2:32 j4 is the only move that avoids mate, but it ends up needing to sacrifice a queen for a rook so it is still losing
@Rafael-w4j4 ай бұрын
The pawns should be random also, Pawn or Checker or Knight.
@Rodricz1234 ай бұрын
This is an extreme version of chess960
@mathmagician81914 ай бұрын
This position has a somewhat decent white advantage - my engine evaluates the starting position as +0.86
@theominouspigeon4 ай бұрын
there should be a mode where both people move at the same time
@nikro82754 ай бұрын
this is genius
@hy78644 ай бұрын
Synchronous Chess by Vitaliy Korolev, 1991
@purplenickname4 ай бұрын
In order to make the king space completely random you should first use a d12 to see where the king goes and then do the other pieces. With the current method not all spaces have equal chance to be a king space.
@GreenLemonGames4 ай бұрын
The king square is the first thing decided in the code. It's just revealed left-to-right visually
@nikro82754 ай бұрын
Will this mode be added to deckmate public?
@tacodoodle4 ай бұрын
This is kind of like Fischer Random
@CheckmateSurvivor4 ай бұрын
Scramble is better than Fisher Random Chess.
@DanielGamer-wn1hy4 ай бұрын
Hi
@godowskygodowsky11554 ай бұрын
How are you randomizing the king location? It might not be uniform.
@GreenLemonGames4 ай бұрын
The game picks a random square for the king before the other pieces are randomized. It seems to be working perfectly fine - I did a handful of test runs before making the first video.
@godowskygodowsky11554 ай бұрын
@@GreenLemonGames Oh, that's fine. I was worried that you were revealing the pieces as they were being randomized, which is still possible to make uniform, but it's harder. (I understand this is how pieces are revealed in Fischer random for the purpose of making it a spectacle.)
@BinaryBolias4 ай бұрын
For making it uniform while generating in real-time, the chance for each square to be a king (until a king is placed) should simply be 1 divided by the amount of remaining, _un-generated_ squares. In confirming this method, the first square quite obviously has the correct chance of containing a king: The first square's _"absolute king chance" (for it to contain a king on any given generation)_ is the same as its _"local king chance" (1 divided by remaining square quantity - except equal to 0 after a king has been generated)._ Every square subsequent can have its absolute king chance confirmed by multiplying its _local king chance_ by the chance of getting to the square without previously generating a king _(the sum of all previous absolute chances subtracted from 1; a value between 1 and 0)._ In performing this absolute king chance calculation, you would find that the absolute chance of a king appearing on any given square is the same for all squares _(and is equal to 1 divided by the total quantity of valid squares)._ This is the method I would prefer, as it's more fun, and more authentic to the revealing process. This can also be easily modified to allow for multiple kings, and to also provide restrictions for other piece types, as well. _(quick explanation: Per piece type, use the _*_remaining amount of the piece to place_*_ ("RAotPtP", I guess) in the fraction numerator of the local piece chance. Piece types can be done in arbitrary order, per square, but the RAotPtP values of all pieces must sum to the total amount of valid squares. If the sum of RAotPtP values is greater than the square total, then a single piece type can still be placed in its full desired amount if it is checked for first on each square)_
@ScrapFrog4 ай бұрын
Will this be a in the full game? You should add it if not
@GreenLemonGames4 ай бұрын
Yes! It will be part of Version 1.7, which is coming soon