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H. G. Muller wrote on Sun, Jul 14 09:38 AM UTC in reply to A. M. DeWitt from Sat Jul 13 03:36 PM:

All problems you pointed out should be solved now. (Thanks for finding those!)

The problem with promotable pieces was caused by promotion scoring to take place after royalty checking in ScoreMove; because of that the 'immediate loss' score of -15000 was increased by the promotion gain, and no longer recognized as such. It should have returned the losing score immediately when it was found. (This should not have hurt the AI very much, as the score would still be extremely low, so that it would only count on the forbidden move in positions where getting checkmated was the only alternative.)

I implemented type groups for counter-striking, assigned by counterStike=N behind a piece type that should be added to another group N than its own type number (and added that behind the Kirin to map it to the Lion's type, N = 20).

The problem that the final victim of a double capture was not noticed as having to be declared temporary iron, is solved in a fragile way: ScoreMove was adding the anti-trade codes of all victims, and (if one of those was subject to a counter-strike rule) would then check the type group of the last-handled victim (the locust victim) to see if it belongs to the temporary iron type group. I now added code to test whether this victim actually has the counter-strike property; if not, the other victim must have been responsible, and it substitutes the replacement victim for it before doing the type-group test. This solves the Chu-Shogi case, but could fail if there are more than two victims, if there are two locust victims, or if both victims have the counter-strike property, but belong to a different type group. (And there is currently no method for declaring more than one type-group temporary iron.)

I also fixed the moving into check highlighting; I had forgotten to call CountRoyals() in the betzaNew.js here on CVP.


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