3 gnushogi \- GNU Shogi (Japanese Chess)
15 .B [-s pathname] [-l pathname]
26 plays a game of japanese chess (shogi) against the user or it plays against
33 file if it is present. It then looks for a
35 file. If it is present it adds its contents to the
39 file is writable a new combined
45 is a modified version of the gnuchess program. It has a simple
46 alphanumeric board display, or it can be compiled for use with the
48 program under X windows. The program gets its opening moves from the file
50 which is located in a directory specified in the Makefile. To invoke the
54 - simple curses based version
56 .B gnushogi -X (or just gnushogi)
57 - xshogi compatible version
60 - raw test display version
63 If one argument is given, it is the search time per move in
67 will generate one move every 30 seconds, while
69 will generate one move every 5 minutes.
71 If two or more arguments are given, they will be used to set tournament
72 time controls with the first argument of each pair being the number of
73 moves and the second being the total clock time in minutes[:seconds].
77 the clocks for 5 minutes (300 seconds) for the first 60 moves,
80 will allow 3 minutes and 30 seconds for 30 moves.
82 .B gnushogi 30 5 1 :30
83 will allow 5 minutes for the first 30 moves and 30 seconds for each move
84 after that. Up to 4 pairs of controls may be specified.
86 If no argument is given the program will prompt the user for level of play.
90 see the documentation on that program.
95 consists of a sequence of openings. An opening begins with a line starting
98 , the rest of the line is a comment. Following this is a series of moves
99 in algebraic notation alternating black and white separated by white
100 space. A move may have a
102 after it indicating this move should never be made in this position.
103 Moves are stored as position:move so transpositions between openings
107 The hashfile if created should be on the order of 4 megabytes or
109 This file contains positions and moves learned from previous games. If a
110 hashfile is used the computer makes use of the experience it gained in past
111 games. Tests run so far show that it plays no worse with the hashfile than
112 without, but it is not clear yet whether it provides a real advantage.
116 Piece letters are determined by the language file.
117 What is specified here is the default (English).
121 is invoked, the program will display the board and prompt the user
122 for a move. To enter a move, use the notation
124 where the first letter-number pair indicates the origin square
125 and the second letter-number pair indicates the destination square.
126 An alternative is to use the notation
128 where the first letter indicates the piece type (P,L,N,S,G,B,R,K).
129 To promote append a + the type of the new piece to the move, as in
133 Note that you must use capital letters for the pieces by default.
134 .SH "COMMAND-LINE OPTIONS"
137 Do not search on opponent's time.
140 Do search on opponent's time.
143 Use bookfile for opening book.
146 Use binbookfile for binary opening book.
149 Create a new HASHFILE. File size is 2^size entries of approximately 65+? bytes.
152 Use curses-based display mode.
161 Pathname of the loadfile use with
168 .I lang from the file
170 If -L is not specified it uses the first language in the file.
173 Number of plys to include in the binbookfile. For generating a binbookfile.
176 Rehash length times in searching entries for position in transposition table.
179 Use raw text display mode. This can be used for dumb terminals or for
180 systems that don't have curses.
183 Pathname of the save file to use with the
188 Size of binbookfile for memory based books. For creating a binbookfile.
191 Show statistics for HASHFILE
194 Set the transposition table size to 2^size entries.
197 Show version and patchlevel.
202 as the evaluation window
206 Use xshogi display mode (the default).
209 In addition to legal moves, the following commands are available as responses.
211 command names are determined by the
213 file and may vary with the implementation. The default language is English.
216 -- allow algebraic input (not implemented)
219 -- change Alpha window (default score + 90)
222 -- change Beta window (default score - 90)
225 -- toggles beeping after each move (default: on).
228 -- updates the current board position on the display.
231 -- turns off use of the opening library.
234 -- causes the computer to play both sides of a shogi game.
237 -- causes the computer to take the white pieces, if the computer is to move
241 -- saves a game to disk as a book textfile.
242 The program will prompt the user for a file name.
245 -- toggles game mode time control. Assumes the time specified for time control
246 is the time for a complete game. Input with the level command should be the
247 game time and the expected number of moves in a game.
249 command must be given.
252 -- show coordinates on the display (visual only)
255 -- allows the value of
260 -- asks for a piece as color piece, as wb or bn, and shows its calculated value on
264 -- sets level of debugging output if compiled with debug options.
267 -- allows the user to change the search depth of the program. The maximum
268 depth is 29 ply. Normally the depth is set to 29 and the computer
269 terminates its search based on elapsed time rather than depth. If depth is
270 set to (say) 4 ply, the program will search until all moves have been
271 examined to a depth of 4 ply (with extensions up to 11 additional ply for
272 sequences of checks and captures). If you set a maximum time per move and
273 also use the depth command, the search will stop at the specified time or
274 the specified depth, whichever comes first.
277 -- toggles easy mode (thinking on opponents time) on and off. The default
278 is easy mode ON. If easy mode is disabled, the keyboard is polled for
279 input every so often and when input is seen the search is terminated. It
280 may also be terminated with a
284 -- allows the user to set up a board position.
287 - command will clear the board.
290 - toggle piece color.
293 - command will exit setup mode.
299 - place a promoted pawn on 3b
302 - place a pawn to the captured pieces
304 Pieces are entered by typing a letter (p,l,n,s,g,b,r,k) for
305 the piece followed by the coordinate.
307 The usual warning about the
315 -- tells the computer to move first. Computer begins searching for a move.
319 -- allows the user to enter moves for both
320 sides. To get the program to play after a sequence of moves
321 has been entered use the 'black' or 'white' commands.
324 -- retrieves a game from disk. The program will
325 prompt the user for a file name.
328 -- use/don't use hashfile.
331 -- allows the user to change the minimum depth for using the hashfile and
332 the number of moves from the beginning of the game to use it.
335 -- displays a short description of the commands and the current status of options.
338 -- tells the computer to move first. Computer begins searching for a move.
342 -- causes the program to supply the user with its predicted move.
345 -- allows the user to set time controls such as 60 moves in 5 minutes etc.
346 In tournament mode, the program will vary the time it takes for each move
347 depending on the situation. If easy mode is disabled (using the 'easy'
348 command), the program will often respond with its move immediately, saving
349 time on its clock for use later on.
352 -- writes the game moves and some statistics on search depth, nodes, and
353 time to the file 'shogi.lst'.
356 -- toggle material flag - draws on no pawns and both sides < rook
359 -- starts a new game.
362 -- evaluates the board and shows the point score for each piece. The total score for
363 a position is the sum of these individual piece scores.
366 -- causes the program to display the principal variation and the score
367 during the search. A score of 100 is equivalent to a 1 pawn advantage for
374 -- causes the program to randomize its move selection slightly.
377 -- set recapture mode.
380 -- backout the last level for both sides. Equal to 2
384 -- causes the board display to be reversed. That
385 is, the black pieces will now appear at the top of the board.
388 -- reverse board display.
391 -- saves a game to disk. The program will prompt the user for a file name.
394 -- causes the program to switch places with the opponent and begin
398 -- performs some speed tests for MoveList and CaptureList generation, and
399 ScorePosition position scoring for the current board.
402 -- set computer's time remaining, intended for synchronizing clocks among
406 -- toggle tsume mode. In tsume mode, not all possible moves will be
407 generated. If a king is in check, only moves that get the king out of check
408 are generated. If the king is not in check, only moves that give check to
409 the opponent's king are generated.
412 -- undoes the last move whether it was the computer's
413 or the human's. You may also type "remove". This is equivalent
414 to two "undo"'s (e.g. retract one move for each side).
417 -- causes the computer to take the black pieces, if the computer is to move
420 command must be given.
433 -- change X window. The window around alpha/beta used to determine whether
434 the position should be scored or just estimated.