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Bob Greenwade wrote on Fri, Feb 23, 2024 07:59 PM UTC in reply to H. G. Muller from 06:05 PM:

Well, for one o is already implemented as this proposal describes, and it would break backward compatibility to change it.

Oh, I didn't realize that. (Though arguably I should have.)

I don't really see what you try to save here. Get rid of the single a that is needed between o and b now?

See below about that.

The oab... probing doesn't seem sufficient for an Edge Hog, btw. At least, I suppose a2-a7 would be a valid move for that, but at both ends the adjacent square on the ray would be on board. I suppose the way to implement an Edge Hog is through morphing: split it into two types, and morph type 1 to type 2 on edge squares, and type 2 to type 1 elsewhere. And make these non-edge squares inaccessible to type 1. So morph=E/E!!!!!!E/"/"/"/"/"/E for type 1, and morph=/.EEEEEE./"/"/"/"/"/ for type 2.

That would almost be worth experimenting to find out if it'd work!

Another thought, though, would be to also probe for the edge in other directions; for example, if there's an edge to diagonal forward left or right, then the move isn't allowed, since the only places where both orthogonally behind and one of the forward diagonals gives you an edge is in the corner. And that extra bit of business is what ob by itself would save.

The same function could also be used to make a Reflecting Bishop, and related pieces. Think of this ob as saying "the entire move is only valid if this stop along the way is at the edge of the board, and the next one (if any) is not."

PS: I think the entire sequence for the above check would be something like oflabaoslabaoflab. So I'm replacing 17 letters with 2. (Probably more than 17, to figure out that it works if one direction has an edge but not two. That part might not even be doable in XBetza, but would be with this.)


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