CHESS GAS v1.0

BETA
| | SPEED VIEW | WASD/↑↓←→·pan   Z/C·zoom   0·reset view   SPACE·pause   R·reset   TAB·init   F·field   .·step   [/]·speed   T·trail   Q/E·panels   K·about   J·jitter
AUTO
?Automatically stop or restart the simulation when a condition is met — e.g. reset once material falls below a threshold, or stop once captures dry up. Set to "nothing" to run forever with no automatic action.
off — runs indefinitely
STEPS 0000000 Opening
reset change amount 100% ?How much changes each time settings get randomised — via the dice button, or via an automatic reset with "randomise on reset" enabled below. 100% is a full re-roll, 1% usually changes just one thing. Always visible because it governs the dice button too, not just auto-reset.
SIMULATION▶
×
ADVANCED LAYOUT▶
∞
POTENTIAL▶
FIELD SHAPE
0.50
FIELD MOTION?Time-varying modulation applied on top of the field shape above. Leave at "none" for a static field.
0.010
0.50
PIECE RESPONSE
0.50
3
COLOURS▶
10px
board squares
piece palettes
100%
potential tint
presets
FIELDS▶
55%
?Arrows showing net drift direction of pieces in each region. Accumulates continuously with a slow exponential decay, so it reveals persistent currents, vortices and stagnation points rather than instantaneous motion.
EFFECTS▶
20
0
fast
?A little trail of sparkles follows your cursor or finger across the board. Purely cosmetic — no effect on the simulation.
ART
REACTIVE BINDINGS▶
Wire a live signal to a visual parameter — as the signal moves, the parameter follows. Needs a run/loaded experiment for calibration — a binding does nothing until one exists, rather than guessing a default scale.
WHAT TO INCLUDE▶
pick what a raster (PNG) or vector (SVG) output includes, independently — greyed cells explain why they're unavailable. Applies to both a one-shot render and an auto-capture run below.
 rastervector
glyphs (pieces)
trail?on
field overlay?on
bloom?Bloom is a raster self-composite technique (blurred copies screened over the original) — there's no vector equivalent, so it can never appear in an SVG export.
capture bodies?on
gradient
pulse
rainbow
glyphs off = flat colour dump (1px/cell) in both — pieces still show up as tinted pixels, just no drawn glyph shapes. gradient/pulse/rainbow read their colour, direction, and intensity from the live DISPLAY→EFFECTS sliders; these checkboxes only control whether each is included.
RASTER SIZE▶
VECTOR SIZE▶
AUTO-CAPTURE (EXPORT RUN)▶
WHAT TO INCLUDE▶
records a WebM straight from the sim — driven by ticks, not real time. pick what the recording includes.
glyphs (pieces)
trail?on
field overlay?on
bloom
capture bodies?on
gradient
pulse
rainbow
glyphs off = flat colour dump (1px/cell, no VIDEO SIZE scaling) — pieces still show up as tinted pixels, just no drawn glyph shapes. Compact and fast on large boards, where drawing individual piece glyphs every frame would be too slow to sustain a real frame rate. gradient/pulse/rainbow read their colour, direction, and intensity from the live DISPLAY→EFFECTS sliders; these checkboxes only control whether each is included.
VIDEO SIZE▶
RECORDING▶
Capture itself still takes real time to record (one video-second per one video-second, regardless of how fast ticks step) — that's how video recording works, not something this can shortcut.
mode
resolution
length
recording takes
est. file size
ENSEMBLE SETUP▶
Runs N headless replicates against the current live physics settings (whatever's configured in PHYSICS/DISPLAY right now), one different seed per replicate.
replicates (N) step budget / run base seed milestone poll every steps
How often each replicate rechecks piece count for PROFILE's extinction-curve milestones. 1 = every step (exact); raise it on large boards where a full-board recount every step gets expensive (~30-60% slower at 64-256² in testing) — coarser polling trades milestone-step precision for speed.
Each replicate uses "<base seed>-r<i>" — same base seed + same settings reproduces the exact same ensemble.
WHAT WILL RUN▶
AUTOSTOP (experiment-only)▶
Independent of the sandbox's AUTO controls in the top bar — changing one doesn't affect the other. Each replicate stops on its own once a condition here is met (or runs the full step budget if action is "nothing").
action
?No "reset" option here, unlike the sandbox — a headless replicate is already a single self-contained run from a fresh board, so mid-run reset doesn't apply.
when
combine
low cap sensitivity 10 no cap N steps % mat threshold 20% N steps count time (sec) piece count ≤ promotions ≥
RUN▶
SAVE CURRENT SETUP▶
Saves the live recipe/overrides (whatever SETUP is currently driving), plus the replicate count, step budget, base seed and autostop settings above. Not a snapshot of results — re-running reproduces, it doesn't replay.
SAVED EXPERIMENTS▶
scroll·zoom · drag·pan
STATE?Whose turn it is, total moves made, and the current move rule (diffusive = uniform random step; boltzmann = weighted toward lower potential, strength set by β).▶
WHITE 0 moves
modediffusive
MATERIAL?Live piece counts and chess-value totals. Material charge is the white/black value imbalance, normalised from -1 (all black) to +1 (all white). Mean value is the average chess value per piece for that colour. Total value is the sum across all of that colour's remaining pieces.▶
material charge—
W mean value—
B mean value—
W total value—
B total value—
W captures made0
B captures made0
ENERGY?Imposed potential V is the current mean potential-field value under each side's pieces — how favourable or hostile the terrain is right now. Chess energy is the mean chess value per piece, i.e. how heavy that side's remaining army is on average.▶
Imposed potential V
W
—
B
—
Chess energy (mean piece value)
W
—
B
—
DYNAMICS?Live rolling sparklines of the last 300 moves for every tracked stat — material, chess energy, imposed potential, capture rate, pawn fraction, mean free path. A fast way to spot a trend before it shows up in the full history graphs below.▶
RUN HISTORY?Full-run graphs sampled every N moves (set below) rather than a fixed 300-move window like DYNAMICS — good for seeing the whole trajectory of a long run at once. CLR wipes the recorded history without resetting the board.▶
sample —
PHASE SPACE?Plots of one observable against another, time-coloured from dark (old) to bright (recent). Shows the system's trajectory through its state space.▶
X Y
PAWN FRACTION?What share of each side's remaining pieces are still pawns. Falls as pawns promote or get captured faster than other pieces — a rough gauge of how "cooked down" each army is.▶
pawn / total pieces per side
CAPTURES?Recent captures in order, most recent first — attacker, victim, and square. Useful for catching a specific event (an explosion, a conversion cascade) right as it happens.▶
SPECTROGRAM per-row over time ?One horizontal strip per board row, colour-coded by whatever that strip represents (density, colour balance, potential…), stacked and scrolling left as time passes — a live history of the board's row-by-row structure.
mode ?Compressed squeezes the whole recorded history to fit the panel width. Linear draws one column per move at true scale — scroll or drag the strip below to explore, since it can run wider than the screen. ?Toggle white and black pieces in and out of the spectrogram independently, to isolate one colour's pattern from the other.