Comments by arx
How are these?
Ok, I don't know how exactly you need them set up to be recolorable. What I did in the latest ones was insert white sections exactly corresponding to the gaps. That might be as far as I know how to go with this.
The text by the diagrams looks weird when it reflows so that just one line comes below the images.
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I've been working on this game and I'm having a problem I can't figure out how to solve. If white starts by moving a pawn to f8 or g8, the black king shows no legal moves, although if a valid king move is entered it is accepted. I think it has something to do with how I have a few pieces that use multi-stage moves with the second stage being made automatically. It's just not clear why it doesn't work.
I didn't see error messages. How would I find those?
I've tried changing stalemated
as suggested, but the problem still occurs. It is not clear to me how I would end up with empty moves or how to avoid that.
I was thinking of switching to the fairychess include file but I thought I'd try to get things working with what I'd already started first. I'd need my own stalemated subroutine either way.
What I was thinking is that since these pieces have only one possible destination for each capturing move, I can have the move entered as a normal displacement capture and then move the piece to the calculated destination represented by #after
. That seemed like it would be simpler to implement and would also resolve ambiguity for situations where a move could be either capturing or non-capturing.
To do this, I have subroutines for the relevant pieces that move them again if they made a capture, and also that section in stalemated
to do the same when calculating legal moves.
But all this seems to mess up the king's move somehow, so either I'm doing it wrong or I need a different strategy.
Thanks, I'll start working on that then. It looks like I shouldn't need to set the movetype myself. Is that right?
How would you suggest handling a piece with optional withdrawal capture, where a move could be either capturing or non-capturing?
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I've just noticed that in the rule enforcing preset for Glinski's chess, several valid knight leaps are not marked as legal from the initial position.
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According to the description with the animated illustration linked to on this page, the chameleon "can only capture Pinching Pawns by moving like a Rook."
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It occurred to me that the problem I was having with king moves might be because I was setting after
in a for loop but not resetting it to false
before the next piece was evaluated. Changing that does seem to solve the problem. There might still be better ways to do this with the fairychess system.
I do like the idea of having a non-displacement capture entered with only one click on the target piece because that's the easiest way I can see to disambiguate between a capture and a non-capture in cases where both would result in the moving piece landing on the same destination. The difficulty I have with that is making the notation work with it, since if I record the extra move, it isn't considered legal in some situations.
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The new preset is allowing Chameleons to capture pawns with diagonal moves.
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This is a great idea. The bombs add enough chaos to make the game feel very different, but not too much.
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Ludii is interesting, but the language it uses for defining games confuses me so much I can't imagine trying to describe anything as complex as a chess variant with it.
Which ai are you using in ludii?
There is also an alpha-beta ai which is stronger for some games
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I suggest Shako
I think the 16x16 board looks better. It seems less arbitrary than the 18x18 with lots of irregular gaps in the setup.
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I think the knight and camel look too similar to be easily distinguished.
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What would be a good way to define a piece for a hexagonal board that can slide through any path exactly 3 spaces long to any space that is no fewer than 3 spaces away? When I try checkpath
or checknsteps
the result is wrong because they assume a square grid.
Your problem is this line:
add h all b7 b8 c7 c8 f7 f8 h7 h8;
You want this piece on g7 and g8 instead of h7 and h8. If you change that it should work.
What about FyaflF or mRpR? I imagine those might be close to a rook. Or maybe something like R3fB3. Maybe it depends on what other pieces you have
I was running out of ideas for how to speed up such large games. And for the variants I had in mind (14x14 and 16x16) the ideas I already discussed seemed sufficient for making those playable. A fundamental issue is that it takes at least as many moves as you have pieces to move all your pieces.
I've always liked the concept of the transport pieces in Jetan Jeddara as a way to speed up large games.
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For [N-Q] 'outward' would be ambiguous, as it would require some advanced geometry, which most people would not master, to decide whether the adjacent diagonal or the orthogonal continuation had the smallest angle with the N leap.
Another possibility is that [N-fQ] could be interpreted as a combination of [N-fR] and [N-fB]. I think of 'outward' in continuations as excluding any crossing of a queen's path from the starting square.
Pretty much exactly what I've been getting at. (If Q=BR, then [N-fQ] = [N-fB][N-fR].)
Yes, I didn't notice you'd said the same thing before I wrote that. The same would go for things like [D-fQ] or [F-fQ]. I've actually tried using [N?fB][N?fR] in games before, but I don't know if anyone else has.
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You could try copying the black pieces behind the white ones to provide the fill color.