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Comments by HGMuller

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Caching[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, Feb 13, 2020 05:16 PM UTC:

Such a setup breaks the possibility to change any of the articles and their associated uploaded files, as these are not PHP scripts. It makes you entirely dependent on manual intervention, because any update will with certainty be screened from all remote clients. If you want that, notification of the site admin or an editor that such intervention is needed should be automatic; having to post requests through the comments channel clutters the comments with garbage, as is now happening to this article.

Can the submission / upload script not automatically notify an empowered person that action is required, through e-mail or some specific requesting mechanism? It would of course be even better if these scripts would invoke a program that would purge the cached version in Cloudfare automatically.


Maka Dai Dai Shogi. Pieces promote on capture, some to multi-capturing monsters. (19x19, Cells: 361) [All Comments] [Add Comment or Rating]
📝H. G. Muller wrote on Thu, Feb 13, 2020 04:13 PM UTC:

I discussed this once with an official of the Japanese Chu Shogi Association, who wanted to revive the interest in Maka Dai Dai Shogi, and had written a manuscript defining the 'modern' rules. He insisted that it would be the last piece captured. And for a Lion Dog he insisted that jumping two squares out to capture something, and then retract one square to capture what you jumped over, was not a legal Lion-Dog move, but that you would always have to capture what is on the adjacent square in the outgoing leg if you wanted to finish there.

It didn't make much sense to me. I would also be happy if you were allowed to choose. Of course this is all highly theoretical; no one would allow both his most-valuable pieces to be in Lion or Lion-Dog range.


Caching[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, Feb 13, 2020 03:34 PM UTC:

As far as I am concerned, something is broken when doesn't fully work as it should. But this doesn't seem worth quibbling about, as long as we agree there is an issue.

It is unfortunate enough that the list of comments to the Betza Notation article gets cluttered with messages like this not directly related to the topic, and losing all relevance in a short time.

@Ben:

How do you know it is the browser? It doesn't look like it is the browser to me. In FireFox, when I press Shift during reload, it will always bypass the cache for the files the main document links to (like images or JavaScript code). And the main page will never be cached. But that does not happen here: I access chessvariants.com/membergraphics/MSinteractive-diagrams/betza.js directly (so that the browser should never have cached it), and it still shows the old content. When I load the directory it is in, it gives the file with today's download date, so the correct file must be on the server.

When I append the requested betza.js link with a dummy CGI argument "t=19", to be sure no one can cache, I do see the altered content. But if I then omit it again, it reverts to the old content.

This happens on two browsers (FireFox and Chrome). After I use the Chrome menu to delete all cached files, I still get the old contents. I don't think it are the browsers.

I guess adding a dummy CGI argument that contains a dynamically requested time to the link in the page that refers to betza.js should fix it. But it is crazy that such a work-around would be needed.

[Edit] I added the dummy "?t=19" suffix to the link to betza.js in the Betza Sandbox comment, so that this at least uses the updated version. But it is not really a feasible solution to do that in every page that refers to the file. And when I update again the "?t=19" would be the cached version, and all the suffixes would have to be updated to a value never used before...


Betza Notation. A primer on the leading shorthand for describing variant piece moves.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Thu, Feb 13, 2020 07:52 AM UTC:

OK, I can get it too now. It only appears to add the spurious Rook moves in two directions, and only when the mount is on an F square. In fact the piece behaves like a bifurcator, going to the second leg not at the mount, but one step in front of it. It is apparently the yafscpF contribution that does this.

And it seems to be caused by the 'original' use of 'p' in the final leg. When I use 'p' in the new meaning of ending on an occupied square for a non-final leg, as in yafscpafF, everything works fine. Which is surprising, as the Betza parser should convert p to paf on any final leg, on reading the description, so that they really should be the same thing. This is apparently what goes wrong.

This is definitely a bug in the Interactive Diagram code. I will look into it. Thank you for reporting it!

[Edit] OK, I have fixed it. The problem was that the Betza parser turned the old-style 'p' on final legs to a multi leg move, by making it into a non-final leg with 'p' mode, and adding an extra leg for the part of the trajectory after the mount. In the internal representation each leg lists how many legs still follow, so that they can be skipped whenever an earlier leg cannot be completed. The existing parser did not increase this skip count on legs before the leg with the old-style 'p', so that when they were blocked the newly added leg for after the mount was not skipped, but was considered another independent move. So when the first F step in yafscpF could not be made because of a blocker, it would transplant the path that should have come after the mount in the second leg to the piece itself.

I also fixed another problem: finite-range hoppers were not working properly. E.g. pR5 would not be an R5 that had to pass over exactly one obstacle, but would be a pR that could only land on the first 5 squares behind the mount. I think in original Betza notation the range should apply to total range, and changed the code accordingly. Downside is that it is not easily possible now to describe hoppers with a fixed finite range after the hop. (Unless that range is 1, in which case the range-toggling 'g' modifier can be used.) I suppose an 'Extended Grasshopper' that could land (precisely) 2 squares behind its mount can still be described as gafafQ (where gafQ would be an alternative notation for gQ, the normal Grasshopper).

Note that caching on this website is broken, so that you might not be able to benefit from the fixed diagram code I uploaded until the site maintainer takes manual action to make the changes visible!


H. G. Muller wrote on Wed, Feb 12, 2020 06:44 PM UTC:

It seems to work for me: I get a 'Pao version' of the Gryphon. Can you give an example of a constellation of pieces where it doesn't work?


H. G. Muller wrote on Wed, Feb 12, 2020 06:29 PM UTC:

No, it would not. Betza atoms never describe null moves (unless one would have defined an atom especially for that), and even if the number of steps is variable, such as in B or R, it must at least make one step and cannot stay in place. The use of the 'a' modifier to define multiple legs doesn't alter that: each leg must at least take 1 step (and if it is a leaper leg, that would be the only step). All the moves you specified are bent two-leg moves, (they have 'fs' after the 'a'), and a Rook move isn't.

BTW, I would use gafscF instead of pafscB1; 'g' describes a range-toggle after hop, as in the Grasshopper (slide -> leap) or Contra-Grasshopper (leap -> slide). What you wrote should also work, but is a bit more cryptic. gafscF means an F step to the mount, followed by a Rook slide that can only capture.


Boyscout. Moves in a diagonal zigzagline.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sat, Feb 1, 2020 10:39 PM UTC:

It seems pretty obvious that this piece should be far stronger than an ordinary Bishop. Even the "chiral half" of it (which only has the moves that start with a turn in the same relative direction) has on average more moves than an ordinary Bishop; on non-edge squares it in fact has the same number of moves as a Rook. With both the left-handed and the right-handed moves it doesn't really have double the number of moves, as half of the moves overlap. But even then being able to go there along two paths must be worth something extra beyond having just a single way to get there. (There is no compensation for the fact that the left-handed and right-handed moves overlap on the F-squares, though, as these moves were unblockable anyway.)


Metamachy. Large game with a variety of regular fairy pieces.[All Comments] [Add Comment or Rating]
📝H. G. Muller wrote on Fri, Jan 24, 2020 03:46 PM UTC:

@Kevin: Human play is far from perfect, even for GMs. Misconceptions about piece values is just one of the contributions to imperfection. So, yes, GMs can have opinions, and the can afford these opinions to be wrong and still be at the top, because their competitors have their flaws too.

If the value of pieces depended on the general level of play, they would be meaningless concepts. We don't teach beginning chessplayers other piece values as those that GMs are using. Only if a player has a misconception applying to a specific piece, such as that knights are best moved to the board corners and should stay there, it can affect the value this piece has for them.


📝H. G. Muller wrote on Thu, Jan 23, 2020 05:32 PM UTC:

@Dax00: I agree completely that calculatory methods for piece values are usually no good. They qualfy as 'fact-free science'. The known values of the six orthodox pieces can be reproduced by infinitely many numerological recipes, which can be designed to give arbitrary values for any fairy piece.

I therefore do always determine piece values in an empirical way, by having a computer program play games in which the pieces are pitted against a combination of pieces of known value, and measure their performance. Through such measurements the Gryphon turned out to be worth about 8.3 on 8x8 (IIRC), on a scale where Q=9.5.

 


The birth of two variants: Apothecary chess 1 & Apothecary chess 2[Subject Thread] [Add Response]
H. G. Muller wrote on Fri, Jan 3, 2020 06:58 PM UTC:

I though about castling for a while but it does not seem a good thing. It would have involved one step diagonally back which is also uncomfortable. Any thoughts are appreciated.

For this reason I did start the King in Elven Chess on the back rank, and put one of the unorthodox pieces (the Lion) in its place next to the Queen.


ERB Jetan ZIP file. Implements different possible rules for Jetan.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Nov 27, 2019 05:38 PM UTC:

Is it better than Nebiyu?


Alice Chess. Classic Variant where pieces switch between two boards whenever they move. (2x(8x8), Cells: 128) (Recognized!)[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Nov 26, 2019 12:56 PM UTC:

This is a trial for using the Interactive Diagram for Alice Chess. Custom-supplied functions BadZone and WeirdPromotion take care of refusal of moves to squares of which the mirror square is occupied, and take care of shuttling the moved piece to the other board, respectively. The boards are separated by strip of 'hole' squares, which has to be two files wide to prevent Knights from crossing it.

files=18 promoChoice=NBRQ graphicsDir=../membergraphics/MSelven-chess/ whitePrefix=w blackPrefix=b graphicsType=png squareSize=33 symmetry=none royal=6 pawn::::a2,b2,c2,d2,e2,f2,g2,h2,,a7,b7,c7,d7,e7,f7,g7,h7 knight:N:::b1,g1,,b8,g8 bishop::::c1,f1,,c8,f8 rook::::a1,h1,,a8,h8 queen::::d1,,d8 king::KisO2::e1,,e8 hole::::i1,i2,i3,i4,i5,i6,i7,i8,j1,j2,j3,j4,j5,j6,j7,j8

I implemented e.p. capture as a move by the Pawn on the board where the doubly pushed Pawn started. This seemed the least illogical way to do it, as the e.p. square on that board will always be empty (or the double push would not have been allowed). And it is the square the double push really passed over, and thus where it could have been blocked. The move could still be illegal because the corresponding square on the other board is occupied, but that is normal for any move to an empty square in Alice Chess that would be legal on its own board. There has to be no extra rule to prevent double capture this way. This method of e.p. capture corresponds to one where the doubly pushed Pawn must first make a single retrograde step before being captured, rather than replacing its double step by a single step. That this is not the same is the fault of an Alice double push not really being two consecutive single pushes.

I still have a comment to make about the legality of moves (an aspect that the diagram doesn't address). The ambiguity here seems to be caused by not making proper distinction between legal and pseudo-legal moves, but heaping them all under the term 'legal'. A more precise description would have said that a move in Alice Chess is pseudo-legal if (before transfer) it would have been pseudo-legal in orthodox Chess on the board where it is made, and the target square on the other board is empty. And then an Alice move is legal (as usual) when it does not expose the King to pseudo-legal Alice capture. This prevents solving distant checks by interposing a piece that was on the board where the checked King resides (but then disappearing to the other board, so that the King can be captured) from being considered legal. Despite the fact that they would have been perfectly legal orthodox Chess moves on the board with the King.


Symmetric Chess. (Updated!) Variant with two Queens flanking the King and Bishops Conversion Rule. (9x8, Cells: 72) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Mon, Nov 25, 2019 07:50 PM UTC:

That is because Nebiyu is an engine, and engines are not supposed to be used directly, but only through mediation of a Graphical User Interface like WinBoard. It is then WinBoard which will take care of launching the engine's .exe file, and send it the proper (text) commands to do something useful.

So the proper procedure is to start WinBoard (either as game viewer without any engine, or for playing against some other engine), then open the Engine -> Load first Engine menu dialog, use the 'browse button' behind the 'Engine' text entry to locate NebiyuAlien.exe, and then 'OK' the dialog. This will make WinBoard start Nebiyu in the background, (possibly terminating the engine that was in use before), and consult it through the appropriate communication whenever it needs it to make or suggest a move. You can then select one of the supported variants from the File -> New Variant dialog.

This procedure will also add NebiyuAlien to WinBoard's 'Engine List', which will be displayed in a listbox on the left in the Load Engine dialogs, so that you can just click on it when you want to use it again in a later session, without having to browse for it first. This Engine List will also be displayed in the comboboxes of WinBoard's Startup Dialog, so that a next time when you start WinBoard you can select Nebiyu immediately, as first or as second engine. (A second engine is only needed when you want to play two engines against each other, through the Mode -> Two Machines menu item.)


H. G. Muller wrote on Mon, Nov 25, 2019 05:04 PM UTC:

There are many more links on that page, which come into view when you scroll down. The Nebiyu version I know is at the link Nebiyu 1.45. There seems to be a newer version 1.5, but from the decription of it I am not sure it would be useful untill you train it first, and I never used it myself. IIRC the Nebiyu 1.45 package contains several executables (also covering games other than chess variants), but the one you should run for CVs is NebiyuAlien.exe. The game definitions for that are all in the file alien.ini, which is sort of self-documenting. The file starts with a series of piece definitions, after which a series of game definitions using those pieces follows.


H. G. Muller wrote on Mon, Nov 25, 2019 09:49 AM UTC:

For the second, I would be grateful if you, Fergus, HG or anyone else tell me of any program (preferable of chess or chessvariants) that I could download.

There is Fairy-Stockfish, which is very much worth having. But it is not an independent app that goes accompanied with an installer. Just something you unzip in a folder of your choice, after which you have to point WinBoard to the executable through the Load Engine dialog, so that it can use it as an engine.

The same holds for Nebiyu, which is not as strong as Stockfish, but rather easy to configure for playing new chess variants.


Games on Game Courier. A listing of Chess variants for Game Courier, ranked by number of times played.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Sun, Nov 24, 2019 10:05 PM UTC:

@Fergus: I definitely agree that for having sufficient generality it is necessary to be able to resort to some Turing-complete programming language. But a quite large fraction of CVs would not do anything that is not standard (in the sense that hundreds of other CVs would not do exactly the same). If exposing those who want to create presets to the code for such standard tasks discourages them, it would be better not to do that. And it would not be that difficult to achieve that.

One solution could be to reserve the code edits in the preset Edit form only for enforcing / implementing non-standard rules (and perhaps show them only on request, after ticking a checkbox that you want them). And have the code for the very common tasks, such as forbidding capture of own pieces, testing for check / stalemate / checkmate, 50-move draw, repetition draw be added automatically when the user requests this through ticking a checkbox, (e.g. "can expose royal to capture") selecting from a drop-down menu (e.g. "stalemating the opponent wins / draws / loses / is ignored") or typing a number in an otherwise empty text entry (e.g. declare draw when the same position is repeated .... times"). Untouched squares can be remembered for the entire board as a standard action of the basic system; this never hurts, and castling or special rules that require virginity could use them or ignore them as they want.

Most of the time the user would simply select the rules he wants from the combo-boxes, and never have to see the code this results in. The initial settings of these controls on creation of an entirely new preset could be those of normal Chess, so that in most cases the user would not even have to change them, but can just click 'OK' after having selected board and pieces. Only when a rule is not covered by a standard option (e.g. the counting rules for Makruk instead of the usual 50-move rule) the user would have to provide his own code for it, after deselecting the standard rule.

A simpler way to implement this would be to defer all handling of the standard rules such as mate testing to the basic system, but make its execution there conditional, subject to flags or numeric variables. The rule selection of the user would then only have to result in setting of those variables to the selected value at the start of the game.

Note that when I talk about 'default' code I don't mean code that would always be present or run unconditionally, but code that would be added / enabled unless the user decides he wants to provide something different. Where he should always have the option of having that something be nothing. Just allow exposing to check, capture of your own pieces, ignore mates, never declare draw etc. A non-rule-enforcing preset is the same as a rule-enforcing preset for a game without rules...


H. G. Muller wrote on Sun, Nov 24, 2019 09:40 AM UTC:

@Kevin: I was mostly worrying about the existence of non-rule-enforcing presets, which I think we should not have at all. I would have thought that creating such presets would almost never present any problem, as it basically just requires specifying a board size and topology (square/hex), putting a number of piece images on a board in the desired (starting) location, or put them in a 'holdings' next to the board. This doesn't seem to require any special skills beyond those needed to use a computer in general (i.e. using mouse and keyboard). So I am shocked that you say over half of the popular CVs would be beyond your abilities. And I fear the answer to the question of how many rule-enforcing presets you would be able to make for those 107 variants.

I think this is pretty serious, because I consider you as a quite representative example of our target audience. Since you have already investigated the matter, can you give a few examples of CV traits that made you decide creating even a non-rule-enforcing preset was beyond you?

I don't see why it should ever be a problem to define a rule-enforcing preset for a CV with "just sliders/leapers on a rectangular board". Specifying a move on each of the pieces does seem a rather trivial task. And perhaps not even needed for most pieces, as the piece images could have a default move associated with them, so that you only would have to take care of this when you wanted to change that move into something unusual. I would be very surprised is CVs that use the Bishop image (say) would not have it move like an orthodox Bishop in >95% of the cases.


Game Courier Tournament 2019. Chess Variant Tournament to be played on Game Courier.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, Nov 22, 2019 06:57 PM UTC:

Well, perhaps I would be less alarmist when I knew how many of these 1300 presets are actually rule-enforcing. (Or more, as the case may be...) And if the result of a discussion could be that this number could easily be raised to 1300 I would consider that 'productive'. One should never set one's aim too low, nor give up too easily.

That we are volunteers with limited time is all the more reason not to scare people away that could improve something.

And the Bishop conversion rule is not so exotic. It is just an example of a special kind of 'initial move', which does not work per individual piece, but per piece type. Perhaps such a thing deserves to be a standard option offered by a wizard, whenever one defines an initial move on a piece type. Like "can be made by all / can be made only once / can be not made only once".


H. G. Muller wrote on Fri, Nov 22, 2019 12:31 PM UTC:

That it takes so much effort even by seasoned chess programmers to create a rule-checking preset for a variant as simple as Symmetric Chess firmly puts us in the category of 'backward websites'. We really should have some kind of wizard for this, where people that cannot program at all would have no trouble to create such a preset. E.g. something like the Design Wizard for Interactive Diagrams I put in the article on those. Where you just have to take a minute or so to specify board dimensions and size of promotion zone, pick a preferred graphics theme, tick a number of pieces in a list of standard types (or, very rarely, pick an image and specify a non-standard move for it by hand), drag the pieces to their initial locations on an empty (a specified symmetry taking care of you having to do that for only one member of each type), and you are done.

If the wizard produces the usual game code, (just as that for the Interactive Diagrams produces the HTML), it will remain possible to take care of any features not suported through the wizard by editing the automatically generated game code later. But this should be needed only very rarely.

To catch more variants through the wizard it could allow a general input screen for specifying castling rules: the location of the castling partner, where it and the King will end up after castling, which squares must be empty and which squares must not be attacked. (And allow that to be repeated as many times as possible.)


Symmetric Chess. (Updated!) Variant with two Queens flanking the King and Bishops Conversion Rule. (9x8, Cells: 72) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, Nov 22, 2019 07:37 AM UTC:

Regarding WinBoard 4.8.0, I don't know how to drop the Hawk and the Elephant playing Seirawan Chess against the Fairy-Chess engine.  After moving a piece, no menu appears asking you to choose which piece you want to drop. Could you, please, help me?

To gate in a piece you first select that piece in the holdings (by clicking it, so that the border highlight around it goes on), and then move the piece from the location on the back rank where you want to gate it in the normal way (click-click or drag-drop).


H. G. Muller wrote on Thu, Nov 21, 2019 05:27 PM UTC:

In the Interactive Diagram images for the various piece types can be arbitrarily chosen. So there is nothing against representing the Dragon Horse and Wazir by the same image as the Bishop, so that the game state that determines how a piece depicted as a Bishop moves will become entirely hidden. But for the demo I wanted to make it clear what is actually going on.

For computer analysis the the conversion rule is probably not relevant for most of the game: the Bishops will both develop pretty quickly, and after that you are basically dealing with normal Chess on a 9x8 board. Most existing configurable multi-variant engines would allow you to specify an initial Wazir move on the Bishop, which would then enable you to set up the positions you want to analyze from the opening positions.


Chess Variant Inventors. Find out which inventors have the most games listed here.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Tue, Nov 19, 2019 10:05 PM UTC:

Last year at the ICGA Computer Games Conference 'Computer Curling' was actually one of the big things. The attraction was that it was a game with a continuous rather than a discrete game state, which makes exhaustive listing of all possible moves impossible. I suppose that to make it difficult there must be some randomness added to the move that you specify, as with infinite precision there would be no difference between an easy and a difficult turn.


H. G. Muller wrote on Tue, Nov 19, 2019 09:11 PM UTC:

Stratego is not a game of perfect information, which makes it very non-chess-like. It is somewhat similar to Banqi ("Chinese Dark Chess") in this respect. Dark Chess or Kriegspiel I also doubt, but these at least are absolutely normal Chess in all other respects, so that they would count according to the criterion that a single fatal flaw can be forgiven if it is completely orthodox in all other respects. Stratego, however, has different board size, different number of pieces, the replacement capture is subject to ranking of the type and can backfire, the royal piece does not move... Even when all pieces would be in plain view it would be nothing like orthodox Chess or one of the other major regional chess variants.

As to Clobber: I don't really believe that this should count as a chess variant, but if you think about it, it gets close. Several games normally considered chess variants lack one of the defining characteristics of chess. E.g. Suicide Chess does not have a royal piece, Marseillais Chess moves two pieces per turn. Clobber does not have many piece types, but precisely because it has only one you could consider that (extinction) royalty, and then it satisfies all other criteria. In Horde (Lord Dunsahy's Game) one of the players also only has Pawns, and in Maharadja and the Sepoys one player only has a single (royal) Maharadja.

I did not want to suggest Amazons could be a chess variant; on the contrary, I gave it as an example of a game that is clearly not a CV, but yet has a piece that moves like a Queen. To show that the fact that in Ultima most pieces move like a Queen doesn't make it a chess variant anymore than that it makes it an Amazons variant.


H. G. Muller wrote on Tue, Nov 19, 2019 07:58 PM UTC:

Borrowing merely a single piece from a game IMO is not enough to qualify as a variant of that game. Note that the idea that capture of a single designated piece (rather than total extinction) is not exclusive to Chess; Hnefatafl and Stratego are also won in this way. The royal piece must not be too mobile, or the game could virtually never be won, and limiting the motion to just the adjacent squares is one of the most obvious things to do that.

There will of course always be boundary cases, but for my taste Ultima is not even that. It really doesn't have anything in common with Chess that it also doesn't have in common with several other games. Queen moves are also pretty elementary, and common in other games (e.g. Amazons). Replacement capture also occurs in Clobber and Stratego.


H. G. Muller wrote on Tue, Nov 19, 2019 10:38 AM UTC:

When the Cannon was introduced it could be called ground-breaking, because it introduced an entirely new class of moves: obligatory hopping over other pieces. Such moves are not as elementary as leaps, because they depend on occupancy of other squares than the origin and destination of the move. But one could already say that of sliding moves, which require all passed-over squares to be empty; the hoppers just impose another, more general condition than emptiness on such squares. Xiangqi is also somewhat unique in that it confines certain pieces to certain zones of the board; this could be seen as a special case of endowing pieces with location-dependent moves (namely scrapping precisely those moves that would leave the zone, in each location), which is very un-chess-like.

You are correct in pointing out the large Shogi variants are mostly just run-of-the-mill Chess variants, except for perhaps a hand full of innovative pieces (Lion, Hook Mover, Fire Demon.) But they still have a very different and easily recognized 'flavor': pieces tend to move only along the principal (orthogonal or diagonal) rays, and oblique leaps are almost completely absent. (And those that are there are then usually an incidental consequence of some multi-move rule, such as Lion = double-move King.) I have a theory that this is a consequence of the different Pawn move: the FIDE Pawn, capturing diagonally, tends to form chains of Pawns protecting each other. Which are very hard to break down by frontal attack once the chains interlock. You then need oblique leaps badly to be able to undermine these structures by attacking their weak spots in the rear, which are usually unreachable by Queen-moves only. And it doesn't matter much how few pieces you have that can make the move required in the case at hand, as the Pawn chains are quasi-static structures, and won't go away. So you will have enough time to manoeuvre the required piece into position. Shogi has none of this, as Pawns can never protect each other there (and after the invention of drops they added a rule for keeping it that way!). So there is no great need for oblique moves, and to get a large-enough variety of pieces with Queen-moves only, they turned to pieces with very low symmetry.

Another distinctive trait of the Shogi flavor is that virtually all pieces can promote (usually only with modest gain in abilities), while in western variants promotion is reserved for Pawns, offering the possibility to turn the weakest piece into the strongest one. In principle these traits could be easily mixed, but in practice this is not often done. Scirocco is a good example of a chess variant that combines design characteristics of Shogi and western chess variants.

But since the invention of the Cannon and the Grasshopper, and the introduction of asymmetric pieces, putting such moves on a piece in some combination that was never used before can no longer be called 'innovative'. There must be millions of such combinations possible even on an 8x8 board, and I am pretty sure the combination of moving diagonally forward like a Cannon, leaping like a Camel, and moving backwards like a Xiangqi Elephant (just to name something crazy) has never been tried. So what? Unless there is a very good reason why this move would make the game it appears in better than any other, 'inventing' the piece is not more creative than writing down a random number of 60 digits of which you can be virtually certain no one in the Universe has ever used (or even thought of) it before.

Truly innovative pieces are for instance Mats Winther's bifurcators, which generalize the principle of a hopper in various ways (by not only allowing change of move/capture rights on encountering an obstacle in their path, but also of the move direction, and the exact location where this change occurs). Inventors also often resort to associating a move with side effects to create something new, usually locust capture at squares that in various different ways can depend on the move (e.g. Advancers, Withdrawers), but also displacement of pieces on such squares (Magnetic or Catapult pieces).

I do not consider games like Ultima or Aarima chess variants at all. Even Paco Shako is a dubious case. Replacement capture is one of the defining traits of chess variants, and while it is OK to have the occasional exception (such as e.p. capture), a game that does (almost) entirely away with it no longer feels like chess at all. You might as well call Checkers, Ataxx or Amazons a chess variant. Clobber is a somewhat dubious case. 'Chess variant' is not a synonym for 'board game'.


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