Enter moves in algebraic notation, e.g. E2E4 or B2B1=Q. (In algebraic notation white castles king-side by E1G1, etc.) or in english notation e.g. P-K4 or P/K2-K4 or KP-K4, O-O for castling kingside, X or * for captures, e.g. NXB, promotion by =, e.g. P-N8=N. Terminate moves by space or cr if in english notation. Rubout flushes previous typein, echoes as "?". Acceptance of move or non-typing command is confirmed by backarrow. In move typeout e.g. " 1 W E2-E4 3 0 0.5 IN 1.6" the "1" is the move number, the "W" (white) is the side moving, E2-E4 is the move in algebraic notation, the "3" is the maximum depth setting, the "0" is the value return from TECH II's point of view (-100 = TECH II is a pawn down) the "0.5" is the run time of the last search (at depth 3), and the 1.6 is the total real time for all searches made for this move (if in tournament mode, (set by $T) it will be the time for searches at depths 1, 2, and 3). List of commands PW Play white. PB Play black. PS Play self. PN Play neither side. ^R Resets board to initial position, clears clock, does a "PN". ^U Takes back a move, does a "PN". ^B Prints board. ^E Causes program to make a move. ^V Turns on/off the "live" TV display. ^G Quit thinking. Does a "PN". ^P Print principal variation of last search. ^W Print statistics of last search. LMM legal moves made during search. ILM illegal moves made, and immediately taken back. TRM terminal nodes in tree. LMG legal moves generations. ICH calls to routine which checks for check. PSM moves made up to set depth. STV captures made after set depth. FED replies to check made after set depth. Sum of PSM ("plausible moves"), STV ("static evaluator moves"), and FED ("feedovers") equals LMM. LMS legal moves per second of run time. $C $C,,, sets time control N to NMOVES in NMIN minutes total time from start of game. N may be 0 to 6. Time controls must be in ascending order, and a margin of about three times the mean time per move should be left or else TECH II may overstep on its last move. T.C. 0 is assembled as 2 moves in zero seconds for book purposes and is normally not to be changed. Default settings of T.C.'s are 1 move/minute, good for hacker games. $A $A ,,, sets the parameters which control use of the active schema in tournament mode. MAXTIM is the number of minutes after which to abort the active search, MINTIM is the minimum number of seconds per move which must be left in order not to abort the active search, and MINTIM2 is the minimum number of seconds per move which must be left to start an active search. $D $D, where is of the form ZZYYXXDD, the letters representing digits, leaves tournament mode, and sets four search parameters from . DD is the (weighted) depth up to which the search examines all moves at each node. Up to depth YY, safe active moves are examined, and all safe replies are considered at nodes following an active move, and all moves at depth YY+1 if the move from depth YY was active. Safe checks are examined up to depth YY, and all checks from YY+1 to XX. Safe captures are always examined, and after depth YY all captures are examined. All replies to check are always examined. Leading zeroes may be omitted in . $D3050701 is roughly equivalent to, but much faster than, $D6 . $T Enter "tournament", or variable parameter mode. If there is enough time per move left (see the $C and $A commands) for an active search, the "DD" parameter (see $D command) is set to one and a single active search is performed in accordance with the ZZ, YY, and XX parameters set by the last $D command. Otherwise, or if the active search is aborted, the "XX" and "YY" parameters are set to zero and the program iteratively searches starting at the depth specified by the "DD" part of the last $D command and deepening by one with each iteration. However, the iteration always begun at depth at least 2, and for the first 4 plies is begun at exactly 2 irrespective of the "DD" setting. Suggested tournament settings are $D3050704 followed by $T, with appropriate $C and $A settings. $S Setup board. Scan from queen-side to king-side, black's first rank first; e.g. $S 4BK3 8 8 8 8 8 8 4WK3_, where spaces and _ are typed by the program, sets up the kings in their original position. At end of setup it will be white's turn to move and neither side will have castling or immediate en passant privileges. $V $V saves game. Default is DSK:AGB;GAME >. In non-ts, prints game on TTY. $R Read commands from file. Takes file spec like $V, may be used to read in saved games. "_"'s confirming moves are suppressed. Exists in TS version only. $X $X, enables usage of CHEOPS if is 1 or disables usage of CHEOPS if =0. AI TS with CHEOPS only. $Z Enter the CHEOPS console program. AI TS with CHEOPS only. $6 Seizes/releases PDP-6 memory. AI TS only. $? Type this cruft. (To display the board, type ^B)