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    . chess codes

    Chess codes are a kind of topographic code. Two are described below.

    The chess pieces, their respective functions and the associated rules of the game together provide a kind

    dictionary and syntax for describing shapes and outlines on an 8 x 8 = 64 unit board. The board itself bec

    the all-important memory device cache memory, so to speak to which all instructions must refer.

    For cognate means of describing areas and curves telegraphically, see elementary signs : letters, specifica

    . the discussion of Francis Galton on coding, and the "just-perceptible difference", a kind of "chain-si

    code, that is, a "pixel-by-pixel direction code that defines boundaries of objects within an image.

    chain code records an object boundary as a series of direction codes," and

    . the discussion of John Cameron Grant's 1910 patent for the Production of Formers for Punch Cuttin

    Machines.

    http://www.jmcvey.net/cable/elements/letters1.htmhttp://www.jmcvey.net/cable/elements/letters1.htmhttp://www.jmcvey.net/cable/elements/letters1.htmhttp://www.jmcvey.net/cable/elements/letters1.htmhttp://www.jmcvey.net/cable/elements/letters1.htmhttp://www.jmcvey.net/cable/elements/letters1.htm
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    . This code is the invention of Mr. D. Gringmuth, a leading Russian problem composer, and has been ado

    several matches. An account of it may be found inLa Strategie, the Times-Democratof New Orleans, Th

    International Chess Magazine, and the Chess Players' Annual. By means of it two different moves can b

    combined in one word for transmission. If telegraphing only one game the first two syllables would repre

    White's move, and the last two syllables Black's answer. In the match between London and St. Petersburg

    which two games were simultaneously contested, the first two syllables represented the move in the gamwhich the party sending the dispatch had the first move, and the two last syllables the move of the same p

    the game in which their adversaries had the first move. The squares are designated in the following diagr

    above], and each move is designated by giving the squarefrom which the piece or pawn is moved, follow

    the square to which it is moved. By an extension of the code suggested by E. D. Nores in the Times-Dem

    the letter c, added to the last syllable, designates "check;" similarly p means "take pawn en passant;" l add

    the symbols for the King's and Rook's squares, means Castles; q, r, b, k, added to the last syllable indicat

    pawn reaching the last row becomes respectively a queen, rook, bishop, or knight ; and finally m means m

    and s, stalemate.

    Thus Game No. 2, in Philidor's Defence, p. 154, would be recorded as follows for telegraphing: Gego

    Kahireri Fefoteto Fosottogo Hiworiro Sosiwazi Cadipepi Wogorogo Fazowewi Zosozawa Daworari BafaHadonare Dosi.

    ex William Steinitz. The Modern Chess Instructor, Part 1. New York and London, G. P Putnam's Sons,

    xix

    See also Knight's Tour Notes compiled by George Jelliss (Knight's Tour Recreations involving Words or

    In most cases, the codewords are eight-letter ciphers reminiscent of those in theBauers Code (1913), e.g

    abababal. In addition to their dada-like sound, they also resemble Japanese words such as might be enunc

    with the fullest exploration of every syllabic nuance in Noh drama.

    Edwyn Anthony, Chess Telegraphic Codes (1890)

    Waterlow and Sons Limited, London Wall, London.

    http://www.ktn.freeuk.com/2a.htmhttp://www.ktn.freeuk.com/2a.htm
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    . "This notation, valueless for ordinary use, is

    excellently adapted for telegraphic purposes. We do not

    know with whom it originated, and we have ventured to

    apply to it the epithet 'compass' as indicative of its

    nature.

    "Excluding the Knight, whatever piece or pawn be

    moved it must move in one of the eight directions

    marked in the diagram at the side ; and these directions

    may be conveniently denoted in the way in which they

    are indicated on the mariner's compass. Thus King N1 =

    King one square upwards ; Queen's Bishop S W 5 =

    Queen's Bishop five squares diagonally downward to

    the left, etc. And, since plainly no piece can move more

    than seven squares at one time, the indicating number

    will never exceed 7. Similarly, the Knight, wherever he

    stand, can only move in eight different directions, as

    illustrated by the next diagram"

    "Thus 'King's Knight 5' indicates a move of the K

    in the direction shown by the diagram ; and as th

    Knight's move is always the same except in direc

    constitutes a sufficient description of the moves

    piece. Thus we see that, if we know the square o

    a piece or pawn stands, the 'Compass Notation' f

    an adequate indication of every possible move. F

    example, if the Queen be on K's 5th square then

    N E 3' denotes "Queen to K R 8.' Again, if the K

    Rook stands on his own square, 'King's Rook, W

    'K R to Q R sq.' etc. When a game is played over

    start to finish, it is evident that the position of th

    at every stage is known ; and, therefore, that the

    notation just described may be used for recordin

    games."

    Anthony provides aFigure and related Wordcode. Both of these incorporate the Compass Code describe

    above. He presents only two sample pages of the word code, as a prospectus to an envisioned publication

    larger size (in which those two pages would fit onto one).

    The word code is based on an elemental dictionary of 315 instructions; of these, 268 are sufficient to des

    the movement of any piece on the board, so long as its current position is known, thanks to compass notaFive instructions relate to endgame situations (resigns, drawn, lost by exceeding time limit, adjourned, an

    "blank"). Forty-one terms are reserved for names of players, or other information. Each code word denot

    moves. It does this as follows :

    "Turn the word up as in a dictionary. Then Move A is the move at the top of the page containing the wor

    Move B is the move given in the line in which the word occurs."

    For the reverse find the single word denoting two moves one turns to the page with Move A listed

    and then finds on that page Move B. The required code word will be found next to the latter.

    Thefigure code condenses into one all of the move-pairs that fill up 315 pages of the word code. It incor

    the same 315 instructions provided on one page of the word code. The first move has a six-figure name i

    Column 1. The second move or instruction is described by one of 315 figures, 1-135. One adds that numb

    e.g., 77, to the first figure to find the cipher for the two moves.

    Anthony's explanation of the translation is clear enough:

    In Table A, find the two numbers between which th egiven number lies. The move contained int he same

    wit hthose numbers will be the move orresponding to Table A. Subtract the smaller of the said two numb

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    from the given number. The remainder will always be found somewhere or other in Table B; and the mov

    the same line with it will be the move corresponding to Table B.

    Example. Given the number 43663. The given number lies between 43609 and 43925. The Table A mo

    therefore, "King's Bishop S W 3." Subtract 43609 from 43663, and the remainder is 54. The Table B m

    therefore, "Queen W 2."

    1 september 05

    mailto:[email protected]:[email protected]