Comments by HGMuller


Yes, I understand what you meant by FEN for movement, but it sounds rediculous. Especially since there are already plenty of standards for move notation (with limited scope, e.g. Chess), that do have sensibla names. Like SAN = Standard Algebraic Notation. I understand that you don't mind that the mve notation would make use of knowledge of the rules of the variant. This does imply that the same move could have different notation in different variants (because in one variant the move would need extra info to disambiguate it, while in others it would not (e.g. promotion to Q in Shatranj, if Ferz is represented by Q, would be implied, while in Chess there woud be a choice.) I am not sure if you could call something a universal standard if it would need knowledge of the rules of the variant to define the meaning. If it was allowed to draw on the rules of the variant, such a system is likely to degenerate to the union of the most-convenient notations for each variant. In Chess an Alfil jumps without capturing the piece it jumps over, in checkers a jump implies a capture. I guess the most important part of the standard would not be how you can describe mutations to th board, but in stead when you have to do it, and when you have to omit it. If you would indicate a drop with '@', as in SAN (e.g. N@e4), in Go the fact the piece type as well as the fact that it is a drop would be implied, and there would no reason to include tem in the notation. So Go moves simply become the indicator for the cell where you drop, everything else could be implied. If it is allowedto use knowledge about the game when interpreting the moves, the need for many delimters disappears. Why separate the FromSquare and ToSquare by a hyphen? You could simply concatenate the square coordinates if it their syntax is known. a character behind that could indicate the new state of the target cell, if different from the state of the source cell 9as with promotions). Only non-implied side-effects would hav to be described. e1g1 would still be a perfect notaton for castling, as the Rook move is fully implied by it.

The main probem is not to devise a standard, but to get everyone to use it. And in interfacing one medum with another, the problem of how to represent the moves is a serious, but at the same time totally insignificant fraction of the problem. Take for example the Game-Courier server. Its main function is to allow people to play games using a browser as client. Now we don't control what browsers do, so the GC server has to adapt to the browser and send web pages (i.e. html code). This html code does not only contain the current move, but a graphical display of the board position (a FEN would certainy not do), the game history, graphics to explain the pieces, text to explain the rules, control elements to allow the user to step through the game history, etc. To get an idea what the GC server sends FOR EVERY MOVE, click 'View -> Source' in the browser menu while ou are logged in to GC. Now other game-play servers, even if they play through a browser like GC (and not through a specially downloaded client, like Internet Chess Servers, or through browser-loaded Java clients that use a dedicated TCP channel, like the Unspeakble server), will use completely differently formatted webpages, and might even use differently formatted webpages for each game they provide. Having standardized moves somewhere on those pages solves nothing. (Well, 0.1% of the problem, maybe.) The main problem is to identify the current move on such a huge web-page of unspecfied layout. To standardize the entire page would require most websites to give up the looks that define their identity, and you can be sure they will never do it. In addition, for merely exchanging the moves with an automated entity (rather than a Human using a browser), the entire webpages that are used now are extremely cumbersome, as 99% or more of what they contain is redundant information. The logical solution would be that websites like the GC server would provide, for each ongoing game, a separate access channel designed for automated play. Such an auxiliary 'web page' might contain nothing but the move. And it does not even have to be in html format, as it is not intended for browser viewing. It could even be a binary file, although I would not recommend that. The most logical choice would be a text file, that would contain nothing but the move, or (to allow viewers to come in during the game) the list of all moves so far. In fact something very similar to the format I use in the move.txt file that my Javascript viewer periodically downloads, when I am broadcasting the comp-comp games going on in my PC. (See http://home.hccnet.nl/h.g.muller/goths.html ) Of course all the GUIs you would want to interface to would have to be modified to become able to use this channel, and understand the format that it uses. No GUI I know does load webpages over the internet. They all open permanent TCP links to the server, as this offers two-way communication, which is much more efficient. (You don't have to incessantly poll the server to see if your opponent moved, but can wait idly until the server sends you the move.) Furthermore, note that Zillions of Games does not use a true GUI, as it is not capable of handling automated play between two different engines. In fact there is no way at all Zillions can communicate its moves to the outside world, apart from the outside world staring to the computer display and doing the image processing to interpret what it sees. ChessV does not have any GUI-engine separation at all, it is an integrated program, and not capable of playing games against entities that cannot look to the display either. Gregory has told me that the next version of ChessV will be a pure engine for running under WinBoard, though. As to Zillions: there exists an adaptor to use the Zillions (semi-)GUI with a WinBoard engine as AI, but not the inverse, which would allow you to use the Zillions AI as a WinBoard engine. The makers of Zillions told me that they are currently not contemplating of providing this capability, as they ae not sure there is any demand for it. Of course the Zillions AI is quite weak compared to dedicated engines, so setting it up for engine-engine matches would likely only generate bad publicity for Zillions. The only viable solution I see is that servers would provide an additional channel geared for dedicated-client (GUI) based play, next to the browser-based play they provide for Humans, and that a peudo-engine would be developed that can run under a GUI as any other engine, but in stead of thinking up moves, handle communication with the server. The logical choice for communication between GUI and pseudo-engine would of course be WinBoard protocol, as WinBoard is the only general purpose GUI that supports a wide range of Chess variants. For communication with the servers, the whole project would hinge on the willingness of game servers to provide the auxilliary channel according to the adopted standard.

I agree. Draws are a good thing in a game. Without them, it becomes a lottery. A draw percentage of 30 between equal-strength players is entirely acceptable. It must not be much more than that, though. In Shatranj about 70% of all games between equal players seems to end in a draw, and that is one aspect that makes it very boring.


I would add Elephants to that list. I don't mind the Xiangqi Horse being represented by a normal Knight (although for experienced Chess players the difference between the two is the biggest stmbling block for playing Xiangqi). But I am not sho charmed by the representation of an Elephant by an ordinary Bishop. As I pointed out elsewhere, most of the pieces you mention are quite easy to make from a normal Staunton Chess set. I am not sure what you mean by 'Vizers', but I assume you mean the pieces next to the Xiangqi royal piece. They could be decapitated King and Queen of a normal set. (I don't think the 'head' they have here in the photograph, somewhat reminiscent of an old-fashioned coal can, adds much esthetical value.) The Queen's head could then be glued on top of a Knight, (after grinding off the ears), to make an Amazon. The upper part of the other Knight could be glued on top of an inverted Rook to make a Chancellor. A V-shaped cut in the Bishop's head (making use of one of the cut that is aready there)could remove the top of the Bishop, and make it an ArchBishop. When done carefully, all this would provide high-quality pieces that blend in perfectly with the normal Chess set they were made from, and starting from two equal sets would automatically supplement the number Pawns you ned for wider boards. You would actually have a surplus of Pawns, and a Pawn glued on top of a Knight's base could be another general-purpose piece. (Unfortunately you can't make a pair of those, if you use the other Knight for building an Amazon.) Biggest problem are Cannons and Elephants. The Cannon's could be made from Knight's bases plus some parts specally manufactured for the purpose. To make something that remotely looks like an Elephant, even in an abstract sense, is a problem in itself. If we would really want to sell such pieces through this website, the best way might be to strike a deal with a manufacturer of normal Chess sets, to order pieces or piece parts individually, so that we are not limited to the frequencies (or sizes!) with which they occur in normal Chess sets. We could then, for example, use a Bishop of a larger size to convert to Archbishop, and we could buy the Knight heads and bases separately. Unlike plastic pieces, wooden pieces are manufactured completely independently, and not having to assemble the Knights only saves the manufacturer money. I have looked at retail prices of wooden Chess sets, and some acceptable sets are already sold on the internet for €16,90. (I could even find sets for €7,99 in the toy shop, but they are of ugly design and rather smal size.) This amounts to ~50 cents per piece. In general, a manufacturer should be happy to sell his products for the retail price.

I hate plastic pieces anyway. If you want custom-made pieces, I still think
wood is the way to go. Like the Superchess pieces, which cost $3-5 per piece,
but can be manufactured in quantities of 10-100.

I have started play-testing the Grasshopper, and first indications are that it is an exceedingly weak piece. One has to be careful, though, not to start from a normal western opening position, with a full back-rank of Pieces behind a cosed rank of Pawns. If some of the pieces are Grasshoppers, this is not a quiet position, but highly tactical. E.g., if you replace the Knights of white by Grasshoppers, white starts with 1. Gb3, with an immedite fork on Nb8 and Ng8, so that white has at least a Knight for its first Grasshopper. If two Grasshoppers replace white Bishops, black even has to give a Rook for a Grasshopper! All this initial Grasshopper tactics can be avoided by moving the pawns one rank forward. In this case no immediate forks are possible to exchange the Grasshopper from scratch against something stronger, and they have to prove their intrinsic worth. Which is very low: replacing both Bishops or both Knights of a FIDE piece set with two Grasshoppers leads to 86%-88% losses for the Grasshoppers. I am trying now replacing only one Knight or Bishop by two Grasshoppers. (The empty rank between Pieces and Pawns offers a natural possibility to start with more than 8 Pieces, in a Shogi-style array.)


Play-testing shows that in real games, the Grasshopper is a quite weak piece. Starting from a setup r n b q k b n r . g . . . . g . p p p p p p p p . . . . . . . . . . . . . . . . P P P P P P P P . G . . . . G . R N B Q K B N R to prevent that a Grasshopper has immediate forks on opponent back-rank pieces, and thus cn be traded for something more valuable, it turns out that deleting the Grasshoppers of one side, and a single Knight on the other side, leads on average to a light victory of the Grasshoppers, while deleting a single Bishop in stead of a Knight resuts in a light advantage of the side with the Bishop pair. If we adopt the Larry-Kaufman values of the normal Chess pieces (B = N = 325, B-pair bonus = 50), this would make the opening value of a Grasshopper in a normal Chess context ~175 cP. Hardly more than a Ferz (which has a value of ~150 cP), and probably even less in the end-game.


Especially the 'Superior Classic' wooden Chess pieces of the larger sizes (e.g. 3 1/2').
With minimal effort, it is possible to create piece-set supplements from these for Capablanca
(middle right), Knightmate (bottom right) and Xiangqi (bottom left), and an Amazon (middle left).
The King in the center is for size comparison.
As to the economy of the operation: From a single normal Chess set ($30 if you buy them
in 4+ quantities), you can manufacture two Capablanca supplements (Chancellor, Archbishop,
and 2 Pawns), after which you are left with 2 Knight bases, 2 Bishop bodies, 4 Pawns, and
K and Q heads. The latter can be combined with the Bishop bodies, to make 'mini' Queens,
which can be used as Advisers in Xiangqi, and mini Kings, which can be Commoners for Knightmate.
Making 4 Capablanca supplements produces 2 Advisors, and a separate Chess set is needed to
provide the Rooks for making Cannons (using 2 of the 8 superfluous Pawns as bases).
Two other Pawns go on top of 2 of the 4 Knight bases left over from the Cancellor production.
These 'giant' Pawns can be used as Xiangqi Elephants.
The 4 Capabanca supplements also leave 2 mini Kings, and one of the Knights of the
third set can be put on top of another Knight base to make a Royal Knight. This completes
a Knightmate set.
An alternative would be to scrap the mini Queens, and play Xiangqi with normal Queens for
the Advisers. The set that provided the Cannon material can also provide an unmolested Queen.
The two Queen heads left over from the Capablanca sets could then be used to turn the
Knights of the third set into Amazons.
So from 3 Chess sets ($90), you woud make:
4 Capabanca supplements (Chancellor + Archbishop + 2 Panws) ($16?)
1 Xiangqi supplement (Queen + 2 Cannons + 2 Elephants) ($20)
1 Knightmate supplement (King + Royal Knight) ($10)
1 Amazon ($3)
2 mini Kings ($5 the pair)
2 spare Bishops
12 spare Pawns

Of course it would be possible as well to play with Bishops for Advisors Then you would not even need the extra Queen.













Sorry about the 'serial posting'. I thought it would be a worthwile addition to have a picture of a high-quality piece set, which is quite easy to make, for some of the more important variants, (Xiangqi, Shatranj, Knightmate, Capablanca, Janus, Courier. So I posted such a picture in he comments to these variants, so that people will easily find it. The only tools needed to make these Staunton-style representations of Amazon, Chancellor, Archbishop, Commoner, Cannon, Ferz, Alfil and Royal Knight is a not-too-course saw and some glue. and of course a sufficient number of identical wooden piece sets to provide the raw material. When done carefully, the quality of all the new pieces will be as high as that of the original pieces. And with erfect unity of style. Perhaps I shuold write a separate page in the 'crafts' section as well.

This mixed color is not intended, but caused by the fact that this was a cut-and-past job on a photograph that did display the piece type alternately in black and white. (I didn't mind too much, though, as the olor difference hep to reveal how the piece is put together.) I don't have this particlar piece set, and the same construction applied to my own pieces would not nearly give such an estheticaly pleasing distribution of heights of the combination pieces as this one. In fact, sets where it works so well are rare: most of the time the Rook is too tall, or the Knight base too low. Sometimes King and Queen do not have their collars at the same height, or the Rook top is too narrow to stably invert it, or make credible Cannon barrels. The Rook should extend to the height of the K and Q collars to get the nice regular progression of heights towards the center seen in the setup of the unspeakable variant. I have already been looking around for piece sets in shops over here to actually do this, but so far without much luck.


What do you mean by Xiangqi being 'technical'? Are you referring to the horrendously complicated rules to decide if repetitions are drawn or lost? I don't think Xiangqi is any less drawish by nature than Chess. It is true that a Queen is stronger than the Rooks, which are the strongest pieces in Xiangqi. But the royal piece of Xiangqi (a Wazir) is also a lot weaker than the King in Chess. And it is constrained to the Palace on top of that. This makes that a Knight is often enough to perform a perpetual. The fact that it never happens is only due to the rule that you lose when you do it. It would be easy enough to add a similar rule in Chess. I am not sure that it would help much, though: not many games end in a Queen ending. The usual draw occurs because there simply is not enough material difference left at the end to force a win. In fact I am surprised that this should not happen in Xiangqi, as most material is completely useless in an end-game. I read a complaint recently on the Talkchess forum that NeuChess, one of the best Xiangqi programs in existence, was not able to beat itself when playing with 20-py search against 18-ply search (which in Chess would cause a crushing defeat), because all games ended in 'draw due to insufficient mating material'. Btw, the draw percentage in Capablanca-type variants is usually only half of that in normal Chess (15% vs 30%). With Superchess, Dutch-Open rules (featuring an Amazon and Centaur in addition to the Capablanca pieces) it is even lower. The more strong pieces, the larger the probabilities for a quick mate, or devastating tactice.

OK, so you mean it is a more tactical game. I remember now the posting about NeuChess was actually on the Rybka forum. ( http://rybkaforum.net/cgi-bin/rybkaforum/topic_show.pl?pid=64961 ) The game tree of Xiangqi is supposed to be larger than that of Chess.

I would be more interested to get Zillions to work with a GUI (any GUI at all, anything that would make it communicate its moe with the outside World according to a public protocol). After that it would simply be a matter of interfacing the GUI to the GC server. I think it is a bad idea to interface an AI directly with a server, without a GUI in between. It would be very inconvenient when you wanted to ply two different engines against each other if you had to do it through the server, for instance.

The goths.html page on my website is powered by JavaScript. I am not really a JavaScript expert (someone helped me write the program, but I understand how it works), but it seems to me that what you want is not too difficult. My viewer does not allow you to move pieces around, but there is a similar feature: you can click alternate representations of the Archbishop and Chancellor, and then it alters the board display accordingly. The trick is that you can put an 'a' tag around some html element (e.g. the 'img' tag defining the picture displayed in a square), with an onClick='' parameter in it. Through this you can let a JavaScript subroutine be called, which can assign to global variables (to remember which from-square was clicked), or replace html elements by other elements (on the second click). If you wantto have a look at the (rather simple) javaScript code of the viewer, you can find it at http://home.hccnet.nl/h..muller/chess.js

Adding mouse input to Game Courier would of course be a good feature, and you should certainly do it. But as a feature, it still falls far short of the possibility to connect a real GUI to the GC server.


perhaps slightly less than that of a Knight. When I replace two Knight by two Cannons in the FIDE array,
the Knights win about 52%, which is barey significant. (Giving Pawn odds would result in a 68% victory.)
Replacing the Bishops by Cannons leads to a 58% victory for the Bishops (over a 400-game match),
which is approximately what the Bishop pair wins over two Knights.
Using the Kaufman value N=325 (centiPawn), this means that Cannon = 320.
This makes it appreciably
stronger than the other well-known hopper, the Grasshopper, which has a value of 175 cP.
You are right about the mating potential of C+N and C+F. I adapted my
tablebase generator to handle
a Cannon. The mate with C+F apparently can only be enforced in te corner of the Ferz color,
and it migt take 59 moves to drive the bare King there. Cannon + Wazir is also a general win,
and goes slightly faster, as the mate can be performed in any corner (41
moves max).
Cannon+Knight is easy by comparizon: only 30 moves. With Cannon+Alfil it is almost always draw.
There are some mating sequences, though (0.5% with wtm, 0.1% btm). The longest takes 13 moves:
White: Kd6, Cc5, Aa7; black: Ka1 (wtm).
Staunton-style Cannon

I have a question about Game Courier: is this pubicly available software, as opposed to private or commercial? In particular: if we wanted to set up a way for people to play Superchess against each other on the Superchess.nl website, would it be allowed to use Game Courier for this? Would that be technically feasible, and what are the requirements on the server? (i.e. which sofware packages should be supported? Only PHP?) What you propose for the mouse pointing is pretty much the algorithm WinBoard uses as well. An extra that you might to implement as well is that if you click a second time on the highlighted square, you de-select it again.
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