PNN Examples
Practical examples of PNN v1.0.0: one ASCII letter names a Piece, its case gives the Piece Side. The letter mappings below are conventions of each Rule System, not part of PNN; they are the ones used by the Sashité rule pages and by the Sashité notations built on PNN.
1. Reading a token
| Token |
Piece Name |
Piece Side |
K |
K (king, by convention) |
first |
k |
K — the same Piece Name |
second |
I |
I (ōgi princess, by convention) |
first |
r |
R (rook, by convention) |
second |
K and k are two different tokens with one Piece Name: they are the same kind of Piece, held by opposite Sides.
2. Sashité rule systems (8×8)
The three Sanki variants share one 8×8 Board; their letters never collide, so a cross-variant Position reads unambiguously (P is always a chess Pawn, F always an ōgi Fu).
2.1 Chess
| Letter |
Piece |
K / k |
King |
Q / q |
Queen |
R / r |
Rook |
B / b |
Bishop |
N / n |
Knight |
P / p |
Pawn |
2.2 Ōgi
| Letter |
Piece |
K / k |
King (王 / 玉) |
I / i |
Princess (姫) |
R / r |
Rook (飛) |
B / b |
Bishop (角) |
N / n |
Knight (騎) |
F / f |
Fu (歩) |
T / t |
Tokin (と) — the promoted Fu, a distinct letter rather than a state modifier (see §5) |
2.3 Xiongqi
| Letter |
Piece |
G / g |
General (帥 / 將) |
E / e |
Empress (妃 / 騛) |
R / r |
Chariot (俥 / 車) |
B / b |
Bear (雄 / 熊) |
N / n |
Knight (傌 / 馬) |
S / s |
Soldier (兵 / 卒) |
3. Traditional games
3.1 Shōgi (9×9)
| Letter |
Piece |
K / k |
King (王将 / 玉将) |
R / r |
Rook (飛車) |
B / b |
Bishop (角行) |
G / g |
Gold general (金将) |
S / s |
Silver general (銀将) |
N / n |
Knight (桂馬) |
L / l |
Lance (香車) |
P / p |
Pawn (歩兵) |
Promoted shōgi Pieces are conventionally written with the PIN + state modifier (+R dragon, +P tokin) rather than with distinct letters — a choice of that Rule System, made one level above PNN.
3.2 Xiangqi (9×10)
| Letter |
Piece |
G / g |
General (帥 / 將) |
A / a |
Advisor (仕 / 士) |
E / e |
Elephant (相 / 象) |
H / h |
Horse (傌 / 馬) |
R / r |
Chariot (俥 / 車) |
C / c |
Cannon (炮 / 砲) |
P / p |
Soldier (兵 / 卒) |
3.3 Makruk (8×8)
| Letter |
Piece |
K / k |
Khun (king) |
M / m |
Met (queen) |
R / r |
Rua (rook) |
N / n |
Ma (knight) |
S / s |
Khon (bishop) |
P / p |
Bia (pawn) |
4. Valid and invalid tokens
| Input |
Valid |
Reason |
K |
✓ |
one uppercase letter |
k |
✓ |
one lowercase letter |
Z |
✓ |
any letter is admitted; the mapping is the Rule System’s |
KK |
✗ |
two letters |
+K |
✗ |
state modifier — belongs to PIN |
K^ |
✗ |
terminal marker — belongs to PIN |
K' |
✗ |
derivation marker — belongs to EPIN |
W:K |
✗ |
Style qualifier — belongs to QPI |
1 |
✗ |
not a letter |
| ` K` |
✗ |
whitespace |
| `` (empty) |
✗ |
no letter |
5. Where PNN stops
The same Piece, written at each level of the stack:
| Notation |
Token |
Adds |
| PNN |
R |
Piece Name, Piece Side |
| PIN |
+R |
Piece State (+), Terminal Status (^) |
| EPIN |
+R' |
native/derived status (') |
| QPI |
W:+R |
Piece Style (the SIN letter) |
A Rule System that needs to tell two forms of a Piece apart chooses between a new letter (ōgi’s Tokin T) and a PIN state modifier (shōgi’s +P); PNN provides the letters, the choice is made above it.