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Comments by HGMuller

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Synochess. Asymmetric west vs east variant where the western chess army plays against a Chinese and Korean-inspired army.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Apr 28 08:28 PM UTC:

You must not write anything on the row behind the =. Probably /..$= would already do. On encountering the = filling of the matrix skips to the friendly captures/hops, and at the same time copies what you already have defined in the row (so ..$ here) to the corresponding friendly interactions. What you continue after that will start to overwrite the copied friendly interactions.


Play Chess Variants with Jocly. Missing description[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Apr 28 10:20 AM UTC in reply to François Houdebert from 06:48 AM:

We could also ask the more general question of not keeping anything other than chess variants. Something to think about.

Indeed, that occurred to me too. We could easily delete all lines in the jocly-allgames.js file that do not refer to chess variants.

OTOH, the preferred access to the variants on this website appears to be through the Jocly overview page, not through the 'other Jocly games' link that the applet always shows. It is a bit silly when you first have to select a variant you don't want to play, and then switch. And the switch works in the applet, but not for the rule description page we embedded the applet in.

But the overview page also needs refactoring; listing the available variants by date is not helpful at all to the unwary visitor of this website. I am not sure what the best presentation is, though. I suppose alphabetically, even though this competes with what you could do (with some more knowledge and effort) in the site's alphabetical index.

I am also thinking of 'modernizing' the install here. By replacing jocly.game.js the Jocly core is already fully compatible with the recent source code. The only variant in the CVP install that has not been back-ported to source yet is Tenjiku Shogi. Since all game-specific model and view files include a version of the chessbase model and view, there is no harm in different variants needing different versions of these.

So we could replace all model and view files in the chessbase folder by those from the most-recent compile, and the images and supporting info file these use in the chessbase/res sub-tree as well. I think Tenjiku Shogi exclusively uses sprites, mesh files and diffusemaps from the shogi2 subdirectory, which does not exist in the source tree. Only jocly-allgames.js must be made to always have the extra line defining Tenjiku Shogi, compared to the version created by building Jocly from source.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Apr 27 04:45 PM UTC in reply to François Houdebert from 04:10 PM:

The Wikipedia has it that the player with the weakest player has the Jade General, and the strongest player the King. I am not sure if and how we should implement that in Jocly.


H. G. Muller wrote on Thu, Apr 25 01:47 PM UTC in reply to François Houdebert from 12:40 PM:

Should I add : Should I add " ##############" before and after?

Indeed, you should, because you want the extra hand ranks to be colored black as well.


H. G. Muller wrote on Thu, Apr 25 12:30 PM UTC in reply to François Houdebert from 11:54 AM:

Strange. 13 should be a valid index for an array of length 19. That means the array should have some internal elements that are undefined. What happens if you print

console.log( this.cbView.boardLayout )?


H. G. Muller wrote on Thu, Apr 25 11:32 AM UTC in reply to François Houdebert from 10:22 AM:

Uncaught TypeError: this.cbView.boardLayout[((NBROWS - row) - 1)] is undefined

This sounds like an out-of-bounds access on boardLayout. Are you sure you defined that array with sufficiently many ranks? To further diagnose the problem you could add console.log(NBROWS-row-1); just before the access to boardLayout in paintCells; then you could see in the console  what the offending value is.


H. G. Muller wrote on Thu, Apr 25 09:37 AM UTC in reply to François Houdebert from 08:41 AM:

I think that all that is needed is to make the 'row' loop run from 0 to NBROWS, and remove the -NBVHND from

this.cbView.boardLayout[NBROWS-NBVHND-row-1][col]

 And then putting the extra hand ranks in the boardLayout defined in the game's view file. I don't think there are any other games yet that use extra hand ranks. I implemented that feature with Wa Shogi in mind.

The paintCells function is not involved in drawing the grid.

I had already looked at the sources, by looking at the chu-seireigi-view.js of the compiled version. Since you build Jocly without uglification all used source files are in there unmodified.


H. G. Muller wrote on Thu, Apr 25 07:02 AM UTC in reply to François Houdebert from Wed Apr 24 09:15 PM:

I guess the drop model still needs some tweeking. The square painting on the hand ranks should be the same as that of the other hand squares. Now there seems to be no coloring at all, so that the rim texture shines through. I suppose the logical way to do this is that the square-painting array that has to be defined in the game's view file should include the extra ranks.

It is also not clear to me why the 'counter piece' in the lower-right corner is larger than the others.

[Edit] The array boardLayout defined in the view file is accessed in two places in grid-board-view.js, inside nested loops over rows and columns. The loop over rows was modified to skip the extra hand ranks. I suppose this was a bad idea; especially in the 'paintCells' function it should have run over all ranks, requiring the boardLayout to also specify how the cells in these extra hand ranks should be colored. There is a second routine 'paintInCoordinates' that also loops over all cells, which does more complex things and might need more subtle modification than just changing the loop limits. But it seems this function is not normally used.

The handLayout[-1] in the view file appears to have a 16 where there should be a 17, which causes misplacement of the 'counter piece' on 15 rather than 16.


H. G. Muller wrote on Wed, Apr 24 05:59 PM UTC in reply to François Houdebert from 04:18 PM:

No, you have to write something like

Model.Game.handLayout[1] = [0,2,4,6,8,10,12,14,30,46,62,...];

if you want the first 8 'hand squares' for white to be at the bottom, and the rest along the right edge.


H. G. Muller wrote on Wed, Apr 24 01:51 PM UTC:

Note that it is possible to control the way the captured pieces are placed next to the board by defining arrays Model.Game.handLayout[color][handIndex]. This array should contain the square numbers where you want the first captured piece of the given color (1 or -1) and hand value to be placed. (A second piece will be placed at sqr+color, and after that counters will appear between the two shown pieces.)

Currently the default assignment is used, which places the white pieces on the first 'file' on the right of the board, the hand number equal to the rank number (which starts at 0). By defining a handLayout you could also use the ranks under or above the board to place pieces, thus requiring fewer extra ranks.

E.g. with a single extra rank (instead of the 4 you have now) you could place 6 white pieces below the board, and 14 white pieces to the right of the board.


Play Chess Variants with Jocly. Missing description[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Apr 24 08:33 AM UTC in reply to A. M. DeWitt from Tue Apr 23 08:34 PM:

There appears to be a mismatch between the shogi graphics on CVP and that in the current source code. On CVP there are directories .../chessbase/res/shogi and .../chessbase/res/shogi2. The first contains the tile meshes and diffusemap for mini-Shogi, the second for Chu and Tenjiku Shogi. The current source code was derived from the latter, even though it reorganized the location where the diffusemaps are stored.

The problem occurs because the newly made Seireigi diffusemaps are made according to the Tenjiku design, (and placed so the view files can find them), but use the mini-Shogi tile mesh files. And it appears that these mesh files specify the use of a different part of the diffusemap for painting the top face: the mini-Shogi tiles use the top-left quarter, while the Chu-Shogi tiles use the bottom-left quarter of the maps.

I fixed the problem by editing the chu-seireigi-view.js file, to make it use the mesh files from the shogi2 folder. The kanji then appear. But apparently not all mesh files used by seireigi are there, as some of the pieces now disappear completely.

[Edit] The problem was in the map files: some Seireigi pieces use the diffusemap of Chu-Shogi pieces, and these are in a different location on CVP from where they are in the current source code (and have different filenames too). I adapted the path for the diffusemaps of Copper, Kirin, Phoenix, Lion and Queen to where these images are on CVP, and now the initial position of Chu Seireigi is correctly displayed.


Stairchess. (Updated!) Chess on a ladder-alike tilted board. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Apr 24 07:02 AM UTC in reply to HaruN Y from 06:49 AM:

I beat you by 4 minutes! :-)

It is interesting how we both chose a different rectification of the board; mine spoils the coordinates, yours spoils the moves of the pieces. In your representation it would in principle be possible to use a whole-board image as background that has the original diamond-shaped cells.

I tried using the Atlantic SVG set through fen2.php, but this set is not suitable for use on a black-and-white board. (Alfaerie doesn't do so well either, on the dark squares...)

[Edit] Concerning Pawn: Ah yes, I had overlooked that detail in the description. Thanks!


H. G. Muller wrote on Wed, Apr 24 06:45 AM UTC:
files=15 ranks=8 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png lightShade=#000000 darkShade=#ffffff firstRank=1 borders=0 useMarkers=1 rimColor=#c0c0c0 holeColor=#c0c0c0 symmetry=none royal=K hole::::a1-d4,l5-o8,e1-f2,a5-b6,n3-o4,j7-k8,a7,c5,e3,g1,i8,k6,m4,o2 pawn:P:iiflmnDflmWflceF:pawn:g2,h2,i2,j2,k2,l2,m2,n2,,b7,c7,d7,e7,f7,g7,h7,i7 knight:N:N:knight:i1,n1,,b8,g8 bishop:B:B:bishop:j1,m1,,c8,f8 rook:R:R:rook:h1,o1,,a8,h8 queen:Q:Q:queen:k1,,e8 king:K:KisO2:king:l1,,d8

Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Tue, Apr 23 03:53 PM UTC in reply to Aurelian Florea from 03:06 PM:

You must also put

set opaque (EA FA BA SM AR ea fa ba sm ar);

there to make the flying pieces block each other.


💡📝H. G. Muller wrote on Tue, Apr 23 02:59 PM UTC in reply to Daniel Zacharias from 01:53 PM:

I suppose that would heve worked, if you did that as first thing in the Post-Move sections. But I have already changed the betza.txt to use different arrays for the capturer and the victim. So now you have to put in Pre-Game:

set protected (T t);
set restricted (EA T ea t);

Play Chess Variants with Jocly. Missing description[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Apr 23 01:30 PM UTC in reply to A. M. DeWitt from 12:25 PM:

Edit: Also, Hectochess doesn't have the 3d Queen, Marshall, and Cardinal for some reason...

Indeed, I noticed that too. I did upload a newer fairy-sprites file, and that made the Champion and Wizard appear.

[Edit] OK, that should be fixed now too. Hectochess was using the proper-*.js files for these 3d pieces, which differ from the original ones by a scale factor, to give them a more natural size. But these were not present on CVP.

[Edit2] I now moved a lot of the new 3d pieces to the CVP Jocly install as well. I had never payed much attention to the version here as far as updates go, because the CloudFlare caching made it pracically impossible to see any changes. But now that Fergus has exempted Jocly from this, it makes sense to bring the version here up to date as well. Makromachy already works. For Minjiku Shogi some of the promoted pieces seem to be still missing.


H. G. Muller wrote on Tue, Apr 23 12:17 PM UTC in reply to Jean-Louis Cazaux from 11:48 AM:

As the matter of fact, why don't you update that page "Play Chess Variants with Jocly" which was listing all available games until last year?

The problem is that it is a matter of taste what 'available game' means. The Jocly applet itself allows you to select any game that is implemented, through the 'other jocly games' link. But this applet is not able to show rule descriptions or credits, which are also available for most of these games in the Jocly source package.

Therefore Fergus created separate HTML pages for individual variants, which embed the Jocly applet preconfigured to run the corresponding variant, with a rule description. The overview page you refer to contains links to those individual game pages.

In general the reason for there being no link to a certain variant in this overview page is that there doesn't exist such a separate HTML page for that game yet. Someone would first have to create those pages.


H. G. Muller wrote on Tue, Apr 23 11:21 AM UTC in reply to A. M. DeWitt from 10:37 AM:

Apparently the jocly.game.js was still the original one from 2017. The addition of LetsTwist (to make the Mersenne Twister random generator available to the game-specific code) is the only modification I ever made in the Jocly core. I have now replaced that file with the one on my website; this should make it work.


Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Tue, Apr 23 09:58 AM UTC in reply to Aurelian Florea from 09:44 AM:

Oh, that seems a lot of work. But I'll do it in the evening!

Not really. You should just select the Completely Custom set, and then paste the set definition the PTA suggests into the preset.


💡📝H. G. Muller wrote on Tue, Apr 23 08:43 AM UTC in reply to Aurelian Florea from Mon Apr 22 12:07 PM:

I have made an attempt to support fast castling in the betza.txt GAME-code include file. I could not test it in the context of your preset, though, because there seems to be a mismatch between the labels used in the I.D. that youconverted, and the piece set you use in the preset. So it still crashes because of an unknown piece 'E'. I suppose you would have to use the custom set as the PTA suggests it to make it work.

Anyway, to try the fast castling you should replace the lines

2 99  1  0    88
   1  9  0    25
2 99 -1  0    88
   1 -9  0    25

at the end of the legdefs array by

1 -3  1  0 FastCastle
1 -3 -1  0 FastCastle

This uses the existing mechanism for invoking dedicated routines for generating piece moves. But the routine FastCastle, which is invoked by this, is already supplied in the betza.txt include file.

I still have to adapt the PTA to generate these lines automatically, when encountering a fast castling.

 


Play Chess Variants with Jocly. Missing description[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Apr 23 07:56 AM UTC in reply to Jean-Louis Cazaux from 05:18 AM:

Where can your work on Jocly with François, HG, can be found?

That depends on what exactly you want. The source code is in my on-line git repository, but it is currently not possible to view that interactively on line because the hosting company disabled the viewer for that ('GtitWeb'), and I haven't had time to fix that. It is still possible to pull from the repository with 'git', to view the source code locally. And I suppose François has a mirror of it on GitHub.

If you want to see a running install featuring the newly added games, you can use the one on CVP (just select any of the dedicated variant links on the Jocly overview page, and then click 'other jocly games' at the bottom right to select a game), or the one on my website, which are old Jocly installs that I hacked to add some variants. I suppose that François has put up a version directly compiled from the most recent source code somewhere.


H. G. Muller wrote on Tue, Apr 23 07:31 AM UTC in reply to A. M. DeWitt from Mon Apr 22 10:33 PM:

You also have to add a line to /play/jocly/dist/browser/jocly-allgames.js to make Jocly notice the files that you placed in /play/jocly/dist/browser/games/chessbase/ . I think Fergus exempted the Jocly files from CloudFlare caching, so you should see new games immediately after flushing your browser cache. To do that I sometimes have to access the modified .js files (including jocly-allgames.js) directly with the browser.

Unfortunately the wikipedia-fairy-sprites.png file on CVP is not entirely compatible with the one that is now in the source repository.


Megalomachy. A huge game with 2x80 pieces, some able to jump over many others. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Mon, Apr 22 03:12 PM UTC in reply to Aurelian Florea from 11:30 AM:

The correct query for opening the preset in Edit mode is &submit=Edit, not &edit=true.

The problem appears to be the fast castling, and now that I think about it, I believe I never implemented fast castling in the betza.txt GAME-code include file. So the entries in the legdefs table that would be interpreted by the JavaScript powering the Interactive Diagram as fast castling are mistaken for something that makes the GAME code crash.

For now I recommend commenting out the four lines that define the fast castling at the end of legdefs, like:

1  1 -1  1     3
//2 99  1  0    88
//   1  9  0    25
//2 99 -1  0    88
//   1 -9  0    25
0);

The King will then not be able to castle, but at least you can continue implementing the other aspects of the variant in the preset. In the mean time I will try to support fast castling in betza.txt. And when I have done that, you can uncomment the lines again.

 


💡📝H. G. Muller wrote on Mon, Apr 22 12:06 PM UTC in reply to Aurelian Florea from 11:30 AM:

link?


💡📝H. G. Muller wrote on Mon, Apr 22 07:42 AM UTC in reply to Aurelian Florea from 07:10 AM:

I get this error:

Cannot make a diagram with 0 pieces on an 8x8 board!

It probably means that you copy a lot of invisible stuff together with the Diagram definition; the line below the quoted error message makes an attempt to show you what you actually pasted. If I copy-paste directly from your latest comment into the PTA, I also get the error message, and for the pasted text it says:

<main><article id="maincontent"><div class="commentgroup"><div class="Comment"><div><table><tbody><tr><td class="line-content">satellite=megalo</td>...

So there is an enormous amount of HTML garbage prefixed and interleaved with the actual definition, and the PTA chokes on it. What exactly corrupts the Diagram definition might depend on your browser. I made the PTA resistant to the garbage that is added by copying from a FireFox Page Source (but you might have to flush the browser cache to benefit from that?)

Anyway, the safest method is to first paste the Diagram definition into NotePad;this will cleanse it of most invisible stuff. Then you can copy-paste it from there into the PTA.


💡📝H. G. Muller wrote on Mon, Apr 22 06:31 AM UTC in reply to Aurelian Florea from Sun Apr 21 06:57 PM:

Strange that it doesn't work for you. When I copy-paste the I.D. definition into the PTA directly from the Page Source (from the line satellite=megalo to the line king::KispO9::k1) I do get a 16x16 board with the Megalomachy setup. It doesn't look very well, because even the specified squareSize of 33x33 is too large to fit it on the PTA page, and the I.D. in the Megalomachy article uses the 50x50 alfaerie pieces. Because it also uses betzaNew.js it automatically shrinks those images to fit the squares, but the PTA still uses betza.js, which doesn't do that, but clips the pieces instead. But that should not affect the generation of GAME code.


💡📝H. G. Muller wrote on Sun, Apr 21 04:22 PM UTC in reply to Aurelian Florea from 08:08 AM:

You must only paste the name=value and piece lines, which normally are between HTML <div> and </div> tags. The script line is not part of the Diagram definition; it specifies to the browser what script to run to create an I.D. on  the page. Something the GAME code would never have to do.


💡📝H. G. Muller wrote on Sun, Apr 21 07:08 AM UTC in reply to Daniel Zacharias from Sat Apr 20 09:33 PM:

I think it did, at least partly. But it is not obvious, because the I.D. does pseudo-legal highlighting, and the capture restriction on Terrors is a context-dependent rule that results in some pseudo-legal moves to be illegal. If I set up a position where the AI can gain a Queen by trading Terrors (TxT, QxT, BxQ), it does not capture.

The I.D. in the article had configured the rule the obsolete way, though, through a protected=32 parameter. This could not specify the 'asymmetric' version of the rule, which forbids Eagles to capture protected Terrors, but not Terrors to capture protected Eagles. I changed that now by using the captureMatrix for specifying the forbidden cases by marking those with a % sign.

The betza.txt include file currently also doesn't support asymmetric anti-trading; the I.D.'s anti-trading through the protected parameter is implemented there by initializing an array

set protected (...);

which lists the labels of all pieces mentioned in protected parameters. But it then bans all captures of the mentioned pieces by each other (when protected). So if both the Terror and Eagle go in there, T x protected E would also be forbidden. I suppose I could fix this by having the betza.txt include use two attays, 'protected' and 'restricted', and then ban only the captures of a piece mentioned in 'protected' by one mentioned in 'restricted'. When the PTA translates an I.D. that contains protected= parameters to GAME code, it could then define both arrays with the same pieces in them (where it now only defines 'protected' in the Pre-Game code).

More precise definition of what can capture what will have to wait for full implementation of the captureMatrix in the generated GAME code. But in most case (including Megalomachy) such a temporary fix would be sufficient.

[Edit] I now modified the betza.txt include file to support these changes. So in Pre-Game you would have to define an array 'opaque' with the flying pieces and those that can shoot them down, an array 'protected' with the Terror, and an array 'restricted' with Terror and Eagle.


💡📝H. G. Muller wrote on Sat, Apr 20 08:47 PM UTC in reply to Daniel Zacharias from 08:09 PM:

Might it work to use the generated code for most of it and manually define the pieces that wouldn't work?

I suppose this would be an option; the 'Custom Pieces' section of the 'Wizard for GAME-code generation' article described how to add pieces that would need explicit programming. I think the Terror would not be problematic for the automatic conversion; it is the flying pieces that would need separate coding, in particular their jump-capturing moves. I suppose you could define thir moves in the I.D. as QK, RW and BF, and then replace the K, W or F moves by a routine for generating jump-captures in the described way.

But it might be simpler to clone the betza.txt file, and modify the move generator there with some dedicated code for this variant. And then use this modified version instead of the standard betza.txt in the preset. All that would have to be done is to insert some code at the point where it now is decided that an encountered piece can be hopped over by a test whether both pieces belong to the set {bat, eagle, raven, archer, spearman}, and abort the generation of that hopping move when they do.

Since this code would only be invoked when a hopper move hits a potential mount, it would not slow down the move generation very much, and I could even insert that in the standard include file. Then all what would have to be done is defining the pieces that cannot hop over each other in the Pre-Game code, like

set flying (...);

where the ... would be the list of labels of all the pieces (of either color) to which this applies.


💡📝H. G. Muller wrote on Sat, Apr 20 07:56 PM UTC in reply to Daniel Zacharias from 07:36 PM:

Don't count on automatic conversion of the Interactive Diagram to GAME code, though. There are some aspects of this variant that are not supported yet by the betza.txt include file that powers such GAME code. In particular the captureMatrix, which is used to make the flying pieces block each other.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Apr 20 07:39 PM UTC in reply to François Houdebert from 07:29 PM:

It should be explained in the commit message of the drop model. Unfortunately that is not easy to access now that GitWeb is disabled on my website (I haven't had time to fix that yet). But if you have pulled the pullreq branch you should be able to see it on your local machine.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Apr 20 06:28 PM UTC in reply to Fergus Duniho from 04:01 PM:

The coloring is very splotchy, though more so on curved surfaces than on flat surfaces, as can be seen in this color image of a color scan of my Likebook Mars:

Conventional solution for this problem is to apply 'dither' to the image: add white noise to the brightness of the individual pixels, randomly chosen from a homogeneous distribution that has the width of one brightness quantum.


Chu Seireigi. Variant of Chu Shogi playable with drops. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Apr 20 06:21 PM UTC in reply to François Houdebert from Fri Apr 19 09:22 AM:

If HGM has the time and the possibility to add the parametrisation of the hand space in the drop model, of course I'll use it, but I don't know if it's that easy to do.

In the current drop-model.js you can request extra ranks for hand pieces above and below the board, in case there are more piece types that can go in hand than there are board ranks. Does that satisfy your needs?


Bigorra. Game Courier Preset for Bigorra, a large CV, 80 pieces of 34 types on 16x16 sq. board. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, Apr 18 06:26 PM UTC in reply to Jean-Louis Cazaux from 05:31 PM:

I discovered a bug in the GAME code I added in my attempt to fix the problem. (writing 'task' instead of '#task'). I think it should be solved now.


H. G. Muller wrote on Thu, Apr 18 04:16 PM UTC in reply to Jean-Louis Cazaux from 02:46 PM:

Sorry, I was out of town for a few days, and had no time to figure out the answer on this one.

The presets you compare with were not automated through the PTA, so there is no reason why these should behave the same.

Are you sure the game ends when the King moves out of check? Normally an illegal move should not terminate the game; it should just be refused (in this case with the message you quote), and then through using the browser 'back' button you should be able to retry another move. This is also what happens if you insist moving a piece to a non-highlighted destination.

If this is the case the only thing that isn't working exactly as it should is the highlighting: the King jumps get highlighted even if they are forbidden because of check. But there is no way to exploit this; in the end legality is enforced by refusing the move.

The way the PTA-generated GAME code enforces 'not out of check' rules is by having the potentially forbidden moves generate e.p. rights on the square of origin. Using such a move then would allow the opponent to capture the moved piece (i.e. the King) en passant, making the move illegal.

Unfortunately the 'accelerated check test' used for determining the legality of the moves to highlight (in order to prevent this from becoming excruciatingly slow for large games) doesn't detect this: it generates all opponent moves from the current position to mark squares that are under attack on the board. And then only rejects King moves that go to such an attacked square. And in this case the problem is not that the destination is attacked, but that the origin is attacked.

I suppose I could solve this in the accelerated check test by suppressing the virginity of a King that is in check during the generation of the highlights.

[Edit] I now changed the move generator to suppress initial moves of a piece that should not move out of check, when it is in check during the accelerated check test. Please test if this solves the problem.


Betza notation (extended). The powerful XBetza extension to Betza's funny notation.[All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Sat, Apr 13 07:59 PM UTC in reply to Jean-Louis Cazaux from 04:49 PM:

Well, the bracket notation is simpler. This is why I would like to switch to it.

But when chaining moves into a single path it cannot be avoided that you would have to specify the bending angle at each point where two legs connect with the aid of directional modifiers (if f is assumed to be default).

And there is the more fundamental problem that oblique paths occur as pairs of mirror images, and that this mirroring swaps the meaning of l and r. To avoid having to specify complex oblique paths twice, there must be a way to encode sideway deflections not as an absolute direction, but in a relative way. And this is what z and q do.


💡📝H. G. Muller wrote on Sat, Apr 13 01:33 PM UTC in reply to Daniel Zacharias from 01:13 PM:

It would probably have been clearer if I had used a hyphen or slash instead of an a. But it all started as aaK for the area move of Tenjiku Shogi, and caK for the Chu-Shogi Lion. But the hyphens seem to group the atoms in the wrong way, when you don't also use brackets around the individual moves.

In (not-yet-implemented) bracket notation the Betza Rhino would be [W(?fzK)], shorthand for [W?fzK?fzK?fzK?fzK?fzK?fzK?fzK...], a W leg followed by any number of alternating fl and fr K steps.


💡📝H. G. Muller wrote on Sat, Apr 13 01:02 PM UTC in reply to Jean-Louis Cazaux from 11:52 AM:

You should consider the a as a chaining symbol, separating the modifiers for the legs of a multi-leg move. So in afsafzafzW you see 3 a, which means the move has 4 legs. The modifiers for these legs are none, fs, fz and fz, respectively. So the first leg is a W move in all directions (no modifier). From there it continues forward-left or forward-right (because s = l or r), i.e. a diagonal step in the second leg. Then for the third leg it again deflects 45 degrees, but in the opposit direction as in the second leg, as this is what z means. Etc. So afsafzafzW is a shorthand for aflafraflWafraflafrW, two crooked trajectories that are each other's mirror image.

Haru's notation (afz)W is shorthand for WafzWafzafzWafzafzafzW..., a set of ever longer crooked trajectories. Every additional afz adds a new leg, which deflects in the opposite fl or fr (relative) direction as the previous leg did. (Which is the hallmark of a crooked move; if they would all deflect in the same direction, which you could do with fq, you would get a circular piece.)

The second leg in every sequence should really have been specified as fs, however, to indicate it can deflect in both directions, rather than only in one that is specified relative to the previous one. The first z or q occurring in such a sequence (i.e. before it is clear what 'opposit' or 'the same' direction means for the deflection, because there was no previous deflection) is always interpreted as s. You could see this as a special rule for expanding the parentheses into paths with different lengths.


💡📝H. G. Muller wrote on Sat, Apr 13 08:51 AM UTC in reply to Jean-Louis Cazaux from 07:26 AM:

I did know about Betza's t[FR] proposal for Griffon, but I had never seen this z(FW) notation. XBetza is only upward compatible with the Betza notation for simple ('single leg') moves, and has its own system for combining these to multi-leg moves, which is more general than any of the suggestions that Betza coined in various scattered places.

The z modifier applied to a slider atom is original Betza notation for a crooked version of the piece, and is still supported in XBetza. On a leaper, such as zW, it never had any meaning.

The role of parentheses has completely changed; in XBeza these indicate zero or more repetitions of the enclosed group. So z(FW) would mean zzFWzFWFWzFWFWFW..., which doesn't really mean anything.

Brackets originally were not used in XBetza, but legs of a move were 'chained' by using an a as separator between the modifiers of each leg. This does the job of unambiguously defining very complex moves, but often leads to a very obfuscated description unsuitable for human digestion. A much clearer notation is possible by using brackets (but in a way that somewhat is different from Betza's t[...] construct). The brackets still enclose a sequence of simple Betza moves, which are supposed to be played in that order. But there is no t prefix (which was redundant, because the brackets are never used for any other purpose than chaining the contained moves), and separates the enclosed moves by hyphens (if continuation is mandatory) or question marks (if the move could also end there). This notation is already supported in the Interactive Diagram for simple cases like the Griffon ([F?R]). Supporting it in its full glory is a desire for the future.

The meaning of z in a multi-leg move has also changed; it now means l or r, but the opposit of what the previous leg did. (So that it can be used to specify crooked paths, while q means l or r in the same direction, and can be used to define curved paths.)


Camelopard Chess. (Updated!) Game with Camelopards. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Apr 13 06:03 AM UTC in reply to Christine Bagley-Jones from 12:47 AM:

The Zerdinal has mating potential, and it might be useful to give a link to a pre-programmed checkmating applet for it. (E.g. in the Notes section.)

/membergraphics/MSinteractive-diagrams/EGT.html?betza=ZB&name=zerdinal&img=zebrabishop

That also applies to the Half Duck, which does not have its own Piececlopaedia page where such a link can be found. There is no checkmating applet that can do crooked sliders like the Snake, but the non-lame sub-set FN easily forces checkmate, even on 16x16 boards. Forcing checkmate for a piece that has FR3 moves, such as the Tetrarch, is trivial (even on a quarter infinite board), and probably does not need an applet: the piece alone can drive the bare King to a corner.

I would avoid the use of yy in the move description of the Aviaanca, as this is really an undocumented feature of XBetza, to make recognition of some bent riders in the bracket notation possible as long as the latter is still implemented through pre-processing. It will be abandoned when the bracket notation will be parsed directly. Better use [W?AA].


@ Bob Greenwade[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Apr 13 04:57 AM UTC:

and F instead of and B. And afaf(afafaf)W can be written as nHH, a non-jumping Threerider. [W?nHH] for the other move does not work yet. (It ignores the n.) Eventually it should be possible to write this as [W(?nD?W)].


@ Fergus Duniho[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, Apr 12 07:26 PM UTC in reply to A. M. DeWitt from 07:08 PM:

/play/pbm/sets/*.php


Bob Greenwade's SVG Library. Private The SVG files used in Bob's library of pieces.[All Comments] [Add Comment or Rating]

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Thunderstruck Server Chess. {This game seems broken…}. (10x8, Cells: 80) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Apr 9 10:57 AM UTC in reply to HaruN Y from 09:21 AM:

I don't think combining brackets with parentheses is implemented at the moment. I guess some special treatment would be needed there. Currently parentheses are expanded by including mutliple copies of the move they appear in, with 0, 1, 2, ... copies of the parenthesized group. But if the leading or trailing character of the group would be a question mark in bracket notation, the maximum number of repeats already stands for any smaller number of repeats as well.

So it seems the meaning of parentheses in the bracket notation should be changed, to only indicate the maximum number of repeats. (I.e that indicated as a number behind the parentheses, or a default depending on board size.) The repeat group can then be chained by question marks if less repetitive versions of the move were also desired.


H. G. Muller wrote on Tue, Apr 9 08:35 AM UTC in reply to HaruN Y from 01:25 AM:

afs(afzafq)W(afqafz)W

No, that is not it; there is no step on the main orthogonals. The repeating unit involves three steps, not two (afzafqaz), and the repeat of it would thus only visit one of ever three squares in the path. So that you would need three moves to cover the entire path. And the plain W would have to be mentioned separately:

Wafs(afzafqaz)Wafsafz(afqazafz)Wafsafzafq(azafzafq)W

I suppose a bracket notation for this could be a lot simpler

[W?fF(?fzW?fqF?fzF)]

The option to terminate the move at the question marks allows collapsing the three different 'phases' into one.


Short Sliders. Pieces are initially limited to 4 spaces (if that), and promote to longer moves. (12x16, Cells: 192) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Apr 9 06:19 AM UTC in reply to Bob Greenwade from Mon Apr 8 06:38 PM:

I think it should be possible to use multi-character IDs in morph and captureMatrix by using comma separation in the rows these occur. This is untested, though. And the Play-Test Applet won't generate this format, but just concatenates the IDs, even if these are multi-character. So you would have to insert the commas by hand.


Betza notation (extended). The powerful XBetza extension to Betza's funny notation.[All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Sat, Apr 6 03:39 PM UTC in reply to Bob Greenwade from 01:48 PM:

You would forbid the capture of all non-pawns by pawns in the captureMatrix, and then exempt the pawn's normal captures from this restriction by suffixing it with an apostrophe.

What would not be possible is having some moves that can only capture pawns and others that can capture only knights. (So you cannot implement an Ultima Chamelion with this method.)


💡📝H. G. Muller wrote on Sat, Apr 6 05:00 AM UTC in reply to Bob Greenwade from 01:06 AM:

Type selectivity is provided by means of the captureMatrix, possibly in combination with the apostrophy in the XBetza to restrict it to a subset of the moves. I haven't encountered any case yet that could not be handled this way.


@ Gerd Degens[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, Apr 5 06:53 AM UTC in reply to Bob Greenwade from Thu Apr 4 06:38 PM:

And I do hope, one day, to get some of my simpler variants on there.

Your variants are typically more 'regular' than Gerd's, in the sense that they could draw on existing chess-variants infrastructure of Jocly. For example, there is support for rectangular and hexagonal boards of any size and shape, but not for boards with switches, which would have to be programmed from scratch. There is support for normal, and even single locust captures, but not for 'recruiting' moves that make captured pieces appear elsewhere, or for neutral pieces.

For your variants the programming would be limited to indicating the piece moves.


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H. G. Muller wrote on Fri, Apr 5 06:10 AM UTC in reply to Daniel Zacharias from Thu Apr 4 11:21 PM:

In principle, yes. If these are not too different in style.


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📝H. G. Muller wrote on Thu, Apr 4 03:54 PM UTC in reply to Vighnesh Jadhav from 03:43 PM:

Western sources are usually wrong. Of course on can question if there actually is something  like THE original historic rules, as different manuscripts not always agree. So rules might have changed with time and place, like they did for medieval Chess. But since a Teaching King is described as Queen plus Lion Dog, and its move diagram is drawn as that of the Queen with three perpendicular line elements on each move close to the origin, it is pretty certain the LD was more than Q3.

The FF should probably be changed here to conform to this.


@ Gerd Degens[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, Apr 4 03:41 PM UTC in reply to Gerd Degens from 03:11 PM:

GitHub is a website where programmers publish the  source code of the programs they develop. It is not a site where you can play anything. But of course some of the programs published there are games. Those could be downloaded and compiled to run on people's own computers, and often the programmers already offer a compiled executable for download. To offer something there that others could use, you would have to write a program that plays it.

Jocly is one such program available on GitHub. It is a gaming platform for use on websites through a web browser, or running on your own PC through JoclyBoard. It is mainly a user interface, but is designed in such a way that it can easily extended with new games, with already a lot of supports for the tasks most chess variants have in common. So you would only have to program the part that is unique to your variant, in JavaScript.

We have a version of Jocly installed on CVP, and there is also one on my website, where people could browse to, and play the games they support.


Scirocco. Play this decimal variant with several weak fairy pieces on Jocly.[All Comments] [Add Comment or Rating]
📝H. G. Muller wrote on Wed, Apr 3 09:18 AM UTC in reply to François Houdebert from 08:59 AM:

Indeed, the names of the promoted versions are swapped.


📝H. G. Muller wrote on Wed, Apr 3 08:50 AM UTC in reply to François Houdebert from 06:57 AM:

Wagon promotes to Rhino = W-then-B Spider. Chariot (R4) promotes to Griffon (on CVP still represented by a dragon) = Octopus = F-then-R.

This is as it should be.


Life, the Universe and Everything. 42-square double-move variant with unusual pieces, inspired by Douglas Adams' fiction. (6x7, Cells: 42) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Apr 3 05:36 AM UTC:

How about this one, then: "it would be a miracle if there weren't any genuine coincidences".


Centaur. Moves as Knight or Man. Also known as Centaur.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Apr 2 06:59 PM UTC in reply to Jean-Louis Cazaux from 06:47 PM:

Well, the knight-on-a-shaped-base is a move-oriented solution, so it ignores the name entirely.


H. G. Muller wrote on Tue, Apr 2 06:44 PM UTC in reply to Daniel Zacharias from 06:22 PM:

That is how I represented the ferz-knight and wazir-knight in Jocly (e.g. in Scirocco): A Knight on a somewhat taller base (so it is not so easily confused with a normal Knight) in the shape of a cross, oriented along the F or W move.


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H. G. Muller wrote on Tue, Apr 2 10:20 AM UTC in reply to Florin Lupusoru from 10:18 AM:

The date no doubt has something to do with it. :-)))


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H. G. Muller wrote on Tue, Apr 2 09:49 AM UTC in reply to François Houdebert from 09:37 AM:

What do you think about switching to the Lance picto-sprite for the Hoplit in Spartan Chess? Then it would have a different symbol from the FIDE Pawns. And I doubt that any western variant will ever want to use a piece that moves as the Shogi Lance. (But they might of course want to use it for a piece with another move for which there is no dedicated representation available.)


H. G. Muller wrote on Tue, Apr 2 09:20 AM UTC in reply to François Houdebert from 08:29 AM:

Does Jocly currently support any variant that uses Berolina Pawns at all? The 3d realization was made mostly as a test case for the initial version of the Tube tool (it is a purely cylindrical design). In that sense the committing of it was a bit premature, like for the Flamingo.

The design you have here looks a lot like the Alfaerie design, which is a variation on the Alfaerie normal Pawn. But the Wikipedia set uses an entirely different Pawn design. If we want to add new Pawn types, I think we should use that as basis.

Spartan Chess is an implemented variant that uses a different Pawn type, for the Spartans. These 'Hoplits' are very close to a Berolina Pawn, but not exactly equal, because their initial double push can jump, and isn't subject to e.p. capture. They do have their own 3d image, (a Pawn modified to carry a lance), but also use the normal Pawn image in 2d. If we want to distinguish the Pawns in 2d it seems more urgent to do find a symbol for those. In the WinBoard implementation I use the Lance pictogram for those. We could also do that in Jocly (now that we added the Lance). But it would still not have its own picto-sprite in that case. (But who would want to use a Lance and a Hoplit in the same variant...)

I am not sure we should go for a double-head design in 2d if we did not also do that in 3d. An alternative would be to write a V on their breast, to symbolize their non-capturing move.

And what about the Asian Pawn, for the western skins of the Shogi variants? These now also use the normal Pawn symbol.


Neohex. (Updated!) Chess variant on irregular hexagons. (Cells: 60) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Apr 1 03:40 PM UTC in reply to A. M. DeWitt from 03:20 PM:

Resigning in a 3-player game is a serious problem, though. I think the rule that is currently stated is very unsatisfactory. In fact most games are expected to enter a phase where one of the players has no hope at all to win, and would likely lose interest at that point. If one of the players was obviously winning, resegnation at that point, resulting in a 3/4-3/4-0 score, would rob him of the deserved victory. Preferably resignation of one of the players would not disturb the balance of power between the other two, and desiding upon a result immediately would almost always do that.


Centaur. Moves as Knight or Man. Also known as Centaur.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Apr 1 03:32 PM UTC in reply to Fergus Duniho from 02:35 PM:

As crowns and miters are something worn on the head, some other kind of headgear, such as a helmet or a hat would probably be suitable for a piece with the additional powers of a man. While this might not work as easily for rook+man or bishop+man, these are also rook+ferz and bishop+wazir and are known by other names, such as dragon horse and dragon king. So maybe they could be represented in a different manner. Or all three might be represented by human face pieces like in the Superba set.

Even though chess pieces (unlike the pictograms used in 2d diagrams) are more than just the head or head cover, it is true that the head is the distinctive feature, and the bodies all look alike.

To indicate the KN move in a variant that also features the Amazon, you could leave on the cross. It is very unlikely there will be both a royal and non-royal Centaur in the same variant. Or replace the cross by a spike, to distinguish it both from a Queen and a King head.

The Jocly 3d pieces can provide some inspiration; the Crowned Rook there is a Rook with a crossless King head mounted on top. No room for confusion there; a Rook with a Queen's head would make no sense. For the Crowned Bishop I use a pontifical tiara. Both give pieces that distinguish themselves very well from other Staunton pieces.


Life, the Universe and Everything. 42-square double-move variant with unusual pieces, inspired by Douglas Adams' fiction. (6x7, Cells: 42) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Apr 1 03:15 PM UTC in reply to Florin Lupusoru from 02:25 PM:

the author refuses to further explain his reason for choosing such a number. 

You obviously have not read "The Hitchhikers Guide to the Universe"...

But, no panic!


Centaur. Moves as Knight or Man. Also known as Centaur.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Apr 1 03:13 PM UTC in reply to Jean-Louis Cazaux from 02:58 PM:

The S seems to curve in the wrong direction. A prancing horse doesn't bend his back in that direction. E.g. the Ferrari logo:


H. G. Muller wrote on Mon, Apr 1 09:23 AM UTC in reply to Jean-Louis Cazaux from 06:25 AM:

If the idea is to represent the move, the logical form in a set where the Amazon is a Staunton Knight with the head of a Staunton Queen mounted on top of it, would be a King's head on a Knight. The cross could be omitted for the non-royal case.

If the idea is to represent an actual centaur, rather than just an arbitrary man-horse chimera, the Staunton style seems to lead to something like this:

That is, omit all upper extremities, and only leave a stylized version of the lowest for support. The one in the middle already breaks Staunton style by abandoning cylindrical symmetry (ellipticity is used in the hind legs and torso, and excentricity in the horse body).

The tail is in fact already dubiously detailed; if the cut in the Bishop's head was deemed enough to represent tusks, the tail should probably be represented by an upward diagonal cut just above the legs...

Of course it would be quite possible to apply further symmetry breaking (rightmost image) to get still further away from Staunton abstraction and closer to realism: the hind legs and torso could be slanted backwards, the horse's body forwards. An indication for the horse's front leges could be added, dangling down like it is prancing.


H. G. Muller wrote on Sun, Mar 31 09:16 PM UTC in reply to Jean-Louis Cazaux from 08:20 PM:

I think the generally best idea for all situations is "if you cannot do it properly, better not do it at all".

The world will not become a better place by spreading around crappy solutions because these were the best one could think of.

Perhaps representing something that is recognizable as a centaur requires a level of detail that is incompatible with the level of abstraction (no arms, no legs...) of the Staunton design. In that case it would be a mistake to go for a realistic representation. Use something more abstract. Like bowling peg with a horse tail sticking out at 1/3 of the height.


Asymmetric Chess. Chess with alternative units but classical types and mechanics. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Mar 31 07:09 PM UTC in reply to Daniel Zacharias from 04:22 PM:

It is a bit difficult to diagnose the problem. By adding the ?nocache=true you bypass the CloudFlare cache, but the browser would also consider it a file that is distinct from the one without that suffix. So it would keep separate copies in the browser cache for each of those, and when you have seen the correct one through the ?nocache=true prefix requesting the file without prefix might still give you the obsolete one.

And the problem is that in the context of pages in articles by others you have no control over whether this suffix is added.


Centaur. Moves as Knight or Man. Also known as Centaur.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Mar 31 09:33 AM UTC in reply to Fergus Duniho from 01:19 AM:

It seems we are turning into an art website, now that 75% of the pages is devoted to art, and only a quarter contains actual information. (And that is even discounting the ads...)

Perhaps we should move the website to the domain www.chess-art.com, instead of chessvariants.com?

A figure with a horse head or helmet doesn't remind me of a centaur.


Asymmetric Chess. Chess with alternative units but classical types and mechanics. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Mar 30 10:17 PM UTC in reply to Daniel Zacharias from 07:19 PM:

the ferz knight in this interactive diagram is wrongly colored for black

Not for me. Try to flush your browser cache; this problem was already detected and fixed in Herculean Chess, and that fix should be effective here too.


Neohex. (Updated!) Chess variant on irregular hexagons. (Cells: 60) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Mar 30 10:11 PM UTC in reply to A. M. DeWitt from 07:26 PM:

Resegnation is a fact of life that cannot be prevented by any rules. The best rules can do is put a sanction on doing it, and the worst imaginable sanction is an individual game is that you would lose. Which is exactly the idea, and thus has zero value as a deterrent. You will have to find a better solution for when one of the palyers forfeits (e.g. loses on time because he simply walked away).

The board is drawn in an unnecessarily much distorted way; many cells are very narrow, without reason. The 'arms' of the board could be made much wider, and all cells could be approximately circular. All edge cells could be of the same, minimal size, and then increase in size towards the center, the three heptagons being largest of all.


Fairy-Max: an AI for playing user-defined Chess variants. A chess engine configurable for playing a wide variety of chess variants.[All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Sat, Mar 30 09:54 PM UTC in reply to Daniel Zacharias from 08:30 PM:

Is the Sissa possible in fairy-max?

No.:-(

I am planning to create an engine similar in strength to Fairy-Max which can do anything the Interactive Diagram can do. But it is in a very early stage of inception,  and the project was interrupted by the necessity to rescue the TalkChess forum.


Territorial Chess (Go-King!). Members-Only "Territorial Chess," a revolutionary fusion of two timeless strategic games: Chess and Go. (21x21, Cells: 441) [All Comments] [Add Comment or Rating]

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Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Fri, Mar 29 05:26 PM UTC in reply to Daniel Zacharias from 04:30 PM:

Is the Paste Diagram description here: input broken?

Not that I know; for me it still works. What are you trying to paste?


Hundred Acre Chess. Members-Only Game Courier preset for Hundred Acre Chess. (10x10, Cells: 100) [All Comments] [Add Comment or Rating]

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Territorial Chess (Go-King!). Members-Only "Territorial Chess," a revolutionary fusion of two timeless strategic games: Chess and Go. (21x21, Cells: 441) [All Comments] [Add Comment or Rating]

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Gaugamela Chess. Members-Only Asymmetric warfare that mirrors the famous battle of Gaugamela. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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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]
💡📝H. G. Muller wrote on Thu, Mar 28 06:44 AM UTC in reply to Florin Lupusoru from 04:09 AM:

Have you flushed the browser cache? The none-pre-defined pieces are sorted alphabetically after the pre-programmed ones (with move), and I see the Stone after the Squirrel.


Herculean Chess. 12 x 12 version of chess featuring 4 Rooks, 4 Bishops, 4 Leapers and 22 pawns. (12x12, Cells: 144) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Mar 27 09:31 PM UTC in reply to Daniel Zacharias from 05:59 PM:

The re-rendering of the SVGs at 50x50 appears to have created quite some errors. In this case the SVG fill color was #ffffff rather than #f9f9f9, and thus not recognized as something that should be recolored. I fixed it now, but since the faulty image is still cached by CloudFlare the fix doesn't show  up.


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]
💡📝H. G. Muller wrote on Wed, Mar 27 09:03 PM UTC in reply to Florin Lupusoru from 07:47 PM:

Ah, of course, the PTA is using the PNG pieces, not the SVG, and in particular the 35x35 set. I now have added the stone there too.

As I said below, I am using this as a game simulation for Territorial Chess, a combination of Chess and Go.  

OK, I see. You want to have Go-like capture. One way would be to define the move of the Stone as cU (Universal Leaper). Then you can use a stone to capture the entire chain you want to remove one by one, and finally move it back to where it came from.


💡📝H. G. Muller wrote on Wed, Mar 27 07:23 PM UTC in reply to Florin Lupusoru from 06:49 PM:

Make sure to flush your browser cache. Otherwise it won't see the new images, because it uses the cached directory listing for seeing what pieces are there.

Well if you have a piece that does have a defined move, you could move any piece you want to get rid of in its path, (through an illegal move to an empty square, which is always accepted), capture it with that, and then move it back. I agree this is more cumbersome, but I don't know how often thise works.

I don't know what variant you are using this for, but when you want Alfaerie pieces, you could also use the Play-Test Applet, which uses these by default. There you can define the correct moves, and if you want whole-board images, you can just take screenshots of it.


Play Chess Variants with Jocly. Missing description[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Mar 27 06:22 PM UTC in reply to François Houdebert from 06:14 PM:

Well, this is a bit tricky, since the webspace I use there is not really my own, but is hosted by someone I cooperated with long ago for the development of XBoard. And the problem appears to be that someone (not that person, so presumably someone from the hosting company itself with root access) renamed the gitweb.cgi script to 'gitweb.cgi_disabled_by_HL'. Now I could of course rename it back, but I suppose they intervened with the private files of their customers for a good reason (probably to do with security), and don't want to anger the hosting company and create trouble for the person that allows me to use his webspace. So I am still trying to figure out what to do that would keep everybody happy.

BTW, that gitweb.cgi is no longer there should not prevent you from pulling from the repository.


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]
💡📝H. G. Muller wrote on Wed, Mar 27 06:14 PM UTC in reply to Florin Lupusoru from 03:16 PM:

OK, now I also added an SVG for the Alfaerie 'stone' image.


Grand Apothecary Chess-Alert. (Updated!) Very large Board variant obtained trough tinkering with known games.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Mar 27 03:35 PM UTC in reply to Aurelian Florea from 03:28 PM:

Ok, I'll remember that for the future!

No, don't, because it was wrong. The relative pathname would still have needed a graphics.dir in it, as it would not be interpreted relative to the graphicsDir of the Diagram, but to the URL of the page, which is something like /rules/grand-apothecary.

The problem was in the betza.js. It takes apart the name of the %-containing image at the dots, to test whether it already contains a file extension or that the specified graphicsType still should be added. But then it has to put everything that was not an extension together again, (separated by dots), and it was forgetting the last part.


H. G. Muller wrote on Wed, Mar 27 03:28 PM UTC:

There was an error in handling the dots in the alternative filename by the betza.js script, which I thought I had fixed some time ago: it choked on the dot in graphics.dir. Apparently I fixed that wrong, although I thought it did solve the problem we had at the time. Anyway, it should now work correctly. (After flushing the faulty version out of the browser cache).


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]
💡📝H. G. Muller wrote on Wed, Mar 27 02:31 PM UTC in reply to Florin Lupusoru from 01:06 PM:

Why a Go stone? Wouldn't a checker be good enough? This already existed in Alfaerie SVG, but was never copied to the directory that the DEsSG got its pieces from. I copied it now.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Mar 25 07:46 AM UTC in reply to Bob Greenwade from Sun Mar 24 10:45 PM:

I don't think it is a good idea (to put it mildly) to have computer-generated images of pieces in the piececlopedia. Photographs of actual 3d-printed designs might be another thing; if we would also publish a link to a file people could use to 3d-print those themselves these would serve a purpose. Many of the virtual pieces I have seen here are unacceptably ugly, fragile, or unsuitable.


Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Mar 23 05:14 PM UTC in reply to Fergus Duniho from 03:50 PM:

However, pieces with these names should show a woman with snakes for hair rather than a target with lines or arrows coming from it, which seems to be based on how a particular piece moves instead of its name.

In biology 'medusa' is a stage in the life cycle of jellyfish, and I think the image attempts to depict that (the dashed lines representing the tentacles).

Anyway, the original Alfaerie GIFs used this image, and I just made an SVG copy when I needed it to equip some variant article with an Interactive Diagram. I never used the piece myself.


Piececlopedia: Pushme-Pullyu. Moves like a Queen, and captures by approach and withdrawal.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Mar 23 01:12 PM UTC in reply to Fergus Duniho from 01:04 PM:

I am from April 19, if that may help...


Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Mar 23 12:36 PM UTC:

Well, on the website it is now solved. But of course you will not be looking at the website as long as CloudFlare thinks the copy of it that it has cached is still valid.

Until the CloudFlare cache gets cleared you could try to replace the "wmedusa.png" in the custom-set definition of the preset by "wmedusa.png?nocache=true".


Play Chess Variants with Jocly. Missing description[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Mar 23 10:59 AM UTC in reply to François Houdebert from 10:39 AM:

I did push the required patch of base-model.js now, so the current version should be fully operational.

Next I will make a similar evaluation function for Chu Shogi.


H. G. Muller wrote on Sat, Mar 23 10:24 AM UTC in reply to H. G. Muller from Fri Mar 22 06:05 PM:

Yesterday I forgot to push the patch of base-model.js that Scirocco needs to work; for evaluating the promotability it needs the total army strength. Rather than having it calculate that again, I now pass it from the standard chessbase Evaluate function, (which already calculated it, but then only passes the difference of the two armies in evalValues), as the 4th parameter to the dedicated evaluate().

Perhaps everything that Evaluate() puts so much effort in calculating (by looping over all pieces) should be put into a single object, rather than just variables private to Evaluate(), so that the dedicated evaluate() can use that directly by passing it this object. Rather than having to rely on the often useles combinations that are made of the results and passed as evalValues.

BTW, I was a bit shocked how weak the Jocly AI is. I tried a game of Scirocco against the Interactive Diagram, with Jocly on level Medium (~10 sec?), and the I.D. at 2.5 ply (~0.1sec), and even though the I.D. did some trades I considered bad (but were good according to the piece values it guestimated) it massacred Jocly (until it finally lost with a huge advantage by not knowing that repetition is forbidden). It appears that Jocly at this level still overlooks quite elementary tactics, such as the only protector of a piece being traded away so the piece hangs, or by relying on protection from a piece that is soft-pinned.


Piececlopedia: Pushme-Pullyu. Moves like a Queen, and captures by approach and withdrawal.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Mar 23 09:54 AM UTC:

I think it would indeed be better to slightly demagnify the Ram part (so that it can be squeezed less, as the width seems OK). It is not just that it is in front, but the size of the images is not really to scale; in real live a Ram is much smaller than an Ox. Which is no problem if they are individual images, but might seem unrealistic in a composit. (Let's hope we never need a Spider-Elephant compound...)


Xodohtro Chess. Members-Only Inverting some of the rules of orthodox Chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Game Courier. PHP script for playing Chess variants online.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Mar 23 09:04 AM UTC in reply to Jean-Louis Cazaux from 06:22 AM:

Indeed. The SVG for the Gorgona was derived from that for the Medusa, and apparently it inherited the characteristic that prevents its rendering by fen2.php. I also had these on my own PC (made with fen2.cgi on winboard.nl, before this was made available on CVP in a PP wrapper, where it was apparently not a problem), and uploaded these now to the alfaeriePNG folder.


H. G. Muller wrote on Fri, Mar 22 09:25 PM UTC in reply to Jean-Louis Cazaux from 08:57 PM:

There is nothing wrong with the preset, but the medusa images in that directory are completely blank. Something must have gone wrong while rendering those at 50x50. I will check it out later tonight.

[Edit] Strange, there must be something wrong with the SVG. When I render it with fen2.php it produces an entirely transparent PNG. The SVG exists, but when I render it directly in the browser it renders it much larger than the other SVG. Nevertheless the medusa 50x50 PNG images were on my own PC, so I must have been able to render them. Perhaps directly from my winboard.nl website.

Anyway, I uploaded these images from my PC to the alfaeriePNG directory now. That should fix the problem. (After flushing the cache; I hope the CloudFlare cache won't play you tricks; I still get the blank image if I don't append ?nocache=true to the URL.)


H. G. Muller wrote on Fri, Mar 22 08:47 PM UTC in reply to Jean-Louis Cazaux from 06:58 PM:

Link?


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