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Show HN: Chess Twist

polyreplay.com

31–38 of 38 posts

Re: Show HN: Chess Twist

#31
post #21

This is very cool, I'm enjoying it. One small note: I tried to castle, and was told "Castling is not allowed because your king was previously in check." This isn't one of the rules of castling in regular chess. [1] Also, it would be nice to implement the three-same-position draw, since I got trapped in a cycle of just moving my king back and forth forever. 1. https://en.wikipedia.org/w/index.php?title=Castling#Requir…

I just fixed the castling bug. Thanks a lot for letting me know.

Re: Show HN: Chess Twist

#32
post #30
post #26

Earlier quoted context omitted.

I think I see. You mean those tiles, is that correct? https://imgur.com/a/YHSYjSe The way I see it, is that for a rook, it is easy to know which path it can follow. You simply take it's current position and allow it to move to any neighbor tile sharing an edge, and then the opposite tile, and the opposite again, and so on. For a pawn, it can also move to neighbor tile sharing an edge, but there are multiple ones, and…

Well what I’m saying is you should make the pawns themselves have an appearance that denotes the direction they are facing (e.g. a bit pointy or just slap an arrow on them). That way you do not need to know their starting position in order to understand their current state. This way you can also remove the arrows indicating tile direction. I think pawns changing from being relatively worthless because they’re not on…

oh that is interesting, I haven't thought about changing the appearance of the piece to convey more info. That's definitely something worth exploring.

And I agree as well that pawns changing track when they capture can be a fun one. It could even make you reconsider a capture if the pawn is on a good track and would end up on one that turns to the side.

I'm not promising I'll change the current behavior, but that does make me think.

Re: Show HN: Chess Twist

#33
post #28

Earlier quoted context omitted.

> There are too many words I don't understand here to infer your meaning. Sorry, I watched too many videos of StarCraft 2. OP means Over Powered, i.e. an strategy that is imposible to beat. % years ago, Google made an AI bot to play StarCraft 2, and they made a demo against two proffesional players. The bot was "cheating" so the bot has vision of the whole map, and the bot could make as many "clicks with the mouse" a…

ah yes, that's a bit clearer now :) And I'm glad that I used to play starcraft before google decided to be involved. > I tried the demo. The default player is too weak. It makes too many silly mistakes. The harder players is hard. I'll try again tomorrow. Thank you for playing it. And that's great, that's more or less how I intended. I want players to start with a bit that isn't too intimidating, so that you can sele…

Feature request: Play again in the same checkboard. I got a checboard with two wall that blockd my bishops and the computer got a regular grid. I want revenge!!!

Feature request?: Symetric maps (like in Starcraft 2).

Does the bot run in the server or in my computer?

Feature request?: The hard bot takes too long to play. Can it make a ping when it plays. Does chess.com make a sound, or they decided it's a bad idea?

Re: Show HN: Chess Twist

#34
post #28

Earlier quoted context omitted.

ah yes, that's a bit clearer now :) And I'm glad that I used to play starcraft before google decided to be involved. > I tried the demo. The default player is too weak. It makes too many silly mistakes. The harder players is hard. I'll try again tomorrow. Thank you for playing it. And that's great, that's more or less how I intended. I want players to start with a bit that isn't too intimidating, so that you can sele…

Feature request: Play again in the same checkboard. I got a checboard with two wall that blockd my bishops and the computer got a regular grid. I want revenge!!! Feature request?: Symetric maps (like in Starcraft 2). Does the bot run in the server or in my computer? Feature request?: The hard bot takes too long to play. Can it make a ping when it plays. Does chess.com make a sound, or they decided it's a bad idea?

Thanks a lot for those feature requests, and most importantly for playing!

> Play again in the same checkboard

You can indeed get your revenge. When you start a new game, you can change several option. One of them is how the next board is selected. You can either:

- keep the same board - pick one from a curated list - or generate it randomly

By default, it is set on the 3rd option, but you then need to change it to the first one ("Same Board"), like in this video: https://imgur.com/a/sq8TDbx

> Symetric maps (like in Starcraft 2).

That's not possible at the moment, but someone else had the same request, so I'll have a think. I personally prefer boards that are very irregular and therefore asymmetric, but I appreciate it's subjective.

In the mean time, when you select a board the from the curated list, you can see 5 board types: "very irregular", "regular vs irregular", "almost regular", "regular" and "central pivot". This last one will have boards that are fairly symmetrical (but not completely).

> Does the bot run in the server or in my computer?

It runs on your computer. It's all javascript, running in workers. If the game has a decent success, I'd like to take the time to do a rewrite in a different language to get it in wasm, as it could run faster.

> Can it make a ping when it plays

You should hear the sound of the piece being moved, like in this video: https://imgur.com/a/XoWIJZb If you don't, the only reason I can think of is that the game audio has been turned off, via the button at the top right of the screen?

I'm not sure what chess.com does now, but I believe using a audio hint is really useful for exactly the reason you encountered. And it's even more needed when playing multiplayer without a timer, as your opponent could take even longer to play.

Re: Show HN: Chess Twist

#35
post #34

Earlier quoted context omitted.

Feature request: Play again in the same checkboard. I got a checboard with two wall that blockd my bishops and the computer got a regular grid. I want revenge!!! Feature request?: Symetric maps (like in Starcraft 2). Does the bot run in the server or in my computer? Feature request?: The hard bot takes too long to play. Can it make a ping when it plays. Does chess.com make a sound, or they decided it's a bad idea?

Thanks a lot for those feature requests, and most importantly for playing! > Play again in the same checkboard You can indeed get your revenge. When you start a new game, you can change several option. One of them is how the next board is selected. You can either: - keep the same board - pick one from a curated list - or generate it randomly By default, it is set on the 3rd option, but you then need to change it to t…

I won against the hard bot :)

Add a confirmation to the resign button!

Can you add a permalink to share the game with my friends so they can see the replay?

(In one moment, the bot atacked my rock with a bishop, and the rock was totaly traped in the corner between the pawn and the knight :(. But after a few minutes of thinking, I used a magical curved path of my far bishop to stop the atack. It was very surprising to be able to save the rock.)

Permalikt to checkboard may be nice too.

When the bot is hopeless (like a rock and two knight down) it makes too many silly moves. Probably all the moves have 0% chance of wining, so it can't pick the best one. Perhaps a counting the pieces heuristic may at least avoid the very silly moves.

(In one moment, the bot could eat a knight, but it just moved the king away instead.)

Re: Show HN: Chess Twist

#36
post #34

Earlier quoted context omitted.

Thanks a lot for those feature requests, and most importantly for playing! > Play again in the same checkboard You can indeed get your revenge. When you start a new game, you can change several option. One of them is how the next board is selected. You can either: - keep the same board - pick one from a curated list - or generate it randomly By default, it is set on the 3rd option, but you then need to change it to t…

I won against the hard bot :) Add a confirmation to the resign button! Can you add a permalink to share the game with my friends so they can see the replay? (In one moment, the bot atacked my rock with a bishop, and the rock was totaly traped in the corner between the pawn and the knight :(. But after a few minutes of thinking, I used a magical curved path of my far bishop to stop the atack. It was very surprising to…

> I won against the hard bot :)

Congrats! Although I wish it had given you an even harder time!

> Add a confirmation to the resign button!

Yes, you're right, it is much needed.

> Can you add a permalink to share the game with my friends so they can see the replay?

Yes, that would indeed be very useful. I'll see how I can make it work. And maybe there is a way to have it so that it works also for the iOS and steam versions.

> Permalikt to checkboard may be nice too.

Absolutely. That's on my list. (although bear in mind that the demo only has 2 different boards)

> I used a magical curved path of my far bishop to stop the atack. It was very surprising to be able to save the rock

Nice. Thanks a lot for sharing this one. Those are indeed the great reversal moments, I love those.

> When the bot is hopeless (like a rock and two knight down) it makes too many silly moves.

There are many factors that drive how the bot behaves. There clearly is room for improvement, although that will probably need a rewrite in wasm, and most likely need someone who has more experience at this than me. Although I could only hire someone if it makes financial sense. Something I keep thinking about.

And I'm still going through some of the feedback I received, so expect an update in the week or so.

Re: Show HN: Chess Twist

#37
post #30
post #26

Earlier quoted context omitted.

I think I see. You mean those tiles, is that correct? https://imgur.com/a/YHSYjSe The way I see it, is that for a rook, it is easy to know which path it can follow. You simply take it's current position and allow it to move to any neighbor tile sharing an edge, and then the opposite tile, and the opposite again, and so on. For a pawn, it can also move to neighbor tile sharing an edge, but there are multiple ones, and…

Well what I’m saying is you should make the pawns themselves have an appearance that denotes the direction they are facing (e.g. a bit pointy or just slap an arrow on them). That way you do not need to know their starting position in order to understand their current state. This way you can also remove the arrows indicating tile direction. I think pawns changing from being relatively worthless because they’re not on…

I kept thinking about it, did some tests, and you convinced me. So the pawns movements are now changed. It works like that now:

- pawns move forward in their "track", just like a rook would do, just one tile at a time.

- if the track reaches the end of the board, the pawn can promote as usual.

- if the track ends on the left or right side of the board, when the pawn reaches it, it changes track. If there are multiple tracks it can take from there, the one that reaches the end in the least amount of moves is selected

- when a pawn captures, it changes track following the same rule.

And I agree now that using capture to change the zone of attack of a pawn is a very nice addition.

On top of that, if multiple pawn are constraint to turn sideways at first, it's not simply a handicap. It also helps strengthen the defense in that area, as you can have more efficient pawn walls.

In all all, it's great, thanks a lot for arguing in favor of this change.

Re: Show HN: Chess Twist

#38
post #29
post #27

Earlier quoted context omitted.

yes, GP reached the same conclusion as you. https://news.ycombinator.com/item?id=40550176 I'm still unsure, as I describe in my reply there, an issue I see is that you can't know the path a pawn would take, unless you know where it comes from. But since both of you reached the same solution, I'll keep thinking about it.

I get the dillemma, but I don't think it's a problem that the string of squares used to define "foward" isn't always the same as path the pawn will actually take if it chugs along. This only happens when there's no straight path to the opponent's backrank, so you are allowed to go "sideways-foward" until you hit a square from which there is a clean forward path again. Agreed that the past should not matter, only the…

Thanks a lot for insisting of this, and that end up convincing me. I describe the change in the sibling comment: https://news.ycombinator.com/item?id=40634675

That was super useful. So don't hesitate if you have any other feedback.

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