Sunday, September 25, 2022

 


slifty: the Settlers of Katana - 17 pts
Gregonzola: Dr. McNinja fans pregaming for a pub crawl - 2 pts
Not Me Yet: "just another day in the ninja gangsta club" - 2 pts
Judias Iscariot: "It's New Yorker Ninja Night!" - 7 pts
Gawea: For his directorial debut, Ronald decided to kick up the danger factor of West Side Story. - 10 pts
Nessrocker: "Blade 2022: The New Batch" - 6 pts
heddd: How To Start a Revolution, Bra! By: The Frat Community - 3 pts
blaisenwolf: "No, MINE'S bigger." - 6 pts
Khlaharah: Anime? God? We don't need those to study the blade! - 1 pt

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Thursday, September 15, 2022


Fargblabble: "Introductory Griddle Flipping at Macdonald's University" - 12 pts
heddd: You know its fucking serious when the blind kid starts FLIPPING pancakes and the paralysed kid starts to STAND. - 4 pts
BigLebowski1: McDs was outta muh breakfast combo dis mornin' dawg! - 1 pt
The_Revolving_Fan: "When you've lost any hope of passing the class and start working on other alternatives" - 16 pts
Gumpalf: "Danial, when I said to use something to help you find the radius, I didn't mean that" - 7 pts
Not Me Yet: hmmmm. i wonder what the thing like a 700 foot long flying turtle was. - 0 pts
Christakitty: Steven didn't have time for breakfast before school, so he brought his personal chef with him.... - 10 pts
Judias Iscariot: "Flipping US world history? Screw that i'm flipping flap jacks" - 6 pts, 0 3's
Soxfan196o: I didn't eat breakfast - 3 pts
teres Minor: Abracadabra, watch me cook pancakes in class-a - 1 pt
blockhead77: Dude where are the sausages? - 6 pts, 1 3

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Thursday, September 8, 2022

Chess Piece Essay: Hoppers

We now enter a realm almost solely within the world of generalized chess. A class of chess pieces unknown to those familiar only with the usual chess pieces.

Hoppers are the name given to a class of chess pieces that require another piece to move and set the direction of movement. A piece a hopper uses to hop is called a hurdle. This means that a pure hopper cannot move alone on an otherwise empty board.

In this piece I will cover linear hoppers, mainly sorted by its action before and after hopping. Long hoppers ride after their hop, while short hoppers stop after landing on its destination square. Leaper hoppers can only start their hop with a single leap, while rider hoppers can ride before they jump. 

Conditional hoppers require a specific hurdle or require a hurdle to fulfill a different task, the latter form usually used in hybrids. The hurdle can remain unscathed or may change state after a hop, the latter making the hopper a hurdle-changing one.

Some Starting Examples

Since the concept of a hopper is relatively alien to anyone not into chess variants, let's start with the quintessential hopper, the grasshopper. A short directional hopper, it jumps over any piece moving as a queen, landing at the square just after the piece and stopping there.

Chinese c
annons are pieces in Xiangqi that take a rook's move but needs to hop on a third piece to capture (thus making this a hybrid). Korean cannon hops are long as they need to hop onto a piece before moving continuously, thus making them akin to long grasshoppers.

For a more general approach, the line a hopper takes need not be constrained by rook and bishop lines. The simplest example is the Equihopper, whose hop consists of a leap over a hurdle and landing the same distance. 

Capturing the Gist of It

Hoppers generally capture the (first) piece beyond the hurdle within its range, but some hopper types might put this into question.

In most cases hoppers takes as they move, whether long or short, through replacement. A long hopper stops on the square where it captures. 

Now if a piece has to land on the square before a hurdle, can it capture? This is more a question of how chess spaces work.

It Takes Three to Tangle

Two-hurdle hoppers are very specialist and used usually to prove a point. The obvious development from this is making a hopper jump over exactly two pieces.

A piece that needs to move between two pieces still counts as a hopper, though how this would work is beyond this essay's capabilities.

Let's Make Weird Things Happen

Hoppers can give rise to unusual situations in generalized chess geometry. The requirement that a hopper have something to hop leads to cases where a piece cannot move to a square as it would be check, what is usually called an anti-pin. Anti-pins also happen when a check cannot be responded by a recapture as the recapturing piece will become a hurdle enabling a hopper to capture the royal piece.

It's assumed that the hurdle doesn't change when it is hopped upon, in order to spare many a headache. Hurdle-changing hoppers affect the hurdle, independent of replacement capture capabilities. How the piece changes can range from a simple transformative cycle to a progressive one (i.e. there's a point the hurdle stops changing). What a piece can change into may even depend on the direction of the hop. This classification also counts capturing hurdles as a hurdle change.

Legality of a hop of this kind depends on whether the change in the hurdle creates a legal position, this is independent of the legality of the hop as a move.

Chess Piece Essay: Leapers and Riders

This is the first part of a possibly continuous series of pieces on, well, chess pieces. Future posts might also deal with other aspects of chess variants or generalized chess, but all these will simply attempt to create a taxonomy and/or set definitions regarding some concepts of generalized chess.

For this first essay on pieces, we will look at a basic kind of piece, the Leaper. A leaper is a piece that moves from one space (its origin) to another space a set distance and direction away (its destination). The move is instantaneous and is not impeded by intervening pieces.

Leap Distances

There are two ways to define the distance of a piece's move: destination coordinates and length of leap. Coordinates measure a (x,y) distance from origin to destination on a lattice grid. The simplest way to put it is to imagine the piece leaping x squares in one direction then y squares perpendicular. Length of leap measures the straight line drawn from the origin to the destination in this lattice grid (On a chessboard the points will be the centers of the squares).


Leapers are either simple or composite based on how many unique coordinates it has.


For example, a (1,1) leaper has a leap distance of square root of 2, while a (1, 2) leaper, a knight, has a leap distance of square root of 5. Compounding coordinates and lengths will give more types of leapers. These distance systems do not take into account direction and therefore cannot define leapers with distance constraints.


A well-known piece named from its leap distance is the root-fifty leaper, whose leap distance of sqrt-50 has two coordinates (5,5) and (1,7)

Leap Directions


While the methods of the previous section help with defining the distance of a leap, pieces can also be restrained by direction. Directions of limited leapers are defined relative to the perspective of the mover.


Shogi variants are peppered with examples of limited hoppers, usually relative to a king's movement, e.g. gold and silver general.

Sometimes this leads to a piece that can only move in one direction and might require some extra provisions exclusive to them lest they become deadweight.

Board Range

A chess knight can visit all 64 squares of a chess board once, but other leapers are limited in where they can go. A way for me to gauge a piece's range is to start with a piece on a random square on the board and color the squares based on the least number of leaps needed to reach a square. The board will either be filled with color or contain untouched spots. 

Whether a piece should have full range or not is within the decision of the designer, but the utility of pieces that cannot traverse the whole board is a topic usually glossed over. For these series, pieces that have full board range are "free-moving", otherwise they are "constrained."

Constraints

The most common piece constraint is that of colorboundedness, the state of a piece that can only traverse one color on a checkered board. For the purposes of this essay any piece more constrained than this is seen as heavily constrained. 

From one color to another

A chess knight can only leap to squares that are not the same as the square it is on, while a king can move to a square of either color. While the consequences of the properties of these moves are sometimes mentioned in chess study (e.g. the knight can never lose tempo), I am yet to see any further talk in regards to chess variants (geometries involved in these sorts of leaps may be nontrivial).

This alternating leaping is different from a colorbound one only in the sense of destination squares, as colorbound leapers practically move on a board of their own and can be subject to the same tempo issues.

The question then, if a leaper can always go to either color square, can it always lose tempo?

The Rider

Riders are pieces that move continuously through unoccupied squares. A rider is blocked by a friendly piece and stops moving when it captures. The rider is constructed as making successive hops, with pieces in their trajectory able to intervene. A rook and a bishop are prime examples of simple riders, the queen a compound rider. 

To make sense of a rider being made of successive hops, let our example be the knightrider, which makes continuous knight hops. Just like an actual knight it hops over pieces not within its ride, i. e. only pieces on squares within a successive line of knight hops will matter in its trajectory.

If a piece can be blocked on its way to a square it can go to by virtue of a piece getting in the way of its path, it's a rider. A leaper can only be blocked by friendly pieces on its destination squares. 

Riders long and short

A long rider can travel to its full extent in any direction it goes, blocked only by friendly pieces, captures and the edge of the board. All orthodox chess riders ride long. A short rider has a finite range, i.e. riders with any limited velocity are short may it be constant or maximum. 

In Chess with Different Armies, one of the armies features a short rook, in this case a rook that can only move up to four squares when it moves. 

A change of trajectory

A rider is bent if it requires that in the middle of its move it has to change direction. Bent riders are rarely long, although notable are riders that can diagonally bounce against walls. 

A short bent rider has a finite ride that cannot be extended and must traverse through all the squares or else it is blocked. The knight in Chinese chess is short and bent in this regard. Long bent riders are possible in practice by requiring every step of the ride to bend a certain way, either making the ride a zigzag or a loop. Other regular patterns can also be done

As a more general extension of the short bent rider concept, let's look at a piece called the Sissa. The sissa moves by first riding a set number of squares as either a bishop or a rook, then changing direction and moving the same number of squares in a non-orthogonal direction. If a piece is in the way of the sissa that cannot be captured, that move is blocked.

To give an example on the necessity of limiting long bent riders, consider a piece that can make multiple knight moves in succession, regardless of direction as long as it doesn't eventually land on the same square and it captures at the end of its turn. Considering that a knight can visit an entire chessboard, how different is thus souped-up knight from a piece that is defined by leaping to any other arbitrary square?