Games pages about these games.

Edit: I also restored the original moves for the Side Soldier and Vertical Soldier and renamed a few pieces.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Jul 12, 2020 12:26 AM UTC:
The newest diagram script has a script error. Here is the error message I got when putting a diagram using the new script into the repl.it IDE for HTML:

>
Script error.
>

Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Jul 12, 2020 12:30 AM UTC:

Seems like the comment system received an update - an update that removed an option to delete comments that are empty strings, which could be problematic, since there are no easy ways to delete comments now. Also, I do not like the fact that we now have a simple text field rather than an HTML editor. This is a straight up downgrade from the old and much better system, since you now have to enter HTML tags by hand - tags that the old system took care of for you.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Jul 12, 2020 06:12 AM UTC:

Perhaps you could add a function (i.e. IsPawn(p)) to allow certain pieces to promote on the last rank? That way you can still keep the option off but allow certain pieces to promote on the last rank if need be.


Chu Shogi. Historic Japanese favorite, featuring a multi-capturing Lion.[All Comments] [Add Comment or Rating]
📝A. M. DeWitt wrote on Wed, Jul 15, 2020 05:06 PM UTC:

@Greg Strong Sorry for the late response, but I just added a link the Alfaerie Style preset, so you are welcome to rename my page to 'Chu Shogi' and hide the other two pages with (non-rule enforcing) Chu Shogi presets.


Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Thu, Jul 16, 2020 11:35 AM UTC in reply to H. G. Muller from 11:35 AM:

Great idea, but how would you even go about implementing that? For a game like Yangsi or regular Chess, it would be fairly simple, but for a game like Chu Shogi or Suzumu Shogi, or even regular Shogi, things become really complicated really quick. Chu Shogi and Suzumu Shogi have multi-moving pieces, which required specialized code to enforce properly, namely a modified version of the code in Extra Move Chess that can enforce single and double moves, as well as a special subroutine that determines if a piece moved to a square that allows it to move again. In Chu Shogi, even more specialized code is needed to enforce the Lion-trading rules. Same for regular Shogi, except the specialized code handles drops rather than multi-moving pieces. Thanks to this and the fact that XBetza notation and GAME Code are two wildly different things, it would be incredibly difficult to properly implement the full version of your idea. Still, adding a button that, at the very least, prints out GAME Code functions for each piece, would be a great addition to this page in my opinion.


Diagram Editor with scalable graphics. An easy-to-use tool for drawing boards and pieces of any size and color.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Thu, Jul 16, 2020 03:33 PM UTC:

The diagram seems to be having problems rendering anything larger than 8x8. The image is fine, but the diagram seems to freak out when rendering any board size larger than 8x8.


Chu Shogi. Historic Japanese favorite, featuring a multi-capturing Lion.[All Comments] [Add Comment or Rating]
📝A. M. DeWitt wrote on Fri, Jun 12, 2020 12:04 AM UTC in reply to Greg Strong from 12:04 AM:

Did you get my message?


📝A. M. DeWitt wrote on Thu, Jul 16, 2020 10:46 PM UTC in reply to Greg Strong from 10:46 PM:

Your welcome. In case your wondering how I made the preset, I mostly copied code from the Tenjiku Shogi preset (which was based on the Suzumu Shogi preset) and modified it to suit the needs of Chu Shogi and the its sets. The hardest part was implementing the Lion trading rules. For those, I used a variable to check whether a Lion was captured or not, and then tested moves based on its value. For allowing a Kirin that had just captured a Lion to be taken, I simply used a flag to mark its spot and created an exception to allow it to be recaptured.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Thu, Jul 23, 2020 01:57 PM UTC:

When I try to update the description for my upcoming tutorial on programming variants with multi-move pieces in Game Courier, the description still reads what it originally said when I first posted the article. It seems like the description is refusing to update even after I change the text in the What's New Text field. Any idea as to what's causing this?


A. M. DeWitt wrote on Thu, Jul 23, 2020 04:08 PM UTC in reply to Ben Reiniger from 02:44 PM:

Yes, I would like the description for that article changed to "A tutorial on how to create variants with multi-move pieces in them."

Also, I personally think that the old system where the What's New Text and the article description are the same was a much better system. I have no idea why someone decided to separate them.


Game Courier Settings Files. Keep track of all the settings files you have written for Game Courier.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Jul 26, 2020 04:04 PM UTC:

I wonder if there is a way to delete old presets? If so, I would like the presets listed below deleted (TLDR - All of the presets listed here that redirect to something). All of them are mine, so you do not need someone else's permission to delete them.

  • All of my presets for Chess on a 10x10 Board
  • All of my presets for Decimal Chess
  • My alfaerie preset for Dragon Chess
  • My preset for Futaskikana Shogi
  • My alfaerie preset for Hectochess
  • My alfaerie preset for Ryugi
  • My preset for Single-Capture Suzumu Shogi
  • My promotest preset for Suzumu Shogi
  • The alfaerieblackabstractblackalfaeriewhiteabstract, and whitealfaerie presets for Yangsi
  • All of my presets for Yangsi (Black)
  • All of my presets for Yangsi (White)

Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Jul 26, 2020 06:46 PM UTC:

In an earlier comment you said you could build an AI that plays much stronger than the one you currently have implemented into the diagram. I know the AI in the diagram is intended to be weak, but maybe you could implement the stronger AI as a separate option and have an option to switch between weak and strong AI in the AI bar?


Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, Aug 18, 2020 12:40 AM UTC:

There is a bug in the rule-enforcement subroutines. The code won't allow any piece to be moved - it just exits with the error message "You cannot move opponent pieces." Luckily, tweaking the cond statement that controls this exit point should fix it easily. When using cond its important to know that it will evaluate the second and third operands before the first operand unless they are encapsulated in parentheses. I'm only guessing here, but I think if you change cond #player islower #mover isupper #mover to cond #player (islower #mover) (isupper #mover) it should work as intended.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, Aug 18, 2020 12:59 AM UTC in reply to Ben Reiniger from Thu Jul 23 04:17 PM:

I would also like to have descriptions changed for the following pages:

Gyaku-sama Shogi - Smaller version of Hanten Shogi. >> Smaller variant of Hanten Shogi on a 13x13 board.

Taishin Shogi - Enoumous variant of Suzumu Shogi based on Tai Shogi. >> Enormous variant of Suzumu Shogi based on Tai Shogi and Taikyoku Shogi.


Chu Shogi. Historic Japanese favorite, featuring a multi-capturing Lion.[All Comments] [Add Comment or Rating]
📝A. M. DeWitt wrote on Tue, Aug 18, 2020 01:12 AM UTC in reply to dax00 from Thu Aug 13 08:47 PM:

I'll get to testing that bug right away.


📝A. M. DeWitt wrote on Tue, Aug 18, 2020 01:26 AM UTC in reply to dax00 from Thu Aug 13 08:47 PM:

From my testing, the bug you described doesn't seem to pop up in the other presets I made using similar code. But those presets included code for a piece called the Heavenly Tetrarch, which wasn't allowed to skip the second part of its igui move. This piece does not exist in Chu Shogi, so I removed that part of the code when making the preset.

[Edit] This bug is now fixed. The lines that told the code to exit the do loop early after passing the second part of a double move were placed too far in. In the other presets, they were in the correct spots, but I had forgotten to update their position after deleting the code preventing the Tetrarch from passing its igui move in the Chu Shogi preset.


Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, Aug 18, 2020 01:56 PM UTC in reply to H. G. Muller from 09:08 AM:

I simply recreated my game Yangsi in the applet, clicked on the button for showing the Game Code, and copied the code into a makeshift preset for it. When I tried to move a piece, the program exited with the error message "you cannot move opponent pieces." I tried it as normal and after swapping the Post-Move sections, but the error persisted.


A. M. DeWitt wrote on Tue, Aug 18, 2020 08:56 PM UTC in reply to H. G. Muller from 02:01 PM:

Those presets were made long before this Play-Test Applet was a thing. What I meant in my last comment was that I recreated the setup and rules of Yangsi in the Play-Test Applet, clicked Start Position, clicked Game Code to get the code, and edited the Yangsi preset to make a fake preset using that code. After that, I tested the fake preset, and after moving a piece, the error showed up.


Chu Shogi. Historic Japanese favorite, featuring a multi-capturing Lion.[All Comments] [Add Comment or Rating]
📝A. M. DeWitt wrote on Tue, Aug 18, 2020 08:58 PM UTC in reply to dax00 from 12:59 AM:

I fixed the preset. The option to pass the second part of a double move is now working properly.


Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Aug 19, 2020 08:17 PM UTC in reply to H. G. Muller from Tue Aug 18 09:00 PM:

Here's a preset I made using code from the Play-Test Applet:

Yangsi


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Aug 19, 2020 10:32 PM UTC:

When I click on a piece to move it in a Game Courier preset, the selected piece doesn't get surrounded by a black square. You can still tell which piece is selected by looking at the Moves Field though. Personally, I prefer to be able to see which piece I have selected on the board without having to refer to the Moves field.


A. M. DeWitt wrote on Fri, Aug 21, 2020 04:37 PM UTC:

There is a bug in Game Courier that prevents you from deselecting an empty square that can be reached by a friendly piece. When such a square is selected, everything works normally (aside from not showing a black box on the selected square), but if you then try to deselect it or click another square, it will instead append that coords of the square you clicked directly to the end of whatever's in the Moves Field.


Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Aug 23, 2020 01:17 AM UTC:

There seems to be a bug in my rule-enforcing presets for large Shogi variants (except for Shosu Shogi) that makes the legal moves displayed for a piece repeat after ten squares. For example, in the Suzumu Shogi preset, if I click on the black Vice General in the starting position, Game Courier will display the normal legal move to 16e, but it will also show another legal move on 6e (which is still treated as illegal by the preset). I have no idea how this is happening, as I haven't changed the code for displaying legal moves (which is based on stalemated subroutines from teh chess3 and shogi include files) in any of these presets. Any help I can get would be greatly appreciated.

[Edit] I also found another bug that prevents Game Courier from displaying legal moves after trying to make an illegal move by the mouse and then cancelling it.


A. M. DeWitt wrote on Sun, Aug 23, 2020 02:16 PM UTC:

I also found another bug that prevents Game Courier from displaying legal moves after trying to make an illegal move with the mouse and then cancelling it with the popup.


A. M. DeWitt wrote on Sun, Aug 23, 2020 04:24 PM UTC in reply to Fergus Duniho from 03:41 PM:

I refreshed my browser cache. The Moves field works fine, but Game Courier still isn't displaying legal moves on the board after I try to make an illegal move with the mouse and then cancel it with the popup.


A. M. DeWitt wrote on Sun, Sep 13, 2020 03:47 PM UTC:

I encountered a bug when using presets I made for large Shogi variants such as Chu Shogi. The bug prevents the blue boxes that highlight legal moves from being displayed for the second part of a double move. Apart from that, everything works normally. I also tried this with the Balanced Marseillais Chess preset, but the bug was not present there. Any ideas as to what's causing this?

Also, the Marseillais Chess preset is exiting with an error as soon as you click the button for it on the game's Game Courier Preset page.


MSsuzumu-shogi[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Sep 23, 2020 02:38 PM UTC:

The rule against perpetual check was intentional back in 2019. It was meant to compensate for stalemate being a win for the stalemating player. In Chess, if you're in a lost position, then the stalemate rule can save you. The rule against perpetual check had the same purpose. However, I removed it from all of my Shogi variants some time ago, as I believed it would add nothing but confusion as to why someone lost a game.


Game Courier Settings Files. Keep track of all the settings files you have written for Game Courier.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Mon, Nov 2, 2020 04:04 PM UTC:

I would like the presets listed below deleted. All of them are mine, so you do not need someone else's permission to delete them.

The default preset for Hanten Shogi

The default preset for Gyaku-sama Shogi

In case you are wondering why I want them deleted, I have decided to delete their related articles from the Chess Variant Pages, as I have lost interest in them.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Dec 12, 2020 01:09 AM UTC:

In making my own interactive diagrams, I decided to add functions for getting FEN codes from board positions and loading positions from FEN codes. They work pretty flawlessly, provided you use an ID w/ at least one letter for each piece. It even works w/ multi-character IDs, which are enclosed in curly brackets in the FEN code.

I also made functions for getting and loading game moves using a more specialized notation, w/ each element of the move separated by hyphens. Though it isn't standard algebraic notation, I have tested this system and it works very well.

If you would like, I can send you a text document w/ the functions.


A. M. DeWitt wrote on Mon, Dec 14, 2020 07:34 PM UTC in reply to H. G. Muller from Sat Dec 12 03:21 PM:

Your program for pasting games works pretty well. To be honest, I didn't expect you to pull that off, though you probably aren't one to give up easily.

The problem with SAN is that it is very vague. It only shows you the piece ID, where that piece moved to, if it captured, a letter and/or number for disambiguation, and promotion choices, if any (and possibly if en passant capture was used). Basically, it shows you the minimum amount of information that required. However, this also makes parsing the moves very complicated (but not impossible). Game Courier has to deal with this same problem at an even larger scale, as some presets use different coordinate systems compared to SAN (i.e. Shogi and its variants). This is why Game Courier uses the notation it does. The notation my functions use an even simpler notation, with each move being a list of coordinates (and sometimes piece IDs) separated by hyphens, a character unlikely to be used in an actual piece ID. This allows the moves to be parsed quite easily using the following process:

  • Split move string into components and pass to an array, with a space as the delimiter.
  • For each move in the array, split into its components and pass to another array, with a hyphen as the delimiter.
    • Process the move based on the length of the array. Unless stated otherwise, all elements must be coordinates. Piece IDs are uppercase for White and lowercase for Black, and setting the shogiMode flag reverses this.
      • If length 2, single move or drop. First element may be a piece ID or a coordinate.
      • If length 3, single move with promotion or double move. Last element may be a piece ID or a coordinate.
      • If length 4 or more, multiple move with or without promotion. Last element may be a piece ID or a coordinate.
    • If an error occurs, exit loop without moving anything for this move and print an error message (moves successfully parsed before the error are still executed). Otherwise, make the move accordingly

As for FEN code, I am not sure how else to print the current position to and load positions from strings. It seemed like the best system to use for this when I made the functions, since none of my games involved random shuffling of the initial position.


Jocly. An html-based web platform for playing 2-player abstract stategy games.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, Feb 10, 2021 09:36 PM UTC:

They actually managed to get the site back up. I though Jocly was permanently down.


MSchushin-shogi[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Feb 14, 2021 08:52 PM UTC in reply to Eric Silverman from Thu Feb 11 04:06 PM:

This page is now finished and waiting to be approved.

Game Courier presets for my larger games are theoretically possible. I have the tools necessary, and creating the PHP file shouldn't be that hard, but I am unsure how I would get that to work. The sets that Game Courier currently has either don't have enough pieces, have pieces which don't accurately represent the pieces in my large shogi variants, or have pieces whose names are too complicated for me to effectively implement them into Game Courier.

That's not to say I don't want to make presets for these games. If I could create the proper PHP files for the pieces and get them added to Game Courier, that would allow me to create presets for these games with proper representation of the pieces, which would be great. If you are an editor, perhaps you could help me with that when I finish the PHP files?

As for Hanten Shogi and Gyaku-sama Shogi, I am in the process of reviving them.


Five-Minute Poppy Shogi. Small shogi variant on a 4 by 5 board. (4x5, Cells: 20) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Mar 13, 2021 03:26 AM UTC:

I assume all piece moves are the same as in standard Shogi?


MShanten-shogi[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Mon, Apr 5, 2021 02:12 PM UTC in reply to Eric Silverman from Thu Mar 11 02:34 AM:

I will have the blue coloration come back sometime, although I will probably reverse the colors to save me time if I need to update any graphics.

Kyoto Shogi style switchbacks could be interesting. But there is a problem: the instant a Pawn or Drunk Elephant moves, it would be forced to promote, which boosts defense early on and makes the game less interesting in my opinion. Of course, this can be easily solved by including exceptions to this rule for those pieces, and providing some sort of visual cue to match. But to me, the condition that promotion/demotion only happens on captures makes more sense, as you would need less visual cues for it.

You can find the preset for Hanten shogi in the Computer Play section of the notes.


A. M. DeWitt wrote on Mon, Apr 5, 2021 03:07 PM UTC:

I have now added blue versions for the Prince and Tokin. For their Mnemonic versions, the inside of the cross/dot is hollow.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Mon, Apr 5, 2021 03:46 PM UTC:

I've been working on a side project of mine called the Universal Chessboard, a stand-alone application designed to support as many chess variants as possible, within certain parameters. It is somewhat similar to and inspired by these interactive diagrams - for example it uses the same general format for its presets as the format that is used to parse these diagrams (albeit with some parameters added/missing/different). Although it is still very much in its infancy (as it is currently at version Alpha 0.0), it already has many basic features implemented. You can move pieces with the mouse or with text, navigate through the game, undo moves. reset the board, load board positions, load game presets, etc.

You can check out the application in its current state as an Eclipse IDE project or a runnable .jar file here: https://github.com/amdewitt/Universal-Chessboard.


A. M. DeWitt wrote on Sat, Apr 10, 2021 02:49 PM UTC in reply to Greg Strong from Tue Apr 6 02:28 PM:

It shouldn't be too hard to implement the majority of the features. The main problem I am currently facing is how to implement the display of legal moves from XBetza notation, which becomes quite complicated, especially when you take into account the way multi-moves work. Once the display of legal moves is fully implemented, the Universal Chessboard will enter its Beta stage.


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, May 1, 2021 10:04 PM UTC:

I have a new piece set file for my large shogi variants that I want to test out in Game Courier. Who should I contact to get it uploaded to the site and linked to the list of piece sets?

 


A. M. DeWitt wrote on Sun, May 2, 2021 03:23 PM UTC:

I am inclined to agree. Also, I would like to know how to group sets together. If my set file for my large is correct, I will have two more uploaded. All three of these sets would, logically, be in a group called Taishin Shogi Pieces, with the set names being Taishin Shogi - Mnemonic Pieces, Taishin Shogi - Shogi Pieces, and Taishin Shogi - Abb. Shogi Pieces.


Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, May 5, 2021 01:32 AM UTC in reply to H. G. Muller from Tue Feb 16 05:43 PM:

Are you using the aliases as the piece IDs instead of the original piece IDs specified by the set file being used? If so, that will not work. You need to use the piece IDs originally specified by the set file, as the alias command only makes a visual change to the piece ID (it does not change the internal ID used in the code).


Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Wed, May 5, 2021 07:16 PM UTC:

I would like to request that the presets default2 and promotest for Suzumu Shogi be deleted, as they are excess presets and no known games for Suzumu Shogi have been found. (promotest was made to try and work around an internal bug in Game Courier, and default2 was made when I thought I would need to update the default preset for the game, only to find that it was safe to change the original).


About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, May 7, 2021 05:39 PM UTC in reply to Greg Strong from Wed May 5 01:18 AM:

@Greg Strong and Ben Reiniger - Since you two seem to be the one that I should contact for uploading set files, should I send my set file to one of you via email? Also, would having a plus sign (+) in a piece label cause any problems for Game Courier? It seems to work fine when I use code in the presets to change the labels, but I want to make sure the same is true when there is a plus sign in the label coming from the set file, as all the promoted piece labels have plus signs in them.

I will only be sending the first one for now, as I want to make sure it works as intended before uploading the other two.


A. M. DeWitt wrote on Fri, May 7, 2021 10:17 PM UTC in reply to Greg Strong from 06:33 PM:

I have just sent the set file to you via email. If the plus signs cause problens, let me know.

Also, I took a quick look at the Alfaerie: Many piece set, and the plus sign did not appear to be used in any of the piece labels, though this of course means little, as plus signs can be used in piece IDs by replacing the labels without the alias command.


Variants playable against the diagram's AI. (Updated!) Index of variants that can be played against the interactive diagram.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, May 7, 2021 11:54 PM UTC:

This is a very nice index you have so far. However, I noticed that Ryugi was missing. While it is admittedly not my favourite game, it is just as simple for AI to play as Yangsi, if not simpler. If you can add Ryugi to the list that would be great.

Also, my larger Shogi variants have diagrams that an AI can play as well, though not including these is sort of understandable, as the AI would of course take a very long time to make a move. I actually had the AI play a game of Taishin Shogi (my largest game) for the first 60 or so moves, and in the worst case it took upwards of 9 hours for the AI to make a move due to the sheer size and complexity of the game, which only increased as more moves were made, although this would theoretically lessen as the board thins.

 


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