Comments by benr
Daniil: I'm not certain, but I don't believe there's a nice tiling of 3-space which is hexagonal in all (reasonable) directions. Maybe you can manage it, but only by thinking of the cells as points to occupy rather than regular, spacial objects.
Daniil, are you suggesting a different game? In this game it seems that compound pieces (including the two variant pieces) never promote, and only demote upon capturing. Any noncapturing move they make leaves them as they are. It is interesting that a queen can never demote then promote back to a queen, whereas the variant pieces can demote then promote back to themselves.
I really like this concept, though I haven't played it before. Concerning the sample 'Case II', it is worth noting that even if U captures R--freeing B--W can immediately recapture B by the same move suggested. (It might be worthwhile to capture B now (as in the suggestion) just to threaten U's current square (if R is ever captured at his starting square, that is). Rooks do have the devastating ability to win the game in four moves (after two moves getting into position) by sweeping through the opponent's home row if they can avoid being captured first. While bishops enjoy greater mobility, their range is only half the board, so I think the pieces are relatively well balanced.
So this is really (locally) a hexagonal game, since each 'square' has six neighbors; is it different (globally) from a standard hex setup? EDIT: Ah, I missed this discussion a couple years back. I think perhaps the original comment by Gilman answers my question most fully: it's not a 'standard' hex setup. It seems too that the piece movement is not standard for hex games, but I don't see anything that forces us to use the pentagonal layout for ease of visualization. It is neat though how the pentagons have been laid out.
When playing on borders, how do you define an adjacent location? Is it a border that shares an endpoint with the current one? I suspect a lot of these ideas will wrap around onto one another (for instance, the duality between triangular and hexagonal boards, the self-duality of rectangular boards, etc.) I think also that when you pass between these viewpoints, some of the pieces may be defined differently from their standard. (That is, if you define what you think pieces should do in a hex corner game, perhaps they will move differently than what their counterparts in triangular chess usually do.) This may or may not be a good thing. I generally like it, but it's nice too if they work out to be consistent.
One way to very concretely describe piece movement on a given board is to use a (combinatorial) graph: each vertex is a location available, and there are several types of edges between these vertices. Each piece is allowed to move from vertex to vertex, provided that there is an edge of the appropriate type between them. This is good for simple pieces, but becomes a little complicated even if we just want to allow sliders. So the question is how do our traditional notions of 'topological' boards translate into actual game mechanics, i.e. graph play. The octagon-square tiling that Joe has presented brings up some interesting questions. That type of tiling allows us to choose different sizes for the sides of the octagon, so we can make the squares larger or smaller. It seems most natural to have all edges the same length, but do different side length promote (in our mind, looking at the board) different movements?
Ah, that reminds me of another thing I was thinking about. Start with a triangular board, then consider playing on the edges. Each edge has six adjacent edges, but two of them lie along the same line as the given edge (and are, under the Euclidean metric, further away). So we have two reasonable ways to play. We can literally treat all adjacent edges as 'orthogonal' moves, which I think should turn the game into fairly standard hex movement. Or we could exclude these two funny edges, perhaps making them into a new type of move. Then we have a hex game which singles out certain kinds of orthogonal moves as special (but these special directions don't seem to be universal; without a drawing I'm having trouble seeing how they work together...)
Oops, that triangular-edge comment was mistaken. An edge has 10 adjacent edges! There are the four 'closest' ones and the two weird ones I mentioned, but there are also four more, between the first four and the weird two. So I guess playing on edges purely by adjacency can create weird games...
Another way to get triangular is by playing on the corners of a hex grid, so you could use the rectahex board in the same fashion; you just have to be able to remember that the intersections of a vertical edge with what appears to be a square's edge is actually another corner (since the apparent edge of the square is in fact two separate edges in the rectahex sense). Looking a bit more closely though, this won't work if the board is turned around in the 'proper' orientation. Notice that the corner of the hexes d4,d5,e4 should be adjacent to the corner of the hexes d5,e4,e5; but on the usual orientation these are the same corner! You could get around this I suppose, but it would be ugly.
I think everyone should keep in mind the line below the game: 'These are simple illustrations rather than strong opponents.' The beauty of this applet is Ed's extension of it to so many variants.
George, I don't understand your calculation. Each non-king piece starts with 7C, so there are at least 30*7=210 non-king moves that can be made. And each capture increases this number, right? Also, the wording is a bit ambiguous regarding captures: the captor recieves 'Calories equal to its traditional value'. I read that as the value of the captured piece, is that correct? [E.g. if a pawn with 4C captures a knight with 5C, then the pawn now has 4 - 1(movement) + 5(knight's Cals) + 3(bonus) = 11C ?] Also, I presume that a pawn retains its Calories upon promotion?
I have to largely agree with the direction of that article. It should give some overview of the idea behind 3D chess, and list some few noteworthy examples. Then, I think the link to this site is sufficient as an external link for other variants. I would emphasize the multitude of other existing games in the article and reference the external link, but I think listing too many examples directly in the wiki article may be too much.
I think your image of the contraction capture is off...also I'm not sure I understand the Drop rule. Can you get the queen before placing the remaining four pawns? Are captured pieces droppable? The Big Crunch idea seems to already be in place in terms of the contraction of the board. An interesting implementation of the Big Rip idea would be to have the board disappear from the inside out rather than contracting: say the outer edge of the board is determined by the number of pieces placed throughout the game, and the inner edge is determined by the number of captured pieces. (This assumes captured pieces are dead for good, not switching sides and dropped. Also, this probably isn't very close to the actual idea of the Big Rip.)
Not to spark another debate on what constitutes a chess variant, but I imagine this fails the criteria for most people. Gameplay is nothing like chess, but uses chess equipment. (This is not to say it doesn't belong here, I think CV.org should be fairly all-inclusive of anything chess related.) As to MP's proposed alternate puzzle solution, it assumes that the ball may be kicked 'past' an allied piece. This seems to be disallowed by the rules, but not specifically. If we think of chess, such a move should be disallowed; if we think of soccer it should be allowed. Also, the rules disallow passing to an unmoved piece which doesn't follow soccer very closely. (I would propose each piece be allowed a null move, that would include the possibility of passing to a friendly piece provided it makes the next (null) move and kick.) Note too the applets /play/erf/SoccerC1.html /play/erf/SoccerC2.html (interestingly, Ed doesn't have a link on his personal page to SoccerC2; finding it here was my first clue to its existence!)
See also 'Joust', described here http://www.chessvariants.org/programs.dir/joust.html and with Friedlander applet here /play/erf/Joust.html (In Joust, the question as to whether the knights can capture one another is interesting. If yes, only one player has this option and thus an advantage (?); but if no, one player has an additional blocking ability that the other does not.) Joust is interesting from a mathematical combinatorial game theory perspective, as it should be solvable with enough thought/force. Knight Chase introduces an extra element of droppable markers and a time limit, which should make mathematical statements more difficult.
First, if in the position the white builder were at d4 instead, then that rook move would remove the check, right? I agree tha the builder is too strong; at least for a start it would make sense to disallow the builder trying to swap out the king. (After all, you could never successfully switch them!) It would still have the awesome power of resurrecting your pieces, plus capture by adjacency, but no direct checking power.
I really like the idea here. It looks like there are 20 types of cards, 5 of each type. Each game takes two types for the starting decks, another 4 types for the basic set (in every game), and another 10 types in addition. This means each game uses 10 out of 14 possible 'extension' cards. I feel like it would be better to have a greater variety of cards available (as in say Dominion) for more randomness and replayability. Anyway, I'll probably end up buying the game regardless. Maybe expansion sets are in order?
Yes, the rules need to be clarified a bit. It sounds though like each piece moves as usual within each level, and steps to a corresponding square in either of the adjacent levels (excepting pawns, which could only move in one direction). I'm happy to chat about the game, but I warn you that I tend to really prefer games that treat the third (or fourth) dimension equally to the first two. Also, I'm in Illinois, so it will have to be restricted to internet correspondence. Your king restriction rule reminds me of the one in Joe's 4D game, but with a twist. Intriguing.
I also enjoy the historical notes. I would be very interested to hear about something noteworthy happening 500 years ago. I don't think these notes need to be generated every day, but every now and then is nice.
I would probably agree that forking isn't increased with triangulation; I hadn't though about it long. On the other hand, if the guarded square is friendly, triangulating means attacking some new squares while still guarding the old one. I don't think in general that attacking a new square or attacking an old square is more advantageous, but having _both_ options is certainly nice. Anyway, I hadn't really looked at which pieces were being discussed below yet. You're correct that the bison doesn't triangulate (despite not being colorswitching), so my argument doesn't help in that discussion. I wanted in my previous post just to present one reason why colorswitching may be detrimental. (As a side note, the interaction of colorswitching with colorbound pieces is interesting.) I agree about the bison vs. centaur. The bison is an annoyance at range, and the centaur is strong locally. In For the Crown, I have found the bison to be particularly nice in the early to midgame, especially since the attack cannot be blocked by dropping a piece adjacent to the King (in particular with the Guard's order).
I would assume that rook moves and dragons can indeed fly over ferries. This and the other rules might be made clearer (though I think the first two Jörg lists are obvious without) by refraining from calling the ferry a piece, but instead a landmark or special square (or something more well thought out).
I agree that crossing the river is probably too hard, especially when dragons cannot guard a newly crossed piece. The latter could be easily fixed by allowing dragons to use ferries or even just capture onto a ferry; however this still leaves protecting ferried pieces rather difficult.
The knight here has of course just two moves in its lifetime. Dropping a knight becomes a tricky subject (although I suppose in my few Shogi games I rarely want to drop a knight). I assume the proposed promotion zone is the last hyperrank? I think I would suggest different diagonal movement in this game. As many of the Shogi pieces see 'forward' differently than 'sideways', it is perhaps better to keep track of the two 'forwards' and the two 'sideways' directions in this 4D board. In particular, I think the moves from center square Bb2ii should probably not include Bb3iii, nor any of the extended diagonal forward&back like Bb1iii. I also think that there's a possibility that king restriction (beyond eliminating tri- and quad-ragonals) is unnecessary. This board is so compact that the dense moves of the generals, the enemy king, and especially an enemy dragon king or dragon horse could force mate. (In fact, if 3- and 4-diagonals were included, a dragon on the center square sees everywhere.) (And Charles, Daniil's sentence is fine with the omission of those commas and replacing 'which' by 'that' (a grammatical technicality not recognized by most). I think such cells will occur infrequently enough to not warrant a universal name; one needs a particularly asymmetric piece to have any such squares.)
The main distraction for me as far as layout is the bulleting. Using html bulleting would be considerably more readable. Also the headers would be a bit nicer in the cv standard format, and I agree that the long spaces after diagrams is irksome; I don't know why a red line would come about when deleting that space... I haven't really read through the entire thing, but I find the snippets I have read to be fine text-wise. (I understand renaming standard pieces for thematic/historical purposes; however, I too find it harder to read the result.)
I was reading over the Tetrahedral Chess page a while back, and decided to understand the statement that certain (skew) planes form hexagonal chessboards. I can confirm now that this is true, and Gilman's M&B even enumerates the number of such planes through each cell. Now note that the 4-coloring of Tetrahedral Chess lends all four of its colors to these hex-boards. I cannot recall finding a hex chess that uses a four-colored board. However, a longer period of time ago, I noticed that the hex board can be thought of as a certain quotient (that's a technical math term in this context) of a 3d cubic board along a single unicorn line. (For those not used to the math lingo, think of it as an optical illusion: you look at the cubic board so as to line up opposite corners, and all cells along your line of sight are treated as being equivalent.) This quotienting does some weird things with the pieces, but what about the colors? The only obvious coloring that could be maintained by this quotient is the unicorn's 4-binding! It probably comes as no shock that this coloring is the same as in Tetrahedral Chess (how many 4-colorings can there be of a hex board?) I think furthermore that some of the pieces in Tetrahedral chess, when restricted to one of the hex-planes, turn out to be very similar to the cubic pieces modulo the unicorn's diagonal. (I had worked some of this out, but don't have the notes handy.)
I agree that we should look for a continuum; probably the best approach is to decide upon several factors (like the Muller 7) that can be reasonably easily computed for different games. What is perhaps lacking from the Muller7 is a measure for which aspects are most important (perhaps it is just equally weighted, but I think they should not be). The ultimate goal (IMO) is for the measurements to come as close as possible to our collective opinion of what is 'chesslike'. (See also Joyce's 'Chess Space', on the wikidot as well as in some comments here I believe.) A couple of examples that might be helpful to keep in mind: 1) games using chess pieces that are not chesslike in gameplay: Joust (not very chesslike), or Knightsweeper (not chesslike at all) [both on this site] 2) Lennert's 'For the Crown' (half chess, half something else) 3) already mentioned, but Go and Checkers (and their variants; Gess perhaps?) 4) other games that are clearly not 'chesslike' but that have similarities should be noted; these might help weight the characteristics. If 'chesslike' is not well defined enough, maybe it's useful to think in the following way. If you wanted to tell a friend about this game, is it easier to say 'It's like chess, but...' or just to start from another game (or from nothing at all)? Of course, some games will be equally easy to start from chess or to start from some other game (e.g., For the Crown seems easier to describe as 'like Dominion, but with chess', but maybe for some people, 'like chess, but with deck building' is better). Oh, and maybe it's good to distinguish between a theoretical classification and guidelines for this site. I tend to think this site should be very inclusive, but am happy to draw the boundaries tighter in theoretical talks.
Not sure if this really belongs as a comment on this page, but here goes. Raumshach is a bit like a diagonal game, but in higher dimensions diagonal starts to have different meanings (the colloquial 'triagonal', etc.) I've taken to giving the number of dimensions that are 'lateral' versus those that are 'attacking'. So Raumschach is 1-lateral and 2-attacking. Some of the very large 3D (8x8x8) variants are 2-lateral and 1-attacking. Most 4D variants are 2-lat and 2-att. Ordinary chess is 1-lat and 1-att, whereas Diagonal chess is 0-lat and 2-att.
I generally like the idea. I think the inventor shouldn't rate the game; if they want to mention what they think of the game, it should go into the page somewhere (in the introduction would be good). I'm a little worried about rating games when they are themed or experimental: for instance, my only game is 4D, so probably not a good candidate for frequent play, but (IMO of course) it is a very good setup as far as 4D games go. Should it get rated in the former sense or the latter? Maybe the frequency of play question will serve this purpose too, but maybe there should be a third rating? (So 'good game', 'interesting', and 'often played'?)
I like the text itself. It's formatted to take up less than half of my screen's width though, and I prefer the current page's full span. Maybe this is premature, but I have some comments for the login box. It would be nice if it said something if you fail to log in; I think right now it just refreshes the page without any message. It might also be useful to have a link to register for the pages in the same box.
I don't have a lot of time to scrounge up links, but some things I'd like to see:
1) some small variants, in particular I like flip shogi and Philosopher's chess;
2) a 3d variant--maybe Raumschach, but anything that has a relatively nice image would be good;
3) a triangular/pentagonal/other strange geometry board (tetrahedral would be a bonus).
The above are especially nice for visually different games. Less "different" but more common games should also appear, such as some Grandmaster variant. Probably Omega chess is worth displaying.
I'll come back with links and all, but feel free to comment on the above ideas in the meantime.
The layout looked great (if a bit sparse of variants still) earlier today, but now it seems like the variants are stuck above the main text, and the right side of the page is blank. Also, the links in the text display the pictures on top of the text, which is rather distracting.
It looks like some of my proposed variants are already there. But here are some others:
It's looking better now. It would be nicer if the links (to the Gindex, comments, etc.) were set above the collage; if a variant surrounds a link, I can't get to the link to click it, since the collage variant takes focus in front of the link. It probably makes sense to do this for the login box and for the logo at the top left of the screen as well.
This exchange makes me wonder how hard it would be to create an applet that allows one to choose a small grid and fill in certain locations with flags, then outputs a list of named pieces (with links to appropriate CV pages) that share those moves on that grid (or perhaps--as options--at most those moves or at least those moves).
In response to Jeremy's points, 1) Of course the majority of the "space" will be empty for being generally unused pieces. It would be nice to have an easy way to find out whether such a weird piece like the "forward-left knight, forward-right alfil, backward ferz/rook" actually was invented by someone and used in a variant (unlikely, for this one). There is perhaps already a method for doing this, using funny notation or something similar, but a graphical interface would be nice. 2) For popular pieces, I'd be happy to have links to the already existing (perhaps large) articles here. 3) For pieces that move differently than they capture, the applet could also allow for distinguished move/capture flags. For even more exotic movements (Mao, Moa, Cannons, etc.) you'd be out of luck (though for these examples the applet should probably just list them as possibilities when given the appropriate input of a knight or rook movement; the pages on CV could then clarify their distinctiveness). I tend to think of en passant and castling as special rules to the game and not inherent to the pieces. Further special abilities (multiple captures, custodial captures, copying piece moves, carrying other pieces) wouldn't be the focus of such an applet. It's probably too much work to try to dig up as many pieces as possible to make this helpful, but I think it would be nice for something like the introductory comment in this thread.
It seems that most of you already know this, but maybe it's still helpful to note that there is a definite answer for who wins chess given perfect play on both sides (white, black, or neither [draw]). This is true of any chess variant that involves a fixed turn structure, perfect information (& no randomization), and finite length (here's where we need something like the 50 turn rule). So, in the mathematical sense, any such chess variant either has a perfect 1st turn, perfect 2nd turn, or absolutely no advantage. Joe keeps referring to "noise", which is how we can manage to talk about a 1st turn advantage without the mathematics making it boring. So far no one has actually defined the framework of the question, but it seems generally to be accepted as referring to people's current thoughts on optimum strategies, and how those interact. I suppose to make this rigorous we would want to define the fuzzy value of positions (it's unclear how to do this, though current chess programs are probably a good starting idea), then allow for some randomness in the players' moves that biases toward high value positions. Then I think we should say there's "no" advantage if the probability distribution of wins-draws-losses given this framework has no advantage with statistical significance. So we say there's no advantage if the noise drowns out whatever perfect mathematical advantage actually exists. (I think this is essentially what Joe has been saying?)
Rodrigo, I think the idea is that if after white's move, black's only response will put white in (non-mate) check, then that black move is illegal, so black is in fact in checkmate, and white's move was legal. Then, what happens if black's only response is to put white in a similar position? This is the "paradox" that is referenced.
I agree that this is really neat. Perhaps the 2007 comment makes it clear that this page should state more clearly at the beginning that this is a form of chess problem, not a suggested new method of notation. :) In fact, since I now see the "problem" icon attached to this page (but couldn't until I looked at the comments or re-found the page through search), maybe it would be beneficial to head every page with a note about what type of article it is?
It seems that you want the diagonal moves to be either diagonal within a layer, or triagonal (in the sense that Malcolm described). Is that a fair assessment? Do your kings also move this way (orthogonal or "special diagonals"), or do they really get 26 directions? Do knights leap, or slide? If they leap, you needn't say that they can go 1 then 2 or 2 then 1: they are equivalent. (Saying it isn't bad, but it makes me think perhaps they don't leap...) I agree that the checkmate example probably isn't checkmate. That should get fixed/clarified. The queen "holding" rule is nice, and a bit reminiscent of a rule Joe Joyce used for a 4D game. However, it then seems likely that minimum mating material is FIDE chess mating material plus one queen. Practically requiring a queen for mate seems like perhaps you should include additional pawns. Or maybe a different piece should have the holding ability?
Namik Zade, you have three submissions for Knights games; did you mean to submit all of these? I tried to contact you via the email address listed in your account, but the message bounced.
(In reference to Jeremy's note about comment display weirdness: It occurred when the associated page was deleted; the hanging comment is handled strangely. If an editor who knows more about the php code can fix this for the future that would be nice; for now I've just moved the comments for the deleted sovereign chess page into a non-page comment thread.)
I've added the pending submission link into the new menu. I'm not getting anything coming up when I go to the Change Password page via my membership info page. Has this happened to anyone else? Fergus, do you know what's going on?
RaumchachRulesTest
There are probably a lot of places where you can break the rules if you really try, but I think I have things working in general. Please stress test and let me know if something goes wrong.
It seems this entire book is now available as a free eBook. http://books.google.com/books?id=XbbhY4Q6U0IC I don't read German, but it looks like the book is entirely about the 8x8x8 version. (There's some mention of different sizes, but I don't see any mention of a 5x5x5.) Interestingly, the pieces are set up on the first two levels (instead of opposite levels as the 5x5x5).
Of course, there are some variants on these pages played on infinite boards. I have thought a bit about infinite-dimensional games as well. I suppose any large size is workable, especially if pieces have short moves: the game becomes a large map, which you could zoom in on a sector of and make relatively normal-looking moves. (It becomes a discrete version of many RTS games.) Infinite-dimensional doesn't admit as good a visual tool. :P
I believe I have the RSS feed working again. Let us know if anything goes wrong.
As for the no-trading rule, see also Angel Chess (Ed has a java app for it).
Thanks, after I got it working in Yahoo and Google I didn't actually run it through a validator. Error-free now.
The new header includes a link to the signin/join page. I could delete your old account Daniel, but it would be nice if we could find out what's happening with your temp password, to prevent future problems.
If anyone else has problems with registration, let us know via email (see the Feedback page) and we'll work it out. (I've been emailing with Super Bishop.) Related note: I've been checking the chessvar@yahoo account, so you'll get responses at least to things I know the answers to.
I'm not really sure if this qualifies as a 4D variant, but I've indexed it that way to be as inclusive as possible. If pieces couldn't turn at the knot, I would insist that it is 4D, but which is easier to explain here: four disjoint 1D boards with a glued square, or a subset of the 4D board with turning pieces? (Note that in the 4D interpretation, the Entity's teleport power is almost the same as a 4D bishop's move.)
I'm not sure how practical an offline app would be. I agree a random article would be nice, but I'm not sure exactly how to implement it, especially since our articles come in two flavors: hardcoded html and database entries. And should it just be game articles?
Ah yes, that was silly of me, all the articles should be indexed in the database in one table, and I'd only have to worry about the type after the random selection. I'll probably be too busy to get around to it in the next couple of months, but perhaps I'll get something working.
This is especially useful for finding variants in the intersection of various categories. For instance, to find 3D variants where there is some kind of hexagonal component (hex prism or tetrahedral e.g.), set up the search just for 3D variants, then modify the resulting URL so that it includes "category=3D,hexagonal".
/play/pbm/devguide.html#board
Probably if you just want a few squares of each color you'll need to spell out almost the entire board's colors. (But you could save some typing if there's an all-white row.)
Why is capitalization mandatory? What is the "far right corner"? Should the heart get up to 6 steps to complete the image? (Isn't the fifth step downward?)
The rules for how/when buildings are built/destroyed, units produced, and amenities produced seem unclear to me. I think a sample game opening would help a lot.
Are pieces set up initially centered along a board edge? Some of these pieces probably deserve a diagram to help see what's going on.
It seems also that the webmaster of the pages has kept a copy: http://didymus7.com/nost/index.html
4+ dimensional chess variants have their own category here (is it the only one small enough still to fit on one search result page?). I'm not sure what you mean by the 4d games here being "stretched 3d".
Here are my personal opinions on some of our 4d games:
Chesseract: pure 4d, some strange pieces
Timeline: not very chesslike, but pure 4d geometry
Hyperchess, Walkers&Jumpers, Sphinx Chess: 'mixed' (2+2)d geometries
Fabulous Flying Kittens: I still don't understand how this works
TessChess: my own, perhaps too pure and therefore subject to analysis
paralysis
See also the sister wikidot
http://chessvariants.wikidot.com/start
http://chessvariants.wikidot.com/3d-design
for some other (non-game-specific) (3+)d comments.
See the Developer Guide:
/play/pbm/devguide.html
in particular the section called Editing a Preset.
I'm not sure if one can get a clean slate preset; it's best to find a game somewhat similar to yours and edit that preset into one for your game. It's fairly easy to get a preset setup to play most games, but getting the preset to check rules can be more difficult; most presets available here don't check rules (as far as I know).
Greg: from the log page, go under the header Related, This Preset for... Or, the Menu button to the right of the log block. Joe: I notice that in the logs you appear as both white and black. Is this just when I view it? It doesn't look that way for other logs I view. Maybe something is wrong with the multiple moves...?
I've been trying to find what may have gone wrong, to no avail. Fergus would be better suited to finding out, but I haven't heard from him in a while.
It sounds like perhaps you're misunderstanding the rules. Each turn a player attempts to make a move as usual. If the opponent wishes, they can force the player to retract that move and make another.
What you describe sounds like No-Chess
http://www.chessvariants.org/other.dir/no.html
For that game, I think the answer to your question should be "yes". In particular, white can "refuse" some impossible move.
When I had looked at it this morning the html tags weren't around. I've fixed the offending closing tags. I think I should leave it to Freederick to fix up other formatting issues. I've hidden this page until some things are cleaned up.
I have finally found out how submissions were coming to be attached to your name Freederick. I believe I have fixed the underlying issue. For the submissions with your name incorrectly attributed, I have changed the author to me for lack of better option (I don't think we should just delete the items).
I have changed the author to me for lack of better option. (I don't think we should just delete the items, and I don't think there's a way to discover the actual author.)
Mariano, I've sent you an email concerning this page. I have also edited your comment for language.
Sorry, in fixing the bug mentioned earlier I broke this; I believe I have corrected that error now.
I don't understand the difference between your two statements. What exactly do you conjecture to be true? Why does 49 not give a counterexample?
Do you mean something like multi-path? Then the dababbah (thought of as a 1,1 diagonal-orthogonal leaper) fails, doesn't it?
So is your conjecture that in the hex-grid (or triangular grid depending on how you look at it), there are no two right triangles that share a hypotenuse with odd squared length? EDIT: I should probably add "where the legs of the triangles are along the orthogonal and diagonal directions". More edit: and to avoid the trivial swapping of the order of diagonal/orthogonal steps, make it "nonisomorphic triangles"
I think the 4-coloring of the hex board can help to prove this. See
wikipedia's 4-coloring image
If a leap has odd SOLL, then in any right angle diagonal-orthogonal path--say m diagonal and n orthogonal as before--we must have that m and n have different parities (else 3m^2+n^2 is even). Then the starting and landing cells have different colors in the 4-coloring.
But each orthogonal-diagonal pair of directions at right angles involve exactly two colors, one of which is the starting cell's color. So traveling along distinct orthogonal-diagonal directions lands at distinct color cells.
Charles: which example? the 49? Those triangles do not share a hypotenuse (aha, when I say "share a hypotenuse", I mean that geometrically, not just that they have the same length). And, the orientation of the hypotenuse is determined by the choice of right-angled orthogonal-diagonal pair. (I may still be misunderstanding your question, so the rephrasing and proof may yet be incorrect.)
I am now more certain that I understand what you're saying, and that my proof from before works. (Joseph has the same idea.) Let me give some more details: Given a cell, an orthogonal direction, and a diagonal direction at a right angle to the orthogonal direction, the set of cells reachable from the given cell in those directions has a rectangular geometry (it is a proper subset of the entire board, consisting of all cells of two colors in the 4-coloring). So, given starting and destination cells, there are at most three ways to write the leap as a combination of orthogonal and diagonal (at right angles) steps. These three ways correspond to the three orthogonal (or diagonal) directions. But the 4-coloring has the property that these three rectangular sub-geometries (not using that as a technical term) each consist of the color of the starting cell and one other color, and these three other colors are distinct among the three sub-geometries. Furthermore, the 4-coloring has the following property: the destination cell's color is the same as the starting cell's color if and only if the number of diagonal steps and the number of orthogonal steps have the same parity. (This can be seen by noting that the 4-coloring induces the usual 2-coloring on any of the rectangular subgeometries.) So, if the SOLL is odd, the target cell is of different color than the starting cell, and so there is only one of these subgeometry paths. If the SOLL is even, then the target cell is of the same color as the starting cell, and there are three distinct subgeometry paths (except for SOLL=0). These three are distinct in that they use different ortho-diagonal subgeometries, but they may have the same number of orthogonal and diagonal steps. For example, m=1,n=5; m=2,n=4; m=3,n=1 all have SOLL 28 and have a common destination cell. (Perhaps this is the smallest with all three distinct?)
http://mathoverflow.net/questions/63423/checkmate-in-omega-moves
It asks how complicated a forced mate position can be on an infinite board. Really interesting stuff IMO. (See the fourth-to-last paragraph of the question for an example on what the infinite-ordinal stuff means in this context.)
I'll look into it, but I'm not too familiar with Game Courier yet. Send any important details to the general contact email and/or Fergus.
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