[gnome-chess] Add CECP/UCI specs under doc/ and move PGN spec



commit 7e06fa39cb76ebc3b0fff6e4eee6fe556167d393
Author: Michael Catanzaro <mcatanzaro igalia com>
Date:   Sun Nov 29 14:05:03 2015 -0600

    Add CECP/UCI specs under doc/ and move PGN spec

 doc/Chess Engine Communication Protocol.mhtml      | 2559 ++++++++++++++++++++
 .../Portable Game Notation                         |    0
 doc/Universal Chess Interface                      |  543 +++++
 3 files changed, 3102 insertions(+), 0 deletions(-)
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+From: <Saved by WebKit>
+Subject: Chess Engine Communication Protocol
+Date: Mon, 29 Nov 2015 13:44:46 -0600
+MIME-Version: 1.0
+Content-Type: multipart/related;
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+Content-Type: text/html
+Content-Transfer-Encoding: quoted-printable
+Content-Location: http://home.hccnet.nl/h.g.muller/engine-intf.html
+
+<html xmlns=3D"http://www.w3.org/1999/xhtml"; lang=3D"en" xml:lang=3D"en"><h=
+ead><meta charset=3D"ISO-8859-1">
+<title>Chess Engine Communication Protocol</title>
+
+<style type=3D"text/css">
+  .header {=20
+  border-top:2px solid black;
+  border-bottom:2px solid black;
+  }
+  .version1 { color: red;}
+  .version43 { color: green;}
+  .version44 { color: blue; }
+  .version47 { color: purple; }
+
+  table tr { text-align: left}
+  tr > td:first-child { font-weight:bold;}
+  dt { font-weight:bold;}
+
+  </style>
+
+</head>
+
+<body>
+<div class=3D"header">
+<h1>Chess Engine Communication Protocol</h1>
+<h2><a href=3D"http://www.tim-mann.org/";>Tim Mann</a> &amp; <a href=3D"http=
+://home.hccnet.nl/h.g.muller/winboardF.html">H.G.Muller</a></h2>
+<p>
+Version 2; implemented in xboard/WinBoard 4.2.1 and later. (Sept 3, 2009)<b=
+r>
+Changes since version 1 are indicated in <span class=3D"version1">red</span=
+>.<br>
+Changes for WinBoard 4.3.xx are indicated in <span class=3D"version43">gree=
+n</span>.<br>
+Changes for WinBoard 4.4.xx are indicated in <span class=3D"version44">blue=
+</span>.
+</p>
+</div>
+
+<ul>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#1";>1. Intr=
+oduction</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#2";>2. Conn=
+ection</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#3";>3. Debu=
+gging</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#4";>4. How =
+it got this way</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#5";>5. WinB=
+oard requires Win32 engines</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#6";>6. Hint=
+s on input/output</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#7";>7. Sign=
+als</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#8";>8. Comm=
+ands from xboard to the engine</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#9";>9. Comm=
+ands from the engine to xboard</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#10";>10. Th=
+inking Output</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#11";>11. Ti=
+me control</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#12";>12. An=
+alyze Mode</a></li>
+<li><a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#13";>13. Id=
+ioms and backward compatibility features</a></li>
+</ul>
+
+<hr>
+
+<h2><a name=3D"1">1. Introduction</a></h2>
+
+<p>
+This document is a set of rough notes on the protocol that xboard and
+WinBoard use to communicate with gnuchessx and other chess engines.
+These notes may be useful if you want to connect a different chess
+engine to xboard.  Throughout the notes, "xboard" means both xboard
+and WinBoard except where they are specifically contrasted.
+</p>
+
+<p>
+There are two reasons I can imagine someone wanting to do this:=20
+</p>
+
+<ol>
+<li>You have, or are developing, a chess engine but you don't want to
+write your own graphical interface. </li>
+<li>You have, or are developing,a chess engine, and you want to
+interface it to the Internet Chess Server.</li>
+</ol>
+
+<p>
+In case (2), if you are using xboard, you will need to configure the
+"Zippy" code into it, but WinBoard includes this code already.  See
+the file <a href=3D"http://www.tim-mann.org/xboard/zippy.README";>zippy.READ=
+ME</a>
+in the xboard or WinBoard distribution for more information.
+</p>
+
+<p>
+These notes are unpolished, but I've attempted to make them complete
+in this release.  If you notice any errors, omissions, or misleading
+statements, let me know.
+</p>
+
+<p>
+I'd like to hear from everyone who is trying to interface their own
+chess engine to xboard/WinBoard. Please join the mailing list for=20
+authors of xboard/WinBoard compatible chess engines and post a message=20
+about what you're doing. The list is now hosted by Yahoo Groups; you=20
+can join at <a href=3D"http://groups.yahoo.com/group/chess-engines";>http://=
+groups.yahoo.com/group/chess-engines</a>, or you can read the
+list there without joining.  The list is filtered to prevent spam.
+</p>
+
+<p class=3D"version43">
+Note that the WinBoard 4.3.xx line was developed independently of the
+original GNU project, by H.G.Muller.
+If you have questions about WinBoard 4.3.xx, or want to report bugs in it,
+report them in the appropriate section of the=20
+<a href=3D"http://www.open-aurec.com/wbforum/";>WinBoard forum</a>.
+</p>
+
+<h2><a name=3D"2">2. Connection</a></h2>
+
+<p>
+An xboard chess engine runs as a separate process from xboard itself,
+connected to xboard through a pair of anonymous pipes.  The engine
+does not have to do anything special to set up these pipes.  xboard
+sets up the pipes itself and starts the engine with one pipe as its
+standard input and the other as its standard output.  The engine then
+reads commands from its standard input and writes responses to its
+standard output.  This is, unfortunately, a little more complicated to
+do right than it sounds; see <a href=3D"http://home.hccnet.nl/h.g.muller/en=
+gine-intf.html#6">section 6</a> below.
+</p>
+
+<p>
+And yes, contrary to some people's expectations, exactly the same
+thing is true for WinBoard.  Pipes and standard input/output are
+implemented in Win32 and work fine.  You don't have to use DDE, COM,
+DLLs, BSOD, or any of the other infinite complexity that
+Microsoft has created just to talk between two programs.  A WinBoard
+chess engine is a Win32 console program that simply reads from its
+standard input and writes to its standard output.  See sections=20
+<a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#5";>5</a> and <=
+a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#6";>6</a> below =
+for additional details.
+</p>
+
+<h2><a name=3D"3">3. Debugging</a></h2>
+
+<p>
+To diagnose problems in your engine's interaction with xboard, use the
+-debug flag on xboard's command line to see the messages that are
+being exchanged.  In WinBoard, these messages are written to the file
+WinBoard.debug instead of going to the screen.
+</p>
+
+<p>
+You can turn debug mode on or off while WinBoard is running by
+pressing Ctrl+Alt+F12.  You can turn debug mode on or off while xboard
+is running by binding DebugProc to a shortcut key (and pressing the
+key!); see the instructions on shortcut keys in the xboard man page.
+</p>
+
+<p>
+While your engine is running under xboard/WinBoard, you can send a
+command directly to the engine by pressing Shift+1 (xboard) or Alt+1
+(WinBoard 4.0.3 and later).  This brings up a dialog that you can type
+your command into.  Press Shift+2 (Alt+2) instead to send to the
+second chess engine in Two Machines mode.  On WinBoard 4.0.2 and earlier,
+Ctrl+Alt is used in place of Alt; this had to be changed due to a conflict
+with typing the @-sign on some European keyboards.
+</p>
+
+<h2><a name=3D"4">4. How it got this way</a></h2>
+
+<p>
+Originally, xboard was just trying to talk to the existing
+command-line interface of GNU Chess 3.1+ and 4, which was designed
+for people to type commands to.  So the communication protocol is very
+ad-hoc.  It might have been good to redesign it early on, but because
+xboard and GNU Chess are separate programs, I didn't want to force
+people to upgrade them together to versions that matched.  I
+particularly wanted to keep new versions of xboard working with old
+versions of GNU Chess, to make it easier to compare the play of old
+and new gnuchess versions.  I didn't foresee the need for a clean
+protocol to be used with other chess engines in the future.
+</p>
+
+<p>
+Circumstances have changed over the years, and now there are many more
+engines that work with xboard.  I've had to make the protocol
+description more precise, I've added some features that GNU Chess
+does not support, and I've specified the standard semantics of a few
+features to be slightly different from what GNU Chess 4 does.
+</p>
+
+<p class=3D"version1">
+This release of the protocol specification is the first to carry a
+version number of its own -- version 2.  Previous releases simply
+carried a last-modified date and were loosely tied to specific=20
+releases of xboard and WinBoard.  The version number "1" applies
+generally to all those older versions of the protocol.
+</p>
+
+<p class=3D"version1">
+Protocol version 2 remains compatible with older engines but has
+several new capabilities.  In particular, it adds the=20
+"feature" command, a new mechanism for making backward-compatible
+changes and extensions to the protocol.  Engines that do not support a
+particular new feature do not have to use it; new features are not
+enabled unless the engine specifically requests them using the feature
+command.  If an engine does not send the feature command at all, the
+protocol behavior is nearly identical to version 1.  Several new
+features can be selected by the feature command in version 2,
+including the "ping" command (recommended for all engines), the
+"setboard" command, and many optional parameters.  Additional features
+will probably be added in future versions.
+</p>
+
+<p class=3D"version43">
+If it is necessary to have a separate name,=20
+it would be best to refer to the protocol including the green additions as =
+version 2f.
+I really don't think it is a different protocol from version 2, though.
+I just tried to clarify some ambiguities in the original definition,
+now that the WinBoard 4.3.xx line has implemented them in a specific way.
+The hand-shaking protocol for features as defined in protocol 2 perfectly
+allows addition of an occasional new features without any need for stepping=
+ up the protocol version number,
+and I think refraining from the latter would enormously lower the barrier f=
+or actual
+implementation of these features in engines.
+<br>
+The two really new things are the engine debug comments, and the "nps" comm=
+and.
+The former merely tries to regulate an extremely common existing pactice=20
+of having engines dump debug messages on WinBoard in an unprotected way,=20
+as usually you get away with that.
+</p>
+
+<h2><a name=3D"5">5. WinBoard requires Win32 engines</a></h2>
+
+<p>
+Due to some Microsoft brain damage that I don't understand, WinBoard
+does not work with chess engines that were compiled to use a DOS
+extender for 32-bit addressing.  (Probably not with 16-bit DOS or
+Windows programs either.)  WinBoard works only with engines that are
+compiled for the Win32 API.  You can get a free compiler that targets
+the Win32 API from <a href=3D"http://sources.redhat.com/cygwin/";>http://sou=
+rces.redhat.com/cygwin/</a>.  I think DJGPP 2.x should also
+work if you use the RSXNTDJ extension, but I haven't tried it.  Of
+course, Microsoft Visual C++ will work.  Most likely the other
+commercial products that support Win32 will work too (Borland, etc.),
+but I have not tried them.  Delphi has been successfully used to write
+engines for WinBoard; if you want to do this, Tony Werten has donated
+some <a href=3D"http://www.tim-mann.org/winboard/delphi.txt";>sample
+code</a> that should help you get started.
+</p>
+
+<h2><a name=3D"6">6. Hints on input/output</a></h2>
+
+<p>
+Beware of using buffered I/O in your chess engine.  The C stdio
+library, C++ streams, and the I/O packages in most other languages use
+buffering both on input and output.  That means two things.  First,
+when your engine tries to write some characters to xboard, the library
+stashes them in an internal buffer and does not actually write them to
+the pipe connected to xboard until either the buffer fills up or you
+call a special library routine asking for it to be flushed.  (In C
+stdio, this routine is named <tt>fflush</tt>.)  Second, when your engine tr=
+ies
+to read some characters from xboard, the library does not read just
+the characters you asked for -- it reads all the characters that are
+currently available (up to some limit) and stashes any characters you
+are not yet ready for in an internal buffer.  The next time you ask to
+read, you get the characters from the buffer (if any) before the
+library tries to read more data from the actual pipe.
+</p>
+
+<p>
+Why does this cause problems?  First, on the output side, remember
+that your engine produces output in small quantities (say, a few
+characters for a move, or a line or two giving the current analysis),
+and that data always needs to be delivered to xboard/WinBoard for
+display immediately.  If you use buffered output, the data you print
+will sit in a buffer in your own address space instead of being
+delivered.
+</p>
+
+<p>
+You can usually fix the output buffering problem by asking for the
+buffering to be turned off.  In C stdio, you do this by calling
+<tt>setbuf(stdout, NULL)</tt>.  A more laborious and error-prone
+method is to carefully call <tt>fflush(stdout)</tt> after every line
+you output; I don't recommend this.  In C++, you can try
+<tt>cout.setf(ios::unitbuf)</tt>, which is documented in current
+editions of "The C++ Programming Language," but not older ones.
+Another C++ method that might work is
+<tt>cout.rdbuf()-&gt;setbuf(NULL, 0)</tt>.  Alternatively, you can
+carefully call <tt>cout.flush()</tt> after every line you output;
+again, I don't recommend this.
+</p>
+
+<p>
+Another way to fix the problem is to use unbuffered operating system
+calls to write directly to the file descriptor for standard output.
+On Unix, this means <tt>write(1, ...)</tt> -- see the man page for write(2)=
+.
+On Win32, you can use either the Unix-like <tt>_write(1, ...)</tt> or Win32
+native routines like <tt>WriteFile</tt>.
+</p>
+
+<p>
+Second, on the input side, you are likely to want to poll during your
+search and stop it if new input has come in.  If you implement
+pondering, you'll need this so that pondering stops when the user
+makes a move.  You should also poll during normal thinking on your
+move, so that you can implement the "?" (move now) command, and so
+that you can respond promptly to a "result", "force", or "quit"
+command if xboard wants to end the game or terminate your engine.
+Buffered input makes polling more complicated -- when you poll, you
+must stop your search if there are <em>either</em> characters in the buffer
+<em>or</em> characters available from the underlying file descriptor.
+</p>
+
+<p>
+The most direct way to fix this problem is to use unbuffered operating
+system calls to read (and poll) the underlying file descriptor
+directly.  On Unix, use <tt>read(0, ...)</tt> to read from standard input, =
+and
+use <tt>select()</tt> to poll it.  See the man pages read(2) and select(2).
+(Don't follow the example of GNU Chess 4 and use the FIONREAD ioctl to
+poll for input.  It is not very portable; that is, it does not exist
+on all versions of Unix, and is broken on some that do have it.)  On
+Win32, you can use either the Unix-like <tt>_read(0, ...)</tt> or the nativ=
+e
+Win32 <tt>ReadFile()</tt> to read.  Unfortunately, under Win32, the functio=
+n to
+use for polling is different depending on whether the input device is
+a pipe, a console, or something else.  (More Microsoft brain damage
+here -- did they never hear of device independence?)  For pipes, you
+can use <tt>PeekNamedPipe</tt> to poll (even when the pipe is unnamed).
+For consoles,=20
+you can use <tt>GetNumberOfConsoleInputEvents</tt>.  For sockets only, you =
+can
+use <tt>select()</tt>.  It might be possible to use
+<tt>WaitForSingleObject</tt> more=20
+generally, but I have not tried it.  Some code to do these things can
+be found in Crafty's utility.c, but I don't guarantee that it's all
+correct or optimal.
+</p>
+
+<p>
+A second way to fix the problem might be to ask your I/O library not
+to buffer on input.  It should then be safe to poll the underlying
+file descriptor as described above.  With C, you can try calling
+<tt>setbuf(stdin, NULL)</tt>.  However, I have never tried this.  Also, the=
+re
+could be problems if you use <tt>scanf()</tt>, at least with certain patter=
+ns,
+because <tt>scanf()</tt> sometimes needs to read one extra character and "p=
+ush
+it back" into the buffer; hence, there is a one-character pushback
+buffer even if you asked for stdio to be unbuffered.  With C++, you
+can try <tt>cin.rdbuf()-&gt;setbuf(NULL, 0)</tt>, but again, I have never t=
+ried
+this.
+</p>
+
+<p>
+A third way to fix the problem is to check whether there are
+characters in the buffer whenever you poll.  C I/O libraries generally
+do not provide any portable way to do this.  Under C++, you can use
+<tt>cin.rdbuf()-&gt;in_avail()</tt>.  This method has been reported to
+work with=20
+EXchess.  Remember that if there are no characters in the buffer, you
+still have to poll the underlying file descriptor too, using the
+method described above.
+</p>
+
+<p>
+A fourth way to fix the problem is to use a separate thread to read
+from stdin.  This way works well if you are familiar with thread
+programming.  This thread can be blocked waiting for input to come in
+at all times, while the main thread of your engine does its thinking.
+When input arrives, you have the thread put the input into a buffer
+and set a flag in a global variable.  Your search routine then
+periodically tests the global variable to see if there is input to
+process, and stops if there is.  WinBoard and my Win32 ports of ICC
+timestamp and FICS timeseal use threads to handle multiple input
+sources.
+</p>
+
+<h2><a name=3D"7">7. Signals</a></h2>
+
+<p>Engines that run on Unix need to be concerned with two Unix
+signals: <tt>SIGTERM</tt> and <tt>SIGINT</tt>.  This applies both to
+engines that run under xboard and (the unusual case of) engines that
+WinBoard remotely runs on a Unix host using the -firstHost or
+-secondHost feature.  It does not apply to engines that run on
+Windows, because Windows does not have Unix-style signals.
+<span class=3D"version1">
+Beginning with version 2, you can now turn off the use of
+either or both
+signals.  See the "feature" command in <a href=3D"http://home.hccnet.nl/h.g=
+.muller/engine-intf.html#6">section 9</a> below.
+</span>
+</p>
+
+<p>First, when an engine is sent the "quit" command, it is also given
+a <tt>SIGTERM</tt> signal shortly afterward to make sure it goes away.
+If your engine reliably responds to "quit", and the signal causes
+problems for you, you should either ignore it by calling
+<tt>signal(SIGTERM, SIG_IGN)</tt> at the start of your program,
+or disable it with the "feature" command.</p>
+
+<p>Second, xboard will send an interrupt signal (<tt>SIGINT</tt>) at
+certain times when it believes the engine may not be listening to user
+input (thinking or pondering).  WinBoard currently does this only when
+the engine is running remotely using the -firstHost or -secondHost
+feature, not when it is running locally.  You probably need to know
+only enough about this grungy feature to keep it from getting in your
+way.
+</p>
+
+<p>
+The <tt>SIGINT</tt>s are basically tailored to the needs of GNU Chess 4
+on systems where its input polling code is broken or disabled.
+Because they work in a rather peculiar way, it is recommended that you
+either ignore <tt>SIGINT</tt> by having your engine call
+<tt>signal(SIGINT, SIG_IGN)</tt>, or disable it with the "feature"
+command.</p>
+
+<p>
+Here are details for the curious.  If xboard needs to send a command
+when it is the chess engine's move (such as before the "?" command),=20
+it sends a <tt>SIGINT</tt> first.  If xboard needs to send commands when it=
+ is
+not the chess engine's move, but the chess engine may be pondering
+(thinking on its opponent's time) or analyzing (analysis or analyze
+file mode), xboard sends a <tt>SIGINT</tt> before the first such command on=
+ly.
+Another <tt>SIGINT</tt> is not sent until another move is made, even if xbo=
+ard
+issues more commands.  This behavior is necessary for GNU Chess 4.  The
+first <tt>SIGINT</tt> stops it from pondering until the next move, but on s=
+ome
+systems, GNU Chess 4 will die if it receives a <tt>SIGINT</tt> when not=20
+actually thinking or pondering.
+</p>
+
+<p>
+There are two reasons why WinBoard does not send the Win32 equivalent
+of <tt>SIGINT</tt> (which is called <tt>CTRL_C_EVENT</tt>) to local
+engines.  First, the Win32 GNU Chess 4 port does not need it.  Second, I
+could not find a way to get it to work.  Win32 seems to be designed
+under the assumption that only console applications, not windowed
+applications, would ever want to send a <tt>CTRL_C_EVENT</tt>.
+</p>
+
+<h2><a name=3D"8">8. Commands from xboard to the engine</a></h2>
+
+<p>
+All commands from xboard to the engine end with a newline (\n), even
+where that is not explicitly stated.  All your output to xboard must
+be in complete lines; any form of prompt or partial line will cause
+problems.
+</p>
+
+<p>
+At the beginning of each game, xboard sends an initialization string.
+This is currently "new\nrandom\n" unless the user changes it with the
+initString or secondInitString option.
+</p>
+
+<p>
+xboard normally reuses the same chess engine process for multiple
+games.  At the end of a game, xboard will send the "force" command
+(see below) to make sure your engine stops thinking about the current
+position.  It will later send the initString again to start a new
+game.  If your engine can't play multiple games, you can disable reuse
+<span class=3D"version1">
+either with the "feature" command (beginning in protocol version
+2; see below) or=20
+</span>
+with xboard's -xreuse (or -xreuse2) command line
+option.  xboard will then ask the process to quit after each game and
+start a new process for the next game.
+</p>
+
+<dl>
+<dt>xboard</dt>
+<dd>This command will be sent once immediately after your engine
+process is started.  You can use it to put your engine into "xboard
+mode" if that is needed.  If your engine prints a prompt to ask for
+user input, you must turn off the prompt and output a newline when the
+"xboard" command comes in.
+</dd>
+
+<dt class=3D"version1">protover N</dt>
+<dd class=3D"version1">
+<p>Beginning in protocol version 2 (in which N=3D2), this command will
+be sent immediately after the "xboard" command.  If you receive some
+other command immediately after "xboard" (such as "new"), you can
+assume that protocol version 1 is in use.  The "protover" command is
+the only new command that xboard always sends in version 2.  All other
+new commands to the engine are sent only if the engine first enables
+them with the "feature" command.  Protocol versions will always be
+simple integers so that they can easily be compared.
+</p>
+
+<p>Your engine should reply to the protover command by sending the
+"feature" command (see below) with the list of non-default feature
+settings that you require, if any.</p>
+
+<p>Your engine should never refuse to run due to receiving a higher
+protocol version number than it is expecting!  New protocol versions
+will always be compatible with older ones by default; the larger
+version number is simply a hint that additional "feature" command
+options added in later protocol versions may be accepted.
+</p>
+</dd>
+
+<dt class=3D"version1">accepted</dt>
+<dt class=3D"version1">rejected</dt>
+<dd class=3D"version1">
+These commands may be sent to your engine in reply to the "feature"
+command; see its documentation below.
+</dd>
+
+<dt>new</dt>
+<dd>Reset the board to the standard chess starting position.  Set
+White on move.  Leave force mode and set the engine to play Black.
+Associate the engine's clock with Black and the opponent's clock with
+White.  Reset clocks and time controls to the start of a new game.
+Use wall clock for time measurement.
+Stop clocks.  Do not ponder on this move, even if pondering is on.
+Remove any search depth limit previously set by the sd command.
+</dd>
+
+<dt>variant VARNAME</dt>
+<dd>If the game is not standard chess, but a variant, this command is
+sent after "new" and before the first move or "edit" command.  Currently
+defined variant names are:
+
+<table>
+<tbody><tr><td>wildcastle</td><td>Shuffle chess where king can castle from =
+d file</td></tr>
+<tr><td>nocastle</td><td>Shuffle chess with no castling at all</td></tr>
+<tr><td>fischerandom</td><td>Fischer Random</td></tr>
+<tr><td>bughouse</td><td>Bughouse, ICC/FICS rules</td></tr>
+<tr><td>crazyhouse</td><td>Crazyhouse, ICC/FICS rules</td></tr>
+<tr><td>losers</td><td>Win by losing all pieces or getting mated (ICC)</td>=
+</tr>
+<tr><td>suicide</td><td>Win by losing all pieces including king,
+    or by having fewer pieces when one player has no legal moves (FICS)</td=
+></tr>
+<tr class=3D"version1"><td>giveaway</td><td>Win by losing all pieces includ=
+ing king,
+    or by having no legal moves (ICC)</td></tr>
+<tr><td>twokings</td><td>Weird ICC wild 9</td></tr>
+<tr><td>kriegspiel</td><td>Kriegspiel (engines not supported)</td></tr>
+<tr><td>atomic</td><td>Atomic</td></tr>
+<tr><td>3check</td><td>Win by giving check 3 times</td></tr>
+<tr class=3D"version43"><td>xiangqi </td><td>Chinese Chess (9x10 board)</td=
+></tr>
+<tr class=3D"version43"><td>shogi </td><td>Japanese Chess (9x9 bord)</td></=
+tr>
+<tr class=3D"version43"><td>capablanca</td><td>Capablanca Chess (10x8 board=
+, with Archbishop and Chancellor)</td></tr>
+<tr class=3D"version43"><td>gothic  </td><td>Gothic Chess (10x8 board, same=
+ with better opening setup)</td></tr>
+<tr class=3D"version43"><td>falcon  </td><td>Falcon Chess (10x8 board, with=
+ two Falcon pieces)</td></tr>
+<tr class=3D"version43"><td>shatranj  </td><td>ancient Arabic Chess, with E=
+lephants and General in stead of B and Q</td></tr>
+<tr class=3D"version43"><td>courier  </td><td>Courier Chess (12x8 board, a =
+medieval precursor of modern Chess</td></tr>
+<tr class=3D"version43"><td>knightmate  </td><td>King moves as Knight and v=
+ice versa</td></tr>
+<tr class=3D"version43"><td>berolina</td><td>    Pawns capture straight ahe=
+ad, and move diagonally</td></tr>
+<tr class=3D"version43"><td>janus</td><td>    Janus Chess (10x8, with two A=
+rchbishops)</td></tr>
+<tr class=3D"version43"><td>caparandom  </td><td>shuffle variant like FRC (=
+10x8 board)</td></tr>
+<tr class=3D"version43"><td>cylinder  </td><td>Pieces wrap around between s=
+ide edges, like board is a cylinder</td></tr>
+<tr class=3D"version44"><td>super  </td><td>Superchess: a shuffle variant w=
+ith 4 fairy pieces on 8x8 board</td></tr>
+<tr class=3D"version44"><td>great  </td><td>Great Shatranj: sliders are rep=
+laced by corresponding short-range pieces on a 10x8 board</td></tr>
+<tr><td>unknown</td><td>Unknown variant (not supported)</td></tr>
+</tbody></table>
+
+</dd>
+
+<dt>quit</dt>
+<dd>The chess engine should immediately exit.  This command is used
+when xboard is itself exiting, and also between games if the -xreuse
+command line option is given (or -xreuse2 for the second engine).
+See also <a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#7";>Si=
+gnals</a> above.
+</dd>
+
+<dt>random</dt>
+<dd>This command is specific to GNU Chess 4.  You can either ignore it
+completely (that is, treat it as a no-op) or implement it as GNU Chess
+does.  The command toggles "random" mode (that is, it sets random =3D
+!random).  In random mode, the engine adds a small random value to its
+evaluation function to vary its play.  The "new" command sets random
+mode off.
+</dd>
+
+<dt>force</dt>
+<dd>Set the engine to play neither color ("force mode").  Stop clocks.
+The engine should check that moves received in force mode are legal
+and made in the proper turn, but should not think, ponder, or make
+moves of its own.
+</dd>
+
+<dt>go</dt>
+<dd>Leave force mode and set the engine to play the color that is on
+move.  Associate the engine's clock with the color that is on move,
+the opponent's clock with the color that is not on move.  Start the engine'=
+s
+clock.  Start thinking and eventually make a move.
+</dd>
+
+<dt class=3D"version1">playother</dt>
+<dd class=3D"version1">
+(This command is new in protocol version 2.  It is not
+sent unless you enable it with the feature command.)
+Leave force mode and set the engine to play the color that is <i>not</i> on
+move.  Associate the opponent's clock with the color that is on move,
+the engine's clock with the color that is not on move.  Start the opponent'=
+s
+clock.  If pondering is enabled, the engine should begin pondering.
+If the engine later receives a move, it should start thinking and eventuall=
+y
+reply.
+</dd>
+
+<dt>white</dt>
+<dd>
+<p><span class=3D"version1">
+(This command is obsolete as of protocol version 2, but is still
+sent in some situations to accommodate older engines unless you disable it=
+=20
+with the feature command.)
+</span>
+Set White on move.  Set the engine to play Black.  Stop clocks.
+</p>
+</dd>
+ =20
+<dt>black </dt>
+<dd>
+<span class=3D"version1">
+(This command is obsolete as of protocol version 2, but is still
+sent in some situations to accommodate older engines unless you disable it=
+=20
+with the feature command.)
+</span>
+Set Black on move.  Set the engine to play White.  Stop clocks.
+</dd>
+
+<dt>level MPS BASE INC</dt>
+<dd>Set time controls.  See the <a href=3D"http://home.hccnet.nl/h.g.muller=
+/engine-intf.html#11">Time Control</a> section below.
+</dd>
+ =20
+<dt>st TIME</dt>
+<dd>Set time controls.  See the <a href=3D"http://home.hccnet.nl/h.g.muller=
+/engine-intf.html#11">Time Control</a> section
+below.=20
+</dd>
+
+<dt>sd DEPTH</dt>
+<dd>
+<p>The engine should limit its thinking to DEPTH ply.
+<span class=3D"version43">The commands "level" or "st" and "sd" can be used=
+ together in an orthogonal way.
+If both are issued, the engine should observe both limitations:</span>
+In the protocol, the "sd" command isn't a time control.  It doesn't
+say that your engine has unlimited time but must search to exactly the
+given depth.  It says that you should pay attention to the time
+control as normal, but cut off the search at the specified depth even
+if you have time to search deeper.  If you don't have time to search
+to the specified depth, given your normal time management algorithm,
+then you will want to stop sooner than the given depth.
+</p><p>
+The "new" command should set the search depth back to unlimited.  This
+is already stated in the spec.  The "level" command should not affect
+the search depth.  As it happens, xboard/WinBoard currently always
+sends sd (if needed) right after level, but that isn't part of the
+spec.</p>
+</dd>
+
+<dt><span class=3D"version43">nps NODE_RATE</span></dt>
+<dd><span class=3D"version43">The engine should not use wall-clock time to =
+make its timing decisions,
+but an own internal time measure based on the number of nodes it has search=
+ed
+(and will report as "thinking output", see <a href=3D"http://home.hccnet.nl=
+/h.g.muller/engine-intf.html#10">section 10</a>),
+converted to seconds through dividing by the given NODE_RATE.
+Example: after receiving the commands "st 8" and "nps 10000",
+the engine should never use more that 80,000 nodes in the search for any mo=
+ve.
+In this mode, the engine should report user CPU time used (in its thinking =
+output),=20
+rather than wall-clock time.
+This even holds if NODE_RATE is given as 0,
+but in that case it should also use the user CPU time for its timing decisi=
+ons.
+The effect of an "nps" command should persist until the next "new" command.
+</span>
+</dd>
+
+<dt>time N</dt>
+<dd>Set a clock that always belongs to the engine.  N is a number in
+  centiseconds (units of 1/100 second).  Even if the engine changes to
+  playing the opposite color, this clock remains with the engine.
+</dd>
+
+<dt>otim N</dt>
+
+<dd><p>Set a clock that always belongs to the opponent.  N is a number in
+centiseconds (units of 1/100 second).  Even if the opponent changes to
+playing the opposite color, this clock remains with the opponent.
+</p><p>
+If needed for purposes of board display in force mode (where the
+engine is not participating in the game) the time clock should be
+associated with the last color that the engine was set to play, the
+otim clock with the opposite color.
+</p>
+<p>
+<span class=3D"version43">This business of "clocks remaining with the engin=
+e" is apparently so ambiguous
+that many engines implement it wrong.
+The clocks in fact always remain with the color.
+Which clock reading is relayed with "time", and which by "otim", is determi=
+ned by which side the engine plays.
+Note that the way the clocks operate and receive extra time (in accordance =
+with the selected time control)
+is not affected in any way by which moves are made by the engine, which by =
+the opponent, and which were forced.
+</span>
+</p>
+<p>
+<span class=3D"version1">
+Beginning in protocol version 2, if you can't handle the time and
+otim commands, you can use the "feature" command to disable them; see
+below. =20
+</span>
+The following techniques from older protocol versions also
+work: You can ignore the time and otim commands (that is, treat them
+as no-ops), or send back "Error (unknown command): time" the first
+time you see "time".
+</p></dd>
+
+<dt>MOVE</dt>
+<dd>
+<p>See below for the syntax of moves.  If the move is illegal, print
+an error message; see the section "<a href=3D"http://home.hccnet.nl/h.g.mul=
+ler/engine-intf.html#9">Commands from the engine to
+xboard</a>".  If the move is legal and in turn, make it.  If not in force
+mode, stop the opponent's clock, start the engine's clock, start
+thinking, and eventually make a move.
+</p><p>
+When xboard sends your engine a move, it normally sends coordinate
+algebraic notation.  Examples:
+</p>
+<table>
+<tbody><tr><td>Normal moves:</td><td>e2e4</td></tr>
+<tr><td>Pawn promotion:</td><td>e7e8q</td></tr>
+<tr><td>Castling:</td><td>e1g1, e1c1, e8g8, e8c8</td></tr>
+<tr><td>Bughouse/crazyhouse drop:</td><td>P h3</td></tr>
+<tr><td>ICS Wild 0/1 castling:</td><td>d1f1, d1b1, d8f8, d8b8</td></tr>
+<tr><td>FischerRandom castling:</td><td>O-O, O-O-O (oh, not zero)</td></tr>
+</tbody></table>
+
+<p class=3D"version43">
+Note that on boards with more than 9 ranks, counting of the ranks starts at=
+ 0.
+</p>
+<p class=3D"version1">
+Beginning in protocol version 2, you can use the feature command
+to select SAN (standard algebraic notation) instead; for example, e4,
+Nf3, exd5, Bxf7+, Qxf7#, e8=3DQ, O-O, or P h3   Note that the last form,
+P h3, is a extension to the PGN standard's definition of SAN, which does
+not support bughouse or crazyhouse.
+</p>
+
+<p>
+xboard doesn't reliably detect illegal moves, because it does not keep
+track of castling unavailability due to king or rook moves, or en
+passant availability.  If xboard sends an illegal move, send back an
+error message so that xboard can retract it and inform the user; see
+the section "<a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#9=
+">Commands from the engine to xboard</a>".
+</p>
+</dd>
+<dt class=3D"version1">usermove MOVE</dt>
+<dd class=3D"version1">
+By default, moves are sent to the engine without a command name;
+the notation is just sent as a line by itself.
+Beginning in protocol version 2, you can use the feature command
+to cause the command name "usermove" to be sent before the move.
+Example: "usermove e2e4".
+</dd>
+
+<dt>?</dt>
+<dd><p>Move now.  If your engine is thinking, it should move immediately;
+  otherwise, the command should be ignored (treated as a no-op).  It
+  is permissible for your engine to always ignore the ? command.  The
+  only bad consequence is that xboard's Move Now menu command will do
+  nothing.
+</p><p>
+It is also permissible for your engine to move immediately if it gets
+any command while thinking, as long as it processes the command right
+after moving, but it's preferable if you don't do this.  For example,
+xboard may send post, nopost, easy, hard, force, quit,
+<span class=3D"version1">
+or other commands
+</span>
+while the engine is on move.
+</p>
+</dd>
+
+<dt class=3D"version1">ping N</dt>
+<dd class=3D"version1">
+<p>In this command, N is a decimal number.  When you receive the command,
+reply by sending the string <strong>pong N</strong>, where N is the
+same number you received.  Important: You must not reply to a "ping"
+command until you have finished executing all commands that you
+received before it.  Pondering does not count; if you receive a ping
+while pondering, you should reply immediately and continue pondering.
+Because of the way xboard uses the ping command, if you implement the
+other commands in this protocol, you should never see a "ping" command
+when it is your move; however, if you do, you must not send the "pong"
+reply to xboard until after you send your move.  For example, xboard
+may send "?" immediately followed by "ping".  If you implement the "?"
+command, you will have moved by the time you see the subsequent ping
+command.  Similarly, xboard may send a sequence like "force", "new",
+"ping".  You must not send the pong response until after you have
+finished executing the "new" command and are ready for the new game to
+start.
+</p>
+<p>
+The ping command is new in protocol version 2 and will not be sent
+unless you enable it with the "feature" command.  Its purpose is to
+allow several race conditions that could occur in previous versions of
+the protocol to be fixed, so it is highly recommended that you
+implement it.  It is especially important in simple engines that do
+not ponder and do not poll for input while thinking, but it is needed in al=
+l
+engines. =20
+</p>
+</dd>
+
+<dt>draw</dt>
+<dd>The engine's opponent offers the engine a draw.  To accept the
+draw, send "offer draw".  To decline, ignore the offer (that is, send
+nothing).  If you're playing on ICS, it's possible for the draw offer
+to have been withdrawn by the time you accept it, so don't assume the
+game is over because you accept a draw offer.  Continue playing until
+xboard tells you the game is over.  See also "offer draw" below.
+</dd>
+
+<dt>result RESULT {COMMENT}</dt>
+<dd>After the end of each game, xboard will send you a result command.
+You can use this command to trigger learning.  RESULT is either 1-0,
+0-1, 1/2-1/2, or *, indicating whether white won, black won, the game
+was a draw, or the game was unfinished.  The COMMENT string is purely
+a human-readable comment; its content is unspecified and subject to
+change.  In ICS mode, it is passed through from ICS uninterpreted.
+Example: <pre>result 1-0 {White mates}</pre>
+<p>
+Here are some notes on interpreting the "result" command.  Some apply
+only to playing on ICS ("Zippy" mode).
+</p>
+
+<p>
+If you won but did not just play a mate, your opponent must have
+resigned or forfeited.  If you lost but were not just mated, you
+probably forfeited on time, or perhaps the operator resigned manually.
+If there was a draw for some nonobvious reason, perhaps your opponent
+called your flag when he had insufficient mating material (or vice
+versa), or perhaps the operator agreed to a draw manually.
+</p>
+
+<p>
+You will get a result command even if you already know the game ended
+-- for example, after you just checkmated your opponent.  In fact, if
+you send the "RESULT {COMMENT}" command (discussed below), you will
+simply get the same thing fed back to you with "result" tacked in
+front.  You might not always get a "result *" command, however.  In
+particular, you won't get one in local chess engine mode when the user
+stops playing by selecting Reset, Edit Game, Exit or the like.
+</p>
+</dd>
+
+<dt><span class=3D"version1">setboard FEN</span></dt>
+<dd>
+<p><span class=3D"version1">
+The setboard command is the new way to set up positions, beginning
+in protocol version 2.  It is not used unless it has been selected
+with the feature command.  Here FEN is a position in Forsythe-Edwards
+Notation, as defined in the PGN standard.</span>
+<span class=3D"version43">Note that this PGN standard referred to here
+only applies to normal Chess;
+Obviously in variants that cannot be described by a FEN for normal Chess,
+e.g. because the board is not 8x8, other pieces then PNBRQK participate,=20
+there are holdings that need to be specified, etc.,=20
+xboard will use a FEN format that is standard or suitable for that varant.
+In particular, in FRC or CRC, WinBoard will use Shredder-FEN or X-FEN stand=
+ard,
+i.e. it can use the rook-file indicator letter to represent a castling righ=
+t=20
+(like HAha) whenever it wants, but if it uses KQkq, this will always refer=
+=20
+to the outermost rook on the given side.</span>
+</p>
+
+<p class=3D"version1">
+<em>Illegal positions:</em> Note that either setboard or edit can
+be used to send an illegal position to the engine.  The user can
+create any position with xboard's Edit Position command (even, say,
+an empty board, or a board with 64 white kings and no black ones).
+If your engine receives a position that it considers illegal,=20
+I suggest that you send the response "tellusererror Illegal position",
+and then respond to any attempted move with "Illegal move" until
+the next new, edit, or setboard command.
+</p>
+</dd>
+
+<dt>edit</dt>
+<dd>
+<p><span class=3D"version1">
+The edit command is the old way to set up positions.  For compatibility
+with old engines, it is still used by default, but new engines may prefer
+to use the feature command (see below) to cause xboard to use setboard inst=
+ead.
+</span>
+The edit command puts the chess engine into a special mode, where
+it accepts the following subcommands:</p>
+<table>
+<tbody><tr><td>c</td><td>change current piece color, initially white</td></=
+tr>
+<tr><td>Pa4 (for example)</td><td>place pawn of current color on a4</td></t=
+r>
+<tr><td>xa4 (for example)</td><td>empty the square a4 (not used by xboard)<=
+/td></tr>
+<tr><td>#</td><td>clear board</td></tr>
+<tr><td>.</td><td>leave edit mode</td></tr>
+</tbody></table>
+<p class=3D"version1">
+See the Idioms section below for additional subcommands used in
+ChessBase's implementation of the protocol.
+</p>
+
+<p>The edit command does not change the side to move.  To set up a
+black-on-move position, xboard uses the following command sequence:
+</p>
+<pre>    new
+    force
+    a2a3
+    edit
+    &lt;edit commands&gt;
+    .
+</pre>
+
+<p>
+This sequence is used to avoid the "black" command, which is now
+considered obsolete and which many engines never did implement as=20
+specified in this document.
+</p>
+
+<p>
+After an edit command is complete, if a king and a rook are on their
+home squares, castling is assumed to be available to them.  En passant
+capture is assumed to be illegal on the current move regardless of the
+positions of the pawns.  The clock for the 50 move rule starts at
+zero, and for purposes of the draw by repetition rule, no prior
+positions are deemed to have occurred.
+<span class=3D"version43">
+In FRC or CRC, any rook and king put on the back rank should be considered =
+to
+have castling rights, even if it later becomes apparent that they cannot be=
+ both in the
+initial position, because the position just set up is asymmetric.
+It is upto WinBoard to find work-around in cases where this is not desired,
+similar to the "black kludge" shown above, by setting up an earlier positio=
+n,
+and then do a move to destroy castling rights or create e.p. rights.
+(Don't bet your life on it...)
+</span>
+</p>
+</dd>
+
+<dt>hint</dt>
+<dd>If the user asks for a hint, xboard sends your engine the command
+"hint".  Your engine should respond with "Hint: xxx", where xxx is a
+suggested move.  If there is no move to suggest, you can ignore the
+hint command (that is, treat it as a no-op).
+</dd>
+
+<dt>bk</dt>
+<dd>If the user selects "Book" from the xboard menu, xboard will send
+your engine the command "bk".  You can send any text you like as the
+response, as long as each line begins with a blank space or tab (\t)
+character, and you send an empty line at the end.  The text pops up in
+a modal information dialog.
+</dd>
+
+<dt>undo</dt>
+<dd>If the user asks to back up one move, xboard will send you the
+"undo" command.  xboard will not send this command without putting you
+in "force" mode first, so you don't have to worry about what should
+happen if the user asks to undo a move your engine made.  (GNU Chess 4
+actually switches to playing the opposite color in this case.)
+</dd>
+
+<dt>remove</dt>
+<dd>If the user asks to retract a move, xboard will send you the
+"remove" command.  It sends this command only when the user is on
+move.  Your engine should undo the last two moves (one for each
+player) and continue playing the same color.
+</dd>
+
+<dt>hard</dt>
+<dd>Turn on pondering (thinking on the opponent's time, also known as
+"permanent brain").  xboard will not make any assumption about what
+your default is for pondering or whether "new" affects this setting.
+</dd>
+
+<dt>easy</dt>
+<dd>Turn off pondering.</dd>
+ =20
+<dt>post</dt>
+<dd>Turn on thinking/pondering output. =20
+See <a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#10";>Thinki=
+ng Output</a> section.</dd>
+
+<dt>nopost</dt>
+<dd>Turn off thinking/pondering output.</dd>
+ =20
+<dt>analyze</dt>
+<dd>Enter analyze mode.  See <a href=3D"http://home.hccnet.nl/h.g.muller/en=
+gine-intf.html#12">Analyze Mode</a> section.</dd>
+
+<dt>name X </dt>
+<dd>This command informs the engine of its
+opponent's name.  When the engine is playing on a chess server, xboard
+obtains the opponent's name from the server.=20
+<span class=3D"version1">
+When the engine is
+playing locally against a human user, xboard obtains the user's login
+name from the local operating system.  When the engine is playing
+locally against another engine, xboard uses either the other engine's
+filename or the name that the other engine supplied in the myname
+option to the feature command.  By default, xboard uses the name
+command only when the engine is playing on a chess server.  Beginning
+in protocol version 2, you can change this with the name option to the
+feature command; see below.
+</span>
+</dd>
+
+<dt>rating</dt>
+<dd>In ICS mode, xboard obtains the ICS opponent's rating from the
+"Creating:" message that appears before each game.  (This message may
+not appear on servers using outdated versions of the FICS code.)  In
+Zippy mode, it sends these ratings on to the chess engine using the
+"rating" command.  The chess engine's own rating comes first, and if
+either opponent is not rated, his rating is given as 0. =20
+<span class=3D"version1">
+In the future this command may also be used in other modes, if ratings
+are known.
+</span>
+Example: <pre>rating 2600 1500</pre>
+</dd>
+
+<dt><span class=3D"version1">ics HOSTNAME</span></dt>
+<dd class=3D"version1">
+If HOSTNAME is "-", the engine is playing against a local
+opponent; otherwise, the engine is playing on an Internet Chess Server
+(ICS) with the given hostname.  This command is new in protocol
+version 2 and is not sent unless the engine has enabled it with
+the "feature" command.  Example: "ics freechess.org"
+</dd>
+
+<dt>computer</dt>
+<dd>The opponent is also a computer chess engine.  Some engines alter
+their playing style when they receive this command.
+</dd>
+
+<dt class=3D"version1">pause</dt>
+<dt class=3D"version1">resume</dt>
+<dd class=3D"version1">(These commands are new in protocol
+version 2 and will not be sent unless feature pause=3D1 is set.  At
+this writing, xboard actually does not use the commands at all, but it
+or other interfaces may use them in the future.)
+The "pause" command puts the engine into a special state where it
+does not think, ponder, or otherwise consume significant CPU time.
+The current thinking or pondering (if any) is suspended and both
+player's clocks are stopped.  The only command that the interface may
+send to the engine while it is in the paused state is "resume".  The
+paused thinking or pondering (if any) resumes from exactly where it
+left off, and the clock of the player on move resumes running from
+where it stopped.
+</dd>
+
+<dt class=3D"version44">memory N</dt>
+<dd class=3D"version44">
+This command informs the engine on how much memory it is allowed to use max=
+imally, in MegaBytes.
+On receipt of this command, the engine should adapt the size of its hash ta=
+bles accordingly.
+This command does only fix the total memory use,
+the engine has to decide for itself=20
+(or be configured by the user by other means)=20
+how to divide up the available memory between the various tables it wants t=
+o use=20
+(e.g. main hash, pawn hash, tablebase cache, bitbases).
+This command will only be sent to engines that have requested it through th=
+e memory feature,
+and only at the start of a game,
+as the first of the commands to relay engine option settings just before ea=
+ch "new" command.
+</dd>
+
+<dt class=3D"version44">cores N</dt>
+<dd class=3D"version44">
+This command informs the engine on how many CPU cores it is allowed to use =
+maximally.
+This could be interpreted as the number of search threads for SMP engines.=
+=20
+(Threads that do not consume significant amounts of CPU time, like I/O thre=
+ads, need not be included in the count.)
+This command will only be sent to engines that have requested it through th=
+e smp feature.
+The engine should be able to respond to the "cores" command any time during=
+ a game,
+but it is allowed to finish a search in progress before procesing the comma=
+nd.
+(Obeying the command should take priority over finishing a ponder search, t=
+hough.)
+In any case it will be sent at the start of every game
+as the last command to relay engine option settings before the "new" comman=
+d.
+</dd>
+
+<dt class=3D"version44">egtpath TYPE PATH</dt>
+<dd class=3D"version44">
+This command informs the engine in which directory (given by the PATH argum=
+ent)
+it can find end-game tables of the specified TYPE.
+The TYPE argument can be any character string which does not contain spaces=
+.
+Currently <strong>nalimov</strong> and <strong>scorpio</strong> are defined=
+ types,=20
+for Nalimov tablebases and Scorpio bitbases, respectively,
+but future developers of other formats are free to define their own format =
+names.
+The GUI simply matches the TYPE names the engine says it supports=20
+with those that the user supplied when configuring xboard.
+For every match, it sends a separate "y" command.
+The PATH argument would normally (for Nalimov) be the pathname of the direc=
+tory the EGT files are in,
+but could also be the name of a file, or in fact anything the particular EG=
+T type requires.
+It is upto the developer of the EGT format to specify the syntax of this pa=
+rameter.
+This command will only be sent to engines that have told the GUI they suppo=
+rt EGTs of the given TYPE
+through the egt feature.
+It will be sent at the start of each game, before the "new" command.
+</dd>
+
+<dt class=3D"version44">option NAME[=3DVALUE]</dt>
+<dd class=3D"version44">
+This command changes the setting of the option NAME defined by the engine=
+=20
+(through an earlier feature command)
+to the given VALUE.
+XBoard will in general have no idea what the option means,
+and will send the command only when a user changes the value of this option=
+ through a menu,
+or at startup of the engine=20
+(before the first 'cores' command or, if that is not sent, the first 'new' =
+command)
+in reaction to command-line options.
+The NAME echoes back to the engine the string that was identified as an opt=
+ion NAME
+in the feature command defining the option.
+The VALUE is of the type (numeric or text or absent) that was implied by th=
+e option type
+specified in this feature command,
+i.e. with 'spin' and 'check' options VALUE will be a decimal integer (in th=
+e latter case 0 or 1),
+with 'combo' and 'string' options VALUE will be a text string,
+and with 'button' and 'save' options no VALUE will be sent at all.
+</dd>
+
+<dt class=3D"version47">exclude MOVE</dt>
+<dt class=3D"version47">include MOVE</dt>
+<dt class=3D"version47">exclude all</dt>
+<dt class=3D"version47">include all</dt>
+<dd class=3D"version47">
+These commands change the set of moves that the engine should consider in t=
+he root node of its search,
+by removing or adding the mentioned MOVE from this set.
+After reaching a new position, (e.g. through a usermove, undo, new or setbo=
+ard command),
+or after receiving "include all",
+this set should always be reset to all legal moves from that position.
+If the set of moves changes during a search,=20
+the engine could start a new search from scratch, or it can try to be smart=
+,=20
+and continue the current search with the new set of moves
+(e.g. after exclusion of a move that has not been searched yet in the curre=
+nt iteration).
+After "exclude all", the engine would have no legal moves in the root,
+which logically should make it behave as if it is (stale)mated,
+but it is allowed to defer any effects of this command on a search in progr=
+ess
+to when the set gets non-empty again through addition of a move.
+These commands will only be sent to engines that have requested such throug=
+h the exclude feature.
+</dd>
+
+<dt class=3D"version47">setscore SCORE DEPTH</dt>
+<dd class=3D"version47">
+This command instructs the engine to treat future search requests on the cu=
+rrent position
+(also when it is encountered inside a larger search tree)
+upto the given DEPTH as if these result is SCORE centi-Pawn in favor of the=
+ side that has the move in this position.
+It is entirely up to the engine to decide when the effect of this option sh=
+ould expire.
+(E.g. it could last upto the next "new" or "quit" command,
+or even into future sessions until the user explicitly clears it through an=
+ engine-defined option.)
+This command will only be sent to engines that have requested it through th=
+e setscore feature.
+</dd>
+</dl>
+
+<h3>Bughouse commands:</h3>
+
+<p>
+xboard now supports bughouse engines when in Zippy mode.  See
+<a href=3D"http://www.tim-mann.org/xboard/zippy.README";>zippy.README</a> fo=
+r information on Zippy mode and how to turn on the
+bughouse support.  The bughouse move format is given above.  xboard
+sends the following additional commands to the engine when in bughouse
+mode. =20
+Commands to inform your engine of the partner's game state may
+be added in the future.
+</p>
+
+<dl>
+<dt>partner &lt;player&gt;</dt>
+<dd>&lt;player&gt; is now your partner for future games.  Example: <pre>par=
+tner mann</pre>
+</dd>
+
+<dt>partner</dt>
+<dd>Meaning: You no longer have a partner.
+</dd>
+
+<dt>ptell &lt;text&gt;</dt>
+<dd>Your partner told you &lt;text&gt;, either with a ptell or an ordinary =
+tell. =20
+</dd>
+
+<dt>holding [&lt;white&gt;] [&lt;black&gt;]</dt>
+<dd>White currently holds &lt;white&gt;; black currently holds &lt;black&gt=
+;.
+  Example: <pre>holding [PPPRQ] []</pre></dd>
+
+<dt>holding [&lt;white&gt;] [&lt;black&gt;] &lt;color&gt;&lt;piece&gt;</dt>
+<dd>White currently holds &lt;white&gt;; black currently holds &lt;black&gt=
+;, after
+  &lt;color&gt; acquired &lt;piece&gt;.   Example: <pre>holding [PPPRQ] [R]=
+ BR</pre></dd>
+</dl>
+
+<h2><a name=3D"9">9. Commands from the engine to xboard</a></h2>
+
+<p class=3D"version1">
+In general, an engine should not send any output to xboard that is not
+described in this document.  As the protocol is extended, newer
+versions of xboard may recognize additional strings as commands that
+were previously not assigned a meaning.
+</p>
+
+<dl>
+
+<dt class=3D"version1"> feature FEATURE1=3DVALUE1 FEATURE2=3DVALUE2 ... </d=
+t>
+<dd class=3D"version1">
+<p>Beginning with version 2, the protocol includes the "feature"
+command, which lets your engine control certain optional protocol
+features.  Feature settings are written as FEATURE=3DVALUE, where
+FEATURE is a name from the list below and VALUE is the value to be
+assigned.  Features can take string, integer, or boolean values; the
+type of value is listed for each feature.  String values are written
+in double quotes (for example, <tt>feature myname=3D"Miracle Chess
+0.9"</tt>), integers are written in decimal, and boolean values are
+written as 0 for false, 1 for true.  Any number of features can be set
+in one feature command, or multiple feature commands can be given.</p>
+
+<p>
+Your engine should send one or more feature commands immediately after
+receiving the "protover" command, since xboard needs to know the
+values of some features before sending further commands to the engine.
+Because engines that predate protocol version 2 do not send "feature",
+xboard uses a timeout mechanism: when it first starts your engine, it
+sends "xboard" and "protover N", then listens for feature commands for
+two seconds before sending any other commands.  To end this timeout
+and avoid the wait, set the feature "done=3D1" at the end of your last
+feature command.  To increase the timeout, if needed, set the feature
+"done=3D0" before your first feature command and "done=3D1" at the end.
+If needed, it is okay for your engine to set done=3D0 soon as it starts,
+even before it receives the xboard and protover commands.  This can be
+useful if your engine takes a long time to initialize itself.  It
+should be harmless even if you are talking to a (version 1) user
+interface that does not understand the "feature" command, since such
+interfaces generally ignore commands from the engine that they do not
+understand.
+</p>
+
+<p>
+The feature command is designed to let the protocol change without
+breaking engines that were written for older protocol versions.  When
+a new feature is added to the protocol, its default value is always
+chosen to be compatible with older versions of the protocol that did
+not have the feature.  Any feature that your engine does not set in a
+"feature" command retains its default value, so as the protocol
+changes, you do not have to change your engine to keep up with it
+unless you want to take advantage of a new feature.  Because some
+features are improvements to the protocol, while others are meant to
+cater to engines that do not implement all the protocol features, the
+recommended setting for a feature is not always the same as the
+default setting.  The listing below gives both default and recommended
+settings for most features.
+</p>
+
+<p>
+You may want to code your engine so as to be able to work with
+multiple versions of the engine protocol.  Protocol version 1 does not
+send the protover command and does not implement the feature command;
+if you send a feature command in protocol version 1, it will have no
+effect and there will be no response.  In protocol version 2 or later,
+each feature F that you set generates the response "accepted F" if the
+feature is implemented, or "rejected F" if it is not.  Thus an engine
+author can request any feature without having to keep track of which
+protocol version it was introduced in; you need only check whether the
+feature is accepted or rejected.  This mechanism also makes it
+possible for a user interface author to implement a subset of a
+protocol version by rejecting some features that are defined in that
+version; however, you should realize that engine authors are likely to
+code for xboard and may not be prepared to have a feature that they
+depend on be rejected.
+<span class=3D"version44">If the GUI rejects an option feature because of t=
+he
+syntax of the value, it should print the value string with the
+"rejected" command, e.g. "rejected option nonsense" in response
+to receiving feature option=3D"nonsense".</span>
+</p>
+
+<p>
+Here are the features that are currently defined.
+</p>
+
+<dl>
+<dt class=3D"version1">ping (boolean, default 0, recommended 1)</dt>
+<dd class=3D"version1">
+If ping=3D1, xboard may use the protocol's new "ping" command;
+if ping=3D0, xboard will not use the command.
+</dd>
+
+<dt class=3D"version1">setboard (boolean, default 0, recommended 1)</dt>
+<dd class=3D"version1">
+If setboard=3D1, xboard will use the protocol's new "setboard" command
+to set up positions; if setboard=3D0, it will use the older "edit" command.
+</dd>
+
+<dt class=3D"version1">playother (boolean, default 0, recommended 1)</dt>
+<dd class=3D"version1">
+If playother=3D1, xboard will use the protocol's new "playother" command
+when appropriate; if playother=3D0, it will not use the command.
+</dd>
+
+<dt class=3D"version1">san (boolean, default 0)</dt>
+<dd class=3D"version1">
+If san=3D1, xboard will send moves to the engine in standard algebraic
+notation (SAN); for example, Nf3.  If san=3D0, xboard will send moves in
+coordinate notation; for example, g1f3.  See MOVE in=20
+<a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#8";>section 8</=
+a> above for more details of both kinds of notation.
+</dd>
+
+<dt class=3D"version1">usermove (boolean, default 0)</dt>
+<dd class=3D"version1">
+If usermove=3D1, xboard will send moves to the engine with the
+command "usermove MOVE"; if usermove=3D0, xboard will send just the move,
+with no command name.
+</dd>
+
+<dt class=3D"version1">time (boolean, default 1, recommended 1)</dt>
+<dd class=3D"version1">
+If time=3D1, xboard will send the "time" and "otim" commands to
+update the engine's clocks; if time=3D0, it will not.
+</dd>
+
+<dt class=3D"version1">draw (boolean, default 1, recommended 1)</dt>
+<dd class=3D"version1">
+If draw=3D1, xboard will send the "draw" command if the engine's opponent
+offers a draw; if draw=3D0, xboard will not inform the engine about
+draw offers.  Note that if draw=3D1, you may receive a draw offer while you
+are on move; if this will cause you to move immediately, you should set
+draw=3D0.
+</dd>
+
+<dt class=3D"version1">sigint (boolean, default 1)</dt>
+<dd class=3D"version1">
+If sigint=3D1, xboard may send SIGINT (the interrupt signal) to
+the engine as <a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#=
+7">section 7</a> above; if sigint=3D0, it will
+not.
+</dd>
+
+<dt class=3D"version1">sigterm (boolean, default 1)</dt>
+<dd class=3D"version1">
+If sigterm=3D1, xboard may send SIGTERM (the termination signal) to
+the engine as <a href=3D"http://home.hccnet.nl/h.g.muller/engine-intf.html#=
+7">section 7</a> above; if sigterm=3D0, it will
+not.
+</dd>
+
+<dt class=3D"version1">reuse (boolean, default 1, recommended 1) </dt>
+<dd class=3D"version1">
+If reuse=3D1, xboard may reuse your engine for multiple games.  If
+reuse=3D0 (or if the user has set the -xreuse option on xboard's command
+line), xboard will kill the engine process after every game and start
+a fresh process for the next game.
+</dd>
+
+<dt class=3D"version1">analyze (boolean, default 1, recommended 1)</dt>
+<dd class=3D"version1">
+If analyze=3D0, xboard will not try to use the "analyze" command; it
+will pop up an error message if the user asks for analysis mode.  If
+analyze=3D1, xboard will try to use the command if the user asks for
+analysis mode.
+</dd>
+
+<dt class=3D"version1">myname (string, default determined from engine filen=
+ame)</dt>
+<dd class=3D"version1">
+This feature lets you set the name that xboard will use for your
+engine in window banners, in the PGN tags of saved game files, and when
+sending the "name" command to another engine.
+</dd>
+
+<dt class=3D"version1">variants (string, see text below)</dt>
+<dd><span class=3D"version1">
+This feature indicates which chess variants your engine accepts.
+It should be a comma-separated list of variant names.  See the table
+under the "variant" command in <a href=3D"http://home.hccnet.nl/h.g.muller/=
+engine-intf.html#8">section 8</a> above.  If
+you do not set this feature, xboard will assume by default that your
+engine supports all variants.  (However, the -zippyVariants
+command-line option still limits which variants will be accepted in
+Zippy mode.)  It is recommended that you set this feature to the
+correct value for your engine (just "normal" in most cases) rather
+than leaving the default in place, so that the user will get an
+appropriate error message if he tries to play a variant that your
+engine does not support.</span>
+<br>
+<span class=3D"version43">If your engine can play variants on a deviating b=
+oard size,
+like capablanca on an 8x8 board, or capablanca crazyhouse,
+it can list them amongst the variants with a prefix spcifying board size pl=
+us
+holdings size, like 8x8+0_capablanca or 10x8+7_capablanca.
+If it is capable of playing any variant with an arbitrary board size,
+it should list "boardsize" as one of the variants.
+If there is a maximum to the board size, this can be prefixed,
+e.g. "12x10+0_boardsize".
+</span>
+</dd>
+
+<dt class=3D"version1">colors (boolean, default 1, recommended 0) </dt>
+<dd><span class=3D"version1">
+If colors=3D1, xboard uses the obsolete "white" and "black"
+commands in a stylized way that works with most older chess engines
+that require the commands.  See the "<a href=3D"http://home.hccnet.nl/h.g.m=
+uller/engine-intf.html#13">Idioms</a>" section
+below for details.  If colors=3D0, xboard does not use the "white" and
+"black" commands at all.
+</span>
+</dd>
+
+<dt class=3D"version1">ics (boolean, default 0)</dt>
+<dd class=3D"version1">
+If ics=3D1, xboard will use the protocol's new "ics" command
+to inform the engine of whether or not it is playing on a chess server;
+if ics=3D0, it will not.
+</dd>
+
+<dt class=3D"version1">name (boolean, see text below)</dt>
+<dd class=3D"version1">
+If name=3D1, xboard will use the protocol's "name" command
+to inform the engine of the opponent's name; if name=3D0, it will not.
+By default, name=3D1 if the engine is playing on a chess server; name=3D0 i=
+f not.
+</dd>
+
+<dt class=3D"version1">pause (boolean, default 0)</dt>
+<dd class=3D"version1">
+If pause=3D1, xboard may use the protocol's new "pause" command;
+if pause=3D0, xboard assumes that the engine does not support this command.
+</dd>
+
+<dt class=3D"version43">nps (boolean, default ?)</dt>
+<dd class=3D"version43">
+If nps=3D1, it means the engine supports the nps command.
+If nps=3D0, it means the engine does not support it, and WinBoard should re=
+frain from sending it.
+Default is that WinBoard sends it, in an attempt to try out if the engine u=
+nderstand it.
+The engine should properly respond with "Error (unkown command): nps" if it=
+ does not implement it,
+(as any protocol version pre-scribes),
+or WinBoard might assume that the engine did understand the command.=20
+In that case the use of different time standards that ensues could lead to =
+time forfeits for the engine.
+</dd>
+
+<dt class=3D"version43">debug (boolean, default 0)</dt>
+<dd class=3D"version43">
+If debug=3D1, it means the engine wants to send debug output prefixed by '#=
+',
+which WinBoard should ignore, except for including it in the winboard.debug=
+ file.
+As this feature is added to protocol 2 ony late,
+so that not all protocol-2 supporting versions of WinBoard might implement =
+it,
+it is important that engines check if WinBoard accepts the feature.
+If the feature is rejected,
+engines must refrain from sending the debug output,
+or do so at their own risk.
+</dd>
+
+<dt class=3D"version44">memory (boolean, default 0)</dt>
+<dd class=3D"version44">
+If memory=3D1, the size of the total amount of memory available for the mem=
+ory-consuming tables of the engine=20
+(e.g. hash, EGTB cache)
+will be set by the GUI through the "memory" command.
+</dd>
+
+<dt class=3D"version44">smp (boolean, default 0)</dt>
+<dd class=3D"version44">
+If smp=3D1, the GUI will send the "cores" command to the engine to inform i=
+t how many CPU cores it can use.
+Note that sending smp=3D1 does not imply the engine can use more than one C=
+PU;
+just that it wants to receive the "cores" command.
+</dd>
+
+<dt class=3D"version44">egt (string, see text below)</dt>
+<dd class=3D"version44">
+This feature indicates which end-game table formats the engine supports.
+It should be a comma-separated list of format names.
+See under the "egtpath" command in <a href=3D"http://home.hccnet.nl/h.g.mul=
+ler/engine-intf.html#8">section 8</a> above.
+If you do not set this feature, xboard will assume the engine does not supp=
+ort end-game tables,
+and will not send any "egtpath" commands to inform the engine about their w=
+hereabouts.
+</dd>
+
+<dt class=3D"version44">option (string, see text below)</dt>
+<dd><span class=3D"version44">
+This feature is used by the engine to define an option command to appear in=
+ a GUI menu,
+so that the user can change the corresponding setting of the engine through=
+ the GUI interactively.
+The string describes the option by defining a name, type, current value and=
+ (sometimes) the acceptable value range.
+Unlike other features, option features are accumulated by the GUI,=20
+and the GUI must be able to add a new option to the list at any time,
+even after having received feature done=3D1.
+There are ten different options types, each requiring a slighly different s=
+yntax of the defining string:
+<br>
+feature option=3D"NAME -button"
+<br>
+feature option=3D"NAME -save"
+<br>
+feature option=3D"NAME -reset"
+<br>
+feature option=3D"NAME -check VALUE"
+<br>
+feature option=3D"NAME -string VALUE"
+<br>
+feature option=3D"NAME -spin VALUE MIN MAX"
+<br>
+feature option=3D"NAME -combo CHOICE1 /// CHOICE2 ..."
+<br>
+feature option=3D"NAME -slider VALUE MIN MAX"
+<br>
+feature option=3D"NAME -file VALUE"
+<br>
+feature option=3D"NAME -path VALUE"
+<br>
+NAME is an arbitrary alphanumeric string which can contain spaces;=20
+the other words in capitals would be replaced by the current (default) sett=
+ing of the option,
+(a character string for -string options, a decimal number for -spin and -ch=
+eck options,
+were the latter uses 1=3Dchecked, 0=3Dunchecked),
+the minimum or maximum value of numeric (-spin) options,=20
+or arbitrary text labels (for -combo option).
+In the latter case, the current value will be preceded by an asterisk.
+The -file and -path options are similar to -string, but can be used to info=
+rm the GUI that
+the text represents a file name or folder name respectively,=20
+so the GUI dialog could add the appropriate browse button to the text-edit =
+field.
+Similarly, a -slider option is like a -spin, but the GUI might make a diffe=
+rent
+graphical representation for it.
+A -save option is like a -button, and defines an immediate command to be se=
+nt by the engine.
+With -save the GUI will make sure all current option settings are flushed t=
+o the engine
+before it sends this command.
+A -reset option is like a -button, but use of it purges the list of options=
+ before sending=20
+the corresponding option command to the engine.
+This enables the engine to completely redefine its options or their current=
+ settings,
+by sending a new set of option feature commands to the GUI,=20
+terminated by feature done=3D1.
+(The effect of sending an option feature for an option with the same name a=
+s was defined before,=20
+without first receiving a -reset option command, is undefined.)
+</span>
+
+</dd><dt class=3D"version47">exclude (boolean, default 0)</dt>
+<dd class=3D"version47">
+If exclude=3D1 the GUI can send "exclude" and "include" commands to control=
+ which moves
+from the root position should be searched.
+</dd>
+</dl></dd>
+
+<dt class=3D"version47">setscore (boolean, default 0)</dt>
+<dd class=3D"version47">
+If setscore=3D1 the GUI can send "setscore" commands to define the score of=
+ the current position.
+</dd>
+
+
+<dt class=3D"version1">done (integer, no default)</dt>
+<dd><span class=3D"version1">
+If you set done=3D1 during the initial two-second timeout after
+xboard sends you the "xboard" command, the
+timeout will end and xboard will not look for any more feature
+commands before starting normal operation.
+If you set done=3D0, the initial timeout is increased to one hour;
+in this case, you must set done=3D1 before xboard will enter normal operati=
+on.
+</span>
+</dd>
+</dl>
+
+
+
+<dt>Illegal move: MOVE</dt>
+<dt>Illegal move (REASON): MOVE</dt>
+<dd>If your engine receives a MOVE command that is recognizably a move
+but is not legal in the current position, your engine must print an
+error message in one of the above formats so that xboard can pass the
+error on to the user and retract the move.  The (REASON) is entirely
+optional.  Examples:
+
+<pre>  Illegal move: e2e4
+  Illegal move (in check): Nf3
+  Illegal move (moving into check): e1g1
+</pre>
+<p>
+Generally, xboard will never send an ambiguous move, so it does not=20
+matter whether you respond to such a move with an Illegal move message=20
+or an Error message.
+</p>
+</dd>
+
+<dt>Error (ERRORTYPE): COMMAND</dt>
+<dd>If your engine receives a command it does not understand or does
+not implement, it should print an error message in the above format so
+that xboard can parse it.  Examples:
+<pre>  Error (ambiguous move): Nf3
+  Error (unknown command): analyze
+  Error (command not legal now): undo
+  Error (too many parameters): level 1 2 3 4 5 6 7
+</pre>
+</dd>
+
+<dt>setup FEN</dt>
+<dt>setup (PIECETOCHAR) FEN</dt>
+<dt>setup (PIECETOCHAR) WxH+S_PARENTVARIANT FEN</dt>
+<dd>The engine can optionally send a setup command to the GUI in reply
+to the variant command.
+In the simplest form this sends the FEN of the initial position.
+This can be used to implement engines for non-standard variants
+that only differ from standard variants through the initial position.
+(E.g. many of the 'wild' boards you can play on an ICS.)
+Whether the GUI should obey or ignore this command depends on the situation=
+.
+Normally it would ignore it in variants where it knows the standard initial=
+ position
+and legality testing is on, or when the user specified an initial position.
+In other cases it will use the FEN sent by the first engine
+for setting up the initial position, as if it was an externally supplied po=
+sition.
+Such a position will always be sent to a second engine that might be involv=
+ed,
+and any setup commands received from the latter will always be ignored.
+(This to allow for shuffle games, where the two engines might pick differen=
+t setups.)
+When no initial position is known, such as for 'catch-all' variants like fa=
+iry,
+or whenever the board width is overruled to a non-standard value,
+the FEN will be used as default initial position even when legality testing=
+ is on.
+</dd>
+<dd>Optionally the meaning of the piece ID letters in the FEN can be define=
+d
+between parentheses; this will be interpreted as if it was the value of a
+-pieceToCharTable command-line option, mapping letters to GUI piece types.
+Also optionally behind that, the setup command can specify board width W,
+board height H and holdings size S, as well as a 'parent variant'.
+This is typically done in response to a variant command with a non-standard=
+ name,
+about which the GUI is not supposed to know anything at all.
+The engine can then specify board size, participating pieces, initial setup=
+,
+and other rule details (inherited from the parent variant),
+saving the user the trouble to configure the GUI for this non-standard vari=
+ant.
+Example:
+<pre>  setup (PN.RQKpn.rqk) 6x6+0_fairy rnqknr/pppppp/6/6/PPPPPP/RNQKNR w -=
+ - 0 1
+</pre>
+could be used by an engine for Los-Alamos Chess in response to 'variant los=
+alamos',
+and would automatically switch the GUI to this variant as soon as the user
+selected it from the GUI menu.
+The PIECETOCHAR element would ensure a Bishop would not be accepted as prom=
+otion choice.=20
+</dd>
+
+
+<dt>move MOVE</dt>
+<dd>Your engine is making the move MOVE.  Do not echo moves from
+xboard with this command; send only new moves made by the engine.
+
+<div class=3D"version1">
+<p>For the actual move text from your chess engine (in place of MOVE
+above), your move should be either</p>
+<ul>
+<li>in coordinate notation (e.g.,
+e2e4, e7e8q) with castling indicated by the King's two-square move (e.g.,
+e1g1), or</li>
+<li>in Standard Algebraic Notation (SAN) as defined in the
+Portable Game Notation standard (e.g, e4, Nf3, O-O, cxb5, Nxe4, e8=3DQ),
+with the extension piece square (e.g., P f7) to handle piece placement
+in bughouse and crazyhouse.</li>
+</ul>
+<p>
+xboard itself also accepts some variants of SAN, but for compatibility
+with non-xboard interfaces, it is best not to rely on this behavior.
+</p>
+
+<p>Warning: Even though all versions of this protocol specification
+have indicated that xboard accepts SAN moves, some non-xboard
+interfaces are known to accept only coordinate notation.  See the
+Idioms section for more information on the known limitations of some
+non-xboard interfaces.  It should be safe to send SAN moves if you
+receive a "protover 2" (or later) command from the interface, but
+otherwise it is best to stick to coordinate notation for maximum
+compatibility.  An even more conservative approach would be for your
+engine to send SAN to the interface only if you have set feature san=3D1
+(which causes the interface to send SAN to you) and have received
+"accepted san" in reply.
+</p>
+</div>
+</dd>
+
+<dt>RESULT {COMMENT}</dt>
+<dd>When your engine detects
+that the game has ended by rule, your engine must output a line of the
+form "RESULT {comment}" (without the quotes), where RESULT is a PGN
+result code (1-0, 0-1, or 1/2-1/2), and comment is the reason.  Here
+"by rule" means that the game is definitely over because of what
+happened on the board.  In normal chess, this includes checkmate,
+stalemate, triple repetition, the 50 move rule, or insufficient
+material; it does not include loss on time or the like.
+Examples:
+<pre>  0-1 {Black mates}
+  1-0 {White mates}
+  1/2-1/2 {Draw by repetition}
+  1/2-1/2 {Stalemate}
+</pre>
+
+<p>
+xboard relays the result to the user, the ICS, the other engine in Two
+Machines mode, and the PGN save file as required.
+<span class=3D"version43">Note that "definitey over" above means that sendi=
+ng this command=20
+will be taken by WinBoard as an unconditional refusal of the engine to play=
+ on,
+which might cause you to forfeit if the game was in fact not over.
+This command should thus not be used to offer draws, accept draws,
+or make draw-by-rule claims that are not yet valid in the current position
+(but will be after you move).
+For offering and claiming such draws, "offer draw" should be used.</span>
+</p>
+
+<p class=3D"version44">
+Note that (in accordance with FIDE rules) only KK, KNK, KBK and KBKB with a=
+ll bishops on the
+same color can be claimed as draws on the basis of insufficient mating mate=
+rial.
+The end-games KNNK, KBKN, KNKN and KBKB with unlike bishops do have mate po=
+sitions,
+and cannot be claimed.
+Complex draws based on locked Pawn chains will not be recognized as draws b=
+y most interfaces,
+so do not claim in such positions, but just offer a draw or play on.
+</p>
+
+<p class=3D"version44">
+Note to GUI programmers: RESULT commands that the engine sends immediately =
+after its move
+might be detected by the GUI only after the opponent has moved, because of =
+communication
+and scheduling delays, no matter how fast the engine sent it.
+Any judgement of the validity of RESULT claims based on te "current" board =
+position
+will have to account for this uncertainty.
+</p>
+</dd>
+
+<dt>resign</dt>
+<dd>If your engine wants to resign, it can send the command "resign".
+Alternatively, it can use the "RESULT {comment}" command if the string
+"resign" is included in the comment; for example "0-1 {White
+resigns}".  xboard relays the resignation to the user, the ICS, the
+other engine in Two Machines mode, and the PGN save file as required.
+<span class=3D"version44">Note that many interfaces work more smoothly if y=
+ou resign <em>before</em>
+you move.</span>
+</dd>
+
+<dt>offer draw</dt>
+<dd>If your engine wants to offer a draw by agreement (as opposed to
+claiming a draw by rule), it can send the command "offer draw".
+xboard relays the offer to the user, the ICS, the other engine in Two
+Machines mode, and the PGN save file as required.  In Machine White,
+Machine Black, or Two Machines mode, the offer is considered valid
+until your engine has made two more moves.
+<span class=3D"version43">This command must also be used to accept a draw o=
+ffer.
+Do not use the 1/2-1/2 command for that, as the offer might be no longer va=
+lid,
+in which case a refusal to play on implied by the RESULT command might make=
+ you forfeit the game.
+"offer draw" should also be used to claim 50-move and 3-fold-repetition dra=
+ws
+that will occur <em>after</em> your move, by sending it <em>before</em> mak=
+ing the move.
+WinBoard will grant draw offers without the opponent having any say in
+it in situations where draws can be claimed.
+Only if the draw cannot be claimed, the offer will be passed to your oppone=
+nt after you make your next move,
+just before WinBoard relays this move to the opponent.
+</span>
+</dd>
+
+<dt class=3D"version1">tellopponent MESSAGE</dt>
+<dd class=3D"version1">
+This command lets the engine give a message to its opponent,
+independent of whether the opponent is a user on the local machine or
+a remote ICS user (Zippy mode).  MESSAGE consists of any characters,
+including whitespace, to the end of the line.  When the engine is
+playing against a user on the local machine, xboard pops up an
+information dialog containing the message.  When the engine is playing
+against an opponent on the ICS (Zippy mode), xboard sends "say
+MESSAGE\n" to the ICS.
+</dd>
+
+<dt class=3D"version1">tellothers MESSAGE </dt>
+<dd class=3D"version1">This command lets the engine give a message to peopl=
+e watching the
+game other than the engine's opponent.  MESSAGE consists of any
+characters, including whitespace, to the end of the line.  When the
+engine is playing against a user on the local machine, this command
+does nothing.  When the engine is playing against an opponent on the
+ICS (Zippy mode), xboard sends "whisper MESSAGE\n" to the ICS.
+</dd>
+
+<dt class=3D"version1">tellall MESSAGE</dt>
+<dd class=3D"version1">This command lets the engine give a message to its o=
+pponent and
+other people watching the game,=20
+independent of whether the opponent is a user on the local machine or
+a remote ICS user (Zippy mode).  MESSAGE consists of any characters,
+including whitespace, to the end of the line.  When the engine is
+playing against a user on the local machine, xboard pops up an
+information dialog containing the message.  When the engine is playing
+against an opponent on the ICS (Zippy mode), xboard sends "kibitz
+MESSAGE\n" to the ICS.
+</dd>
+
+<dt>telluser MESSAGE</dt>
+<dd>xboard pops up an information dialog containing the message.
+MESSAGE consists of any characters, including whitespace, to the end
+of the line.
+</dd>
+
+<dt>tellusererror MESSAGE</dt>
+<dd>xboard pops up an error dialog containing the message.
+MESSAGE consists of any characters, including whitespace, to the end
+of the line.
+</dd>
+
+<dt>askuser REPTAG MESSAGE</dt>
+<dd>Here REPTAG is a string containing no whitespace, and MESSAGE
+consists of any characters, including whitespace, to the end of the
+line.  xboard pops up a question dialog that says MESSAGE and
+has a typein box.  If the user types in "bar", xboard sends "REPTAG
+bar" to the engine.  The user can cancel the dialog and send nothing.
+</dd>
+
+<dt>tellics MESSAGE</dt>
+<dd>In Zippy mode, xboard sends "MESSAGE\n" to ICS.  MESSAGE consists
+of any characters, including whitespace, to the end of the line.
+</dd>
+
+<dt class=3D"version1">tellicsnoalias MESSAGE</dt>
+<dd class=3D"version1">
+In Zippy mode, xboard sends "xMESSAGE\n" to ICS, where "x" is a
+character that prevents the ICS from expanding command aliases, if
+xboard knows of such a character.  (On chessclub.com and chess.net,
+"/" is used; on freechess.org, "$" is used.)  MESSAGE consists of any
+characters, including whitespace, to the end of the line.
+</dd>
+
+<dt class=3D"version43"># COMMENT</dt>
+<dd class=3D"version43">
+The engine can send any string of printable characters, terminated by a new=
+line,
+for inclusion in the winboard.debug file, provided the line starts with a '=
+#' character.
+If the engine has set feature debug=3D1,
+it is guaranteed that WinBoard (and any future version of it) will complete=
+ly ignore
+these lines in any other respect.
+</dd>
+
+
+<h2><a name=3D"10">10. Thinking Output</a></h2>
+
+<p>
+If the user asks your engine to "show thinking", xboard sends your
+engine the "post" command.  It sends "nopost" to turn thinking off.
+In post mode, your engine sends output lines to show the progress of
+its thinking.  The engine can send as many or few of these lines as it
+wants to, whenever it wants to.  Typically they would be sent when the
+PV (principal variation) changes or the depth changes.  The thinking
+output should be in the following format:
+</p>
+
+<pre>ply score time nodes pv</pre>
+
+<p>Where:</p>
+<table>
+<tbody><tr><td>ply</td><td>Integer giving current search depth.</td></tr>
+<tr><td>score</td><td>Integer giving current evaluation in centipawns.</td>=
+</tr>
+<tr><td>time</td><td>Current search time in centiseconds (ex:1028 =3D 10.28=
+ seconds).</td></tr>
+<tr><td>nodes</td><td>Nodes searched.</td></tr>
+<tr><td>pv</td><td>Freeform text giving current "best" line.
+You can continue the pv onto another line if you start each
+continuation line with at least four space characters.</td></tr>
+</tbody></table>
+
+<p>
+Example:
+</p>
+
+<pre>  9 156 1084 48000 Nf3 Nc6 Nc3 Nf6</pre>
+
+<p>
+Meaning:
+</p>
+
+<pre>9 ply, score=3D1.56, time =3D 10.84 seconds, nodes=3D48000, PV =3D "Nf=
+3 Nc6 Nc3 Nf6"
+</pre>
+
+<p>
+Longer example from actual Crafty output:
+</p>
+
+<pre>  4    109      14   1435  1. e4 d5 2. Qf3 dxe4 3. Qxe4 Nc6
+  4    116      23   2252  1. Nf3 Nc6 2. e4 e6
+  4    116      27   2589  1. Nf3 Nc6 2. e4 e6
+  5    141      44   4539  1. Nf3 Nc6 2. O-O e5 3. e4
+  5    141      54   5568  1. Nf3 Nc6 2. O-O e5 3. e4
+</pre>
+
+<p>
+You can use the PV to show other things; for instance, while in book,
+Crafty shows the observed frequency of different reply moves in its
+book.  In situations like this where your engine is not really
+searching, start the PV with a '(' character:
+</p>
+
+<pre>  0      0       0      0  (e4 64%, d4 24%)
+</pre>
+
+<p>
+GNU Chess output is very slightly different.  The ply number is
+followed by an extra nonblank character, and the time is in seconds,
+not hundredths of seconds.  For compatibility, xboard accepts the
+extra character and takes it as a flag indicating the different time
+units.  Example:
+</p>
+
+<pre> 2.     14    0       38   d1d2  e8e7=20
+ 3+     78    0       65   d1d2  e8e7  d2d3=20
+ 3&amp;     14    0       89   d1d2  e8e7  d2d3=20
+ 3&amp;     76    0      191   d1e2  e8e7  e2e3=20
+ 3.     76    0      215   d1e2  e8e7  e2e3=20
+ 4&amp;     15    0      366   d1e2  e8e7  e2e3  e7e6=20
+ 4.     15    0      515   d1e2  e8e7  e2e3  e7e6=20
+ 5+     74    0      702   d1e2  f7f5  e2e3  e8e7  e3f4=20
+ 5&amp;     71    0     1085   d1e2  e8e7  e2e3  e7e6  e3f4=20
+ 5.     71    0     1669   d1e2  e8e7  e2e3  e7e6  e3f4=20
+ 6&amp;     48    0     3035   d1e2  e8e7  e2e3  e7e6  e3e4  f7f5  e4d4=20
+ 6.     48    0     3720   d1e2  e8e7  e2e3  e7e6  e3e4  f7f5  e4d4=20
+ 7&amp;     48    0     6381   d1e2  e8e7  e2e3  e7e6  e3e4  f7f5  e4d4=20
+ 7.     48    0    10056   d1e2  e8e7  e2e3  e7e6  e3e4  f7f5  e4d4=20
+ 8&amp;     66    1    20536   d1e2  e8e7  e2e3  e7e6  e3d4  g7g5  a2a4  f7=
+f5=20
+ 8.     66    1    24387   d1e2  e8e7  e2e3  e7e6  e3d4  g7g5  a2a4  f7f5=
+=20
+ 9&amp;     62    2    38886   d1e2  e8e7  e2e3  e7e6  e3d4  h7h5  a2a4  h5=
+h4=20
+                           d4e4=20
+ 9.     62    4    72578   d1e2  e8e7  e2e3  e7e6  e3d4  h7h5  a2a4  h5h4=
+=20
+                           d4e4=20
+10&amp;     34    7   135944   d1e2  e8e7  e2e3  e7e6  e3d4  h7h5  c2c4  h5=
+h4=20
+                           d4e4  f7f5  e4f4=20
+10.     34    9   173474   d1e2  e8e7  e2e3  e7e6  e3d4  h7h5  c2c4  h5h4=
+=20
+                           d4e4  f7f5  e4f4=20
+</pre>
+
+<p>If your engine is pondering (thinking on its opponent's time) in post
+mode, it can show its thinking then too.  In this case your engine may
+omit the hint move (the move it is assuming its opponent will make)
+from the thinking lines <em>if and only if</em> it sends xboard the move in
+the usual "Hint: xxx" format before sending the first line.
+</p>
+
+<h2><a name=3D"11">11. Time control</a></h2>
+
+<p>
+xboard supports three styles of time control: conventional chess clocks,
+the ICS-style incremental clock, and an exact number of seconds per move.
+</p>
+
+<p>In conventional clock mode, every time control period is the same.
+That is, if the time control is 40 moves in 5 minutes, then after each
+side has made 40 moves, they each get an additional 5 minutes, and so
+on, ad infinitum.  At some future time it would be nice to support a
+series of distinct time controls.  This is very low on my personal
+priority list, but code donations to the xboard project are accepted,
+so feel free to take a swing at it.  I suggest you talk to me first,
+though.
+</p>
+
+<p>
+The command to set a conventional time control looks like this:
+</p>
+
+<pre>  level 40 5 0
+  level 40 0:30 0
+</pre>
+
+<p>
+The 40 means that there are 40 moves per time control.  The 5 means
+there are 5 minutes in the control.  In the second example, the 0:30
+means there are 30 seconds.  The final 0 means that we are in
+conventional clock mode.
+</p>
+
+<p class=3D"version43">
+Note that the time parameter in this command is not a pure numeric argument=
+,
+but in general is a character string, in order to pass the number of second=
+s.
+Engines are encouraged to ignore any unexpected characters at the end of th=
+is string,
+i.e. following the MIN or MIN:SEC specification.
+Future protocol versions might (under control of an appropriate feature)
+append such extra characters to this argument,
+in order to inform the engine in advance of the time control it can expect =
+after the current session completes.
+E.g. "level 40 25+5 0" could mean that the engine has to play 40 moves in 2=
+5 minutes,
+but should expect to get only 5 minutes for the entire remainder of the gam=
+e after that,
+rather than another 25 minutes for the next 40 moves.
+When the time comes, (i.e. after the 40 moves),=20
+it will be informed of the time-control change by receiving a new "level 0 =
+5 0" command,
+but engines with advanced time management might want to plan for this in ad=
+vance.
+</p>
+
+<p>
+The command to set an incremental time control looks like this:
+</p>
+
+<pre>  level 0 2 12
+</pre>
+
+<p>
+Here the 0 means "play the whole game in this time control period",
+the 2 means "base=3D2 minutes", and the 12 means "inc=3D12 seconds".  As
+in conventional clock mode, the second argument to level can be in
+minutes and seconds.
+</p>
+
+<p>
+At the start of the game, each player's clock is set to base minutes.
+Immediately after a player makes a move, inc seconds are added to his
+clock.  A player's clock counts down while it is his turn.  Your flag
+can be called whenever your clock is zero or negative.  (Your clock
+can go negative and then become positive again because of the
+increment.)
+</p>
+
+<p class=3D"version44">
+The number of moves given in the level command (when non-zero) should=20
+be taken as the number of moves still to do before the specified time
+will be added to the clock, if the "level" command is received after
+some moves have already been played.
+The time given should be interpreted as the time left on its clock
+(including any time left over from the previous sessions),
+and not necessarily the time that will be added to the clock
+after the specified number of moves has been played.
+This is only relevant in WinBoard 4.3.xx, which might send the engine
+"level" commands during a game,
+just before the engine has to start thinking about the first move of=20
+a new time-control session.
+Example: if at the start of the game "level 40 60 0" was given=20
+(40 moves per hour),
+and the engine receives "level 20 22 0" just before move 41,
+it should understand that it should do the next 20 moves in 22 minutes
+(pehaps because the secondary session was 20 moves per 15 minutes,
+and it had 7 minutes left on its clock after the first 40 moves).
+</p>
+
+<p>
+A special rule on some ICS implementations: if you ask for a game with
+base=3D0, the clocks really start at 10 seconds instead of 0.  xboard
+itself does not know about this rule, so it passes the 0 on to the
+engine instead of changing it to 0:10.
+</p>
+
+<p>
+ICS also has time odds games.  With time odds, each player has his own
+(base, inc) pair, but otherwise things work the same as in normal
+games.  The Zippy xboard accepts time odds games but ignores the fact
+that the opponent's parameters are different; this is perhaps not
+quite the right thing to do, but gnuchess doesn't understand time
+odds.  Time odds games are always unrated.
+</p>
+
+<p>
+The command to set an exact number of seconds per move looks like this:
+</p>
+
+<pre>  st 30
+</pre>
+
+<p>
+This means that each move must be made in at most 30 seconds.  Time not use=
+d
+on one move does not accumulate for use on later moves.
+</p>
+
+<h2><a name=3D"12">12. Analyze Mode</a></h2>
+
+<p>xboard supports analyzing fresh games, edited positions, and games
+from files.  However, all of these look the same from the chess
+engine's perspective. Basically, the engine just has to respond to the
+"analyze" command. =20
+<span class=3D"version1">
+Beginning in protocol version 2,
+if your engine does not support analyze mode, it should use
+the feature command to set analyze=3D0. =20
+</span>
+The older method of
+printing the error message "Error (unknown command): analyze" in
+response to the "analyze" command will also work, however.
+</p>
+
+<p>
+To enter analyze mode, xboard sends the command sequence "post", "analyze".=
+ =20
+Analyze mode in your engine should be
+similar to force mode, except that your engine thinks about what move
+it would make next if it were on move.  Your engine should accept the
+following commands while in analyze mode:
+</p>
+
+<ul>
+<li>Any legal move, as in force mode</li>
+<li><strong>undo</strong>&nbsp;&nbsp; Back up one move and analyze previous=
+ position.</li>
+<li><strong>new</strong>&nbsp;&nbsp; Reset position to start of game but st=
+ay in analyze mode.</li>
+<li><span class=3D"version1"><strong>setboard</strong> if you have set feat=
+ure setboard=3D1; otherwise <strong>edit</strong>.  Exiting edit mode retur=
+ns to analyze mode.</span></li>
+<li><strong>exit</strong>&nbsp;&nbsp; Leave analyze mode.</li>
+<li><strong>.</strong>&nbsp;&nbsp; Send a search status update (optional); =
+see below.</li>
+<li><span class=3D"version1">
+<strong>bk</strong>&nbsp;&nbsp; Show book moves from this position,
+if any; see above.</span></li>
+<li><span class=3D"version1">
+<strong>hint</strong>&nbsp;&nbsp; Show the predicted move from this
+position, if any; see above.</span></li>
+</ul>
+ =20
+<p>
+If the user selects "Periodic Updates", xboard will send the string
+".\n" to the chess engine periodically during analyze mode, unless the
+last PV received began with a '(' character.
+</p>
+
+<p>
+The chess engine should respond to ".\n" with a line like this:
+</p>
+
+<pre>stat01: time nodes ply mvleft mvtot <span class=3D"version1">mvname</s=
+pan>
+</pre>
+
+<p>Where:</p>
+<table>
+<tbody><tr><td>time</td><td>Elapsed search time in centiseconds (ie: 567 =
+=3D 5.67 seconds).</td></tr>
+<tr><td>nodes</td><td>Nodes searched so far.</td></tr>
+<tr><td>ply</td><td>Search depth so far.</td></tr>
+<tr><td>mvleft</td><td>Number of moves left to consider at this depth.</td>=
+</tr>
+<tr><td>mvtot</td><td>Total number of moves to consider.</td></tr>
+<tr class=3D"version1"><td>mvname</td><td>Move currently being considered (=
+SAN or coordinate notation).  Optional;
+added in protocol version 2.</td></tr>
+</tbody></table>
+
+<p>
+Examples:
+</p>
+<pre>  stat01: 1234 30000 7 5 30
+  stat01: 1234 30000 7 5 30 Nf3
+</pre>
+
+<p>
+Meaning:
+</p>
+
+<p>After 12.34 seconds, I've searched 7 ply/30000 nodes, there are a
+  total of 30 legal moves, and I have 5 more moves to search
+  before going to depth 8.  In the second example, of the 30 legal
+  moves, the one I am currently searching is Nf3.</p>
+
+<p>
+Implementation of the "." command is optional. If the engine does not
+respond to the "." command with a "stat01..." line, xboard will stop
+sending "."  commands.  If the engine does not implement this command,
+the analysis window will use a shortened format to display the engine
+info.
+</p>
+
+<p>
+To give the user some extra information, the chess engine can output
+the strings "++\n" and "--\n", to indicate that the current search is
+failing high or low, respectively.  You don't have to send anything
+else to say "Okay, I'm not failing high/low anymore."  xboard will
+figure this out itself.
+</p>
+
+<h2><a name=3D"13">13. Idioms and backward compatibility features</a></h2>
+
+<p>
+Some engines have variant interpretations of the force/go/white/black,
+time/otim, and hard/easy command sets. =20
+In order to accommodate these older engines, xboard uses these commands
+only according to the stylized patterns ("idioms") given in this section.
+The obsolete white and black commands
+have historically been particularly troublesome, and it is recommended
+that new engines set the feature colors=3D0 and/or ignore the commands.
+</p>
+
+<dl>
+
+<dt>time N</dt>
+<dt>otim N</dt>
+<dt>MOVE</dt>
+<dd>Sent when the opponent makes a move and the engine is already
+playing the opposite color.
+</dd>
+<dt>white</dt>
+<dt>go</dt>
+<dd>Sent when the engine is in force mode or playing Black but should
+switch to playing White.  This sequence is sent only when White is
+already on move. =20
+<span class=3D"version1">
+If you set the feature colors=3D0, "white" is not sent.
+</span>
+</dd>
+
+<dt>black</dt>
+<dt>go</dt>
+<dd>Sent when the engine is in force mode or playing White but should
+switch to playing Black.  This sequence is sent only when Black is
+already on move. =20
+<span class=3D"version1">
+If you set the feature colors=3D0, "black" is not sent.
+</span>
+</dd>
+
+<dt>white</dt>
+<dt>time N</dt>
+<dt>otim N</dt>
+<dt>black</dt>
+<dt>go</dt>
+<dd>Sent when Black is on move, the engine is in force mode or playing
+White, and the engine's clock needs to be updated before it starts
+playing. =20
+The initial "white" is a kludge to accommodate GNU Chess
+4's variant interpretation of these commands. =20
+<span class=3D"version1">
+If you set the feature colors=3D0, "white" and "black" are not sent.
+</span>
+</dd>
+
+<dt>black</dt>
+<dt>time N</dt>
+<dt>otim N</dt>
+<dt>white</dt>
+<dt>go</dt>
+<dd>Sent when White is on move, the engine is in force mode or playing
+Black, and the engine's clock needs to be updated before it starts
+playing.  See previous idiom. =20
+The initial "black" is a kludge to accommodate GNU Chess
+4's variant interpretation of these commands. =20
+<span class=3D"version1">
+If you set the feature colors=3D0, "black" and "white" are not sent.
+</span>
+</dd>
+
+<dt>hard</dt>
+<dt>easy</dt>
+<dd>Sent in sequence to turn off pondering if xboard is not sure
+whether it is on.  When xboard is sure, it will send "hard" or "easy"
+alone.  xboard does this because "easy" is a toggle in GNU Chess 4 but
+"hard" is an absolute on.
+</dd>
+</dl>
+
+<p>
+To support older engines, certain additional commands from the engine
+to xboard are also recognized.  (These are commands by themselves, not
+values to be placed in the comment field of the PGN result code.)
+These forms are not recommended for new engines; use the PGN result
+code commands or the resign command instead.
+</p>
+
+<table>
+<tbody><tr><th>Command</th>              <th>Interpreted as</th></tr>
+<tr><td>White resigns        </td><td>0-1 {White resigns}</td></tr>
+<tr><td>Black resigns        </td><td>1-0 {Black resigns}</td></tr>
+<tr><td>White                </td><td>1-0 {White mates}</td></tr>
+<tr><td>Black                </td><td>0-1 {Black mates}</td></tr>
+<tr><td>Draw                 </td><td>1/2-1/2 {Draw}</td></tr>
+<tr><td>computer mates       </td><td>1-0 {White mates} or 0-1 {Black mates=
+}</td></tr>
+<tr><td>opponent mates       </td><td>1-0 {White mates} or 0-1 {Black mates=
+}</td></tr>
+<tr><td>computer resigns     </td><td>0-1 {White resigns} or 1-0 {Black res=
+igns}</td></tr>
+<tr><td>game is a draw       </td><td>1/2-1/2 {Draw}</td></tr>
+<tr><td>checkmate            </td><td>1-0 {White mates} or 0-1 {Black mates=
+}</td></tr>
+</tbody></table>
+
+<p>
+Commands in the above table are recognized if they begin a line and
+arbitrary characters follow, so (for example) "White mates" will be
+recognized as "White", and "game is a draw by the 50 move rule" will
+be recognized as "game is a draw".  All the commands are
+case-sensitive.
+</p>
+
+<p>
+An alternative move syntax is also recognized:
+</p>
+
+<table>
+<tbody><tr><th>Command              </th><th>Interpreted as</th></tr>
+<tr><td>NUMBER ... MOVE      </td><td>move MOVE</td></tr>
+</tbody></table>
+
+<p>
+Here NUMBER means any string of decimal digits, optionally ending in a
+period.  MOVE is any string containing no whitespace.  In this command
+format, xboard requires the "..." even if your engine is playing
+White.  A command of the form NUMBER MOVE will be ignored.  This odd
+treatment of the commands is needed for compatibility with gnuchessx.
+The original reasons for it are lost in the mists of time, but I
+suspect it was originally a bug in the earliest versions of xboard,
+before I started working on it, which someone "fixed" in the wrong
+way, by creating a special version of gnuchess (gnuchessx) instead of
+changing xboard.
+</p>
+
+<p>
+Any line that contains the words "offer" and "draw" is recognized as
+"offer draw".
+</p>
+
+<p>
+The "Illegal move" message is recognized even if spelled "illegal
+move" and even if the colon (":") is omitted.  This accommodates GNU
+Chess 4, which prints messages like "Illegal move (no matching
+move)e2e4", and old versions of Crafty, which print just "illegal move".
+</p>
+
+<p>
+In Zippy mode, for compatibility with older versions of Crafty,
+xboard passes through to ICS any line that begins "kibitz", "whisper",
+"tell", or "draw".  Do not use this feature in new code.  Instead, use the
+commands "tellall", "tellothers", "tellopponent", "tellics" (if needed),
+"1/2-1/2 {COMMENT}", or "offer draw", as appropriate.
+</p>
+
+<p class=3D"version1">
+If the engine responds to the "sd DEPTH" command with an error message
+indicating the command is not supported (such as "Illegal move: sd"),
+xboard sets an internal flag and subsequently uses the command
+"depth\nDEPTH" instead, for the benefit of GNU Chess 4.  Note the
+newline in the middle of this command!  New engines should not rely on
+this feature.
+</p>
+
+<p class=3D"version1">
+If the engine responds to the "st TIME" command with an error message
+indicating the command is not supported (such as "Illegal move: st"),
+xboard sets an internal flag and subsequently uses the command "level
+1 TIME" instead, for the benefit of GNU Chess 4.  Note that this is
+not a standard use of the level command, as TIME seconds are not added
+after each player makes 1 move; rather, each move is made in at most
+TIME seconds.  New engines should not implement or rely on this
+feature.
+</p>
+
+<div class=3D"version1">
+<p>
+In support of the -firstHost/-secondHost features, which allow a chess
+engine to be run on another machine using the rsh protocol, xboard recogniz=
+es
+error messages that are likely to come from rsh as fatal errors.  The follo=
+wing
+messages are currently recognized:
+</p>
+
+<ul>
+<li>unknown host</li>
+<li>No remote directory</li>
+<li>not found</li>
+<li>No such file</li>
+<li>can't alloc</li>
+<li>Permission denied</li>
+</ul>
+</div>
+
+<p class=3D"version1">
+ChessBase/Fritz now implements the xboard/winboard protocol and can use
+WinBoard-compatible engines in its GUI.  ChessBase's version of the
+protocol is generally the same as version 1, except that they have
+added the commands <strong>fritz</strong>, <strong>reset</strong>, and
+<strong>ponder</strong>, and the edit subcommands
+<strong>castle</strong> and <strong>ep</strong>.  If you want your
+engine to work well with the ChessBase/Fritz GUI, you may need to
+implement these additional commands, and you should also be aware of
+the peculiar way that ChessBase uses the protocol.  See their <a href=3D"ht=
+tp://www.chessbase.com/Products/engines/winboard/tech.htm">web page</a> for=
+ documentation.
+</p>
+
+<p class=3D"version1">
+ChessMaster 8000 also implements version 1 of the xboard/winboard
+protocol and can use WinBoard-compatible engines.  The original
+release of CM8000 also has one additional restriction: only pure
+coordinate notation (e.g., e2e4) is accepted in the move command.  A
+patch to correct this should be available from The Learning Company
+(makers of CM8000) in February 2001.
+</p>
+
+
+
+</body></html>
+------=_NextPart_000_54A2_DEB82D8C.A8B4CBEA--
diff --git a/Portable Game Notation Specification and Implementation Guide b/doc/Portable Game Notation
similarity index 100%
rename from Portable Game Notation Specification and Implementation Guide
rename to doc/Portable Game Notation
diff --git a/doc/Universal Chess Interface b/doc/Universal Chess Interface
new file mode 100644
index 0000000..a129b58
--- /dev/null
+++ b/doc/Universal Chess Interface     
@@ -0,0 +1,543 @@
+
+
+Description of the universal chess interface (UCI)    April  2006
+=================================================================
+
+* The specification is independent of the operating system. For Windows,
+  the engine is a normal exe file, either a console or "real" windows application.
+
+* all communication is done via standard input and output with text commands,
+
+* The engine should boot and wait for input from the GUI,
+  the engine should wait for the "isready" or "setoption" command to set up its internal parameters
+  as the boot process should be as quick as possible.
+
+* the engine must always be able to process input from stdin, even while thinking.
+
+* all command strings the engine receives will end with '\n',
+  also all commands the GUI receives should end with '\n',
+  Note: '\n' can be 0x0d or 0x0a0d or any combination depending on your OS.
+  If you use Engine and GUI in the same OS this should be no problem if you communicate in text mode,
+  but be aware of this when for example running a Linux engine in a Windows GUI.
+
+* arbitrary white space between tokens is allowed
+  Example: "debug on\n" and  "   debug     on  \n" and "\t  debug \t  \t\ton\t  \n"
+  all set the debug mode of the engine on.
+
+* The engine will always be in forced mode which means it should never start calculating
+  or pondering without receiving a "go" command first.
+
+* Before the engine is asked to search on a position, there will always be a position command
+  to tell the engine about the current position.
+
+* by default all the opening book handling is done by the GUI,
+  but there is an option for the engine to use its own book ("OwnBook" option, see below)
+
+* if the engine or the GUI receives an unknown command or token it should just ignore it and try to
+  parse the rest of the string in this line.
+  Examples: "joho debug on\n" should switch the debug mode on given that joho is not defined,
+            "debug joho on\n" will be undefined however.
+
+* if the engine receives a command which is not supposed to come, for example "stop" when the engine is
+  not calculating, it should also just ignore it.
+
+
+Move format:
+------------
+
+The move format is in long algebraic notation.
+A nullmove from the Engine to the GUI should be sent as 0000.
+Examples:  e2e4, e7e5, e1g1 (white short castling), e7e8q (for promotion)
+
+
+
+GUI to engine:
+--------------
+
+These are all the command the engine gets from the interface.
+
+* uci
+       tell engine to use the uci (universal chess interface),
+       this will be sent once as a first command after program boot
+       to tell the engine to switch to uci mode.
+       After receiving the uci command the engine must identify itself with the "id" command
+       and send the "option" commands to tell the GUI which engine settings the engine supports if any.
+       After that the engine should send "uciok" to acknowledge the uci mode.
+       If no uciok is sent within a certain time period, the engine task will be killed by the GUI.
+
+* debug [ on | off ]
+       switch the debug mode of the engine on and off.
+       In debug mode the engine should send additional infos to the GUI, e.g. with the "info string" command,
+       to help debugging, e.g. the commands that the engine has received etc.
+       This mode should be switched off by default and this command can be sent
+       any time, also when the engine is thinking.
+
+* isready
+       this is used to synchronize the engine with the GUI. When the GUI has sent a command or
+       multiple commands that can take some time to complete,
+       this command can be used to wait for the engine to be ready again or
+       to ping the engine to find out if it is still alive.
+       E.g. this should be sent after setting the path to the tablebases as this can take some time.
+       This command is also required once before the engine is asked to do any search
+       to wait for the engine to finish initializing.
+       This command must always be answered with "readyok" and can be sent also when the engine is 
calculating
+       in which case the engine should also immediately answer with "readyok" without stopping the search.
+
+* setoption name <id> [value <x>]
+       this is sent to the engine when the user wants to change the internal parameters
+       of the engine. For the "button" type no value is needed.
+       One string will be sent for each parameter and this will only be sent when the engine is waiting.
+       The name and value of the option in <id> should not be case sensitive and can inlude spaces.
+       The substrings "value" and "name" should be avoided in <id> and <x> to allow unambiguous parsing,
+       for example do not use <name> = "draw value".
+       Here are some strings for the example below:
+          "setoption name Nullmove value true\n"
+      "setoption name Selectivity value 3\n"
+          "setoption name Style value Risky\n"
+          "setoption name Clear Hash\n"
+          "setoption name NalimovPath value c:\chess\tb\4;c:\chess\tb\5\n"
+
+* register
+       this is the command to try to register an engine or to tell the engine that registration
+       will be done later. This command should always be sent if the engine    has sent "registration error"
+       at program startup.
+       The following tokens are allowed:
+       * later
+          the user doesn't want to register the engine now.
+       * name <x>
+          the engine should be registered with the name <x>
+       * code <y>
+          the engine should be registered with the code <y>
+       Example:
+          "register later"
+          "register name Stefan MK code 4359874324"
+
+* ucinewgame
+   this is sent to the engine when the next search (started with "position" and "go") will be from
+   a different game. This can be a new game the engine should play or a new game it should analyse but
+   also the next position from a testsuite with positions only.
+   If the GUI hasn't sent a "ucinewgame" before the first "position" command, the engine shouldn't
+   expect any further ucinewgame commands as the GUI is probably not supporting the ucinewgame command.
+   So the engine should not rely on this command even though all new GUIs should support it.
+   As the engine's reaction to "ucinewgame" can take some time the GUI should always send "isready"
+   after "ucinewgame" to wait for the engine to finish its operation.
+
+* position [fen <fenstring> | startpos ]  moves <move1> .... <movei>
+       set up the position described in fenstring on the internal board and
+       play the moves on the internal chess board.
+       if the game was played  from the start position the string "startpos" will be sent
+       Note: no "new" command is needed. However, if this position is from a different game than
+       the last position sent to the engine, the GUI should have sent a "ucinewgame" inbetween.
+
+* go
+       start calculating on the current position set up with the "position" command.
+       There are a number of commands that can follow this command, all will be sent in the same string.
+       If one command is not sent its value should be interpreted as it would not influence the search.
+       * searchmoves <move1> .... <movei>
+               restrict search to this moves only
+               Example: After "position startpos" and "go infinite searchmoves e2e4 d2d4"
+               the engine should only search the two moves e2e4 and d2d4 in the initial position.
+       * ponder
+               start searching in pondering mode.
+               Do not exit the search in ponder mode, even if it's mate!
+               This means that the last move sent in in the position string is the ponder move.
+               The engine can do what it wants to do, but after a "ponderhit" command
+               it should execute the suggested move to ponder on. This means that the ponder move sent by
+               the GUI can be interpreted as a recommendation about which move to ponder. However, if the
+               engine decides to ponder on a different move, it should not display any mainlines as they are
+               likely to be misinterpreted by the GUI because the GUI expects the engine to ponder
+          on the suggested move.
+       * wtime <x>
+               white has x msec left on the clock
+       * btime <x>
+               black has x msec left on the clock
+       * winc <x>
+               white increment per move in mseconds if x > 0
+       * binc <x>
+               black increment per move in mseconds if x > 0
+       * movestogo <x>
+      there are x moves to the next time control,
+               this will only be sent if x > 0,
+               if you don't get this and get the wtime and btime it's sudden death
+       * depth <x>
+               search x plies only.
+       * nodes <x>
+          search x nodes only,
+       * mate <x>
+               search for a mate in x moves
+       * movetime <x>
+               search exactly x mseconds
+       * infinite
+               search until the "stop" command. Do not exit the search without being told so in this mode!
+
+* stop
+       stop calculating as soon as possible,
+       don't forget the "bestmove" and possibly the "ponder" token when finishing the search
+
+* ponderhit
+       the user has played the expected move. This will be sent if the engine was told to ponder on the same 
move
+       the user has played. The engine should continue searching but switch from pondering to normal search.
+
+* quit
+       quit the program as soon as possible
+
+
+Engine to GUI:
+--------------
+
+* id
+       * name <x>
+               this must be sent after receiving the "uci" command to identify the engine,
+               e.g. "id name Shredder X.Y\n"
+       * author <x>
+               this must be sent after receiving the "uci" command to identify the engine,
+               e.g. "id author Stefan MK\n"
+
+* uciok
+       Must be sent after the id and optional options to tell the GUI that the engine
+       has sent all infos and is ready in uci mode.
+
+* readyok
+       This must be sent when the engine has received an "isready" command and has
+       processed all input and is ready to accept new commands now.
+       It is usually sent after a command that can take some time to be able to wait for the engine,
+       but it can be used anytime, even when the engine is searching,
+       and must always be answered with "isready".
+
+* bestmove <move1> [ ponder <move2> ]
+       the engine has stopped searching and found the move <move> best in this position.
+       the engine can send the move it likes to ponder on. The engine must not start pondering automatically.
+       this command must always be sent if the engine stops searching, also in pondering mode if there is a
+       "stop" command, so for every "go" command a "bestmove" command is needed!
+       Directly before that the engine should send a final "info" command with the final search information,
+       the the GUI has the complete statistics about the last search.
+
+* copyprotection
+       this is needed for copyprotected engines. After the uciok command the engine can tell the GUI,
+       that it will check the copy protection now. This is done by "copyprotection checking".
+       If the check is ok the engine should send "copyprotection ok", otherwise "copyprotection error".
+       If there is an error the engine should not function properly but should not quit alone.
+       If the engine reports "copyprotection error" the GUI should not use this engine
+       and display an error message instead!
+       The code in the engine can look like this
+      TellGUI("copyprotection checking\n");
+          // ... check the copy protection here ...
+          if(ok)
+             TellGUI("copyprotection ok\n");
+      else
+         TellGUI("copyprotection error\n");
+
+* registration
+       this is needed for engines that need a username and/or a code to function with all features.
+       Analog to the "copyprotection" command the engine can send "registration checking"
+       after the uciok command followed by either "registration ok" or "registration error".
+       Also after every attempt to register the engine it should answer with "registration checking"
+       and then either "registration ok" or "registration error".
+       In contrast to the "copyprotection" command, the GUI can use the engine after the engine has
+       reported an error, but should inform the user that the engine is not properly registered
+       and might not use all its features.
+       In addition the GUI should offer to open a dialog to
+       enable registration of the engine. To try to register an engine the GUI can send
+       the "register" command.
+       The GUI has to always answer with the "register" command        if the engine sends "registration 
error"
+       at engine startup (this can also be done with "register later")
+       and tell the user somehow that the engine is not registered.
+       This way the engine knows that the GUI can deal with the registration procedure and the user
+       will be informed that the engine is not properly registered.
+
+* info
+       the engine wants to send information to the GUI. This should be done whenever one of the info has 
changed.
+       The engine can send only selected infos or multiple infos with one info command,
+       e.g. "info currmove e2e4 currmovenumber 1" or
+            "info depth 12 nodes 123456 nps 100000".
+       Also all infos belonging to the pv should be sent together
+       e.g. "info depth 2 score cp 214 time 1242 nodes 2124 nps 34928 pv e2e4 e7e5 g1f3"
+       I suggest to start sending "currmove", "currmovenumber", "currline" and "refutation" only after one 
second
+       to avoid too much traffic.
+       Additional info:
+       * depth <x>
+               search depth in plies
+       * seldepth <x>
+               selective search depth in plies,
+               if the engine sends seldepth there must also be a "depth" present in the same string.
+       * time <x>
+               the time searched in ms, this should be sent together with the pv.
+       * nodes <x>
+               x nodes searched, the engine should send this info regularly
+       * pv <move1> ... <movei>
+               the best line found
+       * multipv <num>
+               this for the multi pv mode.
+               for the best move/pv add "multipv 1" in the string when you send the pv.
+               in k-best mode always send all k variants in k strings together.
+       * score
+               * cp <x>
+                       the score from the engine's point of view in centipawns.
+               * mate <y>
+                       mate in y moves, not plies.
+                       If the engine is getting mated use negative values for y.
+               * lowerbound
+             the score is just a lower bound.
+               * upperbound
+                  the score is just an upper bound.
+       * currmove <move>
+               currently searching this move
+       * currmovenumber <x>
+               currently searching move number x, for the first move x should be 1 not 0.
+       * hashfull <x>
+               the hash is x permill full, the engine should send this info regularly
+       * nps <x>
+               x nodes per second searched, the engine should send this info regularly
+       * tbhits <x>
+               x positions where found in the endgame table bases
+       * sbhits <x>
+               x positions where found in the shredder endgame databases
+       * cpuload <x>
+               the cpu usage of the engine is x permill.
+       * string <str>
+               any string str which will be displayed be the engine,
+               if there is a string command the rest of the line will be interpreted as <str>.
+       * refutation <move1> <move2> ... <movei>
+          move <move1> is refuted by the line <move2> ... <movei>, i can be any number >= 1.
+          Example: after move d1h5 is searched, the engine can send
+          "info refutation d1h5 g6h5"
+          if g6h5 is the best answer after d1h5 or if g6h5 refutes the move d1h5.
+          if there is no refutation for d1h5 found, the engine should just send
+          "info refutation d1h5"
+               The engine should only send this if the option "UCI_ShowRefutations" is set to true.
+       * currline <cpunr> <move1> ... <movei>
+          this is the current line the engine is calculating. <cpunr> is the number of the cpu if
+          the engine is running on more than one cpu. <cpunr> = 1,2,3....
+          if the engine is just using one cpu, <cpunr> can be omitted.
+          If <cpunr> is greater than 1, always send all k lines in k strings together.
+               The engine should only send this if the option "UCI_ShowCurrLine" is set to true.
+
+
+* option
+       This command tells the GUI which parameters can be changed in the engine.
+       This should be sent once at engine startup after the "uci" and the "id" commands
+       if any parameter can be changed in the engine.
+       The GUI should parse this and build a dialog for the user to change the settings.
+       Note that not every option needs to appear in this dialog as some options like
+       "Ponder", "UCI_AnalyseMode", etc. are better handled elsewhere or are set automatically.
+       If the user wants to change some settings, the GUI will send a "setoption" command to the engine.
+       Note that the GUI need not send the setoption command when starting the engine for every option if
+       it doesn't want to change the default value.
+       For all allowed combinations see the examples below,
+       as some combinations of this tokens don't make sense.
+       One string will be sent for each parameter.
+       * name <id>
+               The option has the name id.
+               Certain options have a fixed value for <id>, which means that the semantics of this option is 
fixed.
+               Usually those options should not be displayed in the normal engine options window of the GUI 
but
+               get a special treatment. "Pondering" for example should be set automatically when pondering is
+               enabled or disabled in the GUI options. The same for "UCI_AnalyseMode" which should also be 
set
+               automatically by the GUI. All those certain options have the prefix "UCI_" except for the
+               first 6 options below. If the GUI gets an unknown Option with the prefix "UCI_", it should 
just
+               ignore it and not display it in the engine's options dialog.
+               * <id> = Hash, type is spin
+                       the value in MB for memory for hash tables can be changed,
+                       this should be answered with the first "setoptions" command at program boot
+                       if the engine has sent the appropriate "option name Hash" command,
+                       which should be supported by all engines!
+                       So the engine should use a very small hash first as default.
+               * <id> = NalimovPath, type string
+                       this is the path on the hard disk to the Nalimov compressed format.
+                       Multiple directories can be concatenated with ";"
+               * <id> = NalimovCache, type spin
+                       this is the size in MB for the cache for the nalimov table bases
+                       These last two options should also be present in the initial options exchange dialog
+                       when the engine is booted if the engine supports it
+               * <id> = Ponder, type check
+                       this means that the engine is able to ponder.
+                       The GUI will send this whenever pondering is possible or not.
+                       Note: The engine should not start pondering on its own if this is enabled, this 
option is only
+                       needed because the engine might change its time management algorithm when pondering 
is allowed.
+               * <id> = OwnBook, type check
+                       this means that the engine has its own book which is accessed by the engine itself.
+                       if this is set, the engine takes care of the opening book and the GUI will never
+                       execute a move out of its book for the engine. If this is set to false by the GUI,
+                       the engine should not access its own book.
+               * <id> = MultiPV, type spin
+                       the engine supports multi best line or k-best mode. the default value is 1
+               * <id> = UCI_ShowCurrLine, type check, should be false by default,
+                       the engine can show the current line it is calculating. see "info currline" above.
+               * <id> = UCI_ShowRefutations, type check, should be false by default,
+                       the engine can show a move and its refutation in a line. see "info refutations" above.
+               * <id> = UCI_LimitStrength, type check, should be false by default,
+                       The engine is able to limit its strength to a specific Elo number,
+                  This should always be implemented together with "UCI_Elo".
+               * <id> = UCI_Elo, type spin
+                       The engine can limit its strength in Elo within this interval.
+                       If UCI_LimitStrength is set to false, this value should be ignored.
+                       If UCI_LimitStrength is set to true, the engine should play with this specific 
strength.
+                  This should always be implemented together with "UCI_LimitStrength".
+               * <id> = UCI_AnalyseMode, type check
+                  The engine wants to behave differently when analysing or playing a game.
+                  For example when playing it can use some kind of learning.
+                  This is set to false if the engine is playing a game, otherwise it is true.
+                * <id> = UCI_Opponent, type string
+                  With this command the GUI can send the name, title, elo and if the engine is playing a 
human
+                  or computer to the engine.
+                  The format of the string has to be [GM|IM|FM|WGM|WIM|none] [<elo>|none] [computer|human] 
<name>
+                  Examples:
+                  "setoption name UCI_Opponent value GM 2800 human Gary Kasparov"
+                  "setoption name UCI_Opponent value none none computer Shredder"
+                * <id> = UCI_EngineAbout, type string
+                  With this command, the engine tells the GUI information about itself, for example a 
license text,
+                  usually it doesn't make sense that the GUI changes this text with the setoption command.
+                  Example:
+                       "option name UCI_EngineAbout type string default Shredder by Stefan Meyer-Kahlen, see 
www.shredderchess.com"
+               * <id> = UCI_ShredderbasesPath, type string
+                       this is either the path to the folder on the hard disk containing the Shredder 
endgame databases or
+                       the path and filename of one Shredder endgame datbase.
+          * <id> = UCI_SetPositionValue, type string
+             the GUI can send this to the engine to tell the engine to use a certain value in centipawns 
from white's
+             point of view if evaluating this specifix position.
+             The string can have the formats:
+             <value> + <fen> | clear + <fen> | clearall
+
+       * type <t>
+               The option has type t.
+               There are 5 different types of options the engine can send
+               * check
+                       a checkbox that can either be true or false
+               * spin
+                       a spin wheel that can be an integer in a certain range
+               * combo
+                       a combo box that can have different predefined strings as a value
+               * button
+                       a button that can be pressed to send a command to the engine
+               * string
+                       a text field that has a string as a value,
+                       an empty string has the value "<empty>"
+       * default <x>
+               the default value of this parameter is x
+       * min <x>
+               the minimum value of this parameter is x
+       * max <x>
+               the maximum value of this parameter is x
+       * var <x>
+               a predefined value of this parameter is x
+       Examples:
+    Here are 5 strings for each of the 5 possible types of options
+          "option name Nullmove type check default true\n"
+      "option name Selectivity type spin default 2 min 0 max 4\n"
+          "option name Style type combo default Normal var Solid var Normal var Risky\n"
+          "option name NalimovPath type string default c:\\n"
+          "option name Clear Hash type button\n"
+
+
+
+Examples:
+---------
+
+This is how the communication when the engine boots can look like:
+
+GUI     engine
+
+// tell the engine to switch to UCI mode
+uci
+
+// engine identify
+      id name Shredder
+               id author Stefan MK
+
+// engine sends the options it can change
+// the engine can change the hash size from 1 to 128 MB
+               option name Hash type spin default 1 min 1 max 128
+
+// the engine supports Nalimov endgame tablebases
+               option name NalimovPath type string default <empty>
+               option name NalimovCache type spin default 1 min 1 max 32
+
+// the engine can switch off Nullmove and set the playing style
+          option name Nullmove type check default true
+               option name Style type combo default Normal var Solid var Normal var Risky
+
+// the engine has sent all parameters and is ready
+               uciok
+
+// Note: here the GUI can already send a "quit" command if it just wants to find out
+//       details about the engine, so the engine should not initialize its internal
+//       parameters before here.
+// now the GUI sets some values in the engine
+// set hash to 32 MB
+setoption name Hash value 32
+
+// init tbs
+setoption name NalimovCache value 1
+setoption name NalimovPath value d:\tb;c\tb
+
+// waiting for the engine to finish initializing
+// this command and the answer is required here!
+isready
+
+// engine has finished setting up the internal values
+               readyok
+
+// now we are ready to go
+
+// if the GUI is supporting it, tell the engine that is is
+// searching on a game that it hasn't searched on before
+ucinewgame
+
+// if the engine supports the "UCI_AnalyseMode" option and the next search is supposed to
+// be an analysis, the GUI should set "UCI_AnalyseMode" to true if it is currently
+// set to false with this engine
+setoption name UCI_AnalyseMode value true
+
+// tell the engine to search infinite from the start position after 1.e4 e5
+position startpos moves e2e4 e7e5
+go infinite
+
+// the engine starts sending infos about the search to the GUI
+// (only some examples are given)
+
+
+               info depth 1 seldepth 0
+               info score cp 13  depth 1 nodes 13 time 15 pv f1b5
+               info depth 2 seldepth 2
+               info nps 15937
+               info score cp 14  depth 2 nodes 255 time 15 pv f1c4 f8c5
+               info depth 2 seldepth 7 nodes 255
+               info depth 3 seldepth 7
+               info nps 26437
+               info score cp 20  depth 3 nodes 423 time 15 pv f1c4 g8f6 b1c3
+               info nps 41562
+               ....
+
+
+// here the user has seen enough and asks to stop the searching
+stop
+
+// the engine has finished searching and is sending the bestmove command
+// which is needed for every "go" command sent to tell the GUI
+// that the engine is ready again
+               bestmove g1f3 ponder d8f6
+
+
+
+Chess960
+========
+
+UCI could easily be extended to support Chess960 (also known as Fischer Random Chess).
+
+The engine has to tell the GUI that it is capable of playing Chess960 and the GUI has to tell
+the engine that is should play according to the Chess960 rules.
+This is done by the special engine option UCI_Chess960. If the engine knows about Chess960
+it should send the command 'option name UCI_Chess960 type check default false'
+to the GUI at program startup.
+Whenever a Chess960 game is played, the GUI should set this engine option to 'true'.
+
+Castling is different in Chess960 and the white king move when castling short is not always e1g1.
+A king move could both be the castling king move or just a normal king move.
+This is why castling moves are sent in the form king "takes" his own rook.
+Example: e1h1 for the white short castle move in the normal chess start position.
+
+In EPD and FEN position strings specifying the castle rights with w and q is not enough as
+there could be more than one rook on the right or left side of the king.
+This is why the castle rights are specified with the letter of the castle rook's line.
+Upper case letters for white's and lower case letters for black's castling rights.
+Example: The normal chess position would be:
+rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w AHah -


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