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Comments by HGMuller

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Simple Mideast Chess. Members-Only Game with simple rules, no promotion, no nonstandard move or capture, no asymetric pieces, and no check, checkmate or stalemate.[All Comments] [Add Comment or Rating]

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Grand Apothecary Chess-Classic. Very large Board variant obtained trough tinkering with known games.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Nov 3, 2021 01:52 PM UTC in reply to Aurelian Florea from Mon Sep 27 06:37 AM:

@HG, In the context of my before the previous example I think the ":" symbol does not influence the preset although it works fine in the interactive diagram!

I finally had time to look at this. The preset as it was indeed ordered completely random shuffling of Y and W. Which means that YY-WW or YW-YW is also a possible outcome. The way the shufflespecs work in the preset is that the second element of the triplet specidies the set of pieces that have to remain symmetrically located, and the third element specifies the set of pieces that must be equidistributed over square shades. A 0 there means there are no such pieces (and if both are non-zero, the third element is ignored). The first element then contains the remaining pieces, and must be non-empty.

By putting (W Y) in the first element, you asked for an unrestricted shuffle. Because the first element must not be empty, you have to put one of the two there (say Y). The other (W) can then go into the second element, and will be symmetrically shuffled (either as W.-.W or as .W-W.). The Y will then be 'shuffled' over the remaining open spaces, which in this case is just placement there as there is nothing left to choose.

I am not sure why the automatic generation did not work; I haven't looked yet what shuffle string you specified there. Perhaps it failed to put one of the Y, W in the first element, and put them both in the second. Anyway, try if this works:

set shufflespecs (
  (Q V U) // shuffleset
   0
   0
  (I M) // shuffleset
   0
   0
  (Y) // shuffleset
  (W)
   0
   0 // mirror to get black
);

 


Betza notation (extended). The powerful XBetza extension to Betza's funny notation.[All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Sun, Oct 31, 2021 07:02 PM UTC in reply to Joe Joyce from 07:11 AM:

All these pieces can already be described through the general mechanism XBetza uses for multi-leg moves. The notation you proposed is much less general, and can handle only some very specific cases. E.g. D/W describes a W followed by D as well as a D followed by W move, as well as simple W or D moves. But what if there is a piece that only does simple W, or D after W? In XBetza you can describe each of these moves separately, e.g. mafmpafW would be a move that makes 3 W steps in a linear fashion (f), where the square reached in the first step must be empty (m), while the 2nd square should be empty or hopped over (i.e., its occupant is completely ignored, mp). That is, it is a W followed by D. The bent version would be mampafW, i.e. it would drop the directional f restriction after the first step. Writing an s there would force a 90-degree turn at that point.

It is true this makes the description of your  W/D a bit cumbersome (WDafmpafWmpafafW), but that seems justified for a piece that really has a rather elaborate and complex set of moves: three different ranges (WDH), the latter half lame in a multi-path way (can be blocked by two, but not by a single piece). By assigning a very specific (and therefore hardly ever useful) meaning to a certain notation, you can of course always be more compact in the rare case where that notation would be useful.

Note that when the Betza j modifier is interpreted as 'must jump over exactly one piece', the W/D could be written as WDnHjH, which is also not so bad. And at least allows the piece to have an nHjH move without having either W or D.


Grand Apothecary Chess-Classic. Very large Board variant obtained trough tinkering with known games.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Oct 25, 2021 08:29 PM UTC in reply to Jean-Louis Cazaux from 07:11 PM:

@Aurelian: I haven't had time to visit CVP since it came back on line. I will have a look at the shuffling problem you mentioned.

@Jean-Louis: there is an explanation of y and a here. Indeed a means 'again', and y can be used only in combinaton with it, where ya then means 'again with range toggle', i.e. when the move started as a leaper (as is the case with F) the next leg will move as a rider of the same stride. fs means 'forward sideways', but the convention is that this should be interpreted in an orientation where the previous leg defines the forward direction (think of the controversy for the move of the Grant Acedrex Unicorn!). So fs deflects the path by 45 degrees, pure s would deflect by 90 degrees, bs would deflect by 135 degrees. So the ya would turn the F into B (range toggle), but a 45-degree rotated B is an R. So yafsF is an F step followed by an outward R. Without the y (i.e. afsF) there would be no range toggle, and the second leg would be an outward W step. Which would give you a Moa.


Server crash[Subject Thread] [Add Response]
H. G. Muller wrote on Mon, Sep 20, 2021 08:32 PM UTC:

It seems the server is back in business?!

Please back it up ASAP!

I do have a VPS available (rented up to Oct. 6) where we could practice the process of cloning the website. Apache, PHP and MySQL are installed, as well as ftp and ssh servers. Tell me if you want an account with root access on it.


Grand Apothecary Chess-Classic. Very large Board variant obtained trough tinkering with known games.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, Sep 2, 2021 09:56 AM UTC in reply to Aurelian Florea from 09:23 AM:

You wrote "graphics.dir/alfaerie/ " instead of "/graphics.dir/alfaerie/ " in the preset. Therefore it complains that the string does not start with a forward slash.


H. G. Muller wrote on Thu, Sep 2, 2021 07:13 AM UTC:

It is true that every tool requires some new skills for using it. But the idea behind the Play-Test Applet is that it would make things as easy as riding a bicycle, where otherwise they are as complex as assembling your own car from parts, and learning how to drive it. Perhaps we are not completely there yet; the user still has to create th Game Courier page first, and the Applet only provides the program code to paste into it. But I have been considering the idea to also make it handle preset creation: equip it with yet another button and text entry, where you then specify the variant's names, and just have to press the button for creating the GC preset page, and opening it in play mode in a new browser tab.


H. G. Muller wrote on Wed, Sep 1, 2021 09:02 PM UTC in reply to Jean-Louis Cazaux from Mon Aug 30 09:51 PM:

I feel like being a yellow or orange belt at judo and you guys being black belt. :=)

The first thing that comes to mind on reading this is: "why then program at all, and not just let the Play-Test Applet generate the code for you?". But perhaps this is less easy than usual because many of your variants don't have a fixed initial position, but start with some piece placement (by black). This is not a standard feature of the Play-Test Applet, because the Interactive Diagram doesn't support it: the naturan way to implement it there is just let the computer shuffle the pieces randomly, accept the Diagram's choice when you want to play black against it, and prest 'Start Game' until you get the position you wanted to pick when you want to play black.

But thet means the GAME code generated by the Applet also shuffles randomly, instead of allowing black to pick the setup. Perhapssuch placement should be supported by the library routine for shuffling, in a way that is asy to activate by post-editing the automatically generated code. But I don't know what is the common way to enter the black choices in this case. Is that as a number of free drops in a single move?


Checkmating Applet. Practice your checkmating skill with fairy pieces.[All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Wed, Sep 1, 2021 03:42 PM UTC in reply to Ben Reiniger from Tue Aug 31 08:01 PM:

Could you make the same fix for the EGT.html page (as linked from the piececlopedia articles)?

OK, done.


Grand Apothecary Chess-Classic. Very large Board variant obtained trough tinkering with known games.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Sep 1, 2021 03:20 PM UTC:

OK, there are three problems:

  1. The last two lines of the Pre-Game code have no semicolon at the end.
  2. The .. at the start of the string assigned to dir in the forelast line should be deleted, to make it an absolute path.
  3. The definition of the W image got totally messed up; it should be:
  W "../alfaeriemisc/compounds/wzebrawazir.gif" w "../alfaeriemisc/compounds/bzebrawazir.gif"

For this piece you made use of the % convention in the Interactive Diagram, for indicating where the white or blackPrefix should go. The script for flushing the game code does not support that convention yet, so it put the color prefixes (w or b for this set) in front of the path name as usual. I could probably automate this, but in the preset the path name has to be relative to the path assigned to $dir, and it might be difficult to deduce that from the full path name that the Diagram expects with the % convention. So I guess the best solution is to let the user, when he wants to incorporate pieces from a different folder, just post-edit the Pre-Game code generated by the Play-Test Applet for such 'guest' pieces (like W in this case).


H. G. Muller wrote on Wed, Sep 1, 2021 06:57 AM UTC in reply to Aurelian Florea from 04:11 AM:

Does the link work in the Interactive Diagram? Can you give the link to the preset where you tried this?


H. G. Muller wrote on Tue, Aug 31, 2021 05:18 PM UTC:

But that is not where the Play-Test Applet would take the piece images from. Does the old Diagram Wizard use that URL as graphicsDir when you select Alfaerie? I guess I should update that anyway to use the anti-aliased set. But using relative path names (not stating with slash) is not necessary, and not recommended. Because they might not work when the pieces are used from another directory.

Try deleting the leading .. (but not the /), then it should find the piece directory from anywhere.


H. G. Muller wrote on Tue, Aug 31, 2021 10:58 AM UTC:

I think it should. When you replace the non-alphabetic IDs by normal capitals, and also paste the GAME code it generates for defining the piece set into the Pre-Game section.


H. G. Muller wrote on Mon, Aug 30, 2021 08:04 PM UTC:

I now made the Play-Test Applet also generate Pre-Game code for defining a custom piece set, from the pieces that were used in the Interactive Diagram, when you press the GAME-code button to convert the Diagram to an automated preset. When a standard piece set was used (with the piece labels from the set used as piece IDs in the Diagram), there is no need to copy this to the Pre-Game section of the preset. But for non-standard sets it can be added to the mandatory Pre-Game code for defining the set.

The idea is that you should use purely alphabetic upper-case piece IDs in the Interactive Diagram that you will be converting. The newly generated GAME code then assocites these with the piece images that the Diagram was using.

This is as yet untested in a real preset. But the generated code looks like the example in the comment 42275. E.g. for a Diagram with just King and Pawns on the board I get:

set mypieces assoc
  P "wpawn.png" p "bpawn.png"
  K "wking.png" k "bking.png";
setsystem dir "/graphics.dir/alfaeriePNG35/"
setsystem pieces #mypieces

H. G. Muller wrote on Sun, Aug 29, 2021 08:48 PM UTC in reply to Fergus Duniho from 06:31 PM:

Where can I find this include file?

BTW, I did stumble on the method for defining a piece set through assigning to $pieces. Perhaps this is the best method to convert Interactive Diagrams to GAME code, as these Diagrams do specify the filenames of the piece images, the directory where these images are to be found, and the piece IDs (which can be used as labels). So it would just be a matter of dumping this internally held info in the form of a GAME-code associative array, in the code generated for the Pre-Game section.


H. G. Muller wrote on Sun, Aug 29, 2021 03:46 PM UTC:

I am not completely convinced yet: in your example it is clear that the function definition of .dog is used to generate the output. I think the unexpected result is due to a space missing between * and 2 in the .dog definition.

The problem could be in onlyupper / onlylower, which I use for iterating over the pieces of the player on move for generating moves. This might not recognize the piece labels starting with the period. I guess I would have to loop over all pieces, and just test piece by piece using the fnmatch "*[a-z]*".

Of course it would solve a lot of problems to get rid of this madness of piece sets with non-alphabetic names. If I understood the 'new method' correctly, it would require help of an editor to define a new piece set in a PHP file. Perhaps we could make an adapted version of the 'all pieces'  Alfaerie set that assigns sensible labels to all pieces. Then we would never have to use anything else again.


Two Move Chess. Designed to alleviate the first move advantage for White using double moves, while retaining the tactics of international chess.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Aug 29, 2021 10:15 AM UTC:

I think it is a mistake to not take the turn situation fully into account for the repetition rule. For one, it is illogical: we do condider the same board position not a repetition of the other player is on move. Game-theoretically a position is different when the side to move can still make a double move, or must do his second move. So why consider them the same?

In general it is bad to declare draws through an artificial arbitrary rule in positions that could be won without that rule. It seems not far fetched at all that a position is vastly better when you can do a two-move turn. E.g. the first move could discover a Bishop attack on the Queen, which you then take with the second move.


Grand Apothecary Chess-Classic. Very large Board variant obtained trough tinkering with known games.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Aug 29, 2021 09:52 AM UTC:

I can confirm that the Mamluk and Seige Elephant properly work when I replace the symbols used for them (.JW and .ET) by an ordinary Camel and Elephantrider, the labels of which do not start with a period (J and EE). In the startup FEN and in the functions defined for the pieces near the end of the Pre-Game section.

@Fergus: Did you see my question about this, amidst the flurry of postings that appeared yesterday?


Devingt Chess. Decimal chess with 20 pieces per side including Sages (moving as Camels).[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Aug 29, 2021 09:26 AM UTC in reply to Jean-Louis Cazaux from Sat Aug 28 08:15 PM:

Any time a Pawn takes a double or triple step and passes through the capture square of an opposing Pawn, that Pawn may capture the opposing piece as if it had only moved one square.

This seems incorrectly phrased, as in case of a triple step the capture could also be performed as if the Pawn had only moved two squares. Perhaps it is best to say "as if it had moved to that capture square".

BTW, this game is very similar to Mexican Chess, where the Camels are called Conquistadores, and start between Knight and Bishop. On CVP Mexican Chess only appears as a Java Applet.


Brouhaha. Like Chess, but it really brings the ruckus! (8x8, Cells: 72) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Aug 28, 2021 06:01 PM UTC in reply to Greg Strong from 05:43 PM:

That was my intention. Do you think this is a bad option?

No, just unusual.


Grand Apothecary Chess-Classic. Very large Board variant obtained trough tinkering with known games.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Aug 28, 2021 05:36 PM UTC in reply to Aurelian Florea from 05:24 PM:

I notice that the piece labels for Mamluk and Seige Elephant both start with a period. Have you tried whether the Caliph works? (It also has a label starting with period.)

@Fergus: can there be a problem with functions that have a name starting with a period? The GAME code generated by the Play-Test Applet generates functions with the name of the piece label, which return the start index of their move description in the legdefs array.


H. G. Muller wrote on Sat, Aug 28, 2021 04:43 PM UTC in reply to Aurelian Florea from 04:17 PM:

So what is wrong with those? They seem to work normally when I use them in 'Play' mode.


H. G. Muller wrote on Fri, Aug 27, 2021 10:13 AM UTC in reply to Aurelian Florea from 04:56 AM:

If you post a link to a preset that doesn't work as it should, I can have a look at it. I am a bit surprised the rank labeling matters much. Of course in the Interactive Diagram the firstRank parameter should be consistent with the lists of square coordinates you give for all the pieces. But if the initial setup looks OK in the Diagram, producing GAME code from it would depend on firstRank only in very few (and non-essential) places. The initial position is defined by FEN, and thus doesn't use any square coordinates. The only info that is encoded as square coordinates in the generated Pre-Game code that I can think of is the location of the castling partners. But even if that would be completely wrong, it just means that you can never castle.


H. G. Muller wrote on Thu, Aug 26, 2021 09:56 AM UTC:

OK, my bad. I had made a change recently in the script that flushes the GAME code, to allow for variants that start counting ranks at 0. The diagrams you can define with the Play-Test Applet always start counting ranks at 1, but when I added the possibility to paste existing diagrams into the Applet, this was no longer true. With as a result that the locations of the castling partners were not calculated properly. But when I corrected that by adding the variable rank1 to the internal rank number, in one place I had accidentally typed rank11. Which crashed the script.

I have deleted the spurious 1, and now it works again.


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