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Comments by GerdDegens

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Home page of The Chess Variant Pages. Homepage of The Chess Variant Pages.[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Thu, Apr 25 05:19 PM UTC in reply to Fergus Duniho from Mon Apr 22 11:41 AM:

I stumbled across 'GC Preset for Reche's Super Faceoff Masquerade' again, and I'm wondering again how to recognize in the course of the game how an a-Rook takes as Knight, h-Rook as Bishop; b-Knight takes as Bishop, g-Knight as Rook; c-Bishop as Rook, f-Bishop as Knight (according to the description). The two rooks, bishops and knights do not differ and can no longer be distinguished in the course of the game. How is a strategic game supposed to come about then?


Great Rider Reef. Members-Only Cross the border. (11x13, Cells: 132) [All Comments] [Add Comment or Rating]

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CC Top. Members-Only Column Chess. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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ZeCaRi. Members-Only Game with ZebraCamelRiders. (15x15, Cells: 225) [All Comments] [Add Comment or Rating]

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Spider-Chess. Members-Only Beware of spiders. (25x19, Cells: 369) [All Comments] [Add Comment or Rating]

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@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Mon, Apr 8 05:03 PM UTC in reply to Fergus Duniho from 03:45 PM:

I am logged in!

Unfortunately I don't see the menu, see here:

Thank you in the meantime.


Gerd Degens wrote on Mon, Apr 8 01:58 PM UTC:

@ editors: I would like to set my suggestion 'Toggle Chess' to 'Private'. Unfortunately the selection menu 'Edit this Page', 'Edit Metadata for this Page' etc. is missing. Is it possible to restore the selection menu?


R-Chess. Members-Only Chess as Rombus. (21x17, Cells: 213) [All Comments] [Add Comment or Rating]

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@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Sun, Apr 7 11:16 AM UTC:

@H.G.: Can you imagine adding a selection menu to the 'Create holes' button that allows you to choose the colour of the 'black holes'? In addition to black, white or perhaps beige would be very suitable. A colour selector like the one provided by MS Office would be more than ideal :-). Because with these holes you can create very nice suggestions. Black is a bit harsh.


R-Chess. Members-Only Chess as Rombus. (21x17, Cells: 213) [All Comments] [Add Comment or Rating]

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TCB. Members-Only Traffic Calmed Boders. (9x9, Cells: 65) [All Comments] [Add Comment or Rating]

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@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Thu, Apr 4 03:35 PM UTC:

@Richard Milner:
Do we want to continue our games?

In my opinion, we should end the games 'Queenmania (conquer style)' and 'Queens (conquer style)' because the perpetual recaptures cannot be solved. As long as there is no counter for this problem that ends the repetitions, we will go round in circles. (Perhaps the protagonists of the scene will realize this at some point).

How do you see it?


Gerd Degens wrote on Thu, Apr 4 03:11 PM UTC:

I would like my game ideas to be playable on other platforms as well. Is it possible to realize ideas on github/jocly as well? My visits there leave me perplexed and wondering how to get there.
Could someone please tell me what needs to be done?


NIHISCI. Members-Only No Idea How I Should Call It. (9x10, Cells: 90) [All Comments] [Add Comment or Rating]

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Xodohtro Chess. Members-Only Inverting some of the rules of orthodox Chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Snappy Chess. Members-Only A nimble affair thanks to morphing. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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Morphomania. Members-Only Morphing wherever you look. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]

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@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Tue, Mar 19 07:10 PM UTC:

@H.G.: Is it possible to work with two different pawns (e.g. berolina pawn and asian pawn) that are both promoted on the opponent's base line? I think they should have different IDs (I'm thinking of GC), but how does the PTA recognize different IDs for promotion? 
And what if both pawns have the same ID, but they should be morphed differently.
Can't find the solution. Thanks for an answer.


Morphing Chess IV. (Updated!) Pieces are based on the color of the squares reached. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Thu, Mar 14 12:52 PM UTC:

The page seems to be ready for review.


Morphing Chess III. (Updated!) A game with upgrades and downgrades. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Tue, Mar 12 01:15 PM UTC:

The page seems to be ready for review.


Morphing Chess II. (Updated!) A game with upgrades and downgrades. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Mon, Mar 11 06:54 PM UTC:

The page seems to be ready for review.


💡📝Gerd Degens wrote on Fri, Mar 8 01:22 PM UTC:

@H.G.

A quick note: When trying to add the variant to Game Courier, I noticed that the PTA (old/new) did not convert the pawns in the GAME code - see 'set morphers' and 'set morphs assoc'. This was easy to fix, but it seems that the automatic conversion can still be improved.

I have added the Game Courier solution to the description.


💡📝Gerd Degens wrote on Wed, Mar 6 03:21 PM UTC:


Short description

Pawns that reach the a- or i-file are promoted as follows:

On the squares
a2, a8, i2, i8 they become a chancellor,
a3, a7, i3, i7 they become an archbishop and on
a4, a6, i4, i6 they become a queen.

If a pawn reaches the squares a1, a9, i1, i9, it becomes an amazon.

The king also promotes on the a- or i-file, maintaining its royal position and royal appearance as follows: from

a1, a9, i1, i9 the king is moving as an amazon, on
a2, a8, i2, i8 as a chancellor, on
a3, a7, i3, i7 as an archbishop and on
a4, a6, i4, i6 as a queen.

On the 5th rank, all pieces take on the function of a pawn, with the rook, knight, bishop, queen, archbishop, chancellor and amazon also mutating into pawns in appearance, while the king retains its function and royal presence.

The rook, knight, bishop and queen pieces are not upgraded during the game; they are downgraded on the 5th rank as described, but can be upgraded as pawns in the manner described above.

A king that has been given the move possibilities of a pawn on the 5th rank retains them for the rest of the game.


files=9 ranks=9 promoZone=0 graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png stalemate=win baring=0 royal=KJLMOT pawn:P:sWFisnDscnD:pawn:e2,e3,e4,,e6,e7,e8 morph=Z.......Z/C.......C/A.......A/Q.......Q//Q.......Q/A.......A/C.......C/Z.......Z knight:N:N2:knight:b1,h1,,b9,h9 morph=////PPPPPPPPP//// bishop:B:FAGAY:bishop:c1,g1,,c9,g9 morph=////PPPPPPPPP//// rook:R:WDHWX:rook:a1,i1,,a9,i9 morph=////PPPPPPPPP//// queen:Q:WFDA:queen:d1,f1,,d9,f9 morph=////PPPPPPPPP//// king:K:KisO3:king:e1,,e9 morph=O.......O/M.......M/L.......L/J.......J/TTTTTTTTT/J.......J/L.......L/M.......M/O.......O archbishop:A:BN2:cardinal: morph=////PPPPPPPPP//// chancellor:C:RN2:chancellor: morph=////PPPPPPPPP//// amazon:Z:QN2:amazon: morph=////PPPPPPPPP//// royal pawn:T:sWFisnDscnD:king: royal queen:J:WFDA:king: morph=////TTTTTTTTT//// royal archbishop:L:BN2:king: morph=////TTTTTTTTT//// royal chancellor:M:RN2:king: morph=////TTTTTTTTT//// royal amazon:O:QN2:king: morph=////TTTTTTTTT////

@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Wed, Mar 6 01:46 PM UTC:

@H.G.

Could you please take a look at my new idea.
I'm not sure if I've done it right because of the morph combinations. Thank you very much.


Morphing Chess. (Updated!) Upgrading and downgrading take place in the morph zone. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Fri, Mar 1 09:27 AM UTC:

The page seems to be ready for review.


@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Thu, Feb 29 07:23 PM UTC in reply to H. G. Muller from 06:32 PM:

That is because you still have the HTML text that is supposed to go into an article's Pieces section in the Custom Sets text entry of the preset, rather than the description of a custom set.

A completely new matter for me. Now I understand that - it works.


Gerd Degens wrote on Thu, Feb 29 06:26 PM UTC in reply to H. G. Muller from 05:58 PM:

I am not sure what you mean here. A 'transfer' is something you do, so how can it be 'missing'?

Of course, it is me who transfers the script from the piece table to the preset to create a custom piece set. But the point is that it doesn't work - at least not for me. I still get the error message 'Your Custom Set description failed to decode properly. Make sure it has no errors in it.'


Gerd Degens wrote on Thu, Feb 29 05:09 PM UTC in reply to H. G. Muller from 03:39 PM:

The piece table and the automatically generated piece description for presenting the variant is a nice feature. A very useful tool for a quick approach. In my opinion, however, move diagrams provide a more rapid overview, both for the description of the variation and for the presentation of the rules in Game Courier. After all, you want to play a variant in Game Courier and that's where move diagrams pay off in my opinion. Perhaps also a matter of taste.

The solution to the highlighting problem in the preset is also great.

If I see it correctly, the correct transfer of the piece table when creating a custom piece set in the preset is still missing. Or have I overlooked something. Anyway, I am grateful  for your doing.


Gerd Degens wrote on Thu, Feb 29 01:44 PM UTC in reply to H. G. Muller from 11:53 AM:

I don't understand anything at the moment.

HTML according to 'custom sets (only needed for non-standard piece set)' which shows the old PTA under GAME code okay. But what does this HTML sequence have to do with the Pieces section of my description of the variant? Does it fit together? When I enter the HTML sequence in the pieces section and save it, the output only shows the HTML sequence.

I must have misunderstood this completely, right?


Gerd Degens wrote on Thu, Feb 29 09:25 AM UTC in reply to H. G. Muller from Wed Feb 28 09:45 PM:

When a Diagram is pasted in the (old) PTA, and you generate GAME code from it, piece types that are not on the board won't be mentioned in the custom set that is generated.

If I see it correctly, this seems to be the case. Here is an excerpt of the generated code, which concerns the part of the pieces that are not on the board (royal pieces - markings in the text are mine):

<tr><td width="35"><img src="/graphics.dir/alfaeriePNG/wking.png"></td><td>royal pawn</td><td>slides orthogonally, slides to the 2nd square straight ahead for capturing only, or steps one square straight ahead</td></tr>
<tr><td width="35"><img src="/graphics.dir/alfaeriePNG/wking.png"></td><td>royal amazon</td><td>slides in all 8 directions, slides in all 8 directions, or makes a knight's jump</td></tr>
<tr><td width="35"><img src="/graphics.dir/alfaeriePNG/wking.png"></td><td>royal chancellor</td><td>steps one square in all 8 directions, castles by stepping 2 squares towards the king (fast castle), makes a knight's jump, or slides orthogonally</td></tr>
<tr><td width="35"><img src="/graphics.dir/alfaeriePNG/wking.png"></td><td>royal archbishop</td><td>steps one square in all 8 directions, castles by stepping 6 squares towards the king (fast castle), makes a knight's jump, or slides diagonally</td></tr>


Gerd Degens wrote on Thu, Feb 29 08:37 AM UTC in reply to H. G. Muller from Wed Feb 28 09:45 PM:

The suggested lines [set wroyal (K J L M O);
set broyal (k j l m o);] I have tried several times before - and just now again. The following happens: as soon as a white piece is clicked, the game stops immediately and the message 'White lost by absence of royalty!' appears.

It appears I have now solved this.

I have just tested this with the following result:
When the king enters the morph zone, the previous error message 'White lost by absence of royalty!' no longer appears. Instead, the king is shown in the table of captured pieces, which was the case before. The game can be continued, whereby the new king appears to be recognized as such and the king also receives the upgraded or downgraded move options. The only strange thing is that whenever the new king comes into check, this is not shown as a 'check'. The move options displayed for the new king also include those that put him back in check, which should not actually happen. If he makes such a move, an error message 'GameEnd This exposes your royal piece to capture' appears. Moves that free the king from check are possible.


Gerd Degens wrote on Thu, Feb 29 08:32 AM UTC in reply to H. G. Muller from 08:19 AM:

Did you move the King to a5 through an illegal move? 

Yes, I did. To test it, I moved the king from e1 to a5. I understood that it can't work like that.


Gerd Degens wrote on Thu, Feb 29 07:28 AM UTC in reply to H. G. Muller from Wed Feb 28 09:45 PM:

As should be expected, as otherwise only the last piece in the table is royal.

You are certainly right, in the piece table only the king is marked as the last in the table with 'c00'.

I just wonder how it can be that the game ends with 'I win' when a king on a5 is captured with a move from a9. Consequently, the king on a5 must have been recognized as royal. The same applies to any other square in the morph zone.
 


Gerd Degens wrote on Wed, Feb 28 03:57 PM UTC in reply to H. G. Muller from 01:45 PM:

@H.G.

Select a Set Group 'Custom', and then a Set 'Completely Custom' in the preset Edit page, and paste the text the PTA suggests for this section.

I have tried it, both with the old PTA (.../MSplay-test-applet-for-chess-variants) and with the new PTA (.../playtest.html). 

The result is the same in both cases and the error message appears 'Your Custom Set description failed to decode properly. Make sure it has no errors in it'. 

A very nice feature and would help a lot.


Gerd Degens wrote on Wed, Feb 28 02:26 PM UTC in reply to Gerd Degens from 02:15 PM:

So the I.D. doesn't understand these morphed Kings are royal, and as a consequence also has not passed that info to the GAME code.

That seems to be the case, because the I.D. works as intended. I.e. the morphed kings are recognized, they get new moves (pawn, archbishop, chancellor, amazon) and the game is over when they are captured. So in the I.D. everything works as expected.
 


Gerd Degens wrote on Wed, Feb 28 02:15 PM UTC in reply to H. G. Muller from 01:45 PM:

The suggested lines [set wroyal (K J L M O);
set broyal (k j l m o);] I have tried several times before - and just now again. The following happens: as soon as a white piece is clicked, the game stops immediately and the message 'White lost by absence of royalty!' appears.

The matter with the custom set is new to me - I'll have a look at it. Many thanks in the meantime.


Gerd Degens wrote on Wed, Feb 28 11:11 AM UTC:

@H.G.

I have been trying for days to transfer a working interactive diagram to Game Courier - without success.
I have transferred the HTML code of the interactive diagram to the PTA via editor (including the IDs of the royal pieces) and then transferred the GAME code to the preset for Game Courier. It does not work. (Interactive diagram see here, preset see here.)

Another problem I see is that the piece labels/IDs used in the PTA are only partially compatible with the piece labels/IDs in the Diagram Designer for Game Courier. For some pieces this can be adjusted (archbishop, chancellor, amazon). But the royal pieces needed for my idea can apparently not be realized with the options of the Diagram Designer (each piece has a unique label). At least that is what I know. Can't get any further without help.


Gerd Degens wrote on Mon, Feb 26 08:24 PM UTC in reply to H. G. Muller from 05:27 PM:

Apparently I was able to get the PTA running. The upgrade of the pawns does not seem to work with the GAME code. I had to make some adjustments here, i.e. I added the missing IDs for the pawn to the 'set morphers' (P p ...........). For 'set morphs assoc' I added the missing P (0 0 0 0 (P P A C Z C A P P)) and p (0 0 0 0 (p p a c z c a p p)).

Furthermore, when converting the HTML code into the GAME code, the upgrading or downgrading of the king does not work, which works with the PTA. The royal figure is not accessed, but the non-royal figure appears with the result of 'White lost by absence of royalty!

Click here for the PTA and here for the preset.

Sorry if I'm making work, but maybe it's not just me.


Gerd Degens wrote on Mon, Feb 26 04:42 PM UTC in reply to H. G. Muller from 02:05 PM:

This works very well with the newer version of the PTA when converted to Game Courier. Many thanks for that.

To make it work as you described, you should define a royal and a non-royal version of each piece type, and let the King morph to the royal types.

That sounds very plausible - but how should I do that? I'm currently at a loss, so please give me a brief explanation. Thank you.


Gerd Degens wrote on Mon, Feb 26 01:14 PM UTC:

@H.G.

Could you please take a look at my new idea, which you can find here.
I was able to implement it for the PTA, but I'm stuck with the preset for Game Courier.
I would be glad for help.


Transformer (conquer style). (Updated!) Pawns mutate into higher-value pieces. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Sat, Feb 24 06:29 PM UTC:

The page seems ready for review.


Chess 69. Private Missing description (8x8, Cells: 69) [All Comments] [Add Comment or Rating]

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Since this comment is for a page that has not been published yet, you must be signed in to read it.

Transformer. (Updated!) They change the army and the game - according to the player's ideas. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Tue, Feb 20 02:44 PM UTC:

The page seems ready for review.


@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Tue, Feb 20 02:29 PM UTC in reply to H. G. Muller from 02:18 PM:

I'm actually quite happy that the pieces' values are now close to each other. It doesn't seem to be that easy with sliding pieces, at least I think so.


Gerd Degens wrote on Tue, Feb 20 12:52 PM UTC in reply to H. G. Muller from 12:29 PM:

Thank you very much. Could you take another look at the game where I changed the moves for the knight and bishop again.

AI now seems to be selectively accessing opportunities when it comes to promotions. Can you live with that?


Gerd Degens wrote on Tue, Feb 20 11:02 AM UTC in reply to H. G. Muller from 10:55 AM:

Click here for the preset.


Gerd Degens wrote on Tue, Feb 20 09:51 AM UTC in reply to H. G. Muller from Mon Feb 19 03:09 PM:

First of all, thank you for the help. I hope I implemented it correctly; it works in Game Courier - with one exception: the first pawn (white and no matter which one) is not converted and appears as a white pawn on the baseline. All other pawns (white/black) are transformed correctly. Below is the GAME code.

A note about the game: rook, bishop and queen now each have 16 unblockable targets, which equalizes the playing strengths. Which choice the AI makes is one side, players in Game Courier can decide differently. Maybe that will level it out a little.
______________________________

include /membergraphics/MSgame-code-generation/betza.txt;

set legdefs
(0
1  1  0 -2     1 // pawn(1)
0
1  1  0  2     1 // pawn(7)
0
1  2  1  2     3 // knight(13)
1  2  2  1     3
1  2  2 -1     3
1  2  1 -2     3
1  2 -1 -2     3
1  2 -2 -1     3
1  2 -2  1     3
1  2 -1  2     3
0
1  1  1  1     3 // bishop(54)
1  1  1 -1     3
1  1 -1 -1     3
1  1 -1  1     3
1  1  2  2     3
1  1  2 -2     3
1  1 -2 -2     3
1  1 -2  2     3
1  1  3  3     3
1  1  3 -3     3
1  1 -3 -3     3
1  1 -3  3     3
1  1  4  4     3
1  1  4 -4     3
1  1 -4 -4     3
1  1 -4  4     3
0
1  1  0  1     3 // rook(135)
1  1  1  0     3
1  1  0 -1     3
1  1 -1  0     3
1  1  0  2     3
1  1  2  0     3
1  1  0 -2     3
1  1 -2  0     3
1  1  0  3     3
1  1  3  0     3
1  1  0 -3     3
1  1 -3  0     3
1  1  0  4     3
1  1  4  0     3
1  1  0 -4     3
1  1 -4  0     3
0
1  1  0  1     3 // queen(216)
1  1  1  0     3
1  1  0 -1     3
1  1 -1  0     3
1  1  1  1     3
1  1  1 -1     3
1  1 -1 -1     3
1  1 -1  1     3
1  1  0  2     3
1  1  2  0     3
1  1  0 -2     3
1  1 -2  0     3
1  1  2  2     3
1  1  2 -2     3
1  1 -2 -2     3
1  1 -2  2     3
0
1  1  0  1     3 // king(297)
1  1  1  1     3
1  1  1  0     3
1  1  1 -1     3
1  1  0 -1     3
1  1 -1 -1     3
1  1 -1  0     3
1  1 -1  1     3
0);

def P cond #0 1 0;
def p cond #0 7 0;
def N cond #0 13 0;
def n cond #0 13 0;
def B cond #0 54 0;
def b cond #0 54 0;
def R cond #0 135 0;
def r cond #0 135 0;
def Q cond #0 216 0;
def q cond #0 216 0;
def K cond #0 297 0;
def k cond #0 297 0;

set staledraw 0;  // stalemate is a win
set extinction 1; // must capture all royals to win
set baring 1;     // bare king loses
set promotables (P p); // pieces that can promote
set supply (N n B b R r Q q); // in infinite supply
set promotab (         // allowed choices per rank
  (N B R Q)
  0
  0
  0
  0
  0
  0
  0
  (n b r q)
);


Gerd Degens wrote on Mon, Feb 19 01:34 PM UTC in reply to H. G. Muller from 10:42 AM:

...also because I don't know what exactly you want.

The idea is to let the player decide which additional pieces (NBRQ) they want to play with. I would like to do this using a row of pawns that move against the usual direction of movement to their own base line and promote there.

This works in PTA, but not yet in GC. I inserted the morph as described (it worked), and inserted the script back into the PTA as a finished diagram using an editor. Unfortunately the morph does not appear in the HTML - nor in the GAME code. I also wouldn't know where and how to insert the morph into the GAME code.

For the idea see here.


Gerd Degens wrote on Mon, Feb 19 09:14 AM UTC:

@ H.G.

How do you manage to define your own baseline as the promotion zone? In the PTA it works if the promotion zone is set to 9, for example - I tried it.

On this basis, the PTA leads to a GAME code that apparently does not work in Game Courier, i.e. the own baseline is not recognized as the promotion zone.
How to do this, do you have any advice? Or is this a question for Fergus? Thanks.


Play-test applet for chess variants. Applet you can play your own variant against.[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Sat, Feb 17 11:23 AM UTC:

Is it possible in the PTA to remove pieces from the board that have been moved from the table to the board?

And another question: Is it possible to start the PTA with an empty board (without kings)?
Thanks.


@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Thu, Feb 15 04:44 PM UTC:

@ H.G.

I currently have a problem with the conquer rule. The PTA solutions with this rule, which have worked so far, no longer work. This means that the captured pieces are removed from the board and not converted into pieces of the capturing side. The applications on Game Courier work unchanged.

Is it possible that this has something to do with the work on betzaNew.js?  In any case, it is noticeable that the problem with the conquest rule has arisen since the 'Battle of the Kings' theme.

[Edit] Just tested again; it seems to be working again. Sorry.


Battle of the Kings. You start with eight pawns. The rest chess pieces appear on the board during the game.[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Thu, Feb 15 03:44 PM UTC in reply to H. G. Muller from 02:56 PM:

Cache refreshed.
Here is the comment in isolation as I see it:


Gerd Degens wrote on Thu, Feb 15 12:40 PM UTC in reply to H. G. Muller from 11:36 AM:

...then the Diagram should work

It doesn't either


Gerd Degens wrote on Thu, Feb 15 11:32 AM UTC in reply to H. G. Muller from 08:26 AM:

The interactive diagram does not really want to work.


Nasty Neighbours (conquer style). The goal of the game is to conquer the opponent's army and to add it to your own army. (9x8, Cells: 72) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Sun, Feb 11 10:28 AM UTC in reply to H. G. Muller from 08:24 AM:

Looking at it that way, would you think that this game is winnable when only the two Nightriders are able to enter the enemy section? 

I think so, as the examples show. Nightriders certainly play a decisive role. Perhaps that's the appeal of the game - in combination with the conquer rule:


💡📝Gerd Degens wrote on Sun, Feb 11 08:00 AM UTC in reply to H. G. Muller from Sat Feb 10 05:04 PM:

I had already seen the terms, but not yet with the attribute 'lame'. They are certainly common, but not very self-speaking; I thought I was doing something to improve understanding with my terms. But perhaps we shouldn't want to change the tried and tested.


Conquer II. The goal of the game is to conquer the opponent's army and to add it to your own army. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Sat, Feb 10 07:29 AM UTC in reply to H. G. Muller from Fri Feb 9 08:07 PM:

Where is the Diagram you played this with? 

The diagram comes from my variant 'Nasty Neighbours (conquer style)'


Queens (conquer style). (Updated!) A game with 7 queens and no pawns. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Fri, Feb 9 02:35 PM UTC in reply to A. M. DeWitt from 02:10 PM:

Thank you, respect for your comment.


Conquer II. The goal of the game is to conquer the opponent's army and to add it to your own army. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Fri, Feb 9 01:14 PM UTC in reply to H. G. Muller from 09:32 AM:

I hope this solves the problems with crashing in Conquer. (After refreshing your browser cache.) If not, let me know.

I have refreshed the browser cache, but it seems that loops still occur, as the two examples show: 

 


Queens (conquer style). (Updated!) A game with 7 queens and no pawns. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Fri, Feb 9 10:04 AM UTC in reply to A. M. DeWitt from Thu Feb 8 08:10 PM:

While the conquer mechanism is interesting, the perpetual capture problem definitely holds it back a lot in terms of playability. 

Playability is only superficially restricted. The rules clearly state that constant repetitions are excluded. The extent to which players follow this rule or not cannot determine whether a variant is published or not. Incidentally, the current games on Game Courier show that players follow the rules to avoid repetition and that playability is a given.

…it is very easy for pieces that move alike to perpetually capture one another, making the conquer mechanism very drawish as it is now.

In my opinion, it should be left to the players to judge whether the game is interesting or uninteresting. In any case, you can find players on Game Courier who are interested in the game. Furthermore, my game 'Nasty Neighbours (conquer style)' has recently been released. Why should 'Queens (conquer style)' be judged by different standards?

This mechanism might work with piece rosters with a lot of forward bias (e.g. Shogi), but this idea is untested.

May I ask whether passing a test is a criterion for publication? And which test would that be? The games I have played and those on Game Courier show that playability is a given - and that could be considered a passing 'test'. Furthermore, variants are published on CVP that neither have an interactive diagram nor can be played on Game Courier. This again raises the question of different standards.

If the interactive diagram cannot cope with the conquer rule, then this is not due to the rule, but to the AI or the script. It would be nice if the problem could be solved, because then the variant could also be tested against the AI.

P.S.: H.G. has just posted that he has made a change to the diagram that should prevent crashes in conquest versions (see here) - thanks for that.


💡📝Gerd Degens wrote on Thu, Feb 8 04:45 PM UTC in reply to Florin Lupusoru from 04:38 PM:

How do you come to that conclusion if you've never played the game?


💡📝Gerd Degens wrote on Thu, Feb 8 04:02 PM UTC in reply to Florin Lupusoru from 03:29 PM:

Queens without the conquer rule has been played many times on Game Courier and has always come to checkmate or one side has resigned. Queens with the conquer rule will be no different.

As I explained in the page, the interactive diagram is only partially compatible with the conquer rule, the AI breaks off after a number of moves due to repetitions. Perhaps the problem can be solved at some point. Then it will be possible to simulate the game throughout.

Are you sure that your game 'SPQR' will come to an end with 72 pieces? That looks more like an endless game to me.


💡📝Gerd Degens wrote on Thu, Feb 8 12:41 PM UTC:

The site is ready for review.


Conquer II. The goal of the game is to conquer the opponent's army and to add it to your own army. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Fri, Feb 2 01:37 PM UTC in reply to H. G. Muller from 01:23 PM:

Thank you, that sounds good!


💡📝Gerd Degens wrote on Fri, Feb 2 12:46 PM UTC in reply to H. G. Muller from 11:43 AM:

(Which can go on forever, and then crashes the program.)

That's it; whenever I try to apply the conquer mechanism to other variants, the programme aborts after a few moves and the possibility of testing the variant is lost.

...unless the rules really are such that repeats are forbidden.

This is exactly the case with the conquer rule - repeats are forbidden.  That's precisely the crucial question of how this can be implemented in the programme. If I understand or interpret you correctly, this seems to be impossible or only possible with disproportionate effort and you don't really want to deal with it.


💡📝Gerd Degens wrote on Fri, Feb 2 09:49 AM UTC in reply to H. G. Muller from Thu Jan 11 11:03 AM:

As for the conquer problem; I believe I solved that by not considering a move that came from the same square as two ply earlier a recapture that should always be searched, but rather as a draw indication. But code for that seems no longer to be there either.

@H.G.
It's a pity that the code is no longer available. On the other hand, such perpetual recaptures occur more frequently and earlier in the conquer rule, so that a draw decision would come too early. 

Wouldn't it be better if, instead of a draw announcement, a move that was already made two moves earlier was treated as no longer executable? If nothing other than a repetition is possible, this would mean a draw. Otherwise the game could continue normally without perpetual recapture.

Well, you can wish for something without knowing what effort is involved. I apologise for that. And you can certainly argue about whether the conquer rule is an enrichment. In any case, it leads to differentiated strategic considerations and that is at least something.

That's why I'd like to ask you whether you'd like to deal with this topic again? It would certainly enrich the diagram script. :)


Nasty Neighbours (conquer style). The goal of the game is to conquer the opponent's army and to add it to your own army. (9x8, Cells: 72) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Wed, Jan 31 10:06 AM UTC in reply to A. M. DeWitt from Tue Jan 30 09:49 PM:

@A.M. DeWitt
I find your suggestions (jR/jB/jQ) interesting and, with your permission, I will include and test them in the next version.

As it stands now, no single piece is capable of delivering checkmate with the help of its own King.

This note seems to refer to the 'original'. Bn Em has made a critical comment on this, which cannot be ignored. I have therefore set the 'original' to private and do not want to publish it.

Your comment above should not apply to the variant with the conquer mechanism. In any case, if only the AI plays, the variant always leads to checkmate or one side resigns. It is therefore playable and I would be happy if this variant were published. Thanks in advance.


💡📝Gerd Degens wrote on Mon, Jan 29 11:03 AM UTC:

The site is ready for review.


Nasty Neighbours. Private Unfriendly neighbours in the direct neighbourhood. (9x8, Cells: 72) [All Comments] [Add Comment or Rating]

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Testcenter. Private Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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Seikaku Ni Wanai Shogi. Shogi with no strong pieces, but very strong promotions. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Gerd Degens wrote on Sat, Jan 20 04:55 PM UTC in reply to Bob Greenwade from 04:41 PM:

Hello dear Bob,
are you really serious about the two month? That can't really be the case, can it?
If I imagined being an editor (don't worry!), I would become very thoughtful. It's certainly not an easy job - but it's all a question of organization.


Gerd Degens wrote on Sat, Jan 20 04:46 PM UTC in reply to Kevin Pacey from 04:27 PM:

Hello dear Kevin,
Thank you for your detailed response.
It's not about criticizing. But authors would like to keep going - and unfortunately they are constantly being held back. I don't find that very conducive.


Gerd Degens wrote on Sat, Jan 20 03:50 PM UTC in reply to Diceroller is Fire from 10:03 AM:


@Lev und also Kevin:
How do you actually do that? You publish a series of suggestions. Do you have an unlimited number of them? 
I'm crawling here with 6 of them, waiting for an editor to release one of my suggestions so that I can add more variants to the queue for publication.
It's kind of frustrating!


Conquer. Captured pieces change sides immediately, occupying the square the capturer moved from. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Sat, Jan 20 07:15 AM UTC in reply to Diceroller is Fire from Fri Jan 19 08:39 PM:

I have the shorter description of this variant.
“Captured piece swaps with its capturer and changes its color.”

Thanks for the tip. I tried the change but unfortunately the 'Whats New Text' in the 'Index Information' can only be changed by an editor.


Chess 69. Private Missing description (8x8, Cells: 69) [All Comments] [Add Comment or Rating]

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@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Mon, Jan 15 06:00 PM UTC in reply to Fergus Duniho from 05:46 PM:

That was informative for me, thank you very much. Of course I withdraw.


Gerd Degens wrote on Mon, Jan 15 04:49 PM UTC in reply to Ben Reiniger from 04:28 PM:

As far as I know, at least H.G. is not an editor.

Since there are several editors and everyone seems to have their own queue, I would like to suggest creating a standardized queue that is processed by the editors. This makes sense in order to equalize differences. The uniform queue could then also be viewed by the inventors and provide an overview of when a publication is due.

I can only conclude that there are serious differences between the submission of proposals and their publication.

Edit: The 'Man and Beast 09' has already been released! Kind of weird.


Gerd Degens wrote on Mon, Jan 15 04:12 PM UTC in reply to Bob Greenwade from 03:55 PM:

I wouldn't worry too much about delays in this area. The editors have a lot on their plates. I have four variants and a five-part Icon Clearinghouse that have been ready for a while now, waiting for either publication or review. At least one or two have been waiting for more than a month.

I'm a bit confused. The 'Man and Beast 07/08' variants have just been presented and have already been published. Good for the author. But not so nice for the queue. Some adjustments could be made here.


Gerd Degens wrote on Mon, Jan 15 03:46 PM UTC:

@ Editors

Could you please publish my variants 'Conquer II' and 'Corossfire'.

If something is missing please let me know.

As I have not received a response, I would like to follow up again and ask about the current status. Do my suggestions have any disadvantages compared to other publications or open ends? I would be happy to help.


Testcenter. Private Missing description (8x8, Cells: 64) [All Comments] [Add Comment or Rating]

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@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Sat, Jan 13 04:21 PM UTC:

@ Editors

Could you please publish my variants 'Conquer II' and 'Corossfire'.

If something is missing please let me know.

As I have not received a response, I would like to follow up again and ask about the current status. Do my suggestions have any disadvantages compared to other publications or open ends? I would be happy to help.


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Conquer II. The goal of the game is to conquer the opponent's army and to add it to your own army. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Thu, Jan 11 03:53 PM UTC in reply to Gerd Degens from 09:33 AM:

The question is, why did the AI drop out in this constellation? It has nothing to do with permanent recaptures - or does it?


💡📝Gerd Degens wrote on Thu, Jan 11 11:16 AM UTC in reply to H. G. Muller from 11:03 AM:

That sounds promising. If something has gone missing, it doesn't mean that it can no longer be found. Perhaps you can shed some light on the black box. It would certainly help others, not just me.


💡📝Gerd Degens wrote on Thu, Jan 11 09:33 AM UTC:


satellite=conquer files=8 ranks=8 maxPromote=0 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/alfaeriePNG/ squareSize=50 graphicsType=png symmetry=none pawn:P:fWfcnD:pawn:a2,b2,c2,d2,e2,f2,g2,h2,,a7,b7,c7,d7,e7,f7,g7,h7 knight:N:N:knight:b1,g1,,b8,g8 bishop:B:B:bishop:c1,f1,,c8,f8 rook:R:R:rook:a1,h1,,a8,h8 queen:Q:Q:queen:d1,,d8 king:K:KisO2:king:e1,,e8


The problem of perpetual recaptures is now significantly reduced. If moves are generated exclusively by the AI, then the diagram can reach its limits - even in cases without perpetual recaptures (no idea why this is the case). If only the AI is playing, then it is smoother if the ply factor is set to 1.0 or 1.5. GC requires human partners and does not know these problems.

💡📝Gerd Degens wrote on Thu, Jan 4 08:30 AM UTC in reply to Gerd Degens from Wed Jan 3 07:08 PM:

Perhaps one more note:
The playability of Conquer does not depend on the AI, which reaches its limits in terms of programming, but on how players deal with perpetual recaptures, if they still occur in Conquer II. The games on GC have not shown any problems so far.

In this respect, it would be nice if there were an interactive diagram for Conquer II. This would show whether the AI copes better with this version.


💡📝Gerd Degens wrote on Wed, Jan 3 07:08 PM UTC in reply to A. M. DeWitt from 06:28 PM:

There's another caveat as well - the function's current form doesn't work very well with the AI. As soon as the AI gets to around 6 moves it just stops functioning.

H.G. has created an Interactive Diagram for the basic version 'Conquer the opponent's army'. For this diagram it is known that the AI cannot handle perpetual recaptures because there is no counter for such recaptures in the diagram.

With 'Conquer II' I tried to minimize the perpetual recaptures by changing the pawn move. As far as I know, there is no interactive diagram for Conquer II. It is possible that even such a diagram will reach its limits at some point, as perpetual recaptures cannot be excluded. However, this only happens if the AI is playing against itself. With a little human skill, constant repetitions can be avoided.


💡📝Gerd Degens wrote on Wed, Jan 3 06:12 AM UTC in reply to A. M. DeWitt from Tue Jan 2 09:15 PM:

It is very much possible. You just don't know how to do so (see this page for details). The Conquer II Pawn can be described as fWncD or fWfafcW.

Thanks for the tip, I am familiar with the page. It is also clear that the u modifier must be used here. The problem is that the captured piece should take on the colour of the capturing party and, according to H.G., this is not possible without additional programming. That's my hurdle. The Betza notation for the pawn is not the problem.


Crossfire. A game with 'darts' and 'double darts' (crossfire). (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Tue, Jan 2 03:23 PM UTC:

'Crossfire' could be ready for publication.


Conquer II. The goal of the game is to conquer the opponent's army and to add it to your own army. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Sun, Dec 31, 2023 04:16 PM UTC:

Then I would like to try again to draw the attention of the editors to this version, now that the description has been corrected (thanks Ben) - in the hope that publication is now possible.

I wish all of you a happy 2024.


@ Gerd Degens[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Sat, Dec 30, 2023 04:52 PM UTC in reply to Ben Reiniger from 03:11 PM:

The description for Conquer II currently looks like this:

'https://www.chessvariants.com/play/pbm/play.php?game=Conquer+II&settings=conquerii. (8x8, Cells: 64)*.
(I have no idea why that is!)

It should look like this:

'The goal of the game is to conquer the opponent's army and to add it to your own army.'

Could you please change that, Ben? Thank you very much.


Gerd Degens wrote on Sat, Dec 30, 2023 08:46 AM UTC:

Can anyone tell me how to update the 'Whats New Text' in the 'Index Information'? It seems that the old text cannot be changed even though the new text is included in the text line. Or can only an editor change this?


@ Fergus Duniho[All Comments] [Add Comment or Rating]
Gerd Degens wrote on Wed, Dec 27, 2023 04:01 PM UTC:

May I briefly refer to my post of Mon, Dec 25 04:51 PM CET.


Conquer II. The goal of the game is to conquer the opponent's army and to add it to your own army. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Mon, Dec 25, 2023 03:51 PM UTC:

@Fergus
I have revised my variant 'Conquer' and turned it into the version 'Conquer II'.

Conquer has the disadvantage in the basic version that perpetual recaptures occur very quickly, which make handling hardly possible, especially interactive diagrams quickly reach their limits.

Such perpetual recaptures can be significantly reduced by changing the pawn move, which was implemented in 'Conquer II'. The previous games on GC have shown this.

Unfortunately, it is not possible for me to convert 'Conquer II' into an interactive diagram, so I have to rely on the help of experienced programmers. The conversion in GC seems to be successful and works in the test games so far.

It would be nice if 'Conquer II' could be published without an interactive diagram. Regardless of this, 'Conquer II' is very playable on GC.


Pattern Chess. Use and overcome the pattern. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
💡📝Gerd Degens wrote on Sun, Dec 24, 2023 06:02 PM UTC in reply to Fergus Duniho from 05:57 PM:

It also works in Google Chrome.


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