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C00001 00001
C00002 00002			SUMMARY OF CHESS PROGRAMS AVAILABLE AT SAIL
C00005 00003		SIMPLIFIED OPERATING INSTRUCTIONS FOR GREENBLATT'S PROGRAM
C00013 00004		       OPERATING INSTRUCTIONS FOR BAISLEY'S PROGRAM
C00021 ENDMK
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		SUMMARY OF CHESS PROGRAMS AVAILABLE AT SAIL
		-------------------------------------------

There are two chess programs here.   One, an early version of  Greenblatt's
program, is available by running DCHESS, which provides a fancy display  on
DataDiscs and simply swaps to a non-display version if you're on some other
type of terminal.  The display version  provides a few special commands  in
addition to those available in Greenblatt's program.  To wit:

	¬ RETURN terminates gracefully (clears screen, etc.)
	≡ RETURN refreshes the display in case it gets munged
	↔ RETURN flips the board

Instructions for using Greenblatt's program are shown on the following page
of this file.  Commands to it are all entered in "line" mode, i.e., they're
terminated by carriage returns.

The other chess program is TECH2,  which is some version of Alan  Baisley's
program.  It takes input in character mode; the operating instructions  (as
printed by the programs "$?" command) are shown on page 4 of this file.   A
word of warning: The only indication TECH2  gives of an error on your  part
is that it does NOT  type a "←".  That is,  a null response constitutes  an
error message!


There is also a "chess clock" program, CCLOCK.   It runs only on DataDiscs.
READ CCLOCK for details.
	SIMPLIFIED OPERATING INSTRUCTIONS FOR GREENBLATT'S PROGRAM
	----------------------------------------------------------


To start the program type  R DCHESS  followed by a carriage return.


	Four commands exist for instructing the 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, and in the display
	version the display will never be updated!)

	If the machine is  playing the side  whose turn it  is to move,  it
will automatically proceed and make its  move.  If not, the machine may  be
instructed to make the move anyway by typing "M".

	If it  is  desired to  take  back the  last  move made  (by  either
player), the  command  is  "U".   This  automatically  enters  PN  mode  as
described above, so that  the machine won't  immediately re-make the  move!
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
(English) chess notation.  The major differences are summarized.

1) Check is NOT announced to the machine.
2) The character X or * is used to denote captures, - or space non-captures.
3) En passant captures are denoted by  PxG (where G stands for Ghost  which
   is located  one  square behind  pawn  which advanced  two  ranks).   The
   display version shows this "piece" as a hazy ghost-image.
4) Promotion is only to Queen and is not announced.
5) The following options may be used to resolve otherwise ambiguous moves:
	a) Specifying piece as K or Q, as in KN-B3.
	b) Giving original square of piece moving, as in N(KN1)-B3, or
	   N/KN1-B3, or N/N1-B3, and so on.  N/1-B3, however, is illegal.
   The characters ( ) - and space have identical effect when used in a move.

	If you type in an ambiguous  or impossible move, the computer  will
tell you so, and you should then  enter the corrected move.  If you type  a
legal move which was not the one you wanted, do the following:
1) If you're running  the non-display version, try  typing bell to  suspend
   computation on the unwanted move.  (Computer should respond with  QUIT.)
   There are no guarantees 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  always followed  with a  carriage  return.
Moves may  also  be  terminated  by  a tab.   The  computer  types  "←"  to
acknowledge accepting an input.


SETTING COMPUTER LOOKAHEAD PARAMETERS:

	Three basic parameters  are settable  from the  terminal and  these
affect the speed and strength of play.

SETW  takes a list  of numric arguments which  specify how many moves  wide
   the computer is to look.  The first number is effective at ply one,  the
   second at ply two,  and so on,  the last being  effective at all  deeper
   plys.

SETD  sets basic depth to argument.

SETF  specifies maximum number of feedovers  allowed along any one line  in
   analysis.  (Feedover  is when  computer decides  position is  worthy  of
   deeper analysis than specified by SETD above.)

	In tournament play, where a 2.4 minute/move average is required,  a
common setting is
SETW 15 15 9 9 7
SETD 4
SETF 2

The computer will average about 30 seconds a move at settings of
SETW 6
SETD 4
SETF 2
(This is the setting when the program is initially loaded.)

For blitz play,
SETW 6
SETD 2
SETF 1
is good.

Note:  All of these estimates as to speed at various settings are based  on
pre-KL experience.  On the  KL-10 the program is,  of course, much  faster.
The current settings may be  typed out by typing  the command as above  but
followed by =, as in "SETW=".

	At the end  of the  game, the  RESET command  reinitializes to  the
starting position, resets the  clocks (note: it's not  clear the clocks  do
anything in this version), and does a PN.

	Though the disk  operations in Greenblatt's  program were  intended
for ITS, you can coerce DCHESS into reading a game from a file by saying:
	RS DSK:FOO.BAR
(where FOO.BAR is replaced by whatever's appropriate).  The device (DSK) is
required!!  It may also not work if you leave off the file extension (BAR).
The file must not contain anything extraneous (e.g., ETV directory) but may
contain move numbers and excess tabs/spaces, e.g.:

1  P-K4		P-QB4
2  N-KB3	N-QB3
3  P-Q4		P*P
4  N*P		P-K3
	       OPERATING INSTRUCTIONS FOR BAISLEY'S PROGRAM
	       --------------------------------------------

     Enter moves in algebraic notation, e.g. E2E4 or B2B1=Q.  (In
algebraic notation white castles king-side by E1G1, etc.) or in
english notation e.g. P-K4 or P/K2-K4 or KP-K4, O-O for castling
kingside, X or * for captures, e.g.  NXB, promotion by =, e.g.
P-N8=N.  Terminate moves by space or cr if in english notation.
Rubout flushes previous typein, echoes as "?".  Acceptance of
move or non-typing command is confirmed by backarrow.

     In move typeout e.g. " 1 W E2-E4 3 0 0.5 IN 1.6" the "1" is
the move number, the "W" (white) is the side moving, E2-E4 is the
move in algebraic notation, the "3" is the maximum depth setting,
the "0" is the value return from TECH II's point of view (-100 =
TECH II is a pawn down) the "0.5" is the run time of the last
search (at depth 3), and the 1.6 is the total real time for all
searches made for this move (if in tournament mode, (set by $T)
it will be the time for searches at depths 1, 2, and 3).

	List of commands [$ = alt-mode, ↑ = control (non-display ctrl OR
				bucky-bit; either will work!)]

PW	Play white.
PB	Play black.
PS	Play self.
PN	Play neither side.

↑R	Resets board to initial position, clears clock, does a "PN".
↑U	Takes back a move, does a "PN".
↑B	Prints board.
↑E	Causes program to make a move.
↑P	Print principal variation of last search.
↑W	Print statistics of last search.
		LMM	legal moves made during search.
		ILM	illegal moves made, and immediately taken back.
		TRM	terminal nodes in tree.
		LMG	legal moves generations.
		ICH	calls to routine which checks for check.
		PSM	moves made up to set depth.
		STV	captures made after set depth.
		FED	replies to check made after set depth.
	Sum of PSM ("plausible moves"), STV ("static evaluator moves"),
	and FED ("feedovers") equals LMM.
		LMS	legal moves per second of run time.

$C	$C<n>,<nmoves>,<nmin>, sets time control N to NMOVES
	in NMIN minutes total time from start of game.  N may be
	0 to 6.  Time controls must be in ascending order, and a
	margin of about three times the mean time per move should
	be left or else TECH II may overstep on its last move.
	T.C. 0 is assembled as 2 moves in zero seconds for book
	purposes and is normally not to be changed.  Default
	settings of T.C.'s are 1 move/minute, good for hacker
	games.

$A	$A <maxtim>,<mintim>,<mintim2>, sets the parameters which
	control use of the active schema in tournament mode.
	MAXTIM is the number of minutes after which to abort the
	active search, MINTIM is the minimum number of seconds
	per move which must be left in order not to abort the
	active search, and MINTIM2 is the minimum number of
	seconds per move which must be left to start an active
	search.

$D	$D<integer>, where <integer> is of the form ZZYYXXDD, the
	letters representing digits, leaves tournament mode, and
	sets four search parameters from <integer>.  DD is the
	(weighted) depth up to which the search examines all
	moves at each node.  Up to depth YY, safe active moves
	are examined, and all safe replies are considered at
	nodes following an active move, and all moves at depth
	YY+1 if the move from depth YY was active.  Safe checks
	are examined up to depth YY, and all checks from YY+1 to
	XX.  Safe captures are always examined, and after depth
	YY all captures are examined.  All replies to check are
	always examined.  Leading zeroes may be omitted in
	<integer>.  $D3050701 is roughly equivalent to, but much
	faster than, $D6 .

$T	Enter "tournament", or variable parameter mode.  If there
	is enough time per move left (see the $C and $A commands)
	for an active search, the "DD" parameter (see $D command)
	is set to one and a single active search is performed in
	accordance with the ZZ, YY, and XX parameters set by the
	last $D command.  Otherwise, or if the active search is
	aborted, the "XX" and "YY" parameters are set to zero and
	the program iteratively searches starting at the depth
	specified by the "DD" part of the last $D command and
	deepening by one with each iteration.  However, the
	iteration always begun at depth at least 2, and for the
	first 4 plies is begun at exactly 2 irrespective of the
	"DD" setting.  Suggested tournament settings are
	$D3050704 followed by $T, with appropriate $C and $A
	settings.

$S	Setup board.  Scan from queen-side to king-side, black's
	first rank first; e.g. $S 4BK3 8 8 8 8 8 8 4WK3←, where
	spaces and ← are typed by the program, sets up the kings
	in their original position.  At end of setup it will be
	white's turn to move and neither side will have castling
	or immediate en passant privileges.

$V	$V Prints game on TTY.

$?	Type this cruft.