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Taikyoku Shogi

  • 9 Devlogs
  • 51 Total hours

I kinda got bored and remembered this was still a thing. 36 x 36 game. planning to make a board viewer, and then a machine-learning based bot to play this stupid game lol

Ship #1 Changes requested

I implemented the entirety of the little-known board game (certified banger from the 16th century) Taikyoku Shogi. I also implemented some UI and background code to make it actually (1) a playable experience for any insane humans that may or may not want to play it, and (2) Presentable!

I went with Kanji piece names only because there was absolutely no way that anyone could remember all 301 piece types as distinct pictograms! (although, come to think of it, it is probably also difficult to remember all 301 different Japanese names… ) I added the searcher partially to alleviate the pressure and to let you find a piece on demand.

I originally wanted to build and pipeline a whole game engine to play this game, but it turns out that I am not very good at keeping track of time… school moved on and in the blink of an eye Stardance is almost gone even with the extension. So, I had to ship it as it is now with no engine component.

(If you decide to play it for some reason, the Free Eagle (highlighted in the photo) is really powerful!!)

  • 9 devlogs
  • 51h
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4h 17m 30s logged

I. I finished it.

Well, “finished”, as in I have gave up on implementing the engine in javascript AND getting a good enough quality one to work before Stardance ended.

I added the Game Viewer (imports a prior exported game and shows it step-by-step), the Game STEPPER (steps forwards and backwards from the current PLAYED game), the Game exporter, and about 5 other things that I don’t recall well enough to write about here.

Either way, it’s done. I don’t expect many people to actually look at it, but it was cool and it was a proof that I am able to complete a project despite probably undiagnosed ADHD.

Thanks :)

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4h 24m 12s logged

Made the UI not horrible! I’ve spent some time reading design courses. I should make the boxes a bit taller, but in general I feel like this is at the very least much better than the disorganized slop before.

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4h 48m 10s logged

I finally got my ass to write the stupid code to let you actually play against the model on the website! Now you can get your ass beat to this random model that still kinda doesn’t know how to checkmate but besides!

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4h 31m 26s logged

making some very very basic visual improvements to my site. I am NOT A SITE DESIGN EXPERT please do not murder me. If you have any ideas please leave in comments.

In terms of the bot, struggling as usual. Did some more speedups with the help of Claude though. Hopefully next update I’ll be able to chuck it into the board to play with.

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4h 9m 8s logged

A whole lot of nothingness… Right now the work is mostly trying to debug whatever the heck is wrong with the bot that is learning this game.

Other than that though, some actual quality-of-life features (like this ingame display) is being coded. Holidays upcoming, so with stardance extended I can actually spend a bunch of time working on this!

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8h 19m 48s logged

There’s not that much visible stuff, but I’ve spent absolutely monumental amounts of time trying to get the engine working. Thank you marimo for allowing me to use free cloud GPUs lol

Either way, I’ve somewhat procrastinated on actually getting the more Quality-of-Life aspects of the board viewer to work. In the next release I probably will include a move-sample viewer, a “pieces in danger” viewer, and a promotions list for the convenience of the end user.

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5h 46m 13s logged

The board is complete now, and unfortunately I have to resort to using claude code to write optimized C code so that the base corpus of move generation doesn’t take literally 90 years to do. (ALL of the green “U” is claude-generated)

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