Comments by adella
Respected Mr. muller,
Question: How to express Non-crossable board positions such as D, H, WX, DX, HX, WXX, etc.?
Huge benefits with non-crossable board positions. could create thousands of fun chess variants, suitable for brain exercise mental computation.
Thank you so much!
@H.G.Muller,
..Respected Mr. muller,
Question: How to express Non-crossable board positions such as D, H, WX, DX, HX, WXX, etc.?
Huge benefits with non-crossable board positions. could create thousands of fun chess variants, suitable for brain exercise mental computation and body fare.
Thank you so much!
@ H.G.Muller,
I do not think mr. hgm could answer my chess question in my precious posts.
so pass my previous question over.
i do not need answered by
@H.G.Muller,
Thanks for the answer.
In real life, when there are people or objects ahead
of me, then i'm blocked and cannot pass
through.
Currently, D, H, etc row points all pass through.
This is [[ Un-real-life. ]]
Real life- Non-passable D, H, WX, DX, HX, WXX,
DXX, etc. board row points, could contribute to
chess variants design and play tremendously.
You could use passing or unpassing row points as
tactics. Also, could design huge number of new
chess variants of high quality for everyday fun
brain exercise and real chess ability.
++++++++++++++++++++ ++++++++++++++++++++
Blocking Methods 1aaa.
A row point's immediate, First neighbor, if
occupied, then this point is non-passable, or
blocked.
--- (Note: indicate this blocking neighbor to
be on right or left side, or on either side of the
point. I would suggest, for this week, try on
either side, for next week, try left or right side. )
Blocking Methods 1aab.
A row point's immediate 1st , And, 2nd, neighbor,
if occupied, then this point is non-passable, or
blocked.
Blocking Methods 1aac.
A row point's immediate 1st , Or, 2nd, neighbor,
if occupied, then this point is non-passable, or
blocked.
Blocking Methods 1aad.
A row point's immediate 1st , And , 2nd, And,
3rd, neighbor, if occupied, then this point is
non-passable, or blocked.
Blocking Methods 1aae.
A row point's immediate 1st , Or, 2nd, And, 3rd,
neighbor, if occupied, then this point is non-
passable, or blocked.
Blocking Methods 1aaf.
A row point's immediate 1st , And, 2nd, Or, 3rd,
neighbor, if occupied, then this point is non-
passable, or blocked.
Blocking Methods 1aag.
A row point's immediate 1st , And , 2nd, And,
3rd, And, 4th, neighbor, if occupied, then this
point is non-passable, or blocked.
Blocking Methods 1aah.
A row point's immediate 1st , And , 2nd, And,
3rd, Or, 4th, neighbor, if occupied, then this
point is non-passable, or blocked.
Blocking Methods 1aai.
A row point's immediate 1st , And , 2nd, Or, 3rd,
Or, 4th, neighbor, if occupied, then this point is
non-passable, or blocked.
Blocking Methods 1aaj.
A row point's immediate 1st , And , 2nd, Or, 3rd,
And, 4th, neighbor, if occupied, then this point
is non-passable, or blocked.
Blocking Methods 1aak.
A row point's immediate 1st , Or , 2nd, And, 3rd,
And, 4th, neighbor, if occupied, then this point
is non-passable, or blocked.
Blocking Methods 1aal.
A row point's immediate 1st , Or , 2nd, Or, 3rd,
And, 4th, neighbor, if occupied, then this point
is non-passable, or blocked.
Blocking Methods 1aam.
A row point's immediate 1st , Or , 2nd, Or, 3rd,
Or, 4th, neighbor, if occupied, then this point is
non-passable, or blocked.
Blocking Methods 1aam.
A row point's immediate 1st , Or , 2nd, And, 3rd,
Or, 4th, neighbor, if occupied, then this point is
non-passable, or blocked.
----------To be continued. ..........
@H.G.Muller,
Thanks very much for the reply. It's cool. The following is the report on jD, jH, jsWX, jsDX,
jsHX, jsWXX, jsDXX, jsHXX, jsWXXX performance. [[[[ I would suggest you might try, for
different weeks, different blocking Methods, for the Collections Sets or Effect-Systems of j. ]] [
E.g., addition, subtraction, multiplication, division could be used. For e.g., sWX (5 = 1+4,
5=2+3)---- could use 1st, or 4th, neighbor(s) for blocking or SettingUp jumping effect system.
It's fun and scientifically valuable, and, to chesses and brain manipulating, and probability
control.
-------- Report on this week's j-Effect system setUp: --- jD works fine, if, 1st neightbor, is occupied. --- jH works fine, if: Either one, or, Both, of the starter's neighbors, is or are occupied. --- jsWX (4th row point) works fine, if, the starter's 2nd neighbor, is occupied. (e.g., 2nd
only, or, 2nd + 3rd, +1st , all fine. ) --- jsDX (5th row point) works fine, if, the starter's 2nd, Or, 3rd, neighbor is occupied. (e.g.,
2nd+ 1st , or, 2nd+4th, or, 3rd+1st, , or, 3rd+ 4th, all acceptable ).
--- jsHX (6th row point) works fine, if,, 2nd, Or, 4th, neighbor, is occupied. ( HInt on one of
the blocking methods, by using addition: 6 = 2 + 4. So, it follows. ) --- jsWXX (7th row point) works fine, if, the 3rd, Or, 4th, neighbor, is occupied. (HInt on one
of the blocking methods, by using addition: 7 = 3 + 4. Hence, it follows. )
--- To be continued. Thank you.
@H.G.Muller.
Respected h.g.muller,
Thanks for your answer. The following are some findings:
1aa. [[[ jH -jumper -testing. : Self pieces (need 1st, Or,
2nd, support to jump) ---( However, Enemy piece can kill, not needing any support).
]]]
1ab. jD follows same situation as above, differentiating self and enemy pieces.
1ac. nD, nH, should also differentiate from enemy and self pieces.
--- regards, thanks.
@H.G.Muller,
Dear respected H.G.Muller,
I get an idea today as follows.
Can horse( camel, zebra, A, and more piece
etc.) be lamed by multiple methods? Secondly,
can a general piece move (e.g., W) be lamed
by horse, or camel or other moves?
---------Laming multiple methods
--- 1aaa. by fA, or bA, or A, or D, or, H, or
sD,
----- 1aab. by combination of mvs:
e.g., I. by fF And bW, or, by fF Or bW.
I.I. by fC and fF, or, by fC Or fF
I.I.I. by sWX and lW, or, by sWX Or lW.
-- laming pieces is fun and involving complicated
chesses playing process (good for brain exercise
and blood recovery). But, huge benefits could
arise. Most important, could create a large
number of new chesses variants. To spend
everyday long time more challengingly, much
more fun, and bring forth real scientific-
research values.
+++++++ Man, Be brave to try something new,
and valuable. -------- --------to be continued.
--- sincerly, adella
@H.G.Muller, +++++ adding afterthought to my previous long
post,
Dear respected H.G.Muller,
Besides, laming, could also try using move
[[ Combinations ]], to jump ( j ), or un-
jump. Thanks a lot. What you have done is cool.
@h.g.muller,
thanks h.g., your new piece is cool and sleek. [[[ paf pafR ===capture target (after 2 screening ramps. ) ]]] (usually, cannon capture the first target, but this one is different. great invention and ingenuity. thanks, h.g.)
@H.G.muller,
dear respected h.g., for elephant lameable move, goes as: nA.
could you add a jumpable elephant move as jA?
[[ jA: need middle point-occupied to move as elephant A. ]]
thanks a lot. sincerely, adella.
@H.G.Muller,
thanks a lot, H.G., jA works great. it's like a streamlined stitch-thrower. that's cool. with jA, could create some amusing chess variants. Or, could create more board shape-puzzles for each board location, or each groupings of different piece sets. By adding jA ( several jA pieces) pieces-group-module, something new in thinking or tactics could arise. again, thanks so much for what you have done, dear respected h.g.muller. --- adella.
@H.G.Muller,
Dear respected h.g.muller, could you, for initial move, add initial 2-moves, or, initial 3-moves, or initial multiple--moves?
For example, i4D fW -------- initial 4--moves could use D.
h.g.m., your contribution to make this initial multiple--move feasible will greatly enhances chess play tactics, and new thinking of design chess variants for fun.
Thanks a lot. sincerely, adella.
@h.g.muller,
Thanks so much. sincerely, adella.
@H.G.Muller, Dear respected h.g.muller, could you take a minute read my
following ideas? thanks.
=== Design accurate counting chess new variants
1aaa. E.g., elephant -- A sW. H.G.Muller, could you set
the limit on the number of [ A ] moves, such as 10 moves, or
12 mvs, etc. . Then all the other moves for this elephant piece
will be sW.
1aab. E.g., for self pieces, could you set the overal limit on
the number of A moves, such as 30 moves ( or 31 mvs , etc. )
for self side?
If you could set up this algorithm by limiting the number of
certain piece moves, then Accurate Counting will be carried on
into the chess playing and brain will be forced to be accurately
attentive in counting and searching useful info. accurately.
What you do will contribute a lot to chess brain play, and
greatly enhance logical/mathematical chess tactics pinpointed.
Thanks so much.
Sincerely, Adella.
@h.g.muller,
Dear respected h.g.muller,
For "play test applets " page, why it does not work, if I make a modification to the number of ranks or number of files?"
In the past, it works. If users cannot modify number of ranks or files, then the chess variant is not fun to play for anyone at all.
could you change parameters or to revert to the past version so that users could do more modifications to the number of ranks and files?
Thanks so much. sincerely, adella.
@h.g.muller,
Dear respected h.g.muller, how to write code
for move-codings for pao-F-based, with ramp 1, to
hit target 2?
paf afF : pao-ramp-1, to hit target 2, F-
based.
But, how to depict the move-only codings for
above pao-ramp-1, to hit target 2 ?
I already built a lot of fun pao-cannon
systems for many pieces. But I come across
problems in depicting Move-only-codings. They
are very practically useful move codings, yet
challenging to write codes.
I appreciate your help in giving me some hints.
Thanks a lot.
Sincerely,
Adella
@ H.G.Muller,
Dear respected H.G.Muller, could you restore the
previous version of Playtest Applet?
The new version is not working and busted many
times. Another reason is that: the previous version is fast,
efficient, and working great. Thanks so much for your contributions and my deep
gratitude to your aid.
Could you give me the link or webpage for your
playtest applet , in writings here? Thanks so much. --- sincerely, Adella.
================== @H.G.Muller,
Respected H.G.Muller, Your Playtet Applet new version is
not working well, or if I could modestly say, it destroys a lot of
stuff, which took me so much time to compose and attention on
it.
Could you do me a favor, by reverting to the previous
PlayTest applet version, which is fast, efficient, and functioning
stable?
Thanks so much. Thanks for your contribution to the
playtest applet work. Could you write the link or applet page to me , that will be
greatly helpful.
Thank you. sincerely, Adella
================== @H.G.Muller,
Respected H.G.Muller, Your Playtet Applet new version is
not working well, or if I could modestly say, it destroys a lot of
stuff, which took me so much time to compose and attention on
it.
Could you do me a favor, by reverting to the previous
PlayTest applet version, which is fast, efficient, and functioning
stable?
Thanks so much. Thanks for your contribution to the
playtest applet work. Could you write the link or applet page to me , that will be
greatly helpful.
Thank you. sincerely, Adella
_____ @ H.G.Muller, Could you keep both the previous version, and the new
version ( if you like it), on Playtest Applet page? Could you
show two links: Functional efficiency previous version, and 2.0 version? That will be wonderful. Keeping previous version's fast efficiency and great functionality and beauty. Meanwhile, use new version to do some testing.
_____ Thamks again, respected h.g.muller. sincerely,
Adella.
HaruN Y, Thank you so much. you are great nice person. best wishes to you. . sincerely, Adella.
=== @Mr. H.G.Muller,
Dear respected H.G.Muller, how to write: multiple jumps of checker, mv only?
I designed this for checker variants. For one- turn checker jump, could write: __ mpW, or _ mpF
But, for multiple, continuous, jumps of checker, how to express that?
Thanks so much, respected Mr. muller.
sincerely, Adella.
===== @ Mr. H.G.Muller,
Dear respected H.G.Muller, Thanks for your
quick reply. Your advice is great and the checker
works well.
___ checker_multiple-Jump---- (pa)4 mfF
____checker_multiple-capture-- - c(pa)4
mfF
....Thanks so much for your advice, best
wishes. sincerely, Adella.
==== @ H.G.Muller,
dear respected h.g..muller, you can't imagine how
much fun i it is to let the horse to follow a checker track
to fast move to enemy to checkmate. And you could pre-draw your checker ckm-line, for the horse to trot on, to enemy camp, to checkmate. so pleasant.
Try it , hope you like it.
multi_jump- knight checker---- (pa)4 mfF sN
Thanks so much for your advice in coding.
sincerely, Adella.
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Dear respected Mr.muller,
How to express the 4th item of a row, but non-crossable? and how about 5, 6, 7, 8, 9, items, non-crossable? Thank you very much.