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The same link in https
For the Lion we probably could make it work with HGM (it needs to combine drop model + fairy move) but we might finish what we've started first.
Indeed we probably have already everything for hectochess. I might give it a try.
For the Lion we probably could make it work with HGM (it needs to combine drop model + fairy move) but we might finish what we've started first.
Yeah, I would finish what you started first. No need to overwhelm ourselves.
I don't think I will be able to figure out a lot of key aspects for Jocly b/c it is such a complicated interface to program, so I think I it is more prudent to work on other things and let you two handle the Jocly implementations.
Here's a draft of hectochess, which can be accessed from this dashboard so that you can check the rules and thumbnails.
I've chosen to keep the usual representation for the Leo so that people used to Jocly can play directly without consulting the rules too much.
The link to the Hectochess implementation is broken, please fix.
The link to hectochess is restored. I'm going to make some corrections to the shogi model, but I'll probably wait until I'm sure it's fully feasible before finishing it properly.
Okay, the link is fixed. However, it goes to the games dashboard instead of the implemetation itself. I checked, and I didn't see Hectochess listed (or maybe I missed it); however, I did find the implementation's URL.
I have inspected the Hectochess implementation, and it is quite stellar, but there are a few mistakes to fix, which should be pretty easy:
- Black's kingside Knight and Champion have been switched (Champion should be next to the Rook, and Knight should be next to the Bishop)
- White's promotion zone is two ranks too far forward. It should be at the farthest rank.
- A King should be able to castle two or three squares to either side. Currently, the implementation only allows the latter.
- Your board has the white corner square on the left (it should be on the right). Because of this, you ended up swapping the King and Queen (from White's perspective, Queen should be on left side, and King on right side).
Also, some things worth mentioning:
- Hectochess uses a 64-move rule instead of a 50-move rule, due to the increased board size.
- Since there are so many Pawn promotions, it may be beneficial to split the options into two rows or have scrolling on the promotion dialog.
It should be better but castling is not yet fixed.
If you want to check the rules : try again on here and follow this image
The board looks better but there is a weird anomaly in the pattern on the last two ranks from White's perspective, which makes it so that two of the rows appear to be merged into a single row, and that Black's white corner square is on the left.
The other problems are all fixed (including King and Queen setup).
As for castling, it shouldn't be too hard to program...I hope.
P.S. I think your update broke the Werewolf Chess image on the dashboard, just so you know.
I think it's working well now.
Any objections to the rules?
The only problem I can find (which probably isn't that big of a problem in the first place, but may still be worth fixing) is that it takes 50 moves w/o moving Pawns or capturing to draw in the implementation, whereas Hectochess increase that threshold to 64 due to the increased board size.
Apart from that, everything works properly.
I think the 64-move rule could be operational now(not tested).
As for the size of the promotion panel, I can’t change it easily, but as the number of large pieces is not limited, I can't see a situation where a bishop, rook or knight would be chosen, so the question arises of keeping them or not.
I think it should be possible to control the size of the promotion panel in the view file for the game. I remember I have seen that once. Unfortunately I don't remember where. Probably in a variant with lots of choice.
thank you for the advice, I'll look into it but from my point of view, as it stands it's acceptable
I think the 64-move rule could be operational now(not tested).
From my testing it took 62 moves to reach a long game draw, so either you are slightly off. or I may have miscounted.
I did find the line of code you will need to update.
In hectochess-chess-model.js it is this block of code:
// check 50 moves without capture if(this.noCaptCount>=100) { this.mFinished=true; this.mWinner=JocGame.DRAW; }
It should be changed to this:
// check 64 moves without capture if(this.noCaptCount>=128) { this.mFinished=true; this.mWinner=JocGame.DRAW; }
As for the size of the promotion panel, I can’t change it easily, but as the number of large pieces is not limited, I can't see a situation where a bishop, rook or knight would be chosen, so the question arises of keeping them or not.
I would keep the Rook, Bishop, and Knight, for consistency reasons.
Hectochess has been out too long for me to change this. Several other programs, such as ChessV, and Ai Ai, have implemented this game, and I suspect that all of them allow these promotions.
It is a bit strange that this test is made in the game-specific model file. It would be much more logical to have it in the chess base model, which also keeps track of the noCaptCount, and compare it to a variable moveLimit that by default would be 50, but could be changed in the game's model file.
This 50-move stuff was a weak spot in Jocly anyway, as the noCaptCount was not reset on Pawn moves before I fixed that.
It's true, especially since I thought I'd done it at the model level, but it must have been overwritten during compilation, so I'll have to dig deeper.
That’s the old name : the processed version is hectochess-model.js
the sources are hectochess-model.js
So I suppose It might have worked this way.
To reproduce it : you play 64 times a piece? and then you should get a draw, right?
After maybe moving up a Pawn on each side, you move a random non-Pawn piece on each side without capturing anything, ensuring as few positional repeats as possible to avoid 3-fold repetition.
I found the problem. You have the wrong number of plies in your check for the 64-move rule, as shown below:
if(this.noCaptCount>=124) { // this draws after 62 moves (62 * 2 = (50 + 12) * 2 = (50 * 2) + (12 * 2) = 100 + 24 = 124)
this.mFinished=true;
this.mWinner=JocGame.DRAW;
}
The number 124 should be 128 (64 * 2 = (50 + 14) * 2 = (50 * 2) + (14 * 2) = 100 + 28 = 128). Like so:
if(this.noCaptCount>=128) {
this.mFinished=true;
this.mWinner=JocGame.DRAW;
}
you're right, sorry to have wasted your time on this.
It's not a waste if the problem is fixed.
Currently, I still see the 124 in the noCaptCount comparison in your hectochess-model.js file though.
Well, in case you ever run into trouble with the size of the promotion popup: in terachess-view.js there are the following lines:
45 // Reducing the promo frame which was overflowing the board screen 46 View.Game.cbPromoSize = 1100;
So I suppose this is the way you can resize it.
It should be fixed.
But the file may be in a cache. Press [ctrl] + f5 to force js reloading?
indeed, it works well
It should be fixed.
But the file may be in a cache. Press [ctrl] + f5 to force js reloading?
I'll give it a while.
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The link is broken, so you'll have to send a new one.
The Seireigi Lion moves are basically the exact same as Chu Shogi, except the second step can only be done when the first captures something. I sent you a comment on Chu Seireigi's page explaining what I found. You can recruit H. G. Muller's help with the Lion moves.
Hectochess should be easy to implement. It's basically just Chess but with 5 new piece types on a 10x10 board and a few tweaks where needed.