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       #Post#: 545--------------------------------------------------
       Tenjiku Shogi opening theory
       By: HGMuller Date: March 7, 2018, 9:41 am
       ---------------------------------------------------------
       The historic Japanes game Tenjiku Shogi is one of the most
       violent Chess games ever conceived. It features 'Fire Demons',
       which do not only capture what is on the square they land, but
       'burn' every enemy on the 8 adjacent squares as well. Somewhat
       like Atomic Chess, except that they do not explode themselves
       (or any friendly piece), so they can keep doing it turn after
       turn. And it even does it in the opponent's turn as well; moves
       that land adjacent to an enemy Fire Demon make the moved piece
       evaporate without a trace. (Even a Fire Demon itself  evaporates
       this way, without burning anything.)
       Apart from that the Fire Demon is an enormously mobile piece. It
       moves as a Queen, except along one of the orthogonals. (There is
       some controversy whether this would be sideway or vertical.) And
       in addition it can make up to 3 King steps, allowing it to sneak
       through holes in the enemy lines and around corners. (But must
       stop on a capture, i.e. when it reaches a square that was
       occupied.) This gives it 30 extra move targets not reachable by
       the Queen moves, many of them more difficult to block, as they
       can be reached through more than one path.
       Unlike most Shogi variants, the opening phase of Tenjiku Shogi
       is extremely tactical. At least with the rules that modern
       players use, where another class of exceptional pieces (the
       'jumping generals) can deliver check. (Whether the historic
       rules allowed this is also controversial.) These pieces can jump
       over arbitrary many other pieces when capturing, so they are
       practically unblockable (except by each other). The problem is
       that in the initial position the King is completely smothered,
       so any (safe) check would be a mate. So not to get checkmated is
       a major problem, starting from move 1: the most popular opening
       move immediately threatens mat in 1.
       No information has survived from historic times about strategy
       and opening theory. The historic manuscripts only contain a rule
       description. So modern players have to discover the critical
       opening theory all by themselves. I wonder if this forum would
       be a good place to discuss Tenjiku Shogi opening theory.
       #Post#: 601--------------------------------------------------
       Re: Tenjiku Shogi opening theory
       By: HGMuller Date: March 14, 2018, 2:35 am
       ---------------------------------------------------------
       Let me start with a diagram of the initial position, using
       'mnemonic' piece icons. This makes the way most pieces move
       trivially recognizable from their pictogram: virtually all
       pieces only slide along principal rays (like a Queen), with
       infinite range, or just one or two steps. (Or not at all.)
       Pieces that only step are depicted as a small square, with
       'bites' taken out of it in the directions they cannot step. If
       they move more than a single step in a certain direction, they
       bulge out of that square. A radial line then indicates infinite
       range, otherwise the range was two.
       [img]
  HTML http://hgm.nubati.net/tenjiku/ten.PNG[/img]
       Only few pieces have moves more complex than can be indicated by
       this system, and have special icons. Of notable importance are
       the (2x) 6 pieces depicted as circles. These are the 'jumping
       generals' (Great General, Vice General, Rook General and Bishop
       General), which can jump over an arbitrary number of pieces when
       capturing. Otherwise their move is as their name (and the radial
       striping pattern on their icon) suggests. The VG in addition can
       also make up to 3 King steps in arbitrary directions. The
       sliding capture moves of these generals cannot be blocked by
       normal pieces (they can block each other according to some
       hierarchy, however). So they pose a very large danger to the
       King, for inflicting a smothered mate.
       The dominant piece is the Fire Demon, depicted as a candle
       flame. It 'burns' all adjacent enemy pieces, and thus can
       capture up to 8 victims in a single move. In 21st-Century
       Tenjiku it moves like a Queen except sideways, in addition to be
       able to take up to 3 independently chosen King steps. Tenjiku
       openings start with an 'aireal fight', where the jumping
       generals and Fire Demons roam the board, the other pieces being
       hardly touched at all. Unlike in Chess, multiple moves with the
       same piece is common practice.
       The most popular opening move is 1. P-j6, to open a hole for the
       VG to move out. (We use standard board coordinates here, where
       a1 is the lower-left corner.) This immediately threatens a
       smothered mate through 2. VG-o10. The Kirin on j15 is the only
       piece adjacent to the King that can be moved in the initial
       position, to create some breathing space. But as this happens to
       be on the check diagonal, it would not prevent the mate. So
       black must cover the checking square o10 to prevent the mate.
       There are only two moves that do this: 1... SE-n11 and 1...
       P-o11.
       Now 1... P-o11 does not work, and gets black mated in 3 anyway:
       2. VG-n9 {now threatens mate on p9} SE-n11 {the only way to
       cover p9} 3. VG-p9 SExp9 4. BGxp9#. So 1... SE-n11 is a forced
       move. This is then usually followed by 2. BG-i6 to mount an
       attack on the SE that is critical in preventing the mate.
       (Threat: 3. BGxn11 {check} Pxn11 {only evasion} 4. VG-011#.)
       There are several ways to make sure the protection of o11 can be
       maintained. For one, the Soaring Eagle protecting it can be
       moves out of the BG's attack, 2... SE-p11 or 2... SE-p9. In
       addition, the SE can be protected by a Water Buffalo by moving
       up the intervening Pawn, 2... P-m11, so that after 3. BGxn11
       WBxn11 the square o10 stays protected (by the WB).
       Before discussing the merits of each of these defenses, we note
       that white's first two moves can be mate threats, which can be
       countered only by comparatively passive moves, which don't do
       much for black's development. For white, however, this has
       cleared a path for its Fire Demon to develop. E.g. through 3.
       FD-k6 (the 'Quick Attack'). As the Fire Demon has an enormous
       destructive potential, its early development can give a huge
       advantage. Black's moves for preventing the mate did not help
       develop its FD in any way. So it seems white has a huge
       initial-move advantage.
       The Quick Attack
       This is largely illusory, however. Because on the other wing the
       situation is still just as it was initially. So once the
       mate-in-1 and checks-only mate threats are dealt with, black can
       simply mirror white's play, making his own mate threats during
       development of his Demon, forcing some passive defensive moves
       on white: 3... P-g11 4. SE-c6 BG-h11 5. P-d6 FD-f11. This
       restores the symmetry, and thus keeps the white advantage
       limited to the original one of having the move.
       #Post#: 607--------------------------------------------------
       Re: Tenjiku Shogi opening theory
       By: chilipepper Date: March 14, 2018, 6:53 pm
       ---------------------------------------------------------
       [quote author=HGMuller link=topic=81.msg545#msg545
       date=1520437317]
       (There is some controversy whether this would be sideway or
       vertical.)
       [/quote]
       Do you mean it's not clear what the original rules are? I wonder
       if the rules can be "backwards-engineered" by learning which
       rule creates the better play. Of course, that would only work if
       the game was already played and studied enough so that it was
       already optimized for the most tactical style of play (assuming
       that was even the goal).
       [quote author=HGMuller link=topic=81.msg545#msg545
       date=1520437317]
       So modern players have to discover the critical opening theory
       all by themselves.
       [/quote]
       I suppose this is true based on the premise that it's played
       less now, than it was in the past, and that nobody has analyzed
       it yet with computers (which I would assume is true)?
       Thanks for sharing this info. Interesting! :)
       #Post#: 609--------------------------------------------------
       Re: Tenjiku Shogi opening theory
       By: HGMuller Date: March 15, 2018, 4:07 am
       ---------------------------------------------------------
       Indeed, the historic rules are not very precisely defined. There
       are only two historic manuscripts that mention the game, and I
       don't have access to the raw data. (Which might not be very
       helpful anyway, as it would be in archaic Japanese, in
       non-machine-readable form, and I don't read Japanese at all.)
       The controversy on the direction of the Demon move might be
       because of a discrepancy between the verbal discription and a
       drawing in the same manuscript.
       People have been trying computer analysis for decades, but only
       since last year I have a program that can search deep enough to
       make this meaningful. Much of what I plan to post here is based
       on analysis with this program. (At the moment set to use the
       rules commonly used by modern players.)
       Rule unclarities that would hugely affect the game are:
       1) Whether the jumping generals are allowed to capture the
       generals they are not allowed to jump over. (This seems standard
       behavior in Chess; e.g. Rooks cannot jump over enemy pieces, but
       they have no problem capturing them. So it is not clear why this
       has become an issue.)
       2) Whether jumping generals are allowed to capture the King. The
       rules mention the King in the hierarchy of pieces that could not
       be jumped over, but who would want to jump over a King if he
       could capture it? It would become a totally different game if
       the generals could not inflict smothered mates.
       3) Wether the Fire Demon moves along files or along ranks. The
       forward forking power when it moves along files (in addition to
       diagonally) is extrordinary large, giving an unfair advantage to
       the side that manages to develop its Demon first. (I.e. huge
       first-move advantage.)
       4) Whether a Water Buffalo, when it promotes to Fire Demon,
       already burns away the adjacent enemies during its promotion
       move. Modern rules assume this is not the case, for no clear
       reason, and at the price of rule inconsistency for what happens
       later. (Pieces would remain standing next to the Demon, while
       new pieces landing there would evaporate.) With instant burning
       the Water Buffalo would become 'nuclear tipped', and a much more
       dangerous piece, as you could just run it into a dense crowd in
       the enemy camp to annihilate 4 or 5 Queen-class opponents, not
       caring much about the recapture.
       #Post#: 718--------------------------------------------------
       Re: Tenjiku Shogi opening theory
       By: HGMuller Date: March 31, 2018, 12:16 pm
       ---------------------------------------------------------
       Demon attack spots
       Before discussing actual opening lines, let us take a look to
       some general principles. E.g. why is it so important and
       advantageous to develop your Fire Demon quickly?
       The initial position has a fair number of weak spots for
       Fire-Demon attack. The Pawns on c12 and n12 are protected in the
       normal sense, but not protected against capture by a Fire Demon,
       which would burn all protectors with it. (This sometimes also
       works the other way around; a piece can be unprotected because
       distant sliding protectors are blocked by an adjacent piece, and
       a Demon would burn that adjacent piece.) These Pawns can be
       protected by moving Bb15 or Bo15, respectively.
       All other Pawns are protected against Demon capture. As a Demon
       is 'priceless' (it would win against almost any combination of
       non-Demon material), this seems to make the starting position
       resistant to Demon attack, no matter how much material there was
       behind the Pawn that would be burned together with it;
       recapturing the Demon would always be enough compensation. There
       are tactical complications, however. The Rook Generals aim at
       the opposing Demons, but block each other from reaching those.
       If, however, one of the Rook Generals gets burned, this
       activates the RG attack on the Demon behind it, which could now
       be traded for a single RG. So after the initial burn you get
       immediately in a position where both Demons are under attack.
       This doesn't help if the defending player can use his Demon to
       capture yours, and this will move him out of the RG's path. But
       after a capture/burn on the Pawns in the RG file (g12 or j12),
       the RG does not only attack the defending Demon, but it protects
       its own. So whether you recapture FD x FD, or recapture the FD
       with another piece and leave your FD where it is, in both cases
       you will get RG x FD. Of course you can then recapture that RG,
       but it means you get only a single RG, while the initial burn
       might have destroyed three of your jumping generals (GG + RG +
       BG or VG + RG + BG). A very bad deal.
       A similar case occurs on a Demon capture/burn on the Pawn in
       front of the Vice General (h12). This burns GG + VG + RG, the
       latter exposing the FD to RG capture, while the attacking Demon
       is protected to its own GG. This would thus gain a VG + RG. The
       common method to protect yourself against capture on g12, h12 or
       j12 is trading the RG which is going to get burnt for the
       opposing RG, even if the latter resides next to a Demon so that
       it evaporates as a side effect (and thus loses you a tempo).
       Then your Demon would not get under attack from the initial
       burn, so you can safely recapture the attacking Demon with
       another piece, (e.g. LH or FE), even if it is protected.
       Even after such a defensive RG trade, a capture/burn on h12 can
       still be attractive, because lacking a GG early in the game,
       when the King is still suffocated amongst its own pieces, can
       cause big problems. The surviving GG could check from i4, after
       the VG normally standing there has evacuated that square. Which
       it often can do with a check. If that is the case there is
       burning of the GG causes an immediate mate-in-2 threat. Making
       an 'air hole' for the King on j15 by moving away the Kirin often
       does not help, because the GG, after checking on i4, can
       diagonally check on o10, covering both the original King square
       and the escape square. Or because a RG can assist to cover it.
       In that case the only way to prevent the mate would be to make
       sure you can burn a checking GG or RG on i4, for which your
       Demon has to come out. So that you have to recapture after an
       h12 burn with a Demon to not get mated. After which that Demon
       is again traded for a single GG.
       Even in if the defending side does not have to recapture your
       protected Demon after burning the opponent's GG + VG, the latter
       can be an attractive deal. Provided that you can force the
       opponent to sac its Demon back. Burning a checking GG on i4
       might be the only way to prevent checkmate after he loses the
       ability to block it. And you might be able to reduce the damage
       done by that to a single GG, or GG plus one other jumping
       general, while your original burn destroyed more generals.
       So there are in fact many places where you could slam a Demon
       into the Pawn wall to gain significant material. And a Demon has
       great forking power, with its three forward-directed sliding
       moves. One such sliding threat might be blockable by moving up a
       Pawn, but if the Demon attacks multiple vulnarable spots there
       is just no defense. If the Demon can approach your Pawn rank to
       within the range of its area move, he even attacks 7 Pawns at
       once, most of those through multiple paths (so that blocking is
       out of the question). Manoeuvring with the Demon to get a good
       shot at a profitable burn is therefore the major theme of all
       openings in Tenjiku Shogi.
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