Sashité for Developers
  1. Sashité for Developers
  2. Glossary

Glossary

This glossary defines the canonical terminology for the Sashité ecosystem. Terms are organized hierarchically: each section builds only upon terms defined in previous sections.

Terms in bold within definitions refer to other glossary entries.


1. Architectural layers

Term Definition
Game Protocol The structural framework that defines Pieces, Locations, Positions, Actions, and Moves. The Game Protocol specifies what can be represented and which transformations preserve structural integrity. It is rule-agnostic: it does not define what is legal or what outcomes mean.
Rule System A specification of game-specific rules layered on top of the Game Protocol. A Rule System addresses: movement patterns, legality conditions, terminal evaluation, outcome classification, and auxiliary state such as clocks, counters, or repetition tracking.

2. Primitive labels

Term Definition
Side An abstract camp label. The two Sides are first and second. A Side is a pure identifier that acquires meaning when assigned to a Player or Piece.
Style A label denoting a movement tradition or game family (e.g., chess, shogi, xiangqi). A Style is a pure identifier; what movement patterns or rules it implies is defined by a Rule System.

3. Participants

Term Definition
Player A human or computational agent participating in a Match.
Player Side The Side assigned to a Player for a Match. This assignment is fixed for the duration of the Match.
Player Style The Style assigned to a Player for a Match. This assignment is fixed for the duration of the Match. A Player Style indicates which movement tradition the Player nominally represents.
Player Identity The ordered pair (Player Side, Player Style) that characterizes a Player’s attributes within a Match.
First Player The Player whose Player Side is first.
Second Player The Player whose Player Side is second.
Active Player The Player whose turn it currently is in a given Position.
Inactive Player The Player who is not the Active Player in the current Position.

4. Spatial model

Term Definition
Location A place where a Piece may exist. There are three kinds of Location: Squares on the Board, the First Player Hand, and the Second Player Hand.
Board A finite, non-empty set of addressable Squares that serves as the shared spatial structure for a Match. The geometry (shape, size, dimensionality, connectivity) is defined by the Rule System.
Square A discrete cell on the Board that serves as a Location for a Piece.
Square Identifier A unique label or address for a Square within a Board. The format of Square Identifiers is not specified by the Game Protocol; it may be defined by a notation specification (e.g., CELL) or by the Rule System.
Hand A Location representing an off-board holding area associated with a Side. There are two Hands: the First Player Hand and the Second Player Hand.
First Player Hand The Hand associated with Side first.
Second Player Hand The Hand associated with Side second.

5. Pieces and their attributes

Term Definition
Piece An individual game entity that occupies a Location and possesses identity attributes.
Piece Side The Side attribute of a Piece. Unlike Player Side, Piece Side may change during a Match if the Rule System permits. The Piece Side of a Piece located in a Hand is independent of the Hand’s associated Side.
Piece Name A type identifier for a Piece within a game (e.g., king, rook, pawn). Its semantics (movement capabilities, value) are defined by the Rule System.
Piece State A discrete attribute describing the internal status of a Piece (e.g., promoted, unpromoted). The set of valid states and their meanings are defined by the Rule System.
Piece Style The Style attribute of a Piece. A Piece Style may differ from its controlling Player’s Player Style, and may change during a Match if the Rule System permits.
Terminal Status An attribute indicating whether a Piece is designated as terminal. The consequences of this designation are defined by the Rule System.
Piece Identity The tuple (Piece Side, Piece Name, Piece State, Piece Style, Terminal Status) that characterizes a Piece’s functional attributes. Two Pieces with identical Piece Identity are functionally equivalent, though they remain distinct entities.

6. Terminal pieces

Term Definition
Terminal Piece A Piece whose presence, condition, or capacity determines whether play can continue. Which Pieces are terminal and what this entails is defined by the Rule System.
Terminal Piece Status A label describing the situation of a Terminal Piece relative to threats or constraints (e.g., in check, checkmated, stalemated). The mapping from Terminal Piece Status to game outcomes is defined by the Rule System.

7. Positions

Term Definition
Position A snapshot of the game state comprising the Board structure, the Location of every Piece, the Piece Identity of every Piece, and the Active Player.
Initial Position The Position from which a Match begins, as defined by game rules, variant specification, or notation.
Position Identity The equivalence class of Positions sharing the same Board structure, Pieces, attributes, Locations, and Active Player. Two Positions with the same Position Identity are indistinguishable.
Canonical Position Representation A deterministic encoding of a Position suitable for equality comparison or storage.

8. Atomic transformations

Term Definition
Action The smallest atomic transformation of a Position, affecting a single Piece. An Action may include a Displacement, a Mutation, or both.
Displacement The component of an Action that changes a Piece’s Location.
Mutation The component of an Action that changes one or more attributes of a Piece’s Piece Identity. A Mutation may occur with or without an accompanying Displacement.

9. Moves

Term Definition
Move An ordered, finite sequence of Actions performed by the Active Player during a single Turn. Applying a Move transforms a source Position into a target Position and transfers the turn to the other Player. Actions within a Move are applied sequentially in their specified order.
Pass Move A Move containing zero Actions. A Pass Move transfers the turn to the other Player while preserving all Piece Locations and attributes. Whether passing is permitted is defined by the Rule System.
Turn One opportunity for the Active Player to execute a Move.
Ply A single Move by one Player, representing one discrete step in the game’s progression.

10. Move validity and legality

Term Definition
Protocol-Valid Move A Move that satisfies all structural invariants defined by the Game Protocol. Protocol validity is purely structural; it does not consider movement rules or game-specific legality conditions.
Pseudo-Legal Move A Move that is Protocol-Valid and consistent with basic movement patterns, but may violate higher-level constraints such as terminal restrictions or repetition rules.
Legal Move A Move that is Protocol-Valid and fully compliant with all constraints defined by the Rule System in the current Game State.

11. Matches and game progression

Term Definition
Match A concrete instantiation of a game: a sequence of Positions beginning from an Initial Position and evolving through Moves according to a Rule System. A Match involves two Players with fixed Player Identities.
History The ordered sequence of Moves (and optionally Positions) played in a Match up to the current point.
Game State The complete state needed to determine Legal Moves and evaluate outcomes. Game State comprises the current Position plus auxiliary data maintained by the Rule System (clocks, counters, repetition history, etc.).
Game A complete ruleset specifying: an Initial Position (or method for determining one), the criteria for Legal Moves, conditions for termination, and outcome classification. A Game combines the Game Protocol with a specific Rule System.

12. Common game mechanics

Term Definition
Capture A game mechanic in which a Piece is removed from a Square and placed into the Active Player’s Hand. Which captures are permitted and any Mutations applied to the captured Piece are defined by the Rule System.
Drop A game mechanic in which a Piece is removed from the Active Player’s Hand and placed onto a Square. Also called placement. Which drops are permitted is defined by the Rule System.
Promotion A game mechanic in which a Piece’s Piece Name or Piece State changes. Promotion conditions are defined by the Rule System.
Conversion A game mechanic in which a Piece’s Piece Side changes. When conversion occurs is defined by the Rule System.

13. License

This specification is made available under the terms of the Open Web Foundation Agreement 1.0 (OWFa 1.0).

The authoritative legal text is the OWF “Final Specification Agreement (OWFa 1.0)”.