Ratings & Comments
What's the setup for this game? Are the monkey babies full monkey queens capable of reproduction themselves, or are they sterile?
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However, I also noticed that promoted pieces are affecting the hand when they shouldn't, particularly for Shogi-style promotions (increments original, decrements promotion).
I guess I should only take promotions from the hand for chess-style promotions where promoChoice says the piece comes out of the hand (by prefixing its type with an asterisk).
[Edit] This is implemented now, both with the old and the new move-entry system.
The advantage of the new move-entry system is that you can actually see what the AI would have done in its search, so that bugs becomemore easily apparent.
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Unlike thousands of other variants, especially with fairy pieces, Chess On A Ridiculously Long Board is actually more understandable and playable for the public than those weird novelties, since most of the chessplayers already know the rules.
Due to its large size, it is unplayable on a human scale. So, I do not believe for a second that it would be more playable for the public than games with fairy pieces or other weird novelties. Please limit your contributions to playable variants.
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I would advise against including the word tournament in the title, because people might mistake this for an actual tournament that they might participate in.
Your grammar is making this too difficult to understand.
This is poorly written. I don't understand what you're saying.
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Maybe the grammar it's part of the fun in that game :=)
Looks like it's above all a matter of punctuation.
"the knight can when it take make (with that same knight) another move the bishop can not be taken but the bishop can also not capture other pieces"
I would translate into:
The Knight can make a second move when it captures at its first move. The Bishop cannot be captured and cannot capture.
Remarks: It is not said if the 2nd move of the Knight can be a capture. If yes, can it continue and make a 3rd move (or capture and etc.)?
The Bishop looks like an obstacle that can be moved.
As remarked by Ben, after "2", all primes are odd. By definition. So the number of rows had to be "big prime"+/-1.
Saying, on this place, that games with fairy pieces are not well playable is a bit surprising. I guess the author speaks of things he doesn't know and I encourage him to try, it will only be a matter of choice for him to pick one variant.
Finally why being very long is ridiculous? Weird maybe, but not ridiculous. Infinite Long Board would be a better title. Sure this game is not physically playable, but would it be playable by computers, I wonder?
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Finally why being very long is ridiculous? Weird maybe, but not ridiculous.
Is there any practical difference between this game with 1000 ranks and with 100,000 ranks? How about a million ranks? If the answer is "no", then defining it in this way is ridiculous. I think this submission is satire.
Well, I disagree. The idea of an infinite dimension on the board is interesting in my opinion. Ridiculous means deserving mockery or being absurd. It is none of them. I'm not attached on the way the author defines the infinity which is possibly arguable. I prefer imagining the board having an infinite even number of rows like if it had a sort of black-hole-river in the middle. The game we have here is not good as only Rooks and Queens can cross it, but I guess some other game could be imagined on this conceptual board and I then this board has nothing ridiculous.
A more interesting debate would be to discuss of how many definite rows would be necessary to approach the same topological nature than an infinite number of rows. I don't know if I'm clear. I mean, maybe a board of 20 or 30 rows is enough. It probably depends on the number of columns, probably on the number of pieces able to cross the "infinity" also. I wonder.
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The idea of an infinite dimension on the board is interesting in my opinion.
That may be, but that is not what is described here.
Ridiculous means deserving mockery or being absurd. It is none of them.
Even the author disgrees with you. The page is entitled "Chess On A Ridiculously Long Board".
The game we have here is not good as only Rooks and Queens can cross it
I would consider that a pretty significant problem. I agree with Fergus' conclusion. There are already at least two viable infinte variants on this site, and there may be room for the invention of others, but this page - as it stands - will not be published.
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I have finalized the double burning version of Suzumu Shogi, and by extension, Mitsugumi Shogi. I might reintroduce the ban on burning pieces with burning moves in the future, but the current version of the diagram does not have the tools needed to do that.
The GC presets are no longer up to date.
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This is a technical follow-up to recent discussion in other threads. Overview: there are cases where whether a move is legal depends on what other moves are available. These follow the general pattern where a certain class of moves are only legal if there is nothing else that is legal, in which case this class of moves all become legal.
I originally raised this in response to the Golem Chess rule that "a Golem or Half-Golem may not capture an opposing Golem or Half-Golem if the opposing Golem or Half-Golem is two squares away and defended by a piece on its own side" ... UNLESS there is no other legal move. I then realised this was similar to the Losing/Giveaway Chess rule that non-capturing moves are only legal if there are no captures. We discussed a plan for implementation, which I have started implementing. While doing this, I found a place in ChessV where I had already encountered this problem and "hacked" it in a less general way and forgot about it ... That is the Jumping Chess rule that if there is a piece on an edge square that can make a capture, the player must make one of those moves (their choice) but nothing else is legal. Having come up with these three cases already, I must assume there are more. So, on to how these can be solved in a universal chess engine ...
Typically, moves are either legal or not. It is true that a move generator generates so-called "pseduo-legal" moves they might turn out not to be legal when made (if, for example, they expose your King to check or leave him in check.) But when these pseudo-legal moves that are not really legal are actually made, it is detected that they aren't actually legal and they are skipped. Details of how this happens varies but it doesn't really matter. This is simple and doesn't depend on any other moves. ChessV handles it like this: whenever a move is made, a MoveBeingMade message is routed to every Rule in the Game that receives that message. The rule can then return an IllegalMove result code to rule the move illegal. Besides exposing your King to check, other reasons exist such as a LocationRestrictionRule stopping your King from leaving the castle or your Elephant from crossing the river, or the TradePreventionRule making Lion "iron" by preventing captures after you've captured the opponent's Lion. (As an irrelevant aside, MoveBeingMade messages are also handled just for the purpose of updating game state - such as the EnPassantRule determing when a pawn push creates the possibility of an en passant capture.)
But now we have pseudo-legal moves who's legality depends on what other legal moves exist. This presents a new challenge. The general idea is this: allow the MoveBeingMade function to return a new code, which I originally called IllegalUnlessOnly but am now calling FallbackLegality. Moves of FallbackLegality are all legal if and only if all pseudo-legal moves are either FallbackLegaltity or IllegalMove. These moves could be temporarily set aside and tried again later if appropriate, or, if appropriate, a new node could be launched with tail recursion wherein FallbackLegality moves would be accepted. For purposes of this discussion, the implemention details don't matter.
So now that I'm actually implementing this, of course I've found an issue - which is the reason for this post. What we have so far is straight-forward ... until we get to Quiescent Search. I won't define QSeach in detail since I've explained it several times before, and since this conversation is only really of interest to implementers of chess variant engines who should know this anyway. But in qsearch we only try captures so we don't actually know what all the legal moves are. For purposes of determining the impact of this issue, a quick revisit of the three known use cases of FallbackLegality:
1. Losing/Giveaway Chess: If a player can make a capture, he must (although he can choose which). So all moves which are not captures are FallbackLegality.
2. Jumping Chess: If a player can make a capture with a piece that is on a boarder square, he must (although he can choose which). So all moves which are not captures of a pice on a border square are FallbackLegality.
3. Golem Chess: a Golem or Half-Golem may not capture an opposing Golem or Half-Golem if the opposing Golem or Half-Golem is two squares away and defended unless there is no other legal move.
Impact on qsearch? For cases 1 and 2, I think there is no impact. These rules already consider everything that is not a capture to be of FallbackLegality. Easy peasy. But #3 is a problem. Here a capture can be ruled illegal if there is a legal non-capture, which we won't know in quiescent search. We could generate and test them all, but that would be way, way too expensive. (Something like 90% of nodes are qsearch nodes.) So, if we treat this case like 1 and 2 and sweep it under the rug, we can consider a golem capture of the enemy golum legal when it is not. This could have a dramatic impact on the score. So I think we should not consider this capture in qsearch, since the circumstances where it would be legal are quite rare.
We could rule out all FallbackLegality moves in qsearch ... That would not affect case #1 at all and it is what we want in case #3, but it would be bad in case #2. In case #2, we want to do exactly what we normally do - generate all captures and use our normal rules for FallbackLegality.
I think this is solved by adding another Game variable. As I have variables for things like whether Static Exchange Evaluation should be enabled, I plan to add a Game variable called "ConsiderFallbackLegalityMovesInQSearch" to control whether normal rules for FallbackLegality should be applied in qsearch or if we should just rule all these moves out. In case #1, the setting wouldn't matter. In case #2, we would want the setting to be true. In case #3, we would want the setting to be false. (This will result in an incorrect evaluation on occasion, but qsearch isn't perfect. This is the lesser of the two evils.)
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Could we get some info on how the non-FIDE pieces move? Thanks.
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..., but the current version of the diagram does not have the tools needed to do that.
I don't know exactly what you have in mind, but it sounds like an antitrade option to specify relative ironhood for a group of piece types for locust-capture only would do it. This would not be hard to implement; just exempt the replacement capture from one of the existing options.
I already knew that the author disagrees with me when he qualifies his board of "ridiculous". In fact that's the point as I was indeed saying that this board is not "ridiculous" imo. Second, I do not mean at all this game should be published. I completely share Fergus's opinion and your opinion on this. I was just discussing that maybe some interesting games could be imagined on such a board. No more.
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If you look at the preset there are descriptions of the pieces. I also have submitted a rules page with diagrams, which hasn't been accepted yet.
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Oh, I see. It is not the same Ox as in Horizons. Perhaps you should remove the reference to Horizons in the article, then, because it is just confusing: nobody can see anymore what the 'original move' of the Ox in Horizons was.