Check out Modern Chess, our featured variant for January, 2025.


[ Help | Earliest Comments | Latest Comments ]
[ List All Subjects of Discussion | Create New Subject of Discussion ]
[ List Earliest Comments Only For Pages | Games | Rated Pages | Rated Games | Subjects of Discussion ]

Single Comment

The birth of two variants: Apothecary chess 1 & Apothecary chess 2[Subject Thread] [Add Response]
Aurelian Florea wrote on Wed, Nov 30, 2016 08:10 AM UTC:

It's been a long time since I last posted here mostly because of beeing busy with playing Civilizations (I'm over it now).

Today, 30th of November 2016 on my 32 birthday I vow I'll add to Greg Strong's ChessV my apothecary 1&2 variants. I have chosen ChessV instead of Fairy-Max because it offers more flexibility in implementing the rules of the game, provided you know c++ (which I do). For know I've managed to implement the griffin but I'm searching for a way to test the code.

to Greg Strong: Thank you for providing this oportunity

mostly to H.G. Muller

Hello again H.G., long time no see, my fault.

Thanks for teaching me the statistical methods with which to evaluate different pieces. Experiments done with fairy max have proven useful espeacially in setting up the strengh order of minor pieces. Thanks very much for that H.G. . Although I'll redo most experiments with  ChessV once everything is setup.  I have chosen chessV because with it I can implement the proper promotion rules and I hope to be able to engineer a fool (that imitates the last move of the opponent).

I've notcied you have done a lot of wonderfull work with the interactive diagrams that represent variants. I need for the 2 apothecary games the following facilities:

1. Generation of random 1/12 intial positions. *

2. Very difficult implementation of the fool. You've said before that there is no concept of a turn in the diagrams and I accepted that, but can't the fool be set to have the move (with a default of nothing) of the last used piece friend or foe, and let the user be aware of move turn. I also noticed that the concept of starting in hand is not hard to implement is actually possible in the default implementation.

* the twelve starting positions come from having the two knights in or bishops in options that I have mentioned before. Also the three major pieces begining sqares get permuted for 6 other posiibilities. 6*2=12