TW chess Navigation system : advice.

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Alex Hough

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Apr 2, 2010, 10:27:55 AM4/2/10
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I'm working on a navigation system based on the knight move over a chess board. The board will be a table with links to 64 tiddlers, each only navigable to via a knights move.

The knight starts at square b1

Before I dive in too deep, I thought I would canvas opinion about the best way forward. It might save me a lot of time.

Best wishes

ALex

FND

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Apr 2, 2010, 12:45:01 PM4/2/10
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> I'm working on a navigation system based on the knight move over a chess
> board. The board will be a table with links to 64 tiddlers, each only
> navigable to via a knights move.

Somehow this intrigued me, as a general challenge, so I quickly did this
for fun:
http://gist.github.com/353337
(very crude and brute-force)

Probably not quite what you're looking for, but perhaps useful to some
extent.


-- F.

Alex Hough

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Apr 7, 2010, 4:41:02 AM4/7/10
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Hi FND,

It's very useful - thank you.
There is a lot for me to learn from this approach, and the test case
has sparked a sequence of cascading ah ah moments which require
careful management in my cognitive system. As I am knights moving,
the track back is going to non-linear, but I hope to have it
documented in a Knight's Move TW.

Alex

roma

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Apr 8, 2010, 5:52:49 AM4/8/10
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I would be very interested in this approach, because mine is to
consider a (computer) screen as a "magic mirror" thanks to tw in order
to "ritualize" interaction, and thus force undertaking actions...
(self dialogue / research leading to sharing, etc.)

Sorry if this is unclear - I don't want to bother people with my
ravings - but aesthetics and rules are means to me, and it seems to me
that what you have in mind could inspire me...

Good luck for your dreams...

R.

Alex Hough

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Apr 8, 2010, 9:17:49 AM4/8/10
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Hi Roma,

Both Knights move thinking (KM) and TiddlyWiki (TW) involve the
concept of nonlinearity.

KM was first observed in clinical settings, but has become a name for
a creative problem solving technique.
TW encourages new ways of writing [2].

I thought I would make a TW to investigate KM in an non-linear fashion
and hope that the output will be an artifact which illuminates TW as
a tool for nonlinear thinking, with nonlinear thinking as the example
-- form and function working together.

I've started a collection of links [1] for the project.

This thread is about nonlinear thoughts so if by definition your
'ravings' would be useful.

ALex

[2] http://tiddlywiki.com/#WritingStyle%20MicroContent
[1] http://delicious.com/AlexHough/knightsmove

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roma

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Apr 20, 2010, 4:09:24 PM4/20/10
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Alex,
Thank you for your interesting thougts and sorry for my late, present
answer.
For sure, I could develop more my ravings, but... I should translate
them from French to English / American, they are numerous, and I'm
still in a research phase.
To make it short (but clear), here are some conclusions (nothing
revolutionary) from experimentation, making the following points
essential ones for me to use TW "at the speed of the feather" (the
thought at a writting pace) :
* symbols, personalization of concepts, shortcuts like "taming" as
emotions are stronger motors than reason... ;
* sensibility (female quality) to link things, opening new
perspectives / views : what I call the "noosanguinité" phase, -
leading to stroke of genius, useful, powerful, but dangerous because
we can easily be lost : typically, the non-linearity ;
* morality (male quality) as a consequence of uprising ourselves to
see the whole, what is essential (and what is not) : the
"discriminalité" phase, - making with the previous phase, a to-and-fro
movement (add / remove) just like the words of Rodin : "I take a bloc
and I remove what is in excess" (approximately) ;
* finally, when the things are made clear, they have to be "situated"
in order to lead to action : the "abnégationnisme" phase (the
operative goal of mine in the use of TW).

So, to sum up, non-linearity is (in TW) powerful, but, in my opinion,
needs to be counterbalanced by some frames, rules, shaping the dense
matter as a fine object, more beautiful than heavy to be appreciated
by the human mind, etc.

I hope this outlook can inspire, like yours on me.

Kind Regards,
Roma -

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Alex Hough

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Apr 20, 2010, 4:52:26 PM4/20/10
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Hi Roma,

I'll think about this -


So, to sum up, non-linearity is (in TW) powerful, but, in my opinion,
needs to be counterbalanced by some frames, rules, shaping the dense
matter as a fine object, more beautiful than heavy to be appreciated
by the human mind, etc.

- on my train journey to Tiddly headquarters tomorrow.


ALex


On 8 avr, 15:17, Alex Hough <r.a.ho...@googlemail.com> wrote:
> Hi Roma,

>
> This thread is about nonlinear thoughts so if by definition your
> 'ravings' would be useful.
>
> ALex
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roma

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Apr 21, 2010, 6:22:45 AM4/21/10
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Hello Alex, -
Please, be indulgent for what I accuse myself of ravings, as I only
wrote quickly without taking the time to think "before" (which is
always bad). But, sometimes, quality must give place to time
opportunity (?)...

Consider a tag to grant a tiddler some value (ex : "knight") ; a move,
a research phase ("the mist of the war"), that is to say a
modification of the content of the tiddler (its position, in a way) ;
a dialogue within a given tiddler (throught comment plugin), a
struggle, where the result inside the tiddler (its content) can be its
almost destruction (loss of
value before opposing arguments), a victory (gain in quality rather
than quantity of arguments = experience)...

The limited number of tiddlers (according to the regular number of
pieces in a chess game) can be a rule in itself to oblige authors to
limit their "chapters" entering into the book of the war (what should
lead to the victory of convincing the readers about what is made to be
transmitted). The others thougts (pieces) may intervene only within a
replacement rule.

The visualization of the moves can be effective on a chessboard. But
what is difficult to imagine is why we should be obliged to start the
most noble pieces after the ones in the first line (pawns) due to
their intrisic moving capacities ?

How can we imagine a natural set up of thoughts like a chessgame set
up ?

We have
1 king
1 queen
2 rooks
2 bishops
2 knights
8 pawns

Pawns could be considered as introductions. They have no developpment
power, but are essential to get the mind "involved", to follow the
logic, the string... So, a "book" should have, according to this rule,
8 chapters (or parts). That is to say the 8 columns of the board the
mind must explore : the depth (solidity) of the thought. At this
stage, it is still normal to consider we have no noble pieces (bearing
developments), but only rough arguments (= introductions). It is also
normal to see that, after a pawn move, one major development can
arise. In that case, it can only be a bishop of queen ouverture. And
the knight is the only piece which can make a surprise, jumping over
the slow and methodic

moves. We can then start to see what kind of values we can grant to
the noble pieces :
king : the conclusion, which can be set only after all moves are
done ;
queen : the "joker", as the ultimate argument, taken into reserve to
save a critical situation (needing space) ;
rooks : powerful control of space after ouvertures = support role ;
bishops : like rooks, but in a more attacking role due to their
"forward move" emancipation (minimal ouvertures
needed) ;
knights : another "joker", like the queen, but without its development
power and with the one of having no need of
ouverture (space).

To sum up :
1. Move = exploration of the "unknown" (noosphere) to valorize an
argument (tiddler), which is, at the start, always a pawn (an
introduction). This implies a notable modification of the tiddler
content considered.
2. Struggle = dialogue with ourselves (battle) to check the validity
of the arguments, the solidity of the thought (piece) before a doubt
(or opposing, imagined thoughts of readers).
3. Visualization = only done when, step by step, conditions (rules)
are fulfilled (like tag for qualifying a tiddler as a
given piece, entering into the game ; identification of a noble piece
following (developping) a pawn's argument ; ...)

First conclusions :
1. There is no reason not to emancipate ourselves from the chessgame
rules, by, for example, setting a 4 squares large chessboard (making
only 4 pawns), etc. to reflect easier the needs of a human mind
construction.
2. As usual, the try-and-errors (what should reflect this project)
will be the final judge of your stroke of genius as a starting point.

Anklebuster

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Apr 21, 2010, 10:57:18 PM4/21/10
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Alex,

Your project reminds me of interactive stories.
Perhaps you might be inspired by the TweeBox?
The output file can be a TiddlyWiki file, which might help you
organize things.
http://gimcrackd.com/etc/src/

Cheers,

Mitch
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