Comments by A. M. DeWitt
Francois,
Sorry for not responding to your email with the chess icons earlier. It was in my spam folder.
These images are really good. Seriously, great work with your SVGs.
I did find one flaw in your mnemonic SVGs though. The ranging pieces don't have the radial lines where their ranging bulges are, which isn't a huge deal, but can cause confusion if you are used to H. G. Muller's mnemonic system for Shogi pieces. This problem is much more pronounced with the bfree-tiger and heavenly-horse SVGs though, where no white lines will show up at all, making the piece just look like one big mass of black. My guess is that the program you are using couldn't perceive the white lines due to them being at a pixel wide or less.
I used Tinkercad (https://www.tinkercad.com/) to create my Chu Shogi SVGs. Tinkercad is a free online 3D tool that has an Export to SVG tool which works on all Shapes intersecting the Design Plane. It can be a bit tedious when you need to make a lot of SVGs but can save a lot of time and result in high quality SVGs.
Other than that, great work with these.
@H. G. Muller,
I am making a new chess variant, Reiwa Dai Shogi, that is basically Dai Shogi with better piece balancing, replacing the weak pieces with stronger ones with stronger promotions.
However, I am struggling to make a good power piece for the game. Ideally, I want something that is stronger than the Lion but still has difficulty mating.
I figured it would be a good idea to have you weigh in on this, since you know a fair deal about Chu Shogi and the historical variants.
Here's a diagram of my first in-dev version. Lion is currently subject to trading rules due to lack of a stronger power piece ATM. The only new pieces are the Ram's-Head Soldiers on c1 and m1.
So far Tinkercad + Inkscape is working beautifully. A bit tedious to be sure, but that was a given by default.
Thanks.
All that would be left to do is figure out how to change the color of the SVGs. but I can always use tools in the code to do that.
I'm sorry, but I cannot get these links to work at all.
I have decided to make my email address public, so you can send the files via an email to me.
Well, I did use your pieces for a Western set for the Chu Shogi Applet (via fen2.php) using single icons, so if I decide to include pictogram SVGs, I think I'm covered there.
Actually, I think it may be best if I do use your SVGs for a Chu set, if that's okay with you.
Nothing on my end. Just says that it could not be found.
I'm taking a break from inventing Chess variants to work on some other things and myself. I'm currently finishing up my Chu Shogi Applet with Assorted Tsumeshogis by adding in the remaining workable tsumeshogis from H. G. Muller's MSM Errata (only one left is D63). It's kind of a prelude to a stand-alone program I plan on making that allows you to play Chu Shogi (based on historical rules of course).
I'll still be around from time to time, mostly to review submissions.
I have some svg (mnemonic or jocly style). If you need, I can share.
A sample would be interesting to see. Maybe we could even include a Jocly graphics directory.
For now though, I'm taking a break from inventing Chess variants to work on some other things and myself. I'm currently finishing up my Chu Shogi Applet with Assorted Tsumeshogis by adding in the remaining workable tsumeshogis from H. G. Muller's MSM Errata (only one left is D63). It's kind of a prelude to a stand-alone program I plan on making that allows you to play Chu Shogi.
I'll still be around to review submissions from time to time.
Such improvements aren't necessary now that it is published, unless another Editor decides to un-publish it (though we do try to avoid having to do that) or you feel that they need to be made.
Also, just so you know, you can put an Interactive Diagram directly into the page if you set the Format field at the top of the Edit this Page form to "HTML," but that does require you to keep the page in HTML in order to not lose the diagram to the text editors' formatting. Or if you don't feel like doing that, a link to a Comment with the appropriate diagram works too.
I use Tinkercad for the basic generation, and Inkscape to make them site-compliant.
Thanks. I was thinking about making some Chu Shogi SVGs.
I can list off the specification numbers, if you need them.
Shouldn't be too important unless you are using features that are known to be deprecated.
@Bob Greenwade,
What program do you use to make those SVG graphics of yours?
Thanks.
B45 was the only MSM problem from your Errata where I couldn't get a solution from HaChu that satisfied the line provided before now. But now that I have the MSM solution, it will be a piece of cake. In hindsight, I feel kinda silly for not considering 1... K-6d, though the actual first 10 moves of the solution was quite different from what HaChu thought.
I'm trying to figure out the solution to this Chu Tsumeshogi (MSM B45) so I can include it in my Chu Shogi Applet. Any help would be greatly appreciated.
FEN: 12/5+P6/1m5g3r/3+v+B1s1t+M2/1N4k5/m2etP3p2/7p+T3/2Px8/+p+A1+o7+M/1T2P+i2+p1n1/4+r7/12 w - 0 1
I am assuming that the grey Pawn is there.
There is a solution on the MSM Errata B page, but it leaves out the first 10 moves per player:
11... K-9k (11... K-8j 12. +BT-8h K-7k 13. Lnx9i K-6l 14. +SM-11l K-5k 15. Ln-7i K-4k 16. Ln-5i mate) 12. Lnx9i K-8l 13. Ln-10j K-7l 14. +BTx7j +Rx7j 15. Ln-9l K-6k 16. +SM-10k K-6j 17. Ln-8l K-6i 18. +SMx12i K-6h 19. Lnx7j K-6g 20. +SM-8i K-6f 21. Ln-6h K-7e 22. Lnx5g-5f K-8d 23. Ln-6f K-8c 24. +SM-5f K-9c 25. Ln-7d K-10d 26. +SMx8f K-11e 27. Lnx9d K-12f 28. Ln-10d K-12g 29. +SM-7g DE-9g 30. Ln-10e K-12h 31. +SM-10j K-11h 32. Ln-9g K-12i 33. Ln-10i mate
[Edit] I managed to find one that got the Gote King to 9k in 9 moves: 1. +Bg7 Kxg7 2. +Mxd4 Xxd4= 3. +Tih7 Kxf7 4. +Tg6 Ke6 5. +Tf5 Kd5 6. +Ab7 Mxb7 7. Tc4 Kxc4 8. Na6 Kd3 9. Nb5 Kd2
Since this comment is for a page that has not been published yet, you must be signed in to read it.
I have approved this page, as it does its job well enough to be eligible. Sure, some improvements could be made, but for now it is good enough.
Managed to make a tsumeshogi (mate in 5) involving a Kirin promotion deferral due to the bridge-capture rule.
lishogi.org/analysis/chushogi/lk10/r1n9/3iX7/3c8/1O1v8/1+A+L9/12/2+t9/12/12/12/12_b_-_1
It appears that this Jocly preset for Chu Shogi is not invoking the counter-strike rule in the following cases:
- for the first part of a non-Lion multi-move after any type of Lion capture.
- if a Lion is captured only on the first part of a non-Lion multi-move
Actually every move should be marked as illegal for a player that has no royal in a game where royals are defined. It is just that the absence of royalty is only tested when a piece with special (royalty, baring, anti-trading) properties is captured, as the AI assumes royalty still exists before the move, or the search branch would already have been terminated earlier. So it only tests it when it could have changed.
[Edit] For the purpose of highlighting the legality test now assumes a royaltyCount of 1 in the current position when in reality royaltyCount <= 0. In terms of scoring this fakes a single royal for the side that has none.
Technically you are right about that first point. I guess it was less of a visual bug and more of an inconvenience for tsume diagrams that would cause confusion for the solver, especially for large libraries of tsume problems like what I have in my Applet. Thanks for fixing it anyway, though.
Thanks for fixing this! Now the ID's AI plays Chu Shogi properly.
I did notice a visual bug with CountRoyals() where it counts a piece with the protected/counterStrike property as royal if there are no true royals of the same color on the board. This probably has something to do with how values in the royalness array are interpreted within the function.
Not a big deal for normal diagrams, but may affect highlights of diagrams where one side has no royals, like those of tsume problems. Fixing it is not really a high priority for me, but I figured I should let you know anyway.
There's a visual bug with CountRoyals() where it counts a piece with the protected/counterStrike property as royal if there are no true royals of the same color on the board. This probably has something to do with how values in the royalness array are interpreted within the function.
As per your recommendations, I did some testing with the AI, and I encountered a bug where the counter-strike rule is not being followed by the AI at all.
Case 1: Normal pieces
1. Nh5 Ne8 2. Ni7 Nd6 3. Ixd6
Responds with 3... Ixi7
Case 2-5: Multi-movers
1. e5 h8 2. De4 Dh9 3. Df5 Dg8 4. Dxf9+ Dxg4+ 5. +Dg8 +Df5 6. +Dh9 +De4 7. Gd2 Gi11 8. Ke1 Kh12
Case 2: Normal move
9. +Dxg10
Responds with 9... +Dxf3xe2
Case 3: Igui
9. +Dxg10xh9
Responds with 9... +Dxf3xg2
Case 4: Double capture, Lion captured on first move
9. +Dxg10xf11
Responds with 9... +Dxf3xg2
Case 5: Double capture, Lion captured on second move
9. +Dxi8 +Dxd5 10. He4 Hh9 11. +Dxh9xg10
Responds with 11... +Dxe4xf3
Case 6: Capturing two Lions
1. f5 g8 2. Of4 Og9 3. Of6 Og7 4. Of8 Og5 5. Og9+ Of4+ 6. +Og7 +Of6 7. +Og6 +Of7 8. +Of4 +Og9 9. h5 e8 10. Hxd8 Hxi5 11. He9+ Hh4+ 12. +Hf8 +Hg5 13. +Hxg8 +Hxf5 14. Gd2 Gi11 15. Ke1 Kh12 16. +Hxg9xg10
Responds with 16... +Hxf4xf3
Case 7: Kirin promotion exception
1. f5 g8 2. Of4 Og9 3. Of6 Og7 4. Of8 Og5 5. Ne5 Nh8 6. Og9 Of4 7. Oxh8+
Responds with 7... Oxe5+
Looks like everything is fixed as far as highlights go (The important part is that all illegal Lion-trading moves are highlighted as such). I have copied the updated betzaNew code to my Chu Shogi Applet.
[Edit] I added the line morph=| after the Pawn definition to allow Pawns to promote on the last rank on a non-capture.
All the cases I mentioned are fixed. I did find a couple more bugs though:
In this game, after the Soaring Eagle takes the Lion and then moves to a non-Lion square, the counter-strike highlights do not appear.
1. e5 h8 2. De4 Dh9 3. Df5 Dg8 4. Dxf9+ Dxg4+ 5. Gd2 Gi11 6. Ke1 Kh12 7. +Dg8 +Df5 8. +Dh9 +De4 9. +Dxg10xf11 or +Dxg10xh9
However, if Sente makes a random move (i.e. advancing the left edge Pawn w/ 9. a5) and Gote tries the same thing w/ 9... +Dxf3xg2 or +Dxf3xe4, the counter-strike highlights are displayed correctly.
In this game, after a Kirin takes a Lion and promotes to Lion, the counter-strike highlights erroneously appear on the newly promoted Lion:
1. Ne5 Nh8 2. f5 g8 3. Of4 Og9 4. Of6 Og7 5. Of8 Og5 6. Og9 Of4 7. Oxh8+
In this game, after moving the Lions adjacent to each other, the bridge-capture highlights still show even though the Lions are adjacent:
1. Ng5 Ng8 2. Ni6 Ni7
You got most of it. However, I did find a few bugs involving the counterStrike highlights.
In this game, after the Soaring Eagle takes the Queen and then the Lion, the gray highlights are not displayed at all (General Case: double capture that captures non-Lion piece and then Lion):
1. e5 h8 2. De4 Dh9 3. Df5 Dg8 4. Dxf9+ Dxg4+ 5. +De8 +Dh5 6. Qg4 Qf9 7. +Dxf9xg10
In this game, the counter-strike highlight doesn't happen for all the Lions, but only for the piece type that was just captured:
1. f5 g8 2. Of4 Og9 3. Of6 Og7 4. Of8 Og5 5. Og9+ Of4+ 6. Ng5 Nf8 7. Ng7 Nf6 8. Qxf4 or fxf5
In this game, the counter-strike highlight highlights don't show at all for piece that have the option of proomoting after capturing a Lion:
1. f5 g8 2. Of4 Og9 3. Of6 Og7 4. Of8 Og5 5. Ne5 Nh8 6. Og9 Of4 7. j5 c8 8. Hk5 Hb8 9. h5 e8 10. Dh4 De9 11. Dg5 Df8 12. Dh6 De7 13. Di6 Dd7 14. Dxi8 Dxd5 15. Dxi9 Dxd4 16. Hxh8
Otherwise, thank you so much! This saved me a heck of a lot of time.
25 comments displayed
Permalink to the exact comments currently displayed.
I intend to keep all pieces that appear in Chu as they appear in that game, with the exception that the Lion-trading rules would be applied to the new power piece (PP for short). I was considering including a Lion Dog and Hook Movers. The 2-out-1-in move can be pretty easily defended against by placing a ranging piece behind the victim. But since that piece is pretty similar to the Lion and Tengu Dai Shogi already had that, I wanted something new.
I was initially thinking about doing some sort of short-range Ko Shogi-like rifle capture where the normal move cannot capture and the capturing move is an igui move, but also allowing both to be done once per move in any order. This creates the desired power gap between the Lion and the PP (power piece) when the non-capturing move is mKmNmAmD (Full Betza: KmNmScafmFcaba(mpa)1mK(mpa)1mpacabmK).
However, that raises a question: For locust movers that capture only once, do you need a bridge-capture-threshold exception like the Lion does in Chu Shogi?