- 5d Chess With Multiverse Time Travel Steam
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- 5d Chess With Multiverse Time Travel Cracked
(for major updates and announcements of future projects) Created by Conor Petersen Copyright (c) 2020 Thunkspace, LLCConor Petersen Copyright (c) 2020 Thunkspace, LLC. It's the first ever chess variant with spatial, temporal, and parallel dimensions. Gloom for mac. It's 5D Chess With Multiverse Time Travel! Move pieces back in time to create branching timelines. Send a rook to a parallel dimension. Protect your kings in the present and in the past!
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Paradigm(s) | Imperative |
---|---|
Designed by | User:RocketRace |
Appeared in | 2020 |
Memory system | Cell-based |
Dimensions | Five-dimensional (in spirit) |
Computational class | Turing complete |
Reference implementation | Rust interpreter |
Major implementations | Julia interpreter |
Influenced by | brainfuck |
File extension(s) | .5dbfwmvtt |
5D Brainfuck With Multiverse Time Travel is a superset of brainfuck with parallel universes and time travel. It is based on 5D Chess With Multiverse Time Travel.
- 5Examples
Behavior
Like brainfuck, 5D Brainfuck With Multiverse Time Travel operates on an array of memory cells initialized to zero. Multiple pointers to memory, and to the program, may coexist in each timeline. The state of the tape is stored as a timeline, allowing programs to rewind time. In addition, programs may create and traverse parallel universes, which are timelines that all execute simultaneously, 'below' their parent timeline. Each timeline has its own pointer.
The following graphic demonstrates the behavior of parallel timelines. Note that this does not include time travel, as that would make the graphic impossible to read.
Once the main timeline halts (by running out of instructions to run), all other timelines are killed.
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Programs consist of single-character instructions, as follows:
Instruction | Description |
---|---|
> | Move all memory pointers in this timeline 1 cell to the right. |
< | Move all memory pointers in this timeline pointer 1 cell to the left. |
+ | Increment all cells pointed to in this timeline. |
- | Decrement all cells pointed to in this timeline. |
. | Output a character for all cells pointed to in this timeline. |
, | Input a character and store it in all cells pointed to in this timeline. |
[ | Move this instruction pointer to the matching ] if all cells pointed to in this timeline are 0. If this timeline has no pointers, jump forward. |
] | Move this instruction pointer back to the matching [ if any cells pointed to in this timeline are nonzero. If this timeline has no pointers, do not jump backward. |
~ | Rewind the current tape back in time by 1 step. |
( | Spawn a parallel timeline below the current timeline, with a copy of the tape and all pointers in it. This instruction pointer jumps to the matching ) . Spawn a new instruction pointer within the newly spawned timeline, beginning execution immediately after this instruction. |
) | If this is executed outside of the main timeline, kill this timeline and all the memory/instruction pointers currently in it. Otherwise, do nothing. |
v | Move all memory pointers in this timeline to the same location in the next ('lower') parallel universe. If a lower timeline does not exist, these pointers are discarded instead. |
^ | Move all memory pointers in this timeline to the same location in the previous ('higher') parallel universe. If a higher timeline does not exist, these pointers are discarded. |
@ | If the next ('lower') parallel universe contains a nonzero amount of memory pointers, freeze this instruction pointer for this turn. If the next parallel universe has no memory pointers, or if this is the 'lowest' timeline, do nothing and continue. |
Notes
- It is not necessary for
[]
and()
braces to be matched with each other, as long as each opening brace matches with its own closing brace. This means that[(])
is valid syntax, and so is([)]
.
- Yes, the language is not strictly five-dimensional.
- The
~
instruction will only rewind the tape. That is, it will only undo the effects of+
,-
, or,
instructions. Anything that doesn't manipulate the tape is ignored by~
.
Implementation-dependent behavior
The program's cell count, wrapping behavior, cell size, and behavior upon input reaching EoF are implementation-dependent. It is recommended for programs to have at least 30,000 8-bit unsigned wrapping cells, and to return 255 (-1) on EoF.
Race conditions caused by simultaneous instructions are implementation-dependent. Far lone sails switch. The recommended strategy of dealing with race conditions is to give execution priority to a) higher timelines, and then b) older memory pointers.
Computational class
Being an extension to brainfuck, the language is trivially Turing complete.
Examples
Double the amount of pointers in this timeline
Rewind time until the current cell is 0
Cat, but faster
Undefined behavior time
Two instruction pointers??
External links
How to plan checkmates in 5D Chess, for anyone who knows chess but is totally new to 5D Chess.
Guide to Plan Checkmates for Newbies
How To Checkmate in 5D
This is an introduction to 5D chess and how it is different from normal chess, demonstrated with a real match. Imagine you're playing as white here:
You move a knight, and your opponent moves their queen pawn forward:
This exposes a pathway to check their king:
In normal chess, this is a standard opening, and something like this might play out if you tried to check their king with your queen:
But in 5D chess you can exploit a beginner playing this opening really easily! Your aim is to wait long enough so that you can use this pathway not to attack their current king, but their king in the past.
The queen moves N steps in any number of dimensions (where the number of steps has to be the same for each of the dimensions it moves in) . In normal chess, this means, it can move horizontally (1D movement), vertically (1D movement), or diagonally (2D movement):
In 5D chess, it can also move N steps into the past. These are the queen's actual possible moves, of which the previous diagram was just one part of:
If it wants to attack the king in the past, it has to have an unobstructed path when moving along this 'diagonal + backwards through time' path.
The numbers show how many steps in the past the queen would be as it travels through this path. The circled space shows 3, meaning we should put our queen into position 2 turns after your opponent's pawn first moved forwards (2 turns because moving your queen will take up one move, to make 3 turns total).
If you wanted, you could put your queen there first and just wait, but it's more likely your queen will get attacked if you go there too early like this:
5d Chess With Multiverse Time Travel Steam
So we want to only move our queen when that move will immediately win the game. So, all we need to do is distract the other player by baiting them into taking your other pieces, while what you're actually doing is making sure they dont block this path for the next 3 turns:
So let's distract them by giving them our other pieces while we wait. Use a knight to bait them (it doesnt matter if their king moves, since their king is still in it's original position in the past):
Maybe give them a pawn:
There is no way they can block your path to the past king, since past pieces are always frozen in time. So since they cannot capture your queen on this very turn, you win the game immediately.
The final move above would not even be a check in normal chess, but is a winning move in 5D, because the queen is attacking the king far into the past:
Note it looks like 8 boards into the past here, but its actually 4 turns, since one turn is a movement by two players and shows as two boards.
The idea of waiting a few turns for the right moment and then attacking is a very common. To guard against this, you can avoid opening up direct paths to your king. Even if you close them soon after, the opening remains there in the past.
Recommended for You:
- All 5D Chess With Multiverse Time Travel Guides!
How to plan checkmates in 5D Chess, for anyone who knows chess but is totally new to 5D Chess.
Guide to Plan Checkmates for Newbies
How To Checkmate in 5D
This is an introduction to 5D chess and how it is different from normal chess, demonstrated with a real match. Imagine you're playing as white here:
You move a knight, and your opponent moves their queen pawn forward:
This exposes a pathway to check their king:
In normal chess, this is a standard opening, and something like this might play out if you tried to check their king with your queen:
But in 5D chess you can exploit a beginner playing this opening really easily! Your aim is to wait long enough so that you can use this pathway not to attack their current king, but their king in the past.
The queen moves N steps in any number of dimensions (where the number of steps has to be the same for each of the dimensions it moves in) . In normal chess, this means, it can move horizontally (1D movement), vertically (1D movement), or diagonally (2D movement):
In 5D chess, it can also move N steps into the past. These are the queen's actual possible moves, of which the previous diagram was just one part of:
If it wants to attack the king in the past, it has to have an unobstructed path when moving along this 'diagonal + backwards through time' path.
The numbers show how many steps in the past the queen would be as it travels through this path. The circled space shows 3, meaning we should put our queen into position 2 turns after your opponent's pawn first moved forwards (2 turns because moving your queen will take up one move, to make 3 turns total).
If you wanted, you could put your queen there first and just wait, but it's more likely your queen will get attacked if you go there too early like this:
5d Chess With Multiverse Time Travel Steam
So we want to only move our queen when that move will immediately win the game. So, all we need to do is distract the other player by baiting them into taking your other pieces, while what you're actually doing is making sure they dont block this path for the next 3 turns:
So let's distract them by giving them our other pieces while we wait. Use a knight to bait them (it doesnt matter if their king moves, since their king is still in it's original position in the past):
Maybe give them a pawn:
And now that the pathway in to the past is ready. just move your queen and it's a checkmate.
There is no way they can block your path to the past king, since past pieces are always frozen in time. So since they cannot capture your queen on this very turn, you win the game immediately.
The final move above would not even be a check in normal chess, but is a winning move in 5D, because the queen is attacking the king far into the past:
Note it looks like 8 boards into the past here, but its actually 4 turns, since one turn is a movement by two players and shows as two boards.
The idea of waiting a few turns for the right moment and then attacking is a very common. To guard against this, you can avoid opening up direct paths to your king. Even if you close them soon after, the opening remains there in the past.
Recommended for You:
- All 5D Chess With Multiverse Time Travel Guides!
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