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MacHack VI with 340 display.
Type "FANCY<TAB>2<Return>" to get the 340 display chess board.
This commit is contained in:
1
doc/chess/-read-.-this-
Normal file
1
doc/chess/-read-.-this-
Normal file
@@ -0,0 +1 @@
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MacHack VI needs this directory to work.
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@@ -29,6 +29,11 @@ a five-letter word. To play this, type `:jotto`.
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This is Richard Greenblatt's chess program. Type `:games;ocm` to play.
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For instructions, see CHPROG; OCM ORDER.
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There is also an older version `:games:c` which can draw the chess
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board on a Type 340 display. Type
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<code>FANCY<kbd>TAB</kbd>2<kbd>Enter</kbd></code> to get the fanc
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chess board.
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### Maze War
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First multi-user first person shooter. Type `:games;maze` to play.
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266
doc/ms/cheg.desc
Normal file
266
doc/ms/cheg.desc
Normal file
@@ -0,0 +1,266 @@
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.pgn
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.quote \
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.nj
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.ss
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.psize 1000
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.paperw 100
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.pl 1000
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.l 100
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.fi
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. CHEG is the CHess EndGame interpreter. The endgame program to
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be interpreted is read in by the RENDG (Read ENDGame) command, which
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may appear in a file to be RS'ed. The program is used only if EGSW
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is positive. The format for an endgame program is as follows:
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.sp 1
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ENTRY a&b,c&d,e where a and c are each one of the following:
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. K,N,B,R,2N,BN,2B,B2N,2BN,BR,RN,RB,2R,R2N,RBN,R2B,Q,QN,QB;
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. b and d are each of the form "kP", where k is between 0 and 9; and
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. e is of one of the forms "=m", "<m", ">m" where m is between -9 and 9.
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. If k is 1 it may be omitted, and if b or d is 0P,
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it and the preceding "&" may be omitted.
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In addition, ",e" may be omitted.
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.nf
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tag: inst arg1,arg2,arg3
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tag: inst arg1,arg2,arg3
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.
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.
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.
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ENTRY a&b,c&d,e
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tag: inst arg1,arg2,arg3
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.
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.
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.
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END
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.fi
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.sp 1
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The ENTRY pseudoinstruction says "start here if specified entry condition
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is satisfied" where the entry condition specifies the types and numbers
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of pieces and pawns on the board. The pieces, and the number of pawns if
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specified, must match exactly with the condition of the board. The pieces
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and pawns specified first are those of the side to move (hereafter called
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"white"). e, if it is included, is a condition on the difference between
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the number of white pawns and the number of black pawns. If more than one
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ENTRY is satisfied, the first is used. If no entry condition is satisfied,
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the endgame program is not used.
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.break
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Tags on instructions are optional, and are followed by : and the instruction
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being tagged.
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Instructions may take a variety of argument types. These are
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.nf
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1 read-only variable
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2 written variable
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3 variable used for both reading and writing within the same instruction
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4 tag
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5 condition
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6 ordering operation
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.fi
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Variable values may be of one of the following types:
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.nf
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0 undefined
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1 logical
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2 integer
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3 set (actually a vector) of variable values
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4 piece
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5 square
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6 move
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.fi
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A literal of type 1, 2, or 3 may be specified by preceding the
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desired value by ", e.g. "5, "(), "(1,2,(3)).
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.break
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A piece may be specified by a piece-valued variable, a square-valued
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variable (specifying the piece on that square), or a
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move-valued variable (specifying the piece being moved).
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A square may be specified by a square-valued variable, a piece-valued
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variable (specifying the location of that piece), or a
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move-valued variable (specifying the square to which the
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piece being moved is moved).
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.sp 1
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The following read-only variables are initially defined:
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. X undefined except inside a subroutine where it is the
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subroutine's argument, or during a plan where it is
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the plan variable
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. DEPTH current depth (in plies) of search
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. LM set of legal moves
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. PG set of pawn groups (a pawn group is a set of pawns separated from
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all other pawns by files with no pawns on them)
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. WK this and the 31 following are the pieces
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on the board and are undefined otherwise
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. WQ
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. WR
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. WR2
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. WB
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. WB2
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. WN
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. WN2
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. WP
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. WP2
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. WP3
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. .
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. .
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. .
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. WP8
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. BK
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. .
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. .
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. .
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. BP8
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.sp 1
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The following conditions are defined (negation of a condition is accomplished
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by preceding its name by #):
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. always true
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. DEFD if defined
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. =0 if integer = 0
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. <0 if integer < 0
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. >0 if integer > 0
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. ODD if integer odd
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. T if logical variable = T
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. EMPTY if set variable = ()
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. FAR if specified square is on opposite side of board from SIDE
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. RF if specified square is on rook file
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. NF if specified square is on knight file
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. NNF if specified square is on knight file and on same side of board as SIDE
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. SAFE if WP can be reached by WK before BK (simpleminded: doesn't check
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if king moves are legal)
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. KING if specified piece is king
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. PAWN if specified piece is pawn
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. QUEEN if specified piece is queen
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. ROOK if specified piece is rook
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. NIGHT if specified piece is knight
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. BISH if specified piece is bishop
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. PASSD if specified pawn is passed
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. PDP if specified pawn is defended by a pawn
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. WSQ if specified square is white
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. WPC if specified piece is white
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. CAPT if move is a capture
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. OPP if move leaves WK at distant opposition to BK
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. RWK= if move keeps WK on the same rank
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.sp 1
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The following order operations are defined (preceded by # for reverse ordering):
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. no ordering specified
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. DEEP move a > move b iff rank(move a) > rank(move b)
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.sp 1
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The following instructions are defined:
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. BREAK constant,var1,var2 Print out the PC, the instruction
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and the specified variables; then .VALUE. Program can
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be resumed by $P.
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. RETURN var Subroutine return of var.
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. COND condition,tag1,tag2 If variable returned by subroutine
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call to tag1 satisfies condition, go to tag2. Otherwise
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continue with next instruction in sequence.
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. CONDV condition,var,tag If var satisfies condition, go to tag.
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Otherwise continue with next instruction in sequence.
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. CONDT tag1,var,tag2 If subroutine call to tag1 with X
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set to var returns T, go to tag2; if it returns F, continue
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with next instruction in sequence.
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. CONDF tag1,var,tag2 If subroutine call to tag1 with X
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set to var returns F, go to tag1; if it returns T, continue
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with next instruction in sequence.
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. JUMP< var1,var2,tag If var1 < var2 go to tag. Otherwise
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continue with next instruction in sequence.
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. JUMP= similarly
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. JUMP> similarly
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. JUMP#< similarly (# means not)
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. JUMP#= similarly
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. JUMP#> similarly
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. SET var1,tag,var2 Subroutine call to tag with var2 as argument X;
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set var1 to value returned.
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. SETV var1,var2 Set var1 to value of var2.
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. SETSQ var1,var2,var3 Set var1 to square with rank var2 and file var3.
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. SETMOV var1,var2,var3 Set var1 to move with piece specified by var2
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and square specified by var3.
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. EXCH var1,var2 Exchange the values of var1 and var2.
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. ORDER var1,var2,order Exchange the values of var1 and var2 iff var1 > var2
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according to order.
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. PLAY var,cond,order Play the first move (according to order) in the
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set given by var satisfying the condition cond. If there are no
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such moves, continue to the next instruction.
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A VALRUT or VALON should have been executed before
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this instruction, and the last value thus given is
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returned to the main Chess program.
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. PLAYB var,cond,order Try all moves given by set var satisfying condition
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cond. Moves are tried in order specified. The best move found is
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played, and its value returned to the main program.
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If there are no moves to try, continue to the next
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instruction.
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. TRY var,cond,order Try all moves given by set var satisfying condition
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cond. Moves are tried in order specified. The best move found is
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remembered along with its value.
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. PLAN tag,var1,var2 Set plan to tag. This means that at
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deeper levels of recursion with the same side to move,
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the endgame program will be started at the tag instead
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of using the ENTRY's to find the starting place. The
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plan variable is set to the value of var2. Using the
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specified plan, try all moves in the set var1.
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. UNPLAN Don't use plan any more, and undefine the plan variable.
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. DONE Return to main program with best move found by
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TRYs and PLANs together with its value.
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. RETBET var1,var2,var3 Return to main program with best move found by
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TRYs and PLANs together with its value, if this value is better
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for white than the value specified by var1,var2,var3.
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. VALRET var1,var2,var3 Return to the main chess program the value
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var1 winning chances, var2 losing chances, with certainty var3.
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. VALRUT var1,var2,var3 Same as VALRET, but don't return if at top level.
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. VALON var1 var2,var3 Same as VALRET, but don't ever return to chess program.
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. LEAVE Return to main program for its evalulation and/or move.
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. SELECT var1,tag,var2 Set var1 to the subset of var2 whose elements
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give T when subroutine given by tag is called.
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. SELECC var1,cond,var2 Set var1 to subset of var2 whose elements satisfy cond.
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. PAIR var1,var2,var3 Set var1 to the set consisting of var2 followed by var3.
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. MAP var1,tag,var2 Set var1 to the set obtained by substituting for
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each element of var2 the value returned by the subroutine specified
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by tag when given element as arg.
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. MEMBER var1,var2,var3 Set var1 to T or F depending on whether or not var2
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is an element of var3.
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. MEMNUM var1,var2,var3 Set var1 to the least integer n such that var2 is the nth element of
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var3, or 0 if var2 is not an element of var3.
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. INTERS var1,var2,var3 Set var1 to the intersection of sets var2 and var3
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where the elements are in the same order as those of var2.
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. UNION var1,var2,var3 Set var1 to the union of sets var2 and var3
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where the elements of var2 come first (and without reordering)
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followed by the elements of var3-var2 in the order of var3.
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. DIFFER var1,var2,var3 Set var1 to var2-var3 with the order
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. of var2.
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. APPEND var1,var2,var3 Set var1 to the set gotten by appending var3 to var2.
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. PIECE var1,var2 Set var1 to piece specified by var2.
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. SQUARE var1,var2 Set var1 to square specified by var2.
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. SIDE var1,var2 Set var1 to side of board given by square specified by var2.
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0 is kingside, 1 is queenside.
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. RANK var1,var2 Set var1 to rank (with respect to white)
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of square specified by var2.
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. FILE var1,var2 Set var1 to file of square specified by var2.
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. SCOLOR var1,var2 Set var1 to color of square specified by var2;
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0 for white, 1 for black.
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. PCOLOR var1,var2 Set var1 to color of piece specified by var2.
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. MVDIST var1,var2,var3 Set var1 to king-move distance between squares specified
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by var2 and var3.
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. INSQ var1,var2,var3 Set var1 to T or F depending on whether or not
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king specified by var2 is in square of pawn specified
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by var3 (depends on side to move in usual way).
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. OPP var1,var2 var3 Set var1 to T or F depending on whether or not
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squares specified by var2 and var3 are in distant opposition.
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. SQ>RNK var1,var2,const Set var1 to the square with same file as square specified
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by var2, but with rank greater by const.
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. CARD var1,var2 Set var1 to number of elements in var2.
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. GETEL var1,var2,var3 Set var1 to the var3th element of var2. (Negative
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var3 counts from right end of set.)
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. SETEL var1,var2,var3 Set the var3th element of var2 to var1.
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. INSERT var1,var2,var3 Insert var1 before the var3th element of var2.
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. UNSERT var1,var2,var3 Remove and set var1 to the var3th element of var2.
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. EXCHWE var1,var2,var3 Exchange var1 and the var3th element of var2.
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. EXCHEL var1,var2,var3 Exchange the var2th and var3th elements of var1.
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. NOR var1,var2,var3 Set var1 to logical nor of var2 and var3.
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. OR var1,var2,var3 Set var1 to logical or of var2 and var3.
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. AND var1,var2,var3 Set var1 to logical and of var2 and var3.
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. ADD var1,var2,var3 Set var1 to sum of var2 and var3.
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. SUB var1,var2,var3 Set var1 to difference of var2 and var3.
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||||
. MUL var1,var2,var3 Set var1 to product of var2 and var3.
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. DIV var1,var2,var3 Set var1 to the quotient when var2 divided by var3.
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||||
. MOD var1,var2,var3 Set var1 to the remainder when var2 divided by var3.
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. DIF var1,var2,var3 Set var1 to absolute value of difference of var2 and var3.
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. MIN var1,var2,var3 Set var1 to minimum of var2 and var3.
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||||
. MAX var1,var2,var3 Set var1 to maximum of var2 and var3.
|
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. ABS var1,var2 Set var1 to absolute value of var2.
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.end
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336
doc/ms/chess.memo
Normal file
336
doc/ms/chess.memo
Normal file
@@ -0,0 +1,336 @@
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||||
ALG=0 INPUT
|
||||
ALLT DEBUG
|
||||
AWKS=-1 TOURN
|
||||
BCS=1 PARAM
|
||||
BD OUTPUT
|
||||
BOOK=1 PARAM
|
||||
CASSW=0 PARAM
|
||||
CBOOK INPUT
|
||||
CLEAR INPUT
|
||||
CLKKLU=-1 TIME
|
||||
CSQSW=1 ?
|
||||
DBDIS=1 DISPLAY
|
||||
DFDSW=0 PARAM
|
||||
DRAW MOVE
|
||||
EGSW=1 PARAM
|
||||
FANCY=-2 DISPLAY
|
||||
FASTER PARAM
|
||||
FCSW=1 PARAM
|
||||
FILE OUTPUT
|
||||
HASH=1 PARAM
|
||||
HBPT DEBUG
|
||||
HOPEN DEBUG
|
||||
HPV OUTPUT
|
||||
HRCSW=1 INTERN
|
||||
HREAD DEBUG
|
||||
HSSW=1 DEBUG
|
||||
ICLOCK=0 TIME
|
||||
ICSW=-2 DEBUG
|
||||
KINGSA=1 PARAM
|
||||
LIST OUTPUT
|
||||
M MOVE
|
||||
MVAN=1 ?
|
||||
MVNSW=1 ?
|
||||
PARCSW=1 ?
|
||||
PARSW=0 TOURN
|
||||
PB CONTROL
|
||||
PCGSW=2 PARAM
|
||||
PG OUTPUT
|
||||
PMGDB=0 DEBUG
|
||||
PMSASW=1 PARAM
|
||||
PN CONTROL
|
||||
PNT=0 OUTPUT
|
||||
PS CONTROL
|
||||
PSVD=0 DISPLAY
|
||||
PUT INPUT
|
||||
PW CONTROL
|
||||
RBOOK INPUT
|
||||
RBOOKB INPUT
|
||||
RENDG INPUT
|
||||
REPLAY DEBUG
|
||||
RESET INPUT
|
||||
RHDSK DEBUG
|
||||
RPOS INPUT
|
||||
RS INPUT
|
||||
SASW=0 PARAM
|
||||
SAVE OUTPUT
|
||||
SDS=0 DEBUG
|
||||
SE=1 TOURN
|
||||
SETC=2 PARAM
|
||||
SETCL TIME
|
||||
SETD=4 PARAM
|
||||
SETEST DEBUG
|
||||
SETF=2 PARAM
|
||||
SETFD=2 PARAM
|
||||
SETP=6 6 3 3 2 PARAM
|
||||
SETPVD=6 PARAM
|
||||
SETSD=2 PARAM
|
||||
SETSSD=0 PARAM
|
||||
SETW=6 PARAM
|
||||
SFS=1 PARAM
|
||||
SIDE INPUT
|
||||
SKIP INPUT
|
||||
SLASW=0 PARAM
|
||||
SLOWER PARAM
|
||||
SLS=0 DEBUG
|
||||
SMSS=1 PARAM
|
||||
SMVD=0 DEBUG
|
||||
SPARM TOURN-PARAM
|
||||
SPOT INPUT
|
||||
SPVS=0 DEBUG
|
||||
SQCTSW PARAM
|
||||
SSSW=1 PARAM
|
||||
STOP TIME
|
||||
STOPIN ?
|
||||
SVHDSK DEBUG
|
||||
T DEBUG
|
||||
TP DEBUG
|
||||
TPC DEBUG
|
||||
TPDV DEBUG
|
||||
TRACE DEBUG
|
||||
TSW=1 OUTPUT
|
||||
TTIME TIME
|
||||
TWOGTS=0 TOURN-CONTROL
|
||||
U MOVE
|
||||
UREAD INPUT
|
||||
UWRITE OUTPUT
|
||||
WALLP=-1 OUTPUT
|
||||
WBOOKB OUTPUT
|
||||
WHDSK DEBUG
|
||||
WPOS OUTPUT
|
||||
|
||||
?
|
||||
CSQSW=1
|
||||
MVAN=1
|
||||
MVNSW=1
|
||||
PARCSW=1
|
||||
STOPIN
|
||||
|
||||
|
||||
CONTROL
|
||||
Quit. Returns control to the top level and does a PN.
|
||||
Same as M, but needs no delimiter.
|
||||
Same as U, but needs no delimiter.
|
||||
M This instruction tells the program to make a move.
|
||||
U This instruction takes back the last move. It includes a
|
||||
PN (play neither) to prevent the program from trying to make a move
|
||||
it just took back. Therefore, after using this instruction it is
|
||||
necessary to feed in another PW or PB if you wish the program to continue playing.
|
||||
PW Play white. The program makes moves for white, awaits input when black is to move.
|
||||
PB Play black. The program makes moves for black, awaits input when white is to move.
|
||||
PS Play self. The program moves for both sides.
|
||||
PN Play neither. The program awaits input.
|
||||
TWOGTS=0 If 1, think while other guy thinks.
|
||||
While in this mode, commands must be preceded by a colon.
|
||||
Before a move has been typed in,
|
||||
a rubout will cause all buffered commands to be aborted so that
|
||||
a move can immediately be typed in. If the move is terminated by
|
||||
"DRAW?" instead of a carriage return, the program will eventually
|
||||
type its move followed by "ACCEPT" or "DECLINE". If the move
|
||||
is terminated by ":", the program will eventually wait for a command
|
||||
before continuing to TWOGT.
|
||||
After a move is typed in (the input format for normal moves is
|
||||
piece/square-square or piece/square*piece/square,
|
||||
but anything redundant may be omitted), the move will be typed
|
||||
back in full format followed by a question mark. If it is correct,
|
||||
type a period to have it inputted. Any other character will cause
|
||||
the program to request a move again. Illegal moves will be so
|
||||
commented. Ambiguous moves will cause the program
|
||||
to make its best guess of what you meant, and will type
|
||||
this move in full format together
|
||||
with the warning "AMBIGUOUS". Special moves:
|
||||
O-O or O O for king-side castling;
|
||||
O-O-O or O O O for queen-side castling;
|
||||
PxP EP or PxG etc. for en passant capture;
|
||||
P-K8=Q etc. for promotion.
|
||||
|
||||
DEBUG
|
||||
ALLT Trace all plausible moves.
|
||||
HBPT Hash BreakPoinT. Set a breakpoint which breaks
|
||||
if current position is reached in search.
|
||||
HOPEN Takes file specification as argument. Opens file for
|
||||
HREAD Searches forward in HOPEN'ed file for hash table
|
||||
relevant to current position and reads it in.
|
||||
HSSW=1 Hash Save SWitch.
|
||||
-1 Open file CHASHT > for writing and save hash table in it after each move
|
||||
0 Don't save hash table
|
||||
1 Save hash table in core after each move
|
||||
ICSW=-2 Incremental Cat (calculate attack) SWitch.
|
||||
-2 Spot check
|
||||
-1 Always check
|
||||
0 Don't use IC
|
||||
1 Use IC
|
||||
PMGDB=0 When positive, displays pins, threats and constraints
|
||||
after move typed in.
|
||||
REPLAY Takes file specification as argument. Types "PLAY WHITE?" Answer
|
||||
"Y" or "N". Then asks "PLAY BLACK?" Again answer
|
||||
"Y" or "N". If not playing side to move, program reads a move
|
||||
from the file. If playing side to move, program makes a move to
|
||||
compare with move from file, but uses move from file. Normally
|
||||
this feature is used with WALLP=-1.
|
||||
RHDSK Takes file specification as argument. Read hash table from
|
||||
specified file, saving it in core.
|
||||
SDS=0 Set Display Switch.
|
||||
SLS=0 Set look switch.
|
||||
0,0 Normal mode of operation
|
||||
1,0 Gives PMG display for current position when given a
|
||||
make move command (no move is made)
|
||||
1,1 Does a normal search but makes display and pauses at each node.
|
||||
Type a space to continue to the next node
|
||||
or type an integer to continue to the next node at that ply
|
||||
2,0 Does a normal search and displays feedover conditions.
|
||||
Type a space to continue
|
||||
SETEST Takes numeric argument. Set estimate of value of position.
|
||||
SMVD=0 When positive, gives analysis of principal variations
|
||||
stemming from each playsible move.
|
||||
SPVS=0 When positive, prints static evaluator and development values
|
||||
after move typed in.
|
||||
SVHDSK Takes file specification as argument. Save hash table
|
||||
as the specified file.
|
||||
T Trace. With no argument, traces static board evaluator
|
||||
evaluation of current position. With a move for argument,
|
||||
traces PMG evaluation of that move.
|
||||
TP Trace Positional.
|
||||
TPC Types plausible captures and their values.
|
||||
TPDV Types development values.
|
||||
TRACE Same as "T".
|
||||
WHDSK Takes file specification as argument. Write hash table
|
||||
which is stored in core as the specified file.
|
||||
|
||||
DISPLAY
|
||||
DBDIS=1
|
||||
FANCY=-2 -2 No display
|
||||
-1 Whose move
|
||||
0 Board position in characters
|
||||
1 Board
|
||||
2 Board with game so far
|
||||
Does FANCY -2, but at interrupt level.
|
||||
Turns off display until input is requested by program.
|
||||
(Done at interrupt level.)
|
||||
PSVD=0 When positive, displays principal variation and its value after
|
||||
program makes a move.
|
||||
|
||||
INPUT
|
||||
ALG=0 1 Set preferred input to algebraic notation. Output is also algebraic.
|
||||
-1 Output is in both notations.
|
||||
CBOOK Continue reading book after an error in an RBOOK.
|
||||
CLEAR Removes all pieces from board.
|
||||
PUT piece square Puts specified piece
|
||||
(same format as is outputted by BD) on specified square
|
||||
(same format as is outputted in a move by the
|
||||
program, but always with respect to white).
|
||||
RBOOK Read book of openings. (See description of book format.)
|
||||
RBOOKB Takes file specification as argument. Reads a file
|
||||
outputted by the WBOOKB command.
|
||||
RENDG Read endgame program. (See CHEG description.)
|
||||
RESET Restore initial position. Does a PN. RESET n restores to move n,
|
||||
e.g. RESET 5 backs up the game to the point at which
|
||||
white is about to make his 6th move.
|
||||
RPOS Takes next eight lines
|
||||
to be a board as outputted by the BD command, and sets up the
|
||||
specified position.
|
||||
RS Takes file specification as argument. Reads in commands from file.
|
||||
(Note that moves are commands,
|
||||
so this command can be used to restore SAVE'd games.)
|
||||
SIDE=W Side to move.
|
||||
SKIP Takes numeric argument. Skips to the next occurrence of "["
|
||||
followed by its argument in the file being read.
|
||||
SPOT Give handicap, e.g. SPOT QVBR removes white's
|
||||
queen and black's queen bishop and queen
|
||||
rook, also moving black's queen rook pawn to R3. In
|
||||
general, "P", "N", "B", "R", and "Q" removes the KBP, the QN, the QB, the QR, and
|
||||
the Q respectively for the appropiate side (the side is initially white,
|
||||
and is switched by "V"); in addition, removal of the QR moves
|
||||
the QRP to R3.
|
||||
UREAD Takes file specification as argument. Select auxiliary device input.
|
||||
Initiates readin from auxiliary device.
|
||||
|
||||
INTERN
|
||||
HRCSW=1
|
||||
|
||||
OUTPUT
|
||||
Turns on teletype output. (Done at interrupt level.)
|
||||
Turns off teletype output. (Done at interrupt level.)
|
||||
ALG=0 See under input.
|
||||
DRAW Asks if machine wants a draw.
|
||||
BD Prints out the board.
|
||||
PG Prints out the game.
|
||||
FILE Closes output file.
|
||||
HPV Prints out principal variation from current position
|
||||
as gotten from hash table.
|
||||
LIST List program commands and parameters with their current values.
|
||||
PNT=0 1 Output to printer
|
||||
0 Output to TTY
|
||||
-1 Output to secondary output device
|
||||
SAVE Takes file specification as argument. Writes file
|
||||
consisting of the moves made, similar to the output of a PG command.
|
||||
TSW=1 Type lines after typing out move.
|
||||
UWRITE Takes file specification as argument. Opens auxiliary
|
||||
output file.
|
||||
WALLP=-1 1 Send debugging information (wallpaper) to printer
|
||||
0 Don't output wallpaper
|
||||
-1 Send wallpaper to file WALLP >
|
||||
WBOOKB Takes file specification as argument. Writes binary
|
||||
file specifying the book of openings. This file can be read in by
|
||||
the RBOOKB command.
|
||||
WPOS Takes file specification as argument. Writes file consisting of
|
||||
"RPOS", followed by output of BD, followed by "SIDE W"
|
||||
or "SIDE B" depending on whether white or black is to move.
|
||||
|
||||
PARAM
|
||||
BCS=1 If positive, use board control option in static evaluator.
|
||||
BOOK=1 If positive, use opening book.
|
||||
CASSW=0
|
||||
DFDSW=0 Delayed FeeDover SWitch.
|
||||
EGSW=1 End Game SWitch. If positive, use endgame program.
|
||||
FASTER Go to next lower (faster) parameter set.
|
||||
FCSW=1 Forward Cutoff SWitch. If positive, use forward cutoff heurisitic.
|
||||
HASH=1 -1 Don't use hash feature
|
||||
0 Use hash for draw detection only
|
||||
1 Use hash for detecting duplication of search. Obtain
|
||||
value from table instead of continuing search.
|
||||
KINGSA=1 KING SAfety. If positive, use king safety term in static board evaluator.
|
||||
PCGSW=2 Additional depth (after SETD) for PMG in PCG mode.
|
||||
PMSASW=1 Poor Man's Surprise Analysis SWitch. (# of ply)
|
||||
SASW=0 Surpurise Analysis SWitch.
|
||||
SETC=2 Set plies to look at all captures.
|
||||
SETD=2 Basic search depth for PMG.
|
||||
SETF=2 Maximum number of ply to look for feedovers.
|
||||
SETFD=2 Maximum number of extra ply for feedovers
|
||||
(only those due to possibility of value being worse for
|
||||
side to move are allowed).
|
||||
SETP=6 6 3 3 2 Maximum number of positional (only) moves to look at
|
||||
at each ply. [See SETW.] [Not implemented.]
|
||||
SETPVD=6 Using new PCG, sets depth to look at good moves.
|
||||
SETSD=2 Set Secondary Search Depth.
|
||||
SETSSD=0 Set Secondary Search Starting Depth.
|
||||
SETW=6 Basic search width. Takes a list of numbers separated by spaces,
|
||||
applying to plies 1,2,3,...; the last number applies to all higher plies.
|
||||
SFS=1 Set Feedover Stop. If positive,
|
||||
stop feedover in case a feedover is obviously not called for (i.e.
|
||||
in resulting position one side has lost a piece and is not
|
||||
threatening anything of equal value).
|
||||
SLASW=0 Set Line Analysis SWitch.
|
||||
SLOWER Go to next higher (slower) parameter set.
|
||||
SMSS=1 Set Multiple Search Switch.
|
||||
SQCTSW
|
||||
SSSW=1 Search Strategy SWitch.
|
||||
|
||||
TIME
|
||||
CLKKLU=-1 -1 Run time according to side to move
|
||||
0 Don't run time.
|
||||
1 Run time according to clock kludge
|
||||
ICLOCK=0 1 inverts sense of clock kludge.
|
||||
SETCL "B" or "W" followed by time to set clock.
|
||||
STOP Stop clock.
|
||||
TTIME Type out times used by white and black.
|
||||
|
||||
TOURN
|
||||
AWKS=-1 When non-negative, send all TTY output to T!AWKS (e.g. T27 if AWKS=23)
|
||||
as well as to TTY.
|
||||
PARSW=0 When positive, machine sets parameters.
|
||||
SPARM Takes numeric argument between 0 and 6.
|
||||
Stores current parameters as specified parameter set
|
||||
SE=1 Sets an echo to cut off local people
|
||||
if tournament console being used.
|
||||
|
||||
@@ -162,7 +162,7 @@
|
||||
- NUDIR, create user directory.
|
||||
- NWATCH, small watch display.
|
||||
- OBS, observe system activities.
|
||||
- OCM, Richard Greenblatt's Mac Hack VI chess program.
|
||||
- OCM/C, Richard Greenblatt's Mac Hack VI chess program.
|
||||
- OCTPUS, print character representations.
|
||||
- OS, realtime TTY spy.
|
||||
- OTHELLO, the original Othello game -- simpler than Go.
|
||||
|
||||
Reference in New Issue
Block a user