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		SIMPLIFIED OPERATING INSTRUCTIONS FOR CHESS
		-------------------------------------------


	TO START THE PROGRAM TYPE
		R  CHESS
FOLLOWED BY A CARRIAGE RETURN.


	FOUR COMMANDS EXIST FOR INSTRUCTING MACHINE WHICH SIDE(S)
IT IS TO PLAY.  THEY ARE

PW	PLAY WHITE -- MACHINE PLAYS WHITE;  MOVES FOR BLACK ARE
	TYPED IN
PB	SAME, EXCEPT MACHINE PLAYS BLACK
PN	MACHINE PLAYS NEITHER SIDE AND MOVES FOR BOTH
	MAY BE TYPED IN
PS	PLAY SELF -- MACHINE PLAYS FOR BOTH SIDES
	(CAUTION !!   MACHINE WILL KEEP PLAYING TILL THE END
	OF THE GAME)

	IF THE MACHINE IS PLAYING THE SIDE WHOSE TURN IT IS TO MOVE,
IT WILL AUTOMATICALLY PROCEED AND MAKE ITS MOVE.  IF NOT, MACHINE
MAY BE INSTRUCTED TO MAKE THE MOVE ANYWAY BY TYPING 
M

	IF IT IS DESIRED TO TAKE BACK THE LAST MOVE MADE,
THE COMMAND IS
U
THIS AUTOMATICALLY ENTERS PN MODE AS ABOVE.
THE U COMMAND MAY BE USED REPEATEDLY.

THE MACHINE MAY BE INSTRUCTED TO PRODUCE VARIOUS
FORMS OF PRINTOUT AS FOLLOWS.

BD	PRINTS A DIAGRAM OF THE CURRENT BOARD POSITION

PG	PRINTS A LIST OF THE MOVES MADE


TYPING IN MOVES
	THE MACHINE ACCEPTS INPUT IN A FORM VERY SIMILAR TO
STANDARD CHESS NOTATION.  THE MAJOR DIFFERENCES ARE SUMMARIZED.

1) CHECK IS NOT ANNOUNCED TO MACHINE
2)  THE CHARACTER X OR * IS USED TO DENOTE CAPTURES,
    - OR SPACE TO DENOTE MOVES

3)  EN PASSENT CAPTURES ARE DENOTED BY PXG
  (WHERE G STANDS FOR GHOST WHICH IS LOCATED
    ONE SQUARE BEHIND PAWN WHICH ADVANCED TWO RANKS.)

4)  PROMOTION IS ONLY TO QUEEN AND IS NOT ANNOUNCED

5)  FOR AMBIGUOUS MOVES THE FOLLOWING OPTIONS MAY
   BE USED TO SPECIFY THE MOVE
	A) SPECIFING PIECE AS K OR Q  FOR EXAMPLE KN-B3
	B) GIVING ORIGIONAL SQUARE OF PIECE MOVING
	FOR EXAMPLE N(KN1)-B3

	AND SO ON AS IN CHESS NOTATION THE ONLY RESTRICTION
BEING THAT EACH SYLABLE MUST BE A PIECE NAME OR A COMPLETE
SQUARE NAME. IE N/1-B3 IS ILLEGAL.


	THE CHARACTERS ( ) - AND SPACE ARE IDENTICAL
IN EFFECT WHEN USED IN A MOVE.

	IF YOU TYPE IN AN AMBIGUOUS MOVE, THE COMPUTER WILL
TELL YOU SO.  THEN RETYPE MOVE.  IF YOU TYPE
AN IMPOSSIBLE MOVE THE COMPUTER WILL ALSO TELL YOU
AND BE READY TO ACCEPT CORRECTED MOVE.  IF THE MOVE
IS ILLEGAL BECAUSE YOU ARE IN CHECK AT THE END OF IT,
THE COMPUTER WILL TYPE ILLEGAL AND BE READY TO ACCEPT
CORRECTED MOVE.	IF YOU TYPE A LEGAL MOVE WHICH WAS NOT THE ONE
YOU WANTED, DO THE FOLLOWING:
1) TYPE BELL TO SUSPEND COMPUTATION ON UNWANTED MOVE
	(COMPUTER WILL RESPOND WITH QUIT) -- THERE ARE NO
	GUARANTEES THAT THIS WILL WORK
2) TYPE U TO TAKE BACK UNWANTED MOVE
3) TYPE IN DESIRED MOVE
4) TYPE PW OR PB AS APPROPRIATE SO COMPUTER WILL RESUME PLAY

MOVES AND COMMANDS ARE FOLLOWED WITH A CARRIAGE RETURN.
MOVES MAY ALSO BE FOLLOWED BY A TAB.
  THE COMPUTER TYPES OUT ← TO ACKNOWLEDGE ACCEPTING A 
COMMAND.

SETTING COMPUTER LOOKAHEAD PARAMETERS
	THREE BASIC PARAMETERS ARE SETABLE FROM THE TELETYPE
AND THESE AFFECT THE SPEED AND STRENGTH OF PLAY.

SETW  TAKES A LIST OF NUMERIC ARGUMENTS WHICH SPECIFY
   HOW MANY MOVES WIDE THE COMPUTER IS TO LOOK. THE FIRST
   NUMBER IS EFFECTIVE AT PLY ONE, THE SECOND AT PLY 2
   AND SO ON, THE LAST BEING EFFECTIVE AT ALL DEEPER PLYS.

SETD  SETS BASIC DEPTH TO ARGUMENT

SETF  SPECIFIES MAXIMUM NUMBER FEEDOVERS ALLOWED ALONG
   ANY ON LINE IN ANAYSIS.  (FEEDOVER IS WHEN COMPUTER
   DECIDES POSITION IS WORTHY OF DEEPER ANALYSIS THAN
   SPECIFIED BY SETD ABOVE)

	IN TOURNAMENT PLAY (WHERE A 2 2/5 MINUTE PER MOVE AVERAGE
IS REQUIRED) COMMON SETTING IS
SETW 15 15 9 9 7
SETD 4
SETF 2

COMPUTER WILL AVERAGE ABOUT 30 SEC A MOVE AT SETTINGS OF

SETW 6
SETD 4
SETF 2

THIS IS SETTING WHEN PROGRAM IS INITIALLY LOADED

FOR BLITZ PLAY,

SETW 6
SETD 2
SETF 1

IS GOOD

THE CURRENT SETTING MAY BE TYPED OUT BY TYPING
COMMAND AS ABOVE FOLLOWED BY =.  FOR EXAMPLE
SETW=.

AT THE END OF THE GAME, THE
RESET
COMMAND REINITIALIZES TO STARTING POSITION,RESETS CLOCKS,
AND DOES A PN.

IF A TYPING ERROR IS MADE PART WAY THROUGH A
COMMAND OR MOVE, IT MAY BE ERASED WITH A RUBOUT.
THEN RETYPE COMMAND OR MOVE.