perm filename MAPS[F8,ALS]2 blob sn#321381 filedate 1977-12-13 generic text, type C, neo UTF8
COMMENT ⊗   VALID 00014 PAGES
C REC  PAGE   DESCRIPTION
C00001 00001
C00003 00002	Board storaged in RAM  and copied into SC as shown
C00006 00003		     Board display arrangements
C00010 00004		Possible moves
C00012 00005	* Storage map
C00017 00006	Scratchpad Assignments
C00019 00007		      Data movement between levels when going forward
C00024 00008	Compacting requirements
C00027 00009	Byte treatment during (jump) FIND operations
C00030 00010	Byte treatment during (non-jump) FIND operations
C00033 00011	MAT  score function
C00036 00012	Loading info
C00038 00013	DIALING INFO.
C00039 00014	PENDING CHANGES TO THE CHECKERS PROGRAM
C00042 ENDMK
C⊗;
Board storaged in RAM  and copied into SC as shown

  At the end of a move the sides reverse.
   Active and Passive pieces are interchanged
   when written into the next ply level of RAM

	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 0	LISL 0
	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 1
Active	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 2
	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 3
---	---------------------------------  ---
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 0
	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 1
Passive	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 2
	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 3	LISL 7
---	---------------------------------  ---
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 0
	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 1
Kings  	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 2
	---------------------------------
	| |7| |6| |5| |4| |3| |2| |1| |0|  Byte 3
  	---------------------------------

	     Board display arrangements

		Machine playing RED

  X	7	-----------------
 7←0    ↑Y	| |R| |R| |R| |R|
        0	-----------------  Answer Y
		|R| |R| |R| |R| |
	Passive -----------------  COLO= -1
		| |R| |R| |R| |R|
		-----------------  Player to move first
		| | | | | | | | |
		-----------------  Enter SC,  LISL O'7'
		| | | | | | | | |  Display Red first
		-----------------  SR 1  and decrement
		|B| |B| |B| |B| |
	Active  -----------------  Display board initially
		| |B| |B| |B| |B|    and say "YOUR MOVE"
		-----------------
		|B| |B| |B| |B| |  Also display afteer
		-----------------    player's move

  Test legal black moves, and for random first move selection
   (8 entries to simplfy random number generation)
  BLKM   DC      B'11110000'      4 pieces
	 DC      B'00000100'      Byte 1, RF
	 DC      B'11100000'      3 pieces
	 DC      B'00000101'      Byte 1, LF
         DC      B'01000000'      (11-15) repeat
	 DC      B'00000100'      Byte 1, RF
	 DC      H'00'

	*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

		Machine playing BLACK

 X	0	-----------------
0→7	↓Y	| |B| |B| |B| |B|
        7	-----------------  Answer N
		|B| |B| |B| |B| |
	Passive -----------------  COLO= 0
		| |B| |B| | | |B|
		-----------------  Machine move 11-15 shown
		| | | | |B| | | |
		-----------------  Enter SC,  LISL O'0'
		| | | | | | | | |  Display Red first
		-----------------  SL 1  and increment
		|R| |R| |R| |R| |
	Active  -----------------  Do not show board untill
		| |R| |R| |R| |R|     after machine's move
		-----------------     and after side reversal
		|R| |R| |R| |R| |
		-----------------

  Chose Black's move by lot from BLKM (above)
  Then  test legal moves for red
  REDM   DC      B'00000111'      3 pieces
	 DC      B'00001010'      Byte 2, RB
	 DC      B'00001111'      4 pieces
	 DC      B'00001011'      Byte 2, LB
	 DC      H'00'
	Possible moves

Black's first moves

Move	Byte	#	X0	Y0	X1	Y1	∂X	∂Y	Dir

9-13	80	01	01	02	00	03	-1	1	RF
9-14	80	01	01	02	02	03	1	1	LF
10-14	40	01	03	02	02	03	-1	1	RF
10-15	40	01	03	02	04	03	1	1	LF
11-15	20	01	05	02	04	03	-1	1	RF
11-16	20	01	05	02	06	03	1	1	LF
12-16	10	01	07	02	06	03	-1	1	RF

Red's first moves

Move	Byte	#	X0	Y0	X1	Y1	∂X	∂Y	Dir
	
21-17	08	02	00	05	01	04	1	-1	LB
22-17	04	02	02	05	01	04	-1	-1	RB
22-18	04	02	02	05	03	04	1	-1	LB
23-18	02	02	04	05	03	04	-1	-1	RB
23-19	02	02	04	05	05	04	1	-1	LB
24-19	01	02	06	05	05	04	-1	-1	RB
24-20	01	02	06	05	07	04	1	-1	LB

		   Square assignments

			   RED 
		-------------------------
		|  |32|  |31|  |30|  |29|
		-------------------------
		|28|  |27|  |26|  |25|  |	↑ Forward
		-------------------------	↓ Backward
		|  |24|  |23|  |22|  |21|	→ Right
		-------------------------	← Left
		|20|  |19|  |18|  |17|  |
		-------------------------
		|  |16|  |15|  |14|  |13|
		-------------------------
		|12|  |11|  |10|  | 9|  |
		-------------------------
		|  | 8|  | 7|  | 6|  | 5|
		-------------------------
		| 4|  | 3|  | 2|  | 1|  |
		-------------------------
			 BLACK

Black pieces go on low numbered squares and Black plays first
* Storage map
	 _______________________________________________________________
Image ar|_______________________________|_______________________________|
  10	|_______________________________|_______________________________|
  lines	|_______________________________|_______________________________|
  per	|_______________________________|_______________________________|
__row___|_______________________________|_______________________________|

Ply ar. |Active pieces	|Passive pieces	| Kings		|Mov|inf|ACT|PAS|

	| 0   1   2   3 | 4   5   6   7 | 8   9   A   B | C   D   E   F |
H'0C00'	| Used by RES.	|		|		|		|
H'0C10'	|___________ ___|_______________|_______________|_______________|
H'0C20'	|___|___|___|___|___|___|___|___|___|___|___|___|___|___|___|___|see below
H'0C30'	| Row 1  of the	| board image	|		|		|
	|_______________|______________	|_______________|_______________|
H'0C80'	| Row 2		|		|		|		|
	|_______________|_______________|_______________|_______________|
H'0CD0'	| Row 3		|		|		|		|
	|_______________|_______________|_______________|_______________|
H'0D20'	| Row 4		|		|		|		|
	|_______________|_______________|_______________|_______________|
H'0D70'	| Row 5		|		|		|		|
	|_______________|_______________|_______________|_______________|
H'0DC0'	| Row 6		|		|		|		|
	|_______________|_______________|_______________|_______________|
H'0E10'	| Players board	|		|		|		|
H'0E20'	| PLY 0		|		|		|		|
H'0E30'	| Ply 1		|		|		|		|
H'0E40'	| Ply 2		|		|          _____|_______________|
H'0E50'	| Ply 3	_______	|_______________|__________|PLMD+___+___+___|TX |
H'0E60'	| PLY 4	 H'0E5F'| thru	'H'0ECE'|		|		|
H'0E70'	| PLY 5		|overwritten by	|text display	|		|
H'0E80'	| PLY 6		| to tell player|that it is his	|move		|
H'0E90'	| PLY 7		|		|		|		|
H'0EA0'	| PLY 8		|		|		|		|
H'0EB0'	| PLY 9		|		|		|	    ____|
H'0EC0'	| PLY 10 _______|_______________|_______________|___________|___|
H'0ED0'	| PLY 11 _______|_Overwritten___|_by PLMV_______|_______________|
H'0EE0'	| PLY 12 _______|_______________|_______________|_______________|
H'0EF0'	|_SCOR__|HI_|LO_|HI_|LO_|etc|___|___|___|___|___|___|___|___|___|
H'0F00'	|___|___|___|___|___|___|___|___|___|___|___|___|_XPOS______|YPO|
H'0F10'	| Row 7  of the	| board image	|		|		|
	|_______________|_______________|_______________|_______________|
H'0F60'	| Row 8		|		|		|		|
	|_______________|_______________|_______________|_______________|
H'0FB0'	|__MOBS_________|_______________|_______________|_______________|
H'0FC0'	|___|RGSV interrupt save area___________________________| 


	 _______________________________________________________
H'0C20'	|_BFLG_|_BLNF_|_XBLN_|_YBLN_|_BCNT_|_BKMV_|_HSAV_|_HSAV_|
	 _______________________________________________________
H'0C28'	|_PLY0_|_COL0_|_SELX_|_BLEV_|_AP20_|_XOLD_|_YOLD_|_CFLG_|
Scratchpad Assignments

Octal	Usage

0	General purpose
1	General purpose
2	Mobility during FIND and King move flag during SELECT
3	Move byte during FIND and Move bit during SELECT
4	Byte number and direction
5	K bit and move direction
6	Initial move bit
7	Color, (from H'0F0F' initially and updated in step with ply depth

10	Reserved for the interrupt routine
11	J
12	H  high order byte
13	H  low order byte
14	K  high order byte
15	K  low order byte
16	Q, high order
17	Q, low order

20
21
22
23
24
25      Interrogate last 6 bits for random number
26
27

30	Active pieces, 1st byte
31	Active pieces, 2st byte
32	Active pieces, 3rd byte
33	Active pieces, 4rd byte
34	Passive pieces, 1st byte
35	Passive pieces, 2nd byte
36	Passive pieces, 3rd byte
37	Passive pieces, 4th byte

40	Kings, 1st byte
41	Kings, 2nd byte
42	Kings, 3rd byte
43	Kings, 4th byte
44	Move byte
45	Byte identifying data
46	Score, high order
47	Score, low order

50	EMPTY guard byte (all zero's)
51	EMPTY 1st byte
52	EMPTY 2nd byte
53	EMPTY 3rd byte
54	EMPTY 4th byte
55	EMPTY guard byte )all zero's)
56
57

60
61
62
63
64
65
66
67

70
71
72
73
74
75
76
77
	      Data movement between levels when going forward

			RAM                                Scratch
	      -------------------------            -------------------------
	      |--                   --|            |--     Modified      --|
	      |--      Active       --|→→→→→→→+→+→→|--        by         --|
	      |--                   --|     .←+←+→→|--       SELE        --|
	      |-----------------------|     ↓      |-----------------------|
	      |--                   --|     ↓      |--     Modified      --|
	      |--      Passive      --|→→→→→+→+→+→→|--        by         --|
	      |--                   --| .←←←+←+←+→→|--       SELE        --|
	      |-----------------------| ↓   ↓      |-----------------------|
	      |--                   --| ↓   ↓      |--     Modified      --|
	      |--      Kings        --|→+→→→+→+→+→→|--        by         --|
--------.     |--                   --| ↓ .←+←+←+←←|--       SELE        --|
Computed|     |-----------------------| ↓ ↓ ↓      |-----------------------|
   by   |→→→→→|-- Byte / Byte Info  --| ↓ ↓ ↓      |--                   --|
  FIND  |     |-----------------------| ↓ ↓ ↓      |-----------------------|
modified|     |--    ACTM / PASM    --|→+→+→+→→→.=↔|-- Modified by SELE  --|
   by   |     ------------------------- ↓ ↓ ↓   ↓  -------------------------
  SELE  |                               ↓ ↓ ↓   ↓
--------.                               ↓ ↓ ↓   ↓   ------
	      ------------------------- ↓ ↓ ↓   ↓
	      |--                   --| ↓ ↓ ↓   ↓
	      |--     Active        --|←. ↓ ↓   ↓
	      |--                   --|   ↓ ↓   ↓
	      |-----------------------|   ↓ ↓   ↓←←|ACTM and PASM
	      |--                   --|   ↓ ↓   ↓  |interchanged
	      |--     Passive       --|←←←+ .   ↓
	      |--                   --|   ↓     ↓
	      |-----------------------|   ↓     ↓
	      |--                   --|   ↓     ↓
	      |--     Kings         --|←←←.     ↓
	      |--                   --|         ↓
	      |-----------------------|         ↓
	      |--                   --|         ↓
	      |-----------------------|         ↓
	      |--   ACTM / PASM     --|←←←←←←←←←.
	      -------------------------


	      -------------------------
	      |--                   --|		Data copied from RAM to SC
	      |--     Active        --|		at start of Find or SELE
	      |--                   --|
	      |-----------------------|		Data copied from SC to RAM
	      |--                   --|		after completion of SELE
	      |--     Passive       --|
	      |--                   --|		Data also copied from SC to
	      |-----------------------|		RAM without side reversal
	      |--                   --|		with jump moves to prepare
	      |--     Kings         --|		for possible double jumps.
	      |--                   --|
	      |-----------------------|
	      | Byte /M.A.,Byte Info  |
	      |-----------------------|
	      |       Score           |
	      ------------------------- 
Compacting requirements

    O       O       O       O       O       O       O       O       O
    |       |       |       |       |       |       |       |       |
    -       -       -       -       -       -       -       -       -
    |       |       |       |       |       |       |       |       |
   | |
Byte treatment during (jump) FIND operations
  All routines repeated 4 times for n from 0 thru 3
  Bytes shown in vertical columns are AND'ed togather into S 3

			       RF jump moves

				----------
		Active byte	|	 |
		  ASA+n		----------
		King byte	|	 |   If (7)=-1
		  ASK+n		-----------
		Empty byte	 |	  | SR 1
		  ASE+n+1	 ----------
	       ---------------		    ---------------
Passive byte   |	| SL 4	←OR'ed→   SR 5	 |	  |  Passive byte
  ASP+n        ---------------		    ---------------    ASP+n+1

			       LF jump moves

				----------
		Active byte	|	 |
		  ASA+n		----------
		King byte	|	 |   If (7)=-1
		  ASK+n        -----------
		Empty byte     |	| SL 1
		  ASE+n+1      ----------
	       ---------------		    --------------
Passive byte   |	| SL 5	←OR'ed→   SR 4	|	 |  Passive byte
  ASP+n        ---------------		    --------------    ASP+n+1

			       RB jump moves

				----------
		Active byte	|	 |
		  ASA+n		----------
		King byte	|	 |   If (7)=0
		  ASK+n		-----------
		Empty byte	 |	  | SR 1
		  ASE+n-1	 ----------
		--------------		    ---------------
Passive byte	|	 | SL 4  ←OR ed→  SR 5	 |	  |  Passive byte
  ASP+n-1	--------------		    ---------------    ASP+n

			       LB jump moves

				----------
		Active byte	|	 |
		  ASA+n		----------
		King byte	|	 |   If (7)=0
		  ASK+n        -----------
		Empty byte     |	| SL 1
		  ASE+n-1      -----------
	       ---------------		    --------------
Passive byte   |	| SL 5	←OR'ed→   SR 4	|	 |  Passive byte
  ASP+n-1      ---------------		    --------------    ASP+n
Byte treatment during (non-jump) FIND operations
  All routines repeated 4 times for n from 0 thru 3
  Bytes shown in vertical columns are AND'ed togather into S 3

			   RF non-jump moves

			    ----------
	    Active byte     |	     |
	      ASA+n	    ----------
	    King byte	    |	     |	 If (7)=-1
	      ASK+n	    ----------
	    --------------		---------------
Empty byte  |	     | SL 4  ←OR'ed→  SR 5   |	      |  Empty byte
  ASE+n	    --------------		---------------    ASE+n+1

			   LF non-jump moves

			    ----------
	    Active byte     |	     |
	      ASA+n	    ----------
	    King byte	    |	     |	 If (7)=-1
	      ASK+n	    ----------
	   ---------------		--------------
Empty byte |	    | SL 5  ←OR'ed→   SR 4  |	     |	Empty byte
  ASE+n    ---------------		--------------	  ASE+n+1

			   RB non-jump moves

			    ----------
	    Active byte     |	     |
	      ASA+n	    ----------
	    King byte	    |	     |	 If (7)=0
	      ASK+n	    ----------
	    --------------		---------------
Empty byte  |	     | SL 4  ←OR'ed→  SR 5   |	      |  Empty byte
  ASE+n-1   --------------		---------------    ASE+n

			   LB non-jump moves

			    ----------
	    Active byte     |	     |
	      ASA+n	    ----------
	    King byte	    |	     |	 If (7)=0
	      ASK+n	    ----------
	   ---------------		--------------
Empty byte |	    | SL 5  ←OR'ed→   SR 4  |	     |	Empty byte
  ASE+n-1  ---------------		--------------	  ASE+n
MAT  score function

Value of expression  MAT=(A-P)*(6+Ao+Po-Ax-Px)/2

       |      ∂(A+P)
  A-P  |  0 |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |
_____________________________________________________
  1    |  3 |  3 |  4 |  4 |  5 |  5 |  6 |  6 |  7 |
  2    |  6 |  6 |  8 |  8 | 10 | 10 | 12 | 12 | 14 |
  3    |  9 |  9 | 12 | 12 | 15 | 15 | 18 | 18 | 21 |
  4    | 12 | 12 | 16 | 16 | 20 | 20 | 24 | 24 | 28 |
  5    | 15 | 15 | 20 | 20 | 25 | 25 | 30 | 30 | 35 |
  6    | 18 | 18 | 24 | 24 | 30 | 30 | 36 | 36 |_42_|
  7    | 21 | 21 | 28 | 28 | 35 | 35 |_42_|_42_|
  8    | 24 | 24 | 32 | 32 | 40 | 40 |
  9    | 27 | 27 | 36 | 36 |_45_|_45_|
 10    | 30 | 30 | 40 | 40 |
 11    | 33 | 33 |_44_|_44_|	Limited to 48
 12    | 36 | 36 |
 13    | 39 | 39 |
 14    |_42_|_42_|

Value of expression  MAT=(A-P)*[(9+Ao+Po-Ax-Px)/2]

       |      ∂(A+P)
  A-P  |  0 |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 | 10 |
_______________________________________________________________
  0    |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |
  1    |  4 |  5 |  5 |  6 |  6 |  7 |  7 |  8 |  8 |  9 |  9 |
  2    |  8 | 10 | 10 | 12 | 12 | 14 | 14 | 16 | 16 | 18 | 18 |
  3    | 12 | 15 | 15 | 18 | 18 | 21 | 21 | 24 | 24 | 27 | 27 |
  4    | 16 | 20 | 20 | 24 | 24 | 28 | 28 | 32 | 32 | 36 | 36 |
  5    | 20 | 25 | 25 | 30 | 30 | 35 | 35 | 40 | 40 |_45_|_45_|
  6    | 24 | 30 | 30 | 36 | 36 | 42 | 42 |_48_|_48_|
  7    | 28 | 35 | 35 | 42 | 42 |_49_|_49_|
  8    | 32 | 40 | 40 |_48_|_48_|
  9    | 36 | 45 | 45 |			Limited to 51
 10    | 40 |_50_|_50_|
 11    | 44 |
 12    |_48_|
Loading info
 
Playback light on
Rewind
Load point
Low switch, inside ans out
ADC off
Switch 110
Switch RAM
Switch 0000
Press CPU Reset to get response
Type L, responds L with space
Switch 300
High switch, inside only
Hit CR
Push CONT START
Light should be on and should be loading
On garbage press STOP
Rewind tape
Switch back to 110 and to Low inside
Press CPU reset
Type E 4000 cr

To set break point
Type B XXXX
when at break point read registers
ACC	FFBE
ISAR	FFBF
0	FFC0
1	FFC1
2	FFC2
3	FFC3
etc

On reaching a simple break point the code is reset so to continue
type E xxxx where xxxx is the breakpoint setting.
Setting  a break point twice makes it sticky and in this case the code
displaced by the break must be restored if one wants it back in.
DIALING INFO.

1) Dial AMES-TIP # 961-1750, 964-8990, 965-6479, 969-6000
2) E
3) @o 11<cr>
4) Log in as usual
-
-
-
5) K<cr>
6) @C<cr>
7) <BREAK>
8) Hang up
PENDING CHANGES TO THE CHECKERS PROGRAM

The current running code for the checkers program has several short comings that
urgently need fixing but which have been left undone in order to meet the dead-line
for the January show. Some of these may cause real trouble when the program gets
into extended use.

1) The most serious bug has to do with interrupt timing.  This has been partially
fixed by a completely illogical device that seems to work but that is not understood.
The fix consists of arbitrarily introducing an otherwise useless delay loop in the
code at a place that is traversed repeatedly during play.  This loop wastes a great
amount of time and forces the program to be much poorer than it otherwise would be.

2) A second defect has to do with the method used to limit the depth of "look-ahead".
This causes the program to play very badly in the end game when the game is a near
draw.  I am sure that this will be the source of considerable dissatisfaaction to
many users.  Fortunately, it can be fixed by a relatively simple procedure that has been
coded but not yet debugged.  Trouble with this code seems to point to a timing
problem again and it might well be that if the above mentioned bug were found and
fixed tthat the changedd code would then work as written.
The change when working would cause the program to spend more of its time in
following up along paths that show some promise of being better than other paths.
An improved method has been coded but is not yet debugged.  This method