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About Game Courier. Web-based system for playing many different variants by email or in real-time.[All Comments] [Add Comment or Rating]
Tony Quintanilla wrote on Mon, Sep 15, 2003 02:08 AM UTC:Excellent ★★★★★
Excellent. Excellent. At least. An outstanding effort and definitely an enhancement to the site. This allows both game developers and players to enjoy playing almost any Chess variant in an easy to use and appealing format, with full functionality. Thanks again, Fergus!

Roberto Lavieri wrote on Mon, Sep 15, 2003 02:37 AM UTC:Excellent ★★★★★
Fergus, I´m greatly impressed with the PBM system and the improvements I have seen in the last days. The adjusted word I can say: Extraordinary!.

Travis Compton wrote on Mon, Sep 15, 2003 11:42 PM UTC:Excellent ★★★★★
Great system! but in the 'My games' section I noticed when I entered my User ID beginning with a lower case letter, it does not list all games I'm actually playing. But If I enter it with a capital letter starting, it lists my other games. Is there a way to view them all without having to do this?

🕸💡📝Fergus Duniho wrote on Tue, Sep 16, 2003 02:24 AM UTC:
There is now. I already told you by email but will mention it for the benefit of others. String comparison on userids is now case insensitive.

ironlance wrote on Fri, Sep 19, 2003 11:46 PM UTC:Excellent ★★★★★
Hi there Fergus...I have a favor to ask you. Could you please put a new
piece set together on the Game Courier site? I'm putting together a new
preset for a game and need additional colors. What I need for the preset
are:

Just using alfaerie pieces: Rook, Knight, Bishop, Queen, King, and pawn
in
four colors: white, blue, red, and yellow. So you should only need 24
pieces for the set. Maybe call it Alfaerie: Different Color Armies.

Thanks so much!
Travis

🕸💡📝Fergus Duniho wrote on Sat, Sep 20, 2003 01:08 AM UTC:
Okay, I made a preset called 'Alfaerie: Four Colors'. I used the colors
David made pieces in, which are red, green, blue, and white. I assigned
the red and green pieces letters that I hope are mnemonically helpful.
Here are the mnemonics.

C is for Castle, a common term for Rook.
D is for Dame, the French and German name for the Queen.
F is for Footsoldier, which is what a Pawn is.
H is for Horse, which is what the Knight's name means in most languages.
L is for Laufer, the German name for Bishop, or Loper, the Dutch name.
S is for Shah, the Persian name for King.

Tony Quintanilla wrote on Fri, Oct 10, 2003 02:45 AM UTC:
If anyone is interested in having a Preset for Game Courier made for a game they have invented or are interested in, please let me know by a return Comment or e-mail. -- Tony

Eric Greenwood wrote on Fri, Oct 10, 2003 07:20 AM UTC:Excellent ★★★★★
Hi All, <p>I have made small modifications to the moves in Courier chess and Courier Spiel, If anyone is interested in trying them out (One of the advantages in the way this game system is set up compared to Zillions! :}), please challenge me! <p>In the first one, the ferz/queen is also allowed to move straight back 1 square, and the Elephant/Bishops gain a 1 square diagonal move. <p>In Verney's update, I give the Man a 'castle' (renniassance Castle) move instead: Like a chess Knight, or leaps to the second square horizontally, vertically, or diagonally. <p>Perhaps these small modifiers will make these good games better; I have found it so! :) <p> Eric V. Greenwood id = cavalier <p>[email protected] Gimme a holler if you like! :)

Eric Greenwood wrote on Fri, Oct 10, 2003 07:42 AM UTC:Excellent ★★★★★

Eric Greenwood wrote on Fri, Oct 10, 2003 07:47 AM UTC:Excellent ★★★★★
Hi again!  :)

  Renniassance Chess may be played on Richard's pbEm, so don't worry
about the headaches of presetting it here.

  However, The Tamerlane Variants (with the 12 files and the added pieces)
would be most welcomed! All 5 proposed variants use the same pieces and
setup, so you and your opponent can choose which rules you like the best.

  Eric

  P.S. Variant #2 is my favorite; I will welcome any challenges made if
and when the preset is approved/implemented! ( I am new to this; if
someone knows how to 'set it up' so a game can be started, please do
so-I love the game, and it's been awhile since i played my last one! :[ 
)

Laila Stefan wrote on Fri, Oct 31, 2003 09:19 PM UTC:
<html><font color='royalblue'>Hello Tony,<br><br>  I am the Inventor of <a href='http://www.chessvariants.com/link2.dir/imposterchess.html'><b><i>Imposter Chess</b></i></a>, and new to the Courier. I'm interested in any help you can offer with creating a preset for this game.<br><br><center><font color='#FF00FF'><b>Thanks,<br>~ Laila</b></center></html>

Laila Stefan wrote on Sun, Dec 14, 2003 04:12 AM UTC:
Fergus,<p>  I am currently in the middle of a Pocket Mutation Chess game with Andreas Kaufmann. However, neither of us can make our next move because when we click on the link to do so, the following error message appears: <p>'R h1-@ is an invalid move, because @ is not a known coordinate. Go back and enter a valid move.'<p>  Could this be a glitch in the Courier?<p>Thanks,<p>  ~ Laila

Tony Paletta wrote on Sun, Dec 14, 2003 05:40 AM UTC:
Fergus, 

The fact that I can use 'the shortest possible distance between two
points on the surface' to connect points on both planes and spheres does
not tell me that it is appropriate to refer to both types of constructions
as 'straight lines'.

Steve Jones wrote on Thu, Jul 1, 2004 01:57 PM UTC:
Hi, <p>I'm not sure, but I think we've arrived at a mate in a Shogi game. It's the first game either of us have played here, so we're not sure how to proceed. Does game courier detect a mate? If not, what do we do next? <p>thanks, steve

🕸💡📝Fergus Duniho wrote on Fri, Jul 2, 2004 02:17 AM UTC:
Yes, Black has checkmated White in your game. 

Game Courier cannot detect mate. Adding this ability would greatly
increase the overhead of the program, because it would have to consider
all possible moves, and it would have to check the legality of each one.
What Game Courier does do is check whether the single move someone tries
to make is legal. Once a player is checkmated, he will find that any and
every move he tries to make will be illegal.

When you checkmated your opponent, you should have changed the status of
your game from 'Ongoing' to 'Steve Jones has won.' Since you didn't,
I have now done it for you.

Greg Strong wrote on Thu, Oct 14, 2004 03:07 AM UTC:
Thank you, this is a very handy new feature. It is now much easier for me to 'cut out' opening lines from Game Courier games for inclusion into ChessV.

Matthew Montchalin wrote on Wed, Oct 12, 2005 10:37 PM UTC:
Fergus, I'm using Game Courier to play a non-serious (no time control, I
think) game of Rococo with gwduke.  We're just giving it a shot to see
how the game goes.

I'm having a hard time figuring out how to write down a move for Rococo
where I move my Advancer straight across a rank, moving it towards an
enemy Cannonball Pawn, but then stopping short by 1 square.  This ought to
be enough to capture the pawn.  I was hoping the 'verify' button would
draw the board with the Advancer moved, and the Cannonball Pawn deleted. 
It doesn't do it.  The Cannonball Pawn is still there. To explain this
more fully, there is probably a help file somewhere, but slow page loading
makes it very difficult to locate. 

Here are the moves so far:

1. a2-a3, g7-g6; 2. c2-b3, e7-e6; 3. e2-f3, a7-a6; 4. h2-g3, h8-d4; 5.
e1-e2, f7-d5; 6. a3-c3, d4-a7; 7. g1-g2, a6-b6; 8. b2-a2, e6-c4; 9. h2-h4,
e8-e7

White's ninth move is a check.  Is it permissible to put a plus sign in,
or is that unnecessary surplusage?  For White's tenth move, I tried to
move h4-d4, capturing the Black Pawn at c4, but the Verify button doesn't
seem to implement the capture properly.

Matthew Montchalin wrote on Wed, Oct 12, 2005 11:07 PM UTC:
Okay, I think I figured out what I did wrong.  It was the notation.  I
should have entered 10. h4-d4 and then joined an extra move to it with a
semicolon

   ;@-c4

So that your parser will store a zero into the position on the board where
the Cannonball Pawn is.  I naturally assume you are using some kind of a
byte map to store the board, and then the parser comes along and ANDs off
the superfluous bits of the script byte, before storing the result into
the map?  Thus the @ character turns into a zero that you can store into
the byte map?

Hmm.  Okay.  I prefer the form of notation where the many captured (and
resurrected) pieces are listed, enclosed inside of parentheses, rather
than connected as miniature moves joined by semicolons.

🕸💡📝Fergus Duniho wrote on Thu, Jan 5, 2006 10:13 PM UTC:
I missed the Rococo question when it was first posted. Since I didn't
write the Rococo preset and don't play the game myself, I can't answer
any specific questions on how the Rococo preset handles things. If the
preset doesn't enforce the rules, then you would have to manually remove
any piece captured by a means other than displacement. Dropping an @ on
the space will remove the piece, and so will moving the piece nowhere, as
in 'c4-'. A third way is with the capture command, as in 'capture
c4'.

I can answer your question on how Game Courier stores the board. It stores
it as an array, not as a bytemap. It is a one-dimensional array indexed to
coordinates. Dropping an @ clears a space, because that is the symbol it
actually uses for an empty space. This is an artifact of the intermediary
process of first converting the FEN code in the preset to an extended
string representing every space individually. Pieces are stored as the
symbols used to represent them, which are normally various letters of both
cases, though they may also be longer strings.

The style of notation used by Game Courier, which separates component
moves by semicolons, is due to the fact that Game Courier moves are all
actually entered as programming code. The - and * operators, which are
most commonly used for moves, are operators of the GAME Code programming
language. If you cared to, you could write complicated moves by writing
complex algorithms in the Move field. If you wanted to capture many pieces
at once, you could use the capture command with multiple arguments, each
argument a different coordinate. If you wanted to add the same piece to
multiple spaces, you could do it more quickly with the add command, as in
'add P all c1 c2 ...', where P is the piece, and all arguments following
the 'all' keyword are coordinates. A good automated preset should make
all this work invisible to the user, so that all he has to enter is a
single move, but Game Courier does allow people to create presets that
don't automate games in any way, and then players must do everything
manually.

🕸💡📝Fergus Duniho wrote on Thu, Jan 5, 2006 10:26 PM UTC:
I am thinking of adding ratings to Game Courier. These would be for individual players on a game by game basis. For example, you might get one rating for Chess and another for Shogi. I could go with the Elo method, but I would like to use something that is better suited for calculating a rating from a collection of logs. The Elo method, as used in Chess, gives each player a number, which gets modified after each game he plays. This is suitable for something as large and uncentralized as Chess competition, because it doesn't require full knowledge of all Chess games played between people, and it is simple to keep track of when you simply modify it after each game. But since I plan to write a script that will have access to all logs, and since datestamps on logs can sometimes change, especially if the site ever moves, I'm thinking a simultaneous, holistic rating system would be better. This would freshly calculate a rating based on all game logs without consideration of what order they were played in. Does anyone know of such a system already in use anywhere? Or does anyone have any ideas on how to do what I have described?

🕸💡📝Fergus Duniho wrote on Thu, Jan 5, 2006 10:46 PM UTC:
To get things started, the script would read in results from a set of logs for finished games whose game name matches a given wildcard. This could be * for all games, a specific game name, or something that includes some different games, such as *Chess. The rating would be calculated from all the logs read in. It would be most meaningful for a specific game, but it could also be calculated for all or several different games. The Data would be stored into a two-dimensional array of pairwise wins and another of pairwise draws. Alternately, a draw would simply count as half a win for each player, and I would record everything into one array. The question I need to answer is how to use these arrays to calculate individual ratings for the players whose wins, losses, and draws are recorded in them.

🕸💡📝Fergus Duniho wrote on Fri, Jan 6, 2006 03:38 PM UTC:
I have a better idea of how to do this now. I will basically use the Elo method for calculating ratings, but instead of calculating ratings in chronological order of games played, I will do it in an order that is optimized for all-around accuracy. I will work out the details of the sorting function as I do the actual programming.

🕸💡📝Fergus Duniho wrote on Wed, Mar 8, 2006 09:32 PM UTC:
Players may now choose which background images they want to use in games using background images. This does not apply to games rendered by tables or drawn from scratch by Game Courier. If your game uses a background image, you will see a drop-down menu of background images. These have been limited to images whose height and width are the same as the background image you're already using. Select the one you want to use. I have recently added new background images for Shogi, Korean Chess, and Chinese Chess.

🕸💡📝Fergus Duniho wrote on Thu, Mar 9, 2006 03:59 AM UTC:
In addition to changing the background image, players may now also change colors, the rendering method, and the scale for individual games. Games cannot be switched from using colors to using background images or vice versa. A game will use one or the other, and it will let players customize the appropriate feature. The GIF, JPG and PNG rendering methods are available for all games. The CSS method is available for games using background images, and the Table method is available for games using colors. The scale value works only with the GIF, JPG and PNG methods. This lets you change the size of your board and pieces. This is useful in case you play from library computers that have broadband connections but which lock the screen size to something unreasonable like 800x600. Without reducing the size, some of the boards fit most comfortably on a 1024x768 screen.

Thomas McElmurry wrote on Thu, Mar 9, 2006 11:52 PM UTC:Excellent ★★★★★
Bravo! for the new display options, and also for the new background images, some of which are very nice.

One problem: when I change the background image in a game of Xiàngqí or Shogi, the 'Verify Your Move' page shows the new image, but the 'Background' field is empty, and when I submit the move it reverts to the default image.


🕸💡📝Fergus Duniho wrote on Fri, Mar 10, 2006 02:28 AM UTC:
I've been working out the bugs in the new features today. Let me know if the problem you described still persists.

Thomas McElmurry wrote on Fri, Mar 10, 2006 06:32 AM UTC:
I see that there is now a 'Modify' button next to the display settings. Either this has been added since my last comment, or I didn't notice it earlier.

I've just moved in two games: one of Xiàngqí and one of Shogi. In each case my goal was to make a move and to change from the default background image to a new background image, hoping that this new background setting would be stored in the log so that the new image would be displayed the next time I view the game. I did some experimenting before submitting the moves, trying to get as much information as I could. I tried performing the actions of selecting a background image and entering a move in four different orders (described below, where, not knowing what might be useful, I've tried to err on the side of too much detail rather than too little). Each trial began in a new browser tab. The various trials did not exhibit all the same intermediate behavior, but as far as I can tell the end results are the same. Of course I could only submit each move once; after trying all four orders with each of the two games, I then repeated one of the trials before submitting each move.

  • Trial 1: I enter my move in the 'Moves' text box, select the desired image from the 'Background' dropdown menu, and click the 'Verify' button, without having clicked the 'Modify' button. The verification page loads. My move is shown in the movelist, and the resulting position is displayed. The new background is displayed, but the 'Background' field is blank. At this point I submit the Xiàngqí move.
  • Trial 2: I select the desired image from the 'Background' menu and click 'Modify', without having entered a move. The page reloads; the board is still shown with the original background image, but the new image is now selected in the 'Background' menu. I then enter a move in the 'Moves' text box and click 'Verify'. The verification page loads. My move is shown in the movelist, and the resulting position is displayed. The new background is displayed, but the 'Background' field is blank.
  • Trials 3 and 4 begin in the same way: I enter a move in the 'Moves' text box, select the desired image from the 'Background' menu, and click 'Modify'. The page reloads. The new background image is displayed and remains selected in the 'Background' menu. My move is now shown in the dropdown movelist, and the resulting position is displayed. The 'Moves' text box is now empty. I then continue in two different ways.
    • Trial 3: Without entering anything, I click 'Verify'. A page loads, with the heading 'Verify Your Move', but otherwise identical to the usual page where one enters a move. The new background image is still displayed and remains selected in the 'Background' menu. But the move which I just entered seems to have disappeared: it is no longer shown in the movelist, and the position displayed is the one prior to this move. I enter the move again in the 'Moves' text box, and click 'Verify' again. The usual verification page loads. My move is shown in the movelist, and the resulting position is displayed. The new background image is displayed, but the 'Background' field is blank.
    • Trial 4: I immediately reenter my move and click 'Verify'. The verification page loads. My move is shown in the movelist, and the resulting position is displayed. The new background image is displayed, but the 'Background' field is blank. At this point I submit the Shogi move.
When I submit each move, the 'move sent' page loads, showing the correct position with the new background image. I then immediately open a new browser tab and view the game, specifying my userid in the URL. In each case, the results are the same. Initially the board is shown with the new background image, but when the page automatically refreshes a few seconds later, it reverts to the original (default) image.

🕸💡📝Fergus Duniho wrote on Fri, Mar 10, 2006 05:51 PM UTC:
I wasn't able to duplicate the blank background field result. In a Shogi
game of my own and in your Chinese Chess game with Antoine, I changed the
background, clicked 'Verify', and the background field was not blank.

Your third trial reveals a bug. When you click on the Modify button, it
should not update the moveslist. This is now fixed. It will now also
retain any value entered in the Moves field without doing anything with
it.

The reason the board was reverting was that I incorrectly based the
variable name for the user board on the player's id instead of the
user's. This would not affect what you saw when it was your turn again,
which is why I didn't notice anything myself. But it would affect which
board you see when it is not your turn. This has now been fixed. Thanks
for your help.

Thomas McElmurry wrote on Fri, Mar 10, 2006 11:23 PM UTC:
The blank background field appears to be browser-dependent. Everything I've described in previous comments was done with Opera. The background field is not blank when I use Firefox. I've now used Firefox to make a move and change the background image in one of my games, and it looks like the setting was saved.

I had a look at the source for the verification page in question, and I think the problem is due to a missing angle bracket in the < SELECT > tag corresponding to the background field. Also the < /SELECT > tag appears to be missing altogether, but this doesn't seem to cause problems for either of the browsers I've tried. When I edited a local copy of the source, inserting the missing angle bracket was enough to make Opera place the appropriate value in the background field.


🕸💡📝Fergus Duniho wrote on Sat, Mar 11, 2006 12:14 AM UTC:
Thanks for looking into this. I use Firefox and so missed the problem
Opera
was having. I have now inserted the missing < /SELECT > tag

Thomas McElmurry wrote on Sat, Mar 11, 2006 01:28 AM UTC:
It's good that you added the < /SELECT > tag, as it should be there and its absence might cause problems for some browsers. But that's not what Opera was choking on. The real problem is that the < SELECT > tag has no closing angle bracket.

That is, for one of my games the source has

< SELECT NAME='crazytom_bgimage'
when it should have
< SELECT NAME='crazytom_bgimage' >

Thanks for adding these new features and taking the time to work out the kinks. As far as my efforts are concerned, I figure the opportunity to change to something other than shogi-simple.png is easily worth looking at a little HTML.


🕸💡📝Fergus Duniho wrote on Sat, Mar 11, 2006 02:18 AM UTC:
Okay, I've added the closing angle bracket. The shogi-simple.png has been my least favorite Shogi board. I now know where it went wrong. It is a plain board with thick borders. I have since made some plain boards with thin borders, and I like them much better. I think the thick borders work well only with the sodalite board.

Thomas McElmurry wrote on Sat, Mar 11, 2006 05:21 AM UTC:
That did it. The background field is now filled in in Opera, and the new setting was saved when I submitted a move.

I had thought it was only the colors in shogi-simple.png that bothered me, but I think you're right about the thick borders. I'm currently using shogi-blue.png in one of my games; it's equally simple, but the more sedate colors and the thin borders are a vast improvement in my opinion.


🕸💡📝Fergus Duniho wrote on Sat, Mar 11, 2006 02:25 PM UTC:
Yes, I've begun using that board too. It works really well with my symbolic pieces, and I even like it better than the checkered board.

🕸💡📝Fergus Duniho wrote on Sat, Mar 11, 2006 02:30 PM UTC:
Scratch that. I've been using shogi-plain-w.png. It's the same board, but it's in the set with coordinates predrawn on the image. Unlike shogi-blue.png, the in-hand areas are the same color as the board.

Roberto Lavieri wrote on Sat, Mar 11, 2006 09:05 PM UTC:Good ★★★★
I like there are new (automatic and alternative) boards and sets available,
but I have an observation: I think it is much better a (perhaps very thin)
border for some of the boards, like the CSS tiled background images and
the PNG's. I feel that some squares, more those at the corners, vanishes
to my eyes sometimes, producing me a bad sempsation. Well, my case is
somewhat particular, I have some known moderate troubles with my vision, I
don´t expect it affects other players in any way, but if it is the case,
can anybody add a thin border (simple lines can be enough) to those boards
and observe the effect?.

Roberto Lavieri wrote on Sat, Mar 11, 2006 09:07 PM UTC:
I am talking about Ultima boards, but it applies to any other board without borders of any kind

🕸💡📝Fergus Duniho wrote on Sat, Mar 11, 2006 10:14 PM UTC:
Are you talking about a border around the whole board or borders around individual spaces?

Roberto Lavieri wrote on Sat, Mar 11, 2006 11:02 PM UTC:
I`m talking about borders around the whole board. I agree that borders around squares are not very nice, regardless you can visualize better the things, but reasonable contrast is, almost all the time, enough for good visualization. Aesthetic is also important, and majority of people would not be gained for such borders in every square. I agree.

🕸💡📝Fergus Duniho wrote on Mon, Mar 13, 2006 07:26 PM UTC:
Roberto, 

There are now 410x410 pixil boards for Chess, and these may be used with
any game that is normally played on the usual chessboard with 50x50 pixil
squares. The extra 10 pixils are for a 5 pixil wide border around the
whole board. If you would like to use a board of your own design, you can
make one to the same dimensions using the chess-greenbeige.png board as a
template. Additionally, I have now allowed switching between the css and
table rendering methods. This will allow you to use a bordered table board
in games that originally used a background image. Needless to say, this
will not work for every game, but it will work for the standard chessboard
and some other boards.

Roberto Lavieri wrote on Mon, Mar 13, 2006 09:58 PM UTC:
Thank you, Fergus

pallab basu wrote on Mon, Mar 20, 2006 05:02 PM UTC:
In the game 
/play/pbm/play.php?game=Chess+with+Different+Armies&log=olbog-cvgameroom-2006-69-489

I think I checkmated the oponent. But the preset is only showing a check.

🕸💡📝Fergus Duniho wrote on Mon, Mar 20, 2006 07:14 PM UTC:
Thanks for reporting this. The bug was in the chess include file and affected many games. It is now fixed.

Andy Maxson wrote on Wed, Feb 21, 2007 05:29 AM UTC:Excellent ★★★★★
Are members allowed to make presets? If so how do yo make one?

Jeremy Good wrote on Wed, Feb 21, 2007 10:46 AM UTC:
Andy, yes, you can. Presets are not hard to create. I will email you about it.

Jose Carrillo wrote on Thu, Feb 28, 2008 10:26 PM UTC:
I just created the preset for Advanced Chess:
/play/pbm/play.php?game%3DAdvanced+Chess%26settings%3DAdvanced+Chess

Anyone interested in playing a game?

Michael Schmahl wrote on Sat, May 24, 2008 01:34 AM UTC:
Help, I've changed my password and I don't know what I've changed it to! I can't find any account-recovery page at all.

Rory Judith wrote on Sun, May 25, 2008 01:36 AM UTC:Excellent ★★★★★
Is it possible to download the game courier program for in case my internet connection goes down?

pallab basu wrote on Tue, Nov 4, 2008 02:38 AM UTC:
The click and move feature is excellent !!, I guess it is a new addition.

🕸💡📝Fergus Duniho wrote on Tue, Nov 4, 2008 03:17 AM UTC:
Yes, it is new. I hope to add it to other rendering methods and shapes throughout the week, though the need to get used to regular time again might delay that, since we just changed back from Daylight Saving Time in the USA. So far, I have tested it in Firefox 2 & 3, Internet Explorer, and Konqueror (a Linux browser based on the Mac's Safari), and it works with them all.

pallab basu wrote on Tue, Nov 4, 2008 04:37 PM UTC:Excellent ★★★★★
Many thanks for those improvements, It also works in my hand held Nokia880 (MicroB browser). ChessVariant pbm is now definetely better than or as par with schemingmind etc. in many possible ways. Just to mention, safari is based on KHTML (backend of konqueror) not the other way around :).

pallab basu wrote on Tue, Dec 2, 2008 08:31 AM UTC:
Hi, how to use the point click option to play variants which needs the movement of more than one piece?

🕸💡📝Fergus Duniho wrote on Tue, Dec 2, 2008 03:01 PM UTC:
That feature doesn't exist yet.

pallab basu wrote on Mon, Dec 8, 2008 03:53 PM UTC:
We have a draw in /play/pbm/play.php?game=Weak+Army%3AI&log=pallab-cvgameroom-2008-323-079. But it is still showing my move. How to correct it?

🕸💡📝Fergus Duniho wrote on Mon, Dec 29, 2008 03:12 AM UTC:
The draw command draws cards, the drawn command draws a game. Use the drawn command.

attack hippo wrote on Wed, Dec 31, 2008 05:32 AM UTC:Excellent ★★★★★
i am starting a tournament.  it isn't as fancy as the ones i have looked through on this site, but i think it should be fun.  please check out my post on http://games.groups.yahoo.com/group/cvgameroom/message/1204 for information regarding it.  also, my email address didn't copy over so it is [email protected]  Thanks!

attack hippo wrote on Thu, Jan 1, 2009 09:06 PM UTC:Excellent ★★★★★
i have ammended the tournament rules.  this should make it a little better.  thanks gary gifford for your help!

http://games.groups.yahoo.com/group/cvgameroom/message/1207

we currently have 2 people signed up.  6 more and we can start this.  thank you.

attack hippo wrote on Sat, Jan 17, 2009 05:28 AM UTC:
The Swiss Hippo #1 has started.  Please visit http://swisshippo.blogspot.com/ to keep posted on the scores and games.  Good luck to all participants!

maeko wrote on Tue, Mar 10, 2009 10:37 PM UTC:
We are having a problem with a game.  I won, but it won't let me use the won command or him use the resign command.  

/play/pbm/play.php?game=Building+Chess&log=maeko-cvgameroom-2009-48-727

Thanks.

David Paulowich wrote on Thu, Mar 12, 2009 11:03 PM UTC:

Try entering the word resign and nothing else.


Nicholas Wolff wrote on Fri, Mar 20, 2009 11:11 PM UTC:
David,

We already tried that, but it doesn't seem to work.  Thanks.

-Nicholas

Yael wrote on Wed, Oct 7, 2009 03:31 PM UTC:Excellent ★★★★★
I love Chess! It's one of my two favorite games (well, at least when it comes to offline games). There's only that and Domino. http://www.dominoesstars.com - domino online :)

John Smith wrote on Sat, Oct 17, 2009 07:51 PM UTC:
Fergus, there seems to be an error with Game Courier. Every once in a while, when I have an invitation accepted, I get an e-mail with nothing in it. All it says is my invitation was accepted and has an unreadable file called 'noname' attached.

🕸💡📝Fergus Duniho wrote on Thu, Oct 29, 2009 11:20 PM UTC:
That is weird. I don't believe I ever programmed Game Courier to send attachments with email. Can you give more of the particulars of when this has happened? With what frequency is it happening? Does it happen regularly or only when certain players accept?

Jeremy Good :-) wrote on Fri, Oct 30, 2009 09:23 PM UTC:
Hi Fergus, I want to mention to you also that there is a useful feature that has been disabled on Game Courier (perhaps inadvertently). Game Courier no longer permits us to go backwards in games we are playing, to revisit previous moves.

There is at least one variant, Gary Gifford's Time Travel Chess, that relies on this feature.

(While I'm at it, I think it would be nice if one could also revisit positions 'from the future' i.e., positions that one went back from, a feature Game Courier has never had. My still developing Time Travel Chessgi would benefit from this.)


🕸💡📝Fergus Duniho wrote on Fri, Oct 30, 2009 10:08 PM UTC:
If I remember correctly, the form for going back earlier in a game went buggy after I added point-and-click movement. I spent some time trying to fix it before getting distracted by other matters. I should get back to it sometime.

I don't understand the other feature you want.

M Winther wrote on Sat, Oct 31, 2009 06:13 AM UTC:
My relocation variants, aiming at revolutionizing Fide-chess, demands
a different move order in the beginning. Black makes the first
relocation, then white relocates and immediately makes the first move. So
it's Black, White, and then as usual (i.e. again White Black, etc). In an
alternative variant the move order is Black, White, White, Black, and
then as usual (i.e. White Black, etc).

However, it's not possible to implement this move order in Game Courier.
Could this be fixed?
/Mats

Joe Joyce wrote on Sat, Oct 31, 2009 04:28 PM UTC:
Mats, if you're willing to use a non-rules-checking preset, it's easy. White's first move is 'pass'. And, last I checked, you could put about 4 dozen actions into the move field before the system refuses more, so you can do a lot of relocation and moving in one turn. 

That's a feature I especially appreciate, by the way: the ability to make a very large number of sequenced moves [or actions, like adding or subtracting pieces or squares,] in one turn. It gives Game Courier a power and flexibility that encourages design. Almost nobody utilizes the full power of this software. 

That said, of course they want more, much more. The take-back aspect, that makes Gary G's Time Travel variant work, is the most requested/needed. And what someone asked for, the 'what if we went back to a dismissed future, and branched off from there' question, would be a nice feature, if possible. 

To do what was asked, the players need to go back to a turn just before where they dismissed that future, and do it differently. The problem, I think, is that the dismissed moves become commented out of the game to achieve that. In other words, the game goes back to move 8 from move 27, and continues on as move 9, with the original moves 9 - 27 commented out. Would it be possible to reset the board as the start of move 28? Copy move 8's board position into move 28, replacing the results of moves 9 - 27, then make a normal move from the new/old position. This would allow players to go to any point in the game to start over, and also keep an accurate track of the total turns in the game.

What I, personally, would like to see is the ability to use a 'fire' command: d3 > e4 would leave the piece on d3 and remove the piece on e4. I'd also like to see an entraining or stacking command: d3 < e4 chains e4 to d3. Results: one piece follows another piece across the board, moving into the square the leading piece is moving out of, or, more generally, maintaining the same relative position to the leading piece as they move across the board. Ideally, this could be done with more than one piece.

Jeremy Good :-) wrote on Sat, Oct 31, 2009 05:46 PM UTC:
[To Fergus Duniho, with fondest regards:] Ah, so you're already aware of the problem, good, thank you for acknowledging the issue. Of course the new system is mostly very desirable, much easier and more accurate than typing out notation, but it would be nice if that old ability could also come back. Besides being able to play Time Travel Chess more easily, the take back ability is good to have in case someone makes an illegal move in an unprogrammed preset. Then we can allow them to take it back without typing 'pass' and messing up the move order. Thanks in advance for any time you have to look into this.

Let me try to explain that other thing I was talking about. Well I noticed that once you go back from a position to a previous position, you're never allowed to re-enter the position you went back from. So for example, let's say I'm at move 10. 0-0 and go back to move 6. B-d2. Let's suppose I want to go back and revisit the position at 10. 0-0 again for what ever reason (in Time Travel Chessgi it can be part of an actual move). It didn't allow that. Don't know whether it would be possible to program Game Courier accordingly.


Jose Carrillo wrote on Sat, Oct 31, 2009 05:58 PM UTC:
Fergus,

You should remove the move validating logic when one is trying to delete a game log.

I have many games that I want to delete from my active games list, but can not, because the logic of the moves doesn't match the existing preset.

I can't change the preset (it's not mine) so I get stuck with game that I am not playing and do not want anymore.

Example: maeko-j_carrillo_vii-2009-299-563

🕸💡📝Fergus Duniho wrote on Sat, Oct 31, 2009 11:03 PM UTC:
I'm thinking I might expand the restore command to accept a turn number and a side name, usually White or Black, so that it can restore the board to the configuration it had on a previous move. To do this, it would have to store the configuration for each move in an array or be able to recalculate all moves from the beginning to the indicated move. Since the latter could introduce unwanted recursion, and the restore command currently works by changing variable values back to a stored state, the former is more likely how it will work. But since this would be a seldom used feature that would increase memory requirements unnecessarily, I may instead modify the store command to copy the current configuration to a named label and modify the restore command to work with labels used by the store command. A game that required the feature could be programmed to store the configuration after every move according to set naming conventions.

🕸💡📝Fergus Duniho wrote on Sun, Nov 1, 2009 03:03 AM UTC:

I have now modified the store and restore commands to use labels. For backwards compatibility, they can be used without labels. When used without a label, they use the default label of 'last'. When used with labels, you can use them to keep a running record of past positions. Before each move, for example, you could have a preset automatically make a new label based on the turn number and whose turn it is to move, then have players remember the convention used for labels to restore the position to what it was on a previous turn. Or you could write a subroutine that takes two arguments, such as turn and side to move, to generate the right label and use it with the restore command. Here's some sample code:

Pre-Game
set turn 1;
sub gobackto side turn:
  set label join #side #turn;
  restore #label;
endsub;
Pre-Move 1:
set label join White #turn;
store #label;
Pre-Move 2:
set label join Black #turn;
store #label;
inc turn;

🕸💡📝Fergus Duniho wrote on Sun, Nov 1, 2009 03:15 AM UTC:
Jose,

That's a good idea. So I made the change. When you go to delete a file, it will not go through the moves, and it will just show the opening position. You should now be able to delete the logs you wish to delete.

Jose Carrillo wrote on Sun, Nov 1, 2009 04:01 AM UTC:
Thanks Fergus.

The deletes worked fine!

M Winther wrote on Sun, Nov 1, 2009 05:49 AM UTC:
Fergus, would it be possible to define a different move order e.g. Black, White, White, Black, and then as usual (i.e. White Black, etc). In Zillions this is easy to define, but it's not possible in Game Courier.
/Mats

Jeremy Good wrote on Sun, Nov 1, 2009 10:06 AM UTC:
This game one of those not accepting resign pass lost or won command.

Larry Smith wrote on Sun, Nov 1, 2009 05:01 PM UTC:
This site needs a 'simple' Jetan section. It does not have to enforce the rules, just allow players to interact by e-mail.

Carlos Cetina wrote on Sun, Nov 1, 2009 08:21 PM UTC:
José, Fergus: I don't think to delete broken logs is a good idea; it is something equivalent to destroy, to burn library's books. The good idea would be to know how is the cause for the logs become broken but overall to recover them.

Should the following logs be deleted?

  • fergus-cvgameroom-2008-291-131
  • fergus-david_64-2006-60-649
  • carlos-cvgameroom-2008-71-600
  • joejoyce-fergus-2005-66-184
  • j_carrillo_vii-deep_thinker-2008-330-082
  • j_carrillo_vii-pleyades21-2008-109-529
  • j_carrillo_vii-cvgameroom-2007-83-954
  • j_carrillo_vii-joejoyce-2005-206-862
  • joejoyce-j_carrillo_vii-2005-128-233
  • j_carrillo_vii-taurus-2005-119-873
  • juanca-j_carrillo_vii-2005-121-929
  • j_carrillo_vii-joejoyce-2005-103-749
  • j_carrillo_vii-mabelod-2005-17-555
  • pircman-j_carrillo_vii-2004-308-451
  • j_carrillo_vii-taurus-2005-18-174
  • j_carrillo_vii-taurus-2005-17-560
  • j_carrillo_vii-jamesbond007-2004-308-455
  • j_carrillo_vii-pircman-2004-308-453
  • jamesbond007-j_carrillo_vii-2004-308-454
  • MageOfMaple-j_carrillo_vii-2004-289-681
  • MageOfMaple-cvgameroom-2004-286-140
  • j_carrillo_vii-cvgameroom-2004-217-406
  • j_carrillo_vii-kingarcher-2004-223-420
  • josesanfer-j_carrillo_vii-2004-151-430
  • j_carrillo_vii-cvgameroom-2004-179-491
  • j_carrillo_vii-cvgameroom-2004-149-455
  • fergus-j_carrillo_vii-2004-138-730
  • j_carrillo_vii-fergus-2004-138-495
  • carlos-j_carrillo_vii-2004-130-156
  • j_carrillo_vii-deep_thinker-2008-148-952
  • j_carrillo_vii-sissa-2008-125-050
  • j_carrillo_vii-cvgameroom-2008-124-693
  • j_carrillo_vii-cvgameroom-2008-139-210
  • j_carrillo_vii-deep_thinker-2008-146-177
  • j_carrillo_vii-cvgameroom-2008-212-082
  • j_carrillo_vii-deep_thinker-2008-330-072
  • j_carrillo_vii-pallabbasu-2008-330-195
  • j_carrillo_vii-deep_thinker-2008-146-176
  • j_carrillo_vii-cvgameroom-2008-212-084
  • j_carrillo_vii-cvgameroom-2008-215-515
  • j_carrillo_vii-cvgameroom-2008-352-144
  • j_carrillo_vii-deep_thinker-2008-330-082
  • j_carrillo_vii-cvgameroom-2008-231-126
  • j_carrillo_vii-cvgameroom-2008-226-083
  • j_carrillo_vii-cvgameroom-2008-139-153
  • j_carrillo_vii-cvgameroom-2008-138-982
  • j_carrillo_vii-deep_thinker-2008-146-178
  • j_carrillo_vii-cvgameroom-2008-166-128

  • Jose Carrillo wrote on Sun, Nov 1, 2009 08:55 PM UTC:
    WOW!
    
    Why so many of my old games can't be accessed anymore?
    
    The ones I wanted deleted were the ones still showing as active ongoing games which I couldn't reach anymore.
    
    Fergus,
    
    I did notice some of my games couldn't be replayed after the last major upgrade of the site (I think it was moving to a new server).
    
    I wouldn't want my old completed games to be deleted, if possible.
    
    Can they be fixed?
    
    If not, can I get the moves played in the games so that I keep the logs? Thanks.

    🕸💡📝Fergus Duniho wrote on Sun, Nov 1, 2009 11:18 PM UTC:
    Aside from a few games of Eurasian Chess, these are all games of random chess variants. My best guess at what happened is that the site move caused a different seed to be used for random number generation, which resulted in a different randomization of the piece order, which caused once legal moves to be counted as illegal. If this theory is correct, then new games started after the move should be okay.

    Jose Carrillo wrote on Sun, Nov 1, 2009 11:52 PM UTC:
    That makes sense.
    
    I take it the initial position setup was not originally saved as part of the log, nor was the seed.
    
    Is this the case still? or just for the older logs?
    
    Is there any way to recover these old logs?
    
    If you email me the log moves, I can attemp to reverse recover the initial positions.

    🕸💡📝Fergus Duniho wrote on Mon, Nov 2, 2009 01:12 AM UTC:
    I believe I have reinstated the ability to take back moves. It used to work by clicking a different submit button. But the changes I made to implement point-and-click movement required only one submit button to be used. I have now modified it to use the same submit button as moving uses, namely the 'Verify' button. To go back to a previous move, select the previous move, make sure the Moves field is empty, then click the 'Verify' button. When you are moving, make sure that the last move is selected in the Moves list. Otherwise, there will be an error. Since I don't want to take back any moves in my ongoing games, I will let someone else test it for now.

    🕸💡📝Fergus Duniho wrote on Mon, Nov 2, 2009 01:51 AM UTC:
    The logs do store the seeds. The code for generating random positions seems to be messed up due to a change made in PHP 5.2.1. (This site is currently using PHP 5.2.9.) The PHP manual says, 'The Mersenne Twister implementation in PHP now uses a new seeding algorithm by Richard Wagner. Identical seeds no longer produce the same sequence of values they did in previous versions. This behavior is not expected to change again, but it is considered unsafe to rely upon it nonetheless.'

    🕸💡📝Fergus Duniho wrote on Mon, Nov 2, 2009 10:39 PM UTC:
    Jose,
    
    If you will figure out the starting positions of the broken random chess games, I can handle the programming end of modifying Game Courier and the presets to work with this information. I am thinking of adding logged constants to Game Courier, which could be used by a preset to keep track of randomly generated results between moves. Their values would be stored in the log, and as constants, they would be protected from being overwritten. I may also give GAME Code access to the $code variable used for the initial FEN code.

    🕸💡📝Fergus Duniho wrote on Tue, Nov 3, 2009 02:56 AM UTC:

    I have added logged constants to Game Courier's GAME Code language, and I have modified Fischer Random Chess to use them. The setconst command gives a value to a named constant. The value may be any polish notation expression the set command can also evaluate. If the constant is already defined, it will silently fail to change its value, because a constant value, once set, is supposed to remain constant. The unsetconst command, still untested, will unset a constant, just in case you have some good reason for changing the value of a constant. The const operator will return the value of a constant. The isconst operator will return whether there is a constant by the name given after it. A constant name may also be preceded by #, just as variable names can be. Constants take precedence over variables. So if a constant and a variable have the same name, such as name, #name will return the value of the constant.

    Fischer Random Chess has been modified to save a game's random ordering of White's pieces to a constant called firstrank. If firstrank is already set, it will skip the randomization of the piece order and copy the order given in firstrank to rank one. It will then proceed as usual, setting up the last rank to mirror the first rank, etc. Look at the Pre-Game code in the preset for further details.

    Also, I used a sample game of Fischer Random Chess to test the ability to take back moves. IT IS NOT WORKING YET. But it is too late for me to work on it tonight. Maybe I will get to it tomorrow.


    Jose Carrillo wrote on Tue, Nov 3, 2009 12:52 PM UTC:
    OK Fergus.
    
    I'll do my best. Let's get started!
    
    Can you email me the logs to these two Fischer Random Chess games?
    
    Or somehow, can you give me access to the game logs?
    
    Jose
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=carlos-j_carrillo_vii-2004-130-156
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=fergus-j_carrillo_vii-2004-138-730

    🕸💡📝Fergus Duniho wrote on Tue, Nov 3, 2009 01:29 PM UTC:
    Taking back moves now works. What I needed to do came to me after I slept on it, and it was a simple fix.

    🕸💡📝Fergus Duniho wrote on Tue, Nov 3, 2009 01:40 PM UTC:
    Jose,
    
    I have modified the Delete form to display the movelist. This will give you access to the moves in the games.

    Carlos Cetina wrote on Tue, Nov 3, 2009 05:48 PM UTC:
    Fergus,

    Thank you so much for your efforts. I'm already recovering the moves of my broken logs of Cetina Random Chess, Cetran Chess 2 and Universal Chess.


    Jose Carrillo wrote on Wed, Nov 4, 2009 01:20 AM UTC:
    Thanks Fergus.
    
    Here we go:
    
    Fischer Random Chess:
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=carlos-j_carrillo_vii-2004-130-156
    BNQRNBKR - bnqrnbkr
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=fergus-j_carrillo_vii-2004-138-730
    RQNBBNKR - rqnbbnkr
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=j_carrillo_vii-fergus-2004-138-495
    RQNKNRBB - rqnknrbb
    
    Contemporary Random Chess:
    
    /play/pbm/play.php?game=Contemporary+Random+Chess&log=j_carrillo_vii-deep_thinker-2008-146-176
    NRNQBKRB - brkbqnrn
    
    Modern Random Chess:
    
    /play/pbm/play.php?game=Modern+Random+Chess&log=j_carrillo_vii-sissa-2008-125-050
    RKBNNQBRA // arbqnnbkr

    Carlos Cetina wrote on Wed, Nov 4, 2009 08:07 PM UTC:
    José,
    
    How did you get the starting setups?
    I can access only to the list of moves, but not to the setups.

    Jose Carrillo wrote on Thu, Nov 5, 2009 02:49 AM UTC:
    Carlos,
    
    Just played out the moves on a blank board (only with pawns), so trial an error, and got the right board positions.
    
    I love random positions, so I was the one player punished the most...
    
    No big deal... At least I'm going to get the links restored! ;-)

    🕸💡📝Fergus Duniho wrote on Thu, Nov 5, 2009 03:31 AM UTC:
    Jose,
    
    I have added a way to add constants by editing the URL to a log. For example:
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=fergus-j_carrillo_vii-2004-138-730&constants_firstrank=RQNBBNKR
    
    I have learned that people other than myself have created their own presets for Fischer Random Chess, perhaps by copying mine with some modifications, and these presets have not inherited the changes I made to mine. This can be addressed by editing the URL to use mine by adding '&settings=Abstract'. For example:
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=carlos-j_carrillo_vii-2004-130-156&constants_firstrank=BNQRNBKR&settings=Abstract
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=j_carrillo_vii-fergus-2004-138-495&constants_firstrank=RQNKNRBB&settings=Abstract
    
    Note that the last one gets past its initial illegal message but then has a problem with a castling move written in two parts. That might have to be fixed manually.
    
    What I still need to do is program a way to save the changes made through the URL into the log when the game is finished. But not tonight, since it is late now.

    🕸💡📝Fergus Duniho wrote on Thu, Nov 5, 2009 03:37 AM UTC:
    Since my browser uses an extension that makes raw URLs into links, which results in underlining them, it obscures the fact that there is an underscore between the words constants and firstrank. A constant is added in the URL by using the word constants with an underscore connecting it to the name of the constant, followed by = and the constant's value. I have programmed Fischer Random Chess to recognize the firstrank constant, which lists the pieces on the first rank from a1 to h1.

    Jose Carrillo wrote on Thu, Nov 5, 2009 12:49 PM UTC:
    >> BANNED INPUT: d8-c8;a8-d8 on turn 18:
    
    >> MOVE: a8-d8 and other moves from one space to another are banned here.
    
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=j_carrillo_vii-fergus-2004-138-495&constants_firstrank=RQNKNRBB&settings=Abstract
    
    >>Note that the last one gets past its initial illegal message but then has a 
    >>problem with a castling move written in two parts. That might have to be 
    >>fixed manually.
    
    Fergus,
    
    The reason that castling was a double move was that the King move by itself 
    (k d8-c8) was a legal move, even without castling.
    
    You should allow multiple moves for situations like this one.
    
    Unless, the preset would have understood the rook move (r a8-d8) to be castling. Would this rook move had not given an error about not been able to capture one's own pieces?

    Jose Carrillo wrote on Thu, Nov 5, 2009 01:04 PM UTC:
    >>I have added a way to add constants by editing the URL to a log. For example:
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=fergus-j_carrillo_vii-2004-138-730&constants_firstrank=RQNBBNKR
    
    Another comment Fergus.
    
    This constant may work for direct symetrical setups, like Fischer Random Chess.
    
    But how about reverse symmetrical setups like Contemporary Random Chess and Modern Random Chess? or independently random setups like English Random Chess?
    
    Perhaps the constant in the link should include but white and black setups.
    
    Maybe something like: RQNBBNKR-rqnbbnkr

    🕸💡📝Fergus Duniho wrote on Thu, Nov 5, 2009 02:02 PM UTC:

    Only Fischer Random Chess has been programmed to use constants so far. The creators of other random Chess presets should follow the example of what I have done in Fischer Random Chess but modify it to the demands of the particular game. Whatever constant is needed is expected to vary on a game-by-game basis depending upon what constant it was programmed to use. Go here and look at the Pre-Game code to see how I modified Fischer Random Chess.


    🕸💡📝Fergus Duniho wrote on Thu, Nov 5, 2009 05:00 PM UTC:
    I have now programmed Brand X Random Chess and Transcendental Chess to use constants. These two each use a pair of constants called firstrank and backrank.

    Carlos Cetina wrote on Thu, Nov 5, 2009 06:57 PM UTC:
    Thank you very much, José. Unfortunately, some broken logs of mine are of games that were still in progress and not all the pieces had been moved, so I have not way to return them to theirs starting squares. Anyway some logs yes will be saved.
    
    I also love random positions, so I was the SECOND player punished the most...!!!

    🕸💡📝Fergus Duniho wrote on Fri, Nov 6, 2009 01:56 AM UTC:
    I have now come up with a way to fix a log. You do it by editing an URL to a log. Use this one as an example:
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=carlos-j_carrillo_vii-2004-130-156
    
    Start by adding what needs to be changed:
    
    /play/pbm/play.php?game=Fischer+Random+Chess&log=carlos-j_carrillo_vii-2004-130-156&constants_firstrank=BNQRNBKR&settings=Abstract
    
    Then add your userid, your password, and submit=Fix. The userid and password are required so that only the players or the ADMIN (me) can make any changes to the log.

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