Right.Daniel Shawul wrote: ↑Sun Jan 12, 2020 9:00 pm If a fairy piece had the chance to get into play but declined it, it is as if the piece is out of the game forever, right?
That is possible as long as the to_square of musketeer piece is still a virgin.Daniel Shawul wrote: ↑Sun Jan 12, 2020 9:00 pm So why not
make this move forced? No player is ever going to decline to do that anyway... also it is easier to handle for engines too
i.e. b1c3 and b1c3C are the same now.
But there is a rule that a musketeer piece loses its right to gate if its to_square is no longer a virgin.
Example (see image below) black to play and would like to play f5b1 capturing the knight at B1 square, in this case the white cannon at b file loses its right to gate for the rest of the game. So the engine may only send b1c3 or b1a3 like a normal move, or if after f5b1 white replies with a1b1, later when that rook at b1 moves, it could not gate a cannon at b file too.
The other case that I thought is something like of a puzzle, where if you gate a piece (say dragon), and that piece may cause a stalemate, so it is better not to gate. But for a tournament that starts from a normal position, gating always is fine. Better if it is b1c3c for example.
That is nice.Daniel Shawul wrote: ↑Sun Jan 12, 2020 9:00 pm So I made this move forced now and also instead of a "combo" move, I now handle
this move as I do castling. That is, nothing needs to be encoded with the move, but proper way to do/undo the move will be figured
out later. Also, now I use an 8x10 board for the fen, which I believe is what is agreed upon for the tournament ...
Here is a search from a pre-selected start position:Code: Select all
feature done=0 Number of cores 4 of 4 treeht 18641351 X 720 = 12800.0 MB processors [1] ht 1048576 X 48 = 48.0 MB a b c d e f g h * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 10 * d * * * a * * * * * * * * * * * * * * * * * * * * * * 10 9 r n b q k b n r * * * * * * * * * * * * * * * * * * * * 9 8 p p p p p p p p * * * * * * * * * * * * * * * * * * * * 8 7 . . . . . . . . * * * * * * * * * * * * * * * * * * * * 7 6 . . . . . . . . * * * * * * * * * * * * * * * * * * * * 6 5 . . . . . . . . * * * * * * * * * * * * * * * * * * * * 5 4 . . . . . . . . * * * * * * * * * * * * * * * * * * * * 4 3 P P P P P P P P * * * * * * * * * * * * * * * * * * * * 3 2 R N B Q K B N R * * * * * * * * * * * * * * * * * * * * 2 1 * D * * * * A * * * * * * * * * * * * * * * * * * * * * 1 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * a b c d e f g h [Material: 8996 9002 ] *d***a**/rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR/*D****A* w KQkq - 0 1 movelist 20 h3h4 h3h5 g3g4 g3g5 f3f4 f3f5 e3e4 e3e5 d3d4 d3d5 c3c4 c3c5 b3b4 b3b5 a3a4 a3a5 g2h4 g2f4 b2c4 b2a4 EgbbProbe not Loaded! loading_time = 0s # *d***a**/rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR/*D****A* w KQkq - 0 1 # [st = 8335ms, mt = 29250ms , hply = 0 , moves_left 10] 2 -20 0 44 h3h4 h8h6 2 -6 0 75 h3h5 h8h6 3 18 0 253 h3h5 h8h6 a3a5 4 -6 0 410 h3h5 h8h6 a3a5 f8f6 5 4 0 1185 h3h5 a8a6 g3g5 d8d6 f3f4 6 -6 1 2515 h3h5 a8a6 g3g5 h8h6 e3e5 d8d6 7 8 3 8852 h3h5 a8a6 d3d5 d8d6 f3f4 c9f6 g1f3 8 14 4 16002 h3h5 a8a6 f3f5 f8f6 g1f3 h8h6 f3d5 d8d6 9 14 5 26616 h3h5 a8a6 e3e5 d8d6 f3f4 h8h6 g1f3 c9e7 f2d4 9 18 5 30531 f3f5 h8h6 h3h5 a8a6 d3d5 c8c7 g3g4 b10c8 g1f3 10 14 7 44778 h3h5 a8a6 d3d5 h8h6 c2e4 d8d6 f3f5 f8f6 b1d3 c9e7 10 18 8 67648 d3d5 d8d6 c2e4 c8c7 b1d3 c9e7 f3f5 b10d8 g1f3 f8f6 11 14 14 150884 d3d5 d8d6 a3a5 f8f6 c2f5 c9e7 b1e4 b10d8 b3b5 a8a6 c3c4 a6b5 c4b5 12 8 28 405926 d3d5 d8d6 h3h5 h8h6 c2f5 c9e7 b1e4 b10d8 b3b5 f8f6 a3a5 a8a6 13 8 54 923679 d3d5 d8d6 c2f5 c9e7 b1d3 g9f7 h3h5 b10d8 b3b5 f7e5 d3e4 a8a6 b2c4 14 8 75 1342536 d3d5 d8d6 f3f4 a8a6 g1f3 c9e7 h3h5 b10d8 c2f5 c8c7 a3a5 d9b7 b1c2 f10d9 15 10 136 2580115 d3d5 d8d6 h3h5 h8h6 c2f5 c9f6 f3f4 b10e7 b1e4 e7e4 f5e4 b8b6 g1f3 a8a6 a3a5 16 10 247 4880634 d3d5 d8d6 h3h5 h8h6 c2f5 c9f6 b1e4 b10d8 a3a5 g9f7 f3f4 a8a6 g1f3 b9c7 c3c5 a9c9 17 6 409 8352941 d3d5 d8d6 h3h5 h8h6 c2f5 g9f7 b1e4 c9e7 a3a5 b10d8 g2f4 a8a6 b2c4 f7g5 e4d3 f8f6 f4e6 g5e6 f5e6 # splits = 0 badsplits = 0 egbb_probes = 0 # nodes = 9241870 <75 qnodes> time = 4573ms nps = 2020964 eps = 0 nneps = 0 move d3d5 Bye Bye
I am still trying to implement the 8x10 fen. I have a perft but only after PS and GP phases. Can be a combo of CE, LD (Leopard/Dragon) and others, located at different files, will post it later for comparison.
Perhaps the first tournament of musketeer chess will be from pre-selected positions after the PS and GP phases. The side will be reversed so it is fair.