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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 Thu, Jun 6, 2019 07:58 PM UTC:

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


📝H. G. Muller wrote on Thu, Jun 6, 2019 09:06 AM 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:

http://hgm.nubati.net/jocly/jocly-master/examples/browser/control.html?game=tenjiku-chess


What is wrong with Shou Dou Qi?. Comments on the rules of Shou Dou Qi - the Animal Game.[All Comments] [Add Comment or Rating]
Alan wrote on Wed, Jun 5, 2019 11:58 PM UTC:

As I read the rules (and ths is how we have played it) a piece is captured by another pece of at least the same strength enteriing th square of the frst mentioned piece.  I have not found any rule that expliciity forbids enteriing the same square as a stronger piece; the stronger piece is simply not captured (nor does it "capture" the weaker entering piece since the rule requires that the capturng piece must be the one entering the square). The only problem we have encountered with this interpretation arises if playinng wth 3D figures instead of flat disks, since it is diffiicult to "stack" 3D fgures.


Chess variant engines and CECP (XBoard) protocol[Subject Thread] [Add Response]
Greg Strong wrote on Tue, Jun 4, 2019 11:52 PM UTC:

Yes, you're right, I was still on 1.2 somehow.  I will test with 1.3.


Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Tue, Jun 4, 2019 02:42 PM UTC:

While watching a cpu vs cpu game of eurasian I had noticed that vaos do not seem to care either about color binding as in the early game color binding is compensated by the other pieces and in the late game lack of platforms probably damages them more.


Chess variant engines and CECP (XBoard) protocol[Subject Thread] [Add Response]
H. G. Muller wrote on Mon, Jun 3, 2019 06:19 AM UTC:

Are you sure you got the new version, and that there was no problem with your browser caching the old version? It should say cwda-1.3 for the version number, and have 'dragons' as one of the options for the White/Black Army (not properly working yet, though). I tested it with a position "8/6P1/6k1/8/8/8/8/1K6 w - - 0 1" in FIDE vs Rookies, and it does play g7g8q without quote in that position.

In earlier versions I had some crashes too, which seemed to occur when the score got extreme. This disappeared after I calculated the interpolation between opening and end-game evaluation in a less overflow-prone way, and the version I originally posted had played several hundred games against Fairy-Max without a single crash. It could be that I broke something when changing the check test to also work with ski-slides. (But I see in the log that this happened for 1.2, so this cannot be the explanation.) This crash also doesn't reproduce.

Indeed I did not put equal armies in the list it announces in the variants feature. It would recognize the names in the 'variant' command, but of course a proper GUI would never send those if the engine did not announce it supported those. It is possible to play equal armies by selecting those through the White/Black Army options, and then select variant fairy. (This is how I test, as it currently is the only method where it is compatible with Fairy-Max, when I tick the option for old piece names, and turn traitor promotion off.)

BTW, in the log I see that you did not send a 'memory' command to set the hash size. That means KingSlayer would use its default hash size, which is only 1MB.


Greg Strong wrote on Sun, Jun 2, 2019 11:39 PM UTC:

Also, it looks like it doesn't support both sides playing the same army?


Greg Strong wrote on Sun, Jun 2, 2019 11:25 PM UTC:

Sorry, H.G., it looks like that did not solve the problem.  I am also getting an occasional crash.  I'll email you the debug output.  But when it doesn't crash or make illegal moves, it seems to win the majority of the time :)


H. G. Muller wrote on Sun, Jun 2, 2019 09:36 PM UTC:

A yes, this was something I couldn't test, because WinBoard doesn't accept dressed letters as promotion suffix yet. This was a bit of a subtle bug: the quote suffix was initialized to 0 when entering the MoveToText routine, and then set to a quote if promotion to the 7th piece type occurred before being printed. But by an oversight the suffix had been declared as a static char, so the initialization did not work on every call of MoveToText, but only at program start. So once a move with quote suffix was printed, all promotions would from then on be printed with this suffix. (But WinBoard happily ignored that.)

I uploaded a fixed version to the same link.


Greg Strong wrote on Sun, Jun 2, 2019 08:01 PM UTC:

Nice!  I didn't have an opportunity to mess with this during the week, but I now have KingSlayer cwda integrated within ChessV cleanly.  It is pretty strong!

I am finding one issue, though.  Sometimes upon promotion KingSlayer sends the wrong notation. For example, ChessV was playing the Clobberers with the white pieces and KS was playing the FIDEs with the black pieces.  When it went to promote, it sent c2c1q' which is not correct.  The Queen is part of its army, not the opponents, so the quote shouldn't be there.  (ChessV then says it forfeited due to illegal move.)


Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Sat, Jun 1, 2019 04:30 AM UTC:

Cool analisys HG!...


H. G. Muller wrote on Fri, May 31, 2019 09:07 PM UTC:

Well, it is difficult to asses whether this capability for a pair to statically create an impenetrable barrier for a King is really important. Actually I think that Wizards can just do it (on 8x8), when standing next to each other in the center. But very often pieces can inflict a 'dynamic confinement' on a King. As long as you have to spend fewer moves to maintain it than the King needs to escape, you have moves to spare for other pieces to approach. Besides, FAD complement each other in a different way: standing next to each other the completely cover a 5x6 area, As a result they can drive a King to the edge with checks, and checkmate it there, without any help. This makes them very, very dangerous.

Even a King + Bishop can dynamically confine a King on boards of any size. The King has to cover the hole through which the opponent threatens to escape, and has to follow the bare King as long as it keeps running in the same direction to renew the escape threat. But when it reverses direction, to try an escape on the other side (which he eventually must, as he bumps into the edge) you have one free move. Therefore a Bishop can checkmate together with an arbitrarily weak piece (as long as that can go everywhere) on boards of any size.


Aurelian Florea wrote on Thu, May 30, 2019 11:42 AM UTC:

@HG,

Also there is another effect that amplifies pairing bonus or color bonding penalty. The effect of the pair being able to block the king from part of the board. That the same way rooks do on their own. Bishops do that. Two dababahriders to that, and they only cover half the board among themselves anyway. Wizards or fads do not.


Chess variant engines and CECP (XBoard) protocol[Subject Thread] [Add Response]
H. G. Muller wrote on Wed, May 29, 2019 12:25 PM UTC:

The previous version was still plagued by a woken-up 'sleeper bug': all the end-game discounting worked fine when I tested it on setup positions for the end-game, but it did not apply it when the same end-game was reached in games! Turned out castling messed up the Rook counter, which had never mattered before, as the count was not used. But now it made the drawishness code think both sides had (tons of) Rooks. I uploaded a fixed version ("KingSlayer cwda-1.2") to the same link. This also prints some results of the drawishness detection for the root as part of the Thinking Output, so that it can be easily seen when it misjudges. Like Fairy-Max it slightly randomizes the first 8 ply of any game, (adding -8 to +7 cP to the score of each move in the root), to provide more game diversity in test runs.


Chess with Different Armies. Betza's classic variant where white and black play with different sets of pieces. (Recognized!)[All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Wed, May 29, 2019 07:04 AM UTC:

Also the case of bede and WAD on different shades who work a bit akwardly but do work together fine. Probably stronger than a charging rook+fibnif or waffle+short rook. Many pawns would help a lot the CC pair. But ChessV for example know such tricks. I did whached some games.


H. G. Muller wrote on Wed, May 29, 2019 06:39 AM UTC:

Well, this is the whole point of making KingSlayer play CwDA: its playing algorithm can take the effects of color binding into account. But it still requires some thought on what exactly it should pay attention to. The only things I discovered about color binding so far were obtained with Fairy-Max, which doesn't take any color binding into account. It thus might under-estimate the effects. E.g. it approximates the effect of the Bishop pair bonus by making all Bishops worth more than Knights. This biases it against trading B for N in general. Which helps to preserve the B pair, (as it should), but makes it unnecessarily shy in lone B vs N situations (which should be a self-inflicted disadvantage of having a Bishop), and it doesn't prevent it from breaking up the pair by Bishop trading in a BB vs BN situation.

But it still finds an effect of about half a Pawn. I.e. B tests about equal to N, also in 'anti-pairs' (on the same shade), but a true B-pair tests as 0.5 Pawn stronger than B+N or 2N. I also did tests with more than 2 Bishops, and concluded that with 3 Bishops (divided 2:1 over the shades) you get 1 pair bonus, and with 4 Bishops (2:2) you get 2, compared to the simple addition of lone-Bishop values. While one could argue that the number of pairs is 2 and 4, respectively, in those cases.

There is a completely different interpretation of this data, not in terms of a pair bonus, but of a binding penalty. With Kaufman values B=N=325, and the pair bonus=50, so 2B(2:0)=650, 2B(1:1)=700, 3B(2:1)=1025 and 4B(2:2)=1400. These same numbers would be obtained by setting B=350, and giving a penalty of 25 when they are not equally distributed over the shades. The remarkable thing is that the penalty doesn't seem any higher for a shade imbalance of 2 than for an imbalance of 1. So it doesn't seem to matter how much power you have on your strong shade (with non-color-bound pieces you could aim them all at the same shade anyway), but it hurts when you lack power on a shade. This would mean the magnitude of the bonus is not really dependent on the value of the color-bound piece, as it is mainly expressing the disadvantage of absence of a piece. Indeed a preliminary test with Pair-o-Max (a Fairy-Max derivative that takes pair effects into account in a primitive way) suggested that the bonus for Bede was also just 50. (Pitting 2 BD on like or unlike shade versus 2 BmW + Pawn.)

The situation in the Clobberers army should be pretty much like the 4B(2:2) case; after trading one BD or FAD you incur the penalty, which you lose again after you then trade BD or FAD on the opposite shade (making that effectively worth 50 less than the first), but which you would keep after trading the second of the same shade (effectively giving that the 'average' value). This is how KingSlayer treats it now.

But pair bonuses / binding penalties are relevant in the middle-game; in the late end-game you could be in a much graver danger than the penalty suggests, vulnerable to tactics that would destroy your mating potential. Like sacrifycing a Rook for the piece on the 'minority shade' in a 2:1 situation. (Similar to what makes KBNN-KR a draw in FIDE, while KBBN-KR is a general win.) But this weakness would only be fullly exploited if the defending engine would know about it; otherwise it would just randomly trade the Rook for a member of the pair that threatens checkmate, with a 50% probability that it leaves a 1:1 distribution, and will be checkmated later anyway. (Like that it should know in KBNN-KR that it should leave NN, and not BN.) Failing to fully exploit an advantage might lead to underestimation of the value of that advantage.


Aurelian Florea wrote on Wed, May 29, 2019 03:26 AM UTC:

@HG,

But the issue of an game with different armies where one player has more color bound pairs of pieces is an rather difficult one. The more color bound side has stronger pieces (in order to compensate for the color binding). The issues you mentioned are also strongly related to the fact the the playing algorithm does not understand it. If it does then it will play differently. But the problem is not gone away this way either as the game is now reduced to if early mid game tactics work for the color bound side. And from a game design point of view frankly this is not much. It lacks complexity. 

I'm wondering if the more color bound army has weaker values in the color bound pieces than it's counterparts in the other army, and then it compensates through the rest of the army it can work better. Or is the color bound army, just has more pieces be them individually weaker. Even if this is contrary to Betza's game. This last case also has problems though in the realm of the army with more pieces needing more time for coordination.

So the issue you raise is not that simple in it's depths! And quite likely something that people on the musketeer chess website have not fully considered!


Aurelian Florea wrote on Tue, May 28, 2019 05:30 PM UTC:

@HG

Your analysys is much deeper (although treating only a nieche of the problem) than any of those made by the guys from musketeer chess!...


H. G. Muller wrote on Tue, May 28, 2019 05:30 AM UTC:

Indeed, these asymmetric variants from the musketeer.net website are very unbalanced. Sometimes as badly as playing 6 minors against 6 Rooks in FIDE.

I discovered that the generalization of 'unlike Bishops' in KingSlayer's drawishness detection is not satisfactory. I had it only kick in when both sides have a single piece (plus Pawns, possibly different 1 or 2 in number), and both these pieces are color bound. But from watching games with the Clobberers I noticed it still stumbles in completely hopeless draws with a huge 'naive' advantage. E.g. there was a game where it had Bede and Fad on the same shade, plus an extra passer, versus a Half Duck. All the opponent's Pawns were on the safe shade, ('passively' blocking his own, i.e. without the possibility to offer trades or a majority to create new passers), and the enemy King was blocking the passer on a safe square. All the Half Duck had to do to block all progress was neutralizing any King attacks on its Pawns. Which it could easily do sitting on the safe shade, though its F and D moves. A single Bishop on the safe color (which can also protect from a safe distance) would also have done.

So I guess any situation where you have only to like-shaded color-bounds plus Pawns should be classified as drawish when the opponent has a piece with significant diagonal power (so it can keep a Pawn protected against King attack) that is not bound to the same shade as the attacker. Under some conditions a Ferz would even do (e.g. a Pawn and the Ferz mutually protect each other, and block two opponent Pawns, while the King blocks the third (which is a passer). Tempo moves can be done with King or Ferz, depending on which of the two is far away from the attacking King. No way Bede + Fad + 3 Pawns would be able to beat Ferz + Pawn. While the naive advantage would be about +9 (Bede, Fad being worth 4-4.5, Ferz 1.5 Pawn)! Of course there is no Ferz in CwDA, but there are pieces with F moves. (They are of course worth a bit more, but then you are still at +7 instead of +9.) A or D moves could sometimes do too, when two connected Pawns and the piece cyclically  protect each other (although with D moves you can then only block two Pawns, rather than three).

So end-games with same-shade color bounds can also very drawish even with many Pawns, even when not just Pawns ahead but also in pieces. I guess these must be heavily discounted in order to play well with or against the Clobberers. Having a Knight as defending piece would probably not do very well, though, due to its color alternation. So it would depend on what pieces exactly the opponent has.


Diagram Designer. Lets you display diagrams without uploading any graphics.[All Comments] [Add Comment or Rating]
Ben Reiniger wrote on Tue, May 28, 2019 01:54 AM UTC:

Background images work for the "Custom Grid" Shape.


Chess variant engines and CECP (XBoard) protocol[Subject Thread] [Add Response]
H. G. Muller wrote on Mon, May 27, 2019 09:30 PM UTC:

OK, I seem to have produced something that works according to specs. I uploaded it to http://hgm.nubati.net/CwDA.exe. I had it play matches against Fairy-Max in FIDE-Nutters and Clobberers-Rookies, and there don't seem to be any illegal moves anymore. I did this using the old piece IDs of Fairy-Max, but in the uploaded version I replaced this by the new IDs we agreed on, but added a checkbox option that can be used to select the old IDs. The piece-to-char tables sent in the 'setup' command still always use the old IDs, though, and don't provide IDs for pieces of the opponent army; this is still something I have to fix. But I am not sure ChessV even looks at the setup command, and the pieceToCharTables probably have meaning for Win/XBoard only.

I also added a checkbox option 'Traitor promotion', where you can switch the possibility to have it promote to the super-piece of the opponent army on or off.

[Edit 2019-05-28] I fixed a problem with input of under-promotions, (which could not be tested by playing against Fairy-Max, as it never does those). It now also can do all under-promotions to pieces of its own army (the FIDE version of KingSlayer only considered promotion to Q and N, but not in all armies the other pieces are as redundant as B or R). The pieceToCharTables in the 'setup' command now use the piece IDs that are selected by the old IDs option, and merge in the super-piece of the opponent army, if the 'Traitor promotion' option is enabled.


Cylindrical Chess. Sides of the board are supposed to be connected. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
📝Greg Strong wrote on Mon, May 27, 2019 12:48 AM UTC:

I have added a few more things to this page that I found in Variant Chess magazine, issues 22 and 48.  There is more information about the history, a note that the Bishop attacks the (4, 4) space by two different paths allowing it to issue double check by itself, and more information about endgames.  I was thinking that a Bishop pair probably won't be able to mate but that is not correct.  In fact, even if the orther side has a Knight, according to Variant Chess issue 48, the Bishop pair will still mate in at most 18 motes.  I have not verified that move count, but I have verified that KBB forces mate against KN. The outcome of KBN vs. K is still unknown.


Futashikana Shogi. Expanded version of Shosu Shogi played on an 11x11 board.[All Comments] [Add Comment or Rating]
Aurelian Florea wrote on Sun, May 26, 2019 09:29 AM UTC:

@Ilya Novikov

The queen is already a strong piece to be droped anywhere on the board, but it still has the disadvantage of not being anything special in close combat so it does not have that much king capturing potential when the king is still well defended by friendly pieces.

The lyon on the other  is a monster on close fights. It sniper oppopens who cannot defend themseles (like silvers from lateral positions) and can also kill 2 which can come in quite handy in tsume situations.

In chu shogi the lyon has plenty of midgame oponent as the DK and DH are not vulnerable to it.

Also the castle is strong from the start by also having blind tigers and frankly just plenty of pieces around it. But a droped lyon seems to me still an unstopable force. Assuming regular king move of course.

That being said I'm contemplating twice moving silvers or twice moving golds as an promotion option in a future variant.


Aurelian Florea wrote on Sun, May 26, 2019 09:11 AM UTC:

Also you had mentioned in the description of the phoenix that the knight cannot be blocked by other pieces. I think you mean the phoenix. Same with kirin!


Aurelian Florea wrote on Sun, May 26, 2019 09:06 AM UTC:

There is a conglict between the board reprezentation in the picture and the boaard reprezentation in the description of the opening position. For example it is written that the side mover and vertical mover are on the third rank on d3 and h3 but they are actually on 8c and 4 c.

The main rule of game articles on this website is that rules need not cause confusion. This is important!


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