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I didn't say authoritarian, because it is not what I meant. I said stuffy and officious. I choose my words carefully and ask you not to make a straw man of what I said by misquoting me.
I found this article an interesting read. The proposed names were both descriptive and imaginative. Although there will be little chance that they will supplant previous accepted common titles for some pieces. There are a few which may find some use. As to the word 'triagonal', it is a compression of 'tri-diagonal' and has become the accepted descriptive for the move in 3D Chess which involves the change along three axis. It has been in use for many decades, and even appears in several dictionaries. Albeit noted as a vulgar form.
What dictionaries does triagonal appear in? It is not in Webster's 10th, and it is not listed at dictionary.com. Although it does appear in the OED, where it is described as an erroneous formation of trigonal, the only definition given for it is triangular. The word is new to me, probably because I don't play 3D games, and my objection to it arose from Gilman's erroneous contrast between triagonal and diagonal, which suggested that triagonal movement is not diagonal. As he said, hexagonal boards 'have a triagonal but no diagonal.' Well, if that is what he truly believes, then he is unaware of what you have just told me, that triagonal is just a compression of tri-diagonal, for anything that is tri-diagonal is still diagonal. My objection to the word stands because of the confusion it can cause. While I'm on the subject, I'll mention that this confusion has also been engendered by our regular misuse of the word orthogonal, of which I have also been guilty. The word orthogonal really means at right angles. The directions that a Rook can move on a chessboard can be described as orthogonal, because they are really at right angles to each other. But it is just a relation between the two directions, meaning the same thing as perpendicular, not an independent quality shared by each direction. The most accurate word I can think of to describe the quality shared by the directions Rooks can move on square and hexagonal boards is lateral. Anyway, our misuse of the word orthogonal and our correct use of diagonal has led to the mistaken notion that gonal is a proper root for use in any neologism that describes an axis of movement in Chess variants. Gonal comes from a Greek word for angle. Diagonal movement goes through angles. So-called orthogonal movement goes through sides. To use common English, we could speak of corner-wise movement and side-wise movement. For 3D games, we could speak of corner-wise movement, edge-wise movement, and face-wise (or side-wise) movement. When we use these plain English terms, we can see that triagonal and diagonal are the same thing. They are both corner-wise movement. In Raumschach, the Unicorn is the true 3D counterpart of the Bishop, and it is the Bishop of Raumschach, not the Bishop of hexagonal Chess, that does not move diagonally. It is called a Bishop, because some of its movements through the cubic spaces of Raumschach look like 2D diagonal moves from a flatland perspective, but it, and not the Unicorn, is the truly novel piece in Raumschach.
For clarification, the purpose of these articles is threefold: (1) as a forum for developing new names - I welcome feedback from anyone who can better my efforts, particularly on the mixed-range pieces; (2) as a reference for my own variants, to avoid a lot of explanation repeated on several pages - I have already shortened the Tunnelchess by referring to Shield Bearers; (3) as a resource for game inventors who, like myself when I discovered the site, have no clear ideas of their own. Regarding Triagonal, it came to me instictively and on finding it already in use I decided to stick to it. Orthogonal was a term I picked up from the CV pages. If a term does not appeal to me, such as Hippogonal, I do not use it. If there is a general preference for naming directions after their commonest piece (Unicornwise, Rookwise, Knightwise &c.) I may switch to that usage. Regarding what is a Bishop I note that the square- and cubic-board pieces commonly called Bishop both move in multiples of root 2 times the minimum distance between squares and (if at least one dimension is even) are bound to half the board. The hex piece is bound to less and moves in multiples of root 3 times the minimum distance - like the 3d Unicorn. Regarding Michael Howe's fear of involvement in a 'history of disagreements', comments on the CV pages are like a muti-player variant - a world of changing alliances. As a Brit I find Fergus Duniho's British Chess un-British, but I have actually defended his Yang Qi. I note that the strongest defence of this page has come from someone I have quarrelled with in the past. Finally a point on my mixed-range pieces. I thought of trying to make them all start with Dragon but got stuck and gave up. For the record, Chatelaine is a generic for the lady of a stately home. Anyone else puzzled by names, or able to think of better ones, feel free to comment.
I found this item a complete waste of time. Why should one person's list of names for chess units be of interest -- when totally unconnected to any significant body of work or original contribution? If anywhere, a list of idiosyncratic piece name proposals belongs in an obscure discussion forum. I am stunned by the lack of editorial standards implicit in adding this type of material as a 'contribution'. Gee, I thought any CV designer would have a huge list of unused piece names. I generally agree with FD's points concerning the use and abuse of language. Although I do find affected pseudo-learned illiteracies amusing as all heck, as well as a great time saver when reading.
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I am stunned by the lack of editorial standards implicit in adding this
type of material as a 'contribution'. Gee, I thought any CV designer
would have a huge list of unused piece names.
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Different people find different things interesting. Piece articles are
by definition matters of opinion. Did I personally find this as
interesting as one of Ralph's articles on the value of variant pieces?
No, but that doesn't mean it lacks interest.
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I will note that this article has received far more comment than most.
Much of the time articles and games and whatnot seem to appear on these
pages without a single apparent reaction.
I feel that Charles wrote this article because he is interested in the subject. There are many articles submitted and posted in the CVP that are of interest to a very small number of people (maybe even just the author). The style of writing also varies substantially. Nevertheless, these submissions are posted if the article relates to Chess or Chess variants, and if the article is well written and logical. Comments are good because they expand or clarify the original ideas, correct errors, or offer new information. Such comments are valuable. It seems to me that regardless of anyone's opinion about Charles' ideas that his article is worthy of the CVP and is appreciated.
Michael, If you can look at the 3D system as an [x,y,z]-coordinate system, then a rider that makes a series of consistent unit leaps in two coordinates only (e.g. --[1,1,0]-rider, [1,0,1]-rider or [0,1,1]-rider) could properly be called a Bishop -- its a 2D Bishop when there's a choice of planes, and becomes a regular Bishop when there is only one plane (such as on a flat board). Generally that's been the piece called 'the Bishop' in 3-(4-,N-)dimensional chess -- a convention to call any other piece the Bishop would probably be more confusing.
I wrote the following offline, and it is not a response to anything since my last comment. I will come back later and look at what has been written since. This discussion has helped me see more clearly that there are two alternate methods for describing movement across a board, each equally valid and each useful for boards on which the other isn't. One method describes movement in terms of the geometrical relations between spaces, and the other describes movement in terms of the mathematical relations between coordinates. On the usual 8x8 chessboard, not to mention any 2D board of square spaces, these two approaches converge. The two main geometrical relations on a square board are diagonal and lateral. A diagonal direction is one that goes through opposite corners of a space, while a lateral direction is one that goes through opposite sides of a space. The mathematical relations between coordinates concern how many axes change in the movement of a piece. In Chess, a Rook's movement changes its place on only one axis, while a Bishop's movement changes its place on both axes. In terms of these mathematical relations, the Rook's movement can be described as uniaxial, and the Bishop's can be described as biaxial. More specifically, the Bishop's movement is uniformly biaxial. The Knight's movement is also biaxial, for it too changes its place on both axes, but it does so unevenly, moving across one axis more than it does the other. In Chess, a Rook's movement is both lateral and uniaxial, and the Bishop's movement is both diagonal and uniformly biaxial. This convergence is a coincidence caused by the fit between the geometry and the coordinate system of the chessboard. Let's now examine the divergence of these two approaches. A 2D hexagonal board has two axes. In Glinkski's Hexagonal Chess, the two axes are vertical and horizontal, as in Chess, but the horizontal axis corresponds with diagonal, rather than lateral, lines of spaces. In the generalized approach to hexagonal coordinates used by Game Courier, both axes describe lateral lines of spaces, but they intersect at 60 and 120 degree angles instead of at right angles. Whichever method of coordinates you use for a hexagonal board, the geometrical approach and the mathematical approach no longer converge. In Glinski's Hexagonal Chess, for example, the Bishop sometimes moves uniaxially, and the Rook has only one line of uniaxial movement. Using the other method, the Bishop always moves biaxially, through not always uniformly so, while the Rook has only two lines of uniaxial movement, and its movement across the other line is biaxial. So, for a hexagonal board, the mathematical approach breaks down, and only the geometrical approach is useful. For a 3D board, the mathematical approach is useful and commonly used. In addition to uniaxial and biaxial movement, it introduces triaxial movement, which is movement that changes the place of a piece on all three axes of a 3D board. Although the mathematical approach is useful for 3D boards, the geometrical method can also be used. Diagonal movement goes through opposite corners of a cubic space; lateral movement goes through opposite faces; and edgewise movement goes through opposite edges. Although both approaches can be used for a 3D board, they no longer converge. Although lateral movement remains uniaxial, diagonal movement is no longer biaxial. Instead, it is triaxial. In Raumschach, a well-known 3D variant, the Bishop of Chess has been replaced by two pieces, one still called a Bishop and the other called a Unicorn. The Raumschach Bishop moves biaxially but not diagonally; the Unicorn moves diagonally but not biaxially. No piece in Raumschach can move both diagonally and biaxially at the same time. Although either approach can be used for 3D Chess, only the mathematical approach is really useful for 4D and higher dimensional games. The geometrical approach is useful for both 2D and 3D games, because we can easily visualize 2D and 3D geometrical relations. But it is much more difficult, if not impossible, to visualize 4D relations. On a 4D tesseract board, each space would be a tesseract, but who can visualize a tesseract? I can't. But the mathematical approach doesn't require visualization of multi-dimensional shapes, and it is easily adapted to endlessly multiple dimensions. So, for a 4D game, we would just add tetraxial movement, then pentaxial for 5D, then hexaxial for 6D, etc. In trying to play such games, we would be pushing our own limitations, but we would not be pushing any limitations of the mathematical model for describing piece movement. It could adequately describe movement on boards of any number of dimensions. One practical use of the mathematical approach is for describing the movement of pieces to a computer. Computers have no understanding of geometry and can do geometrical calculations only by having the geometry reduced to mathematics. In creating ZRFs for Zillions of Games, for example, we define directions in terms of the changes in coordinates. The computer has no understanding of the spaces as squares, cubes, or hexagons. All it knows are coordinates and how directions of movement change coordinates. Despite our inability to describe the movement of pieces to a computer using the geometrical method, it remains a perfectly valid method for describing movement, and it is well-suited for human understanding of piece movement. Let me now turn to the word triagonal, which started this line of thought. This word creates confusion, because it tries to conflate two different methods of describing piece movement, the geometrical and mathematical. Since it is used to describe the triaxial movement of the Unicorn, and given that it shares 'agonal' with diagonal and 'di' is sometimes a root meaning two while 'tri' means three, it misleadingly suggests a contrast with diagonal. In actuality, there is no contrast between the meaning of triagonal and diagonal. Triagonal has one of two meanings. It either describes movement that is both triaxial and diagonal, or it describes any triaxial movement. We can safely assume that it is not synonomous with diagonal; otherwise, there would have been no use for this neologism. If it describes movement that is both triaxial and diagonal, it no more contrasts with diagonal than integer contrasts with real, for all integers are real numbers. If triagonal is synonymous with triaxial, then there is no more contrast between triagonal and diagonal than there is between even and prime. A number can be both even and prime, as 2 is, or neither, as 4 is, or odd and prime, as 1 is, or odd and not prime, as 9 is. Likewise, a line of movement can both triaxial and diagonal, neither, or one and not the other. No matter which definition of triagonal we go with, it sows confusion. In both cases, it suggests a contrast that does not exist. While the meaning of diagonal can be found in its roots, which are 'dia' for through and 'gonal' for angles, the meaning of triagonal cannot be found in its roots. Going by the roots of the word, all it should mean is triangular, which does not describe a kind of movement. If triagonal describes movement that is both triaxial and diagonal, it's a term that does not clearly belong to either method of describing piece movement, and its use is limited to games where triaxial movement and diagonal movement converge. If it is synonomous with triaxial, we would avoid confusion by abandoning the word in favor of the more accurate triaxial, whose meaning actually is contained in its roots. Triaxial has the added advantage of fitting into a group of terms that progressively describe movement along increasing numbers of axes. If we followed the model of triagonal, we might say that a 6D game has hexagonal movement, and that would be terribly confusing. In short, using the word triagonal invites confusion, and Gilman's description of the hexagonal Bishop's movement as triagonal but not diagonal is evidence of this confusion. By clearly distinguishing between the two alternate methods for describing piece movement, we can avoid further confusion.
Fergus, given that lateral means side-to-side, it doesn't seem to be a very satisfying replacement for our use of 'orthogonal'. If we were to go back to Greek, the word part for side is <i>pleur</i>- or <i>pleuro</i>-, which would give us <i>diapleurol</i> to mean 'through the sides'. This would be obscure, and not particularly pleasing to the ear.
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So, what does orthogonal mean, anyway? <i>Ortho</i> means straight, upright or vertical, so <i>orthogonal</i> means a vertical angle. Yes, it also means intersecting or lying at right angles, but our slang use of the mathematical term is less awkward than such constructions as 'slides horizontally or vertically' or 'takes a single step up, down, left or right'.
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Another possibility would be <i>rectilinear</i>, but it only really means at a straight line, and does not really imply the motion is parallel to an axis.
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What's very curious is that English doesn't seem to have a convenient word for this concept.
Or better yet.
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If we were to go back to Greek, the word part for side is <i>pleur</i>- or <i>pleuro</i>-, the word part for middle is <i>mes</i>- or <i>meso</i>- which would give us <i>diamesopleurol</i> to mean 'through the middle of sides'. This would be even more obscure.
Peter, Faced with the problem of describing geometric movement on a regular grid (i.e., intersections of two sets of equally spaced parallel lines) back in 1980 I chose the terms 'edgewise' and 'pointwise' to refer to movement from the center of one space to the center of another in a line which bisects a side or an angle, with the continuation of such movement constituting 'edge-paths' and 'point-paths'. This convention works equally well for square- and regular hex-tiled boards (which are grids or sections of a grid) regardless of their orientation, while not directly conflicting with a very common mathematical usage (e.g., orthogonal axes).
V.R.Parton used the term 'vertexal' to describe the 3D movement which involved the change of three axes in a cubic field. This would be etymologically comparable to 'corner-wise'. Both both of these terms would change meaning when applied to a 2D structure. And, like this article, this discussion has highlighted the differences in titles and descriptives. Between what is common, what is proper and what is ideal. Could it not best be said that a word is only as good as what it means to describe? ;-)
Tony,
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<i>Edgewise</i> and <i>Pointwise</i> seem perfectly reasonable terms, but when I try to say them to myself, edgewise seems to me to mean 'along an edge', and I find myself wondering just what pointwise means.
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I think they'd be fine if used in a consistent body of work, but in a mish-mash of terminology such as you find in the CVP today, they'd be confusing unless explained on every page they are used (or at least, used with a link to the explanation).
One way to think of orthogonal is to take the ortho to mean right in a more normative sense than in the sense of meaning 90 degrees, such as we do with the word orthodox. Orthogonal movement would be movement that naturally follows the geometry of the board, that doesn't stray from the path by going through corners. We might say that orthogonal movement is movement in an orthodox direction. This would be consistent with our current use of the word.
Fergus, English is English, not the sum of its roots. Why distort a word with a clear and established meaning, and give it a new meaning that directly conflicts with its established meaning (so that three 'orthogonal' paths CAN pass through a point in a plane) in precisely the context it is to be used? Seems a lot harder to 'explain' than edge-paths and point-paths. It's (literally) a poor choice of words.
My two cents' worth is that 'orthogonal' (as used in game rules) and 'triagonal' are 'terms of art,' useful in descriptions of game rules and hardly anywhere else, and therefore known to people interested in games but not to most others (including lexicographers). I'm mildly interested to learn from the discussion here that their derivations are probably based on confusions, but this doesn't diminish them in my regard. Lots of good words were originally coined ineptly. Any attempt to replace 'orthogonal' with 'lateral,' or 'triagonal' with 'vertexal,' or with any other new coinages, is more likely to create confusion than remove it.
Tony P., I have not distorted any word. With respect to orthogonal, I am simply suggesting a sense that works with our current usage. I don't have to redefine orthogonal to allow for three orthogonal paths to intersect on a hexagonal board, because current usage of the word already allows for this. The term point-paths does not work for me, because I play Chinese Chess, which is played on points, and these points are connected by orthogonal lines. Calling something a point-path doesn't tell me whether the lines of movement going through the points are orthogonal or diagonal. Diagonal is already a common English word that perfectly describes the movement I think you are describing with point-paths.
Mark, My objection to triagonal is not that it is based on confusion, but that it invites confusion. The fact that it invites confusion does diminish it in my regard. My main point is that there are two alternate methods of describing piece movement, and triagonal does not fit neatly with either method. Instead of using this confusing term, we should use terms that clearly identify one method or the other.
I've seen the word triagonal on the Yahoo 3-D Chess Group many times, always meaning the same thing, and I don't remember anyone having to ask what it meant. I didn't know what it meant when I first joined that group but I quickly figured it out. It made sense to me immediately when I thought about it; I consider 'triagonal' to be as clear and apt as 'tromino,' coined by analogy with 'domino,' with perfect insouciance toward etymological correctness. As long as the word is being used in the context of a 3-D cubical grid I don't see what confusion can result. I agree Gilman's comment, applying it to a 2-D hexagonal grid, seems confused, but then his usages are idiosyncratic (which, indeed, is the whole point of his article).
I like the terms 'orthogonal', 'diagonal' and 'triagonal' for the directions of 1-axial, 2-axial and 3-axial in cubic space. They have the same syllabic beat. They are sufficiently different to avoid confusion with one another. And they make a nice matching set. I plan to continue to use them. Even if a few might think this 'wrong' or 'un-educated'. I know what they mean, and many others do also. I quess we will just have to tolerate those who are unable to accept them.
I was considering 3 kinds of 3d board. There is the cubic-cell one, on which the Bishop/Unicorn distinction is well established. There is the board of several hexagonal-cell boards with three Rookwise lines on a hex board and a fourth at right angles to them, which can also be viewed as square-cell boards joined on the skew. On this there can be square-board Bishops which can reach any cell, and the hex piece commonly called a Bishop, which is of little use as it is bound to a third of a single hex board! Then there is the form of board used in Mark Thompson's Tetragonal Chess, which can also be viewed as an assemblage of square-or hexagonal-cell boards. On such a board both pieces can be used with workable moves, and it would make sense to call the hex-derived one something different. One characteristic of the hex piece is the length of its shortest move, which is root 3 times the Rook's - exactly the same as a Unicorn on a cubic board. As the cubic- and hex-board root-3 riders can never occur on the same kind of board, at least within 3 dimensions, it seemed logical to confound them.
L., Don't have a problem with your usage in 3D. Orthogonal is standard, diagonal matches the 2D Bishop's move, and triagonal doesn't jar with an established term in a situation where the use of diagonal requires a short term to make a distinction. My objection was and is to 'triagonal' on a hex-tiled plane. Fergus, I still am in agreement with that other guy who posted under your name somewhat earlier. I don't generally recommend edge/point terms for square boards because they are not needed. On the other hand, I (recently) avoided the terms orthogonal and diagonal in describing movement in 'Canonical Chess' variants on a rotated square-tiled board since it would have been both ambiguous and confusing. On a 'normal' chessboard (including Xiang Qi board, etc.) the terms orthogonal and diagonal have had their meanings established by long and frequent usage, and the terms are easily understood (translated) by people who simply know what the words mean in other contexts. On hex-tiled boards the orthogonal/diagonal terms carry neither the same established meaning nor the same 'chess knowledge' implications.
Charles, 3D Hex-based games present some really tough issues, partly because there's no 'natural' generalization of a hex into a regular solid (e.g., stacking boards gives a kind of hex prism) so our ability to use analogies -- whatever they might be -- are somewhat strained. One way to get a handle around SOME 'higher dim' chess is to think in terms of areas -- maybe planes, maybe not -- with sets of paths defined for within area moves and for between/among area moves. Essentially not using coordinate geometry ('grid-like' games), but much closer to 'graph theory' - points and directed sets of paths between points. This may or may not help in the evolution of your thinking. BTW Mark Thompson's game is 'Tetrahedral Chess'; 'Tetragonal Chess' (modest 'hexoid' game) is one of mine.
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