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Seireigi. Variant of standard Shogi with promotable Gold Generals, as well as more varied and animalistic promotions. (9x9, Cells: 81) [All Comments] [Add Comment or Rating]
Bob Greenwade wrote on Thu, Nov 30, 2023 02:28 PM EST in reply to A. M. DeWitt from 02:01 PM:

I am honored. :)


François Houdebert wrote on Wed, Jan 24 06:13 AM EST:

I'd like to point out that I've made a jocly implementation of Seireigi shogi for my own use and also to better understand the "drop model" made by HG Muller in his shogi for jocly.

I hope it conforms to the rules. Note, however, that there's undoubtedly still a lot of room for improvement, particularly as regards kanji graphics.


💡📝A. M. DeWitt wrote on Wed, Jan 24 10:39 AM EST in reply to François Houdebert from 06:13 AM:

The Jocly implementation has two mistakes in it. Please fix these.

  1. Player B's Heavenly Horse (promoted Knight) has its jumping moves reversed (the stepping moves are fine).
  2. Pieces that get dropped into the promotion zone are able to promote, which shouldn't be possible.

As for the Kanji, the current implementation works fine, but may be a problem if you want to implement the larger Seireigi variants in Jocly as well.

Otherwise, stellar implementation.


François Houdebert wrote on Wed, Jan 24 12:16 PM EST in reply to A. M. DeWitt from 10:39 AM:

Player B's Heavenly Horse move should be fixed now.

Promotion improvements still to be made...


François Houdebert wrote on Wed, Jan 24 04:05 PM EST in reply to A. M. DeWitt from 10:39 AM:

Now the pieces that get dropped into the promotion zone should no longer be able to promote.


💡📝A. M. DeWitt wrote on Wed, Jan 24 09:18 PM EST in reply to François Houdebert from 04:05 PM:

Thank you.

I was thinking about porting your Jocly implementation of Seireigi over to this site. I looked at your site's Jocly files and saw a bunch of files beginning with "seireigi-shogi" in the directory "https://biscandine.fr/variantes/shogi/dist/browser/games/chessbase/". Are these the only files that I need if I want to port the implementation, or is there something else that I am missing?

Edit: I have added a link to the implementation on your site for now.


François Houdebert wrote on Thu, Jan 25 01:56 AM EST in reply to A. M. DeWitt from Wed Jan 24 09:18 PM:

For integration on the chessvariant site, it's probably best to wait until the work on integrating shogis into jocly has progressed. HG Muller will be able to do it easily, but it may be a bit early for us since it might change.
Otherwise, for hosting on a personnal site, the following zip contains everything you need

It could be further improved by setting a relative value to the pieces.


H. G. Muller wrote on Thu, Jan 25 05:23 AM EST:

To make a new Jocly game available on the site here, you would have to upload its *-model.js, *-view.js and *-config.js in the game library (the dist/browser/games/chessbase that is created after running gulp for building) to /play/jocly/dist/browser/games/chessbase/ on CVP. The model and view files from the source code won't do; the building process concatenates these with the base-model and view, and other sub-models that are specified in index.js.

You then also have to add a line for the game in /play/jocly/dist/browser/jocly-allgames.js to make it appear in the list of 'other Jocly games'. If you want it to be displayed together with a thumbnail there, you should also upload that to where the allgames line says it is. If the game uses dedicated resources, such as new pieces, these files would have to be uploaded too.

The whole effort of this will only become visible if both your browser's cache and the CloudFlare cache have flushed out the old allgames file. You can do the first thing yourself, but the normal way of pressing Shift while loading the Jocly page doesn't work; you have to explicitly view the allgames file yourself, and reload that without caching. And over CloudFlare users have no control at all. You'd have to wait a few weeks, or ask Fergus.


François Houdebert wrote on Thu, Jan 25 05:41 AM EST in reply to H. G. Muller from 05:23 AM:

I also have a draft of kyoto shogi available on my home page.

I don't yet know whether it complies perfectly with the rules. It's also based on the shogi model currently being integrated into jocly.


💡📝A. M. DeWitt wrote on Thu, Jan 25 10:14 AM EST in reply to François Houdebert from 05:41 AM:

The Kyoto Shogi model looks good, except for one mistake. There are no restrictions on drops in Kyoto Shogi, except that the drop square must be empty.


François Houdebert wrote on Thu, Jan 25 10:57 AM EST in reply to A. M. DeWitt from 10:14 AM:

I've lifted the restrictions on lance and horse. It should be better now.


H. G. Muller wrote on Thu, Jan 25 11:07 AM EST in reply to François Houdebert from 10:57 AM:

To play reasonably, Kyoto Shogi would probably need dedicated evaluation. Piece values are not the dominant evaluation term, not even if you average those of the alternating types. Most important is (future) mobility, as some pieces have irreversible moves, and are doomed to get stuck. Fourth-rank Knights are worse than useless; they form an indestructable shelter for the opponent's King, and force you to dedicate a piece for protecting them from capture by that King. Having a useless piece, or even a piece that is a liability, is still better than giving the opponent an extra piece in hand...


François Houdebert wrote on Thu, Jan 25 11:33 AM EST in reply to H. G. Muller from 11:07 AM:

At the moment the Kyoto Shogi is in reserve on my github shogivars branch.

I don't think I'll be able to add the evaluation function on my own. If you have the time, the inclination and if you think this variant could be of interest to jocly, help would be welcome to finalize it.

By the way is there a Pawn Limit > 1 on a column for this variant?


💡📝A. M. DeWitt wrote on Thu, Jan 25 11:42 AM EST in reply to François Houdebert from 11:33 AM:

The Kyoto Jocly implementation is definitely better.

There are no restrictions on drops in Kyoto Shogi, other than that the square must be empty. (So no, there is no one Pawn per column rule in this game.)

Fortunately, all you need to do to fix this is force captured Knights to change to Golds, force Lances to change to Tokins, and force Pawns to change to Rooks.

Unfortunately, I have no experience programming games in Jocly, so I am unable to add an evaluation function.


François Houdebert wrote on Thu, Jan 25 12:20 PM EST in reply to A. M. DeWitt from 11:42 AM:

There's everything in the model eventually to set the number of pawn per column.

The rule should be OK now. Thanks for the tests.

Regarding the evaluation function, the suggestion was for HGM, which seems to have a great deal of experience in programming shogis.


H. G. Muller wrote on Thu, Jan 25 01:08 PM EST in reply to François Houdebert from 12:20 PM:

Yep, I did implement Kyoto Shogi in my engine CrazyWa. (Which is a multivariant engine especially for games with piece drops.) When I have the opportunity I will copy its piece-square tables for use in the Jocly implementation.


💡📝A. M. DeWitt wrote on Thu, Jan 25 01:30 PM EST in reply to François Houdebert from 12:20 PM:

Speaking of rules, I took a look at your rules for Seireigi, and noticed that the image for the Great Elephant's move diagram is not lined up with with the piece's actual move. The current image shows a (disconnected) dot two spaces ahead of the piece, and no backwards diagonal step. There should be a dot on all spaces adjacent spaces except the one directly behind the piece, along with the two ranging moves.

The Jocly implementation has the correct move.


François Houdebert wrote on Thu, Jan 25 02:41 PM EST in reply to A. M. DeWitt from 01:30 PM:

This has now been corrected.

Thanks for your vigilance.


🔔Notification on Thu, Apr 25 05:42 PM EDT:

The author, A. M. DeWitt, has updated this page.


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