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diff --git a/doc/EPD.txt b/doc/EPD.txt new file mode 100644 index 0000000..906826c --- /dev/null +++ b/doc/EPD.txt @@ -0,0 +1,1317 @@ +EPD_Spec: Extended Position Description Specification + +Revised: 1995.11.26 + +Technical contact: sje@mv.mv.com (Steven J. Edwards) + +1: Introduction + +EPD is "Extended Position Description". It is a standard for describing +chess positions along with an extended set of structured attribute +values using the ASCII character set. It is intended for data and +command interchange among chessplaying programs. It is also intended +for the representation of portable opening library repositories and for +problem test suites. + +EPD is an open standard and is freely available for use by both research +and commercial programs without charge. The only requirement for use is +that any proposed extensions be coordinated through the technical +contact given at the start of this document. + +A single EPD record uses one text line of variable length composed of +four data fields followed by zero or more operations. A text file +composed exclusively of EPD data records should have a file name with +the suffix ".epd". + +2: History + +EPD was created in 1993 and is based in part on the earlier FEN standard +(Forsyth-Edwards Notation) for representing chess positions. Compared +to FEN, EPD has added extensions for use with opening library +preparation and also for general data and command interchange among +advanced chess programs. EPD was developed by John Stanback and Steven +Edwards; its first implementation was in Stanback's commercial +chessplaying program Zarkov and its second implementation was in +Edwards' research chessplaying program Spector. So many programs have +since adopted EPD that no one knows the exact sequence thereafter. + +EPD is employed for storing test suites for chessplaying programs and +for recording the results of programs running these test suites. +Example test suites are available for researchers via anonymous ftp from +the chess.onenet.net site in the pub/chess/Tests directory. The ASCII +text file pub/chess/Tests/Manifest gives descriptions of the contents of +the various test suite files. + +EPD is used to provide a linkage mechanism between chessplaying programs +and position database programs to support the automated direction of +analysis generation. + +3: EPD tools and applications + +To encourage development of EPD capable applications, a free EPD tool +kit is available for program authors working with the ANSI C language. +To further encourage usage of EPD, a number of free applications are +also available. + +3.1: The EPD Kit + +Work is currently in progress on developing an EPD Kit. This tool kit +is a collection of portable ANSI C source code files that provide +routines to create and manipulate EPD data for arbitrarily complex +records. It is designed to handle all common EPD related tasks so as to +assist chess program developers with EPD implementation. A secondary +goal is to ensure that every implementation of EPD processing have the +same set of operational semantics. + +The EPD Kit will be made freely available to all chess software authors +without charge and can be used in both research and commercial +applications. As with EPD itself, the only requirement for use is that +any proposed extensions be coordinated through the technical contact +given at the start of this document. + +3.2: Argus, the automated tournament referee + +Work is currently in progress on developing Argus, an automated +tournament referee program for computer chess events. Argus uses IP +(Internet Protocol) communications to act as a mediator for multiple +pairs of chessplaying programs and to provide an interactive interface +for a human tournament supervisor. Argus uses the EPD Kit along with +other routines to perform the following tasks: + +1) Starting chessplaying programs (IP clients) with proper +initialization data; + +2) Relaying position/move data (using EPD) from each program to its +opponent; + +3) Providing all chess clock data as part of the relay process; + +4) Record all games using PGN (Portable Game Notation) to assist in the +production of the tournament final report; + +5) Record all moves and other transmitted data in log files for later +analysis; + +6) Detect and report time forfeit conditions; + +7) Mediate draw offers and responses between each pair of opponents; + +8) Recognize and handle game termination conditions due to draws, +resignations, time forfeits, and checkmates; + +9) Allow for chessplaying program restart and game resumption as +directed by the human supervisor; + +10) Allow for a second instance of itself to operate in observer mode to +be ready to take over in case of primary machine failure; + +11) Support display of games in progress for the benefit of the human +supervisor and for the general viewing audience. + +In its usual configuration, Argus runs on an IP network that connects it +with all of the participating machines. It acts like a Unix style +server using TCP/IP; the chessplaying programs connect to Argus as +TCP/IP clients. Unlike a typical Unix style server, it runs in the +foreground instead of the background when operated by a human +supervisor. + +One variant mode of operation allows for Argus to be started by the host +system and run in the background. This use is intended for events where +human supervision is not required. Any operating information usually +provided manually may instead be supplied by configuration files. + +Another variant mode of operation allows for Argus to mediate +communication between a single pair of chessplaying programs using +regular (unstructured) bidirectional asynchronous serial communication +instead of IP. While less reliable than IP operation, unstructured +serial communication can be used on common inexpensive hardware +platforms that lack IP support. An example would be to use common PC +machines with each chessplaying program running on a separate machine +and a third machine running Argus in serial mode. Each of the two +machines with chessplaying programs connect to the Argus machine via a +null modem cable. Note that the Argus machine needs two free serial +ports while each of the chessplaying machines needs only a single free +serial port. +The Argus program will be made freely available to all chess software +authors without charge and can be used in both research and commercial +applications. As with EPD itself, the only requirement for use is that +any proposed extensions be coordinated through the technical contact +given at the start of this document. + +3.3: Gastric, an EPD based report generator + +Work is in progress on Gastric, an application that reads EPD files and +produces statistical reports. The main use of Gastric is to assist in +the process of benchmarking chessplaying program performance on EPD test +suites. The resulting reports contain summaries of raw performance, +identification of solved/missed problems, distribution information for +node count, time consumption, and other items. Advanced functions of +Gastric may be used to produce comparative analysis of different +programs or different versions of the same program. Some work is also +planned to allow Gastric output to be used as feedback into +self-adjusting chessplaying programs. + +The Gastric program will be made freely available to all chess software +authors without charge and can be used in both research and commercial +applications. As with EPD itself, the only requirement for use is that +any proposed extensions be coordinated through the technical contact +given at the start of this document. + +4: The four EPD data fields + +Each EPD record contains four data filed that describe the current +position. From left to right starting at the beginning of the record, +these are the piece placement, the active color, the castling +availability, and the en passant target square of a position. These can +all fit on a single text line in an easily read format. The length of +an EPD position description varies somewhat according to the position +and any associated operations. In some cases, the description could be +eighty or more characters in length and so may not fit conveniently on +some displays. However, most EPD records pass among programs only and +so are not usually seen by program users. + +Note: due to the likelihood of future expansion of EPD, implementors are +encouraged to have their programs handle EPD text lines of up to 4096 +characters long including the traditional ASCII NUL character as a +terminator. This is an increase from the earlier suggestion of a +maximum length of 1024 characters. Depending on the host operating +system, the external representation of EPD records will include one or +more bytes to indicate the end of a line. These do not count against +the length limit as the internal representation of an EPD text record is +stripped of end of line bytes and instead is terminated by the +traditional ASCII NUL character. + +Each of the four EPD data fields are composed only of non-blank printing +ASCII characters. Adjacent data fields are separated by a single ASCII +space character. + +4.1: Piece placement data + +The first field represents the placement of the pieces on the board. +The board contents are specified starting with the eighth rank and +ending with the first rank. For each rank, the squares are specified +from file a to file h. White pieces are identified by uppercase SAN +(Standard Algebraic Notation) piece letters ("PNBRQK") and black pieces +are identified by lowercase SAN piece letters ("pnbrqk"). Empty squares +are represented by the digits one through eight; the digit used +represents the count of contiguous empty squares along a rank. The +contents of all eight squares on each rank must be specified; therefore, +the count of piece letters plus the sum of the vacant square counts must +always equal eight. The solidus character "/" (forward slash) is used +to separate data of adjacent ranks. There is no leading or trailing +solidus in the piece placement data; hence there are exactly seven of +solidus characters in the placement field. + +The piece placement data for the starting array is: + +rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR + +4.2: Active color + +The second field represents the active color. A lower case "w" is used +if White is to move; a lower case "b" is used if Black is the active +player. + +The piece placement and active color data for the starting array is: + +rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w + +4.3: Castling availability + +The third field represents castling availability. This indicates +potential future castling that may or may not be possible at the moment +due to blocking pieces or enemy attacks. If there is no castling +availability for either side, the single character symbol "-" is used. +Otherwise, a combination of from one to four characters are present. If +White has kingside castling availability, the uppercase letter "K" +appears. If White has queenside castling availability, the uppercase +letter "Q" appears. If Black has kingside castling availability, the +lowercase letter "k" appears. If Black has queenside castling +availability, then the lowercase letter "q" appears. Those letters +which appear will be ordered first uppercase before lowercase and second +kingside before queenside. There is no white space between the letters. + +The piece placement, active color, and castling availability data for +the starting array is: + +rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq + +4.4: En passant target square + +The fourth field is the en passant target square. If there is no en +passant target square then the single character symbol "-" appears. If +there is an en passant target square then is represented by a lowercase +file character (one of "abcdefgh") immediately followed by a rank digit. +Obviously, the rank digit will be "3" following a white pawn double +advance (Black is the active color) or else be the digit "6" after a +black pawn double advance (White being the active color). + +An en passant target square is given if and only if the last move was a +pawn advance of two squares. Therefore, an en passant target square +field may have a square name even if there is no pawn of the opposing +side that may immediately execute the en passant capture. + +The piece placement, active color, castling availability, and en passant +target square data for the starting array is: + +rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - + +5: Operations + +An EPD operation is composed of an opcode followed by zero or more +operands and is concluded by a semicolon. + +Multiple operations are separated by a single space character. If there +is at least one operation present in an EPD line, it is separated from +the last (fourth) data field by a single space character. + +5.1: General format of opcodes and operands + +An opcode is an identifier that starts with a letter character and may +be followed by up to fourteen more characters. Each additional +character may be a letter or a digit or the underscore character. +Traditionally, no uppercase letters are used in opcode names that are to +be used by more than one program. + +An operand is either a set of contiguous non-white space printing +characters or a string. A string is a set of contiguous printing +characters delimited by a quote (ASCII code: 34 decimal, 0x22 +hexadecimal) character at each end. A string value must have less than +256 bytes of data. This count does not include the traditional ASCII +NUL character terminator. + +If at least one operand is present in an operation, there is a single +space between the opcode and the first operand. If more than one +operand is present in an operation, there is a single blank character +between every two adjacent operands. If there are no operands, a +semicolon character is appended to the opcode to mark the end of the +operation. If any operands appear, the last operand has an appended +semicolon that marks the end of the operation. + +Any given opcode appears at most once per EPD record. Multiple +operations in a single EPD record should appear in ASCII order of their +opcode names (mnemonics). However, a program reading EPD records may +allow for operations not in ASCII order by opcode mnemonics; the +semantics are the same in either case. + +Some opcodes that allow for more than one operand may have special +ordering requirements for the operands. For example, the "pv" +(predicted variation) opcode requires its operands (moves) to appear in +the order in which they would be played. Most other opcodes that allow +for more than one operand should have operands appearing in ASCII order. +An example of the latter set is the "bm" (best move[s]) opcode; its +operands are moves that are all immediately playable from the current +position. + +5.2: Operand basetypes + +Operand values are represented using a variety of basetypes. + +5.2.1: Identifier basetype + +Some opcodes require one of more operands that are identifiers. An +identifier is an unquoted sequence of one to fifteen characters. The +characters are selected from the upper and lower case letters, the ten +digits, and the underscore character. Most identifiers that may appear +in EPD are taken from predefined sets as explained in the sections +covering opcode semantics. + +Identifiers are most often used to select one value from a list of +possible values for a general attribute. They are also used to +represent PGN tag attributes. + +5.2.2: Chess move basetype + +Some opcodes require one or more operands that are chess moves. These +moves should be represented using SAN (Standard Algebraic Notation). If +a different representation is used, there is no guarantee that the EPD +will be read correctly during subsequent processing. In particular, EDN +(English Descriptive Notation), CCN (Computer Coordinate Notation), and +LAN (Long Algebraic Notation) are explicitly not supported. + +Chess moves are used most often in single operand operations to select +one move from the available moves. They are also used in multiple +operand operations to define a set of moves (all taken from available +moves) and in multiple operand operations to express a sequence of moves +(taken from moves available at each point in a forward sequence of +play). + +Note that some chess moves also qualify as identifiers. However, the +semantics of a particular opcode dictate the exact basetype +interpretation of its operands, so there is no ambiguity. + +5.2.3: Integer basetype + +Some opcodes require one or more operands that are integers. Some +opcodes may require that an integer operand must be within a given +range; the details are described in the opcode list given below. A +negative integer is formed with a hyphen (minus sign) preceding the +integer digit sequence. An optional plus sign may be used for +indicating a non-negative value, but such use is not required and is +discouraged. Support for integers in the range -2147483648 to +2147483647 (32 bit two's complement signed extrema) is required. + +Integers are used to represent centipawn scores and also for various +counts, limits, and totals. + +5.2.4: Floating basetype + +Some opcodes require one or more operands that are floating point +numbers. Some opcodes may require that a floating point operand must be +within a given range; the details are described in the opcode list given +below. A floating point operand is constructed from an optional sign +character ("+" or "-"), a digit sequence (with at least one digit), a +radix point (always "."), and a final digit sequence (with at least one +digit). There is currently no provision for scientific representation +of numeric values. + +The floating basetype in not in current use. + +5.2.5: Date basetype + +Some opcodes require one or more operands that represent dates. These +are given in a special date format composed of ten characters. The +first four characters are digits that give the year (0001-9999), the +fifth character is a period, the sixth and seventh characters are digits +that give the month number (01-12), the eighth character is a period, +and the ninth and tenth characters are digits that give the day number +in the month (01-31). + +The date basetype is used to specify date values in timestamps. + +5.2.6: Time of day basetype + +Some opcodes require one or more operands that represent a time of day. +These are given in a special time of day format composed of eight +characters. The first two characters are digits that give the hour +(00-23), the third character is a colon, the fourth and fifth characters +are digits that give the minute (00-59), the sixth character is a colon, +and the seventh and eighth characters are digits that give the second +(00-59). + +The time of day basetype is used to specify time of day values in +timestamps. + +5.2.7: Clock basetype + +Some opcodes require one or more operands that represent a total amount +of time as would be measured by a traditional digital clock. These are +given in a special clock format composed of 12 characters. The first +three characters are digits giving a count of days (000-999), the fourth +character is a colon, the fifth and sixth characters are digits giving a +count of hours (00-23), the seventh character is a colon, the eighth and +ninth characters are digits giving a count of minutes (00-59), the tenth +character is a colon, and the eleventh and twelfth characters are digits +giving a count of seconds (00-59). + +The clock basetype is used to specify clock values for chess clock +information. It is not used to measure time consumption for a search; +an integer count of seconds is used instead. + +5.3: Opcode mnemonics + +An opcode mnemonic used for archival storage and for interprogram +communication starts with a lower case letter and is composed of only +lower case letters, digits, and the underscore character (i.e., no upper +case letters). Mnemonics are all at least two characters long. + +Opcode mnemonics used only by a single program or an experimental suite +of programs should start with an upper case letter. This is so they may +be easily distinguished should they be inadvertently be encountered by +other programs. When a such a "private" opcode be demonstrated to be +widely useful, it should be brought into the official list (appearing +below) in a lower case form. + +If a given program does not recognize a particular opcode, that +operation is simply ignored; it is not signaled as an error. + +6: Opcode list + +The opcodes are listed here in ASCII order of their mnemonics. +Suggestions for new opcodes should be sent to the technical contact +listed near the start of this document. + +6.1: Opcode "acn": analysis count: nodes + +The opcode "acn" takes a single non-negative integer operand. It is +used to represent the number of nodes examined in an analysis or search. +Note that the value may be quite large for some extended searches and so +use of a long (four byte) representation is suggested. + +6.2: Opcode "acs": analysis count: seconds + +The opcode "acs" takes a single non-negative integer operand. It is +used to represent the number of seconds used for an analysis or search. +Note that the value may be quite large for some extended searches and so +use of a long (four byte) representation is suggested. Also note that +the special clock format is not used for this operand. Some systems can +distinguish between elapsed time and processor time; in such cases, the +processor time should be used as its value is usually more indicative of +search effort than wall clock time. + +6.3: Opcode "am": avoid move(s) + +The opcode "am" indicates a set of zero or more moves, all immediately +playable from the current position, that are to be avoided as a search +result. Each operand is a SAN move; they appear in ASCII order. + +6.4: Opcode "bm": best move(s) + +The opcode "bm" indicates a set of zero or more moves, all immediately +playable from the current position, that are judged to the best +available by the EPD writer and so each is allowable as a search result. +Each operand is a SAN move; they appear in ASCII order. + +6.5: Opcode "c0": comment (primary, also "c1" though "c9") + +The opcode "c0" (lower case letter "c", digit character zero) indicates +a top level comment that applies to the given position. It is the first +of ten ranked comments, each of which has a mnemonic formed from the +lower case letter "c" followed by a single decimal digit. Each of these +opcodes takes either a single string operand or no operand at all. + +This ten member comment family of opcodes is intended for use as +descriptive commentary for a complete game or game fragment. The usual +processing of these opcodes are as follows: + +1) At the beginning of a game (or game fragment), a move sequence +scanning program initializes each element of its set of ten comment +string registers to be null. + +2) As the EPD record for each position in the game is processed, the +comment operations are interpreted from left to right. (Actually, all +operations in an EPD record are interpreted from left to right.) +Because operations appear in ASCII order according to their opcode +mnemonics, opcode "c0" (if present) will be handled prior to all other +opcodes, then opcode "c1" (if present), and so forth until opcode "c9" +(if present). + +3) The processing of opcode "cN" (0 <= N <= 9) involves two steps. +First, all comment string registers with an index equal to or greater +than N are set to null. (This is the set "cN" though "c9".) Second, +and only if a string operand is present, the value of the corresponding +comment string register is set equal to the string operand. + +6.6: Opcode "cc": chess clock values + +The opcode "cc" is used to indicate the amount of time used for each +side at the time of the writing of the opcode to the EPD record. This +opcode always takes two values. Both values are in clock format. The +first is the amount of time consumed by White and the second is the +amount of time consumed by Black. Note that these values are not simple +integers. Also, there is no provision for recording at a resolution of +less than one second. + +This opcode is most commonly used by a mediation program as a source of +impartial time information for a pair of opposing players. + +6.7: Opcode "ce": centipawn evaluation + +The opcode "ce" indicates the evaluation of the indicated position in +centipawn units. It takes a single operand, an optionally signed +integer that gives an evaluation of the position from the viewpoint of +the active player; i.e., the player with the move. Positive values +indicate a position favorable to the moving player while negative values +indicate a position favorable to the passive player; i.e., the player +without the move. A centipawn evaluation value close to zero indicates +a neutral positional evaluation. + +Values are restricted to integers that are equal to or greater than +-32768 and +are less than or equal to 32766. + +A value greater than 32000 indicates the availability of a forced mate +to the active player. The number of plies until mate is given by +subtracting the evaluation from the value 32767. Thus, a winning mate +in N fullmoves is a mate in ((2 * N) - 1) halfmoves (or ply) and has a +corresponding centipawn evaluation of (32767 - ((2 * N) - 1)). For +example, a mate on the move (mate in one) has a centipawn evaluation of +32766 while a mate in five has a centipawn evaluation of 32758. + +A value less than -32000 indicates the availability of a forced mate to +the passive player. The number of plies until mate is given by +subtracting the evaluation from the value -32767 and then negating the +result. Thus, a losing mate in N fullmoves is a mate in (2 * N) +halfmoves (or ply) and has a corresponding centipawn evaluation of +(-32767 + (2 * N)). For example, a mate after the move (losing mate in +one) has a centipawn evaluation of -32765 while a losing mate in five +has a centipawn evaluation of -32757. + +A value of -32767 indicates that the side to move is checkmated. A +value of -32768 indicates an illegal position. A stalemate position has +a centipawn evaluation of zero as does a position drawn due to +insufficient mating material. Any other position known to be a certain +forced draw also has a centipawn evaluation of zero. + +6.8: Opcode "dm": direct mate fullmove count + +The "dm" opcode is used to indicate the number of fullmoves until +checkmate is to be delivered by the active color for the indicated +position. It always takes a single operand which is a positive integer +giving the fullmove count. For example, a position known to be a "mate +in three" would have an operation of "dm 3;" to indicate this. + +This opcode is intended for use with problem sets composed of positions +requiring direct mate answers as solutions. + +6.9: Opcode "draw_accept": accept a draw offer + +The opcode "draw_accept" is used to indicate that a draw offer made +after the move that lead to the indicated position is accepted by the +active player. This opcode takes no operands. + +The "draw_accept" opcode should not appear on the same EPD record as a +"draw_reject" opcode. + +6.10: Opcode "draw_claim": claim a draw + +The opcode "draw_claim" is used to indicate claim by the active player +that a draw exists. The draw is claimed because of a third time +repetition or because of the fifty move rule or because of insufficient +mating material. A supplied move (see the opcode "sm") is also required +to appear as part of the same EPD record. The "draw_claim" opcode takes +no operands. + +The "draw_claim" opcode should not appear on the same EPD record as a +"draw_offer" opcode. + +6.11: Opcode "draw_offer": offer a draw + +The opcode "draw_offer" is used to indicate that a draw is offered by +the active player. A supplied move (see the opcode "sm") is also +required to appear as part of the same EPD record; this move is +considered played from the indicated position. The "draw_offer" opcode +takes no operands. + +The "draw_offer" opcode should not appear on the same EPD record as a +"draw_claim" opcode. + +6.12: Opcode "draw_reject": reject a draw offer + +The opcode "draw_reject" is used to indicate that a draw offer made +after the move that lead to the indicated position is rejected by the +active player. This opcode takes no operands. + +The "draw_reject" opcode should not appear on the same EPD record as a +"draw_accept" opcode. + +6.13: Opcode "eco": _Encyclopedia of Chess Openings_ opening code + +The opcode "eco" is used to associate an opening designation from the +_Encyclopedia of Chess Openings_ taxonomy with the indicated position. +The opcode takes either a single string operand (the ECO opening name) +or no operand at all. If an operand is present, its value is associated +with an "ECO" string register of the scanning program. If there is no +operand, the ECO string register of the scanning program is set to null. + +The usage is similar to that of the "ECO" tag pair of the PGN standard. + +6.14: Opcode "fmvn": fullmove number + +The opcode "fmvn" represents the fullmove number associated with the +position. It always takes a single operand that is the positive integer +value of the move number. The value of the fullmove number for the +starting array is one. + +This opcode is used to explicitly represent the fullmove number in EPD +that is present by default in FEN as the sixth field. Fullmove number +information is usually omitted from EPD because it does not affect move +generation (commonly needed for EPD-using tasks) but it does affect game +notation (commonly needed for FEN-using tasks). Because of the desire +for space optimization for large EPD files, fullmove numbers were +dropped from EPD's parent FEN. The halfmove clock information was +similarly dropped. + +6.15: Opcode "hmvc": halfmove clock + +The opcode "hmvc" represents the halfmove clock associated with the +position. The halfmove clock of a position is equal to the number of +plies since the last pawn move or capture. This information is used to +implement the fifty move draw rule. It always takes a single operand +that is the non-negative integer value of the halfmove clock. The value +of the halfmove clock for the starting array is zero. + +This opcode is used to explicitly represent the halfmove clock in EPD +that is present by default in FEN as the fifth field. Halfmove clock +information is usually omitted from EPD because it does not affect move +generation (commonly needed for EPD-using tasks) but it does affect game +termination issues (commonly needed for FEN-using tasks). Because of +the desire for space optimization for large EPD files, halfmove clock +values were dropped from EPD's parent FEN. The fullmove number +information was similarly dropped. + +6.16: Opcode "id": position identification + +The opcode "id" is used to provide a simple identification label for the +indicated position. It takes a single string operand. + +This opcode is intended for use with test suites used for measuring +chessplaying program strength. An example "id" operand for the seven +hundred fifty seventh position of the one thousand one problems in +Reinfeld's _1001 Winning Chess Sacrifices and Combinations_ would be +"WCSAC.0757" while the fifteenth position in the twenty four problem +Bratko-Kopec test suite would have an "id" operand of "BK.15". + +6.17: Opcode "nic": _New In Chess_ opening code + +The opcode "nic" is used to associate an opening designation from the +_New In Chess_ taxonomy with the indicated position. The opcode takes +either a single string operand (the NIC code for the opening) or no +operand at all. If an operand is present, its value is associated with +an "NIC" string register of the scanning program. If there is no +operand, the NIC string register of the scanning program is set to null. + +The usage is similar to that of the "NIC" tag pair of the PGN standard. + +6.18: Opcode "noop": no operation + +The "noop" opcode is used to indicate no operation. It takes zero or +more operands, each of which may be of any type. The operation involves +no processing. It is intended for use by developers for program testing +purposes. + +6.19: Opcode "pm": predicted move + +The "pm" opcode is used to provide a single predicted move for the +indicated position. It has exactly one operand, a move playable from +the position. This move is judged by the EPD writer to represent the +best move available to the active player. + +If a non-empty "pv" (predicted variation) line of play is also present +in the same EPD record, the first move of the predicted variation is the +same as the predicted move. + +The "pm" opcode is intended for use as a general "display hint" +mechanism. + +6.20: Opcode "ptp": PGN tag pair + +The "ptp" opcode is used to record a PGN tag pair. It always takes an +even number of operands. For each pair of operands (from left to +right), the first operand in the pair is always an identifier and is +interpreted as the name of a PGN tag; the second operand in the pair is +always a string and is the value associated with the tag given by the +first operand. + +Any given PGN tag name should only appear once as a tag identifier +operand in a "ptp" operation. + +6.21: Opcode "pv": predicted variation + +The "pv" opcode is used to provide a predicted variation for the +indicated position. It has zero or more operands which represent a +sequence of moves playable from the position. This sequence is judged +by the EPD writer to represent the best play available. + +If a "pm" (predicted move) operation is also present in the same EPD +record, the predicted move is the same as the first move of the +predicted variation. + +6.22: Opcode "rc": repetition count + +The "rc" opcode is used to indicate the number of occurrences of the +indicated position. It takes a single, positive integer operand. Any +position, including the initial starting position, is considered to have +an "rc" value of at least one. A value of three indicates a candidate +for a draw claim by the position repetition rule. + +6.23: Opcode "refcom": referee command + +The "refcom" opcode is used to represent a command from a referee +program to a client program during automated competition. It takes a +single identifier operand which is to be interpreted as a command by the +receiving program. Note that as the operand is an identifier and not a +string value, it is not enclosed in quote characters. + +There are seven available operand values: conclude, disconnect, execute, +fault, inform, reset, and respond. + +Further details of "refcom" usage are given in the section on referee +semantics later in this document. + +6.24: Opcode "refreq": referee request + +The "refreq" opcode is used to represent a request from a client program +to the referee program during automated competition. It takes a single +identifier operand which is to be interpreted as a request to the +referee from a client program. Note that as the operand is an +identifier and not a string value, it is not enclosed in quote +characters. + +There are four available operand values: fault, reply, sign_off, and +sign_on. + +Further details of "refreq" usage are given in the section on referee +semantics later in this document. + +6.25: Opcode "resign": game resignation + +The opcode "resign" is used to indicate that the active player has +resigned the game. This opcode takes no operands. + +The "resign" opcode should not appear on the same EPD record with any of +the following opcodes: "draw_accept", "draw_claim", "draw_decline', and +"draw_offer". + +6.26: Opcode "sm": supplied move + +The "sm" opcode is used to provide a single supplied move for the +indicated position. It has exactly one operand, a move playable from +the position. This move is the move to be played from the position. + +If a "sv" (supplied variation) operation is present on the same record +and has at least one operand, then its first operand must match the +single operand of the "sm" opcode. + +The "sm" opcode is intended for use to communicate the most recent +played move in an active game. It is used to communicate moves between +programs in automatic play via a network. This includes correspondence +play using e-mail and also programs acting as network front ends to +human players. + +6.27: Opcode "sv": supplied variation + +The "sv" opcode is used to provide zero or more supplied moves for the +indicated position. The operands are a move sequence playable from the +position. + +If an "sm" (supplied move) operation is also present on the same record +and the "sv" operation has at least one operand, then the "sm" operand +must match the first operand of the "sv" operation. + +6.28: Opcode "tcgs": telecommunication: game selector + +The "tcgs" opcode is one of the telecommunication family of opcodes used +for games conducted via e-mail and similar means. This opcode takes a +single operand that is a positive integer. It is used to select among +various games in progress between the same sender and receiver. + +Details of e-mail implementation await further development. + +6.29: Opcode "tcri": telecommunication: receiver identification + +The "tcri" opcode is one of the telecommunication family of opcodes used +for games conducted via e-mail and similar means. This opcode takes two +order dependent string operands. The first operand is the e-mail +address of the receiver of the EPD record. The second operand is the +name of the player (program or human) at the address who is the actual +receiver of the EPD record. + +Details of e-mail implementation await further development. + +6.30: Opcode "tcsi": telecommunication: sender identification + +The "tcsi" opcode is one of the telecommunication family of opcodes used +for games conducted via e-mail and similar means. This opcode takes two +order dependent string operands. The first operand is the e-mail +address of the sender of the EPD record. The second operand is the name +of the player (program or human) at the address who is the actual sender +of the EPD record. + +Details of e-mail implementation await further development. + +6.31: Opcode "ts": timestamp + +The "ts" opcode is used to record a timestamp value. It takes two +operands. The first operand is in date format and the second operand is +in time of day format. The interpretation of the combined operand values +gives the time of the last modification of the EPD record. The +timestamp is interpreted to be in UTC (Universal Coordinated Time, +formerly known as GMT). + +6.32: Opcode "v0": variation name (primary, also "v1" though "v9") + +The opcode "v0" (lower case letter "v", digit character zero) indicates +a top level variation name that applies to the given position. It is +the first of ten ranked variation names, each of which has a mnemonic +formed from the lower case letter "v" followed by a single decimal +digit. Each of these opcodes takes either a single string operand or no +operand at all. + +This ten member variation name family of opcodes is intended for use as +traditional variation names for a complete game or game fragment. The +usual processing of these opcodes are as follows: + +1) At the beginning of a game (or game fragment), a move sequence +scanning program initializes each element of its set of ten variation +name string registers to be null. + +2) As the EPD record for each position in the game is processed, the +variation name operations are interpreted from left to right. +(Actually, all operations in an EPD record are interpreted from left to +right.) Because operations appear in ASCII order according to their +opcode mnemonics, opcode "v0" (if present) will be handled prior to all +other opcodes, then opcode "v1" (if present), and so forth until opcode +"v9" (if present). + +3) The processing of opcode "vN" (0 <= N <= 9) involves two steps. +First, all variation name string registers with an index equal to or +greater than N are set to null. (This is the set "vN" though "v9".) +Second, and only if a string operand is present, the value of the +corresponding variation name string register is set equal to the string +operand. + +7: EPD processing verbs + +An EPD processing verb is a command to an EPD capable program used to +direct processing of one or more EPD files. Standardization of verb +semantics among EPD capable programs is important to helping reduce +confusion among program users and to better insure overall +interoperatibilty. + +Each EPD processing verb that requires the reading of EPD records has a +specific set of required opcodes that must be on each input record. +Each EPD processing verb that requires the writing of EPD records has a +specific set of required opcodes that must be on each output record. +Some EPD processing verbs imply both reading and writing EPD records; +these will have requirements for both input and output opcode sets. + +The names of the EPD processing verbs in this section are for use for +specification purposes only. Program authors are free to select +different names as appropriate for the needs of a program's user +interface. + +7.1: EPD verb: pfdn (process file: data normalization) + +The "pfdn" (process file: data normalization) verb reads an EPD input +file and produces a normalized copy of the data on as the EPD output +file. The output file retains the record ordering of the input file. +The noramlization is used to produce a canonical representation of the +EPD. The input records are also checked for legality. There is no +minimum set of operations requires on the input records. For each input +record, all of the operations present are reproduced in the +corresponding output record. + +The normalization of each EPD record consists of the following actions: + +1) Any leading whitespace characters are removed. + +2) Any trailing whitespace characters are removed. + +3) Any unneeded whitespace characters used as data separators are +removed; a single blank is used to separate adjacent fields, adjacent +operations, and adjacent operands. Also, a single blank character is +used to separate the fourth position data field (the en passant target +square indication) from the first operation (if present). + +4) Operations are reordered in increasing ASCII order by opcode +mnemonic. + +5) Operands for each opcode that does not require a special order of +interpretation are reordered in increasing ASCII order by external +representation. + +Data normalization is useful for making a canonical version from data +produced by programs or other sources that do not completely conform to +the lexigraphical and ordering rules of the EPD standard. It also helps +when comparing two EPD files from different sources on a line by line +basis; the non-semantic differences are removed so that different text +lines indicate true semantic difference. + +7.2: EPD verb: pfga (process file: general analysis) + +The "pfga" (process file: general analysis) verb is used to instruct a +chessplaying program to perform an analysis for each EPD input record +and produce an EPD output file containing this analysis. The output +file retains the record ordering of the input file. The current +position given by each input record is not changed; it is copied to the +output. + +Each input EPD record receives the same analysis effort. The level of +effort is indicated as a command (separate from EPD) to the analysis +program prior to the start of the EPD processing. Usually, the level is +given as a time limit or depth limit per each position. The limit can +be either a hard limit or a soft limit. A hard limit represents an +absolute maximum effort per position, while a soft limit allows the +program to spend more or less effort per position. The hard limit +interpretation is preferred for comparing programs. The soft limit +interpretation is used to help test time allocation strategy where a +program can choose to take more or less time depending on the complexity +of a position. + +Each EPD output record is a copy of the corresponding EPD input record +with new analysis added as a result of the verb processing. + +There is no minimum set of operations required for the EPD input +records. + +Each output EPD record must contain: + +1) A "pv" (predicted variation) operation. The operands of this form a +sequence of chess moves to be played from the given position. The +length of this may vary from record to record due to the level of +anaylsis effort and the complexity of each position. However, unless the +current position represents a checkmate or stalemate for the side to +move, the pv operation must include at least one move. If the current +position represents a checkmate or stalemate for the side to move, then +the pv operation still appears, but has no operands. + +2) A "ce" (centipawn evaluation) operation. The value of its operand is +the value in hundredths of a pawn of the current position. Note that +the evaluation is assigned to the position before the predicted move (or +any other move) is made. Thus, a positive centipawn score indicates an +advantage for the side to move in the current position while a negative +score indicates a disadvantage for the side to move. + +Each output EPD record may also contain: + +1) A "pm" (predicted move) operation, unless the current position +represents a checkmate or stalemate for the side to move. (If the side +to move has no moves, then the "pm" operation will not appear.) The +single operand of the "pm" opcode must be the same as the first operand +of the "pv" sequence. + +2) A "sm" (supplied move) operation, unless the current position +represents a checkmate or stalemate for the side to move. (If the side +to move has no moves, then the "sm" operation will not appear.) The +single operand of the "sm" opcode must be the same as the first operand +of the "pv" sequence. + +3) An "acn" (analysis count: nodes) operation. The single operand is +the number of nodes visited in the analysis search for the position. + +4) An "acs" (analysis count: seconds) operation. The single operand is +the number of seconds used for the analysis search for the position. + +7.3: EPD verb: pfms (process file: mate search) + +The "pfms" verb is used to conduct searches for forced checkmating +sequences. The length of the forced mate sequence is provided (outside +of EPD) to the program prior to the beginning of "pfms" processing. The +length is specified using a fullmove count. For example, a fullmove +mate length of three would instruct the program to search for all mates +in three. An analysis program reads and input EPD file and looks for +forced mates in each position where no forced mate of equal or lesser +length has been recorded. The output file retains the record ordering +of the input file. + +The action of the "pfms" command on each record is governed by the +pre-specified fullmove count and, if present on the record, the value of +the "dm" (direct mate fullmove count) operand. A particular record will +be subject to a search for a forced mate if either: + +1) There is no "dm" operation on the input record, or + +2) The value of the "dm" operand on the input record is greater than the +value of the pre-specified fullmove analysis length. + +If the analysis program finds a forced mate, it produces two additional +operations on the corresponding output EPD record: + +1) A "dm" operation with an operand equal to the pre-specified fullmove +mate length. + +2) A "pm" operation with the first move of the mating sequence as its +operand. If two or more such moves exist, the program selects the first +one it located to appear as the "pm" operand. + +The idea is that a set of positions can be repeatedly scanned by a mate +finding program with the fullmove analysis depth starting with a value +of one and being increased by one with each pass. For any given pass, +the positions solved by an earlier pass are skipped. + +The output EPD records may also contain other (optional) information +such as "acn", "acs", and "pv" operations. + +7.4: EPD verb: pfop (process file: operation purge) + +The "pfop" verb is used to purge a particular operation from each of the +records in an EPD file that contain the operation. The output file +retains the record ordering of the input file. Prior to processing, the +opcode of the operation to be purged is specified. + +The records of the input file are copied to the output file. If the +pre-specified operation is present on a record, the operation is removed +prior to copying the record to the output. + +7.5: EPD verb: pfts (process file: target search) + +The "pfts" (process file: target search) verb is similar to the "pfga" +(process file: general analysis) verb in that each position on the EPD +input file is subject to a general analysis. The difference is that +each input record contains a set of target moves and a set of avoidance +moves. Either of these two sets, but not both, may be empty. The set +of avoidance moves is given by the operands of a "am" opcode (if +present). The set of target moves is given by the operands of a "bm" +opcode (if present). + +Prior to processing the target search, the program is given a search +effort limit such as a limit on the amount of search time or search +nodes per position. The "pfts" verb causes each input EPD record to be +read, subjected to analysis, and then written to output file with the +predicted move attached with the "pm" opcode. (No "pm" operation is +added is the current position is a checkmate or stalemate of the side to +play.) + +The output EPD records may also contain other (optional) information +such as "acn", "acs", and "pv" operations. + +8: EPD referee semantics + +Communication between a chessplaying program and a referee program is +performed by exchanging EPD records. Each EPD record emitted by a +chessplaying program to be received by the referee has a "refreq" EPD +opcode with an operand that describes the request. Each EPD record +emitted by a referee to be received by a chessplaying program has a +"refcom" EPD opcode with an operand that describes the command. + +The usual operation sequence in a referee mediated event is as follows: + +1) The referee server program is started and the human event supervisor +provides it with any necessary tournament information including the +names of the chessplaying programs, the name of the event, and various +other data. + +2) The referee program completes its initialization by performing +pairing operations as required. + +3) Once the server has its initial data, it then opens a socket and +binds it to the appropriate port. It then starts listening for input +from clients. For a serial implementation, an analogous function is +performed. + +4) The competing chessplaying programs (clients) are started (if not +already running) and are given the name of the referee host machine +along with the port number. For a serial implementation, an analogous +function is performed. + +5) Each client program transmits an EPD record to the referee requesting +registration. This causes each client to be signed on to the referee. + +6) The referee program replies to each client signing on with an EPD +record commanding a reset operation to set up for a new game. + +7) The referee program sends an EPD record to each client informing each +client about the values for each of the tag values for the PGN Seven Tag +Format. + +8) For each client on the move, the referee will send an EPD record +commanding a response. This causes each receiving client to calculate a +move. If there has been a prior move, it along with the position from +which the move is played is sent. If there has been no prior move, the +current position is sent but no move is included. + +9) For each client receiving a command to respond, the current position +indicated by the record is set as the current position in the receiving +program. (It should already be the current position in the receiver.) +If a supplied move was given, it is executed on the current position. +Finally, the receiving program calculates a move. + +10) As each program on the move completes its calculation, it sends a +reply to the referee which includes the result of the calculation. The +position sent back on the reply is the result of applying the move +received on the referee record to the position on the same received +record. If a move was produced as the result of the calculation, it is +also sent. (A move will not be produced or sent if the receving client +was checkmated, or if it was stalemated, of if it resigns, or claims a +draw due to insufficient material.) + +11) As the referee receives a reply from a client, it produces a respond +command record to the client's opponent. (This step will be skipped if +an end of game condition is detected and no further moves need to be +communicated.) + +12) The referee continues with the respond/reply cycle for each pair of +opponent clients until the game concludes for that pair. + +13) For each game conclusion, the referee sends a conclude command to +each of the clients involved. + +14) When a client is to be removed from competition, it sends a sign off +request. This eliminates that program from being paired until it +re-registers with a sign on request. + +15) When the referree server is to be removed from network operations, +it will send a disconnect command to each client that is currently +signed on to the referee. + +8.1: Referee commands (client directives) + +The referee communicates the command of interest as the single operand +of the "refcom" opcode. The refcom opcode will be on each record sent +by the referee. Each possible refcom operand is sent as an identifier +(and not as a string). + +EPD records sent by the referee will include check clock data as +appropriate. Whenever a client program receives a record with the "cc" +(chess clock) opcode, the client should set the values of its internal +clocks to the values specified by the cc operands. Note that the clock +values for both White and Black are present in a cc operation. + +All EPD records carry the four data fields describing the current +position. In most cases, this position should also be the current +position of the receiving client. If the position sent by the referee +matches the client's current position, then the client can assume that +all of the game history leading to the current position is valid. Thus, +every client keeps track of the game history internally and uses this to +detect repetition draws and so there is no need for each EPD record to +contain a complete copy of the game history. + +If the position sent by the referee does not match the receiving +program's current position, then the receiving program must set its +current position to be the same as the one it received. Unless an +explicit game history move sequence is also sent on the same EPD record, +the receiving program is to assume that the new (different) position +received has no game history. In this case the receiving program cannot +check for repetition of positions prior to the new position as there +aren't any previous positions in the game. + +Each client is expected to maintain its own copy of the halfmove clock +(plies since last irreversible move; starts at zero for the initial +position) and the fullmove number (which has a value of one for the +initial position). If the referee sends a halfmove clock value or a +fullmove number which is different from that kept by the program, then +the receiving program is to treat it as a new position and clear any +game history. As noted above, a halfmove clock is sent using the "hmvc" +opcode and a fullmove number is sent using a "fmvn" opcode. + +If a supplied move (always using the "sm" opcode) is sent by the +referee, the receiving program must execute this move on the current +position. This is done after the program's current position is set to +the position sent by the referee (remember that the two will usually +match). The resulting position becomes the new current position. This +new current position is used for all further calculations. The new +current position is also the position to be sent to the referee if a +move response is commanded. When a client program produces a move to be +played, it uses the sm opcode with its operand being the supplied move. +The position sent is alwasy the position from which the supplied move is +to be played. Thus, the semantics of the current position and the +supplied move are symmetric with respect to the client and the server. + +8.1.1: Referee command: conclude + +The "conclude" refcom operand instructs the client to conclude the +current game in progress. The position sent is the final position of +the game. There is no supplied move sent. No further EPD records +concerning the game will be sent by the referee. The client should +perform any end of game activity required for its normal operation. No +response from the client is made. + +To allow for client game conclusion processing time, the referee will +avoid sending any more EPD records to a client concluding a game for a +time period set by the human supervisor. The default delay will be five +seconds. + +8.1.2: Referee command: disconnect + +The "disconnect" refcom operand instructs the client that the referee is +terminating service operations. The client should close its +communication channel with the server. This command is sent at the end +of an event or whenever the referee is to be brought down for some +reason. No further EPD records will be sent until the server is cycled. +It provides an opportunity for a client to gracefully disconnect from +network operations with the server. No supplied move is sent. The +position sent is irrelevant. No response from the client is made. + +8.1.3: Referee command: execute + +The "execute" refcom operand instructs the client to set up a position. +If a move is supplied (it usually is), then that move is executed from +the position. The sent position will usually be the receiver's current +position. This command is used only to play through the initial +sequence of moves from a game to support a restart capability. No +response is made by the receiver. + +8.1.4: Referee command: fault + +The "fault" refcom operand is used to indicate that the referee has +detected an unrecoverable fault. The reciever should signal for human +intervention to assist with corrective action. The human supervisor +will be notified by the referee regarding the nature of the fault. No +response is made by the receiver. + +A future version of the referee protocol will support some form of +automated fault recovery. + +8.1.5: Referee command: inform + +The "inform" refcom operand is used to convey PGN tag pair data to the +receiver. The "ptp" opcode will carry the PGN tag data to be set on the +receiving client. This command may be sent at any time. It will +usually be sent prior to the first move of a game. It will also be sent +after the last move of a game to communicate the result of the game via +the PGN "Result" tag pair. No response is made by the receiver. + +The main purpose for the inform referee command is to be able to +communcate tag pair data to a client without having to send a move or +other command. Note that the ptp opcode may also appear on EPD records +from the referee that are not inform commands; its operands are +processed in the same way. + +The usual information sent includes the values for the Seven Tag Roster. +The PGN tag names are "Event", "Site", "Date", "Round", "White", +"Black", and "Result". + +Future versions of the referee will likely send more than just the Seven +Tag Roster of PGN tag pairs. One probable addition will be to send the +"TimeControl" tag pair prior to the start of a game; this will allow a +receiving program to have its time control parameters set automatically +rather than manually. + +8.1.6: Referee command: reset + +The "reset" refcom operand is used to command the receiving client to +set up for a new game. Any previous information about a game in +progress is deleted. This command will be sent to mark the beginning of +a game. It will also be sent if there is a need to abort the game +currently in progress. No response is made by the receiver. + +To allow for client reset processing time, the referee will avoid +sending any more EPD records to a resetting client for a time period set +by the human supervisor. The default delay will be five seconds. + +8.1.7: Referee command: respond + +The "respond" refcom operand is used to command the receiving client to +respond to the move (if any) played by its opponent. The position to +use for calculation is the position sent which is modified by a supplied +move (if present; uses the "sm" opcode). The client program calculates +a response and sends it to the referee using the "reply" operand of the +"refreq" opcode. + +8.2: Referee requests (server directives) + +The referee communicates the command of interest as the single operand +of the "refcom" opcode. The refcom opcode will be on each record sent +by the referee. Each possible refcom operand is sent as an identifier +(and not as a string). + +8.2.1: Referee request: fault + +The "fault" refreq operand is used to indicate that the client has +detected an unrecoverable fault. The receiver should signal for human +intervention to assist with corrective action. The human supervisor +will be notified by the referee regarding the nature of the fault. No +response is made by the referee. + +A future version of the referee protocol will support some form of +automated fault recovery. + +8.2.2: Referee request: reply + +The "reply" refreq operand is used to carry a reply by the client +program. Usually, a move (the client's reply) is included as the +operand of the "sm" opcode. + +8.2.3: Referee request: sign_off + +The "sign_off" refreq operand is used to indicate that the client +program is signing off from the referee connection and no further +operations will be made on the communication channel. The channel in +use is then closed by both the referee and the client. + +A new connection must be established and a new "sign_on" referee request +needs to be made for further referee operations with the client. + +8.2.4: Referee request: sign_on + +The "sign_on" refreq operand is used to indicate that the client program +is signing on to the referee connection. This request is required +before any further operations can be made on the communication channel. +The channel in use remains open until it is closed by either side. + +9: EPD report generation semantics + +[TBD] + +EPD_Spec: EOF diff --git a/doc/PGN.txt b/doc/PGN.txt new file mode 100644 index 0000000..f6de3d1 --- /dev/null +++ b/doc/PGN.txt @@ -0,0 +1,2926 @@ +====================================================================== +TABLE OF CONTENTS +====================================================================== +====================================================================== +0: Preface +1: Introduction +2: Chess data representation +2.1: Data interchange incompatibility +2.2: Specification goals +2.3: A sample PGN game +3: Formats: import and export +3.1: Import format allows for manually prepared data +3.2: Export format used for program generated output +3.2.1: Byte equivalence +3.2.2: Archival storage and the newline character +3.2.3: Speed of processing +3.2.4: Reduced export format +4: Lexicographical issues +4.1: Character codes +4.2: Tab characters +4.3: Line lengths +5: Commentary +6: Escape mechanism +7: Tokens +8: Parsing games +8.1: Tag pair section +8.1.1: Seven Tag Roster +8.1.1.1: The Event tag +8.1.1.2: The Site tag +8.1.1.3: The Date tag +8.1.1.4: The Round tag +8.1.1.5: The White tag +8.1.1.6: The Black tag +8.1.1.7: The Result tag +8.2: Movetext section +8.2.1: Movetext line justification +8.2.2: Movetext move number indications +8.2.2.1: Import format move number indications +8.2.2.2: Export format move number indications +8.2.3: Movetext SAN (Standard Algebraic Notation) +8.2.3.1: Square identification +8.2.3.2: Piece identification +8.2.3.3: Basic SAN move construction +8.2.3.4: Disambiguation +8.2.3.5: Check and checkmate indication characters +8.2.3.6: SAN move length +8.2.3.7: Import and export SAN +8.2.3.8: SAN move suffix annotations +8.2.4: Movetext NAG (Numeric Annotation Glyph) +8.2.5: Movetext RAV (Recursive Annotation Variation) +8.2.6: Game Termination Markers +9: Supplemental tag names +9.1: Player related information +9.1.1: Tags: WhiteTitle, BlackTitle +9.1.2: Tags: WhiteElo, BlackElo +9.1.3: Tags: WhiteUSCF, BlackUSCF +9.1.4: Tags: WhiteNA, BlackNA +9.1.5: Tags: WhiteType, BlackType +9.2: Event related information +9.2.1: Tag: EventDate +9.2.2: Tag: EventSponsor +9.2.3: Tag: Section +9.2.4: Tag: Stage +9.2.5: Tag: Board +9.3: Opening information (locale specific) +9.3.1: Tag: Opening +9.3.2: Tag: Variation +9.3.3: Tag: SubVariation +9.4: Opening information (third party vendors) +9.4.1: Tag: ECO +9.4.2: Tag: NIC +9.5: Time and date related information +9.5.1: Tag: Time +9.5.2: Tag: UTCTime +9.5.3: Tag: UTCDate +9.6: Time control +9.6.1: Tag: TimeControl +9.7: Alternative starting positions +9.7.1: Tag: SetUp +9.7.2: Tag: FEN +9.8: Game conclusion +9.8.1: Tag: Termination +9.9: Miscellaneous +9.9.1: Tag: Annotator +9.9.2: Tag: Mode +9.9.3: Tag: PlyCount +10: Numeric Annotation Glyphs +11: File names and directories +11.1: File name suffix for PGN data +11.2: File name formation for PGN data for a specific player +11.3: File name formation for PGN data for a specific event +11.4: File name formation for PGN data for chronologically ordered games +11.5: Suggested directory tree organization +12: PGN collating sequence +13: PGN software +13.1: The SAN Kit +13.2: pgnRead +13.3: mail2pgn/GIICS +13.4: XBoard +13.5: cupgn +13.6: Zarkov +13.7: Chess Assistant +13.8: BOOKUP +13.9: HIARCS +13.10: Deja Vu +13.11: MV2PGN +13.12: The Hansen utilities (cb2pgn, nic2pgn, pgn2cb, pgn2nic) +13.13: Slappy the Database +13.14: CBASCII +13.15: ZZZZZZ +13.16: icsconv +13.17: CHESSOP (CHESSOPN/CHESSOPG) +13.18: CAT2PGN +13.19: pgn2opg +14: PGN data archives +15: International Olympic Committee country codes +16: Additional chess data standards +16.1: FEN +16.1.1: History +16.1.2: Uses for a position notation +16.1.3: Data fields +16.1.3.1: Piece placement data +16.1.3.2: Active color +16.1.3.3: Castling availability +16.1.3.4: En passant target square +16.1.3.5: Halfmove clock +16.1.3.6: Fullmove number +16.1.4: Examples +16.2: EPD +16.2.1: History +16.2.2: Uses for an extended position notation +16.2.3: Data fields +16.2.3.1: Piece placement data +16.2.3.2: Active color +16.2.3.3: Castling availability +16.2.3.4: En passant target square +16.2.4: Operations +16.2.4.1: General format +16.2.4.2: Opcode mnemonics +16.2.5: Opcode list +16.2.5.1: Opcode "acn": analysis count: nodes +16.2.5.2: Opcode "acs": analysis count: seconds +16.2.5.3: Opcode "am": avoid move(s) +16.2.5.4: Opcode "bm": best move(s) +16.2.5.5: Opcode "c0": comment (primary, also "c1" though "c9") +16.2.5.6: Opcode "ce": centipawn evaluation +16.2.5.7: Opcode "dm": direct mate fullmove count +16.2.5.8: Opcode "draw_accept": accept a draw offer +16.2.5.9: Opcode "draw_claim": claim a draw +16.2.5.10: Opcode "draw_offer": offer a draw +16.2.5.11: Opcode "draw_reject": reject a draw offer +16.2.5.12: Opcode "eco": _Encyclopedia of Chess Openings_ opening code +16.2.5.13: Opcode "fmvn": fullmove number +16.2.5.14: Opcode "hmvc": halfmove clock +16.2.5.15: Opcode "id": position identification +16.2.5.16: Opcode "nic": _New In Chess_ opening code +16.2.5.17: Opcode "noop": no operation +16.2.5.18: Opcode "pm": predicted move +16.2.5.19: Opcode "pv": predicted variation +16.2.5.20: Opcode "rc": repetition count +16.2.5.21: Opcode "resign": game resignation +16.2.5.22: Opcode "sm": supplied move +16.2.5.23: Opcode "tcgs": telecommunication: game selector +16.2.5.24: Opcode "tcri": telecommunication: receiver identification +16.2.5.25: Opcode "tcsi": telecommunication: sender identification +16.2.5.26: Opcode "v0": variation name (primary, also "v1" though "v9") +17: Alternative chesspiece identifier letters +18: Formal syntax +19: Canonical chess position hash coding +20: Binary representation (PGC) +20.1: Bytes, words, and doublewords +20.2: Move ordinals +20.3: String data +20.4: Marker codes +20.4.1: Marker 0x01: reduced export format single game +20.4.2: Marker 0x02: tag pair +20.4.3: Marker 0x03: short move sequence +20.4.4: Marker 0x04: long move sequence +20.4.5: Marker 0x05: general game data begin +20.4.6: Marker 0x06: general game data end +20.4.7: Marker 0x07: simple-nag +20.4.8: Marker 0x08: rav-begin +20.4.9: Marker 0x09: rav-end +20.4.10: Marker 0x0a: escape-string +21: E-mail correspondence usage + +====================================================================== +Standard: Portable Game Notation Specification and Implementation Guide + +Revised: 1994.03.12 + +Authors: Interested readers of the Internet newsgroup rec.games.chess + +Coordinator: Steven J. Edwards (send comments to sje@world.std.com) + +0: Preface + +>From the Tower of Babel story: + +"If now, while they are one people, all speaking the same language, they have +started to do this, nothing will later stop them from doing whatever they +propose to do." + +Genesis XI, v.6, _New American Bible_ + +1: Introduction + +PGN is "Portable Game Notation", a standard designed for the representation of +chess game data using ASCII text files. PGN is structured for easy reading and +writing by human users and for easy parsing and generation by computer +programs. The intent of the definition and propagation of PGN is to facilitate +the sharing of public domain chess game data among chessplayers (both organic +and otherwise), publishers, and computer chess researchers throughout the +world. + +PGN is not intended to be a general purpose standard that is suitable for every +possible use; no such standard could fill all conceivable requirements. +Instead, PGN is proposed as a universal portable representation for data +interchange. The idea is to allow the construction of a family of chess +applications that can quickly and easily process chess game data using PGN for +import and export among themselves. + +2: Chess data representation + +Computer usage among chessplayers has become quite common in recent years and a +variety of different programs, both commercial and public domain, are used to +generate, access, and propagate chess game data. Some of these programs are +rather impressive; most are now well behaved in that they correctly follow the +Laws of Chess and handle users' data with reasonable care. Unfortunately, many +programs have had serious problems with several aspects of the external +representation of chess game data. Sometimes these problems become more +visible when a user attempts to move significant quantities of data from one +program to another; if there has been no real effort to ensure portability of +data, then the chances for a successful transfer are small at best. + +2.1: Data interchange incompatibility + +The reasons for format incompatibility are easy to understand. In fact, most +of them are correlated with the same problems that have already been seen with +commercial software offerings for other domains such as word processing, +spreadsheets, fonts, and graphics. Sometimes a manufacturer deliberately +designs a data format using encryption or some other secret, proprietary +technique to "lock in" a customer. Sometimes a designer may produce a format +that can be deciphered without too much difficulty, but at the same time +publicly discourage third party software by claiming trade secret protection. +Another software producer may develop a non-proprietary system, but it may work +well only within the scope of a single program or application because it is not +easily expandable. Finally, some other software may work very well for many +purposes, but it uses symbols and language not easily understood by people or +computers available to those outside the country of its development. + +2.2: Specification goals + +A specification for a portable game notation must observe the lessons of +history and be able to handle probable needs of the future. The design +criteria for PGN were selected to meet these needs. These criteria include: + +1) The details of the system must be publicly available and free of unnecessary +complexity. Ideally, if the documentation is not available for some reason, +typical chess software developers and users should be able to understand most +of the data without the need for third party assistance. + +2) The details of the system must be non-proprietary so that users and software +developers are unrestricted by concerns about infringing on intellectual +property rights. The idea is to let chess programmers compete in a free market +where customers may choose software based on their real needs and not based on +artificial requirements created by a secret data format. + +3) The system must work for a variety of programs. The format should be such +that it can be used by chess database programs, chess publishing programs, +chess server programs, and chessplaying programs without being unnecessarily +specific to any particular application class. + +4) The system must be easily expandable and scalable. The expansion ability +must include handling data items that may not exist currently but could be +expected to emerge in the future. (Examples: new opening classifications and +new country names.) The system should be scalable in that it must not have any +arbitrary restrictions concerning the quantity of stored data. Also, planned +modes of expansion should either preserve earlier databases or at least allow +for their automatic conversion. + +5) The system must be international. Chess software users are found in many +countries and the system should be free of difficulties caused by conventions +local to a given region. + +6) Finally, the system should handle the same kinds and amounts of data that +are already handled by existing chess software and by print media. + +2.3: A sample PGN game + +Although its description may seem rather lengthy, PGN is actually fairly +simple. A sample PGN game follows; it has most of the important features +described in later sections of this document. + +[Event "F/S Return Match"] +[Site "Belgrade, Serbia JUG"] +[Date "1992.11.04"] +[Round "29"] +[White "Fischer, Robert J."] +[Black "Spassky, Boris V."] +[Result "1/2-1/2"] + +1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1 b5 7. Bb3 d6 8. c3 +O-O 9. h3 Nb8 10. d4 Nbd7 11. c4 c6 12. cxb5 axb5 13. Nc3 Bb7 14. Bg5 b4 15. +Nb1 h6 16. Bh4 c5 17. dxe5 Nxe4 18. Bxe7 Qxe7 19. exd6 Qf6 20. Nbd2 Nxd6 21. +Nc4 Nxc4 22. Bxc4 Nb6 23. Ne5 Rae8 24. Bxf7+ Rxf7 25. Nxf7 Rxe1+ 26. Qxe1 Kxf7 +27. Qe3 Qg5 28. Qxg5 hxg5 29. b3 Ke6 30. a3 Kd6 31. axb4 cxb4 32. Ra5 Nd5 33. +f3 Bc8 34. Kf2 Bf5 35. Ra7 g6 36. Ra6+ Kc5 37. Ke1 Nf4 38. g3 Nxh3 39. Kd2 Kb5 +40. Rd6 Kc5 41. Ra6 Nf2 42. g4 Bd3 43. Re6 1/2-1/2 + +3: Formats: import and export + +There are two formats in the PGN specification. These are the "import" format +and the "export" format. These are the two different ways of formatting the +same PGN data according to its source. The details of the two formats are +described throughout the following sections of this document. + +Other than formats, there is the additional topic of PGN presentation. While +both PGN import and export formats are designed to be readable by humans, there +is no recommendation that either of these be an ultimate mode of chess data +presentation. Rather, software developers are urged to consider all of the +various techniques at their disposal to enhance the display of chess data at +the presentation level (i.e., highest level) of their programs. This means +that the use of different fonts, character sizes, color, and other tools of +computer aided interaction and publishing should be explored to provide a high +quality presentation appropriate to the function of the particular program. + +3.1: Import format allows for manually prepared data + +The import format is rather flexible and is used to describe data that may have +been prepared by hand, much like a source file for a high level programming +language. A program that can read PGN data should be able to handle the +somewhat lax import format. + +3.2: Export format used for program generated output + +The export format is rather strict and is used to describe data that is usually +prepared under program control, something like a pretty printed source program +reformatted by a compiler. + +3.2.1: Byte equivalence + +For a given PGN data file, export format representations generated by different +PGN programs on the same computing system should be exactly equivalent, byte +for byte. + +3.2.2: Archival storage and the newline character + +Export format should also be used for archival storage. Here, "archival" +storage is defined as storage that may be accessed by a variety of computing +systems. The only extra requirement for archival storage is that the newline +character have a specific representation that is independent of its value for a +particular computing system's text file usage. The archival representation of +a newline is the ASCII control character LF (line feed, decimal value 10, +hexadecimal value 0x0a). + +Sadly, there are some accidents of history that survive to this day that have +baroque representations for a newline: multicharacter sequences, end-of-line +record markers, start-of-line byte counts, fixed length records, and so forth. +It is well beyond the scope of the PGN project to reconcile all of these to the +unified world of ANSI C and the those enjoying the bliss of a single '\n' +convention. Some systems may just not be able to handle an archival PGN text +file with native text editors. In these cases, an indulgence of sorts is +granted to use the local newline convention in non-archival PGN files for those +text editors. + +3.2.3: Speed of processing + +Several parts of the export format deal with exact descriptions of line and +field justification that are absent from the import format details. The main +reason for these restrictions on the export format are to allow the +construction of simple data translation programs that can easily scan PGN data +without having to have a full chess engine or other complex parsing routines. +The idea is to encourage chess software authors to always allow for at least a +limited PGN reading capability. Even when a full chess engine parsing +capability is available, it is likely to be at least two orders of magnitude +slower than a simple text scanner. + +3.2.4: Reduced export format + +A PGN game represented using export format is said to be in "reduced export +format" if all of the following hold: 1) it has no commentary, 2) it has only +the standard seven tag roster identification information ("STR", see below), 3) +it has no recursive annotation variations ("RAV", see below), and 4) it has no +numeric annotation glyphs ("NAG", see below). Reduced export format is used +for bulk storage of unannotated games. It represents a minimum level of +standard conformance for a PGN exporting application. + +4: Lexicographical issues + +PGN data is composed of characters; non-overlapping contiguous sequences of +characters form lexical tokens. + +4.1: Character codes + +PGN data is represented using a subset of the eight bit ISO 8859/1 (Latin 1) +character set. ("ISO" is an acronym for the International Standards +Organization.) This set is also known as ECMA-94 and is similar to other ISO +Latin character sets. ISO 8859/1 includes the standard seven bit ASCII +character set for the 32 control character code values from zero to 31. The 95 +printing character code values from 32 to 126 are also equivalent to seven bit +ASCII usage. (Code value 127, the ASCII DEL control character, is a graphic +character in ISO 8859/1; it is not used for PGN data representation.) + +The 32 ISO 8859/1 code values from 128 to 159 are non-printing control +characters. They are not used for PGN data representation. The 32 code values +from 160 to 191 are mostly non-alphabetic printing characters and their use for +PGN data is discouraged as their graphic representation varies considerably +among other ISO Latin sets. Finally, the 64 code values from 192 to 255 are +mostly alphabetic printing characters with various diacritical marks; their use +is encouraged for those languages that require such characters. The graphic +representations of this last set of 64 characters is fairly constant for the +ISO Latin family. + +Printing character codes outside of the seven bit ASCII range may only appear +in string data and in commentary. They are not permitted for use in symbol +construction. + +Because some PGN users' environments may not support presentation of non-ASCII +characters, PGN game authors should refrain from using such characters in +critical commentary or string values in game data that may be referenced in +such environments. PGN software authors should have their programs handle such +environments by displaying a question mark ("?") for non-ASCII character codes. +This is an important point because there are many computing systems that can +display eight bit character data, but the display graphics may differ among +machines and operating systems from different manufacturers. + +Only four of the ASCII control characters are permitted in PGN import format; +these are the horizontal and vertical tabs along with the linefeed and carriage +return codes. + +The external representation of the newline character may differ among +platforms; this is an acceptable variation as long as the details of the +implementation are hidden from software implementors and users. When a choice +is practical, the Unix "newline is linefeed" convention is preferred. + +4.2: Tab characters + +Tab characters, both horizontal and vertical, are not permitted in the export +format. This is because the treatment of tab characters is highly dependent +upon the particular software in use on the host computing system. Also, tab +characters may not appear inside of string data. + +4.3: Line lengths + +PGN data are organized as simple text lines without any special bytes or +markers for secondary record structure imposed by specific operating systems. +Import format PGN text lines are limited to having a maximum of 255 characters +per line including the newline character. Lines with 80 or more printing +characters are strongly discouraged because of the difficulties experienced by +common text editors with long lines. + +In some cases, very long tag values will require 80 or more columns, but these +are relatively rare. An example of this is the "FEN" tag pair; it may have a +long tag value, but this particular tag pair is only used to represent a game +that doesn't start from the usual initial position. + +5: Commentary + +Comment text may appear in PGN data. There are two kinds of comments. The +first kind is the "rest of line" comment; this comment type starts with a +semicolon character and continues to the end of the line. The second kind +starts with a left brace character and continues to the next right brace +character. Comments cannot appear inside any token. + +Brace comments do not nest; a left brace character appearing in a brace comment +loses its special meaning and is ignored. A semicolon appearing inside of a +brace comment loses its special meaning and is ignored. Braces appearing +inside of a semicolon comments lose their special meaning and are ignored. + +*** Export format representation of comments needs definition work. + +6: Escape mechanism + +There is a special escape mechanism for PGN data. This mechanism is triggered +by a percent sign character ("%") appearing in the first column of a line; the +data on the rest of the line is ignored by publicly available PGN scanning +software. This escape convention is intended for the private use of software +developers and researchers to embed non-PGN commands and data in PGN streams. + +A percent sign appearing in any other place other than the first position in a +line does not trigger the escape mechanism. + +7: Tokens + +PGN character data is organized as tokens. A token is a contiguous sequence of +characters that represents a basic semantic unit. Tokens may be separated from +adjacent tokens by white space characters. (White space characters include +space, newline, and tab characters.) Some tokens are self delimiting and do +not require white space characters. + +A string token is a sequence of zero or more printing characters delimited by a +pair of quote characters (ASCII decimal value 34, hexadecimal value 0x22). An +empty string is represented by two adjacent quotes. (Note: an apostrophe is +not a quote.) A quote inside a string is represented by the backslash +immediately followed by a quote. A backslash inside a string is represented by +two adjacent backslashes. Strings are commonly used as tag pair values (see +below). Non-printing characters like newline and tab are not permitted inside +of strings. A string token is terminated by its closing quote. Currently, a +string is limited to a maximum of 255 characters of data. + +An integer token is a sequence of one or more decimal digit characters. It is +a special case of the more general "symbol" token class described below. +Integer tokens are used to help represent move number indications (see below). +An integer token is terminated just prior to the first non-symbol character +following the integer digit sequence. + +A period character (".") is a token by itself. It is used for move number +indications (see below). It is self terminating. + +An asterisk character ("*") is a token by itself. It is used as one of the +possible game termination markers (see below); it indicates an incomplete game +or a game with an unknown or otherwise unavailable result. It is self +terminating. + +The left and right bracket characters ("[" and "]") are tokens. They are used +to delimit tag pairs (see below). Both are self terminating. + +The left and right parenthesis characters ("(" and ")") are tokens. They are +used to delimit Recursive Annotation Variations (see below). Both are self +terminating. + +The left and right angle bracket characters ("<" and ">") are tokens. They are +reserved for future expansion. Both are self terminating. + +A Numeric Annotation Glyph ("NAG", see below) is a token; it is composed of a +dollar sign character ("$") immediately followed by one or more digit +characters. It is terminated just prior to the first non-digit character +following the digit sequence. + +A symbol token starts with a letter or digit character and is immediately +followed by a sequence of zero or more symbol continuation characters. These +continuation characters are letter characters ("A-Za-z"), digit characters +("0-9"), the underscore ("_"), the plus sign ("+"), the octothorpe sign ("#"), +the equal sign ("="), the colon (":"), and the hyphen ("-"). Symbols are used +for a variety of purposes. All characters in a symbol are significant. A +symbol token is terminated just prior to the first non-symbol character +following the symbol character sequence. Currently, a symbol is limited to a +maximum of 255 characters in length. + +8: Parsing games + +A PGN database file is a sequential collection of zero or more PGN games. An +empty file is a valid, although somewhat uninformative, PGN database. + +A PGN game is composed of two sections. The first is the tag pair section and +the second is the movetext section. The tag pair section provides information +that identifies the game by defining the values associated with a set of +standard parameters. The movetext section gives the usually enumerated and +possibly annotated moves of the game along with the concluding game termination +marker. The chess moves themselves are represented using SAN (Standard +Algebraic Notation), also described later in this document. + +8.1: Tag pair section + +The tag pair section is composed of a series of zero or more tag pairs. + +A tag pair is composed of four consecutive tokens: a left bracket token, a +symbol token, a string token, and a right bracket token. The symbol token is +the tag name and the string token is the tag value associated with the tag +name. (There is a standard set of tag names and semantics described below.) +The same tag name should not appear more than once in a tag pair section. + +A further restriction on tag names is that they are composed exclusively of +letters, digits, and the underscore character. This is done to facilitate +mapping of tag names into key and attribute names for use with general purpose +database programs. + +For PGN import format, there may be zero or more white space characters between +any adjacent pair of tokens in a tag pair. + +For PGN export format, there are no white space characters between the left +bracket and the tag name, there are no white space characters between the tag +value and the right bracket, and there is a single space character between the +tag name and the tag value. + +Tag names, like all symbols, are case sensitive. All tag names used for +archival storage begin with an upper case letter. + +PGN import format may have multiple tag pairs on the same line and may even +have a tag pair spanning more than a single line. Export format requires each +tag pair to appear left justified on a line by itself; a single empty line +follows the last tag pair. + +Some tag values may be composed of a sequence of items. For example, a +consultation game may have more than one player for a given side. When this +occurs, the single character ":" (colon) appears between adjacent items. +Because of this use as an internal separator in strings, the colon should not +otherwise appear in a string. + +The tag pair format is designed for expansion; initially only strings are +allowed as tag pair values. Tag value formats associated with the STR (Seven +Tag Roster, see below) will not change; they will always be string values. +However, there are long term plans to allow general list structures as tag +values for non-STR tag pairs. Use of these expanded tag values will likely be +restricted to special research programs. In all events, the top level +structure of a tag pair remains the same: left bracket, tag name, tag value, +and right bracket. + +8.1.1: Seven Tag Roster + +There is a set of tags defined for mandatory use for archival storage of PGN +data. This is the STR (Seven Tag Roster). The interpretation of these tags is +fixed as is the order in which they appear. Although the definition and use of +additional tag names and semantics is permitted and encouraged when needed, the +STR is the common ground that all programs should follow for public data +interchange. + +For import format, the order of tag pairs is not important. For export format, +the STR tag pairs appear before any other tag pairs. (The STR tag pairs must +also appear in order; this order is described below). Also for export format, +any additional tag pairs appear in ASCII order by tag name. + +The seven tag names of the STR are (in order): + +1) Event (the name of the tournament or match event) + +2) Site (the location of the event) + +3) Date (the starting date of the game) + +4) Round (the playing round ordinal of the game) + +5) White (the player of the white pieces) + +6) Black (the player of the black pieces) + +7) Result (the result of the game) + +A set of supplemental tag names is given later in this document. + +For PGN export format, a single blank line appears after the last of the tag +pairs to conclude the tag pair section. This helps simple scanning programs to +quickly determine the end of the tag pair section and the beginning of the +movetext section. + +8.1.1.1: The Event tag + +The Event tag value should be reasonably descriptive. Abbreviations are to be +avoided unless absolutely necessary. A consistent event naming should be used +to help facilitate database scanning. If the name of the event is unknown, a +single question mark should appear as the tag value. + +Examples: + +[Event "FIDE World Championship"] + +[Event "Moscow City Championship"] + +[Event "ACM North American Computer Championship"] + +[Event "Casual Game"] + +8.1.1.2: The Site tag + +The Site tag value should include city and region names along with a standard +name for the country. The use of the IOC (International Olympic Committee) +three letter names is suggested for those countries where such codes are +available. If the site of the event is unknown, a single question mark should +appear as the tag value. A comma may be used to separate a city from a region. +No comma is needed to separate a city or region from the IOC country code. A +later section of this document gives a list of three letter nation codes along +with a few additions for "locations" not covered by the IOC. + +Examples: + +[Site "New York City, NY USA"] + +[Site "St. Petersburg RUS"] + +[Site "Riga LAT"] + +8.1.1.3: The Date tag + +The Date tag value gives the starting date for the game. (Note: this is not +necessarily the same as the starting date for the event.) The date is given +with respect to the local time of the site given in the Event tag. The Date +tag value field always uses a standard ten character format: "YYYY.MM.DD". The +first four characters are digits that give the year, the next character is a +period, the next two characters are digits that give the month, the next +character is a period, and the final two characters are digits that give the +day of the month. If the any of the digit fields are not known, then question +marks are used in place of the digits. + +Examples: + +[Date "1992.08.31"] + +[Date "1993.??.??"] + +[Date "2001.01.01"] + +8.1.1.4: The Round tag + +The Round tag value gives the playing round for the game. In a match +competition, this value is the number of the game played. If the use of a +round number is inappropriate, then the field should be a single hyphen +character. If the round is unknown, a single question mark should appear as +the tag value. + +Some organizers employ unusual round designations and have multipart playing +rounds and sometimes even have conditional rounds. In these cases, a multipart +round identifier can be made from a sequence of integer round numbers separated +by periods. The leftmost integer represents the most significant round and +succeeding integers represent round numbers in descending hierarchical order. + +Examples: + +[Round "1"] + +[Round "3.1"] + +[Round "4.1.2"] + +8.1.1.5: The White tag + +The White tag value is the name of the player or players of the white pieces. +The names are given as they would appear in a telephone directory. The family +or last name appears first. If a first name or first initial is available, it +is separated from the family name by a comma and a space. Finally, one or more +middle initials may appear. (Wherever a comma appears, the very next character +should be a space. Wherever an initial appears, the very next character should +be a period.) If the name is unknown, a single question mark should appear as +the tag value. + +The intent is to allow meaningful ASCII sorting of the tag value that is +independent of regional name formation customs. If more than one person is +playing the white pieces, the names are listed in alphabetical order and are +separated by the colon character between adjacent entries. A player who is +also a computer program should have appropriate version information listed +after the name of the program. + +The format used in the FIDE Rating Lists is appropriate for use for player name +tags. + +Examples: + +[White "Tal, Mikhail N."] + +[White "van der Wiel, Johan"] + +[White "Acme Pawngrabber v.3.2"] + +[White "Fine, R."] + +8.1.1.6: The Black tag + +The Black tag value is the name of the player or players of the black pieces. +The names are given here as they are for the White tag value. + +Examples: + +[Black "Lasker, Emmanuel"] + +[Black "Smyslov, Vasily V."] + +[Black "Smith, John Q.:Woodpusher 2000"] + +[Black "Morphy"] + +8.1.1.7: The Result tag + +The Result field value is the result of the game. It is always exactly the +same as the game termination marker that concludes the associated movetext. It +is always one of four possible values: "1-0" (White wins), "0-1" (Black wins), +"1/2-1/2" (drawn game), and "*" (game still in progress, game abandoned, or +result otherwise unknown). Note that the digit zero is used in both of the +first two cases; not the letter "O". + +All possible examples: + +[Result "0-1"] + +[Result "1-0"] + +[Result "1/2-1/2"] + +[Result "*"] + +8.2: Movetext section + +The movetext section is composed of chess moves, move number indications, +optional annotations, and a single concluding game termination marker. + +Because illegal moves are not real chess moves, they are not permitted in PGN +movetext. They may appear in commentary, however. One would hope that illegal +moves are relatively rare in games worthy of recording. + +8.2.1: Movetext line justification + +In PGN import format, tokens in the movetext do not require any specific line +justification. + +In PGN export format, tokens in the movetext are placed left justified on +successive text lines each of which has less than 80 printing characters. As +many tokens as possible are placed on a line with the remainder appearing on +successive lines. A single space character appears between any two adjacent +symbol tokens on the same line in the movetext. As with the tag pair section, +a single empty line follows the last line of data to conclude the movetext +section. + +Neither the first or the last character on an export format PGN line is a +space. (This may change in the case of commentary; this area is currently +under development.) + +8.2.2: Movetext move number indications + +A move number indication is composed of one or more adjacent digits (an integer +token) followed by zero or more periods. The integer portion of the indication +gives the move number of the immediately following white move (if present) and +also the immediately following black move (if present). + +8.2.2.1: Import format move number indications + +PGN import format does not require move number indications. It does not +prohibit superfluous move number indications anywhere in the movetext as long +as the move numbers are correct. + +PGN import format move number indications may have zero or more period +characters following the digit sequence that gives the move number; one or more +white space characters may appear between the digit sequence and the period(s). + +8.2.2.2: Export format move number indications + +There are two export format move number indication formats, one for use +appearing immediately before a white move element and one for use appearing +immediately before a black move element. A white move number indication is +formed from the integer giving the fullmove number with a single period +character appended. A black move number indication is formed from the integer +giving the fullmove number with three period characters appended. + +All white move elements have a preceding move number indication. A black move +element has a preceding move number indication only in two cases: first, if +there is intervening annotation or commentary between the black move and the +previous white move; and second, if there is no previous white move in the +special case where a game starts from a position where Black is the active +player. + +There are no other cases where move number indications appear in PGN export +format. + +8.2.3: Movetext SAN (Standard Algebraic Notation) + +SAN (Standard Algebraic Notation) is a representation standard for chess moves +using the ASCII Latin alphabet. + +Examples of SAN recorded games are found throughout most modern chess +publications. SAN as presented in this document uses English language single +character abbreviations for chess pieces, although this is easily changed in +the source. English is chosen over other languages because it appears to be +the most widely recognized. + +An alternative to SAN is FAN (Figurine Algebraic Notation). FAN uses miniature +piece icons instead of single letter piece abbreviations. The two notations +are otherwise identical. + +8.2.3.1: Square identification + +SAN identifies each of the sixty four squares on the chessboard with a unique +two character name. The first character of a square identifier is the file of +the square; a file is a column of eight squares designated by a single lower +case letter from "a" (leftmost or queenside) up to and including "h" (rightmost +or kingside). The second character of a square identifier is the rank of the +square; a rank is a row of eight squares designated by a single digit from "1" +(bottom side [White's first rank]) up to and including "8" (top side [Black's +first rank]). The initial squares of some pieces are: white queen rook at a1, +white king at e1, black queen knight pawn at b7, and black king rook at h8. + +8.2.3.2: Piece identification + +SAN identifies each piece by a single upper case letter. The standard English +values: pawn = "P", knight = "N", bishop = "B", rook = "R", queen = "Q", and +king = "K". + +The letter code for a pawn is not used for SAN moves in PGN export format +movetext. However, some PGN import software disambiguation code may allow for +the appearance of pawn letter codes. Also, pawn and other piece letter codes +are needed for use in some tag pair and annotation constructs. + +It is admittedly a bit chauvinistic to select English piece letters over those +from other languages. There is a slight justification in that English is a de +facto universal second language among most chessplayers and program users. It +is probably the best that can be done for now. A later section of this +document gives alternative piece letters, but these should be used only for +local presentation software and not for archival storage or for dynamic +interchange among programs. + +8.2.3.3: Basic SAN move construction + +A basic SAN move is given by listing the moving piece letter (omitted for +pawns) followed by the destination square. Capture moves are denoted by the +lower case letter "x" immediately prior to the destination square; pawn +captures include the file letter of the originating square of the capturing +pawn immediately prior to the "x" character. + +SAN kingside castling is indicated by the sequence "O-O"; queenside castling is +indicated by the sequence "O-O-O". Note that the upper case letter "O" is +used, not the digit zero. The use of a zero character is not only incompatible +with traditional text practices, but it can also confuse parsing algorithms +which also have to understand about move numbers and game termination markers. +Also note that the use of the letter "O" is consistent with the practice of +having all chess move symbols start with a letter; also, it follows the +convention that all non-pwn move symbols start with an upper case letter. + +En passant captures do not have any special notation; they are formed as if the +captured pawn were on the capturing pawn's destination square. Pawn promotions +are denoted by the equal sign "=" immediately following the destination square +with a promoted piece letter (indicating one of knight, bishop, rook, or queen) +immediately following the equal sign. As above, the piece letter is in upper +case. + +8.2.3.4: Disambiguation + +In the case of ambiguities (multiple pieces of the same type moving to the same +square), the first appropriate disambiguating step of the three following steps +is taken: + +First, if the moving pieces can be distinguished by their originating files, +the originating file letter of the moving piece is inserted immediately after +the moving piece letter. + +Second (when the first step fails), if the moving pieces can be distinguished +by their originating ranks, the originating rank digit of the moving piece is +inserted immediately after the moving piece letter. + +Third (when both the first and the second steps fail), the two character square +coordinate of the originating square of the moving piece is inserted +immediately after the moving piece letter. + +Note that the above disambiguation is needed only to distinguish among moves of +the same piece type to the same square; it is not used to distinguish among +attacks of the same piece type to the same square. An example of this would be +a position with two white knights, one on square c3 and one on square g1 and a +vacant square e2 with White to move. Both knights attack square e2, and if +both could legally move there, then a file disambiguation is needed; the +(nonchecking) knight moves would be "Nce2" and "Nge2". However, if the white +king were at square e1 and a black bishop were at square b4 with a vacant +square d2 (thus an absolute pin of the white knight at square c3), then only +one white knight (the one at square g1) could move to square e2: "Ne2". + +8.2.3.5: Check and checkmate indication characters + +If the move is a checking move, the plus sign "+" is appended as a suffix to +the basic SAN move notation; if the move is a checkmating move, the octothorpe +sign "#" is appended instead. + +Neither the appearance nor the absence of either a check or checkmating +indicator is used for disambiguation purposes. This means that if two (or +more) pieces of the same type can move to the same square the differences in +checking status of the moves does not allieviate the need for the standard rank +and file disabiguation described above. (Note that a difference in checking +status for the above may occur only in the case of a discovered check.) + +Neither the checking or checkmating indicators are considered annotation as +they do not communicate subjective information. Therefore, they are +qualitatively different from move suffix annotations like "!" and "?". +Subjective move annotations are handled using Numeric Annotation Glyphs as +described in a later section of this document. + +There are no special markings used for double checks or discovered checks. + +There are no special markings used for drawing moves. + +8.2.3.6: SAN move length + +SAN moves can be as short as two characters (e.g., "d4"), or as long as seven +characters (e.g., "Qa6xb7#", "fxg1=Q+"). The average SAN move length seen in +realistic games is probably just fractionally longer than three characters. If +the SAN rules seem complicated, be assured that the earlier notation systems of +LEN (Long English Notation) and EDN (English Descriptive Notation) are much +more complex, and that LAN (Long Algebraic Notation, the predecessor of SAN) is +unnecessarily bulky. + +8.2.3.7: Import and export SAN + +PGN export format always uses the above canonical SAN to represent moves in the +movetext section of a PGN game. Import format is somewhat more relaxed and it +makes allowances for moves that do not conform exactly to the canonical format. +However, these allowances may differ among different PGN reader programs. Only +data appearing in export format is in all cases guaranteed to be importable +into all PGN readers. + +There are a number of suggested guidelines for use with implementing PGN reader +software for permitting non-canonical SAN move representation. The idea is to +have a PGN reader apply various transformations to attempt to discover the move +that is represented by non-canonical input. Some suggested transformations +include: letter case remapping, capture indicator insertion, check indicator +insertion, and checkmate indicator insertion. + +8.2.3.8: SAN move suffix annotations + +Import format PGN allows for the use of traditional suffix annotations for +moves. There are exactly six such annotations available: "!", "?", "!!", "!?", +"?!", and "??". At most one such suffix annotation may appear per move, and if +present, it is always the last part of the move symbol. + +When exported, a move suffix annotation is translated into the corresponding +Numeric Annotation Glyph as described in a later section of this document. For +example, if the single move symbol "Qxa8?" appears in an import format PGN +movetext, it would be replaced with the two adjacent symbols "Qxa8 $2". + +8.2.4: Movetext NAG (Numeric Annotation Glyph) + +An NAG (Numeric Annotation Glyph) is a movetext element that is used to +indicate a simple annotation in a language independent manner. An NAG is +formed from a dollar sign ("$") with a non-negative decimal integer suffix. +The non-negative integer must be from zero to 255 in value. + +8.2.5: Movetext RAV (Recursive Annotation Variation) + +An RAV (Recursive Annotation Variation) is a sequence of movetext containing +one or more moves enclosed in parentheses. An RAV is used to represent an +alternative variation. The alternate move sequence given by an RAV is one that +may be legally played by first unplaying the move that appears immediately +prior to the RAV. Because the RAV is a recursive construct, it may be nested. + +*** The specification for import/export representation of RAV elements needs +further development. + +8.2.6: Game Termination Markers + +Each movetext section has exactly one game termination marker; the marker +always occurs as the last element in the movetext. The game termination marker +is a symbol that is one of the following four values: "1-0" (White wins), "0-1" +(Black wins), "1/2-1/2" (drawn game), and "*" (game in progress, result +unknown, or game abandoned). Note that the digit zero is used in the above; +not the upper case letter "O". The game termination marker appearing in the +movetext of a game must match the value of the game's Result tag pair. (While +the marker appears as a string in the Result tag, it appears as a symbol +without quotes in the movetext.) + +9: Supplemental tag names + +The following tag names and their associated semantics are recommended for use +for information not contained in the Seven Tag Roster. + +9.1: Player related information + +Note that if there is more than one player field in an instance of a player +(White or Black) tag, then there will be corresponding multiple fields in any +of the following tags. For example, if the White tag has the three field value +"Jones:Smith:Zacharias" (a consultation game), then the WhiteTitle tag could +have a value of "IM:-:GM" if Jones was an International Master, Smith was +untitled, and Zacharias was a Grandmaster. + +9.1.1: Tags: WhiteTitle, BlackTitle + +These use string values such as "FM", "IM", and "GM"; these tags are used only +for the standard abbreviations for FIDE titles. A value of "-" is used for an +untitled player. + +9.1.2: Tags: WhiteElo, BlackElo + +These tags use integer values; these are used for FIDE Elo ratings. A value of +"-" is used for an unrated player. + +9.1.3: Tags: WhiteUSCF, BlackUSCF + +These tags use integer values; these are used for USCF (United States Chess +Federation) ratings. Similar tag names can be constructed for other rating +agencies. + +9.1.4: Tags: WhiteNA, BlackNA + +These tags use string values; these are the e-mail or network addresses of the +players. A value of "-" is used for a player without an electronic address. + +9.1.5: Tags: WhiteType, BlackType + +These tags use string values; these describe the player types. The value +"human" should be used for a person while the value "program" should be used +for algorithmic (computer) players. + +9.2: Event related information + +The following tags are used for providing additional information about the +event. + +9.2.1: Tag: EventDate + +This uses a date value, similar to the Date tag field, that gives the starting +date of the Event. + +9.2.2: Tag: EventSponsor + +This uses a string value giving the name of the sponsor of the event. + +9.2.3: Tag: Section + +This uses a string; this is used for the playing section of a tournament (e.g., +"Open" or "Reserve"). + +9.2.4: Tag: Stage + +This uses a string; this is used for the stage of a multistage event (e.g., +"Preliminary" or "Semifinal"). + +9.2.5: Tag: Board + +This uses an integer; this identifies the board number in a team event and also +in a simultaneous exhibition. + +9.3: Opening information (locale specific) + +The following tag pairs are used for traditional opening names. The associated +tag values will vary according to the local language in use. + +9.3.1: Tag: Opening + +This uses a string; this is used for the traditional opening name. This will +vary by locale. This tag pair is associated with the use of the EPD opcode +"v0" described in a later section of this document. + +9.3.2: Tag: Variation + +This uses a string; this is used to further refine the Opening tag. This will +vary by locale. This tag pair is associated with the use of the EPD opcode +"v1" described in a later section of this document. + +9.3.3: Tag: SubVariation + +This uses a string; this is used to further refine the Variation tag. This +will vary by locale. This tag pair is associated with the use of the EPD +opcode "v2" described in a later section of this document. + +9.4: Opening information (third party vendors) + +The following tag pairs are used for representing opening identification +according to various third party vendors and organizations. References to +these organizations does not imply any endorsement of them or any endorsement +by them. + +9.4.1: Tag: ECO + +This uses a string of either the form "XDD" or the form "XDD/DD" where the "X" +is a letter from "A" to "E" and the "D" positions are digits; this is used for +an opening designation from the five volume _Encyclopedia of Chess Openings_. +This tag pair is associated with the use of the EPD opcode "eco" described in a +later section of this document. + +9.4.2: Tag: NIC + +This uses a string; this is used for an opening designation from the _New in +Chess_ database. This tag pair is associated with the use of the EPD opcode +"nic" described in a later section of this document. + +9.5: Time and date related information + +The following tags assist with further refinement of the time and data +information associated with a game. + +9.5.1: Tag: Time + +This uses a time-of-day value in the form "HH:MM:SS"; similar to the Date tag +except that it denotes the local clock time (hours, minutes, and seconds) of +the start of the game. Note that colons, not periods, are used for field +separators for the Time tag value. The value is taken from the local time +corresponding to the location given in the Site tag pair. + +9.5.2: Tag: UTCTime + +This tag is similar to the Time tag except that the time is given according to +the Universal Coordinated Time standard. + +9.5.3: Tag:; UTCDate + +This tag is similar to the Date tag except that the date is given according to +the Universal Coordinated Time standard. + +9.6: Time control + +The follwing tag is used to help describe the time control used with the game. + +9.6.1: Tag: TimeControl + +This uses a list of one or more time control fields. Each field contains a +descriptor for each time control period; if more than one descriptor is present +then they are separated by the colon character (":"). The descriptors appear +in the order in which they are used in the game. The last field appearing is +considered to be implicitly repeated for further control periods as needed. + +There are six kinds of TimeControl fields. + +The first kind is a single question mark ("?") which means that the time +control mode is unknown. When used, it is usually the only descriptor present. + +The second kind is a single hyphen ("-") which means that there was no time +control mode in use. When used, it is usually the only descriptor present. + +The third Time control field kind is formed as two positive integers separated +by a solidus ("/") character. The first integer is the number of moves in the +period and the second is the number of seconds in the period. Thus, a time +control period of 40 moves in 2 1/2 hours would be represented as "40/9000". + +The fourth TimeControl field kind is used for a "sudden death" control period. +It should only be used for the last descriptor in a TimeControl tag value. It +is sometimes the only descriptor present. The format consists of a single +integer that gives the number of seconds in the period. Thus, a blitz game +would be represented with a TimeControl tag value of "300". + +The fifth TimeControl field kind is used for an "incremental" control period. +It should only be used for the last descriptor in a TimeControl tag value and +is usually the only descriptor in the value. The format consists of two +positive integers separated by a plus sign ("+") character. The first integer +gives the minimum number of seconds allocated for the period and the second +integer gives the number of extra seconds added after each move is made. So, +an incremental time control of 90 minutes plus one extra minute per move would +be given by "4500+60" in the TimeControl tag value. + +The sixth TimeControl field kind is used for a "sandclock" or "hourglass" +control period. It should only be used for the last descriptor in a +TimeControl tag value and is usually the only descriptor in the value. The +format consists of an asterisk ("*") immediately followed by a positive +integer. The integer gives the total number of seconds in the sandclock +period. The time control is implemented as if a sandclock were set at the +start of the period with an equal amount of sand in each of the two chambers +and the players invert the sandclock after each move with a time forfeit +indicated by an empty upper chamber. Electronic implementation of a physical +sandclock may be used. An example sandclock specification for a common three +minute egg timer sandclock would have a tag value of "*180". + +Additional TimeControl field kinds will be defined as necessary. + +9.7: Alternative starting positions + +There are two tags defined for assistance with describing games that did not +start from the usual initial array. + +9.7.1: Tag: SetUp + +This tag takes an integer that denotes the "set-up" status of the game. A +value of "0" indicates that the game has started from the usual initial array. +A value of "1" indicates that the game started from a set-up position; this +position is given in the "FEN" tag pair. This tag must appear for a game +starting with a set-up position. If it appears with a tag value of "1", a FEN +tag pair must also appear. + +9.7.2: Tag: FEN + +This tag uses a string that gives the Forsyth-Edwards Notation for the starting +position used in the game. FEN is described in a later section of this +document. If a SetUp tag appears with a tag value of "1", the FEN tag pair is +also required. + +9.8: Game conclusion + +There is a single tag that discusses the conclusion of the game. + +9.8.1: Tag: Termination + +This takes a string that describes the reason for the conclusion of the game. +While the Result tag gives the result of the game, it does not provide any +extra information and so the Termination tag is defined for this purpose. + +Strings that may appear as Termination tag values: + +* "abandoned": abandoned game. + +* "adjudication": result due to third party adjudication process. + +* "death": losing player called to greater things, one hopes. + +* "emergency": game concluded due to unforeseen circumstances. + +* "normal": game terminated in a normal fashion. + +* "rules infraction": administrative forfeit due to losing player's failure to +observe either the Laws of Chess or the event regulations. + +* "time forfeit": loss due to losing player's failure to meet time control +requirements. + +* "unterminated": game not terminated. + +9.9: Miscellaneous + +These are tags that can be briefly described and that doon't fit well inother +sections. + +9.9.1: Tag: Annotator + +This tag uses a name or names in the format of the player name tags; this +identifies the annotator or annotators of the game. + +9.9.2: Tag: Mode + +This uses a string that gives the playing mode of the game. Examples: "OTB" +(over the board), "PM" (paper mail), "EM" (electronic mail), "ICS" (Internet +Chess Server), and "TC" (general telecommunication). + +9.9.3: Tag: PlyCount + +This tag takes a single integer that gives the number of ply (moves) in the +game. + +10: Numeric Annotation Glyphs + +NAG zero is used for a null annotation; it is provided for the convenience of +software designers as a placeholder value and should probably not be used in +external PGN data. + +NAGs with values from 1 to 9 annotate the move just played. + +NAGs with values from 10 to 135 modify the current position. + +NAGs with values from 136 to 139 describe time pressure. + +Other NAG values are reserved for future definition. + +Note: the number assignments listed below should be considered preliminary in +nature; they are likely to be changed as a result of reviewer feedback. + +NAG Interpretation +--- -------------- + 0 null annotation + 1 good move (traditional "!") + 2 poor move (traditional "?") + 3 very good move (traditional "!!") + 4 very poor move (traditional "??") + 5 speculative move (traditional "!?") + 6 questionable move (traditional "?!") + 7 forced move (all others lose quickly) + 8 singular move (no reasonable alternatives) + 9 worst move + 10 drawish position + 11 equal chances, quiet position + 12 equal chances, active position + 13 unclear position + 14 White has a slight advantage + 15 Black has a slight advantage + 16 White has a moderate advantage + 17 Black has a moderate advantage + 18 White has a decisive advantage + 19 Black has a decisive advantage + 20 White has a crushing advantage (Black should resign) + 21 Black has a crushing advantage (White should resign) + 22 White is in zugzwang + 23 Black is in zugzwang + 24 White has a slight space advantage + 25 Black has a slight space advantage + 26 White has a moderate space advantage + 27 Black has a moderate space advantage + 28 White has a decisive space advantage + 29 Black has a decisive space advantage + 30 White has a slight time (development) advantage + 31 Black has a slight time (development) advantage + 32 White has a moderate time (development) advantage + 33 Black has a moderate time (development) advantage + 34 White has a decisive time (development) advantage + 35 Black has a decisive time (development) advantage + 36 White has the initiative + 37 Black has the initiative + 38 White has a lasting initiative + 39 Black has a lasting initiative + 40 White has the attack + 41 Black has the attack + 42 White has insufficient compensation for material deficit + 43 Black has insufficient compensation for material deficit + 44 White has sufficient compensation for material deficit + 45 Black has sufficient compensation for material deficit + 46 White has more than adequate compensation for material deficit + 47 Black has more than adequate compensation for material deficit + 48 White has a slight center control advantage + 49 Black has a slight center control advantage + 50 White has a moderate center control advantage + 51 Black has a moderate center control advantage + 52 White has a decisive center control advantage + 53 Black has a decisive center control advantage + 54 White has a slight kingside control advantage + 55 Black has a slight kingside control advantage + 56 White has a moderate kingside control advantage + 57 Black has a moderate kingside control advantage + 58 White has a decisive kingside control advantage + 59 Black has a decisive kingside control advantage + 60 White has a slight queenside control advantage + 61 Black has a slight queenside control advantage + 62 White has a moderate queenside control advantage + 63 Black has a moderate queenside control advantage + 64 White has a decisive queenside control advantage + 65 Black has a decisive queenside control advantage + 66 White has a vulnerable first rank + 67 Black has a vulnerable first rank + 68 White has a well protected first rank + 69 Black has a well protected first rank + 70 White has a poorly protected king + 71 Black has a poorly protected king + 72 White has a well protected king + 73 Black has a well protected king + 74 White has a poorly placed king + 75 Black has a poorly placed king + 76 White has a well placed king + 77 Black has a well placed king + 78 White has a very weak pawn structure + 79 Black has a very weak pawn structure + 80 White has a moderately weak pawn structure + 81 Black has a moderately weak pawn structure + 82 White has a moderately strong pawn structure + 83 Black has a moderately strong pawn structure + 84 White has a very strong pawn structure + 85 Black has a very strong pawn structure + 86 White has poor knight placement + 87 Black has poor knight placement + 88 White has good knight placement + 89 Black has good knight placement + 90 White has poor bishop placement + 91 Black has poor bishop placement + 92 White has good bishop placement + 93 Black has good bishop placement + 84 White has poor rook placement + 85 Black has poor rook placement + 86 White has good rook placement + 87 Black has good rook placement + 98 White has poor queen placement + 99 Black has poor queen placement +100 White has good queen placement +101 Black has good queen placement +102 White has poor piece coordination +103 Black has poor piece coordination +104 White has good piece coordination +105 Black has good piece coordination +106 White has played the opening very poorly +107 Black has played the opening very poorly +108 White has played the opening poorly +109 Black has played the opening poorly +110 White has played the opening well +111 Black has played the opening well +112 White has played the opening very well +113 Black has played the opening very well +114 White has played the middlegame very poorly +115 Black has played the middlegame very poorly +116 White has played the middlegame poorly +117 Black has played the middlegame poorly +118 White has played the middlegame well +119 Black has played the middlegame well +120 White has played the middlegame very well +121 Black has played the middlegame very well +122 White has played the ending very poorly +123 Black has played the ending very poorly +124 White has played the ending poorly +125 Black has played the ending poorly +126 White has played the ending well +127 Black has played the ending well +128 White has played the ending very well +129 Black has played the ending very well +130 White has slight counterplay +131 Black has slight counterplay +132 White has moderate counterplay +133 Black has moderate counterplay +134 White has decisive counterplay +135 Black has decisive counterplay +136 White has moderate time control pressure +137 Black has moderate time control pressure +138 White has severe time control pressure +139 Black has severe time control pressure + +11: File names and directories + +File names chosen for PGN data should be both informative and portable. The +directory names and arrangements should also be chosen for the same reasons and +also for ease of navigation. + +Some of suggested file and directory names may be difficult or impossible to +represent on certain computing systems. Use of appropriate conversion customs +is encouraged. + +11.1: File name suffix for PGN data + +The use of the file suffix ".pgn" is encouraged for ASCII text files containing +PGN data. + +11.2: File name formation for PGN data for a specific player + +PGN games for a specific player should have a file name consisting of the +player's last name followed by the ".pgn" suffix. + +11.3: File name formation for PGN data for a specific event + +PGN games for a specific event should have a file name consisting of the +event's name followed by the ".pgn" suffix. + +11.4: File name formation for PGN data for chronologically ordered games + +PGN data files used for chronologically ordered (oldest first) archives use +date information as file name root strings. A file containing all the PGN +games for a given year would have an eight character name in the format +"YYYY.pgn". A file containing PGN data for a given month would have a ten +character name in the format "YYYYMM.pgn". Finally, a file for PGN games for a +single day would have a twelve character name in the format "YYYYMMDD.pgn". +Large files are split into smaller files as needed. + +As game files are commonly arranged by chronological order, games with missing +or incomplete Date tag pair data are to be avoided. Any question mark +characters in a Date tag value will be treated as zero digits for collation +within a file and also for file naming. + +Large quantities of PGN data arranged by chronological order should be +organized into hierarchical directories. A directory containing all PGN data +for a given year would have a four character name in the format "YYYY"; +directories containing PGN files for a given month would have a six character +name in the format "YYYYMM". + +11.5: Suggested directory tree organization + +A suggested directory arrangement for ftp sites and CD-ROM distributions: + +* PGN: master directory of the PGN subtree (pub/chess/Game-Databases/PGN) + +* PGN/Events: directory of PGN files, each for a specific event + +* PGN/Events/News: news and status of the event collection + +* PGN/Events/ReadMe: brief description of the local directory contents + +* PGN/MGR: directory of the Master Games Repository subtree + +* PGN/MGR/News: news and status of the entire PGN/MGR subtree + +* PGN/MGR/ReadMe: brief description of the local directory contents + +* PGN/MGR/YYYY: directory of games or subtrees for the year YYYY + +* PGN/MGR/YYYY/ReadMe: description of local directory for year YYYY + +* PGN/MGR/YYYY/News: news and status for year YYYY data + +* PGN/News: news and status of the entire PGN subtree + +* PGN/Players: directory of PGN files, each for a specific player + +* PGN/Players/News: news and status of the player collection + +* PGN/Players/ReadMe: brief description of the local directory contents + +* PGN/ReadMe: brief description of the local directory contents + +* PGN/Standard: the PGN standard (this document) + +* PGN/Tools: software utilities that access PGN data + +12: PGN collating sequence + +There is a standard sorting order for PGN games within a file. This collation +is based on eight keys; these are the seven tag values of the STR and also the +movetext itself. + +The first (most important, primary key) is the Date tag. Earlier dated games +appear prior to games played at a later date. This field is sorted by +ascending numeric value first with the year, then the month, and finally the +day of the month. Query characters used for unknown date digit values will be +treated as zero digit characters for ordering comparison. + +The second key is the Event tag. This is sorted in ascending ASCII order. + +The third key is the Site tag. This is sorted in ascending ASCII order. + +The fourth key is the Round tag. This is sorted in ascending numeric order +based on the value of the integer used to denote the playing round. A query or +hyphen used for the round is ordered before any integer value. A query +character is ordered before a hyphen character. + +The fifth key is the White tag. This is sorted in ascending ASCII order. + +The sixth key is the Black tag. This is sorted in ascending ASCII order. + +The seventh key is the Result tag. This is sorted in ascending ASCII order. + +The eighth key is the movetext itself. This is sorted in ascending ASCII order +with the entire text including spaces and newline characters. + +13: PGN software + +This section describes some PGN software that is either currently available or +expected to be available in the near future. The entries are presented in +rough chronological order of their being made known to the PGN standard +coordinator. Authors of PGN capable software are encouraged to contact the +coordinator (e-mail address listed near the start of this document) so that the +information may be included here in this section. + +In addition to the PGN standard, there are two more chess standards of interest +to the chess software community. These are the FEN standard (Forsyth-Edwards +Notation) for position notation and the EPD standard (Extended Position +Description) for comprehensive position description for automated interprogram +processing. These are described in a later section of this document. + +Some PGN software is freeware and can be gotten from ftp sites and other +sources. Other PGN software is payware and appears as part of commercial +chessplaying programs and chess database managers. Those who are interested in +the propagation of the PGN standard are encouraged to support manufacturers of +chess software that use the standard. If a particular vendor does not offer +PGN compatibility, it is likely that a few letters to them along with a copy of +this specification may help them decide to include PGN support in their next +release. + +The staff at the University of Oklahoma at Norman (USA) have graciously +provided an ftp site (chess.uoknor.edu) for the storage of chess related data +and programs. Because file names change over time, those accessing the site +are encouraged to first retrieve the file "pub/chess/ls-lR.gz" for a current +listing. A scan of this listing will also help locate versions of PGN programs +for machine types and operating systems other than those listed below. Further +information about this archive can be gotten from its administrator, Chris +Petroff (chris@uoknor.edu). + +For European users, the kind staff at the University of Hamburg (Germany) have +provided the ftp site ftp.math.uni-hamburg.de; this carries a daily mirror of +the pub/chess directory at the chess.uoknor.edu site. + +13.1: The SAN Kit + +The "SAN Kit" is an ANSI C source chess programming toolkit available for free +from the ftp site chess.uoknor.edu in the directory pub/chess/Unix as the file +"SAN.tar.gz" (a gzip tar archive). This kit contains code for PGN import and +export and can be used to "regularize" PGN data into reduced export format by +use of its "tfgg" command. The SAN Kit also supports FEN I/O. Code from this +kit is freely redistributable for anyone as long as future distribution is +unhindered for everyone. The SAN Kit is undergoing continuous development, +although dates of future deliveries are quite difficult to predict and releases +sometimes appear months apart. Suggestions and comments should be directed to +its author, Steven J. Edwards (sje@world.std.com). + +13.2: pgnRead + +The program "pgnRead" runs under MS Windows 3.1 and provides an interactive +graphical user interface for scanning PGN data files. This program includes a +colorful figurine chessboard display and scrolling controls for game and game +text selection. It is available from the chess.uoknor.edu ftp site in the +pub/chess/DOS directory; several versions are available with names of the form +"pgnrd**.exe"; the latest at this writing is "PGNRD130.EXE". Suggestions and +comments should be directed to its author, Keith Fuller (keithfx@aol.com). + +13.3: mail2pgn/GIICS + +The program "mail2pgn" produces a PGN version of chess game data generated by +the ICS (Internet Chess Server). It can be found at the chess.uoknor.edu ftp +site in the pub/chess/DOS directory as the file "mail2pgn.zip" A C language +version is in the directory pub/chess/Unix as the file "mail2pgn.c". +Suggestions and comments should be directed to its author, John Aronson +(aronson@helios.ece.arizona.edu). This code has been reportedly incorporated +into the GIICS (Graphical Interface for the ICS); suggestions and comments +should be directed to its author, Tony Acero (ace3@midway.uchicago.edu). + +There is a report that mail2pgn has been superseded by the newer program +"MV2PGN" described below. + +13.4: XBoard + +"XBoard" is a comprehensive chess utility running under the X Window System +that provides a graphical user interface in a portable manner. A new version +now handles PGN data. It is available from the chess.uoknor.edu ftp site in +the pub/chess/X directory as the file "xboard-3.0.pl9.tar.gz". Suggestions and +comments should be directed to its author, Tim Mann (mann@src.dec.com). + +13.5: cupgn + +The program "cupgn" converts game data stored in the ChessBase format into PGN. +It is available from the chess.uoknor.edu ftp site in the +pub/chess/Game-Databases/CBUFF directory as the file "cupgn.tar.gz". Another +version is in the directory pub/chess/DOS as the file "cupgn120.exe". +Suggestions and comments should be directed to its author, Anjo Anjewierden +(anjo@swi.psy.uva.nl). + +13.6: Zarkov + +The current version (3.0) of the commercial chessplaying program "Zarkov" can +read and write games using PGN. This program can also use the EPD standard for +communication with other EPD capable programs. Historically, Zarkov is the +very first program to use EPD. Suggestions and comments should be directed to +its author, John Stanback (jhs@icbdfcs1.fc.hp.com). + +A vendor for North America is: + + International Chess Enterprises + P.O. Box 19457 + Seattle, WA 98109 + USA + (800) 262-4277 + +A vendor for Europe is: + + Gambit-Soft + Feckenhauser Strasse 27 + D-78628 Rottweil + GERMANY + 49-741-21573 + +13.7: Chess Assistant + +The upcoming version of the multifunction commercial database program "Chess +Assistant" will be able to use the PGN standard as an import and export option. +There is a report of a freeware program, "PGN2CA", that will convert PGN +databases into Chess Assistant format. For more information, the contact is +Victor Zakharov, one of the members of the Chess Assistant development team +(VICTOR@ldis.cs.msu.su). + +A vendor for North America is: + + International Chess Enterprises + P.O. Box 19457 + Seattle, WA 98109 + USA + (800) 262-4277 + +13.8: BOOKUP + +The MS-DOS edition of the multifunction commercial program BOOKUP, version 8.1, +is able to use the EPD standard for communication with other EPD capable +programs. It may also be PGN capable as well. + +The BOOKUP 8.1.1 Addenda notes dated 1993.12.17 provide comprehensive +information on how to use EPD in conjunction with "analyst" programs such as +Zarkov and HIARCS. Specifically, the search and evaluation abilities of an +analyst program are combined with the information organization abilities of the +BOOKUP database program to provide position scoring. This is done by first +having BOOKUP export a database in EPD format, then having an analyst program +annotate each EPD record with a numeric score, and then having BOOKUP import +the changed EPD file. BOOKUP can then apply minimaxing to the imported +database; this results in scores from terminal positions being propagated back +to earlier positions and even back to moves from the starting array. + +For some reason, BOOKUP calls this process "backsolving", but it's really just +standard minimaxing. In any case, it's a good example of how different +programs from different authors performing different types of tasks can be +integrated by use of a common, non-proprietary standard. This allows for a new +set of powerful features that are beyond the capabilities of any one of the +individual component programs. + +BOOKUP allows for some customizing of EPD actions. One such customization is +to require the positional evaluations to follow the EPD standard; this means +that the score is always given from the viewpoint of the active player. This +is explained more fully in the section on the "ce" (centipawn evaluation) +opcode in the EPD description in a later section of this document. To ensure +that BOOKUP handles the centipawn evaluations in the "right" way, the EPD +setting "Positive for White" must be set to "N". This makes BOOKUP work +correctly with Zarkov and with all other programs that use the "right" +centipawn evaluation convention. There is an apparent problem with HIARCS that +requires this option to be set to "Y"; but this really means that, if true, +HIARCS needs to be adjusted to use the "right" centipawn evaluation convention. + +A vendor in North America is: + + BOOKUP + 2763 Kensington Place West + Columbus, OH 43202 + USA + (800) 949-5445 + (614) 263-7219 + +13.9: HIARCS + +The current version (2.1) of the commercial chessplaying program "HIARCS" is +able to use the EPD standard for communication with other EPD capable programs. +It may also be PGN capable as well. More details will appear here as they +become available. + +A vendor in North America is: + + HIARCS + c/o BOOKUP + 2763 Kensington Place West + Columbus, OH 43202 + USA + (800) 949-5445 + (614) 263-7219 + +13.10: Deja Vu + +The chess database "Deja Vu" from ChessWorks is a PGN compatible collection of +over 300,000 games. It is available only on CD-ROM and is scheduled for +release in 1994.05 with periodic revisions thereafter. The introductory price +is US$329. For further information, the authors are John Crayton and Eric +Schiller and they can be contacted via e-mail (chesswks@netcom.com). + +13.11: MV2PGN + +The program "MV2PGN" can be used to convert game data generated by both current +and older versions of the GIICS (Graphical Interface - Internet Chess Server). +The program is included in the self extracting archive available from +chess.uoknor.edu in the directory pub/chess/DOS as the file "ics2pgn.exe". +Source code is also included. This program is reported to supersede the older +"mail2pgn" and was needed due to a change in ICS recording format in late 1993. +For further information about MV2PGN, the contact person is Gary Bastin +(gbastin@x102a.ess.harris.com). + +13.12: The Hansen utilities (cb2pgn, nic2pgn, pgn2cb, pgn2nic) + +The Hansen utilities are used to convert among various chess data +representation formats. The PGN related programs include: "cb2pgn.exe" +(convert ChessBase to PGN), "nic2pgn.exe" (convert NIC to PGN), "pgn2cb.exe" +(convert PGN to ChessBase), and "pgn2nic.exe" (convert PGN to NIC). + +The ChessBase related utilities (cb2pgn/pgn2cb) are found at chess.uoknor.edu +in the pub/chess/Game-Databases/ChessBase directory. + +The NIC related utilities (nic2pgn/pgn2nic) are found at chess.uoknor.edu in +the pub/chess/Game-Databases/NIC directory. + +For further information about the Hansen utilities, the contact person is the +author, Carsten Hansen (ch0506@hdc.hha.dk). + +13.13: Slappy the Database + +"Slappy the Database" is a commercial chess database and translation program +scheduled for release no sooner than late 1994. It is a low cost utility with +a simple character interface intended for those who want a supported product +but who do not need (or cannot afford) a comprehensive, feature-laden program +with a graphical user interface. Slappy's two most important features are its +batch processing ability and its full implementation of each and every standard +described in this document. Versions of Slappy the Database will be provided +for various platforms including: Intel 386/486 Unix, Apple Macintosh, and +MS-DOS. + +Slappy may also be useful to those who have a full feature program who also +need to run time consuming chess database tasks on a spare computer. + +Suggestions and comments should be directed to its author, Steven J. Edwards +(sje@world.std.com). More details will appear here as they become available. + +13.14: CBASCII + +"CBASCII" is a general utility for converting chess data between ChessBase +format and ASCII representations. It has PGN capability, and it is available +from the chess.uoknor.edu ftp site in the pub/chess/DOS directory as the file +"cba1_2.zip". The contact person is the program's author, Andy Duplain +(duplain@btcs.bt.co.uk). + +13.15: ZZZZZZ + +"ZZZZZZ" is a chessplaying program, complete with source, that also includes +some database functions. A recent version is reported to have both PGN and EPD +capabilities. It is available from the chess.uoknor.edu ftp site in the +pub/chess/Unix directory as the file "zzzzzz-3.2b1.tar.gz". The contact person +is its author, Gijsbert Wiesenecker (wiesenecker@sara.nl). + +13.16: icsconv + +The program "icsconv" can be used to convert Internet Chess Server games, both +old and new format, to PGN. It is available from the chess.uoknor.edu site in +the pub/chess/Game-Databases/PGN/Tools directory as the file "icsconv.exe". +The contact person is the author, Kevin Nomura (chow@netcom.com). + +13.17: CHESSOP (CHESSOPN/CHESSOPG) + +CHESSOP is an openings database and viewing tool with support for reading PGN +games. It runs under MS-DOS and displays positions rather than games. For +each position, both good and bad moves are listed with appropriate annotation. +Transpositions are handled as well. The distributed database contains over +100,000 positions covering all the common openings. Users can feed in their +own PGN data as well. CHESSOP takes 3 Mbyte of hard disk, costs US$39 and can +be obtained from: + + CHESSX Software + 12 Bluebell Close + Glenmore Park + AUSTRALIA 2745. + +The ideas behind CHESSOP can be seen in CHESSOPN (alias CHESSOPG), a free +version on the ICS server which has a reduced openings database (25,000 +positions) and no PGN or transposition support but is otherwise the same as +CHESSOP. (These are the files "chessopg.zip" in the directory pub/chess/DOS at +the chess.uoknor.edu ftp site.) + +13.18: CAT2PGN + +The program "CAT2PGN" is a utility that translates data from the format used by +Chess Assistant into PGN. It is available from the chess.uoknor.edu ftp site. +The contact person for CAT2PGN is its author, David Myers +(myers@frodo.biochem.duke.edu). + +13.19: pgn2opg + +The utility "pgn2opg" can be used to convert PGN files into a text format used +by the "CHESSOPG" program mentioned above. Although it does not perform any +semantic analysis on PGN input, it has been demonstrated to handle known +correct PGN input properly. The file can be found in the pub/chess/PGN/Tools +directory at the chess.uoknor.edu ftp site. For more information, the author +is David Barnes (djb@ukc.ac.uk). + +14: PGN data archives + +The primary PGN data archive repository is located at the ftp site +chess.uoknor.edu as the directory "pub/chess/Game-Databases/PGN". It is +organized according to the description given in section C.5 of this document. +The European site ftp.math.uni-hamburg.de is also reported to carry a regularly +updated copy of the repository. + +15: International Olympic Committee country codes + +International Olympic Committee country codes are employed for Site nation +information because of their traditional use with the reporting of +international sporting events. Due to changes in geography and linguistic +custom, some of the following may be incorrect or outdated. Corrections and +extensions should be sent via e-mail to the PGN coordinator whose address +listed near the start of this document. + +AFG: Afghanistan +AIR: Aboard aircraft +ALB: Albania +ALG: Algeria +AND: Andorra +ANG: Angola +ANT: Antigua +ARG: Argentina +ARM: Armenia +ATA: Antarctica +AUS: Australia +AZB: Azerbaijan +BAN: Bangladesh +BAR: Bahrain +BHM: Bahamas +BEL: Belgium +BER: Bermuda +BIH: Bosnia and Herzegovina +BLA: Belarus +BLG: Bulgaria +BLZ: Belize +BOL: Bolivia +BRB: Barbados +BRS: Brazil +BRU: Brunei +BSW: Botswana +CAN: Canada +CHI: Chile +COL: Columbia +CRA: Costa Rica +CRO: Croatia +CSR: Czechoslovakia +CUB: Cuba +CYP: Cyprus +DEN: Denmark +DOM: Dominican Republic +ECU: Ecuador +EGY: Egypt +ENG: England +ESP: Spain +EST: Estonia +FAI: Faroe Islands +FIJ: Fiji +FIN: Finland +FRA: France +GAM: Gambia +GCI: Guernsey-Jersey +GEO: Georgia +GER: Germany +GHA: Ghana +GRC: Greece +GUA: Guatemala +GUY: Guyana +HAI: Haiti +HKG: Hong Kong +HON: Honduras +HUN: Hungary +IND: India +IRL: Ireland +IRN: Iran +IRQ: Iraq +ISD: Iceland +ISR: Israel +ITA: Italy +IVO: Ivory Coast +JAM: Jamaica +JAP: Japan +JRD: Jordan +JUG: Yugoslavia +KAZ: Kazakhstan +KEN: Kenya +KIR: Kyrgyzstan +KUW: Kuwait +LAT: Latvia +LEB: Lebanon +LIB: Libya +LIC: Liechtenstein +LTU: Lithuania +LUX: Luxembourg +MAL: Malaysia +MAU: Mauritania +MEX: Mexico +MLI: Mali +MLT: Malta +MNC: Monaco +MOL: Moldova +MON: Mongolia +MOZ: Mozambique +MRC: Morocco +MRT: Mauritius +MYN: Myanmar +NCG: Nicaragua +NET: The Internet +NIG: Nigeria +NLA: Netherlands Antilles +NLD: Netherlands +NOR: Norway +NZD: New Zealand +OST: Austria +PAK: Pakistan +PAL: Palestine +PAN: Panama +PAR: Paraguay +PER: Peru +PHI: Philippines +PNG: Papua New Guinea +POL: Poland +POR: Portugal +PRC: People's Republic of China +PRO: Puerto Rico +QTR: Qatar +RIN: Indonesia +ROM: Romania +RUS: Russia +SAF: South Africa +SAL: El Salvador +SCO: Scotland +SEA: At Sea +SEN: Senegal +SEY: Seychelles +SIP: Singapore +SLV: Slovenia +SMA: San Marino +SPC: Aboard spacecraft +SRI: Sri Lanka +SUD: Sudan +SUR: Surinam +SVE: Sweden +SWZ: Switzerland +SYR: Syria +TAI: Thailand +TMT: Turkmenistan +TRK: Turkey +TTO: Trinidad and Tobago +TUN: Tunisia +UAE: United Arab Emirates +UGA: Uganda +UKR: Ukraine +UNK: Unknown +URU: Uruguay +USA: United States of America +UZB: Uzbekistan +VEN: Venezuela +VGB: British Virgin Islands +VIE: Vietnam +VUS: U.S. Virgin Islands +WLS: Wales +YEM: Yemen +YUG: Yugoslavia +ZAM: Zambia +ZIM: Zimbabwe +ZRE: Zaire + +16: Additional chess data standards + +While PGN is used for game storage, there are other data representation +standards for other chess related purposes. Two important standards are FEN +and EPD, both described in this section. + +16.1: FEN + +FEN is "Forsyth-Edwards Notation"; it is a standard for describing chess +positions using the ASCII character set. + +A single FEN record uses one text line of variable length composed of six data +fields. The first four fields of the FEN specification are the same as the +first four fields of the EPD specification. + +A text file composed exclusively of FEN data records should have a file name +with the suffix ".fen". + +16.1.1: History + +FEN is based on a 19th century standard for position recording designed by the +Scotsman David Forsyth, a newspaper journalist. The original Forsyth standard +has been slightly extended for use with chess software by Steven Edwards with +assistance from commentators on the Internet. This new standard, FEN, was +first implemented in Edwards' SAN Kit. + +16.1.2: Uses for a position notation + +Having a standard position notation is particularly important for chess +programmers as it allows them to share position databases. For example, there +exist standard position notation databases with many of the classical benchmark +tests for chessplaying programs, and by using a common position notation format +many hours of tedious data entry can be saved. Additionally, a position +notation can be useful for page layout programs and for confirming position +status for e-mail competition. + +Many interesting chess problem sets represented using FEN can be found at the +chess.uoknor.edu ftp site in the directory pub/chess/SAN_testsuites. + +16.1.3: Data fields + +FEN specifies the piece placement, the active color, the castling availability, +the en passant target square, the halfmove clock, and the fullmove number. +These can all fit on a single text line in an easily read format. The length +of a FEN position description varies somewhat according to the position. In +some cases, the description could be eighty or more characters in length and so +may not fit conveniently on some displays. However, these positions aren't too +common. + +A FEN description has six fields. Each field is composed only of non-blank +printing ASCII characters. Adjacent fields are separated by a single ASCII +space character. + +16.1.3.1: Piece placement data + +The first field represents the placement of the pieces on the board. The board +contents are specified starting with the eighth rank and ending with the first +rank. For each rank, the squares are specified from file a to file h. White +pieces are identified by uppercase SAN piece letters ("PNBRQK") and black +pieces are identified by lowercase SAN piece letters ("pnbrqk"). Empty squares +are represented by the digits one through eight; the digit used represents the +count of contiguous empty squares along a rank. A solidus character "/" is +used to separate data of adjacent ranks. + +16.1.3.2: Active color + +The second field represents the active color. A lower case "w" is used if +White is to move; a lower case "b" is used if Black is the active player. + +16.1.3.3: Castling availability + +The third field represents castling availability. This indicates potential +future castling that may of may not be possible at the moment due to blocking +pieces or enemy attacks. If there is no castling availability for either side, +the single character symbol "-" is used. Otherwise, a combination of from one +to four characters are present. If White has kingside castling availability, +the uppercase letter "K" appears. If White has queenside castling +availability, the uppercase letter "Q" appears. If Black has kingside castling +availability, the lowercase letter "k" appears. If Black has queenside +castling availability, then the lowercase letter "q" appears. Those letters +which appear will be ordered first uppercase before lowercase and second +kingside before queenside. There is no white space between the letters. + +16.1.3.4: En passant target square + +The fourth field is the en passant target square. If there is no en passant +target square then the single character symbol "-" appears. If there is an en +passant target square then is represented by a lowercase file character +immediately followed by a rank digit. Obviously, the rank digit will be "3" +following a white pawn double advance (Black is the active color) or else be +the digit "6" after a black pawn double advance (White being the active color). + +An en passant target square is given if and only if the last move was a pawn +advance of two squares. Therefore, an en passant target square field may have +a square name even if there is no pawn of the opposing side that may +immediately execute the en passant capture. + +16.1.3.5: Halfmove clock + +The fifth field is a nonnegative integer representing the halfmove clock. This +number is the count of halfmoves (or ply) since the last pawn advance or +capturing move. This value is used for the fifty move draw rule. + +16.1.3.6: Fullmove number + +The sixth and last field is a positive integer that gives the fullmove number. +This will have the value "1" for the first move of a game for both White and +Black. It is incremented by one immediately after each move by Black. + +16.1.4: Examples + +Here's the FEN for the starting position: + +rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1 + +And after the move 1. e4: + +rnbqkbnr/pppppppp/8/8/4P3/8/PPPP1PPP/RNBQKBNR b KQkq e3 0 1 + +And then after 1. ... c5: + +rnbqkbnr/pp1ppppp/8/2p5/4P3/8/PPPP1PPP/RNBQKBNR w KQkq c6 0 2 + +And then after 2. Nf3: + +rnbqkbnr/pp1ppppp/8/2p5/4P3/5N2/PPPP1PPP/RNBQKB1R b KQkq - 1 2 + +For two kings on their home squares and a white pawn on e2 (White to move) with +thirty eight full moves played with five halfmoves since the last pawn move or +capture: + +4k3/8/8/8/8/8/4P3/4K3 w - - 5 39 + +16.2: EPD + +EPD is "Extended Position Description"; it is a standard for describing chess +positions along with an extended set of structured attribute values using the +ASCII character set. It is intended for data and command interchange among +chessplaying programs. It is also intended for the representation of portable +opening library repositories. + +A single EPD uses one text line of variable length composed of four data field +followed by zero or more operations. The four fields of the EPD specification +are the same as the first four fields of the FEN specification. + +A text file composed exclusively of EPD data records should have a file name +with the suffix ".epd". + +16.2.1: History + +EPD is based in part on the earlier FEN standard; it has added extensions for +use with opening library preparation and also for general data and command +interchange among advanced chess programs. EPD was developed by John Stanback +and Steven Edwards; its first implementation is in Stanback's master strength +chessplaying program Zarkov. + +16.2.2: Uses for an extended position notation + +Like FEN, EPD can also be used for general position description. However, +unlike FEN, EPD is designed to be expandable by the addition of new operations +that provide new functionality as needs arise. + +Many interesting chess problem sets represented using EPD can be found at the +chess.uoknor.edu ftp site in the directory pub/chess/SAN_testsuites. + +16.2.3: Data fields + +EPD specifies the piece placement, the active color, the castling availability, +and the en passant target square of a position. These can all fit on a single +text line in an easily read format. The length of an EPD position description +varies somewhat according to the position and any associated operations. In +some cases, the description could be eighty or more characters in length and so +may not fit conveniently on some displays. However, most EPD descriptions pass +among programs only and these are not usually seen by program users. + +(Note: due to the likelihood of future expansion of EPD, implementors are +encouraged to have their programs handle EPD text lines of up to 1024 +characters long.) + +Each EPD data field is composed only of non-blank printing ASCII characters. +Adjacent data fields are separated by a single ASCII space character. + +16.2.3.1: Piece placement data + +The first field represents the placement of the pieces on the board. The board +contents are specified starting with the eighth rank and ending with the first +rank. For each rank, the squares are specified from file a to file h. White +pieces are identified by uppercase SAN piece letters ("PNBRQK") and black +pieces are identified by lowercase SAN piece letters ("pnbrqk"). Empty squares +are represented by the digits one through eight; the digit used represents the +count of contiguous empty squares along a rank. A solidus character "/" is +used to separate data of adjacent ranks. + +16.2.3.2: Active color + +The second field represents the active color. A lower case "w" is used if +White is to move; a lower case "b" is used if Black is the active player. + +16.2.3.3: Castling availability + +The third field represents castling availability. This indicates potential +future castling that may or may not be possible at the moment due to blocking +pieces or enemy attacks. If there is no castling availability for either side, +the single character symbol "-" is used. Otherwise, a combination of from one +to four characters are present. If White has kingside castling availability, +the uppercase letter "K" appears. If White has queenside castling +availability, the uppercase letter "Q" appears. If Black has kingside castling +availability, the lowercase letter "k" appears. If Black has queenside +castling availability, then the lowercase letter "q" appears. Those letters +which appear will be ordered first uppercase before lowercase and second +kingside before queenside. There is no white space between the letters. + +16.2.3.4: En passant target square + +The fourth field is the en passant target square. If there is no en passant +target square then the single character symbol "-" appears. If there is an en +passant target square then is represented by a lowercase file character +immediately followed by a rank digit. Obviously, the rank digit will be "3" +following a white pawn double advance (Black is the active color) or else be +the digit "6" after a black pawn double advance (White being the active color). + +An en passant target square is given if and only if the last move was a pawn +advance of two squares. Therefore, an en passant target square field may have +a square name even if there is no pawn of the opposing side that may +immediately execute the en passant capture. + +16.2.4: Operations + +An EPD operation is composed of an opcode followed by zero or more operands and +is concluded by a semicolon. + +Multiple operations are separated by a single space character. If there is at +least one operation present in an EPD line, it is separated from the last +(fourth) data field by a single space character. + +16.2.4.1: General format + +An opcode is an identifier that starts with a letter character and may be +followed by up to fourteen more characters. Each additional character may be a +letter or a digit or the underscore character. + +An operand is either a set of contiguous non-white space printing characters or +a string. A string is a set of contiguous printing characters delimited by a +quote character at each end. A string value must have less than 256 bytes of +data. + +If at least one operand is present in an operation, there is a single space +between the opcode and the first operand. If more than one operand is present +in an operation, there is a single blank character between every two adjacent +operands. If there are no operands, a semicolon character is appended to the +opcode to mark the end of the operation. If any operands appear, the last +operand has an appended semicolon that marks the end of the operation. + +Any given opcode appears at most once per EPD record. Multiple operations in a +single EPD record should appear in ASCII order of their opcode names +(mnemonics). However, a program reading EPD records may allow for operations +not in ASCII order by opcode mnemonics; the semantics are the same in either +case. + +Some opcodes that allow for more than one operand may have special ordering +requirements for the operands. For example, the "pv" (predicted variation) +opcode requires its operands (moves) to appear in the order in which they would +be played. All other opcodes that allow for more than one operand should have +operands appearing in ASCII order. An example of the latter set is the "bm" +(best move[s]) opcode; its operands are moves that are all immediately playable +from the current position. + +Some opcodes require one or more operands that are chess moves. These moves +should be represented using SAN. If a different representation is used, there +is no guarantee that the EPD will be read correctly during subsequent +processing. + +Some opcodes require one or more operands that are integers. Some opcodes may +require that an integer operand must be within a given range; the details are +described in the opcode list given below. A negative integer is formed with a +hyphen (minus sign) preceding the integer digit sequence. An optional plus +sign may be used for indicating a non-negative value, but such use is not +required and is indeed discouraged. + +Some opcodes require one or more operands that are floating point numbers. +Some opcodes may require that a floating point operand must be within a given +range; the details are described in the opcode list given below. A floating +point operand is constructed from an optional sign character ("+" or "-"), a +digit sequence (with at least one digit), a radix point (always "."), and a +final digit sequence (with at least one digit). + +16.2.4.2: Opcode mnemonics + +An opcode mnemonic used for archival storage and for interprogram communication +starts with a lower case letter and is composed of only lower case letters, +digits, and the underscore character (i.e., no upper case letters). These +mnemonics will also all be at least two characters in length. + +Opcode mnemonics used only by a single program or an experimental suite of +programs should start with an upper case letter. This is so they may be easily +distinguished should they be inadvertently be encountered by other programs. +When a such a "private" opcode be demonstrated to be widely useful, it should +be brought into the official list (appearing below) in a lower case form. + +If a given program does not recognize a particular opcode, that operation is +simply ignored; it is not signaled as an error. + +16.2.5: Opcode list + +The opcodes are listed here in ASCII order of their mnemonics. Suggestions for +new opcodes should be sent to the PGN standard coordinator listed near the +start of this document. + +16.2.5.1: Opcode "acn": analysis count: nodes + +The opcode "acn" takes a single non-negative integer operand. It is used to +represent the number of nodes examined in an analysis. Note that the value may +be quite large for some extended searches and so use of (at least) a long (four +byte) representation is suggested. + +16.2.5.2: Opcode "acs": analysis count: seconds + +The opcode "acs" takes a single non-negative integer operand. It is used to +represent the number of seconds used for an analysis. Note that the value may +be quite large for some extended searches and so use of (at least) a long (four +byte) representation is suggested. + +16.2.5.3: Opcode "am": avoid move(s) + +The opcode "am" indicates a set of zero or more moves, all immediately playable +from the current position, that are to be avoided in the opinion of the EPD +writer. Each operand is a SAN move; they appear in ASCII order. + +16.2.5.4: Opcode "bm": best move(s) + +The opcode "bm" indicates a set of zero or more moves, all immediately playable +from the current position, that are judged to the best available by the EPD +writer. Each operand is a SAN move; they appear in ASCII order. + +16.2.5.5: Opcode "c0": comment (primary, also "c1" though "c9") + +The opcode "c0" (lower case letter "c", digit character zero) indicates a top +level comment that applies to the given position. It is the first of ten +ranked comments, each of which has a mnemonic formed from the lower case letter +"c" followed by a single decimal digit. Each of these opcodes takes either a +single string operand or no operand at all. + +This ten member comment family of opcodes is intended for use as descriptive +commentary for a complete game or game fragment. The usual processing of these +opcodes are as follows: + +1) At the beginning of a game (or game fragment), a move sequence scanning +program initializes each element of its set of ten comment string registers to +be null. + +2) As the EPD record for each position in the game is processed, the comment +operations are interpreted from left to right. (Actually, all operations in n +EPD record are interpreted from left to right.) Because operations appear in +ASCII order according to their opcode mnemonics, opcode "c0" (if present) will +be handled prior to all other opcodes, then opcode "c1" (if present), and so +forth until opcode "c9" (if present). + +3) The processing of opcode "cN" (0 <= N <= 9) involves two steps. First, all +comment string registers with an index equal to or greater than N are set to +null. (This is the set "cN" though "c9".) Second, and only if a string +operand is present, the value of the corresponding comment string register is +set equal to the string operand. + +16.2.5.6: Opcode "ce": centipawn evaluation + +The opcode "ce" indicates the evaluation of the indicated position in centipawn +units. It takes a single operand, an optionally signed integer that gives an +evaluation of the position from the viewpoint of the active player; i.e., the +player with the move. Positive values indicate a position favorable to the +moving player while negative values indicate a position favorable to the +passive player; i.e., the player without the move. A centipawn evaluation +value close to zero indicates a neutral positional evaluation. + +Values are restricted to integers that are equal to or greater than -32767 and +are less than or equal to 32766. + +A value greater than 32000 indicates the availability of a forced mate to the +active player. The number of plies until mate is given by subtracting the +evaluation from the value 32767. Thus, a winning mate in N fullmoves is a mate +in ((2 * N) - 1) halfmoves (or ply) and has a corresponding centipawn +evaluation of (32767 - ((2 * N) - 1)). For example, a mate on the move (mate +in one) has a centipawn evaluation of 32766 while a mate in five has a +centipawn evaluation of 32758. + +A value less than -32000 indicates the availability of a forced mate to the +passive player. The number of plies until mate is given by subtracting the +evaluation from the value -32767 and then negating the result. Thus, a losing +mate in N fullmoves is a mate in (2 * N) halfmoves (or ply) and has a +corresponding centipawn evaluation of (-32767 + (2 * N)). For example, a mate +after the move (losing mate in one) has a centipawn evaluation of -32765 while +a losing mate in five has a centipawn evaluation of -32757. + +A value of -32767 indicates an illegal position. A stalemate position has a +centipawn evaluation of zero as does a position drawn due to insufficient +mating material. Any other position known to be a certain forced draw also has +a centipawn evaluation of zero. + +16.2.5.7: Opcode "dm": direct mate fullmove count + +The "dm" opcode is used to indicate the number of fullmoves until checkmate is +to be delivered by the active color for the indicated position. It always +takes a single operand which is a positive integer giving the fullmove count. +For example, a position known to be a "mate in three" would have an operation +of "dm 3;" to indicate this. + +This opcode is intended for use with problem sets composed of positions +requiring direct mate answers as solutions. + +16.2.5.8: Opcode "draw_accept": accept a draw offer + +The opcode "draw_accept" is used to indicate that a draw offer made after the +move that lead to the indicated position is accepted by the active player. +This opcode takes no operands. + +16.2.5.9: Opcode "draw_claim": claim a draw + +The opcode "draw_claim" is used to indicate claim by the active player that a +draw exists. The draw is claimed because of a third time repetition or because +of the fifty move rule or because of insufficient mating material. A supplied +move (see the opcode "sm") is also required to appear as part of the same EPD +record. The draw_claim opcode takes no operands. + +16.2.5.10: Opcode "draw_offer": offer a draw + +The opcode "draw_offer" is used to indicate that a draw is offered by the +active player. A supplied move (see the opcode "sm") is also required to +appear as part of the same EPD record; this move is considered played from the +indicated position. The draw_offer opcode takes no operands. + +16.2.5.11: Opcode "draw_reject": reject a draw offer + +The opcode "draw_reject" is used to indicate that a draw offer made after the +move that lead to the indicated position is rejected by the active player. +This opcode takes no operands. + +16.2.5.12: Opcode "eco": _Encyclopedia of Chess Openings_ opening code + +The opcode "eco" is used to associate an opening designation from the +_Encyclopedia of Chess Openings_ taxonomy with the indicated position. The +opcode takes either a single string operand (the ECO opening name) or no +operand at all. If an operand is present, its value is associated with an +"ECO" string register of the scanning program. If there is no operand, the ECO +string register of the scanning program is set to null. + +The usage is similar to that of the "ECO" tag pair of the PGN standard. + +16.2.5.13: Opcode "fmvn": fullmove number + +The opcode "fmvn" represents the fullmove n umber associated with the position. +It always takes a single operand that is the positive integer value of the move +number. + +This opcode is used to explicitly represent the fullmove number in EPD that is +present by default in FEN as the sixth field. Fullmove number information is +usually omitted from EPD because it does not affect move generation (commonly +needed for EPD-using tasks) but it does affect game notation (commonly needed +for FEN-using tasks). Because of the desire for space optimization for large +EPD files, fullmove numbers were dropped from EPD's parent FEN. The halfmove +clock information was similarly dropped. + +16.2.5.14: Opcode "hmvc": halfmove clock + +The opcode "hmvc" represents the halfmove clock associated with the position. +The halfmove clock of a position is equal to the number of plies since the last +pawn move or capture. This information is used to implement the fifty move +draw rule. It always takes a single operand that is the non-negative integer +value of the halfmove clock. + +This opcode is used to explicitly represent the halfmove clock in EPD that is +present by default in FEN as the fifth field. Halfmove clock information is +usually omitted from EPD because it does not affect move generation (commonly +needed for EPD-using tasks) but it does affect game termination issues +(commonly needed for FEN-using tasks). Because of the desire for space +optimization for large EPD files, halfmove clock values were dropped from EPD's +parent FEN. The fullmove number information was similarly dropped. + +16.2.5.15: Opcode "id": position identification + +The opcode "id" is used to provide a simple identifying label for the indicated +position. It takes a single string operand. + +This opcode is intended for use with test suites used for measuring +chessplaying program strength. An example "id" operand for the seven hundred +fifty seventh position of the one thousand one problems in Reinfeld's _1001 +Winning Chess Sacrifices and Combinations_ would be "WCSAC.0757" while the +fifteenth position in the twenty four problem Bratko-Kopec test suite would +have an "id" operand of "BK.15". + +16.2.5.16: Opcode "nic": _New In Chess_ opening code + +The opcode "nic" is used to associate an opening designation from the _New In +Chess_ taxonomy with the indicated position. The opcode takes either a single +string operand (the NIC opening name) or no operand at all. If an operand is +present, its value is associated with an "NIC" string register of the scanning +program. If there is no operand, the NIC string register of the scanning +program is set to null. + +The usage is similar to that of the "NIC" tag pair of the PGN standard. + +16.2.5.17: Opcode "noop": no operation + +The "noop" opcode is used to indicate no operation. It takes zero or more +operands, each of which may be of any type. The operation involves no +processing. It is intended for use by developers for program testing purposes. + +16.2.5.18: Opcode "pm": predicted move + +The "pm" opcode is used to provide a single predicted move for the indicated +position. It has exactly one operand, a move playable from the position. This +move is judged by the EPD writer to represent the best move available to the +active player. + +If a non-empty "pv" (predicted variation) line of play is also present in the +same EPD record, the first move of the predicted variation is the same as the +predicted move. + +The "pm" opcode is intended for use as a general "display hint" mechanism. + +16.2.5.19: Opcode "pv": predicted variation + +The "pv" opcode is used to provide a predicted variation for the indicated +position. It has zero or more operands which represent a sequence of moves +playable from the position. This sequence is judged by the EPD writer to +represent the best play available. + +If a "pm" (predicted move) operation is also present in the same EPD record, +the predicted move is the same as the first move of the predicted variation. + +16.2.5.20: Opcode "rc": repetition count + +The "rc" opcode is used to indicate the number of occurrences of the indicated +position. It takes a single, positive integer operand. Any position, +including the initial starting position, is considered to have an "rc" value of +at least one. A value of three indicates a candidate for a draw claim by the +position repetition rule. + +16.2.5.21: Opcode "resign": game resignation + +The opcode "resign" is used to indicate that the active player has resigned the +game. This opcode takes no operands. + +16.2.5.22: Opcode "sm": supplied move + +The "sm" opcode is used to provide a single supplied move for the indicated +position. It has exactly one operand, a move playable from the position. This +move is the move to be played from the position. + +The "sm" opcode is intended for use to communicate the most recent played move +in an active game. It is used to communicate moves between programs in +automatic play via a network. This includes correspondence play using e-mail +and also programs acting as network front ends to human players. + +16.2.5.23: Opcode "tcgs": telecommunication: game selector + +The "tcgs" opcode is one of the telecommunication family of opcodes used for +games conducted via e-mail and similar means. This opcode takes a single +operand that is a positive integer. It is used to select among various games +in progress between the same sender and receiver. + +16.2.5.24: Opcode "tcri": telecommunication: receiver identification + +The "tcri" opcode is one of the telecommunication family of opcodes used for +games conducted via e-mail and similar means. This opcode takes two order +dependent string operands. The first operand is the e-mail address of the +receiver of the EPD record. The second operand is the name of the player +(program or human) at the address who is the actual receiver of the EPD record. + +16.2.5.25: Opcode "tcsi": telecommunication: sender identification + +The "tcsi" opcode is one of the telecommunication family of opcodes used for +games conducted via e-mail and similar means. This opcode takes two order +dependent string operands. The first operand is the e-mail address of the +sender of the EPD record. The second operand is the name of the player +(program or human) at the address who is the actual sender of the EPD record. + +16.2.5.26: Opcode "v0": variation name (primary, also "v1" though "v9") + +The opcode "v0" (lower case letter "v", digit character zero) indicates a top +level variation name that applies to the given position. It is the first of +ten ranked variation names, each of which has a mnemonic formed from the lower +case letter "v" followed by a single decimal digit. Each of these opcodes +takes either a single string operand or no operand at all. + +This ten member variation name family of opcodes is intended for use as +traditional variation names for a complete game or game fragment. The usual +processing of these opcodes are as follows: + +1) At the beginning of a game (or game fragment), a move sequence scanning +program initializes each element of its set of ten variation name string +registers to be null. + +2) As the EPD record for each position in the game is processed, the variation +name operations are interpreted from left to right. (Actually, all operations +in n EPD record are interpreted from left to right.) Because operations appear +in ASCII order according to their opcode mnemonics, opcode "v0" (if present) +will be handled prior to all other opcodes, then opcode "v1" (if present), and +so forth until opcode "v9" (if present). + +3) The processing of opcode "vN" (0 <= N <= 9) involves two steps. First, all +variation name string registers with an index equal to or greater than N are +set to null. (This is the set "vN" though "v9".) Second, and only if a string +operand is present, the value of the corresponding variation name string +register is set equal to the string operand. + +17: Alternative chesspiece identifier letters + +English language piece names are used to define the letter set for identifying +chesspieces in PGN movetext. However, authors of programs which are used only +for local presentation or scanning of chess move data may find it convenient to +use piece letter codes common in their locales. This is not a problem as long +as PGN data that resides in archival storage or that is exchanged among +programs still uses the SAN (English) piece letter codes: "PNBRQK". + +For the above authors only, a list of alternative piece letter codes are +provided: + +Language Piece letters (pawn knight bishop rook queen king) +---------- -------------------------------------------------- +Czech P J S V D K +Danish B S L T D K +Dutch O P L T D K +English P N B R Q K +Estonian P R O V L K +Finnish P R L T D K +French P C F T D R +German B S L T D K +Hungarian G H F B V K +Icelandic P R B H D K +Italian P C A T D R +Norwegian B S L T D K +Polish P S G W H K +Portuguese P C B T D R +Romanian P C N T D R +Spanish P C A T D R +Swedish B S L T D K + +18: Formal syntax + +<PGN-database> ::= <PGN-game> <PGN-database> + <empty> + +<PGN-game> ::= <tag-section> <movetext-section> + +<tag-section> ::= <tag-pair> <tag-section> + <empty> + +<tag-pair> ::= [ <tag-name> <tag-value> ] + +<tag-name> ::= <identifier> + +<tag-value> ::= <string> + +<movetext-section> ::= <element-sequence> <game-termination> + +<element-sequence> ::= <element> <element-sequence> + <recursive-variation> <element-sequence> + <empty> + +<element> ::= <move-number-indication> + <SAN-move> + <numeric-annotation-glyph> + +<recursive-variation> ::= ( <element-sequence> ) + +<game-termination> ::= 1-0 + 0-1 + 1/2-1/2 + * +<empty> ::= + +19: Canonical chess position hash coding + +*** This section is under development. + +20: Binary representation (PGC) + +*** This section is under development. + +The binary coded version of PGN is PGC (PGN Game Coding). PGC is a binary +representation standard of PGN data designed for the dual goals of storage +efficiency and program I/O. A file containing PGC data should have a name with +a suffix of ".pgc". + +Unlike PGN text files that may have locale dependent representations for +newlines, PGC files have data that does not vary due to local processing +environment. This means that PGC files may be transferred among systems using +general binary file methods. + +PGC files should be used only when the use of PGN is impractical due to time +and space resource constraints. As the general level of processing +capabilities increases, the need for PGC over PGN will decrease. Therefore, +implementors are encouraged not to use PGC as the default representation +because it is much more difficult (than PGN) to understand without proper +software. + +PGC data is composed of a sequence of PGC records. Each record is composed of +a sequence of one or more bytes. The first byte is the PGN record marker and +it specifies the interpretation of the remaining portion of the record. This +remaining portion is composed of zero or more PGN record items. Item types +include move sequences, move sets, and character strings. + +20.1: Bytes, words, and doublewords + +At the lowest level, PGC binary data is organized as bytes, words (two +contiguous bytes), and doublewords (four contiguous bytes). All eight bits of +a byte are used. Longwords (eight contiguous bytes) are not used. Integer +values are stored using two's complement representation. Integers may be +signed or unsigned depending on context. Multibyte integers are stored in +low-endian format with the least significant byte appearing first. + +A one byte integer item is called "int-1". A two byte integer item is called +"int-2". A four byte integer item is called "int-4". + +Characters are stored as bytes using the ISO 8859/1 Latin-1 (ECMA-94) code set. +There is no provision for other characters sets or representations. + +20.2: Move ordinals + +A chess move is represented using a move ordinal. This is a single unsigned +byte quantity with values from zero to 255. A move ordinal is interpreted as +an index into the list of legal moves from the current position. This list is +constructed by generating the legal moves from the current position, assigning +SAN ASCII strings to each move, and then sorting these strings in ascending +order. Note that a seven bit ordinal, as used by some inferior representation +systems, is insufficient as there are some positions that have more than 128 +moves available. + +Examples: From the initial position, there are twenty moves. Move ordinal 0 +corresponds to the SAN move string "Na3"; move ordinal 1 corresponds to "Nc3", +move ordinal 4 corresponds to "a3", and move ordinal 19 corresponds to "h4". + +Moves can be organized into sequences and sets. A move sequence is an ordered +list of moves that are played, one after another from first to last. A move +set is a list of moves that are all playable from the current position. + +Move sequence data is represented using a length header followed by move +ordinal data. The length header is an unsigned integer that may be a byte or a +word. The integer gives the number, possibly zero, of following move ordinal +bytes. Most move sequences can be represented using just a byte header; these +are called "mvseq-1" items. Move sequence data using a word header are called +"mvseq-2" items. + +Move set data is represented using a length header followed by move ordinal +data. The length header is an unsigned integer that is a byte. The integer +gives the number, possibly zero, of following move ordinal bytes. All move +sets are be represented using just a byte header; these are called "mvset-1" +items. (Note the implied restriction that a move set can only have a maximum +of 255 of the possible 256 ordinals present at one time.) + +20.3: String data + +PGC string data is represented using a length header followed by bytes of +character data. The length header is an unsigned integer that may be a byte, a +word, or a doubleword. The integer gives the number, possibly zero, of +following character bytes. Most strings can be represented using just a byte +header; these are called "string-1" items. String data using a word header are +called "string-2" items and string data using a doubleword header are called +"string-4" items. No special ASCII NUL termination byte is required for PGC +storage of a string as the length is explicitly given in the item header. + +20.4: Marker codes + +PGC marker codes are given in hexadecimal format. PGC marker code zero (marker +0x00) is the "noop" marker and carries no meaning. Each additional marker code +defined appears in its own subsection below. + +20.4.1: Marker 0x01: reduced export format single game + +Marker 0x01 is used to indicate a single complete game in reduced export +format. This refers to a game that has only the Seven Tag Roster data, played +moves, and no annotations or comments. This record type is used as an +alternative to the general game data begin/end record pairs described below. +The general marker pair (0x05/0x06) is used to help represent game data that +can't be adequately represented in reduced export format. There are eight +items that follow marker 0x01 to form the "reduced export format single game" +record. In order, these are: + +1) string-1 (Event tag value) + +2) string-1 (Site tag value) + +3) string-1 (Date tag value) + +4) string-1 (Round tag value) + +5) string-1 (White tag value) + +6) string-1 (Black tag value) + +7) string-1 (Result tag value) + +8) mvseq-2 (played moves) + +20.4.2: Marker 0x02: tag pair + +Marker 0x02 is used to indicate a single tag pair. There are two items that +follow marker 0x02 to form the "tag pair" record; in order these are: + +1) string-1 (tag pair name) + +2) string-1 (tag pair value) + +20.4.3: Marker 0x03: short move sequence + +Marker 0x03 is used to indicate a short move sequence. There is one item that +follows marker 0x03 to form the "short move sequence" record; this is: + +1) mvseq-1 (played moves) + +20.4.4: Marker 0x04: long move sequence + +Marker 0x04 is used to indicate a long move sequence. There is one item that +follows marker 0x04 to form the "long move sequence" record; this is: + +1) mvseq-2 (played moves) + +20.4.5: Marker 0x05: general game data begin + +Marker 0x05 is used to indicate the beginning of data for a game. It has no +associated items; it is a complete record by itself. Instead, it marks the +beginning of PGC records used to describe a game. All records up to the +corresponding "general game data end" record are considered to be part of the +same game. (PGC record type 0x01, "reduced export format single game", is not +permitted to appear within a general game begin/end record pair. The general +game construct is to be used as an alternative to record type 0x01 in those +cases where the latter is too restrictive to contain the data for a game.) + +20.4.6: Marker 0x06: general game data end + +Marker 0x06 is used to indicate the end of data for a game. It has no +associated items; it is a complete record by itself. Instead, it marks the end +of PGC records used to describe a game. All records after the corresponding +(and earlier appearing) "general game data begin" record are considered to be +part of the same game. + +20.4.7: Marker 0x07: simple-nag + +Marker 0x07 is used to indicate the presence of a simple NAG (Numeric +Annotation Glyph). This is an annotation marker that has only a short type +identification and no operands. There is one item that follows marker 0x07 to +form the "simple-nag" record; this is: + +1) int-1 (unsigned NAG value, from 0 to 255) + +20.4.8: Marker 0x08: rav-begin + +Marker 0x08 is used to indicate the beginning of an RAV (Recursive Annotation +Variation). It has no associated items; it is a complete record by itself. +Instead, it marks the beginning of PGC records used to describe a recursive +annotation. It is considered an opening bracket for a later rav-end record; +the recursive annotation is completely described between the bracket pair. The +rav-begin/data/rav-end structures can be nested. + +20.4.9: Marker 0x09: rav-end + +Marker 0x09 is used to indicate the end of an RAV (Recursive Annotation +Variation). It has no associated items; it is a complete record by itself. +Instead, it marks the end of PGC records used to describe a recursive +annotation. It is considered a closing bracket for an earlier rav-begin +record; the recursive annotation is completely described between the bracket +pair. The rav-begin/data/rav-end structures can be nested. + +20.4.10: Marker 0x0a: escape-string + +Marker 0x0a is used to indicate the presence of an escape string. This is a +string represented by the use of the percent sign ("%") escape mechanism in +PGN. The data that is escaped is the sequence of characters immediately +follwoing the percent sign up to but not including the terminating newline. As +is the case with the PGN percent sign escape, the use of a PGC escape-string +record is limited to use for non-archival data. There is one item that follows +marker 0x0a to form the "escape-string" record; this is the string data being +escaped: + +1) string-2 (escaped string data) + +21: E-mail correspondence usage + +*** This section is under development. + +Standard: EOF diff --git a/doc/chess.texi b/doc/chess.texi new file mode 100644 index 0000000..3d2d6db --- /dev/null +++ b/doc/chess.texi @@ -0,0 +1,1576 @@ +\input texinfo @c -*-texinfo-*- + +@c Documentation for Chess.el. +@c Copyright (C) 2001, 2002 John Wiegley. + +@c This file is free software; you can redistribute it and/or modify it +@c under the terms of the GNU General Public License as published by the +@c Free Software Foundation; either version 2 of the License, or (at +@c your option) any later version. + +@c This file is distributed in the hope that it will be useful, but +@c WITHOUT ANY WARRANTY; without even the implied warraonty of +@c MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +@c General Public License for more details. + +@c You should have received a copy of the GNU General Public License +@c along with Eshell; see the file COPYING. If not, write to the Free +@c Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. + +@c %**start of header +@setfilename chess.info +@settitle Emacs Chess: chess.el +@c %**end of header + +@dircategory Emacs +@direntry +* Chess: (chess). Chess.el is an Emacs chess client. +@end direntry +@setchapternewpage on + +@ifinfo +Copyright @copyright{} 2001, 2002 John Wiegley. + +Permission is granted to copy, distribute and/or modify this document +under the terms of the GNU Free Documentation License, Version 1.1 or +any later version published by the Free Software Foundation. +@end ifinfo + +@synindex vr fn +@c The titlepage section does not appear in the Info file. +@titlepage +@sp 4 +@c The title is printed in a large font. +@center @titlefont{User's Guide} +@sp +@center @titlefont{to} +@sp +@center @titlefont{Emacs Chess: chess.el} +@ignore +@sp 2 +@center release 2.0 +@c -release- +@end ignore +@sp 3 +@center John Wiegley +@c -date- + +@c The following two commands start the copyright page for the printed +@c manual. This will not appear in the Info file. +@page +@vskip 0pt plus 1filll +Copyright @copyright{} 2001, 2002 John Wiegley. + +Permission is granted to copy, distribute and/or modify this document +under the terms of the GNU Free Documentation License, Version 1.1 or +any later version published by the Free Software Foundation. +@end titlepage + +@contents + +@c ================================================================ +@c The real text starts here +@c ================================================================ + +@ifinfo +@node Top, The chess.el library, (dir), (dir) +@top Emacs Chess: chess.el + +Chess.el is an Emacs chess client and library, designed to be used for +writing chess-related programs, or for playing games of chess against +various chess engines, including Internet servers. The library can be +used for analyzing variations, browsing historical games, or a +multitude of other purposes. + +The purpose of this manual is to help you understand how Chess.el is +structured for use as a library, and also how to use it as a client. +@end ifinfo + +@menu +* The chess.el library:: +* Modules:: +* Chessboard displays:: +* Engines:: +* Internet Chess Servers:: +* Concept Index:: +* Function and Variable Index:: +* Key Index:: +@end menu + +@node The chess.el library, Modules, Top, Top +@chapter The chess.el library +@cindex library + +@menu +* Positions:: +* Plies:: +* Variations:: +* Games:: +* Collections:: +@end menu + +@node Positions, Plies, The chess.el library, The chess.el library +@section Positions + +A chess @dfn{position} is a given layout of pieces on a chess board, +also reflecting which side is next to move, and what privileges are +currently available to each side (castling short or long, en passant +capture, etc). + +A position may be represented in ASCII using FEN (or EPD) notation, or +graphically by displaying a chess board. It is rather inconvenient to +render them verbally. + +The position can be represented on a remote terminal using X windows, or +by transmitting the FEN string via a network connection, or clipboard, +to another chess board rendering tool. It may of course also be +represented physically, by setting up the pieces to match the FEN +notation. + +Chess puzzles are most often provided as a set of positions. + +@menu +* Creating positions:: +* Position coordinates:: +* Position details:: +* Annotations:: +* FEN notation:: +* EPD notation:: +@end menu + +@node Creating positions, Position coordinates, Positions, Positions +@subsection Creating positions + +@c lispfun chess-pos-create + +@defun chess-pos-create &optional blank +Create a new chess position, set at the starting position. +If @var{blank} is non-nil, all of the squares will be empty. +The current side-to-move is always white. +@end defun + +@c lispfun chess-pos-copy + +@defun chess-pos-copy position +Copy the given chess @var{position}. +If there are annotations or @var{epd} opcodes set, these lists are copied as +well, so that the two positions do not share the same lists. +@end defun + +@defvar chess-starting-position +Starting position of a chess game. +@end defvar + +@c lispfun chess-fischer-random-position + +@defun chess-fischer-random-position +Generate a Fischer Random style position. +@end defun + +@node Position coordinates, Position details, Creating positions, Positions +@subsection Position coordinates + +First of all, a coordinate system of octal indices is +used, where ?\044 signifies rank 4 file 4 (i.e., "e4"). Rank is +numbered 0 to 7, top to bottom, and file is 0 to 7, left to right. + +@c lispfun chess-index-rank + +@defun chess-index-rank index +Return the rank component of the given @var{index}. +@end defun + +@c lispfun chess-index-file + +@defun chess-index-file index +Return the file component of the given @var{index}. +@end defun + +@c lispfun chess-rf-to-index + +@defun chess-rf-to-index rank file +Convert @var{rank} and @var{file} coordinates into an octal index. +@end defun + +For those who wish to use ASCII coordinates, such as "e4", there +are two conversion functions: + +@c lispfun chess-coord-to-index + +@defun chess-coord-to-index coord +Convert a @var{coord} string into an index value. +@end defun + +@c lispfun chess-index-to-coord + +@defun chess-index-to-coord index +Convert the chess position @var{index} into a coord string. +@end defun + +There is also one helper function for iterative changes of an index: + +@c lispfun chess-incr-index + +@defun chess-incr-index index rank-move file-move +Create a new @var{index} from an old one, by adding @var{rank-move} and @var{file-move}. +@end defun + +@node Position details, Annotations, Position coordinates, Positions +@subsection Position details + +With an octal index value, you can look up what's on a particular +square, or set that square's value: + +@c lispfun chess-pos-piece + +@defun chess-pos-piece position index +Return the piece on @var{position} at @var{index}. +@end defun + +@c lispfun chess-pos-piece-p + +@defun chess-pos-piece-p position index piece-or-color +Return non-nil if at @var{position}/@var{index} there is the given @var{piece-or-color}. +If @var{piece-or-color} is t for white or nil for black, any piece of that +color will do. +@end defun + +@c lispfun chess-pos-set-piece + +@defun chess-pos-set-piece position index piece +Set the piece on @var{position} at @var{index} to @var{piece}. +@var{piece} must be one of K Q N B R or P. Use lowercase to set black +pieces. +@end defun + +@c lispfun chess-pos-search + +@defun chess-pos-search position piece-or-color +Look on @var{position} anywhere for @var{piece-or-color}, returning all coordinates. +If @var{piece-or-color} is t for white or nil for black, any piece of that +color will do. +@end defun + +@c lispfun chess-search-position + +@defun chess-search-position position target piece &optional check-only no-castling +Look on @var{position} from @var{target} for a @var{piece} that can move there. +This routine looks along legal paths of movement for @var{piece}. It +differs from `chess-pos-search', which is a more basic function that +doesn't take piece movement into account. + +If @var{piece} is t or nil, legal piece movements for any piece of that +color will be considered (t for white, nil for black). Otherwise, the +case of the @var{piece} determines color. + +The return value is a list of candidates, which means a list of +indices which indicate where a piece may have moved from. + +If @var{check-only} is non-nil and @var{piece} is either t or nil, only consider +pieces which can give check (not the opponents king). +If @var{no-castling} is non-nil, do not consider castling moves. +@end defun + +@c lispfun chess-pos-can-castle + +@defun chess-pos-can-castle position side +Return whether the king on @var{position} can castle on @var{side}. +@var{side} must be either ?K for the kingside, or ?Q for the queenside (use +lowercase to query if black can castle). +@end defun + +@c lispfun chess-pos-set-can-castle + +@defun chess-pos-set-can-castle position side value +Set whether the king can castle on the given @var{position} on @var{side}. + +See `chess-pos-can-castle'. + +It is only necessary to call this function if setting up a position +manually. Note that all newly created positions have full castling +priveleges set, unless the position is created blank, in which case +castling priveleges are unset. See `chess-pos-copy'. +@end defun + +@c lispfun chess-pos-en-passant + +@defun chess-pos-en-passant position +Return the index of any pawn on @var{position} that can be captured en passant. +Returns nil if en passant is unavailable. +@end defun + +@c lispfun chess-pos-set-en-passant + +@defun chess-pos-set-en-passant position index +Set the index of any pawn on @var{position} that can be captured en passant. +@end defun + +@c lispfun chess-pos-status + +@defun chess-pos-status position +Return whether the side to move in the @var{position} is in a special state. +nil is returned if not, otherwise one of the symbols: `check', +`checkmate', `stalemate'. +@end defun + +@c lispfun chess-pos-set-status + +@defun chess-pos-set-status position value +Set whether the side to move in @var{position} is in a special state. +@var{value} should either be nil, to indicate that the @var{position} is normal, +or one of the symbols: `check', `checkmate', `stalemate'. +@end defun + +@c lispfun chess-pos-side-to-move + +@defun chess-pos-side-to-move position +Return the color whose move it is in @var{position}. +@end defun + +@c lispfun chess-pos-set-side-to-move + +@defun chess-pos-set-side-to-move position color +Set the color whose move it is in @var{position}. +@end defun + +@c lispfun chess-pos-passed-pawns + +@defun chess-pos-passed-pawns position color &optional pawn-indices +If @var{color} has Passed Pawns in @var{position}, return a list of their indices. +Optionally, if @var{indices} is non-nil those indices are considered as candidates. + +A Pawn whose advance to the eighth rank is not blocked by an +opposing Pawn in the same file and who does not have to pass one +on an adjoining file is called a passed Pawn. +@end defun + +@defvar chess-pos-always-white +When set, it is assumed that white is always on move. +This is really only useful when setting up training positions. +This variable automatically becomes buffer-local when changed. +@end defvar + +@c lispfun chess-pos-move + +@defun chess-pos-move position &rest changes +Move a piece on the @var{position} directly, using the indices in @var{changes}. +This function does not check any rules, it only makes sure you are not +trying to move a blank square. +@end defun + +@node Annotations, FEN notation, Position details, Positions +@subsection Annotations + +@c lispfun chess-pos-annotations + +@defun chess-pos-annotations position +Return the list of annotations for this position. +@end defun + +@c lispfun chess-pos-add-annotation + +@defun chess-pos-add-annotation position annotation +Add an annotation for this position. +@end defun + +@node FEN notation, EPD notation, Annotations, Positions +@subsection FEN notation + +FEN notation encodes a chess position using a simple string. The +format is: + + POSITION SIDE CASTLING EN-PASSANT + +The POSITION gives all eight ranks, by specifying a letter for each +piece on the position, and a number for any intervening spaces. +Trailing spaces need not be counted. Uppercase letters signify +white, and lowercase black. For example, if your position only had +a black king on d8, your POSITION string would be: + + 3k//////// + +For the three spaces (a, b and c file), the black king, and then +all the remaining ranks (which are all empty, so their spaces can +be ignored). + +The SIDE is w or b, to indicate whose move it is. + +CASTLING can contain K, Q, k or q, to signify whether the white or +black king can still castle on the king or queen side. EN-PASSANT +signifies the target sqaure of an en passant capture, such as "e3" or "a6". + +The starting chess position always looks like this: + + rnbqkbnr/pppppppp/////PPPPPPPP/RNBQKBNR/ w KQkq - + +And in "full" mode (where all spaces are accounted for): + + rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - + +@c lispfun chess-fen-to-pos + +@defun chess-fen-to-pos fen +Convert a @var{fen-}like notation string to a chess position. +@end defun + +@c lispfun chess-pos-to-fen + +@defun chess-pos-to-fen position &optional full +Convert a chess @var{position} to @var{fen-}like notation. +If @var{full} is non-nil, represent trailing spaces as well. +@end defun + +@node EPD notation, , FEN notation, Positions +@subsection EPD notation + +EPD is "Extended Position Description"; it is a standard for describing chess +positions along with an extended set of structured attribute values using the +ASCII character set. It is intended for data and command interchange among +chessplaying programs. It is also intended for the representation of portable +opening library repositories. + +A single EPD uses one text line of variable length composed of four data field +followed by zero or more operations. The four fields of the EPD specification +are the same as the first four fields of the FEN specification. + +A text file composed exclusively of EPD data records should have a file name +with the suffix ".epd". + +@c lispfun chess-epd-to-pos + +@defun chess-epd-to-pos &optional string +Convert extended position description to a chess position. +If @var{string} is not specified, look for an @var{epd} string in the current buffer, +and advance point after the correctly parsed position. +@end defun + +@c lispfun chess-pos-to-epd + +@defun chess-pos-to-epd position +Convert a chess @var{position} to a string representation in extended +position description format. +@end defun + +@c lispfun chess-epd-read-file + +@defun chess-epd-read-file file +Return a list of positions contained in @var{file}. +@end defun + +@menu +* Operations:: +* Opcode "acd" analysis count depth:: +* Opcode "acn" analysis count nodes:: +* Opcode "acs" analysis count seconds:: +* Opcode "am" avoid move(s):: +* Opcode "bm" best move(s):: +@end menu + +@node Operations, Opcode "acd" analysis count depth, EPD notation, EPD notation +@subsubsection Operations + +An EPD operation is composed of an opcode followed by zero or more operands and +is concluded by a semicolon. + +Multiple operations are separated by a single space character. If there is at +least one operation present in an EPD line, it is separated from the last +(fourth) data field by a single space character. + +Some opcodes that allow for more than one operand may have special ordering +requirements for the operands. For example, the "pv" (predicted variation) +opcode requires its operands (moves) to appear in the order in which they would +be played. All other opcodes that allow for more than one operand should have +operands appearing in ASCII order. An example of the latter set is the "bm" +(best move[s]) opcode; its operands are moves that are all immediately playable +from the current position. + +@node Opcode "acd" analysis count depth, Opcode "acn" analysis count nodes, Operations, EPD notation +@subsubsection Opcode "acd" analysis count depth + +The opcode "acd" takes a single non-negative integer operand. It is used to +represent the ply depth examined in an analysis. + +@node Opcode "acn" analysis count nodes, Opcode "acs" analysis count seconds, Opcode "acd" analysis count depth, EPD notation +@subsubsection Opcode "acn" analysis count nodes + +The opcode "acn" takes a single non-negative integer operand. It is used to +represent the number of nodes examined in an analysis. Note that the value may +be quite large for some extended searches and so use of (at least) a long (four +byte) representation is suggested. + +@node Opcode "acs" analysis count seconds, Opcode "am" avoid move(s), Opcode "acn" analysis count nodes, EPD notation +@subsubsection Opcode "acs" analysis count seconds + +The opcode "acs" takes a single non-negative integer operand. It is used to +represent the number of seconds used for an analysis. Note that the value may +be quite large for some extended searches and so use of (at least) a long (four +byte) representation is suggested. + +@node Opcode "am" avoid move(s), Opcode "bm" best move(s), Opcode "acs" analysis count seconds, EPD notation +@subsubsection Opcode "am" avoid move(s) + +The opcode "am" indicates a set of zero or more moves, all immediately playable +from the current position, that are to be avoided in the opinion of the EPD +writer. Each operand is a SAN move; they appear in ASCII order. + +@node Opcode "bm" best move(s), , Opcode "am" avoid move(s), EPD notation +@subsubsection Opcode "bm" best move(s) + +The opcode "bm" indicates a set of zero or more moves, all immediately playable +from the current position, that are judged to the best available by the EPD +writer. Each operand is a SAN move; they appear in ASCII order. + +@node Plies, Variations, Positions, The chess.el library +@section Plies + +A @dfn{ply} is the differential between two positions. Or, it is the +coordinate transformations applied to one position in order to arrive at +the following position. It is also informally called "a move". + +A ply may be represented in ASCII by printing the FEN string of the base +position, and then printing the positional transformation in algebraic +notation. Since the starting position is usually known, the FEN string +is optional. A ply may be represented graphically by moving the chess +piece(s) involved. It may be rendered verbally by voicing which piece +is to move, where it will move to, and what will happen a result of the +move (piece capture, check, etc). + +Plies may be sent over network connections, postal mail, e-mail, etc., +so long as the current position is maintained at both sides. +Transmitting the base position's FEN string along with the ply offers a +form of confirmation during the course of a game. + +@menu +* Creating plies:: +* Ply details:: +* The "next" position:: +* Algebraic notation:: +@end menu + +@node Creating plies, Ply details, Plies, Plies +@subsection Creating plies + +@c lispfun chess-ply-create + +@defun chess-ply-create position &optional valid-p &rest changes +Create a ply from the given @var{position} by applying the supplied @var{changes}. +This function will guarantee the resulting ply is legal, and will also +annotate the ply with :check or other modifiers as necessary. It will +also extend castling, and will prompt for a promotion piece. + +Note: Do not pass in the rook move if @var{changes} represents a castling +maneuver. +@end defun + +@c lispfun chess-legal-plies + +@defun chess-legal-plies position &rest keywords +Return a list of all legal plies in @var{position}. +@var{keywords} allowed are: + + :any return t if any piece can move at all + :color <t or nil> + :piece <piece character> + :file <number 0 to 7> [can only be used if :piece is present] + :index <coordinate index> + :target <specific target index> + :candidates <list of inddices> + +These will constrain the plies generated to those matching the above +criteria. + +@var{note}: All of the returned plies will reference the same copy of the +position object passed in. +@end defun + +@node Ply details, The "next" position, Creating plies, Plies +@subsection Ply details + +@c lispfun chess-ply-pos + +@defun chess-ply-pos ply +Returns the base position associated with @var{ply}. +@end defun + +@c lispfun chess-ply-set-pos + +@defun chess-ply-set-pos ply position +Set the base position of @var{ply}. +@end defun + +@c lispfun chess-ply-changes + +@c lispfun chess-ply-set-changes + +@c lispfun chess-ply-source + +@defun chess-ply-source ply +Returns the source square index value of @var{ply}. +@end defun + +@c lispfun chess-ply-target + +@defun chess-ply-target ply +Returns the target square index value of @var{ply}. +@end defun + +@node The "next" position, Algebraic notation, Ply details, Plies +@subsection The "next" position + +@c lispfun chess-ply-next-pos + +@c lispfun chess-ply-final-p + +@defun chess-ply-final-p ply +Return non-nil if this is the last ply of a game/variation. +@end defun + +@node Algebraic notation, , The "next" position, Plies +@subsection Algebraic notation + +A thing to deal with in chess is algebraic move notation, such as +Nxf3+. (I leave description of this notation to better manuals +than this). This notation is a shorthand way of representing where +a piece is moving from and to, by specifying the piece is involved, +where it's going, and whether or not a capture or check is +involved. + +You can convert from algebraic notation to a ply (one pair in most +cases, but two for a castle) using the following function (NOTE: +POSITION determines which side is on move (by calling +`chess-pos-side-to-move')): + +@c lispfun chess-algebraic-to-ply + +@defun chess-algebraic-to-ply position move &optional trust +Convert the algebraic notation @var{move} for @var{position} to a ply. +@end defun + +The function also checks if a move is legal, and will raise an +error if not. + +To convert from a ply to algebraic notation, use: + +@c lispfun chess-ply-to-algebraic + +@defun chess-ply-to-algebraic ply &optional long +Convert the given @var{ply} to algebraic notation. +If @var{long} is non-nil, render the move into long notation. +@end defun + +Lastly, there is a regexp for quickly checking if a string is in +algebraic notation or not, or searching out algebraic strings in a +buffer: + +@defvar chess-algebraic-regexp +A regular expression that matches all possible algebraic moves. +This regexp handles both long and short form. +@end defvar + +@node Variations, Games, Plies, The chess.el library +@section Variations + +A @dfn{variation} is a sequence of plies that occur after some starting +position. If the starting position represents the initial setup of a +chess board, and if the final ply results in completion of the game, it +is called the "main variation". Otherwise, variations typically +represented interesting tangents during a game---but not actually +played---as envisioned by the player, an annotator, or someone studying +the game. + +Variations may be represented in ASCII by stating the FEN string for +starting position, followed by the list of plies that follow that +position. They are difficult to represent graphically, except for +showing each position in turn with a slight pause between---or by +allowing the user to navigate each of the subsequent positions in turn. +They may be represented verbally by announcing each of the plies in +turn, as mentioned above. + +@menu +* Creating variations:: +* Variation positions:: +* Varation plies:: +* Making a move in a variation:: +@end menu + +@node Creating variations, Variation positions, Variations, Variations +@subsection Creating variations + +@c lispfun chess-var-create + +@defun chess-var-create &optional position +Create a new chess variation object. +Optionally use the given starting @var{position}. +@end defun + +@node Variation positions, Varation plies, Creating variations, Variations +@subsection Variation positions + +@c lispfun chess-var-pos + +@defun chess-var-pos var &optional index +Return the position related to @var{var}'s @var{index} ply. +@end defun + +@c lispfun chess-var-index + +@defun chess-var-index var +Return the @var{var}'s current position index. +@end defun + +@c lispfun chess-var-seq + +@defun chess-var-seq var +Return the current @var{var} sequence. +@end defun + +@c lispfun chess-var-side-to-move + +@defun chess-var-side-to-move var &optional index +Return the color whose move it is in @var{var} at @var{index} (or at the last position +of the variation if @var{index} is nil). +@end defun + +@node Varation plies, Making a move in a variation, Variation positions, Variations +@subsection Varation plies + +@c lispfun chess-var-ply + +@defun chess-var-ply var &optional index +Return @var{var}'s @var{index}th ply. +@end defun + +@c lispfun chess-var-plies + +@defun chess-var-plies var +Return the plies of @var{var}. +@end defun + +@c lispfun chess-var-to-algebraic + +@defun chess-var-to-algebraic var &optional long +Reveal the plies of @var{var} by converting them to algebraic +notation. +@end defun + +@node Making a move in a variation, , Varation plies, Variations +@subsection Making a move in a variation + +@c lispfun chess-var-move + +@defun chess-var-move var ply +Make a move in the current @var{var} by applying the changes of @var{ply}. +This creates a new position and adds it to the main variation. +The 'changes' of the last ply reflect whether the var is currently in +progress (nil), if it is drawn, resigned, mate, etc. +@end defun + +@c lispfun chess-var-add-ply + +@defun chess-var-add-ply var ply +Return the position related to @var{var}'s @var{index} position. +@end defun + +@node Games, Collections, Variations, The chess.el library +@section Games + +A @dfn{game} includes its main variation, incidental information about +the game (who played it, where, when, who won, etc), and any +sub-variations of interest to those studying the game afterwards. + +Where TAGS is an alist that associates arbitrary English tag names to +their values. + +A game may be represented in ASCII using standard PGN notation. +Representing them graphically or verbally is similar to what is done +for variations. + +@c lispfun chess-game-add-hook + +@defun chess-game-add-hook game function &optional data prepend +Add to @var{game} an event hook @var{function}. +@end defun + +@c lispfun chess-game-add-ply + +@defun chess-game-add-ply game ply +Return the position related to @var{game}'s @var{index} position. +@end defun + +@c lispfun chess-game-hooks + +@defun chess-game-hooks game +Return the tags alist associated with @var{game}. +@end defun + +@c lispfun chess-game-plies + +@defun chess-game-plies game +Return the main variation of @var{game} as a list of plies. +@end defun + +@c lispfun chess-game-remove-hook + +@defun chess-game-remove-hook game function &optional data +Remove from @var{game} all event hooks that match @var{function}. +If @var{data} is specified, only remove those hooks whose associated data +matches. +@end defun + +@c lispfun chess-game-run-hooks + +@defun chess-game-run-hooks game &rest args +Run the event hooks of @var{game} and pass @var{args}. +@end defun + +@c lispfun chess-game-set-hooks + +@defun chess-game-set-hooks game hooks +Return the tags alist associated with @var{game}. +@end defun + +@c lispfun chess-game-set-plies + +@defun chess-game-set-plies game plies +Set the list of plies which represents the main variation of @var{game}. +@end defun + +@menu +* Creating games:: +* Game tags:: +* Game positions:: +* Game plies:: +* Making a move:: +* PGN notation:: +@end menu + +@node Creating games, Game tags, Games, Games +@subsection Creating games + +@c lispfun chess-game-create + +@defun chess-game-create &optional position tags +Create a new chess game object. +Optionally use the given starting @var{position} (see also +`chess-game-set-start-position'). +@var{tags} is the starting set of game tags (which can always be changed +later using the various tag-related methods). +@end defun + +@node Game tags, Game positions, Creating games, Games +@subsection Game tags + +@c lispfun chess-game-tags + +@defun chess-game-tags game +Return the tags alist associated with @var{game}. +@end defun + +@c lispfun chess-game-set-tags + +@defun chess-game-set-tags game tags +Set the tags alist associated with @var{game}. +After the @var{tags} alist was set the 'set-tags event is triggered. +@end defun + +@c lispfun chess-game-tag + +@defun chess-game-tag game tag +Return the value for @var{tag} in @var{game}. +@end defun + +@c lispfun chess-game-set-tag + +@defun chess-game-set-tag game tag value +Set a @var{tag} for @var{game} to @var{value}. +@end defun + +@c lispfun chess-game-del-tag + +@defun chess-game-del-tag game tag +Delete a @var{tag} from @var{game}. +@end defun + +@node Game positions, Game plies, Game tags, Games +@subsection Game positions + +@c lispfun chess-game-pos + +@defun chess-game-pos game &optional index +Return the current position of @var{game} or a position of a given @var{index}. +@end defun + +@c lispfun chess-game-index + +@defun chess-game-index game +Return the @var{game}'s current position index. +@end defun + +@c lispfun chess-game-seq + +@defun chess-game-seq game +Return the current @var{game} sequence. +@end defun + +@c lispfun chess-game-side-to-move + +@defun chess-game-side-to-move game &optional index +Return the color whose move it is in @var{game} at @var{index} (or at the last position +if @var{index} is nil). +@end defun + +@node Game plies, Making a move, Game positions, Games +@subsection Game plies + +@c lispfun chess-game-ply + +@defun chess-game-ply game &optional index +Return a ply of @var{game}. +If @var{index} is non-nil, the last played ply is returned. +@end defun + +@node Making a move, PGN notation, Game plies, Games +@subsection Making a move + +@c lispfun chess-game-move + +@defun chess-game-move game ply +Make a move in the current @var{game} using @var{ply}. +This creates a new position and adds it to the main variation. +The 'changes' of the last ply reflect whether the game is currently in +progress (nil), if it is drawn, resigned, mate, etc. +@end defun + +@node PGN notation, , Making a move, Games +@subsection PGN notation + +@c lispfun chess-pgn-to-game + +@defun chess-pgn-to-game &optional string +Convert @var{pgn} notation at point into a chess game. +Optionally use the supplied @var{string} instead of the current buffer. +@end defun + +@c lispfun chess-game-to-pgn + +@defun chess-game-to-pgn game &optional indented to-string +Convert a chess @var{game} to @var{pgn} notation. +If @var{indented} is non-nil, indent the move texts. +If @var{to-string} is non-nil, return a string instead of inserting the resulting +@var{pgn} text. +@end defun + +@c lispfun chess-pgn-insert-plies + +@defun chess-pgn-insert-plies game index plies &optional for-black indented no-annotations +@var{nyi}: Still have to implement @var{indented} argument. +@end defun + +@menu +* PGN mode:: +@end menu + +@node PGN mode, , PGN notation, PGN notation +@subsubsection PGN mode + +@c lispfun chess-pgn-visualize + +@defun chess-pgn-visualize +Visualize the move for the @var{pgn} game under point. +This does not require that the buffer be in @var{pgn} mode. +@end defun + +@node Collections, , Games, The chess.el library +@section Collections + +A @dfn{collection} is a set of games archived for later perusal. A set +of games conceptually represents a large tree of branching variations, +and can be used for studying current theory, examining Master +preferences, etc. + +Chess.el itself does not attempt to provide library services, nor does it +ever represent library collections in memory. Instead, it interacts +with a chess database engine for the purpose of storing and retrieving +games from the library, or performing library-wide analyses and +searches. + +@menu +* Opening Databases:: +* Querying Databases:: +* Modifying Databases:: +* Finalising Databases:: +* Database Modules:: +@end menu + +@node Opening Databases, Querying Databases, Collections, Collections +@subsection Opening Databases + +@defvar chess-database-modules +List of database modules to try when `chess-database-open' is called. +@end defvar + +@c lispfun chess-database-open + +@defun chess-database-open file &optional module +Returns the opened database object, or nil. +@end defun + +@node Querying Databases, Modifying Databases, Opening Databases, Collections +@subsection Querying Databases + +@c lispfun chess-database-filename + +@defun chess-database-filename database +Return the filename of an already opened @var{database}. +@end defun + +@c lispfun chess-database-count + +@c lispfun chess-database-read + +@defun chess-database-read database index +Return from @var{database} the chess game object at @var{index}. +@end defun + +@c lispfun chess-database-query + +@defun chess-database-query database &rest terms +Run a query on @var{database}. +@var{terms} is partly dependent on the chess-database module in use. +chess-scid: + tree-search @var{game}: Perform a tree search on the last position of @var{game}. +@end defun + +@node Modifying Databases, Finalising Databases, Querying Databases, Collections +@subsection Modifying Databases + +@c lispfun chess-database-read-only-p + +@defun chess-database-read-only-p database +Return non-nil if @var{database} is read only. +@end defun + +@c lispfun chess-database-write + +@c lispfun chess-database-replace + +@node Finalising Databases, Database Modules, Modifying Databases, Collections +@subsection Finalising Databases + +@c lispfun chess-database-save + +@c lispfun chess-database-close + +@node Database Modules, , Finalising Databases, Collections +@subsection Database Modules + +Currently, there are two subclasses of the above defined +database base-class: + +@menu +* chess-file:: +* chess-scid:: +@end menu + +@node chess-file, chess-scid, Database Modules, Database Modules +@subsubsection chess-file + +This module does not use an external chess database program +to store and retrieve games. It uses the PGN of EPD format parsing +routines provided in `chess-pgn.el' and `chess-epd.el' to implement Collections +for ordinary PGN and EPD files. + +EPD file collections are represented as a collection of games originating +at the given position. One might argue that conceptually, they represent +a collection of positions, but it is more convenient to merge all +collections into one uniform concept. + +@node chess-scid, , chess-file, Database Modules +@subsubsection chess-scid + +This modules implement basic reading and writing functionality +for SCID (Shane's Chess Information Database) files. + +@node Modules, Chessboard displays, The chess.el library, Top +@chapter Modules + +Positions, plies and variations are typically accessed in reference to +a game object, which has a main variation containing the plies and +positions that represent the number of moves made within that game up +to the final position. + +Another thing that the game object does is to manage events that occur +within that game. If a move is made from the final position, for +example, it will cause a new ply to be created, adding it to the end +of the main variation. Then, a `move' event is triggered within the +game and passed to any chess modules which are currently associated +with that game. The concept of modules allows far more complex +aspects of chess playing to be dealt with, while allowing the library +itself to still operate solely in terms of the game object. + +For example, although the plies of a game object contain all the +information the computer needs to follow the game, a user needs much +more. He wants to see the pieces move. To support this, a display +module (see next chapter) can be created, and linked to the game. The +first effect of this association will be to create a chess board +display and show the game's final position on it. Now whenever plies +are added to the game, the chess board will be updated to show the +effect of that move on the board. The display module realizes that a +move has been made by receiving the `move' event which is passed to +all modules associated with the game object. + +There may be any number of modules associated with a chess game, and +they may do anything you like. Basically, for a module called +chess-sample, a function must exist called `chess-sample-handler'. +This takes two or more arguments: a game object, the event symbol, and +whatever other arguments were passed along with the event symbol. + +When an event is triggered on a game object (and this may happen as a +byproduct of manipulating the game, or events may be manually +generated), every associated module, in order, is called with that +event and whatever arguments were passed along with the event. The +game object is passed also, so that the module knows which game this +event has occurred in reference to. + +Once called, the module can do whatever it likes. Some events expect +certain values to be returned, to indicate success or failure in +processing the event. There are many different events, each depicting +something specific that might happen in the context of playing or +manipulating a chess game. Some events relate only to the chess game +itself, some are triggered by the various chess engines that might be +associated with that game. Modules may even trigger events in +response to event. The game itself remains unaware of events, except +for the fact that it will pass them along to every module associated +with that game. + +This is how displays get updated, for example, because once a 'move' +event is triggered, each display knows that it must now look at the +new final position and update its display. It may even trigger new +events special to displays, to cause a refresh to happen after update +calculations have been performed, for example. All such details are +left to the module, and the game does not interfere with such +intra-module messaging. + +Looked at as an object-oriented design, these are typical polymorphic +events. Certain generic situations frequently occur, such as moves, +which trigger events so that everyone concerned with the game can be +updated as to the move that occurred. This way, no one need to +actively query the game to find out if something new has happened. +The game will notify every listening module by sending an event. + +The core library, which consists of code to manipulate games, does not +define any modules. The rest of the chess.el library is strictly a +set of module implementations, of various types. Display modules +react to moves, and may modify the game based on user input; engine +modules react to moves by notifying the engine of the move; network +client modules react to moves by sending the move text over the +network. Engine and network modules may also trigger new events when +the engine or network player has decided on their move, and this move +is then applied to the game object. + +At the moment, no negotiation is done to determine which module may +modify the game object. All modules have equal privilege. This means +it is the programmer's duty not to associate conflicting modules with +a single game object. If two artificial intelligence engines were +linked, for example, they would quickly start stepping on each other's +toes. But it perfectly fine to have one artificial intelligence +engine, and another passive engine whose only purpose is to relay the +moves to a networked observer on another computer. The possibilities +are endless. + +Modules are very easy to write, although engines and displays are +rather different from each other in their principles. There is a base +engine, and a base display, which receive the same events as any other +module. But then there are derived engines and derived displays which +trigger a whole family of events specific to those module types. If +you suspect a bug in your module, put a breakpoint in your handler +function, and wait for the offending event to come through. Then you +can watch what your module does in response to that event. If it +leaves the game object alone, it should be easy to locate the problem, +since it will always be within the module itself. But if your module +also modifies the game object in response to certain events, you may +induce a feedback loop that is much more difficult to sort out. Test +often and keep in mind that *many* events might end up coming through +as a result of the game changes your module makes! + +That, in essence, is how the module system works. From the game +object's perspective, it is a very simple mechanism, much like a +function ring or a hook. The hook is called at certain points, so +that any listener can react to changes in the game. But from each +module's perspective, it is a rich way to allow inter-operation +between both passive and reactive modules, all of them acting together +to enrich the context of play involving the central game object. + +The only other rule to be mentioned is that each module instance +should be associated with only one game object at a time, although a +game object may have unlimited modules of any type linked to it. +Otherwise, trying to update a chess board based on input from two +different games would get impossible to sort out. Better to create a +new board for every game---the way ordinary humans would do it in the +real world. + +@node Chessboard displays, Engines, Modules, Top +@chapter Chessboard displays + +The previous chapter described all the objects found in +chess---positions, plies, variations, games and collections. However, +these objects can only be manipulated programmitically using the +functions given so far. In order to present them in a meaningful +fashion to a human reader, it is necessary to create and use a display +object. + +@menu +* Generic display manipulation functions:: +* Plain ASCII diagram displays:: +* ICS1 style ASCII displays:: +* Graphical displays:: +@end menu + +@node Generic display manipulation functions, Plain ASCII diagram displays, Chessboard displays, Chessboard displays +@section Generic display manipulation functions + +@c lispfun chess-display-create + +@defun chess-display-create game style perspective +Create a chess display, for displaying chess objects. +Where @var{game} is the chess game object to use, @var{style} should be the display +type to use (a symbol) and @var{perspective} determines the viewpoint +of the board, if non-nil, the board is viewed from White's perspective. +@end defun + +@c lispfun chess-display-destroy + +@c lispfun chess-display-active-p + +@defun chess-display-active-p +Return non-nil if the displayed chessboard reflects an active game. +Basically, it means we are playing, not editing or reviewing. +@end defun + +@c lispfun chess-display-clear-board + +@defun chess-display-clear-board +Setup the current board for editing. +@end defun + +@c lispfun chess-display-game + +@c lispfun chess-display-highlight + +@defun chess-display-highlight display &rest args +Highlight the square at @var{index} on the current position. +The given highlighting @var{mode} is used, or the default if the style you +are displaying with doesn't support that mode. `selected' is a mode +that is supported by most displays, and is the default mode. +@end defun + +@c lispfun chess-display-index + +@c lispfun chess-display-invert + +@defun chess-display-invert +Invert the perspective of the current chess board. +@end defun + +@c lispfun chess-display-move + +@defun chess-display-move display ply &optional prev-pos pos +Move a piece on @var{display}, by applying the given @var{ply}. +The position of @var{ply} must match the currently displayed position. +If only @var{start} is given, it must be in algebraic move notation. +@end defun + +@c lispfun chess-display-move-backward + +@c lispfun chess-display-move-first + +@c lispfun chess-display-move-forward + +@c lispfun chess-display-move-last + +@c lispfun chess-display-perspective + +@defun chess-display-perspective display +Return the current perspective of @var{display}. +@end defun + +@c lispfun chess-display-ply + +@c lispfun chess-display-position + +@defun chess-display-position display +Return the position currently viewed on @var{display}. +@end defun + +@c lispfun chess-display-quit + +@defun chess-display-quit +Quit the game associated with the current display. +@end defun + +@c lispfun chess-display-set-game + +@defun chess-display-set-game display game &optional index +Set the given @var{display} to display the @var{game} object, optionally at @var{index}. +This is the function to call to cause a display to view a game. It +will also update all of the listening engines and other displays to +also view the same game. +@end defun + +@c lispfun chess-display-set-index + +@c lispfun chess-display-set-perspective + +@defun chess-display-set-perspective display perspective +Set @var{perspective} of @var{display}. +@end defun + +@c lispfun chess-display-set-ply + +@c lispfun chess-display-set-position + +@defun chess-display-set-position display &optional position my-color +Set the game associated with @var{display} to use @var{position} and @var{my-color}. +@end defun + +@c lispfun chess-display-set-variation + +@defun chess-display-set-variation display variation &optional index +Set @var{display} @var{variation}. +If @var{index} is not specified, this will cause the first ply in the variation +to be displayed, with the user able to scroll back and forth through the +moves in the variation. Any moves made on the board will extend/change the +variation that was passed in. +@end defun + +@c lispfun chess-display-update + +@defun chess-display-update display &optional popup +Update the chessboard @var{display}. @var{popup} too, if that arg is non-nil. +@end defun + +@c lispfun chess-display-variation + +@node Plain ASCII diagram displays, ICS1 style ASCII displays, Generic display manipulation functions, Chessboard displays +@section Plain ASCII diagram displays + +The simplest display style available is chess-plain, a very customisable +ASCII board diagram display. + +@defvar chess-plain-separate-frame +If non-nil, display the chessboard in its own frame. +@end defvar + +@defvar chess-plain-draw-border +Non-nil if a border should be drawn (using `chess-plain-border-chars'). +@end defvar + +@defvar chess-plain-border-chars +A list of Characters used to draw borders. +@end defvar + +@defvar chess-plain-black-square-char +Character used to indicate empty black squares. +@end defvar + +@defvar chess-plain-white-square-char +Character used to indicate black white squares. +@end defvar + +@defvar chess-plain-piece-chars +Alist of pieces and their corresponding characters. +@end defvar + +@defvar chess-plain-upcase-indicates +Defines what a upcase char should indicate. +The default is 'color, meaning a upcase char is a white piece, a +lowercase char a black piece. Possible values: 'color (default), +'square-color. If set to 'square-color, a uppercase character +indicates a piece on a black square. (Note that you also need to +modify `chess-plain-piece-chars' to avoid real confusion.) +@end defvar + +@defvar chess-plain-spacing +Number of spaces between files. +@end defvar + +@node ICS1 style ASCII displays, Graphical displays, Plain ASCII diagram displays, Chessboard displays +@section ICS1 style ASCII displays + +@defvar chess-ics1-separate-frame +If non-nil, display the chessboard in its own frame. +@end defvar + +@node Graphical displays, , ICS1 style ASCII displays, Chessboard displays +@section Graphical displays + +@node Engines, Internet Chess Servers, Chessboard displays, Top +@chapter Engines + +Engines are the representation of an opponent in Chess. THe main type +of engine interfaces with an external chess program. However, there +can be other uses for engine objects, such as providing networked engined +for playing with opponent over different types of transports. + +@menu +* Common functions:: +* Crafty:: +* Gnu Chess:: +* Phalanx:: +* Sjeng:: +@end menu + +@node Common functions, Crafty, Engines, Engines +@section Common functions + +@c lispfun chess-engine-create + +@defun chess-engine-create module game &optional response-handler &rest handler-ctor-args +Create a new chess engine @var{module} (a symbol) associated with @var{game}. +Optionally supply a new @var{response-handler}. +@end defun + +@c lispfun chess-engine-set-option + +@defun chess-engine-set-option engine option value +Set @var{engine} @var{option} to @var{value} by invoking its handler with the 'set-option +event. +@end defun + +@c lispfun chess-engine-destroy + +@c lispfun chess-engine-set-position + +@c lispfun chess-engine-position + +@defun chess-engine-position engine +Return the current position of the game associated with @var{engine}. +@end defun + +@c lispfun chess-engine-set-game + +@c lispfun chess-engine-game + +@c lispfun chess-engine-index + +@c lispfun chess-engine-move + +@c lispfun chess-engine-command + +@defun chess-engine-command engine event &rest args +Call the handler of @var{engine} with @var{event} (a symbol) and @var{args}. +@end defun + +@c lispfun chess-engine-send + +@defun chess-engine-send engine string +Send the given @var{string} to @var{engine}. +If `chess-engine-process' is a valid process object, use `process-send-string' +to submit the data. Otherwise, the 'send event is triggered and the engine +event handler can take care of the data. +@end defun + +@node Crafty, Gnu Chess, Common functions, Engines +@section Crafty + +@node Gnu Chess, Phalanx, Crafty, Engines +@section Gnu Chess + +@node Phalanx, Sjeng, Gnu Chess, Engines +@section Phalanx + +@node Sjeng, , Phalanx, Engines +@section Sjeng + +@node Internet Chess Servers, Concept Index, Engines, Top +@chapter Internet Chess Servers + +Based on the services provided above, there is also a speical mode +for communication with Internet Chess Servers. + +ON an Internet Chess Server you can seek to play against other +human or computer players, observe other games being player or examined, +play tournaments, chat with fellow chess players, participate in a team game, +or do various other interesting chess related things. + +A default set of well known servers is defined in the following variable: + +@defvar chess-ics-server-list +A list of servers to connect to. +The format of each entry is: + + (SERVER PORT [HANDLE] [PASSWORD-OR-FILENAME] [HELPER] [HELPER ARGS...]) +@end defvar + +@menu +* Connecting to a server:: +* Seeking an opponent for a new game:: +* The sought game display:: +@end menu + +@node Connecting to a server, Seeking an opponent for a new game, Internet Chess Servers, Internet Chess Servers +@section Connecting to a server + +To open a new connection to an Internet Chess Server, use: + +@c lispfun chess-ics + +@defun chess-ics server port &optional handle password-or-filename helper &rest helper-args +Connect to an Internet Chess Server. +@end defun + +@node Seeking an opponent for a new game, The sought game display, Connecting to a server, Internet Chess Servers +@section Seeking an opponent for a new game + +After you connected to a server, one of the first things you will +want to do is find an oponent for a new game. You can use the +ICS command "seek" to announce your availability for a chess game +to interested people. + +@node The sought game display, , Seeking an opponent for a new game, Internet Chess Servers +@section The sought game display + +There is a special mode for displaying games sought by other users +on an Internet Chess Server. Provided you didn't turn off seek ads +manually (for instance by setting the seek variable to 0 (off) on the +ICS server by issueing "set seek 0"), the first seek advertisment +automatically pops up a new window which is in `chess-ics-sought-mode'. + +@c lispfun chess-ics-sought-mode + +@defun chess-ics-sought-mode +A mode for displaying @var{ics} game seek advertisments. + +This mode runs the hook `chess-ics-sought-mode-hook', as the final step +during initialization. + +key binding +--- ------- + +@var{ret} chess-ics-sought-accept +@var{spc} chess-ics-sought-toggle-sort-direction +? describe-mode +s chess-ics-sought-toggle-sort-state +<mouse-2> chess-ics-sought-accept + + +@end defun + +In this buffer, use mouse-2 or @kbd{RET} on a line to accept that +particular game and play it. + +@node Concept Index, Function and Variable Index, Internet Chess Servers, Top +@unnumbered Concept Index + +@printindex cp + +@node Function and Variable Index, Key Index, Concept Index, Top +@unnumbered Function and Variable Index + +@printindex fn + +@node Key Index, , Function and Variable Index, Top +@unnumbered Key Index + +@printindex ky +@bye |
