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Colossus. 10x10 chess with 4 Rooks, 4 Knights, 4 Bishops, 10 Pawns, 1 Queen and 1 King![All Comments] [Add Comment or Rating]
Greg Strong wrote on Tue, Mar 5, 2019 09:34 PM UTC:

I've found a bug with this preset.  In this position:

https://www.chessvariants.com/play/pbm/play.php?game=Colossus&log=mageofmaple-ChessShogi-2019-61-909&userid=mageofmaple

I cannot take the bishop with my pawn becuase it says I would be moving into check.  I assume it is because of the way I castled (the King only moving a single space.)  I believe the position of the king didn't get updated, so it thinks his queen will be attacking my king if I make the capture.


8-Piece Chess. (Queen's Army chess, all 8 Back Rank Pieces different).[All Comments] [Add Comment or Rating]
💡📝JT K wrote on Mon, Mar 4, 2019 07:07 PM UTC:
(video provided was from an outdated ruleset)

Game Courier Tournament 2019. Chess Variant Tournament to be played on Game Courier.[All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Mon, Mar 4, 2019 02:30 AM UTC:

When I looked over the time controls before, I didn't notice the thing about the 4 moves per week pace. I had previously modified the invitation script to not include the option of setting a pace in the time controls, but I forgot about doing the same thing in the script for defining a round. The code is kept in Game Courier for backwards compatibility with games that still use it, but I do not recommend its use. Here is how it works. I have added some extra comments to better explain things.

// As long as you keep the desired pace, your reserve time is kept from falling below $sparetime.
// $i is the turn being checked. $i & 1 returns 0 or 1 to identify the player.
if ($timeleft[$i & 1] < $sparetime) {
    // Total time that has passed from beginning of game
    $timepassed = ($timestamps[$i] - $timestamps[0]);
    // If average duration for a move is less than the set duration for a move,
    // then moves are being made faster than required,
    // and $timeleft is raised to value of $sparetime.
    // Equivalent to -> if ((($timepassed / 2) / $i) < ($paceperiod / $pacefreq)) 
    // but loses no precision and avoids division by zero error
    if ((($timepassed / 2) * $pacefreq) < ($paceperiod * $i))
        $timeleft[$i & 1] = $sparetime;
    }
}

One problem with this is that it divides the time passed by 2, which is accurate only when each player takes exactly as long to move as the other player. It would be more accurate to count up how much time each player has individually used. So, it will normally reward both players or neither player, depending on how fast the game is moving along. It does not account for individual variation in playing speed. Because it divides time passed by two, the pace it checks for is actually half as fast as the pace specified. So, if the pace is 4 moves per week, it will reward players for moving twice a week. Without knowing how it works, you might imagine that it will enforce a certain pace. It will not do that. It will just reward players for keeping a minimum pace. When combined with other time controls that already reward players for moving quickly, it may help inflate how much time players have left. With the pace set to 4 moves per week, it will be possible to play slow, leisurely games that will take many months.


💡📝Greg Strong wrote on Sun, Mar 3, 2019 08:50 PM UTC:

All game for the first round have been assigned.  Good luck everyone and have fun!


💡📝Greg Strong wrote on Sun, Mar 3, 2019 06:32 PM UTC:

Player dax00 has joined, brining us up to 10 players, the magic number.  The pairings have been posted on this page.  I will get the first round games created later today!


Shakti. On a 7 by 7 board with disappearing squares. (7x7, Cells: 49) [All Comments] [Add Comment or Rating]
KelvinFox wrote on Sat, Mar 2, 2019 06:22 PM UTC:

On the mindsports website, the 4 corner squares are said to be untiled


Game Courier Tournament 2019. Chess Variant Tournament to be played on Game Courier.[All Comments] [Add Comment or Rating]
💡📝Greg Strong wrote on Sat, Mar 2, 2019 02:24 PM UTC:

Fergus,

Something strange is going on with the comments at least on this page.  When you view What's New, you see everything.  When you launch the tournament page, however, you only see a few comments (which is normal) but they are not the most recent.

And yes, tomorrow, Sunday the 3rd :)


Aurelian Florea wrote on Fri, Mar 1, 2019 01:39 PM UTC:

It does for 9 or 10 players.

ANd by the way, Fergus is correct. Sunday is march 3 :)!


🕸Fergus Duniho wrote on Fri, Mar 1, 2019 01:15 PM UTC:

Sunday is March 3rd.


💡📝Greg Strong wrote on Fri, Mar 1, 2019 01:07 PM UTC:

The goal is for everyone to play each game once and to play one game against every other player.  Since we have 9 games, 10 players would work perfectly.  If we have 9 players, then a fake player called "bye" will be in the roster.  If we have 11 players, each player will have one other player he does not complete against.  (Does this describe a "Round Robin"?  I think so but I'm not sure.)


Aurelian Florea wrote on Fri, Mar 1, 2019 11:51 AM UTC:

It seems to me that the shedule is a round robin. Am I correct?


💡📝Greg Strong wrote on Fri, Mar 1, 2019 12:10 AM UTC:

Sorry for the delay.  I think I should be able to kick things off this weekend... Let's shoot for Sunday, March 2nd, sometime around noon or thereafter (EST).

The selection of games is complete.  I heard from almost everyone and the results were pretty consistent.  If it is the case that we don't have quite enough players and we need to give each player a BYE for a round, I will try to give each player the bye on the game he rated low (although that might be difficult to work out in practice.)  Most of these games got a low ranking from one player and high rankings from everyone else.  In only one case was one of the games selected given a zero ranking by anyone, but I included it anyway because the next game in the ranking got several points less - quite a drop-off given the distribution - and because the player who gave it a zero only gave the game that would be its replacement a one.  So, I think all-in-all everyone will be pretty happy with the game list.

There are nine games for three rounds of three (like last year.)  These are the 9 games, in no particular order:

Metamachy
Symmetric Chess
Colossus
Hectochess
Gross Chess
Sac Chess
Unicorn Great Chess
Opulent Chess
Shako_Balbo

And these are the nine people who I believe are playing.  If anyone else wants to join, you are welcome.  It would be great if we could get one more.  Otherwise, everone will have one bye round.

Aurelian Florea
Carlos Cetina
Adam DeWitt
wdtr2
Greg Strong
Fergus Duniho
Kevin Pacey
John Davis
Jarid Carlson

 

Also, we will probably have rule-enforcing presets for all games. I believe the only two that do not yet have rule-enforcement are Symmetric Chess and Metamachy (which I know Fergus is already working on.) We won't play either of those in the first round to give time for rule-enforcing presets to be made.

Thanks everyone!


wdtr2 wrote on Tue, Feb 26, 2019 11:17 PM UTC:

The Tournament of 2019.  Greg is there a starting date?

 

 


Makruk (Thai chess). Rules and information. (8x8, Cells: 64) (Recognized!)[All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Mon, Feb 25, 2019 07:53 AM UTC:

Is anyone else finding weird similarities between Chaturanga (Davidson's variantion) and Makruk?


Chaturanga. The first known variant of chess. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Mon, Feb 25, 2019 07:53 AM UTC:

Is anyone else finding weird similarities between Chaturanga (Davidson's variantion) and Makruk?


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Sat, Feb 23, 2019 06:36 PM UTC:

The diagram is in the comments to the Xiangqi article: https://www.chessvariants.com/index/listcomments.php?id=33312 . From its page source:

        function BadZone(x, y, piece, color) { // enforce board zones
          if(touched) return 0; // not during ShowMoves()
          if(piece == 4) return (color ? y < 5 : y > 4); // Elephant: across river
          if(piece != 3 && piece != 8) return 0; // otherwise OK if not Advisor or King
          return x < 3 || x > 5 || (color ? y < 7 : y > 2) && (board[y][x] & 511) != 8;
        }
        function Shade(x, y) {
          var col = 0;
          if(y > 4) col = !col;
          if(x > 2 && x < 6 && (y < 3 || y > 6)) col= !col;
          return col;
        }

The argument 'piece' contains the type of the moved piece, and 'color' indicates its color (non-zero = 1024 = black). The routine is called for a proposed move, so board[y][x] at this point is still the victim. I suppose the exception made for allowing a King to leave his Palace to capture the other King is not really necessary when its move is defined as WfkR; King and Advisors could simply be allowed in either Palace, as they have no moves that would bring them to the opponent Palace other than the one that must capture a King.


A. M. DeWitt wrote on Sat, Feb 23, 2019 05:19 PM UTC:

The BadZone function is indeed very useful. For example, if you wanted forbidden moves of royal pieces into check (which are highlighted dark gray) to not show up at all, all you need to do is use this function in your script, which works with both moves that move directly into check and castling moves that land on or pass through check:

function BadZone() { return blockFlag; }

However, this function isn't elaborated on very well. It has four parameters - x, y, piece, and color. The parameters x and y can be used to track the destination square of a piece (i.e. typ = board[y][x]) but piece and color are shrouded in mystery.

You said that you used this function to "confine pieces to their zones in Xiangqi," which is very interesting and could be very useful, as I am reasonably certain that you all four parameters there, though I could be wrong. Perhaps you can show me the function that you wrote to do this?


Hexagonal Chess Notation. Article discussing Hexagonal Chess notation.[All Comments] [Add Comment or Rating]
Kevin Pacey wrote on Thu, Feb 21, 2019 12:41 AM UTC:

@ H.G. (and everyone): Thanks. It might be useful for contributors to have the instructions on how to write a CVP article linked to somehow from the CVP main page, rather than them gradually getting buried in the Comments section. Either that, or, better yet, have a 'Do you wish to submit an article' question posed in the general submission form that pops up normally when you wish to post your own game (or a preset page, etc.).

@ Ben (and everyone): Thanks. I had thought of the 'Updated' symbol as perhaps yet one more icon in the database, but I didn't know. At this point, though, I'd like to point out that whenever I have modified one of my Rules Pages for an invention of mine, it never shows a note at the bottom afterwards saying that I have modified my submission, and hence I get no 'Updated' symbol (nor showing on the What's New page is my submission icon, as a newly 'updated' item) as a result, it seems.

@ Fergus: (and everyone): Thanks. In looking at Tim O'Lena's old review of McCooey's Hexagonal Chess, it's rather long, and perhaps is not suitable for posting as an ordinary review/comment. It's more like as if it was a special review made by someone who really knew the topic (he posted links); perhaps there could still be a place for special review pages, as opposed to review comments by the average poster who may not have sought editorial approval as perhaps Tim did (I don't know). In any case, to do the sort of review Tim posted would I think now be best to do as an Article, if special review pages are no longer to be allowed to be submitted on CVP all the same.

Tim indicated much about the strategy of the game in question, which is perhaps beyond what a normal review would be, but rather it might have made for an Article instead nowadays (e.g. compare that there's an Article or two on Kriegspiel in the database, already). I'm running out of gas as far as fresh game invention ideas are concerned, and I'm toying with the idea of looking for other ways to contribute later on (hence looking at 'Items'/icons list could help rule things in or out faster). There is an old CVP Page called `How can I help` linked to somewhere, but it is now in an obscure place, and does not mention submitting e.g. Articles.

For possible future Article(s) by myself, I'm thinking about the idea of discussing strategies for a given CV(s), if I feel I'm sufficiently skilled at them to give such advice one day. Ironically I'm a chess master, which is not quite strong enough to give great chess strategy advice in print for beyond a certain level, but for little-tested CVs a certain amount of my chess skill may carry over, more usefully perhaps. Regardless, I'm not quite sure what's hoped for by editor(s) when writing a CVP Article. Maybe a policy statement about Articles could be linked to from the CVP Main Page, eventually.


Interactive diagrams. Diagrams that interactively show piece moves.[All Comments] [Add Comment or Rating]
💡📝H. G. Muller wrote on Wed, Feb 20, 2019 05:58 PM UTC:

Wow, you really dived deep into this. Thanks for the feedback. The 't' in XBoard was a kludge to allow approximate representation of moves that were too difficult to handle correctly, by making it possible to 'round up' the move to something that was doable, in the sense that it would include every pseudo-legal move and then some. That way the GUI would not block the entry of any legal move because it though it was not in the piece's repertoire. And then leave it to the engine to refuse the 'and some', should the user try to play it. (XBoard protocol allows engines to do such a thing.) But this strategy fails when XBoard would think one of the 'phantom' moves was checking the King. Enforcing the checking rule makes it that you have to be exactly right in your moves: if some moves are not supported, you cannot play those, but if extra moves are supported, you sometimes cannot move other pieces because it is imagined this would leave you in check. The 't' modifier was added to make it possible to selectively disable checking by all extra moves, so the latter problem cannot occur.

But the diagram does not test for full move legality; its purpose was to demonstrate how pieces move, and not showing some of the pseudo-legal moves because of checking restrictions only caused confusion. (I later added greying out King moves that directly stumble in check, to get a good representation of slider Kings that cannot pass through check, without obscuring what the pseudo-legal moves of the King really are, to do 'Caissa Brittanica'.) So the diagram does not really need the 't', as it accepts any move anyway, and the harm in highlighting spurious moves would not go away by it. And I did not know any variant that really had pieces that could not capture royals with one of their normal capture moves. So I figured the 't' was not needed.

In case of an 'emergency', there is a work-around, BTW: the diagram script looks for the presence of a user-supplied function

BadZone(x, y, piece, color)

which allows you to veto moves that the Betza encoding would allow. I used this to confine the pieces to their zones in Xiangqi, but it could also be used to veto a move because the indicated piece type cannot capture what is at square (x,y). Or to implement variants with restrictions on what can capture what, of which the 'tame' moves are just a special case. And this does affect the highlighting! (The 'k' I added to make it possible to implement the King-facing rule of Xiangqi, which was borrowed by some western chess variants as well.)

Triple moves are indeed a pain. XBoard supports those now. It would require a lot of messy code. I don't think that 'chaining' like in Paco Shako would be the simplest way to do it. It is definitely also on my wish list.

Custom definition of royal pieces is already possible, though the parameter royal=N . In the most recent version this is even implemented as setting a flag for piece type number N, rather than remembering the value of the parameter. So you can have several such lines in the diagram definition, indicating multiple royals. But since the diagram doesn't take account of the checking rule, there is not much effect of defining something as 'royal'. Only its own moves are then sometimes greyed out. And games like Chu Shogi, which do have multiple royals when you insist on representing Prince differently from King (as kanji pieces would), doesn't really have a checking rule, so that in fact the royals should not lose any moves even when they do stumble into check. The diagram doesn't test for game end.


A. M. DeWitt wrote on Wed, Feb 20, 2019 04:53 PM UTC:

These diagrams are a wonderful thing. They can easily describe various moves that Game Courier can't handle without using complicated code. However, I have a few suggestions that, in my opinion, would make the diagram even better.

  • Tame pieces - The modifier t on a final (or only) leg of a move means that move cannot capture royal pieces in XBoard. In other words, it is the opposite of the modifier k on a final (or only) leg of a move, which means that move can only be used to capture royal pieces. This modifier should be relatively easy to implement.
  • Custom definition of royal pieces - Currently, the only piece that is specified as royal by the diagram is the last piece on the diagram. Some variants may have more than one kind of royal piece (i.e. Chu Shogi), which makes this a useful extension, especially if the royal pieces must stay out of check.
  • Triple Captures - This is without a doubtthe hardest extension to implement. Adding this would, in theory, require adding a lot more code to handle the second locust capture. However, this extension would be necessary for the Lion Dog, which can capture three pieces in a straight line, and other pieces that can capture three pieces at once. There might be a way to do this with the WierdChain function. However, that function hasn't been used in your diagrams other than in the Paco Shako diagram.

Hexagonal Chess Notation. Article discussing Hexagonal Chess notation.[All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Wed, Feb 20, 2019 04:50 PM UTC:

Kevin,

Reviews should be written as comments, not as pages. The review you mentioned was written before we had a comment system in place. To distinguish your comment as a review, give it a rating, and do not rate any of your other comments on the same page. When you favorite a game and write a review for it, a review link will show up for it on your personal information page. You will also find a link to a listing of reviews on the What's New page.


Ben Reiniger wrote on Wed, Feb 20, 2019 03:48 PM UTC:

@Kevin:

The icon for page types correspond to the Item Type (see the query forms to get a list of them).  The submission form doesn't currently give you all those choices, but an editor can change the page Type later.  I could look into adding other Types to the scripts; the main issue is whether the page layout and database information would need to be highly customized for any of them.

That reminds me, you posted earlier about pages' item Types and I forgot to respond.  Unlike game Categories, a page can only have one Type, so sometimes we just have to pick the subjective best fit.

The "New" and "Updated" icons are generated automatically, when the content's creation date or modification date are relatively recent.  (But the rest of your comment makes me think you meant something else, that I don't understand?)

 

It wouldn't take long to compile the list of image icons and their associated Types.  On the other hand, some of the Types are so infrequently used, and possibly are better off being deprecated.  There are other oddities of the site, arising throughout our history (like pages with multiple games, and attempts to index each game therein) that would be difficult to remedy but should probably remain obscure.


Hectochess. 10x10 variant that can be played with 2 mismatched Chess sets.[All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Wed, Feb 20, 2019 01:17 PM UTC:

Regarding the ability to let either side move first, this was criticized in the comments for Yangsi, and you removed it from that game. I hope you will do the same here.

Since your Cannon moves as a Leo, why not call it that and change your graphic images for it?


Hexagonal Chess Notation. Article discussing Hexagonal Chess notation.[All Comments] [Add Comment or Rating]
H. G. Muller wrote on Wed, Feb 20, 2019 08:48 AM UTC:

It was recently mentioned here that you can post an article in any format, by writing all text in the 'introduction' box of the submission form, and leaving the other sections empty. You would have to take care of your own section headers in that case, obviously, but the edit boxes allow you to do that even without having to touch raw HTML.

I think the icon that gets associated with it in the index (and elsewhere) is decided upon by an editor at the time he approves the submission. E.g. my Interactive Diagram article has the book-with-question-mark icon, but I never did anything special myself to get that. My 'Checkmating Applet' similarly has a black square with a white P on it.


Kevin Pacey wrote on Wed, Feb 20, 2019 07:58 AM UTC:

A question or two for Fergus, or another CVP editor:

How does one go about submitting an article of the type this one is to CVP (notice that it shows here and there within a small icon of a book with a question mark to indicate it's a CVP 'article' perhaps, but I'm guessing even at that)?

How does one submit a 'CVP review page' e.g. of the type Tim O'Lena wrote long ago for McCooey's Hexagonal Chess (it is linked within the rules page for that game, in that case - it has a small icon of an opened book to indicate its type)?

Are there other kinds of such things that one is not told anywhere how to do on CVP (it seems)? I noticed, for example, an icon of a camera for special entries displaying digital photographs of something or other, given in the Main CVP Alphabetical index.

Also, I cannot find any indication on CVP of how one gets an 'Updated' indication on something one has previously submitted, in the way of a rules page that has been modified since then. In my own case, I've never bothered since I didn't feel the need, but other people may wish to know.

All these little odds and ends above that I've been unable to find out where to read about have been something I've just accepted, but why does there have to be such mysteries to solve, even if one is not a newcomer? A list explaining every sort of icon included the in database that a contributor might one day involve himself with might be helpful, unless it would somehow be far too long, and that is what I think I am mostly getting at with my above questions and comments.


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