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Forwards Chess. A variation of FIDE Chess where pieces only move forward. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Dec 4, 2022 12:27 AM UTC:

This is similar to Brickchucking Chess except that pieces aren't allowed to move sideways either. Also, in Brickchucking Chess, when a pawn promotes, it is oriented to move in the other direction. In this game, a pawn that promotes is forever stuck, and would be useless except for it's ability to check backwards.


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Sun, Dec 4, 2022 12:06 AM UTC in reply to Aurelian Florea from Sat Dec 3 11:54 PM:

Probably. The antelope and giraffe aren't adding any new directions but the camel and zebra are.


📝Greg Strong wrote on Sat, Dec 3, 2022 08:53 PM UTC:

Yes, I know what that's about. For efficiency reasons, there is a maximum number of directions that can be used in a game. It was 48 but I have increased it to 72. I'll post an update soon.


Maidens Chess. Members-Only Chess with forced capture (or huffing of piece), adaptation of Shatranj with forced capture of Alfonso Codex, year 1283.[All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Centaur Chess. Pieces move backwards as Knight. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Nov 30, 2022 10:04 PM UTC:

You can recover from this entry on archive.org, there wasn't much ...


HTML vs Markdown. A style guide to using Markdown or HTML on this site.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Nov 30, 2022 01:54 AM UTC:

This is a nice guide, and will be helpful.

I have one markdown question.  Is there a standard way to force a line break?  If I just put a single return, it is ignored.  If I add two returns, I get a blank line between the two.  I suppose I can just use the HTML <BR> tag but is there a markdown-specific way to do this?  I do this for things like:

Thanks,
Greg


How to Design and Post Your Own Game. A reference for those who want to post their own games here.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Nov 30, 2022 01:46 AM UTC in reply to Ben Reiniger from Mon Nov 28 06:50 PM:

I think we should keep the current WYSIWYG editor unless we find a better one. It is what I generally use. For quoting people and typing responses, often with formatting, I think it's the easiest and most intuitive of the methods. Mangling whitespace is a potential issue, but it doesn't seem to manifest much in practice.


Maidens Chess. Members-Only Chess with forced capture (or huffing of piece), adaptation of Shatranj with forced capture of Alfonso Codex, year 1283.[All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Tue, Nov 29, 2022 05:16 PM UTC in reply to Aurelian Florea from Mon Nov 28 12:32 PM:

How does the colourbound pieces bonus/penalty work when more pairs of colourbound pieces are involved?

The current approach is pretty simple.  First, it only applies to pieces that split the board into two regions.  Pieces with higher-order colorbindings, like Dabbabahs, are not considered for colorbound bonus/penalty at all.  A player is given a half-pawn bonus for having at least one colorbound piece on each "color" (see note below) and given a significant penalty for having two pieces on the same color with nothing on the other.

Note: All pieces with bindings that split the board in two are considered equivalent.  This is not ideal.  It is possible to have two different types of pieces that have two different "color" bindings that are not the same.  This happens in Alice Chess for example.  In Alice, both the Bishops and the Knights can only see half the boards, but they are not the same bindings!  (Any pair of bishop and knight will be on the same squares on one board and on opposite squares on the other.  The current strategy isn't smart enough to account for this.)

Does the endgame value of a piece influence opening exchanges, or is it just the middlegame value?

Endgame value will have no influence.  The evaluation of a position is interpolated between the midgame and endgame values based on the amount of material remaining.  It does not even start sliding from midgame to endgame until 20% of the starting material has been captured.

I have seen that you have programmed beautiful sun chess. Why not Xiangqi also?

The issue with Xiangqi is the very complicated and hard-to-implement repetition/anti-chasing rules.  I'm not even sure I understand them, much less know how to implement them (although I haven't really spent time on it.)


📝Greg Strong wrote on Sun, Nov 20, 2022 03:37 PM UTC in reply to Aurelian Florea from 12:34 PM:

How can I add evaluations for the maasai pawn pushes?

You can set the Forwardness Piece-Square-Table componenets.  For the regular Pawn type, it is 7 midgame and 10 endgame.  For user-defined pieces it's 0.  So you can set PSTMidgameForwardness=7 and PSTEndgameForwardness=10 to make it consistent with the Pawn.

You can look at the PSTs in the piece properties.  And you'll need to restart the program after making changes to an include file.  They are parsed at startup.


📝Greg Strong wrote on Sun, Nov 20, 2022 01:38 AM UTC:

I think you are making too much of this.

That is a disctinct possibility!  And that's why I wrote out all of that... so you could tell me if I'm on the wrong track, or overlooking the obvious.  I appreciate your time.  And, while I agree with what you've written, I'm not sure it justifies me doing anything differently.

You actually defined different classes of legality, and why stop at three? Generalizing this you could have an arbitrary number of such classes. I would prefer to call these 'priority classes'. You must play a move from the highest non-empty class.

Absolutely.  It did occur to me that one could invent a chess variant where there are even more tiers of legality...  But I'm not aware of any such game.  I've only come up with 3 instances of needing a middle ground between "legal" and "illegal".  I guess one could argue that as long as I'm making the change, I should go all the way and make an expandable hierarchy of legality.  But that seems more complicated and unnecessary.  And if it's not much more complicated, then it should be easy enough to adapt this should the need arise.  (And, while I would like to support as much as I reasonably can, it is not my goal to support anything that may come along.)

In Suicide captures are class 1, small in number, non-captures class 2, large in number. The situation that there would be a class-1 move we do not want to consider in QS, which would outlaw all moves we do want to consider, because these are all class 2, never can occur. Same with Jumping Chess; the unconsidered moves are by definition class 2. Of course QS is still affected, because if there are moves to be considered, there will be no stand pat.

I do not entirely understand this, but I think you are in agreement that "fallback legality" moves should be considered in qsearch in Giveaway and Jumping.

In Golem Chess typically all moves are class 1, and the occasional move that can be class 2 is even rare amongst captures. The logical thing to do, considering these statistics, is assume there will be class-1 moves amongst the non-captures.

I interpret this to mean that you agree that "fallback legality" moves should not be considered in qsearch in Golem Chess.

Note that the engine is very well capable of determining the distribution of moves over the various priority classes from nodes in the full-width part of the search. In particular you could make it keep track of how often there are no class-1 non-captures in the case there are no class-1 captures, and use that to decide whether to do a class-1 stand pat in QS.

Ok ... so if I understand correctly, your are not disputing that qsearch needs to be treated differently in Golem vs. Giveaway, but that, rather than a configurable variable that the programmer must set, the engine can determine this for itself.  Hopefully I got that correctly.  If so, my question is how much extra complication does this involve?  Certainly, I'd rather not add another user-configurable element if it's not necessary.  Heck, even the name of this hypothetical variable, "ConsiderFallbackLegalityMovesInQSearch", makes me a little embarassed.

Let's make sure I've isolated the questions to be decided correctly:

1. Do we need to expand beyond the standard determination of pseudo-legal moves as strictly legal or strictly illegal to account for games that have these types of "illegal unless there's nothing else" type moves?

2. If the answer to #1 is yes, do we just do as I've proposed and add a middle "fallback legality" category or do we go all the way and make a structure for any number of tiers of legality?

3. If the answer to #1 is "yes", regardless of the answer to #2, we have the issue of qsearch.  Do we have programmatic variables to determine what should be considered in qsearch, or do we determine that from statistical analysis?

Do I have this right?  And, if so, what are your answers to these questions?


Tigrey. Combination of Expanded Chess and Tiger Chess. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Nov 19, 2022 07:31 PM UTC in reply to Daniel Zacharias from 06:37 PM:

The page for Tigrey has now been published


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Sat, Nov 19, 2022 02:41 AM UTC:

This is a technical follow-up to recent discussion in other threads.  Overview: there are cases where whether a move is legal depends on what other moves are available.  These follow the general pattern where a certain class of moves are only legal if there is nothing else that is legal, in which case this class of moves all become legal.

I originally raised this in response to the Golem Chess rule that "a Golem or Half-Golem may not capture an opposing Golem or Half-Golem if the opposing Golem or Half-Golem is two squares away and defended by a piece on its own side" ... UNLESS there is no other legal move.  I then realised this was similar to the Losing/Giveaway Chess rule that non-capturing moves are only legal if there are no captures.  We discussed a plan for implementation, which I have started implementing.  While doing this, I found a place in ChessV where I had already encountered this problem and "hacked" it in a less general way and forgot about it ...  That is the Jumping Chess rule that if there is a piece on an edge square that can make a capture, the player must make one of those moves (their choice) but nothing else is legal.  Having come up with these three cases already, I must assume there are more.  So, on to how these can be solved in a universal chess engine ...

Typically, moves are either legal or not.  It is true that a move generator generates so-called "pseduo-legal" moves they might turn out not to be legal when made (if, for example, they expose your King to check or leave him in check.)  But when these pseudo-legal moves that are not really legal are actually made, it is detected that they aren't actually legal and they are skipped.  Details of how this happens varies but it doesn't really matter.  This is simple and doesn't depend on any other moves.  ChessV handles it like this: whenever a move is made, a MoveBeingMade message is routed to every Rule in the Game that receives that message.  The rule can then return an IllegalMove result code to rule the move illegal.  Besides exposing your King to check, other reasons exist such as a LocationRestrictionRule stopping your King from leaving the castle or your Elephant from crossing the river, or the TradePreventionRule making Lion "iron" by preventing captures after you've captured the opponent's Lion.  (As an irrelevant aside, MoveBeingMade messages are also handled just for the purpose of updating game state - such as the EnPassantRule determing when a pawn push creates the possibility of an en passant capture.)

But now we have pseudo-legal moves who's legality depends on what other legal moves exist.  This presents a new challenge.  The general idea is this: allow the MoveBeingMade function to return a new code, which I originally called IllegalUnlessOnly but am now calling FallbackLegality.  Moves of FallbackLegality are all legal if and only if all pseudo-legal moves are either FallbackLegaltity or IllegalMove.  These moves could be temporarily set aside and tried again later if appropriate, or, if appropriate, a new node could be launched with tail recursion wherein FallbackLegality moves would be accepted.  For purposes of this discussion, the implemention details don't matter.

So now that I'm actually implementing this, of course I've found an issue - which is the reason for this post.  What we have so far is straight-forward ... until we get to Quiescent Search.  I won't define QSeach in detail since I've explained it several times before, and since this conversation is only really of interest to implementers of chess variant engines who should know this anyway.  But in qsearch we only try captures so we don't actually know what all the legal moves are.  For purposes of determining the impact of this issue, a quick revisit of the three known use cases of FallbackLegality:

1. Losing/Giveaway Chess: If a player can make a capture, he must (although he can choose which).  So all moves which are not captures are FallbackLegality.

2. Jumping Chess: If a player can make a capture with a piece that is on a boarder square, he must (although he can choose which).  So all moves which are not captures of a pice on a border square are FallbackLegality.

3. Golem Chess: a Golem or Half-Golem may not capture an opposing Golem or Half-Golem if the opposing Golem or Half-Golem is two squares away and defended unless there is no other legal move.

Impact on qsearch?  For cases 1 and 2, I think there is no impact.  These rules already consider everything that is not a capture to be of FallbackLegality.  Easy peasy.  But #3 is a problem.  Here a capture can be ruled illegal if there is a legal non-capture, which we won't know in quiescent search.  We could generate and test them all, but that would be way, way too expensive.  (Something like 90% of nodes are qsearch nodes.)  So, if we treat this case like 1 and 2 and sweep it under the rug, we can consider a golem capture of the enemy golum legal when it is not.  This could have a dramatic impact on the score.  So I think we should not consider this capture in qsearch, since the circumstances where it would be legal are quite rare.

We could rule out all FallbackLegality moves in qsearch ... That would not affect case #1 at all and it is what we want in case #3, but it would be bad in case #2.  In case #2, we want to do exactly what we normally do - generate all captures and use our normal rules for FallbackLegality.

I think this is solved by adding another Game variable.  As I have variables for things like whether Static Exchange Evaluation should be enabled, I plan to add a Game variable called "ConsiderFallbackLegalityMovesInQSearch" to control whether normal rules for FallbackLegality should be applied in qsearch or if we should just rule all these moves out.  In case #1, the setting wouldn't matter.  In case #2, we would want the setting to be true.  In case #3, we would want the setting to be false. (This will result in an incorrect evaluation on occasion, but qsearch isn't perfect.  This is the lesser of the two evils.)


MSchess-on-a-ridiculously-long-board[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Nov 18, 2022 07:45 PM UTC in reply to Jean-Louis Cazaux from 06:34 PM:

The idea of an infinite dimension on the board is interesting in my opinion.

That may be, but that is not what is described here.

Ridiculous means deserving mockery or being absurd. It is none of them.

Even the author disgrees with you.  The page is entitled "Chess On A Ridiculously Long Board".

The game we have here is not good as only Rooks and Queens can cross it

I would consider that a pretty significant problem.  I agree with Fergus' conclusion.  There are already at least two viable infinte variants on this site, and there may be room for the invention of others, but this page - as it stands - will not be published.


Greg Strong wrote on Fri, Nov 18, 2022 06:04 PM UTC in reply to Jean-Louis Cazaux from 05:34 PM:

Finally why being very long is ridiculous? Weird maybe, but not ridiculous.

Is there any practical difference between this game with 1000 ranks and with 100,000 ranks?  How about a million ranks?  If the answer is "no", then defining it in this way is ridiculous.  I think this submission is satire.


Horizons. Game with 5 new pieces on 12x12 board. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Nov 17, 2022 06:15 PM UTC:

I agree with these comments. There are at least two areas of concern why this page should not be published in its current state: the writing and the graphics.

The bad writing is a straight-forward issue. The author may not be a native English speaker or may just not be good at technical writing. That's ok - that's why we have editors. But editors should not publish something without doing the (sometimes significant) work of rewriting. And content submitters should not be surprised if no editor chooses to take the time to perform the editing - particularly if the content needs a lot of work and/or the idea isn't that good to begin with. The editors are volunteers and choose to work on what they consider to be valuable. I can say that for me, personally, how much work I am willing to put into bringing a page up to publication standards is directly proportional to how valuable I think the content is to begin with. Given that there are now thousands of Chess variants currently, it should be no surprise that, as time goes on, it is harder and harder to develop something new that is noteworthy to the community at large. This website is not a dumping ground for random ideas.

The graphics are another issue, but one that is less clear. I don't like the Galactic graphics but there have been valued members (e.g., Roberto Lavieri) who have chosen to use them as their preferred piece set. I think there is room for debate about what we should ask of submissions in this regard. There are trade-offs. But as I see it, this page has two main graphics problems: (1) There are two completely different sets, neither one of which is standard or recognizable, and (2) GIANT pointless images. This page is an extreme example, but there are lots of otherwise very good pages where the graphics are much larger than they probably should be.

In my view this page should be unpublished unless/until an editor takes the time to correct these issues.


Fluidity Chess. (Updated!) No displacement capture, all non-royal pieces take by cutting through or bypassing. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Nov 16, 2022 10:04 PM UTC in reply to H. G. Muller from 06:02 PM:

Thank you for making the diagram so we can test. Unless I'm missing something, it looks like white wins in 3 moves.


Greg Strong wrote on Wed, Nov 16, 2022 05:59 PM UTC in reply to Diceroller is Fire from 03:07 PM:

No, my Fluidity have many difference from it [Jumping Chess].

It’s not like diffs between Carrera’s and Capablanca’s setups of Archbishop and Chancellor, it’s like diffs between Capablanca’s and Seirawan’s chess.

I understand it is different.  Jumping Chess is a good, playable game.  This one is not.


MSrechefiltrsnotationheartburnersnotation[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Nov 16, 2022 05:57 PM UTC in reply to Diceroller is Fire from 03:01 PM:

It’s not ready, it’s list, as notation, and for likers. This notation is used in my games.

On a page for a game you can say what letter you want for each piece in that game, but the list will not have a page of its own.    This page will not be published.


Giveaway Chess. Taking is obligatory; the first player that loses all his pieces wins. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Nov 16, 2022 02:36 PM UTC in reply to H. G. Muller from 06:37 AM:

Ok, thanks. I was not aware of Sjeng. Open source too!


Greg Strong wrote on Tue, Nov 15, 2022 11:51 PM UTC in reply to H. G. Muller from 04:30 PM:

I just wanted to point out that a variant having both mandatory capture and the checking rule does exist.

Indeed it does.  So this is another use for IllegalUnlessOnly (I'd like to think of a better name for that. IllegalUnlessExclusive maybe?)

For positional evaluation in this game, is everything basically negative?  My frist thought was to make the material values of the pieces negative.  But it's also bad to have one's pieces in the center, so the PSTs are basically negative also.  And maybe everything ... having your rook on an open file is bad.  A knight outpost is bad.  Is "good" pawn structure also bad?  On that, I'm not sure.

And if everything is reversed, maybe just invert the eval after everything? (assuming it's not a mate score, -INFINITY is still -INFINITY).  Just thinking out loud.  And I don't currently have a "hook" in place for adjusting the whole eval after calculation but I could easily add one.  The whole "losing genre" jenre is one I would like to support...


Fluidity Chess. (Updated!) No displacement capture, all non-royal pieces take by cutting through or bypassing. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Nov 15, 2022 07:49 PM UTC:

This game makes little sense to me.  You can capture a king by going through him, but this is not check?  And you can check a king with a piece that CANNOT capture him?

And if you can only capture by going through, the pieces on the back rank cannot be captured at all unless one of them moves.  A piece in the corner can not be captured except by a knight and only if one of the other pieces by him has already moved.

Finally, I will say this idea is not new and has been done better.  For example, see Jumping Chess.

You have many games waiting to be published, but the writing is very bad, so they would require a lot of editing.  And I am doubtful that the ideas are worth publishing anyway.


Giveaway Chess. Taking is obligatory; the first player that loses all his pieces wins. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Nov 15, 2022 03:29 PM UTC:

@H.G.,

In another comment you said "Actually it is Suicide/Giveaway that has no checking. In Losing Chess the checking rule does apply, and you lose by checkmating or baring the opponent."  This page is titled Losing Chess but says that other names are equivalent: Suicide Chess, Giveaway Chess, Killer Chess or Take-all Chess.  (The filename of the HTML page is giveaway.html)

According to this page, there is no check/checkmate but the rules for stalemate vary.  According to the Wikipedia page for Losing Chess, the "main variant" also has no royal king and a pawn may be promoted to a king.  But it also lists variant #3 with a royal king, which is also mentioned as a variant in Pritchard.

The page for the XBoard chess engine communication protocol lists:

losers Win by losing all pieces or getting mated (ICC)
suicide Win by losing all pieces including king, or by having fewer pieces when one player has no legal moves (FICS)
giveaway Win by losing all pieces including king, or by having no legal moves (ICC)

So, I guess we had a number of variants that were collectively known under a variety of names, and someone gave specific names to the specific variants?  Which is a logical thing to do.  This page should probably be updated, but it would be good to know more about how this happened.


Chess 66. Board based on the 8x8 arrangement - with the difference that 66 fields are now available. (8x8, Cells: 66) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Nov 15, 2022 01:45 AM UTC in reply to Fergus Duniho from 12:30 AM:

I have to agree with Fergus. You've created an interesting geometry, but then decided not to honor it.


Golem Chess. Variant where the Queen is replaced by the Golem, a piece that must be captured twice to remove it from play. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Nov 15, 2022 01:43 AM UTC in reply to Greg Strong from Mon Nov 14 11:54 PM:

I don't see this as a feature dedicated to a single variant, but as a general mechanism to switch off certain rules in the 'only-move' case

Certainly.  I'd imagine there are other cases that will turn up.

Actually, this could also be used for Losing Chess, where you can only make a non-capture if there are no captures.  So all non-captures could be IllegalUnlessOnlys.  Although this would be an inefficient way to do it since it's likely to happen a lot.  A more efficient way would be to have the losing rule listen for both MoveBeingGenerated and MoveBeingMade messages.  In MoveBeingGenerated it just needs to make note of whether any capture was generated.  This wouldn't work if we had to worry about pseudo-legal moves, but Losing Chess has no check/checkmate so I don't think that's a concern.


Greg Strong wrote on Mon, Nov 14, 2022 11:54 PM UTC:

We cross-posted.  I hadn't seen your latest message when I posted mine.

Instead of figuring out which additional moves have to be tried, I just try all moves again, including those that were temporarily rejected for the IllegalUnlessOnly reason, by redoing the entire node in a tail recursion.

Thank you, this makes a lot of sense.  It is cleaner and should occur so infrequently that the cost is minimal.

I don't see this as a feature dedicated to a single variant, but as a general mechanism to switch off certain rules in the 'only-move' case

Certainly.  I'd imagine there are other cases that will turn up.

Of course one can argue that this entire anti-trading business is pretty much a dedicated feature for Chu Shogi

Sure, but Chu Shogi is important enough to warrant support and the anti-trading rules are appealing enough that they have been implemented in some fashion in several variants (Elven Chess, Golem Chess, Odyssey).  BTW, I now support Elven Chess, although still not Chu, mostly because I haven't found the significant time it will take to code all that and gather the graphics.


Greg Strong wrote on Mon, Nov 14, 2022 09:14 PM UTC in reply to H. G. Muller from 09:51 AM:

Code-wise it is much simpler to just redo the entire node under conditions where the GxG captures would be considered legal. All other moves would be immediate hash hits anyway.

I could certainly do something like this, and if I was writing a dedicated Golum engine I would.  Sorry, I should have been more explicit.  I am wondering if I can do it inside the framework I currently have (which of course you don't know in detail.)  I don't want to add extra code to the search function that is specific to a single game.  But you have given me an idea of how this might be incorporated into the framework in a general way that - hopefully - would be useful for other games.

Whenever a move is made, a MoveBeingMade message is sent to every Rule object, which can then return IllegalMove to deem it illegal.  (For example, the CheckmateRule tests to see if a royal piece is attacked and returns IllegalMove if so.)  I suppose I could add another possible return value - IllegalUnlessOnly (or words to that effect.)  Moves with those returns would initially be unmade, as with illegal moves, but set aside.  If there are only IllegalUnlessOnly moves, then they would all be made again and the IllegalUnlessOnly returns ignored.  This would add a tiny bit of overhead, but only a couple of if-thens at each node unless the value is actually used.

Good job with the Interactive Diagram!  It's pretty close to playing correct Golem Chess.  And, since it's mostly for demoing a game, I don't think it's essential for the ID to impelment every minor rule.  This is a pretty uncommon corner-case.  The anti-trading rule only at range 2 is more common though.  I made a similar decision to make it only applicable at range 2 in my game, Odyssey, which has been in ChessV for years but I have never gotten around to publishing.


Greg Strong wrote on Mon, Nov 14, 2022 04:54 PM UTC in reply to H. G. Muller from 04:10 PM:

This diagram isn't working properly. Capturing a golem is demoting it to a half-golem, but of the wrong side. The half-golem should be the same side as the golem was.


Greg Strong wrote on Mon, Nov 14, 2022 12:19 AM UTC:

This is an interesting game I'd like to implement, but the following is problematic:

4.  As an exception to rule 1 above, you may capture a defended Golem or Half-Golem two squares away with a Golem or Half-Golem if it is the only legal move you have.

I don't have the ability to retroactively rule an otherwise illegal move legal based on the outcome of every other move.  I doubt any chess engine is going to do this.  There is a ZRF, and I've looked at it and don't believe it does this either, but I can't be 100% sure.  I have changed computers several times since I last had Zillions installed.


King's Court. Variant on 8 by 12 board with Chancellors and Jesters. (12x8, Cells: 96) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Nov 13, 2022 04:08 PM UTC:

The description of the King's Flight is not clear on whether the King can leap over another pieces. It cannot, based on the Zillions ZRF also by Sidney LeVasseur. I will update this page to clarify.


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Sun, Nov 13, 2022 03:38 PM UTC in reply to Aurelian Florea from 07:37 AM:

Unfortunately, there is no way to do this at present. ChessV can be used to test changes to its parameters by playing against another engine, but as far as I know there are no other engines capable of playing your games. You certainly could run two instances of ChessV but they won't talk to each other.

I need to separate the game representation used in thinking from the one in the GUI. This would not only allow testing of different parameters but would also make multi-threaded thinking possible.


Mansindam (Pantheon Tale). A variant that combines 'drop' rule and strong pieces, and there is no draw. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Nov 12, 2022 09:10 PM UTC in reply to Daphne Snowmoon from 05:32 PM:

This has been published. I have edited the text to improve the grammar and clarity. It could still be better, but is acceptable. Thank you for your patience.


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Sat, Nov 12, 2022 02:39 PM UTC in reply to Aurelian Florea from 12:23 PM:

I don't have anything to release at this time


Elven Chess. 10x10 variant with 4 new pieces, of which one can double-capture. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Nov 11, 2022 11:55 PM UTC:

EDIT: I had posted a question about piece values, but I now noticed you already address this at the end.


Borderline. Without pawns, with only one king, capturing opponent's pieces is omitted. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Nov 8, 2022 04:58 PM UTC:

There is much about this I don't understand, but let's start here:

The capture of opponent's pieces take place. The captured pieces start again from their base position on the baseline.

So let's say the first move a a1-a7, capturing the opponent's rook.  What happens?  Its start square is not vacant.


Chess 69. Private Missing description (8x8, Cells: 69) [All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Mansindam (Pantheon Tale). A variant that combines 'drop' rule and strong pieces, and there is no draw. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Nov 1, 2022 12:47 AM UTC:

The piece you captured is called Hand piece, and the hand piece is placed on a Piece stand(the square plate on which you place the captured piece).

Does this mean you can only have one hand peice?  Or can you hold many, like in Shogi?


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Wed, Oct 26, 2022 02:40 PM UTC in reply to Aurelian Florea from 01:03 PM:

I wouldn't get your hopes up for anything that sophisticated. It will be basic, whenever I get to it. The Joker is not something I am interested in spending a lot of time on.


Cannonrider Chess. The Cannonrider moves differently depending on square colour: on white squares as a Nightrider; else as a Chinese Cannon.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Oct 25, 2022 05:38 PM UTC:

There are a couple of issues that have been raised in previous comments but haven't been addressed. It looks like Mats is still active, so it would be nice if they were addressed. If this idea has value, we should make a game page. Otherwise, this page should be hidden. (The GC games and presets would still exist.)


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Sun, Oct 23, 2022 03:41 PM UTC in reply to Aurelian Florea from 09:28 AM:

How do I delete a color scheme?

I guess I should add an option for that.  Presently, you'd need to remove it from the registry...   Run Registry Editor, go to  Computer > HKEY_CURRENT_USER > Software > ChessV > Color Schemes.  Then delete the key for the scheme you want to delete.

Is there a possibility to have a time handicap against the computer?

Probably.  I'm dreading doing any modifications to that dialog box - it was tricky getting it to look and work correctly.  Maybe I'll add the ability to change the clocks from within the came.

Is there a possibility of defining a color scheme with the script editor?

Sort of.  You can set custom colors for a game but it won't be saved as a named scheme that you can apply to other games unless you save it.  The include file for Palace Ninja Guards sets the square and border colors.  You can also set Player1Color and Player2Color in the same way.  NOTE: This is only setting the defaults for a game.  Any game you have already played already has your color choices saved in the registry so this won't change anything.  But you can delete the registry key for the game if you want and then it will reset to the defaults specified in your include file next time you open the game.  Computer > HKEY_CURRENT_USER > Software > ChessV > Games.

 


Big Outer Chess. Large variant with concentric circles on the board, so there is less concentration on the centre. (12x12, Cells: 148) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Oct 22, 2022 08:10 PM UTC in reply to H. G. Muller from 08:05 PM:

Yep, that did it


Greg Strong wrote on Sat, Oct 22, 2022 08:02 PM UTC:

The board on this one doesn't look right at all


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Oct 22, 2022 02:44 AM UTC in reply to Diceroller is Fire from Fri Oct 21 11:56 PM:

I believe this is possible. It would be helpful if you posted the link to the page you want reverted.


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Fri, Oct 21, 2022 01:45 PM UTC in reply to Aurelian Florea from 09:26 AM:

I'm not sure if I have the current build.

The latest is what I recently posted on the Avatar Chess page.

Add an adjudication coefficient with a default of say 10 pawns

This would definitely be useful

In the save file add the end add the total score

You mean at the end of the tournament, list the total win counts?


📝Greg Strong wrote on Fri, Oct 21, 2022 01:42 PM UTC in reply to H. G. Muller from 07:04 AM:

That being said, if it is really such that castling is good, the usual way is to discourage moving an uncastled King not by Piece-Square Tables, but by giving a hefty bonus for the possession of castling rights.

This is already part of the development evaluation.  And the quality of the pawn shield is part of the king safety evaluation.  If it's not castling, it is probably because, as you say, it is not a good idea.  While the evaluation function cannot be perfect, ChessV does know what it's doing.

And a final thing which is rather hard. But if you can please add the customizable value for the joker.

I don't know about this.  The value of the piece itself cannot directly change, but it would be possible to add a new evaluation function that makes an adjustment to the final score based on the relative values of the joker(s).  I will give it some consideration.


📝Greg Strong wrote on Fri, Oct 21, 2022 01:25 AM UTC in reply to Aurelian Florea from Thu Oct 20 02:40 PM:

The piece-square-tables do encourage the king to retreat to the first row. You can see the PSTs by right-clicking on the piece, selecting Properties, and then look at the Midgame or Endgame PST tab.

We can eliminate that desire by zeroing the "forwardness" midgame PST component (which is negative for the king.)  In your AddPieceTypes function:

King.PSTMidgameForwardness = 0;

See if that helps.  There can be other factors as well, like the deveopment evaluation and king safety evaluation, although the development evaluation should be encouraging it to castle.


Aviation ChessA game information page
. Legan's Aviation Chess, popular during WWI, featuring the Aviator piece (with zrf).[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Oct 20, 2022 05:33 PM UTC:

So this game begins with the trapped rooks getting slaughtered by aviators? That doesn't seem like very good design


Ascension. 6x6 board with two Kings that promote to royal Queens.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Oct 19, 2022 11:23 PM UTC:

The rules don't really say if the royal Queen can slide across squares that are attacked. I'm assuming they cannot.


Maasai Chess. Large CV with 48 pieces per side, of 20 types including both regular and rapid Pawns.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Oct 17, 2022 01:20 AM UTC in reply to Aurelian Florea from 12:18 AM:

Right. The first command adds the Massai to the list of types that resets the counter. The second command limits it so only moves in the specified direction reset the counter.


Greg Strong wrote on Sun, Oct 16, 2022 06:52 PM UTC in reply to Aurelian Florea from 03:18 PM:

Yes!  This should do it:

FindRule( Move50Rule ).TypesThatResetCounter.Add( Massai );
FindRule( Move50Rule ).SetRequiredDirection( Direction( 0, 1 ) );

The need for only resetting the counter when moving forward was added long ago for Chess and a Half.  I don't remember ever needing the TypesThatResetCounter list before ...  Maybe it was added for something or maybe I was just anticipating.


Betza notation (extended). The powerful XBetza extension to Betza's funny notation.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Oct 14, 2022 04:14 PM UTC:

Under the "Modes and Other" section:

m ('move') can move to empty square
c can capture enemy piece
p can hop over an occupied square (the 'mount') in its path

I believe the "can" in each of these should be "must".  (May apply in other places too)


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Thu, Oct 13, 2022 07:10 PM UTC in reply to Aurelian Florea from 06:50 PM:

Helping to test game design is certainly an intended purpose. But do you need a new build just to correct this one issue? For test purposes, I wouldn't think allowing 2 jokers or not allowing promotion to joker at all would change very much.


📝Greg Strong wrote on Thu, Oct 13, 2022 06:42 PM UTC in reply to Aurelian Florea from 06:07 PM:

You're right, this rule is broken :(

I'll need to get that fixed.


📝Greg Strong wrote on Thu, Oct 13, 2022 05:37 PM UTC in reply to Aurelian Florea from 05:02 PM:

No problem. Use the promotion rule as normal - always allow promotion to Joker. Then, there is another rule you can use to limit the number of pieces of a given type on the board. LimitPieceTypeQuantityRule( PieceType, maxCount ). So:

AddRule( LimitPieceTypeQuantityRule( Joker, 1 ) );

 


📝Greg Strong wrote on Thu, Oct 13, 2022 03:29 PM UTC in reply to Aurelian Florea from 03:17 PM:

Why are the rank and files reversed when you define a move with steponly

You're right, the rank & file offsets are backwards when you use the <1, 2> notation.  I will have to fix this.  The file offset should come first.  For now, so that I don't break your code, instead of using the <1, 2> abbreviation, you can construct the Direction normally: Direction( 1, 2 ).  This calls the constructor directly and it takes the file offset first.

Thank you for pointing this out!


📝Greg Strong wrote on Thu, Oct 13, 2022 02:38 PM UTC in reply to Aurelian Florea from 01:15 PM:

How do I specify 2 promotable types in with the script language?

You can add additional promotion rules for other promotable types.  You aren't limited to one.  So for the Maasai:

AddRule( BasicPromotionRule( Maasai, { Queen, Eagle, Lion, Sorceress, Duchess, Rhinoceros, Buffalo }, { location: location.Rank = 11 } ) );

How do I enter the pawn double move for the maasai pawn?

The simple way to do this is with XBetza.  Don't specify an internal type and set it's move with XBetza like this:

AddPieceType( "Maasai", "M", 200, 200, "Sergeant" );
Maasai.XBetza = "msWcfFmfR2";

In this example, Sergeant specifies the preferred graphic to use.  Also, under the Tools menu, there is an XBetza Expression Tester so you can make sure your XBetza is supported.  (ChessV does not support everything.)

For a more complicated example, lets say the double move is only supported on the second rank.  Then you have to use PieceType.AddMoveCapability, which takes a MoveCapability object, who's constructor looks like this:

MoveCapability( Direction dir, int maxSteps = 9999, int minSteps = 1, bool canCapture = true, bool mustCapture = false )

So you would have something like:

FancyPawn.AddMoveCapability( MoveCapability( <1, 0>, 2, 2, false ) ).Condition = { location: location.Rank == 1 };

The maxSteps is 2.  The minSteps is also 2 because the single step would already be generated by the regular move capability that is applicable everywhere.  canCapture is false, and mustCapture is left as the default (false).  Then we set the Condition under which the move is available, which is a lambda function taking a location as a parameter and returning a bool.  (location.Rank == 1 because, like all good programmers, we start counting at 0.)

For a good example of a game that does everything manually, look at the include file for Duke of Rutlands chess.

Why are the rank and files reversed when you define a move with steponly

Let me look into this.  The file offset should always come first.


Maasai Chess. Large CV with 48 pieces per side, of 20 types including both regular and rapid Pawns.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Oct 12, 2022 05:49 PM UTC in reply to Aurelian Florea from 05:30 PM:

I will need to do this game in C#. Because of the piece shuffle it cannot be done in an include file. But, in general, you would set the en passant givers and receivers in an include file like this:

FindRule( EnPassantRule ).AttackerTypes = { Pawn, Maasai };
FindRule( EnPassantRule ).VictimTypes = { Pawn, Maasai, Prince };


Chak. A modern vision of what a Mayan chess would look like.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Oct 12, 2022 02:02 PM UTC in reply to Greg Strong from Mon Oct 10 08:56 PM:

Is it possible to get the graphics in their original form?

Actually, please disregard.  I found the original SVGs in the PyChess source code.


Maasai Chess. Large CV with 48 pieces per side, of 20 types including both regular and rapid Pawns.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Oct 12, 2022 01:13 PM UTC in reply to Aurelian Florea from 12:53 PM:

Yes, Berolina pawns have additional complications


Greg Strong wrote on Wed, Oct 12, 2022 12:47 PM UTC:

This is supported. The en passant rule in configurable with a list of attacker types and a list of victim types. I probably added this for Metamachy (although it only needed a new victim type - this game will use both.)

The only programming that needs to be done for this game is the logic for placing the pieces. I will work on getting it included for the next release.


Avatar Chess. Game with avatars that can assume any piece of chess, depending on the fields of the board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Oct 10, 2022 09:12 PM UTC:

I just stumbled on a similar idea in Pritchard's Encyclopedia of Chess Variants. "Cataclysmo" by Bruce Trone, 1991. A piece's movements depends on the square it occupies. On even numbered ranks, a piece moves as a pawn. On odd numbered ranks, it moves as the standard piece that normally starts on that file (rooks on a and h, knights on b and g, etc.)

No mention of any special treatment for the king. Also no clarification of whether "even" and "odd" is in an absolute sense, or relative to the player but I think it must be relative -- that way, each piece moves from its initial position as it would in Chess. And nothing about castling, extended pawn move, or en passant.


Chak. A modern vision of what a Mayan chess would look like.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Mon, Oct 10, 2022 08:56 PM UTC:

This is an interesting game and I like the custom graphics. Is it possible to get the graphics in their original form? I'd like to make this available in the next version of ChessV and would like the graphics to look as good as possible.


Setup graphics, piece sets[Subject Thread] [Add Response]
Greg Strong wrote on Mon, Oct 10, 2022 12:50 AM UTC in reply to H. G. Muller from Sun Oct 9 10:04 PM:

I'm not really concerned about backwards compatibility, but on further consideration it is probably not worth modifying the program for this. It would make the program more complicated for very little gain. It is a very unusual use case, and there will always be some games that its not going to accommodate (Alice Chess, Backlash, Viking Chess, Marseillais, etc.) And since you mention Omega, yes, it has even stranger square naming. The four extra "Wizard squares" are annotated w1, w2, w3, and w4.


Skica. 10x10 with Ski Pieces and Camels. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Oct 9, 2022 09:26 PM UTC in reply to Jean-Louis Cazaux from 08:56 PM:

Hopefully one has still the right to have a different opinion

Of course.  What you say is your opinion, and what I said is my opinion.  Did I tell you what you can or can't say?  No.  It is just a discussion.  So your response is surprising to me.

It is the first time I hear that there is a minimum of games required. Counter-examples are many. In fact most of fairy pieces have been named by problemists on their very first use.

This response is also very odd.  Maybe we are talking about different things.  If you want to use these pieces in your game, name them whatever you want.  It seems to me you are saying that they should have universal names.  That is something very different.  And yes, you can have whatever opinion you want about that also, but do not be surprised when people disagree with you.  On multiple occasions, you have become very opinionated about how other people have chosen to name pieces in their games.

I do think they are worth of special attention, again is my opinion. I respect yours, respect mine.

Yes, I do.  I thought we all were having a discussion here.  Apparently, in your mind, something else is going on. Did I say someting intolerant or disrespectful?


Setup graphics, piece sets[Subject Thread] [Add Response]
Greg Strong wrote on Sun, Oct 9, 2022 08:20 PM UTC in reply to H. G. Muller from 06:59 PM:

But 'x' would not be acceptable, as it would make the SAN notation ambiguous: the is also used as a capture indicator.

This is an excellent point.  ChessV doesn't use SAN at all and I'm not really familiar with it so this didn't occur to me.  Probably best that I change the extra files to 'y' and 'z'.


Skica. 10x10 with Ski Pieces and Camels. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Oct 9, 2022 08:18 PM UTC in reply to Jean-Louis Cazaux from 06:44 PM:

I am not in favor of attempting any "standard" names for ski pieces unless they prove themselves to be popular. Right now, how many games have any of these pieces? Two? So I think a prefix is far more appropriate than trying to find new "standard" names for three new pieces. There are an almost infinite number of possible chess variant pieces, most of which are not worth using in most games. If you attempt to name them all, you end up with Man & Beast. Why are these pieces worth of special attention? They have not proven themselves with any popularity whatsoever.


Setup graphics, piece sets[Subject Thread] [Add Response]
Greg Strong wrote on Sun, Oct 9, 2022 06:19 PM UTC:

the options to color the squares and use arbitrary sets of piece images has been there from the very beginning

Ok, sorry.  Not surprising that my memory is inaccurate ...

Anyway, it should be easy to implement an option 'fileLabels' that would override normal labeling.

That would be great, it its not too difficult.  Admittedly this is pretty unusual, but in the case of Brouhaha, I think it makes sense.  Games will often open with the usual moves and I like the fact that they are still "e4 e5 Nf3" ...

Regarding the array FEN, no, I am not asking the interactive diagram to generate it.  If I could add custom text under the list or under the board that would do it.  My appologies if this is already possible - it may well be.

There is something very strange with the title of your posting, which is not equal to the title of the subject thread.

Yes, my post was a standard reply.  Don't know what happened here, but probably another glitch of the site move.


Greg Strong wrote on Sun, Oct 9, 2022 04:57 PM UTC:

Very nice!  This has come a long way.  One small glitch I noticed is that if you click to move a piece and then right-click to reset, the banner still says "position after (half)move 0" rather than returning to its original state.

Sorry I didn't respond sooner to the question about why I don't use the interactive diagram as the main diagram.  I think it was primarily because I wanted complete control over how the board looked.  Now it has lots of options to set colors, etc., but if I remember correctly, it didn't originally let you set squares colors.  Now you can pick piece graphics, set square colors, and set border color.  I think that mostly addresses the concerns.  I can only think of two outstanding concerns (one is probably very easy to address, the other is probably not.)

First, I am assuming you cannot change the rank/file notations.  This is generally unimportant, but there are exceptions.  For example, in Brouhaha, the files have different names so that the main portion of the board still has the usual files a through h.

Second, to the right of the board, I was listing the pieces and locations using the long-standing format of the Chess Variant Pages.  I then started adding the array FEN (perhaps not useful to some, but very useful to others as the most compact descripton of all the pieces, their starting locations and notations.)  If it was possible to add text below the piece list for the optional specification of array FEN, or whatever the author wanted to write there, I think that would be sufficient.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, Oct 7, 2022 10:16 PM UTC in reply to Daniel Zacharias from 10:04 PM:

Hmmm... You have a point, but I think "diagonally forward or orthogonally" is awkward. I think a comma clears it up: "Gold: steps one square orthogonally, or diagonally forward". Or if you want to be certain, at the cost of some redundancy "Gold: steps one square orthogonally, or one suqare diagonally forward". Your wording is also clear, but sounds awkward to me, although I'm not exactly sure why.


Greg Strong wrote on Fri, Oct 7, 2022 09:38 PM UTC in reply to Daniel Zacharias from 08:11 PM:

Gold: steps one square diagonally forward or orthogonally
Silver: steps one square straight ahead or diagonally

Not to nit-pick, but I think it is even a little more clear like this:

Gold: steps one square orthogonally or diagonally forward
Silver: steps one square diagonally or directly forward


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Oct 5, 2022 03:52 PM UTC:

The what's new still shows negative seconds for anything within the last 4 hours. I suspect that it is a time zone issue since it starts at exactly 4 hours worth of seconds in the negative.


Avatar Chess. Game with avatars that can assume any piece of chess, depending on the fields of the board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Oct 5, 2022 03:51 PM UTC:

For those interested in testing out this unusual game, I have a new build of ChessV that plays it. Everything is supported except the rule where pawn moves to the last rank give you another avatar to drop.

http://chessv.org/downloads/ChessV2_Avatar.zip

NOTE: You may need to copy that link and paste it into your browser. Since my site is not HTTPS, some browsers will not follow the link.

Extract the zip somewhere, run ChessV.exe, and double-click on Avatar Chess from the games index.


Skica. 10x10 with Ski Pieces and Camels. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Oct 4, 2022 11:34 PM UTC in reply to Jean-Louis Cazaux from 07:47 PM:

They hop over the first square


Wild Tamerlane Chess. A clash on a 11x11 board with pairs Queens and Eagles/Gryphons. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Sep 25, 2022 07:50 PM UTC:

How should the pieces in this game be annotated? Eagle and Elephant both begin with 'E' and Camel and Cannon both begin with 'C'. The Game Courier preset has the eagle as 'G' (since it is usually called a Gryphon) and the camel as 'M' (don't know why). Is this what you would like for the "official" notations?


Sac Chess. Game with 60 pieces. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Sep 25, 2022 05:27 PM UTC:

I like the abstract pieces a lot and I use them when playing Gross Chess. But the farther you go from the standard types, the less well I think it works. In this game, you have Dragon King, Dragon Horse, and Amazon, and I don't think the abstract pieces are particularly effective.

I am disappointed to hear that Fergus requested you to use his graphics. I think it's fair to say that, while they may be good, they are decidedly non-standard. I do not think it helps our cause, (encouraging Chess enthusiasts to explore Chess variants), to make things appear more alien. Personally, I consider the standard for this site to be the Alfaerie graphics. Each contributor can, of course, choose whatever they like to represent their game.

What I think would be nice is to have buttons over the graphic which switch all page graphics between the options. I think H.G. has done this on some of his pages, but I don't know how it works. If it is not hard to do, I may start updating pages. OTOH, an argument can be made that the main diagram should be one of his interactive diagrams. Personally, I prefer to put the interactive diagram down in the "Computer Play" section, as I have done here,  But that may be because of my own biases.  The way I have the "Setup" section on that page is how I like to do it, largely because that's how it has been done here for a very long time (although I added the Initial Setup FEN.)


Greg Strong wrote on Sat, Sep 24, 2022 11:43 PM UTC:

I have updated the diagrams. In the abstract-all piece set, the code for the chancellor is 'RN' not 'MA'. Perhaps it was changed at some point, but that's not something that should happen, as it would break things.


Jetan: The Martian Chess of Edgar Rice Burroughs. Book about jetan. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Sep 24, 2022 11:35 PM UTC:

Thanks, Fredrik. I have reclassified this as a book and published the entry. Congratulations on writing a formal book about Jetan. I look forward to reading it.


Caïssa Britannia. British themed variant with Lions, Unicorns, Dragons, Anglican Bishops, and a royal Queen. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Sep 24, 2022 10:40 PM UTC in reply to David Haft from 08:08 PM:

You can play this with the latest ChessV release candidate: ChessV 2.3 RC2

Just unzip and run the EXE.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, Sep 22, 2022 11:09 PM UTC in reply to Daniel Zacharias from 09:17 PM:

You could just use O-O for everything along with the king's destination square, like O-O b1

You could.  But, at that point, I would ask what value the "O-O" is bringing.  Wouldn't the more standard "e1b1" also accomplish that?  Although, I guess this would address the issue with (e.g., Wildebeest Chess) where the King can move a single space and still castle.  Perhaps if either "O-O" or "O-O-O" is followed by the notation of a square, it would mean castling to that square (and there would be no difference between "O-O" and "O-O-O")


Greg Strong wrote on Thu, Sep 22, 2022 03:06 PM UTC in reply to H. G. Muller from 09:50 AM:

I don't think the O-O, O-O-O thing scales very well. What about games with an odd number of files and the King starts in the middle?


Chess programs move making[Subject Thread] [Add Response]
Greg Strong wrote on Tue, Sep 20, 2022 05:18 PM UTC in reply to Gerd Degens from 04:25 PM:

By the way, details about programming are not clear for most people. How to deal with it?

I don't think there is any "fix" to this issue.  I am not sure there is any issue at all.  Some conversations are going to involve things other people don't understand.  That said, the talkchess forums are the usual place for these kinds of discussions, but I am happy to have some discussion here as well.  Some people who are not chess programmers may still be interested in whether the new neural-network techniques being applied to orthodox chess can be applied to chess variants.


Greg Strong wrote on Sun, Sep 18, 2022 05:53 PM UTC in reply to H. G. Muller from 10:09 AM:

A quick overview for those who are interested ... A traditional Chess program has 3 parts:

Move Generation - Given a position, find all legal moves for the side on the move.

Search - Recursively play out moves and counter-moves to find the best sequence (called the PV or Principal Variation.)

Evaluation - At the leaf nodes on the end of each search path, evaluate the position. This function returns a number - the more positive, the better for player 1, the more negative, the better for player 2.

Chess variants. To program a chess variant, you definitely need to change Move Generation. You probably also need to change the Evaluation function. If nothing else, at least give material values to the new piece types. This is the most pronounced of all the evaluation terms. But other things may need to be altered -- for example, pawn structure is important, but should not apply to Berolina Chess.

The Search is typically extended by something called a Quiescent Search. The Evaluation function cannot reliably detect pins, forks, hanging material, etc., which would all affect the evaluation a lot. So, the Evaluation function can only be used on "quiet" ("quiescent") positions. So after the search function searches all legal moves to the desired depth, it then hands off to Quiescent Search, which continues searching recursively, but searches only captures (and, in some programs, checking moves too, but this isn't common in chess variant engines.) This way, all exchanges in progress are played out and hanging pieces are captured before the position is evaluated.

So, with that background on Quiescent Search ... Remember how I said the Search function doesn't need to change for different variants? Well, that's not entirely true. For some variants, like Shogi (or other variants with drops), or double-move variants, there are no "quiet" positions. So traditional Quiescent Search doesn't work. Other approaches must be taken. ChessV doesn't modify the Search function for different variants at all. That's why it doesn't play Shogi. It does play Marseillais Chess, but I haven't modified the Search, I'm basically just sweeping the issues under the rug... I don't know how Zillions-of-Games works for certain, but I believe it has no Quiescent Search function at all. It modifies the Move Generator to support different games, but there is no variant-specific Search or Evaluation.

ChessV handles the Evaluation by building it from various elements that can be turned on, off, or configured. (Pawn structure, king safety, outposts, colorbinding, open file bonuses, castling rights, etc.) You can find out basically everything ChessV does for every game it plays by looking at the Game Reference: http://www.chessv.org/reference/games/


Greg Strong wrote on Thu, Sep 8, 2022 09:23 PM UTC:

Pretty sure H. G. is correct. There is a reason I spend no effort on the neural network approach.


Greg Strong wrote on Thu, Sep 8, 2022 05:06 PM UTC:

A mistake most starting chess programmers make is trying to optomize these kinds of things. It is not a good use of your effort. Even if you double the computational speed of your program, that is only good for about 70-100 ELO. The important thing is being bug-free and the optimizaitons make things more complicated and introduce more bugs.


Enhanced Courier Chess. Courier Chess with the weaker pieces enhanced.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Sep 4, 2022 08:57 PM UTC in reply to Jean-Louis Cazaux from 12:06 PM:

It already is: https://www.chessvariants.com/play/enhanced-courier-chess


Avatar Chess. Game with avatars that can assume any piece of chess, depending on the fields of the board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sun, Aug 28, 2022 04:59 PM UTC:

With a game as unusual as this, it's difficult to say without playing it, which I'm not able to do at present. My guess is that it would be difficult to see more than a move or two ahead with the pieces changing types on almost every move. Also, in chess the slow-moving interconnected pawn chains create a kind of terrain the pieces must move around. In this game, as soon as a pawn moves it's no longer a pawn, so the center of the board will be a free-for-all of powerful pieces. Still, it might be fun.


Game Courier User's Guide. How to play games with the CV Play-by-Mail system.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, Aug 24, 2022 05:05 PM UTC in reply to Jean-Louis Cazaux from 02:09 PM:

You do not need to get too caught up in the details. As I understand it, you are simply looking to make sure the game makes some progress and the person will eventually lose if they quit playing. "Correspondence -- Leisurely" will meet those needs. If you want to make sure a general pace of at least a few moves a week, with the possibility of a week or two off for vacation, then use "Correspondence -- Tournament".


Greg Strong wrote on Wed, Aug 24, 2022 12:55 AM UTC in reply to Ben Reiniger from Tue Aug 23 09:38 PM:

I don't see any issue here.

There is a drop-down with a selection of default time controls:

Real Time -- Blitz
Real Time -- Tournament
Real Time -- Leisurely
Correspondence -- Multiple Moves per Day
Correspondence -- Multiple Moves per Week
Correspondence -- Once a Day
Correspondence -- Tournament
Correspondence -- Leisurely

Personally, I always select "Correspondence -- Tournament"


Shogi with Impassable Kings. A modest fix to Shogi that makes impasses impossible.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Jun 4, 2022 11:26 PM UTC:

Fergus, I'm stuck in our game. When I try to take the lance I get the error message "You may not promote your D Dragon_King to a +R Dragon_King"


Wild Tamerlane Chess. Game Courier Preset to play Wild Tamerlane Chess, a fury on 11x11 board. (11x11, Cells: 121) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, Jun 4, 2022 08:22 PM UTC in reply to Jean-Louis Cazaux from Fri Jun 3 06:57 PM:

I have published both and removed the page for the old preset.


Shatranj With Different Armies. Like Chess with Different Armies, but for Shatranj.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, May 27, 2022 03:30 AM UTC:

Shatranj with Different Armies. Possibly a worthwhile idea... Only possibly, since Shatranj is such a bad game. I will digest this more and post further thoughts, but my first observation is that "The Japanese Jostlers" show a different icon for the Pawn, although the text claims it isn't a Shogi Pawn. Please clarify. Furthermore, I think Shatranj with Different Armies should follow CwDA in the core tenant that the Pawns and Kings don't change between armies. If you have armies with wild pawns, to me that is not "Shatranj with Different Armies" but something else.


Kamikaze Mortal Shogi. Send your Kamikazes on suicide missions in this Shogi variant. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Wed, May 25, 2022 10:48 PM UTC in reply to H. G. Muller from 09:12 PM:

It would be worth it to apply this in normal Shogi, to create a variant 'Impasseless Shogi'.

I would definitely be interested in testing out this idea.


ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Fri, May 20, 2022 08:20 PM UTC in reply to Daniel Zacharias from 07:37 PM:

@Daniel,

Now there's an interesting idea!


DrZ's Chess. Members-Only Chess with a 3rd row added behind and new pieces. (8x10, Cells: 80) [All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

ArchMage Chess. 10x10 30v30 Fantasy Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, May 19, 2022 09:27 PM UTC in reply to Fergus Duniho from 06:42 PM:

I will also note that some people would have religious objections to pieces with demonic names. When Hans was running this site, he would not allow some Shogi variants that included demon pieces. While I don't share his religious beliefs, and I assume Japanese demons are not quite the same thing as Christian demons, I see more of a problem with a game that allows for summoning demons in the more usual western sense. I will also point out that the pieces called Demon and Demoness are more commonly known as Dragon King and Dragon Horse, these being the names they have in Shogi.

I am a Christian but I see no real problem with these names.  I do think Dragon King and Dragon Horse are better names, both because they are established and because they are less likely to offend, but if the author wants to stay with Demon and Demoness, I don't personally think that is a sufficient issue to veto publication.  It is, after all, a game.  (And one of my own inventions would be problematic!  I now notice that page doesn't have the introduction where I described the origin of the name and the theme of the game -- an M. C. Escher drawing called Circle Limit IV -- I was working on that game and apparently never finished the rewrite...)


Sign in to the Chess Variant Pages. Sign in to the Chess Variant Pages.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Sat, May 14, 2022 10:47 PM UTC in reply to Máté Csarmasz from 05:49 AM:

@Fergus,

I verified Máté's email address and set emailVerified in the database to 1 but I'm told he is still getting messages from Game Courier when making moves that his address is not verified. What am I missing?


Greg Strong wrote on Fri, May 13, 2022 11:02 PM UTC:

Hi Máté. I just sent you an email about this. We'll get you verified.


ChessVA computer program
. Program for playing numerous Chess variants against your PC.[All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Fri, May 13, 2022 12:32 AM UTC:

Thanks, Sam. This is not too bad... I gather my algorithm was correct, but I assumed that the positions would be numbered 1-960 (as people count), not 0-959 (as programmers count). In fact, it looks like I just add one at the end after placing the pieces. Not sure where I got that - it's unlikely I just made it up, but it does seem that the consensus is to number the positions starting at 0. Anyway, easy fix.


Very Heavy Chess. A lot of firepower with all compounds of classical chess pieces.[All Comments] [Add Comment or Rating]
Greg Strong wrote on Thu, May 5, 2022 08:12 AM UTC in reply to Jean-Louis Cazaux from 06:06 AM:

Pythia is good. Pythoness sounds like a female python (a type of snake). I realize that's not what is meant but I think most English speakers will know of python but not this word so they will think of a snake.

Valkyrie is a good name. Heroine is not a bad name but unfortunately is also the name of a dangerous drug and that usage is probably more common.


Greg Strong wrote on Wed, May 4, 2022 09:49 PM UTC in reply to Fergus Duniho from 07:10 PM:

Another suggestion I would make is Baroness. It has the B for Bishop, the N for Knight, and while it lacks a K, it is a royal title, and it has an R for roi, the French name for the King.

For what its worth, I like this idea a lot


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