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Comments by ChessShogi

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Tenjiku Shogi. Fire Demons burn surrounding enemies, Generals capture jumping many pieces. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Jan 28, 2023 09:36 PM UTC in reply to H. G. Muller from 09:21 PM:

I also experienced this bug with contagious promotions. It seems the shogi promotion prompt is suppressing the WeirdPromotion result.


Variants playable against the diagram's AI. (Updated!) Index of variants that can be played against the interactive diagram.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, Feb 3, 2023 12:42 AM UTC:

Mitsugumi Shogi seems to be missing. It doesn't have as many problem pieces as its big brother Suzumu Shogi, so it can be added to the list without much trouble. I've also successfully tested a modified NextLeg function, which relieves the AI from having to use cumbersome recursive functions to vet moves for the range capturing pieces, which I will implement in the CVP articles soon.


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, Feb 3, 2023 03:29 AM UTC:

The Review New Submissions page seems to be skewed towards new submissions now, rather than submissions that have new changes ready for review. This makes approving pages much harder, as you will only see the newest pages rather than the ones that have changes ready for review. Perhaps if the page is sorted by the timestamp of the last action taken on each article this can be rectified without having to worry about the unreliable modification date.

update test


Suzumu Shogi. 16x16 variant based on Tenjiku Shogi. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Fri, Feb 3, 2023 10:08 PM UTC:

Suzumu Shogi is ready


Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Feb 4, 2023 12:34 AM UTC:

Also, I am getting this error whenever I try to update my previous comment:

Attempting to update comment.

SQLSTATE[42000]: Syntax error or access violation: 1064 You have an error in your SQL syntax; check the manual that corresponds to your MariaDB server version for the right syntax to use near 'WHERE `CommentID` = ?' at line 1

Update of Comment with ID of 46749 failed.


Interactive diagrams. (Updated!) Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Feb 5, 2023 03:46 PM UTC:

There is something wrong with the diagram for Desert Pub Chess. When the AI moves, it seems to spuriously remove pieces from the board in unpredictable ways. Furthermore, this bug also affects the desert pieces, causing them to not capture properly when they capture more than once.

Normal Move Bug Replication

Move each pawn forward one at a time, you should see the opponent's pawns add locust squares (the dull red highlights) when moving. Eventually the AI will make a Knight move that removes a friendly pawn. 

Desert Piece Bug

Make the following moves manually:

1. e2e4 f2g4 2. Fc8d5

Then open the AI dashboard and move a white piece. You will see some very strange behavior (only one white pawn gets captured and the other is "moved" to a different square).


Variants playable against the diagram's AI. (Updated!) Index of variants that can be played against the interactive diagram.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sun, Feb 5, 2023 05:04 PM UTC:

(Same as old page, but with the hyphen removed)


Interactive diagrams. (Updated!) Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, Feb 7, 2023 03:37 PM UTC:

Does trackPieces=N track the pieces around pieces of type N if spell is not set?


A. M. DeWitt wrote on Wed, Feb 8, 2023 02:54 AM UTC in reply to H. G. Muller from Tue Feb 7 05:38 PM:

That's a really nice feature. For example, it saves a huge amount of time in the diagrams for Suzumu Shogi and Mitsugumi Shogi from not having to check nearly as many locations for Heavenly Tetrarches (which which immobilize non-Tetrarch pieces) during move vetting. I've now implemented the new code in the Rules pages for these games.

Also, can you approve the Rules pages for Suzumu Shogi and Mitsugumi Shogi? I've been waiting rather patiently, and their corresponding GC Preset pages have been approved, but the editors haven't seemed to notice the Rules pages, possibly due to the new sorting method for the Review New Submissions page.


A. M. DeWitt wrote on Wed, Feb 8, 2023 05:56 PM UTC in reply to H. G. Muller from 08:03 AM:

I don't know how to approve articles; I limit my activities as editor to inserting Interactive Diagrams in existing articles, and improving the infra-structure for doing this. I am the only editor working on this task, and it doesn't seem a good idea to reduce the time I can spend on it by also taking up tasks that other editors can do.

That's OK. I assume you passed that along to another editor, and they approved it themselves.


A. M. DeWitt wrote on Thu, Feb 9, 2023 03:53 AM UTC in reply to H. G. Muller from Wed Feb 8 07:21 PM:

It would be a misconception to think editors communicate amongst each other by any other means than the comments you can read here...

Well, whatever the case, the issue is settled. I'll let you get back to working on the Interactive Diagram code.


A. M. DeWitt wrote on Thu, Feb 9, 2023 07:46 PM UTC in reply to H. G. Muller from 09:07 AM:

BTW, the tracking, and thus the marking the spell zone of the indicated piece, currently only works correctly if there are not more than two pieces of that type in play. Otherwise it will loose track of some of the pieces. The current way I use for tracking just keeps two locations (in loc[coloredType] and loc[coloredType+512]), of the last two pieces of that type that were moved during the search. (And it then only marks the spell zones around those.) Now this is fine for Mitsugumu Shogi, but in Suzumu Shogi there can potentially be 4 Tetrarchs. This is of course unlikely to happen in a real game, so perhaps we should not worry about it at all.

I can switch to a more robust way of tracking, able of handling an arbitrary number of pieces of the same type. This would cause a slight slowdown, though. Which is a pity, as almost no game would use it. An cheaper alternative would be to allow requesting spell zones around more than one piece type, so that piece types of which there can be more than two instances can be artificially split into two identical types. The location of each piece is tracked anyway, it is just a matter of marking the squares around the designated types before every move generation, and pieces where only a single type cause spells would not experience a delay by this.

It would even be possible to mark the spell zones of different types differently, e.g. as nodes | (1<<(24+K)) for the Kth spell zone. This would allow, say, freezing and burning in the same Diagram. The test for being in the zone would than have to be (neighbors[sqrNr] & 0xFFFFFF) == nodes. I wonder if all that complexity would be worth it, though. I am not even aware of any variants that would need it.

You could increase the cap of instances of one type for trackPieces to four without much trouble. This would take care of the 3+ Tetrarches problem in Suzumu Shogi while leaving plenty of room to handle the vast majority of cases. However, the more robust tracking method would be preferred for games using Chess-style promotion (you could have up to (#startingSpellPieces)+(#piecesPromotableToSpellPieces) pieces with spell effects).

As for multiple spells, I agree would not worry about that right now, as I can't see any variants that will be using that either. Besides, there is also the frozen variable, the 251 kamikaze promotion, and the 512(+[bits]) promotion methods, which can be used to implement spells in the xxZone, xxxPromotion, and xxxTinker scripts withouts using the spell parameters.

@Adam: I see that you are using your own markers. Beware that I have added a new marker (markerFFF000.png), which the betzaNew.js script uses for indicating moves of a piece that has active burning defined for it through the captureMatrix in the move diagrams. It then also indicates the blastZone on hovering, by making the background of the burned squares around the indicated target grey.

Thankfully that's very easy to do, as my markers are all simple circles.


A. M. DeWitt wrote on Sun, Feb 12, 2023 04:17 PM UTC:

Would it be possible to implement a system to allow the inclusion of pieces with multiple-character IDs in the Diagram parameters that use them? If you need suggestions for how to implement something like this, Fergus uses a system in his FEN parser for Game Courier that surrounds multi-character piece IDs in {} curly brackets (e.g. {+P} for promoted Shogi pawn).

P.S. Those empty comments were me trying to insert this comment while I was not logged in, which may be the result of a bug.


A. M. DeWitt wrote on Tue, Feb 14, 2023 04:34 AM UTC in reply to H. G. Muller from Sun Feb 12 09:17 PM:

I guess I don't really need the curly bracket enclosures.

However, I do need help with captureMatrix. I'm trying to use it to replace the modified NextLeg Function in Suzumu Shogi and Mitsugumi Shogi, and it works, but it seems to exclude certain cases where hops should be allowed (such as hopping over a lower-ranking friendly piece). Strangely, Minjiku Shogi does not have this problem. The captureMatrix value I have so far is this:

captureMatrix=//////////////////////////27^27,27^60,27^28,27^61,27^34,27^64,27^35,27^65,27^37,27^46/28^27,28^60,28^28,28^61,28^34,28^64,28^35,28^65,28^37,28^46//////34^34,34^64,34^35,34^65,34^37,34^46/35^35,35^65,35^37,35^46/////////////////////////60^27,60^60,60^28,60^61,60^34,60^64,60^35,60^65,60^37,60^46/61^27,61^60,61^28,61^61,61^34,61^64,61^35,61^65,61^37,61^46/././64^34,64^64,64^35,64^65,64^37,64^46/65^35,65^65,65^37,65^46
 


chessshogi wrote on Tue, Feb 14, 2023 06:44 PM UTC in reply to H. G. Muller from 08:06 AM:

Now I've got it figured out. Thanks to this, I no longer need the modified NextLeg function (jumpClass is still needed to for the multi-captures though).


A. M. DeWitt wrote on Tue, Feb 14, 2023 07:05 PM UTC in reply to H. G. Muller from 08:06 AM:

Now I have it figured out. Thanks. I'll also redo the Tenjiku Diagram so it uses captureMatrix instead.


Tenjiku Shogi. Fire Demons burn surrounding enemies, Generals capture jumping many pieces. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, Feb 14, 2023 09:07 PM UTC:

Here's an Interactive Diagram for Tenjiku Shogi (following Wikipedia/CVP ruleset).

satellite=wikipedia files=16 ranks=16 holdingsType=0 promoOffset=35 promoZone=5 maxPromote=30 promoChoice=+ royal=35 royal=44 captureMatrix=/"25/.27^^.4^3.8^.13^^..^^=/"//"3/.33^3.8^.17^^=/.34^^.8^.18^=//"22/.27^^.4^3.8^.13^^..^^=/"///.33^3.8^.17^^=/.34^^.8^.18^=//@66/" stalemate=win graphicsDir=https://www.chessvariants.com/graphics.dir/tenjikushogi/ whitePrefix= blackPrefix=flip/ lightShade=#FFFF80 darkShade=#FFFF80 graphicsType=gif squareSize=36 symmetry=rotate firstRank=1 rimColor=#000000 coordColor=#FFFFFF newClick=1 trackPieces=65 trackedTypes=2 spell=burn spellZone=K blastZone=K atomicCapture=0 pawn:P:fW:Pawn:a5-p5 dog:D:bFfW:Dog:e6,l6 iron general:I:fFfW:IronGeneral:d1,m1 copper general:C:fFvW:CopperGeneral:e1,l1 silver general:S:FfW:SilverGeneral:f1,k1 ferocious leopard:FL:FvW:FerociousLeopard:c1,n1 gold general:G:WfF:GoldGeneral:g1,j1 blind tiger:BT:FsbW:BlindTiger:f2,k2 drunk elephant:DE:FsfW:DrunkenElephant:i1 knight:N:fN:Knight:b1,o1 kirin:KY:FD:Kyrin:g2 phoenix:PH:WA:Phoenix:j2 lance:L:fR:Lance:a1,p1 reverse chariot:RV:vR:ReverseChariot:a2,p2 side mover:SM:vWsR:SideMover:a4,p4 vertical mover:VM:sWvR:VerticalMover:b4,o4 side soldier:SS:bWsRfW2:SideSoldier:a3,p3 vertical soldier:VS:bWfRsW2:VerticalSoldier:b3,o3 bishop:B:B:Bishop:c3,n3 rook:R:R:Rook:c4,n4 dragon horse:DH:BW:DragonHorse:d3,m3 dragon king:DK:RF:DragonKing:e3,l3 horned falcon:HF:BsbRfWfDfcavWfabW:HornedFalcon:d4,m4 soaring eagle:SE:RbBfFfAfcavFfabF:SoaringEagle:e4,l4 lion:LN:KNADcaKmcabK:Lion:h2 queen:Q:Q:FreeKing:i2 bishop general:BG:B(paf)0kcB:BishopGeneral:f4,k4 rook general:RG:R(paf)0kcR:RookGeneral:g4,j4 chariot soldier:CS:BvRsW2:ChariotSoldier:c2,d2,m2,n2 water buffalo:WB:BsRvW2:WaterBuffalo:f3,k3 free eagle:FE:QADcaFmcabF:FreeEagle:i3 lion hawk:LH:BWNADcaKmcabK:LionHawk:h3 vice general:VG:B(paf)0kcB(a)2KabK:ViceGeneral:i4 great general:GG:Q(paf)0kcQ:GreatGeneral:h4 value=3500 king:K:K:King:h1 tokin:+P:WfF:PawnP: multi general:+D:bBfR:DogP: vertical soldier:+I:bWfRsW2:IronGeneralP: side mover:+C:vWsR:CopperGeneralP: vertical mover:+S:sWvR:SilverGeneralP: bishop:+FL:B:FerociousLeopardP: rook:+G:R:GoldGeneralP: flying stag:+BT:FsWvR:BlindTigerP: prince:+DE:K:DrunkenElephantP: side soldier:+N:bWsRfW2:KnightP: lion:+KY:KNADcaKmcabK:KyrinP: queen:+PH:Q:PhoenixP: white horse:+L:fBvR:Lance: whale:+RV:bBvR:ReverseChariotP: free boar:+SM:BsR:SideMoverP: flying ox:+VM:BvR:VerticalMoverP: water buffalo:+SS:BsRvW2:SideSoldierP: chariot soldier:+VS:BvRsW2:VerticalSoldierP: dragon horse:+B:BW:BishopP: dragon king:+R:RF:RookP: horned falcon:+DH:BsbRfWfDfcavWfabW:DragonHorseP: soaring eagle:+DK:RbBfFfAfcavFfabF:DragonKingP: bishop general:+HF:B(paf)0kcB:HornedFalconP: rook general:+SE:R(paf)0kcR:SoaringEagleP: lion hawk:+LN:BWNADcaKmcabK:LionP: free eagle:+Q:QADcaFmcabF:FreeKingP: vice general:+BG:B(paf)0kcB(a)2KabK:BishopGeneralP: great general:+RG:Q(paf)0kcQ:RookGeneralP: value=3500 heavenly tetrarch:+CS:jvhQjsQ3cabK:ChariotSoldierP: fire demon:+WB:shQ(a)2KabK:WaterBuffaloP: fire demon:FD:shQ(a)2KabK:FireDemon:g3,j3

Mitsugumi Shogi. Smaller variant of Suzumu Shogi on a 13x13 board. (13x13, Cells: 169) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Tue, Feb 14, 2023 09:32 PM UTC in reply to Fergus Duniho from 08:36 PM:

The 404 script is logging many 404 errors from this page for graphic images.

The paths from the errors are the paths used in the diagrams on my computer. I already fixed that.


Interactive diagrams. (Updated!) Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Tue, Feb 14, 2023 09:50 PM UTC in reply to H. G. Muller from 08:06 AM:

Speaking of captureMatrix, I updated the Tenjiku Shogi Interactive Diagram to use it, and I noticed that the burn marker was only being used on the last piece that had burning abilities from captureMatrix. You can see it in action by clicking the link and promoting a Water Buffalo and clicking the newly gained Fire Demon, and then compare it to one of the original Fire Demons.


Hook Shogi. 16x16 variant with the hook movers from the largest Shogi variants. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Thu, Feb 16, 2023 02:48 AM UTC in reply to Fergus Duniho from Tue Feb 14 10:31 PM:

The 404 script has logged a bunch of 404 errors from this page for graphic images.

Thanks for letting me know, but reporting it isn't necessary. When the errors pops up, I immediately notice that the interactive diagram on the page is blank (the path used is the one for the interactive diagrams on my personal computer) and fix the error.


💡📝A. M. DeWitt wrote on Thu, Feb 16, 2023 09:45 PM UTC:

Hook Shogi is ready


Interactive diagrams. (Updated!) Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, Feb 17, 2023 01:22 AM UTC:

Is there a way to tell if a piece is protected or not in the custom scripts when using the new move generation system? I just revived Hook Shogi, and I would like to include Maka Dai Dai Shogi's Emperor in the game, but I'm not sure how to do that using the custom script when using newClick=1.


Minjiku Shogi. Wild shogi variant, with pieces that burn neighbors or jump many pieces. (10x10, Cells: 104) [All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Fri, Feb 17, 2023 02:17 AM UTC:

I updated the Tenjiku Shogi Interactive Diagram to use captureMatrix, and I noticed that the burn marker was only being used on the last piece that had burning abilities from captureMatrix. You can see it in action by clicking the link and promoting a Water Buffalo and clicking the newly gained Fire Demon, and then compare it to one of the original Fire Demons.

Edit: Also, the orthogonal jumper has the XBetza R(paf)8R. Did you mean R(paf)8cR?


Interactive diagrams. (Updated!) Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
A. M. DeWitt wrote on Sat, Feb 18, 2023 04:21 PM UTC:

Before I forget, I gave you that Mitsugumi Shogi link for the Variants playable against the diagram's AI page. It's in the top comment.


Shoko Shogi. Smaller variant of Hook Shogi on a 13x13 board. (13x13, Cells: 169) [All Comments] [Add Comment or Rating]
💡📝A. M. DeWitt wrote on Sun, Feb 19, 2023 03:29 AM UTC:

Shoko Shogi is ready


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