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Show HN: Chess-Inspired Roguelike

princechazz.com

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Re: Show HN: Chess-Inspired Roguelike

#143
post #137

"Chess-related roguelike" is a an very crowded genre for unclear reasons and it's difficult to stick out. So far I've played Shotgun Queen and Pawnbarian. There's also Ouroboros King, Demoncrawl, The Rookery, Passant, Chess Survivors, Gambonanza, Mind over Monarchy, and many more. There was even a Humble Bundle for mostly Chess-inspired indie roguelikes. https://www.humblebundle.com/games/checkmate-chess-games-col...

> unclear reasons

I think it's pretty obvious, tbh. Traditional roguelikes are turn-based, take place on a square grid, are good vehicles for exploring focused mechanical ideas, and can be fun without much in the way of story or graphic design. All of those features mesh well with the rules of chess, which itself is probably the most widely played game in the world.

Re: Show HN: Chess-Inspired Roguelike

#144

I had a lot of fun playing the game. I also made a local solver to see how far you can theoretically get, and it's definitely infinite if you play perfectly. Working on the local sim / solver was almost as fun as playing the game :)

I started by pulling the game source locally and doing some initial testing with a few solvers. I ended up having Claude make a 1-for-1 perfect sim of the original game using rust with some optimizations. The original engine was able to check around 180 moves/s and the rust port was hitting 2,150 moves/s.

After that, I tested a few solvers. Single Player Monte Carlo Tree Search seemed promising, but didn't do as well as I expected. A simple beam search does appear to go infinitely pretty easily.

Re: Show HN: Chess-Inspired Roguelike

#147
post #37
post #29

Can't go over 19, seems to be a lot of RNG, sometimes pieces spawn around protecting each-other and you stuck between them, so not much you can do.

Impossible?

I would consider many scenarios impossible. How do you proceed when 2 bishops are on the same diagonal protecting each other? That was what I got after capturing the initial horse.

Re: Show HN: Chess-Inspired Roguelike

#148

I had a lot of fun playing the game. I also made a local solver to see how far you can theoretically get, and it's definitely infinite if you play perfectly. Working on the local sim / solver was almost as fun as playing the game :)

When you say play perfectly do you mean by exhausting all possibilities? Or is there some way to deduce ahead of time whether the RNG will put you in an impossible situation.

Re: Show HN: Chess-Inspired Roguelike

#149

I had a lot of fun playing the game. I also made a local solver to see how far you can theoretically get, and it's definitely infinite if you play perfectly. Working on the local sim / solver was almost as fun as playing the game :)

When you say play perfectly do you mean by exhausting all possibilities? Or is there some way to deduce ahead of time whether the RNG will put you in an impossible situation.

The way the game is seeded, it's 100% deterministic. So if you can scan enough potential moves / second, it's very easy to infinitely play the game at a fast rate.

Shockingly, Claude was able to find the exact random generators that the js library uses, list out all of the differences between the languages that might impact the replays (like rounding being treated differently), and include those differences in the simulation. Claud then back-tested on a huge number of games using the original implementation as a golden set generator.

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