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Comments by MatsWinther
Non-tedious big-board drop variants. I have invented 3 big-board drop variants in which tediousness is avoided, I think. Pawns and rooks are already positioned, which speeds up the dropping process. But a pawn can be *relocated* by dropping a piece on it. This means that the pawn chain is not defined at the outset. Mammoth Chess (8x10): http://hem.passagen.se/melki9/mammothb.htm Mammoth Chess: http://hem.passagen.se/melki9/mammoth.htm Scandinavian Chess: http://hem.passagen.se/melki9/scandinavian.htm Mats
If you have set (loss-condition (White Black) (checkmated King) )
then it should work. However, the king can still be capturable if a piece can
make, for instance, two moves in a row. Then a checkmate condition cannot
be calculated.
/Mats
then it should work. However, the king can still be capturable if a piece can
make, for instance, two moves in a row. Then a checkmate condition cannot
be calculated.
/Mats
The latest version plays a radically better game. The graphics is improved, too. This dice game works very fine. It's a fast and dramatic game, suitable for gambling. It was invented in medieval India. /Mats
Fergus, I have an idea. Instead of implementing Circular Chess in a hurry, you could make use of my zrf: http://hem.passagen.se/melki9/circularchess.htm In this varant only, you could make an exception and allow the use of an analysis engine. This is how they do it in ICCF, where computer analysis is permitted. In email chess the whole PGN protocol is typically sent. In this case you could send the move part of the ZSG file. Just save to file in every move. Then you will also get correct rules checking and no misunderstandings can occur. When a move is made, the receiving player can copy and paste the moves into his ZSG file. There is a point in allowing an analysis engine sometimes, if you really want to test how good a variant is. The ZSG protocol looks like this: 1. Pawn-ccw sa2 - ec2 White H M1 1. Pawn-cw nd2 - eb2 Black H M2 2. Knight sc3 - wa2 2. Pawn-ccw na2 - wc2 Black H M3 3. Pawn-cw sd3 - wa3 3. Pawn-ccw na3 - wd3 /Mats
I don't see the point in allowing pass and en-passant. Why dismiss the rules that have been used in the Circular Chess world championship for well over a decade and that seem to work fine? Why change a functional game? /Mats
I humbly ask: When will a new version be available, where the move order can be different, e.g. B-W-W-B-W-B-W-B...? /Mats
Ah, after the apocalypse December 21st, 2012 A.D. :-) /Mats
My proposal is to enhance orthochess by allowing the players optionally to relocate the pieces (by swapping the king/queen with another piece in the initial position), whilst keeping the option to play the standard position. Castling rules are simple and derive from Chess960. See the following link to an article with diagrams, and programs that implement these changes: http://home7.swipnet.se/~w-73784/chess/relocationvariants.htm For instance, in 'Fischer Placement Chess', 25 modest positions in the Chess960 array can be manually generated: http://home7.swipnet.se/~w-73784/chess/fischerplacement.htm /Mats
How about this piece? The Crownprincess is essentially an 'anti-cannon'.
The Crownprincess captures the nearest enemy piece in any direction, but it can move only by jumping over the nearest piece in any direction. The Crownprincess's value is 5, that is, the same as a rook (estimate).
It's included in a variant in my Accessory Chess (Zillions).
/Mats
The Crownprincess captures the nearest enemy piece in any direction, but it can move only by jumping over the nearest piece in any direction. The Crownprincess's value is 5, that is, the same as a rook (estimate).
It's included in a variant in my Accessory Chess (Zillions).
/Mats
I need some help from the staff. I can't access my piece graphics. If I try to use the graphics for Secutor Chess, and I denotch the 'Exclude pieces not in setup' and press 'test', then the graphics isn't visible and I get an error message: Warning: include() [function.include]: Failed opening 'sets/.php' for inclusion (include_path='.:/usr/lib/php:/usr/local/lib/php') in /home1/chessvar/public_html/play/pbm/play.php on line 705 Here is Secutor Chess: /play/pbm/play.php?game%3DSecutor+Chess%26settings%3DSecutor_Chess I need this graphics for two variants I want to implement. I designed it particularly for my variants. Can somebody help me with this? The graphics file seems to be located in the wrong directory. /Mats
I still don't understand what are the criterions for this evaluation. Isn't it time to reveal this soon?
One shouldn't judge the game after the playing strength of the Java program. One should evaluate the chess variant. Angel Chess is a clever idea in that attacking play is promoted. The two bishops are placed on the same colour, and white's and black's bishops cannot meet. This means that the diagonals of the opposite colour are very weak, on which attacks can occur. As guarded Angels cannot be exchanged, play cannot easily be simplified. So it is a complicated attacking variant. I have implemented Angel Chess in Zillions: http://hem.passagen.se/melki9/angelchess.htm /Mats
Somebody in the staff, please wake up! I have now waited two weeks to get this fixed. I can't access my piece graphics. If I try to use the graphics for Secutor Chess, and I denotch the 'Exclude pieces not in setup' and press 'test', then the graphics isn't visible and I get an error message: Warning: include() [function.include]: Failed opening 'sets/.php' for inclusion (include_path='.:/usr/lib/php:/usr/local/lib/php') in /home1/chessvar/public_html/play/pbm/play.php on line 705 Here is Secutor Chess: /play/pbm/play.php?game%3DSecutor+Chess%26settings%3DSecutor_Chess I need this graphics for three variants I want to implement. I designed it particularly for my variants. Can somebody help me with this? The graphics file seems to be located in the wrong directory. /Mats
That's interesting! It is close to my suggested relocation variants where the players still can prepare. Kasparov suggests choosing a subset of Fischer Random that would include only natural positions. I have tried to promote a similar idea where, for instance, 25 positions can be chosen from the Chess960 array, by choice of the players: http://home7.swipnet.se/~w-73784/chess/fischerplacement.htm My proposal is to enhance orthochess by a manual relocation procedure, whilst keeping the option to play the standard position. I have described different versions of this idea: http://home7.swipnet.se/~w-73784/chess/relocationvariants.htm /Mats
Why is my request being ignored? I want to add my graphics. I have already programmed three bifurcator presets that I want to add. They will hardly be played, but I want to add them anyway, while there is so much talk about bifurcators lately. The graphics is ready, and the list of piece denotations, also. /Mats
Fergus, I already sent this to both you and David. I used the email in your Person Information (fergus@chess.....). I try again. /Mats
Fergus, in Set group 'All', there is a set called Winter : small set. That's all I know. However, I think that David placed this particular version somewhere else. But why don't you create a new set file and give it another name? I provided the $pieces array, so it should be easy. /Mats
Thanx. I think this piece set is attractive, especially when combined with certain
board colours. See, for instance Mastodon Chess (8x10)
Winter 3 is an extended set of the one that Mastodon Chess uses. As it now
contains so many pieces, this set can be used for many chess
variants. It is smaller than most piece sets. This could be suitable for big-
board variants.
/Mats
board colours. See, for instance Mastodon Chess (8x10)
Winter 3 is an extended set of the one that Mastodon Chess uses. As it now
contains so many pieces, this set can be used for many chess
variants. It is smaller than most piece sets. This could be suitable for big-
board variants.
/Mats
Arguably, Kasparov's suggestion has a drawback to it. The positions in Chess960 are all strategically inferior to the standard position. Thus, they are not very interesting to study theoretically, although they are fun to play in randomized games. I contend that it's better to pick non-mirrored positions, e.g. positions from my Multi-chess: http://home7.swipnet.se/~w-73784/chess/chess57.htm (the players in turn swap, firstly, the king, secondly, the queen (pieces needn't be mirrored, bishops not on same colours, rooks and knights may not be relocated). /Mats
I don't think Kasparov's suggestion is randomized. He wants to allow room for theory studies. Schoolbook, or any other form of 8x10 chess, does not suffer from insufficient strategical or tactical variety. So non-mirrored positions aren't needful. Bifurcator pieces would be suitable for any board size, because they are close to the bishop in feel. Some bifurcator pieces are quite good, but it's not likely that they will become popular. These are experimental pieces that are interesting to the mathematically minded. /Mats
In casual games and in rapid chess one normally just continues playing, moving the king out of check. If both players agree, however, they can go back to the earlier position. In tournament games, if only a few moves have been made, one would typically go back to the checked position and continue from there. As moves are recorded it's easier. However, if one player has achieved a winning advantage many moves later, one cannot go back, but must play on. /Mats
No, a game cannot be annulled. Generally, the play simply continues. It is the competetive aspect that must be emphasized. One doesn't slavishly hold to rules. /Mats
Have you actually tried mine and Kaufmann's Stratego implementation in Zillions? Great fun! http://hem.passagen.se/melki9/stratagemo.htm /Mats
These video demonstrations are fantastic tools of learning. I have often watched the ICC opening survey videos. This one is professionally done, but the subject is very ambitious. This site could have good use of a video on Western piece movement and foundational chess principles. I have often noticed that amateurs wanting to learn chess come to this site. /Mats
The dablo games from Lapland have proven to be quite interesting. Earlier it was not fully clear how they worked, but in the new interpretation they become very engaging indeed. These are checkers variants with absolute pieces, leaving room for very tactical combinatory play. Thus they have an element of chess in them. Dablot Prejjesne: http://hem.passagen.se/melki9/dablot.htm Dablo Daares: http://hem.passagen.se/melki9/dablodaares.htm /Mats
As Variant Chess magazine has argued, Bolyar Chess (Bulgarian Chess) is a scam. All the historical evidence for it is constructed. Moreover, the variant is clearly inferior. /Mats
MicroSoft Silverlight could be used for creating a chess variant game browser. In this way chess variant games could be easily presented. Rules checking won't be necessary. The Week in Chess is using Silverlight to display this weeks games. http://www.microsoft.com/silverlight/ /Mats
It is true, the 'bishops' are in fact alfils, namely pieces that jump two steps. So Murray must be wrong. Otherwise the bishops have no chance to be active, other than being exchanged along the diagonal. I have implemented Four Seasons Chess with alfils here: http://hem.passagen.se/melki9/4shatranj.htm (It now plays a good game). /Mats
Please link to my article on Hnefatafl (Tablut) instead. http://hem.passagen.se/melki9/tablut.htm The Zillions implementation follows the rules researched by the Historical Museum, Stockholm. /Mats
I have implemented Mayer's reconstruction of Gala here: http://hem.passagen.se/melki9/gala.htm /Mats
You must publish it yourself, using this form: http://www.chessvariants.org/index/membersubmission.php /Mats
If you are a registered user you can submit chess variants using that form. Why don't you try. /Mats
According to the Classified Encyclopedia of Chess Variants Russian Chess is simply when the queen is replaced with an Amazon. But this is not a very good idea because the Amazons tend to be exchanged too easily, so it should be drawish. Gustav III Chess solves this by introducing two Amazons per side. http://hem.passagen.se/melki9/gustaviii.htm /Mats
The Elkrider is stronger than the Elk because it can ride continuously like a Nightrider. However, the evaluation is preliminary. /Mats
As you are a registered chessvariants.org user go here http://www.chessvariants.org/Gindex.html and click on 'Post your own game'. /Mats
I suppose you mean any of these two? I guess they are sufficiently volatile
and unstable.
Mastodon Chess
Mastodon Chess (8x10)
/Mats
and unstable.
Mastodon Chess
Mastodon Chess (8x10)
/Mats
Shi Ji, I question your judgment. Former women Fide-chess World Champion Xie Jun says that she prefers Xiang Qi before Fide-chess. It is more fun and not at all as tedious. /Mats
(Editors, don't forget this one.) http://www.chessvariants.org/index/msdisplay.php?itemid=MLfuturechess This is the future of chess. Future Chess is played on the Gustavian board with extra empty corner squares. Players are allowed to relocate the pieces before play begins. This allows an enormous number of new opening and middle game strategies. /Mats
Zillions is fairly good. It beats the average chess player. I challenge anyone to try any of my implementations which have been properly programmed to advance pawns in the opening and to castle early. It is a ludicrous claim to say that any chessplayer can easily beat Zillions in any chess variant. Facts are that the amateur player won't even have a proper understanding of all the strange pieces, while Zillions will handle them with ease. http://hem.passagen.se/melki9/chessvar.htm (right now the server seems to be down, however) /Mats
When discussing the strength of Zillions one cannot compare with Rybka. One must compare with average human strength. In fact, many tabletop computers being sold today have around 1500 Elo. This seems to be good enough for many an amateur. Zillions on a 3 Ghz computer is far above 1500 Elo. It is a remarkably good software for chess variants. Nothing compares. Its versatility makes it immensely useful. /Mats
I played a standard chess game Saitek Travel Champion versus Zillions on a 3 GHz computer, 5 sec/move. The Saitek Travel Champion is an excellent tabletop rated 2080 by USCF. I agree fully with this evaluation. Zillions won. Zillions is worth at least 2080 on a 3 GHz computer. In chess variants it is perhaps as much as 2300. Here is the game, replayable in my Accessory Chess: Zillions Save Game File Version 0.02 CH RulesFile=AccessoryChess.zrf VariantName=Accessory Chess - Swedish Cannon 1. White Indicator j8 = no-extra-piece 1. Black Indicator j8 = no-extra-piece 2. Pawn d2 - d4 White H Z4 2. Knight g8 - f6 3. Pawn c2 - c4 3. Pawn d7 - d6 Black H Z5 4. Bishop c1 - f4 4. Pawn g7 - g6 Black H Z6 5. Pawn g2 - g3 5. Knight b8 - d7 6. Knight g1 - f3 6. Pawn c7 - c5 Black H Z7 7. Bishop f1 - g2 7. Pawn c5 x d4 8. aQueen d1 x d4 = Queen 8. Pawn e7 - e5 9. Queen d4 - e3 9. Pawn h7 - h6 10. Bishop g2 - h3 10. Pawn g6 - g5 11. Bishop h3 x d7 11. Bishop c8 x d7 12. Knight f3 x g5 12. Knight f6 - g4 13. Queen e3 - d2 13. Pawn e5 x f4 14. Knight g5 - e4 14. Pawn f4 x g3 15. Pawn h2 x g3 15. Bishop d7 - c6 16. Knight b1 - c3 16. Knight g4 - e5 17. Knight c3 - d5 17. Pawn f7 - f5 18. Knight e4 - f6 18. King e8 - f7 @ f7 0 0 19. Queen d2 - f4 19. Bishop f8 - e7 20. Knight f6 - e4 20. King f7 - g6 @ g6 0 0 21. Knight e4 - c3 21. Bishop e7 - g5 22. Queen f4 - d4 22. Knight e5 - g4 23. Pawn e2 - e4 23. _Rook h8 - e8 = Rook 24. King e1 - g1 _Rook h1 - f1 White H M1 = Rook on f1 @ g1 0 0 24. Pawn f5 x e4 25. Knight c3 x e4 25. Knight g4 - f6 26. Knight e4 x g5 26. Pawn h6 x g5 27. _Rook a1 - e1 = Rook 27. Knight f6 x d5 28. Pawn c4 x d5 28. Bishop c6 - b5 29. Rook e1 x e8 29. aQueen d8 x e8 = Queen 30. Rook f1 - d1 30. King g6 - h7 @ h7 0 0 31. Pawn f2 - f4 31. Pawn g5 - g4 32. Rook d1 - c1 32. _Rook a8 - c8 = Rook 33. Rook c1 x c8 33. Queen e8 x c8 34. Queen d4 - e4 34. King h7 - h8 @ h8 0 0 35. Queen e4 - d4 35. King h8 - g8 @ g8 0 0 36. Pawn a2 - a3 36. Queen c8 - c1 37. King g1 - h2 @ h2 0 0 37. Queen c1 - e1 38. Queen d4 x a7 38. Queen e1 - d2 39. King h2 - h1 @ h1 0 0 39. Queen d2 x d5 40. King h1 - h2 @ h2 0 0 40. Queen d5 - d2 41. King h2 - g1 @ g1 0 0 41. Queen d2 - e1 42. King g1 - h2 @ h2 0 0 42. Queen e1 - e2 43. King h2 - g1 @ g1 0 0 43. Queen e2 - f1 44. King g1 - h2 @ h2 0 0 44. Queen f1 - h3 45. King h2 - g1 @ g1 0 0 45. Queen h3 x g3 46. King g1 - h1 @ h1 0 0 46. Bishop b5 - c6
You should know that there is no point in playing a match between programs when the strength differential is huge. In this case the game wasn't over when white lost piece. The game is probably equal, while black's king is very exposed. Zillions won anyway. That piece win is not easy to see because it involves e6-e5 + h7-h6 + g6-g5. It is difficult to see with 5 sec/move. The Saitek computer plays very fine chess. It is worth 2080. I most often draw against it in rapid chess and my rating at the ICC is 2175, with peak at 2195. When I played table chess I peaked at 2179. As it is a challenge for me to beat it I think the USCF evaluation is correct. I am surprised that you underestimate Zillions so. It is ludicrous to say that it's worth less than 1500. It is vastly stronger. /Mats
No, I am speaking of ICC *standard* rating (typically 30 min each), not blitz rating, or bullet rating. Nobody has 3600 there. Standard ratings on ICC don't seem inflated. I'm not certain blitz ratings are either. I played a match between ChessV and Zillions in Capablanca Chess long ago and it ended 2½-2½. But I think ChessV is better today. Anyway, your rating evaluation builds on matches between computers, which won't work because Zillions can never accumulate rating by beating weaker opponents as there aren't any. So its rating can only go in one direction. Should it play against humans its rating would be decidedly higher than you estimate. /Mats
Why are the editors ignoring my Future Chess? It has now missed two updates. http://www.chessvariants.org/index/msdisplay.php?itemid=MLfuturechess /Mats
He must give mate within 50 moves if a pawn hasn't moved. /Mats
An additional type of bifurcator is actually possible, namely one that uses 'deflection', similarly to how light (or a comet) bends near a gravitational object. Similarly, it would bend around pieces that it passes. First I thought it would be a mirror of 'bouncing', but it isn't actually. It is obvious that it differs when the first leg is orthogonal: it bends immediately when the screen is at the side. (Note that bifurcators can also make use of the margin as screen, when applicable.) http://hem.passagen.se/melki9/bifurcation.htm /Mats
I have now created a new piece according to the new bifurcation concept 'deflection'. It is called 'Veles', after a roman gladiator type. This type of piece can sometimes penetrate far into the enemy position from a modest back rank position. But they can also be prevented from doing so as they are dependent on screens. It is an interesting concept. http://hem.passagen.se/melki9/veleschess.htm /Mats
I think Xiangqi should be played with traditional Chinese pieces. I bought a wooden set on Ebay. It was very cheap. After a while they are easy to understand because chess thinking is really very abstract. I think one should keep to traditions that are thousands of years old. It adds to the dimension of Chinese chess. However, this set of yours could be used for chess variants. /Mats
This modern set is beautiful! The following Indian set is also attractive
(can be bought at ebay.)
/Mats
(can be bought at ebay.)
/Mats
Those Novag Yorter Xiangqi computers are today very difficult to come by. So I created my own Xiangqi computer: I bought a small magnetic Xiangqi set on ebay. As Xiangqi computer I use my HP palmtop 1000CX, which is an old palmtop running DOS. It so happens that there are strong DOS Xiangqi programs freely downloadable on the net. Those HP palmtops have flash memory so one can turn them off, and start them later, and the Xiangqi program immediately continues thinking. So now I have my own dedicated Xiangqi computer, finally! Certain chess computers were designed like this, too: a magnetic set plus a handheld computer. It's a good idea. Moreover, Chinese Chess sets should have the traditional symbols, it is much more attractive. The Chinese have played with these pieces for a thousand years. It's cultural history, and the symbols are easy to learn. By the way, Xiangqi is a very strange chess variant. There is not a scrap of strategy in this game, only tactics. /Mats
Also have a look at 'Fischer Placement Chess' : http://home7.swipnet.se/~w-73784/chess/fischerplacement.htm /Mats
Can you do the same with your Xiangqi program? /Mats
How nice. I am surprised at the scarcity of good Xiangqi programs, in view of the fact that it's the most popular game in the world. I downloaded Stoneman, but it could not take back moves, due to some bug. I tested a cheaper version, but it played the same theoretical moves all the time. It seems the only good alternative is XieXie, but it has no analysis window. I tested my own Zillions implementation against freeware QianHong, but Zillions won. I also tested the freeware HiddenLynx, but Zillions won easily. I'll have a look at WinBoard. /Mats
I get 'Variant Xiangqi not supported by Fairy-Max 4.8P' /Mats
Ok, I downloaded version 4.4 instead, then it works. /Mats
I noted that Seirawan Chess is implemented in the latest version. If it's patented then it could mean trouble. /Mats
WinBoard for Xiangqi doesn't allow analysis mode, and I cannot retract moves and make another move, so this software is largely useless as it stands now. /Mats
WinBoard-4.5.beta.zip: In Seirawan Chess I can introduce an external piece to an empty square, which is against the rules. Another bug: I cannot introduce an external piece to the corner square at castling. I played a 3 game match between Fairy-Max and Zillions in Seirawan Chess (approx. 10 sec. per move). Zillions is vastly better and won by 2½-½. In game 2 and 3 Fairy-Max blundered away a piece. This must be a bug in the algorithm. Below is game 3. Notice Zillions's remarkable rook sacrifice at the end. [Event 'Computer Chess Game'] [Site 'DELL-7B4236477D'] [Date '2010.11.21'] [Round '-'] [White 'Fairy-Max 4.8P'] [Black 'Zillions'] [Result '0-1'] [TimeControl '30/600'] [Variant 'seirawan'] [Annotator '1. +0.24'] 1. c3 {+0.24/9 53} c5 2. Nf3/H {+0.28/9 17} d6 3. d4 {+0.23/9 16} cxd4 4. Nxd4 {-0.10/8 17} f5 5. f4 {+0.01/8 14} Nf6 6. Hf3 {+0.13/7 34} e5 7. fxe5 {+0.83/10 15} dxe5 8. Hxe5 {+0.82/9 15} Ng4 9. Bg5 {+0.87/9 44} Qxg5/H 10. Hf3 {-2.60/10 14} Qf4 11. g3 {-2.33/8 14} Qh6 12. Na3/E {-2.38/8 19} Ne3 13. Qc1 {-2.42/8 27} Nc6 14. Nac2 {-2.37/9 17} Nxc2+ 15. Nxc2 {-2.43/10 15} Qd6 16. Hh5+ {-2.24/7 14} g6 17. Hf4 {-2.18/9 14} Ne5 18. Bg2 {-2.14/8 24} Bg7 19. O-O {-2.03/8 28} O-O/E 20. Rd1 {-2.17/7 15} Hb6+ 21. Ne3 {-2.14/7 16} Nf3+ 22. Bxf3 {-2.27/10 21} Qxf4 23. gxf4 {-2.30/10 15} Hxe3+ 24. Qxe3 {-2.27/10 16} Exe3 25. Kf2 {-2.15/9 14} Re8 26. h4 {-2.22/8 15} Bf6 27. h5 {-2.23/8 14} gxh5 28. a3 {-2.96/8 28} h4 29. Rd6 {-2.82/9 14} Bg7 30. a4 {-2.88/9 13} Kh8 31. Ed2 {-3.03/10 14} Bf8 32. Rd5 {-3.04/10 15} Bh6 33. Rd4 {-2.94/10 13} h3 34. Rh1 {-2.42/10 14} Bg7 35. Rd8 {-2.38/10 14} Bf6 36. Rxe8+ {-2.25/12 14} Exe8 37. Rxh3 {-2.25/10 15} Eg7 38. e3 {-2.22/8 14} Be6 39. c4 {-2.16/8 17} Rd8 40. Ec2 {-2.30/9 15} Ec7 41. b3 {-2.31/8 15} Ec5 42. Eb4 {-2.33/8 14} a5 43. Ec2 {-3.55/10 15} Exb3 44. Bd5 {-3.56/9 15} Ed3+ 45. Kf3 {-3.55/10 15} Bxd5+ 46. cxd5 {-3.60/10 16} Exd5 47. Eg2 {-3.74/10 14} Rg8 48. Eh2 {-3.77/10 14} Rg7 49. Ef2 {-3.82/10 15} Ec3 50. Rh5 {-3.77/10 14} Bd4 51. Ee2 {-3.76/11 14} Rg3+ 52. Exg3 {-13.29/13 16} Exe3+ 53. Kf2 {-13.36/13 26} Ee4+ 54. Kg2 {-13.38/13 17} Exf4+ 55. Kh2 {-13.99/13 15} Ef2+ 56. Kg1 {-14.00/12 14} Ee2+ 57. Kf1 {-14.59/13 15} Exg3+ 58. Ke1 {-18.00/12 17} Exh5 59. Kd2 {-79.95/13 14} Ef4 60. Kc2 {-79.95/13 13} Ef2+ 61. Kb1 {-79.96/19 9} Ed2+ 62. Kc1 {-79.97/28 6} Ea2+ 63. Kd1 {-79.98/28 4} Be3 64. Ke1 {-79.99/28 5} Ec1# {Xboard adjudication: Checkmate} 0-1 /Mats
Sometimes discussions can deviate in another direction. Suggestion: when replying to a person within a category, one could, by notching an alternative, place the comment in an off-topic, or general, category. However, visually, it is placed immediately after the previous comment. /Mats
In my Hiashatar Zillions program I have implemented both variants: (1) the Bodyguard stymies only enemy pieces. It slides two squares and can capture also on the second square. (2) the Bodyguard stymies also friendly pieces. It slides two squares, but it *cannot* capture on the second square. The Bodyguard cannot give mate. The knight can always give mate. There is no castling. The Bodyguards are very effective in protecting the king so castling is unnecessary. (The king cannot be threatened from afar on an open line, if it's positioned beside a Bodyguard.) The Bodyguard cannot affect a knight because the knight only makes one 'step', namely a jump. The Bodyguard always allows one step, also with sliders. If the knight was to be restricted in its movement, it couldn't move at all, which isn't logical, as the sliders are allowed to move. http://hem.passagen.se/melki9/hiashatar.htm /Mats
I found the lost geocities Hiashatar page in this archive: http://www.oocities.com/kisslook/eng/mongeng.html Perhaps Chess Variant pages should appropriate it before it disappears? /Mats
As people are playing Seirawan Chess on an awkward preset, I
have created a new one here. It validates moves, and the not yet
introduced pieces are visible. May I suggest to the editors
that the older one is removed, after all play on it is finished?
/Mats
have created a new one here. It validates moves, and the not yet
introduced pieces are visible. May I suggest to the editors
that the older one is removed, after all play on it is finished?
/Mats
Good. Now you only need to implement a way of disrupting the move order,
e.g. give a command, for instance, 'keepturn' and the turn remains with
the player who just moved. In this way I can implement my revolutionary
Relocation Variants. Perhaps this could be implemented by forcing a pass move(?).
/Mats
e.g. give a command, for instance, 'keepturn' and the turn remains with
the player who just moved. In this way I can implement my revolutionary
Relocation Variants. Perhaps this could be implemented by forcing a pass move(?).
/Mats
Now it plays a very decent game. I'm thinking of publishing my Zillions Seirawan implementation, too, since this WinBoard implementation exists anyway. In 2007 I asked Seirawan whether he accepts that I publish this, but he didn't like it. It turns out that they have always wanted a program for online play against other people. Zillions can be used for online play. /Mats
The paralyzing Gorgona is implemented in Zillions here: http://hem.passagen.se/melki9/gorgonachess.htm The Gorgona is more powerful as it paralyzes pieces within queen range. /Mats
Wonderful! Thanx! I think I can attract more chessplayers to the site to test my Relocation variants, when I have implemented them, because this is chess close to Fide chess. What was the latest Anand vs. Carlsen game all about? I say computer preparation far into the middle game. I don't believe in this development. /Mats
However, I have a problem. If the game is started with Black as the first party to move, then the board doesn't turn when a move is made. It's a bug in Game Courier. (This is regardless of extendmove.) Moreover, after 'extendmove' the board is still turned, which forfeits the purpose of the command, I think. /Mats
Notice also my variation of the Withdrawer, the Divaricator: http://www.chessvariants.org/index/msdisplay.php?itemid=MPaccessorychess It captures by withdrawing but takes the angular pieces. This makes it stronger and it can compete with the western pieces.
When I use extendmove I hoped to be able to make one more move with the same player. This seems to work, however, the board has turned. If white is going to make one more move, he has to do it with his pieces at the top of the board, and this is awkward. /Mats
Fergus, why don't you try to implement your Janggi with two relocation moves in a row, and make use of extendmove. /Mats
But I'm not doing anything. I just insert the statement 'extendmove' and the board still turns. So there is nothing to look at. It works, because I can move the same colour again, but from the top of the board. This is confusing, of course. /Mats
Fergus, if I insert it *last* in the post-move code, as the final command (or as the only command), then the move is extended, but the board turns. You can test it yourself, it takes 15 seconds. /Mats
Good. How about the problem that the board does *not* turn (in single mode) when first player is set to Black? /Mats
Of course, 'extendmove' must be conditioned, but it seems like the flags don't change their value when 'extendmove' is used(?). Correct me if I'm wrong; if I change a flag in order to make extendmove conditional, the flag doesn't actually change its value until the other *colour* gets the turn. Example: if flag firstturn; if == origin e1 and == dest g1: setsystem moves 'swap e1 g1'; add K g1 N e1; endif; unsetflag firstturn; setflag secondturn; extendmove; elseif flag secondturn; if equal moved Q; setsystem moves 'swap origin dest'; add moved origin moved dest; endif; unsetflag secondturn; endif; In the above code 'secondturn' is executed by the same colour. But this code is never executed because the flag 'secondturn' does not actually change its value until the other player gets the turn. The command extendmove seems to have this effect, if I'm correct. /Mats
Fergus, I am having problems with the *ask* command. It seems to end up in an eternal loop. When I choose an alternative it merely asks again. I even use a constant to prevent eternal loops, but it doesn't help. (In the following code I use 'skip' for testing purposes): [...] elseif equal moved K; set legal or checkleap origin dest 1 1 checkleap origin dest 1 0; if var legal; if and equal dest c1 equal #wcastletest 0; unsetconst wcastletest; setconst wcastletest 1; if or and equal origin b1 and equal @ space d1 equal R space a1 and equal origin d1 and equal @ space b1 equal R space a1; ask 'Do you want to castle long?' 'y' 'skip' 'n' 'skip'; endif; endif; else; [...] endif; endif; Nor can I get 'askpromote' to work. This generates an eternal loop: if and var legal equal rankname dest 8; askpromote Q R B N; endif; /Mats
Thanks, but you really must explain this better in the documentation about ask and askpromote, otherwise it will be an eternal source of frustration. /Mats
Fergus, are you certain that you haven't compromised the function of certain presets now that you have changed how constants function? Today I discovered that my Fischer Placement Chess preset has stopped working. I make use of a constant in it (however, I can change that to a variable). /Mats
Consider playing Xiangqi on http://www.playxiangqi.com/ or http://chesscape.com/ It's free. You can also play slow Xiangqi games here: /play/pbm/presets/chinese_chess.html /Mats
Good, however I can make do without constants. My Fischer Placement Chess works excellently now, with automatic pawn promotion, castling, et al. /Mats
No, I don't use constants in this preset anymore, and Fischer Placement Chess
isn't randomized. It is a manual method of generating 25 Chess960 positions.
However, I again inserted the old code, which uses a constant. And it has
ceased working. I then changed this constant to a variable, and it works
again.
I suggest that you revert to the old way of how constants function. There
might be many presets that have stopped working now.
The way in which I used the constant is this: I first, in the precode, make
setconst plyturn 1;, then I call unsetconst plyturn; setconst plyturn 2;,
etc., and increment plyturn in order to keep count of which turn it is.
This simple method doesn't work anymore. (I just happened to use it
because you recommended constants in the problems with the ask command.)
/Mats
isn't randomized. It is a manual method of generating 25 Chess960 positions.
However, I again inserted the old code, which uses a constant. And it has
ceased working. I then changed this constant to a variable, and it works
again.
I suggest that you revert to the old way of how constants function. There
might be many presets that have stopped working now.
The way in which I used the constant is this: I first, in the precode, make
setconst plyturn 1;, then I call unsetconst plyturn; setconst plyturn 2;,
etc., and increment plyturn in order to keep count of which turn it is.
This simple method doesn't work anymore. (I just happened to use it
because you recommended constants in the problems with the ask command.)
/Mats
Yes, that was how my plycount worked, and it obviously works now. Thanks. /Mats
But you could always add a restrictive rule, for example that the enemy pawn can stymie the cannon-rook compound so that it can only reach the square immediately behind the enemy pawn. Cannons are sometimes problematic in that they can cause devastation in a Western piece context, but if one introduces restrictive rules they can blend in. I have used exactly the above restrictive rule for my Basilisk cannon: http://hem.passagen.se/melki9/basiliskchess.htm and my Culverin cannon: http://hem.passagen.se/melki9/culverinchess.htm /Mats
I have now used the new 'ask' command, and the 'askpromote' command, to automatize Seirawan Chess and the introduction of external pieces. I would appreciate if you did some bug testing. /Mats
Fergus, what are these commands 'continuemove' and 'redomove' in the Developer's Guide? They don't seem to be implemented yet(?) /Mats
I've already had good use of the 'continuemove' command in my
Twinmove Chess (compulsory) and Twinmove Chess (uncompelled)
These are two attractive presets now, much easier to handle. And
these double-move variants are really interesting.
/Mats
Twinmove Chess (compulsory) and Twinmove Chess (uncompelled)
These are two attractive presets now, much easier to handle. And
these double-move variants are really interesting.
/Mats
My Twinmove chess, a double move variant, uses mouse moves. I experience no
problems. Perhaps it is because the second move can never be a pawn move(?)
Twinmove Chess (compulsory) and Twinmove Chess (uncompelled)
My pawn promotion code is like this:
  if and var legal and equal rankname dest 8 not or equal Q space dest
    or equal R space dest or equal B space dest equal N space dest;
       askpromote Q R B N;
  endif;
  continuemove;
/Mats
problems. Perhaps it is because the second move can never be a pawn move(?)
Twinmove Chess (compulsory) and Twinmove Chess (uncompelled)
My pawn promotion code is like this:
  if and var legal and equal rankname dest 8 not or equal Q space dest
    or equal R space dest or equal B space dest equal N space dest;
       askpromote Q R B N;
  endif;
  continuemove;
/Mats
This is my wish: * That the buttons above the board be made smaller on the Game Courier page. On a 15'' screen one must always scroll down, after every move, in order to see the whole board. /Mats
That's much better, yes, but there is still a glitch on my 15'' screen. On this
standard size chessboard I cannot immediately see the below border
containing the file characters. This is not a big problem, but if the area above
the board could be diminished slightly, then I needn't scroll to see it.
However, when using big size boards, it's necessary to scroll anyway.
standard size chessboard I cannot immediately see the below border
containing the file characters. This is not a big problem, but if the area above
the board could be diminished slightly, then I needn't scroll to see it.
However, when using big size boards, it's necessary to scroll anyway.
Yes, now a standard size board fits within a 15'' screen, which is a good idea. But wouldn't it be more logical to put the blue buttons below the box where you input moves? The game score also belongs in proximity to the board. Ideally, the blue buttons should be vertically aligned to the right. /Mats
I think it's appalling. It is incredibly over the top complicated and makes no sense at all. /Mats
The red pawn denotes a compelled pass move, the green pawn denotes an optional pass move. Move the pawn to pass move. With your recently added commands I would perhaps be able to solve this in another way, but I have found that this is both clear and functional, so I might keep it. One problem I had is that I cannot begin with a black move because the board doesn't turn. But to begin with moving a red pawn works fine because it signals that the relocation phase starts. /Mats
(I don't get it. Posting to subject 'Chess Variants Play-by-mail-system' doesn't show up, so I post it again) In Game Courier (Chinese Chess) there is a heading 'The move sent by Red' (or Blue) which is unnecessary. This heading stays even after the reply move is sent, so it says the wrong thing, which is confusing. I suggest that this heading is removed. This would allow more room for the board so I don't have to scroll that much. /Mats
Forget about it. It's just that the header 'The move sent by red' remains after I (blue) have made my move. It doesn't matter much. I can press the 'continue' button anyway. /Mats
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description of the 'turn-order' syntax:
(«player» «player») First player specified moves second player’s pieces.
(«player» «player» «move-type») First player makes this type of move
with second player’s pieces.
You can also define 'neutral' pieces. But I strongly advice you to begin
implementing a simple variant. Also, begin by reading through the
Language Reference.
/Mats