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This item is a game information page
It belongs to categories: Orthodox chess, 
It was last modified on: 2015-04-20
 Author: H. G.  Muller. Tenjiku Shogi. Fire Demons burn surrounding enemies, Generals capture jumping many pieces. (16x16, Cells: 256) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on 2019-06-09 UTC

I see your point about priorities HG. I was not picking on you. Good job. I was only pointing it out!

Aurelian Florea wrote on 2019-06-09 UTC

In the link you had posed, 2d was not kanji. And even if it were, I'd at least be able to memorise pieces easier.

H. G. Muller wrote on 2019-06-08 UTC

Yeah, the Jocly 3d graphics run quite slow when you don't have a GPU (as is apparently the case on the virtual machine where I run Linux). I was a bit in a hurry to at least get the AI working, because I had entered it in the yearly Modern Tenjiku correspondence championship, and its clock was already running, and had ticked away 96 of the available 120 days. So I didn't pay any attention to non-essential details, as I normally would.

BTW, 2d would not solve the kanji problem...

Aurelian Florea wrote on 2019-06-08 UTC

To me the trouble is that the 2d display is more feasable. The 3d one consumes a lot of resources.

Also I don't reconnize all the required kanji!

H. G. Muller wrote on 2019-06-08 UTC

Ah yes, I only payed attention to the 3d display. Yet the 2d display is always important, as the images for that are also used in 3d for the promotion popup, which asks you whether you want to promoe or defer.

When I have more time I will make a file with images of all Shogi pieces.

Aurelian Florea wrote on 2019-06-08 UTC

Same in chu shogi!...

Hope I don't trouble you too much HG!...

Aurelian Florea wrote on 2019-06-06 UTC

In 2D mode most pictures are not shown properly, but I'm not sure you've got there!...

H. G. Muller wrote on 2019-06-06 UTC

I made an attempt to implement Tenjiku Shogi in Jocly. I even spent some time on the evaluation function. As a result it actually seems to play a reasonable game at 30 sec/move, despite its low search depth. (Jocly's generic JavaScript AI is not very fast.) The web applet can be found at:

Aurelian Florea wrote on 2017-11-28 UTC

Whoever said life is simple got it wrong :)!

H. G. Muller wrote on 2017-11-28 UTC

Thanks for spotting the error. Betza notation was originally designed for indicating moves; (i.e. where a piece can end up relative to its current location), and not for specifying side effects. I admit that the XBetza extension breaks that rule by introducing the 'e' modifier for indicating e.p. capture. And the 'a' modifier for describing what are basically multiple moves per turn can in theory be used to describe side-effect captures, by having the piece jump around before it finally settles on its destination, trampling everything that should disappear first. In the case of the Fire Demon this could be done by having it encircle its final destination with steps that have mpc mode, except that this would make the capture optional, as the 'p' part allows you to jump over the opponent as well. In XBoard I solved this by an ad-hoc extension: 't' in a non-final leg ('tame') there limits any hopping to friendly pieces only. (In final legs I use it to specify a move cannot capture royalty.) So the mode mtpc would do it, and make the Fire Demon's move something like


and similar things for the vR and aaK components. (The 'gy' in the first leg changes the range from slider to leaper for the subsequent leg(s).) This does not seem really helpful as explanation, however, and the 'a' operator was never meant to be abused for this purpose. (And note that the interactive diagram currently cannot handle more than a single side-effect capture.) It would also not work at the edge of the board, because the FD would not be able to complete the detour there without falling off. This could again be solved by assigning a new meaning for the modifier 'o' in non-final legs, for legs that can step off the board. All intermediate legs should then have the mode mtpooc.

To be of any practical use, a notation would have to be far simpler. I have been playing with the idea to introduce a modifier for 'explosion', (say 'xx') indicating mandatory removal of all adjacent enemy pieces in combination with the mentioned ordinary modes. That would give move components like xxmcB for the FD, which is a lot clearer, and more in line with the philosophy of Betza notation. (I already used a single 'x' for another purpose in the diagram, namely move relay.) Captures of Atomic Chess could then be xxmcdN, etc., the extra 'd' (''destroy') indicating it also works for friendly pieces.

The problem is that this still doesn't give a complete description of the Tenjiku Shogi Fire Demon, as the latter also has passive burning ability, during the opponent's turn, which actually dominates the active ability. So the burning is actually more like a special game rule than a move description; every turn ends with removing your own pieces adjacent to an enemy Demon, and after that removing the enemy pieces adjacent to your own Demons, irrespective of whether the Demons moved or not. That would decouple the burning from the move.


Aurelian Florea wrote on 2017-11-27 UTC

How is the fire demon's burn effect taken into consideration by the Betza notation :)?

Aurelian Florea wrote on 2017-11-27 UTC

In the Betza description of the lance below where the "First rank" subtitle is written there seems to be an error. I'm quite sure that the lance should be fR but there it says just rook.

H. G. Muller wrote on 2016-02-10 UTC
Note that I adopted the rule interpretation here concerning the possibility of jump-capturing generals to jump-capture (as opposed to jump over) each other that is different from what the opening theory of Colin Adams assumed. And that this completely invalidates all of Colin's opening theory, which completely revolved around using the first-move advantage to make a quick attack on a boxed-in Fire Demon over the head of a lower-ranked jumping general. In the rule interpretation described here all such attacks are immediate suicide, as the lower-ranked general would simply capture any higher-ranked general that could jump over it. <p> I hope to be able to put a fair amount of work into HaChu this year, finishing its Tenjiku play, as well as (Maka) Dai Dai (or at least my reduced-size versions of these).

bukovski wrote on 2016-02-10 UTCExcellent ★★★★★
It was very good to include this variant among those described on CV pages. Play-tested variants, even when complex like tenjiku shogi, are the most valuable offerings on the CV pages, in my opinion. I look forward to Dr Muller's development of HaChu to play tenjiku shogi; that would be most welcome in the absence of human, over-the-board players. Another CV page presenting Colin Adams's exemplar games, study of opening theory for tenjiku shogi, and arguments for understanding what the move of the Lion Hawk is or should be, would complement this fine presentation of rules of play. It is perhaps too much to hope that he will read this comment and add such a contribution. I have always valued commented game scores as an instructive resource for learning how to play a variant better. I remember Dr Gralla and Mr Carrillo produced some fine games of makruk that appeared on CV pages; it would be wonderful if that were a regular part of new variants showcased here.

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