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1.1 root 1: .TH Chess GNU
2: .SH NAME
3: Chess \- GNU Chess
4: .SH SYNOPSIS
5: .B Chess
6: [
7: .B arg1 arg2
8: ]
9: .SH DESCRIPTION
10: .I Chess
11: plays a game of chess against the user or it plays against itself.
12: .PP
13: .I Chess
14: has a simple alpha-numeric board display or it can be compiled for
15: use with the CHESSTOOL program on a SUN workstation.
16: The program gets its opening moves from the file gnuchess.book which
17: should be located in the same directory as gnuchess.
18: To invoke the prgram, type 'gnuchess' or type 'chesstool gnuchess'
19: on a SUN workstation where 'CHESSTOOL' is installed.
20: The 'gnuchess' command can be followed by up to 2 command line arguments.
21: If one argument is given it determines the programs search time in
22: seconds. If two arguments are given, they will be used to set tournament
23: time controls with the first argument being the number of moves and the second
24: being the total clock time in minutes. Thus, entering 'chess 60 5' will set
25: the clocks for 5 minutes (300 seconds) for the first 60 moves.
26: If no argument is given the program will prompt the user for level of
27: play.
28: For use with CHESSTOOL, see the documentation on that program.
29: .PP
30: Once
31: .I Chess
32: is invoked, the program will display the board and prompt the user
33: for a move. To enter a move, use the notation 'e2e4' where the first
34: letter-number pair indicates the origination square
35: and the second letter-number pair indicates the destination square.
36: An alternative is to use the notation 'nf3' where
37: the first letter indicates the piece type (p,n,b,r,q,k).
38: To castle, type the origin and destination squares
39: of the king just as you would do for a regular move, or type
40: "o-o" for kingside castling and "o-o-o" for queenside.
41: .SH COMMANDS
42: .PP
43: In addition to legal moves, the following commands are available as responses.
44: .PP
45: .I beep
46: -- causes the program to beep after each move.
47: .PP
48: .I bd
49: -- updates the current board position on the display.
50: .PP
51: .I book
52: -- turns off use of the opening library.
53: .PP
54: .I both
55: -- causes the computer to play both sides of a chess game.
56: .PP
57: .I black
58: -- causes the computer to take the black pieces with the move
59: and begin searching.
60: .PP
61: .I level
62: -- allows the user to set time controls such as
63: 60 moves in 5 minutes etc. In tournament mode, the program will
64: vary the time it takes for each
65: move depending on the situation. If easy mode is disabled (using
66: the 'easy' command), the program
67: will often respond with its move immediately, saving time on
68: its clock for use later on.
69: .PP
70: .I depth
71: -- allows the user to change the
72: search depth of the program. The maximum depth is 29 ply.
73: Normally the depth is set to 29 and the computer terminates
74: its search based on elapsed time rather than depth.
75: Using the depth command allows setting depth to say
76: 4 ply and setting response time to a large number such as
77: 9999 seconds. The program will then search until all moves
78: have been examined to a depth of 4 ply (with extensions up
79: to 11 additional ply for sequences of checks and captures).
80: .PP
81: .I easy
82: -- toggles easy mode (thinking on opponents time)
83: on and off. The default is easy mode ON. If easy mode is disabled,
84: the user must enter a 'break' or '^C' to get the programs
85: attention before entering each move.
86: .PP
87: .I edit
88: -- allows the user to set up a board position.
89: In this mode, the '#' command will clear the board, the 'c'
90: command will toggle piece color, and the '.' command will exit
91: setup mode. Pieces are entered by typing a letter (p,n,b,r,q,k) for
92: the piece followed by the coordinate. For example "pb3" would
93: place a pawn on square b3.
94: .PP
95: .I force
96: -- allows the user to enter moves for both
97: sides. To get the program to play after a sequence of moves
98: has been entered use the 'white' or 'black' commands.
99: .PP
100: .I get
101: -- retrieves a game from disk. The program will
102: prompt the user for a file name.
103: .PP
104: .I help
105: -- displays a short description of the commands.
106: .PP
107: .I hint
108: -- causes the program to supply the user with
109: its predicted move.
110: .PP
111: .I list
112: -- writes the game moves and some statistics
113: on search depth, nodes, and time to the file 'chess.lst'.
114: .PP
115: .I new
116: -- starts a new game.
117: .PP
118: .I post
119: -- causes the program to display the principle
120: variation and the score during the search. A score of
121: 100 is equivalent to a 1 pawn advantage for the computer.
122: .PP
123: .I random
124: -- causes the program to randomize its move
125: selection slightly.
126: .PP
127: .I reverse
128: -- causes the board display to be reversed. That
129: is, the white pieces will now appear at the top of the board.
130: .PP
131: .I quit
132: -- exits the game.
133: .PP
134: .I save
135: -- saves a game to disk. The program will prompt
136: the user for a file name.
137: .PP
138: .I switch
139: -- causes the program to switch places with
140: the opponent and begin searching.
141: .PP
142: .I undo
143: -- undoes the last move whether it was the computer's
144: or the human's. You may also type "remove". This is equivalent
145: to two "undo's" (e.g. retract one move for each side).
146: .PP
147: .I white
148: -- causes the computer to take the white pieces
149: with the move and begin searching.
150: .SH BUGS
151: .PP
152: Pawn promotion to pieces other than a queen is not allowed.
153: En-Passant does not work properly with CHESSTOOOL.
154: The transposition table may not work properly in some
155: positions so the default is to turn this off.
156: .fi
157: .SH SEE ALSO
158: .nf
159: chesstool(6)
160: .fi
161:
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