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sn#394359 filedate 1978-11-15 generic text, type C, neo UTF8
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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.