- Sashité for Developers
- Specifications
- PIN
- 1.0.0
- Examples
PIN Examples
This page provides minimal, practical examples of PIN v1.0.0 by showing how a Rule System can assign single-letter identifiers to a game’s piece set.
PIN does not reserve letters: every mapping below is a context convention.
Conventions used in this page
- Piece Side:
- uppercase (
A–Z) → Sidefirst - lowercase (
a–z) → Sidesecond
- uppercase (
- Terminal Pieces:
^marks a Terminal Piece (e.g.K^,k^)
- Piece State:
+and-are state modifiers whose meaning is defined by the Rule System.- In these examples,
+is sometimes used to encode rule-relevant states such as promotion, “river crossed”, or castling eligibility. PIN only encodes the marker; it does not define the rules.
Western Chess (standard set + optional state conventions)
| Piece | PIN (first / second) | Notes |
|---|---|---|
| King | K^, k^ |
Terminal piece. |
| King (castling-eligible) | +K^, +k^ |
Optional convention: + may mean “castling rights not forfeited for this king” (Rule System-defined). |
| Queen | Q, q |
|
| Rook | R, r |
|
| Rook (castling-eligible rook) | +R, +r |
Optional convention: + may mean “this rook is still eligible to castle” (Rule System-defined). |
| Bishop | B, b |
|
| Knight | N, n |
|
| Pawn | P, p |
|
| Pawn (initial two-step available) | +P, +p |
Optional convention: + may mean “this pawn may still advance two squares” on its next move, if the Rule System models that capability as state. |
Japanese Shōgi (standard set with promotion encoded as +)
Unpromoted pieces:
| Piece | PIN (first / second) | Notes |
|---|---|---|
| King | K^, k^ |
Terminal piece. |
| Rook | R, r |
|
| Bishop | B, b |
|
| Gold | G, g |
|
| Silver | S, s |
|
| Knight | N, n |
|
| Lance | L, l |
|
| Pawn | P, p |
Promoted pieces (common convention: promotion as Enhanced State):
| Piece (promoted) | PIN (first / second) |
|---|---|
| Promoted rook | +R, +r |
| Promoted bishop | +B, +b |
| Promoted silver | +S, +s |
| Promoted knight | +N, +n |
| Promoted lance | +L, +l |
| Promoted pawn | +P, +p |
Chinese Xiangqi (standard set + contextual state examples)
| Piece | PIN (first / second) | Notes |
|---|---|---|
| General | G^, g^ |
Terminal piece. |
| General (flying capture available) | +G^, +g^ |
Optional convention: + may mean the “flying general” capture is currently available (generals aligned on a file with no intervening pieces), as defined by the Rule System. |
| Advisor | A, a |
|
| Elephant | E, e |
|
| Horse | H, h |
|
| Chariot | R, r |
|
| Cannon | C, c |
|
| Soldier | S, s |
|
| Soldier (river crossed) | +S, +s |
Optional convention: + may mean “this soldier has crossed the river” (and therefore has additional movement options), as defined by the Rule System. |
Thai Makruk (standard set)
Piece naming varies across sources and languages; the mapping below is a minimal convention.
| Piece | PIN (first / second) | Notes |
|---|---|---|
| King (Khun) | K^, k^ |
Terminal piece. |
| Met | M, m |
Letter chosen by convention. |
| Rook | R, r |
|
| Knight | N, n |
|
| Khon | B, b |
Letter chosen by convention (bishop-like piece). |
| Pawn (Bia) | P, p |
If a given makruk Rule System models a pawn transformation as a state change, it MAY be encoded with +P / +p
(or a different letter mapping), provided the context remains consistent.
Ambiguity across contexts
PIN tokens are context-dependent: the same letter may represent different Piece Names in different games or variants. This is expected.
Within a single Game / Rule System, mappings SHOULD remain stable and unambiguous for interoperability.
