debian/0000755000000000000000000000000012156425126007172 5ustar debian/toga2.60000644000000000000000000000417312155422735010304 0ustar .\" Hey, EMACS: -*- nroff -*- .\" First parameter, NAME, should be all caps .\" Second parameter, SECTION, should be 1-8, maybe w/ subsection .\" other parameters are allowed: see man(7), man(1) .\" Please adjust this date whenever revising the manpage. .\" .\" Some roff macros, for reference: .\" .nh disable hyphenation .\" .hy enable hyphenation .\" .ad l left justify .\" .ad b justify to both left and right margins .\" .nf disable filling .\" .fi enable filling .\" .br insert line break .\" .sp insert n+1 empty lines .\" for manpage-specific macros, see man(7) .TH "TOGA2" "6" "July 29, 2006" "" "" .SH "NAME" toga2 \- toga2 is a UCI\-only chess engine. .SH "SYNOPSIS" .B toga2 .SH "DESCRIPTION" This manual page documents briefly the .B toga2 program. .PP .\" TeX users may be more comfortable with the \fB\fP and .\" \fI\fP escape sequences to invode bold face and italics, .\" respectively. \fBtoga2\fP is an UCI\-only chess engine. toga2 and other UCI engines can be used with XBoard or WinBoard (or other xboard\-compatible interfaces) with the help of PolyGlot (UCI\-to\-xboard adapter). Another well known frontend is KDE knights, which has a UCI capable interface. .SH "OPTIONS" These program does NOT follow the usual GNU command line syntax, but can be fed with options with a personal config file which can be read by the polyglot helper software. The author himself says "You are advised to skip this section unless you are completely crazy about computer chess." For a complete description of these UCI commands, see the readme files. .TP .SH "SEE ALSO" Further documentation in /usr/share/doc/toga2/readme.txt .SH "AUTHOR" The base program fruit was written by Fabien Letouzey and toga2 by Thomas Gaksch . The Sourcecode including binaries for several architectures can be found at: http://www.uciengines.de/UCI-Engines/TogaII/togaii.html and http://alpha.uhasselt.be/Research/Algebra/Toga/posix_versions/ .PP This manual page was written by Oliver Korff , for the Debian project (but may be used by others). debian/changelog0000644000000000000000000000464612156424460011056 0ustar toga2 (3.0.0.1SE1-1) unstable; urgency=low * New Upstream Version. * Switch to dpkg-source 3.0 (quilt) format * Build-Depends: debhelper (>= 9), quilt * Added debian/watch * Patched makefile to use debian hardening flags. 01_Makefile.patch * Used compat level 9 * 02_egbb_path.patch changes windows specific path * Note: Other patches were discarded, because upstream took care of the bugs * Update to Standards-Version: 3.9.4 -- Oliver Korff Thu, 13 Jun 2013 21:02:31 +0200 toga2 (1.4.1.1SE1-4) unstable; urgency=low * Maintenance Update. * Adjusted Makefile to work with the --as-needed linking option. This bug and patch came from ubuntu, thanks to Matthias Klose. (Closes: # 641402) * Update to Standards Version 3.9.2 * Added scid to Recommends, removed knights, which is not available anymore, -- Oliver Korff Tue, 13 Sep 2011 13:59:43 +0200 toga2 (1.4.1.1SE1-3) unstable; urgency=low * Set the "int NumberThreads = 4" in search.cpp, this will enable the engine to use up to 4 Threads. I only successfully tested it with polyglot in winboard mode. See README.debian * Set debhelper version to >=7.0.0 * Set compat level to 7 * Added Homepage field * Standards Version to 3.8.1 * Removed dh_clean -k from rules and added dh_prep -- Oliver Korff Sun, 31 May 2009 23:40:42 +0200 toga2 (1.4.1.1SE1-2) unstable; urgency=low * Changelog file did not meet the policy * Changed egbb path from windows default to a proper unix one -- Oliver Korff Sun, 05 Apr 2009 09:40:56 +0200 toga2 (1.4.1.1SE1-1) unstable; urgency=low * New Upstream Release Closes: #503056 * Added some code to make NrOfThreads an UCI option * Updated readme.Debian for versioning info * tested compile with gcc-snapshot -- Oliver Korff Sat, 15 Nov 2008 17:13:22 +0100 toga2 (1.3.4-1) unstable; urgency=low * New Upstream release Closes: #434523 * No more stripping by upstream Closes: #438214 * Had to fix bugs in probe.cpp (Thanks, Peter) * Repackaged source package, it came as 7z * Also it contained .exe file, I removed them * added egbb infos to README.Debian -- Oliver Korff Mon, 09 Jul 2007 08:17:45 +0200 toga2 (1.2.1.1-1) unstable; urgency=low * Initial release Closes: #380388 * added more copyright information -- Oliver Korff Wed, 1 Jan 2006 12:45:52 +0200 debian/dirs0000644000000000000000000000001212155416775010060 0ustar usr/games debian/rules0000755000000000000000000000117012155422577010257 0ustar #!/usr/bin/make -f # -*- makefile -*- # Sample debian/rules that uses debhelper. # This file was originally written by Joey Hess and Craig Small. # As a special exception, when this file is copied by dh-make into a # dh-make output file, you may use that output file without restriction. # This special exception was added by Craig Small in version 0.37 of dh-make. # Uncomment this to turn on verbose mode. # export DH_VERBOSE=1 %: dh $@ --sourcedirectory=src --with quilt override_dh_auto_install: cp $(CURDIR)/src/toga2 $(CURDIR)/debian/toga2/usr/games/toga2 override_dh_installman: dh_installman $(CURDIR)/debian/toga2.6 debian/Makefile0000644000000000000000000000233212155430457010634 0ustar # files EXE = toga2 OBJS = attack.o board.o book.o eval.o fen.o hash.o list.o main.o material.o \ move.o move_check.o move_do.o move_evasion.o move_gen.o move_legal.o \ option.o pawn.o piece.o posix.o protocol.o pst.o pv.o random.o recog.o \ search.o search_full.o see.o sort.o square.o trans.o util.o value.o \ vector.o probe.o # rules all: $(EXE) .depend clean: $(RM) *.o .depend gmon.out toga2 toga2.intel *~ # general CXX = g++ CXXFLAGS = -pipe CXXFLAGS += `dpkg-buildflags --get CPPFLAGS` CXXFLAGS += `dpkg-buildflags --get CXXFLAGS` LDFLAGS = -lm LDFLAGS += `dpkg-buildflags --get LDFLAGS` LDFLAGS += -ldl -lpthread # C++ CXXFLAGS += -O3 -fno-exceptions -fno-rtti -Wall #CXXFLAGS += -mno-cygwin -D_WIN32 -D_MSC_VER # optimisation CXXFLAGS += -fstrict-aliasing CXXFLAGS += -fomit-frame-pointer # CXXFLAGS += -march=athlon-xp # SELECT ME # CXXFLAGS += -march=pentium4 # profiling #CXXFLAGS += -fprofile-generate #LDFLAGS += -fprofile-generate #CXXFLAGS += -fprofile-use # strip LDFLAGS += -s # dependencies $(EXE): $(OBJS) $(CXX) $(LDFLAGS) -o $@ $(OBJS) .depend: $(CXX) -MM $(OBJS:.o=.cpp) > $@ include .depend debian/watch0000644000000000000000000000054012155425137010223 0ustar # This file is empty by intend # There is no dedicated Upstream anymore, but the developers maintaining the code # may be found at the talkchess Forum: # # http://talkchess.com # I have downloaded the package and hat to repack it to remove the # binarys, the download link is: # http://www.computerchess.info/tdbb/phpBB3/download/file.php?id=1402 debian/README.Debian0000644000000000000000000001203412155424027011231 0ustar toga2 for Debian ---------------- Contents: 1. egbb support 2. Versioning of the package 3. The "chess strength" ELO Rating 4. This package is lacking documentation 5. How to use up to 4 Threads ################## 0. Source of the package ################## There is no Upstream anymore, but the developers maintaining the code may be found at the talkchess Forum: http://talkchess.com I have downloaded the package and hat to repack it to remove the binarys, the download link is: http://www.computerchess.info/tdbb/phpBB3/download/file.php?id=1402 ################## 1. egbb support ################## NEW: I provide a package of 3-4 men bitbase files for toga2 at: http://oko00.hostsharing.net/debian/unofficial/ You need the libegbb and egbb34 packages. Just install them and run toga, you should be properly set up. Or get egbb support by hand: You need the scorpio egbb files and library. This is distributed by: http://wbec-ridderkerk.nl/ Go to the download section and select scorpio at this page you will find the 3, 4 & 5 pieces endgames, including the egbbso.so, maybe this link works: http://wbec-ridderkerk.nl/html/download/scorpio/egbbs_3_4.rar Just unpack them into a directory of your choice and you will have to run the following UCI command on the toga2 commandprompt to enable it: "setoption name Bitbases Path value /home/username/chess/lib/" if you type "uci" you will see all the settings that can be made. ################## 2. Versioning of the package ################## Toga is originally a tuned version of fruit. Most of this tuning and further development is done by Thomas Gaksch, but others have contributed as well. As far as I (Oliver Korff) know there are a lot of versions out there and I will state every known addition in the copyright file. I see it like this: The source of all is the Program fruit by Fabien Letoucy, and it is now maintained by the "computer chess community". Additionally I tuned the version number regarding the policy. Original upstream Number: Toga II 1.4.1SE The version history goes like this: Toga II 1.2.1a Toga II 1.2 Toga II 1.2 Beta 2a Toga II 1.1a Toga II 1.1 for Linux/Mac (Compilation by Peter Schäfer) Toga II 1.0 Toga II 1.0 for Linux (compilation by Peter Schäfer) Toga II 1.0 for Mac (compilation by Peter Schäfer) Toga II 1.0 MV6 with MultiPV option by Jarkko Pesonen Toga II 1.0 Beta 2 Toga II 0.94 Beta 4 Toga II 0.94 Beta 3 Toga II 0.94 Beta 2 Toga II 0.93 Toga II 0.93 with personality file by Jim Ablett As this software is released in debian, I will have a word with the upstream author about versioning.... ;o) ################## 3. The "chess strength" ELO Rating ################## is only based on chess engine Tournaments. You can start your own tournaments with the tourey-manager coming soon to debian. For results of such tourneys and chess engine ratings see: http://www.husvankempen.de/nunn/ http://web.telia.com/~u85924109/ssdf/ http://www.computerchess.org.uk/ccrl/4040/index.html http://www.computerchess.org.uk/ccrl/4040/rating_list_all.html ################## 4. This package is lacking documentation ################## I'am sorry, but toga2 is based on fruit you can apt-get install the fruit package and maybe find some interesting information in the technical.txt there. ################## 5. How to use up to 4 Threads ################## I only managed it on commandline and in winboard mode with polyglot. It is good to prove it on the commandline first. You have to talk UCI with the engine. See /usr/share/doc/toga2/engine-interface.txt.gz After startup of the engine you will see: user@host:~$ toga2 Toga II 1.4.1SE UCI based on Fruit 2.1 by Thomas Gaksch and Fabien Letouzey. Settings by Dieter Eberle Experimental engine by Chris Formula. Code was based on Toga II 1.4 Beta5c by Thomas Gaksch EgbbProbe 3.1 by Daniel Shawul Cache Size = 16 Mb (2070 entries) Egbbs loaded ! The engine is waiting for commands, so type: uci You will see lots of messages. The one you are interested in is: option name Number of Threads type spin default 1 min 1 max 16 You can alter the option with: setoption name Number of Threads value 2 Type again: uci To see if it worked. This prints the options again. Try it out: go infinite The engine will now search and you should see, that your processor is 100% busy. (If you have a dualcore machine, like I do) For a Quadcore set the option to 4. More threads are not compiled in. If you need more power, compile the package and edit search.cpp to your needs. To keep this setting with a GUI I had several problems. So i found a "workaround". Start toga2 up in "winboard" mode with polyglot. This works also in Scid. Here is my toga2.ini [PolyGlot] EngineDir = /tmp EngineCommand = /usr/games/toga2 Book = true BookFile = /home/oliver/chess/tourney/books/gambit.bin ; same directory as INI file, use full path otherwise # BookFile = /usr/share/games/fruit/book_small.bin ; same directory as INI file, use full path otherwise [Engine] Hash = 64 Number of Threads = 2 -- Oliver Korff , Sat, 29 Jul 2006 12:45:52 +0200 debian/control0000644000000000000000000000120012156412352010563 0ustar Source: toga2 Section: games Priority: optional Maintainer: Oliver Korff Build-Depends: debhelper (>= 9), quilt Standards-Version: 3.9.4 Homepage: http://www.computerchess.info Package: toga2 Architecture: any Depends: ${shlibs:Depends}, ${misc:Depends} Recommends: polyglot, xboard, scid Description: computer chess engine, calculates chess moves Advancement of the strong chess engine fruit, it is even stronger, and will be further developed. As communication protocol it uses the UCI (universal chess interface), so you need an UCI capable frontend to play against it. It has a Chess strength of about 2800 ELO. debian/source/0000755000000000000000000000000012155417327010475 5ustar debian/source/format0000644000000000000000000000001412155417327011703 0ustar 3.0 (quilt) debian/compat0000644000000000000000000000000212156405521010365 0ustar 9 debian/rules.before_quilt0000755000000000000000000000236012155416775012743 0ustar #!/usr/bin/make -f #export DH_VERBOSE=1 CFLAGS = -Wall -g ifneq (,$(findstring noopt,$(DEB_BUILD_OPTIONS))) CFLAGS += -O0 else CFLAGS += -O2 endif configure: configure-stamp configure-stamp: dh_testdir touch configure-stamp build: build-stamp build-stamp: configure-stamp dh_testdir cd $(CURDIR)/src ; $(MAKE) touch $@ clean: dh_testdir dh_testroot rm -f build-stamp configure-stamp cd $(CURDIR)/src ; $(MAKE) clean if [ -e $(CURDIR)/src/toga2 ] ; then cd $(CURDIR)/src ; rm toga2 ; fi dh_clean install: build dh_testdir dh_testroot dh_prep dh_installdirs cp $(CURDIR)/src/toga2 $(CURDIR)/debian/toga2/usr/games/toga2 binary-indep: build install binary-arch: build install dh_testdir dh_testroot dh_installchangelogs $(CURDIR)/src/CHANGELOG dh_installdocs # dh_install # dh_installmenu # dh_installdebconf # dh_installlogrotate # dh_installemacsen # dh_installpam # dh_installmime # dh_python # dh_installinit # dh_installcron # dh_installinfo dh_installman $(CURDIR)/debian/toga2.6 dh_link dh_strip dh_compress dh_fixperms # dh_makeshlibs dh_installdeb dh_shlibdeps dh_gencontrol dh_md5sums dh_builddeb binary: binary-indep binary-arch .PHONY: build clean binary-indep binary-arch binary install configure debian/docs0000644000000000000000000000007412155416775010057 0ustar src/readme.txt debian/engine-interface.txt debian/toga2.ini debian/copyright0000644000000000000000000000316412155416775011142 0ustar This package was first debianized by Oliver Korff on Sat, 29 Jul 2006 12:45:52 +0200. 1.2+ was downloaded from: http://www.uciengines.de/UCI-Engines/TogaII/togaii.html 1.3.4 was downloaded from: http://computerchess.org.uk/ccrl/Toga/Distribute_1.3.4.7z 1.4.1SE was downloaded from: http://alpha.uhasselt.be/Research/Algebra/Toga/posix_versions/ Upstream Authors: Copyright 2006-2008 Toga II: Thomas Gaksch, Germany, Copyright for some aditions 2008 Michel Van den Bergh (see CHANGELOG for details) and Chris Formula Copyright 2004-2005 for Fruit, and the base code of togaII: Fabien Letouzey, France License: This package is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This package is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this package; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA On Debian systems, the complete text of the GNU General Public License can be found in `/usr/share/common-licenses/GPL'. The Debian packaging is (C) 2006-2008, Oliver Korff and is licensed under the GPL, see above. debian/patches/0000755000000000000000000000000012156424102010612 5ustar debian/patches/01_Makefile.diff0000644000000000000000000000172212156414404013467 0ustar Description: Debian Hardening, add CXX and LDFLAGS to makefile Author: Oliver Korff Last-Update: 2013-06-13 --- a/src/Makefile +++ b/src/Makefile @@ -16,16 +16,22 @@ clean: $(RM) *.o .depend gmon.out toga2 toga2.intel *~ + +# debian hardening +EXTRACXXFLAGS = $(dpkg-buildflags --get CPPFLAGS) +EXTRACXXFLAGS += $(dpkg-buildflags --get CXXFLAGS) +EXTRALDFLAGS = $(dpkg-buildflags --get LDFLAGS) + # general CXX = g++ -CXXFLAGS = -pipe -LDFLAGS = -lm -LDFLAGS += -ldl -lpthread +CXXFLAGS += -pipe +LDFLAGS += -lm +LDFLAGS += -ldl -lpthread $(EXTRALDFLAGS) # C++ -CXXFLAGS += -O3 -fno-exceptions -fno-rtti -Wall +CXXFLAGS += -O3 -fno-exceptions -fno-rtti -Wall $(EXTRACXXFLAGS) #CXXFLAGS += -mno-cygwin -D_WIN32 -D_MSC_VER # optimisation @@ -49,7 +55,7 @@ # dependencies $(EXE): $(OBJS) - $(CXX) $(LDFLAGS) -o $@ $(OBJS) + $(CXX) $(OBJS) $(LDFLAGS) -o $@ .depend: $(CXX) -MM $(OBJS:.o=.cpp) > $@ debian/patches/series0000644000000000000000000000004412156415507012036 0ustar 01_Makefile.diff 02_egbb_path.patch debian/patches/02_egbb_path.patch0000644000000000000000000000215312156424006014053 0ustar Description: Changed windows specific path to /ust/share/egbb Author: Oliver Korff Last-Update: 2013-06-13 --- a/src/main.cpp +++ b/src/main.cpp @@ -22,7 +22,7 @@ #include "vector.h" #include "probe.h" -static char * egbb_path = "c:/egbb/"; +static char * egbb_path = "/usr/share/egbb/"; static uint32 egbb_cache_size = 16; // functions --- a/src/option.cpp +++ b/src/option.cpp @@ -38,7 +38,7 @@ { "OwnBook", true, "true", "check", "", NULL }, { "BookFile", true, "performance.bin", "string", "", NULL }, - { "Bitbases Path", true, "c:/egbb/", "string", "", NULL }, + { "Bitbases Path", true, "/usr/share/egbb/", "string", "", NULL }, { "Bitbases Cache Size", true, "16", "spin", "min 16 max 1024", NULL }, { "MultiPV", true, "1", "spin", "min 1 max 10", NULL }, --- a/src/protocol.cpp +++ b/src/protocol.cpp @@ -52,7 +52,7 @@ static bool Infinite; // infinite or ponder mode? static bool Delay; // postpone "bestmove" in infinite/ponder mode? -static char * dirptr = "C:/egbb"; +static char * dirptr = "/usr/share/egbb/"; // prototypes debian/toga2.ini0000644000000000000000000000026512155416775010723 0ustar [PolyGlot] EngineDir = /tmp EngineCommand = /usr/games/toga2 Book = true BookFile = /usr/share/scid/books/Performance.bin [Engine] Hash = 64 Number of Threads = 2 debian/engine-interface.txt0000644000000000000000000006314312155416775013156 0ustar Description of the universal chess interface (UCI) April 2006 ================================================================= * The specification is independent of the operating system. For Windows, the engine is a normal exe file, either a console or "real" windows application. * all communication is done via standard input and output with text commands, * The engine should boot and wait for input from the GUI, the engine should wait for the "isready" or "setoption" command to set up its internal parameters as the boot process should be as quick as possible. * the engine must always be able to process input from stdin, even while thinking. * all command strings the engine receives will end with '\n', also all commands the GUI receives should end with '\n', Note: '\n' can be 0x0d or 0x0a0d or any combination depending on your OS. If you use Engine and GUI in the same OS this should be no problem if you communicate in text mode, but be aware of this when for example running a Linux engine in a Windows GUI. * arbitrary white space between tokens is allowed Example: "debug on\n" and " debug on \n" and "\t debug \t \t\ton\t \n" all set the debug mode of the engine on. * The engine will always be in forced mode which means it should never start calculating or pondering without receiving a "go" command first. * Before the engine is asked to search on a position, there will always be a position command to tell the engine about the current position. * by default all the opening book handling is done by the GUI, but there is an option for the engine to use its own book ("OwnBook" option, see below) * if the engine or the GUI receives an unknown command or token it should just ignore it and try to parse the rest of the string in this line. Examples: "joho debug on\n" should switch the debug mode on given that joho is not defined, "debug joho on\n" will be undefined however. * if the engine receives a command which is not supposed to come, for example "stop" when the engine is not calculating, it should also just ignore it. Move format: ------------ The move format is in long algebraic notation. A nullmove from the Engine to the GUI should be sent as 0000. Examples: e2e4, e7e5, e1g1 (white short castling), e7e8q (for promotion) GUI to engine: -------------- These are all the command the engine gets from the interface. * uci tell engine to use the uci (universal chess interface), this will be sent once as a first command after program boot to tell the engine to switch to uci mode. After receiving the uci command the engine must identify itself with the "id" command and send the "option" commands to tell the GUI which engine settings the engine supports if any. After that the engine should send "uciok" to acknowledge the uci mode. If no uciok is sent within a certain time period, the engine task will be killed by the GUI. * debug [ on | off ] switch the debug mode of the engine on and off. In debug mode the engine should send additional infos to the GUI, e.g. with the "info string" command, to help debugging, e.g. the commands that the engine has received etc. This mode should be switched off by default and this command can be sent any time, also when the engine is thinking. * isready this is used to synchronize the engine with the GUI. When the GUI has sent a command or multiple commands that can take some time to complete, this command can be used to wait for the engine to be ready again or to ping the engine to find out if it is still alive. E.g. this should be sent after setting the path to the tablebases as this can take some time. This command is also required once before the engine is asked to do any search to wait for the engine to finish initializing. This command must always be answered with "readyok" and can be sent also when the engine is calculating in which case the engine should also immediately answer with "readyok" without stopping the search. * setoption name [value ] this is sent to the engine when the user wants to change the internal parameters of the engine. For the "button" type no value is needed. One string will be sent for each parameter and this will only be sent when the engine is waiting. The name and value of the option in should not be case sensitive and can inlude spaces. The substrings "value" and "name" should be avoided in and to allow unambiguous parsing, for example do not use = "draw value". Here are some strings for the example below: "setoption name Nullmove value true\n" "setoption name Selectivity value 3\n" "setoption name Style value Risky\n" "setoption name Clear Hash\n" "setoption name NalimovPath value c:\chess\tb\4;c:\chess\tb\5\n" * register this is the command to try to register an engine or to tell the engine that registration will be done later. This command should always be sent if the engine has sent "registration error" at program startup. The following tokens are allowed: * later the user doesn't want to register the engine now. * name the engine should be registered with the name * code the engine should be registered with the code Example: "register later" "register name Stefan MK code 4359874324" * ucinewgame this is sent to the engine when the next search (started with "position" and "go") will be from a different game. This can be a new game the engine should play or a new game it should analyse but also the next position from a testsuite with positions only. If the GUI hasn't sent a "ucinewgame" before the first "position" command, the engine shouldn't expect any further ucinewgame commands as the GUI is probably not supporting the ucinewgame command. So the engine should not rely on this command even though all new GUIs should support it. As the engine's reaction to "ucinewgame" can take some time the GUI should always send "isready" after "ucinewgame" to wait for the engine to finish its operation. * position [fen | startpos ] moves .... set up the position described in fenstring on the internal board and play the moves on the internal chess board. if the game was played from the start position the string "startpos" will be sent Note: no "new" command is needed. However, if this position is from a different game than the last position sent to the engine, the GUI should have sent a "ucinewgame" inbetween. * go start calculating on the current position set up with the "position" command. There are a number of commands that can follow this command, all will be sent in the same string. If one command is not sent its value should be interpreted as it would not influence the search. * searchmoves .... restrict search to this moves only Example: After "position startpos" and "go infinite searchmoves e2e4 d2d4" the engine should only search the two moves e2e4 and d2d4 in the initial position. * ponder start searching in pondering mode. Do not exit the search in ponder mode, even if it's mate! This means that the last move sent in in the position string is the ponder move. The engine can do what it wants to do, but after a "ponderhit" command it should execute the suggested move to ponder on. This means that the ponder move sent by the GUI can be interpreted as a recommendation about which move to ponder. However, if the engine decides to ponder on a different move, it should not display any mainlines as they are likely to be misinterpreted by the GUI because the GUI expects the engine to ponder on the suggested move. * wtime white has x msec left on the clock * btime black has x msec left on the clock * winc white increment per move in mseconds if x > 0 * binc black increment per move in mseconds if x > 0 * movestogo there are x moves to the next time control, this will only be sent if x > 0, if you don't get this and get the wtime and btime it's sudden death * depth search x plies only. * nodes search x nodes only, * mate search for a mate in x moves * movetime search exactly x mseconds * infinite search until the "stop" command. Do not exit the search without being told so in this mode! * stop stop calculating as soon as possible, don't forget the "bestmove" and possibly the "ponder" token when finishing the search * ponderhit the user has played the expected move. This will be sent if the engine was told to ponder on the same move the user has played. The engine should continue searching but switch from pondering to normal search. * quit quit the program as soon as possible Engine to GUI: -------------- * id * name this must be sent after receiving the "uci" command to identify the engine, e.g. "id name Shredder X.Y\n" * author this must be sent after receiving the "uci" command to identify the engine, e.g. "id author Stefan MK\n" * uciok Must be sent after the id and optional options to tell the GUI that the engine has sent all infos and is ready in uci mode. * readyok This must be sent when the engine has received an "isready" command and has processed all input and is ready to accept new commands now. It is usually sent after a command that can take some time to be able to wait for the engine, but it can be used anytime, even when the engine is searching, and must always be answered with "isready". * bestmove [ ponder ] the engine has stopped searching and found the move best in this position. the engine can send the move it likes to ponder on. The engine must not start pondering automatically. this command must always be sent if the engine stops searching, also in pondering mode if there is a "stop" command, so for every "go" command a "bestmove" command is needed! Directly before that the engine should send a final "info" command with the final search information, the the GUI has the complete statistics about the last search. * copyprotection this is needed for copyprotected engines. After the uciok command the engine can tell the GUI, that it will check the copy protection now. This is done by "copyprotection checking". If the check is ok the engine should send "copyprotection ok", otherwise "copyprotection error". If there is an error the engine should not function properly but should not quit alone. If the engine reports "copyprotection error" the GUI should not use this engine and display an error message instead! The code in the engine can look like this TellGUI("copyprotection checking\n"); // ... check the copy protection here ... if(ok) TellGUI("copyprotection ok\n"); else TellGUI("copyprotection error\n"); * registration this is needed for engines that need a username and/or a code to function with all features. Analog to the "copyprotection" command the engine can send "registration checking" after the uciok command followed by either "registration ok" or "registration error". Also after every attempt to register the engine it should answer with "registration checking" and then either "registration ok" or "registration error". In contrast to the "copyprotection" command, the GUI can use the engine after the engine has reported an error, but should inform the user that the engine is not properly registered and might not use all its features. In addition the GUI should offer to open a dialog to enable registration of the engine. To try to register an engine the GUI can send the "register" command. The GUI has to always answer with the "register" command if the engine sends "registration error" at engine startup (this can also be done with "register later") and tell the user somehow that the engine is not registered. This way the engine knows that the GUI can deal with the registration procedure and the user will be informed that the engine is not properly registered. * info the engine wants to send information to the GUI. This should be done whenever one of the info has changed. The engine can send only selected infos or multiple infos with one info command, e.g. "info currmove e2e4 currmovenumber 1" or "info depth 12 nodes 123456 nps 100000". Also all infos belonging to the pv should be sent together e.g. "info depth 2 score cp 214 time 1242 nodes 2124 nps 34928 pv e2e4 e7e5 g1f3" I suggest to start sending "currmove", "currmovenumber", "currline" and "refutation" only after one second to avoid too much traffic. Additional info: * depth search depth in plies * seldepth selective search depth in plies, if the engine sends seldepth there must also be a "depth" present in the same string. * time the time searched in ms, this should be sent together with the pv. * nodes x nodes searched, the engine should send this info regularly * pv ... the best line found * multipv this for the multi pv mode. for the best move/pv add "multipv 1" in the string when you send the pv. in k-best mode always send all k variants in k strings together. * score * cp the score from the engine's point of view in centipawns. * mate mate in y moves, not plies. If the engine is getting mated use negative values for y. * lowerbound the score is just a lower bound. * upperbound the score is just an upper bound. * currmove currently searching this move * currmovenumber currently searching move number x, for the first move x should be 1 not 0. * hashfull the hash is x permill full, the engine should send this info regularly * nps x nodes per second searched, the engine should send this info regularly * tbhits x positions where found in the endgame table bases * sbhits x positions where found in the shredder endgame databases * cpuload the cpu usage of the engine is x permill. * string any string str which will be displayed be the engine, if there is a string command the rest of the line will be interpreted as . * refutation ... move is refuted by the line ... , i can be any number >= 1. Example: after move d1h5 is searched, the engine can send "info refutation d1h5 g6h5" if g6h5 is the best answer after d1h5 or if g6h5 refutes the move d1h5. if there is no refutation for d1h5 found, the engine should just send "info refutation d1h5" The engine should only send this if the option "UCI_ShowRefutations" is set to true. * currline ... this is the current line the engine is calculating. is the number of the cpu if the engine is running on more than one cpu. = 1,2,3.... if the engine is just using one cpu, can be omitted. If is greater than 1, always send all k lines in k strings together. The engine should only send this if the option "UCI_ShowCurrLine" is set to true. * option This command tells the GUI which parameters can be changed in the engine. This should be sent once at engine startup after the "uci" and the "id" commands if any parameter can be changed in the engine. The GUI should parse this and build a dialog for the user to change the settings. Note that not every option needs to appear in this dialog as some options like "Ponder", "UCI_AnalyseMode", etc. are better handled elsewhere or are set automatically. If the user wants to change some settings, the GUI will send a "setoption" command to the engine. Note that the GUI need not send the setoption command when starting the engine for every option if it doesn't want to change the default value. For all allowed combinations see the examples below, as some combinations of this tokens don't make sense. One string will be sent for each parameter. * name The option has the name id. Certain options have a fixed value for , which means that the semantics of this option is fixed. Usually those options should not be displayed in the normal engine options window of the GUI but get a special treatment. "Pondering" for example should be set automatically when pondering is enabled or disabled in the GUI options. The same for "UCI_AnalyseMode" which should also be set automatically by the GUI. All those certain options have the prefix "UCI_" except for the first 6 options below. If the GUI gets an unknown Option with the prefix "UCI_", it should just ignore it and not display it in the engine's options dialog. * = Hash, type is spin the value in MB for memory for hash tables can be changed, this should be answered with the first "setoptions" command at program boot if the engine has sent the appropriate "option name Hash" command, which should be supported by all engines! So the engine should use a very small hash first as default. * = NalimovPath, type string this is the path on the hard disk to the Nalimov compressed format. Multiple directories can be concatenated with ";" * = NalimovCache, type spin this is the size in MB for the cache for the nalimov table bases These last two options should also be present in the initial options exchange dialog when the engine is booted if the engine supports it * = Ponder, type check this means that the engine is able to ponder. The GUI will send this whenever pondering is possible or not. Note: The engine should not start pondering on its own if this is enabled, this option is only needed because the engine might change its time management algorithm when pondering is allowed. * = OwnBook, type check this means that the engine has its own book which is accessed by the engine itself. if this is set, the engine takes care of the opening book and the GUI will never execute a move out of its book for the engine. If this is set to false by the GUI, the engine should not access its own book. * = MultiPV, type spin the engine supports multi best line or k-best mode. the default value is 1 * = UCI_ShowCurrLine, type check, should be false by default, the engine can show the current line it is calculating. see "info currline" above. * = UCI_ShowRefutations, type check, should be false by default, the engine can show a move and its refutation in a line. see "info refutations" above. * = UCI_LimitStrength, type check, should be false by default, The engine is able to limit its strength to a specific Elo number, This should always be implemented together with "UCI_Elo". * = UCI_Elo, type spin The engine can limit its strength in Elo within this interval. If UCI_LimitStrength is set to false, this value should be ignored. If UCI_LimitStrength is set to true, the engine should play with this specific strength. This should always be implemented together with "UCI_LimitStrength". * = UCI_AnalyseMode, type check The engine wants to behave differently when analysing or playing a game. For example when playing it can use some kind of learning. This is set to false if the engine is playing a game, otherwise it is true. * = UCI_Opponent, type string With this command the GUI can send the name, title, elo and if the engine is playing a human or computer to the engine. The format of the string has to be [GM|IM|FM|WGM|WIM|none] [|none] [computer|human] Examples: "setoption name UCI_Opponent value GM 2800 human Gary Kasparov" "setoption name UCI_Opponent value none none computer Shredder" * = UCI_EngineAbout, type string With this command, the engine tells the GUI information about itself, for example a license text, usually it doesn't make sense that the GUI changes this text with the setoption command. Example: "option name UCI_EngineAbout type string default Shredder by Stefan Meyer-Kahlen, see www.shredderchess.com" * = UCI_ShredderbasesPath, type string this is either the path to the folder on the hard disk containing the Shredder endgame databases or the path and filename of one Shredder endgame datbase. * = UCI_SetPositionValue, type string the GUI can send this to the engine to tell the engine to use a certain value in centipawns from white's point of view if evaluating this specifix position. The string can have the formats: + | clear + | clearall * type The option has type t. There are 5 different types of options the engine can send * check a checkbox that can either be true or false * spin a spin wheel that can be an integer in a certain range * combo a combo box that can have different predefined strings as a value * button a button that can be pressed to send a command to the engine * string a text field that has a string as a value, an empty string has the value "" * default the default value of this parameter is x * min the minimum value of this parameter is x * max the maximum value of this parameter is x * var a predefined value of this parameter is x Examples: Here are 5 strings for each of the 5 possible types of options "option name Nullmove type check default true\n" "option name Selectivity type spin default 2 min 0 max 4\n" "option name Style type combo default Normal var Solid var Normal var Risky\n" "option name NalimovPath type string default c:\\n" "option name Clear Hash type button\n" Examples: --------- This is how the communication when the engine boots can look like: GUI engine // tell the engine to switch to UCI mode uci // engine identify id name Shredder id author Stefan MK // engine sends the options it can change // the engine can change the hash size from 1 to 128 MB option name Hash type spin default 1 min 1 max 128 // the engine supports Nalimov endgame tablebases option name NalimovPath type string default option name NalimovCache type spin default 1 min 1 max 32 // the engine can switch off Nullmove and set the playing style option name Nullmove type check default true option name Style type combo default Normal var Solid var Normal var Risky // the engine has sent all parameters and is ready uciok // Note: here the GUI can already send a "quit" command if it just wants to find out // details about the engine, so the engine should not initialize its internal // parameters before here. // now the GUI sets some values in the engine // set hash to 32 MB setoption name Hash value 32 // init tbs setoption name NalimovCache value 1 setoption name NalimovPath value d:\tb;c\tb // waiting for the engine to finish initializing // this command and the answer is required here! isready // engine has finished setting up the internal values readyok // now we are ready to go // if the GUI is supporting it, tell the engine that is is // searching on a game that it hasn't searched on before ucinewgame // if the engine supports the "UCI_AnalyseMode" option and the next search is supposed to // be an analysis, the GUI should set "UCI_AnalyseMode" to true if it is currently // set to false with this engine setoption name UCI_AnalyseMode value true // tell the engine to search infinite from the start position after 1.e4 e5 position startpos moves e2e4 e7e5 go infinite // the engine starts sending infos about the search to the GUI // (only some examples are given) info depth 1 seldepth 0 info score cp 13 depth 1 nodes 13 time 15 pv f1b5 info depth 2 seldepth 2 info nps 15937 info score cp 14 depth 2 nodes 255 time 15 pv f1c4 f8c5 info depth 2 seldepth 7 nodes 255 info depth 3 seldepth 7 info nps 26437 info score cp 20 depth 3 nodes 423 time 15 pv f1c4 g8f6 b1c3 info nps 41562 .... // here the user has seen enough and asks to stop the searching stop // the engine has finished searching and is sending the bestmove command // which is needed for every "go" command sent to tell the GUI // that the engine is ready again bestmove g1f3 ponder d8f6 Chess960 ======== UCI could easily be extended to support Chess960 (also known as Fischer Random Chess). The engine has to tell the GUI that it is capable of playing Chess960 and the GUI has to tell the engine that is should play according to the Chess960 rules. This is done by the special engine option UCI_Chess960. If the engine knows about Chess960 it should send the command 'option name UCI_Chess960 type check default false' to the GUI at program startup. Whenever a Chess960 game is played, the GUI should set this engine option to 'true'. Castling is different in Chess960 and the white king move when castling short is not always e1g1. A king move could both be the castling king move or just a normal king move. This is why castling moves are sent in the form king "takes" his own rook. Example: e1h1 for the white short castle move in the normal chess start position. In EPD and FEN position strings specifying the castle rights with w and q is not enough as there could be more than one rook on the right or left side of the king. This is why the castle rights are specified with the letter of the castle rook's line. Upper case letters for white's and lower case letters for black's castling rights. Example: The normal chess position would be: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w AHah -