2023-01-10 16:37:24 +01:00
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COPIED FROM https://build.opensuse.org/package/view_file/games/stockfish/stockfish-interface.txt?expand=1
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Description of the universal chess interface (UCI) April 2006
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=================================================================
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* The specification is independent of the operating system. For Windows,
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the engine is a normal exe file, either a console or "real" windows application.
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* all communication is done via standard input and output with text commands,
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* The engine should boot and wait for input from the GUI,
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the engine should wait for the "isready" or "setoption" command to set up its internal parameters
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as the boot process should be as quick as possible.
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* the engine must always be able to process input from stdin, even while thinking.
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* all command strings the engine receives will end with '\n',
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also all commands the GUI receives should end with '\n',
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Note: '\n' can be 0x0d or 0x0a0d or any combination depending on your OS.
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If you use Engine and GUI in the same OS this should be no problem if you communicate in text mode,
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but be aware of this when for example running a Linux engine in a Windows GUI.
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* arbitrary white space between tokens is allowed
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Example: "debug on\n" and " debug on \n" and "\t debug \t \t\ton\t \n"
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all set the debug mode of the engine on.
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* The engine will always be in forced mode which means it should never start calculating
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or pondering without receiving a "go" command first.
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* Before the engine is asked to search on a position, there will always be a position command
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to tell the engine about the current position.
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* by default all the opening book handling is done by the GUI,
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but there is an option for the engine to use its own book ("OwnBook" option, see below)
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* if the engine or the GUI receives an unknown command or token it should just ignore it and try to
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parse the rest of the string in this line.
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Examples: "joho debug on\n" should switch the debug mode on given that joho is not defined,
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"debug joho on\n" will be undefined however.
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* if the engine receives a command which is not supposed to come, for example "stop" when the engine is
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not calculating, it should also just ignore it.
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Move format:
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------------
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The move format is in long algebraic notation.
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A nullmove from the Engine to the GUI should be sent as 0000.
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Examples: e2e4, e7e5, e1g1 (white short castling), e7e8q (for promotion)
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GUI to engine:
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--------------
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These are all the command the engine gets from the interface.
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* uci
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tell engine to use the uci (universal chess interface),
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this will be sent once as a first command after program boot
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to tell the engine to switch to uci mode.
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After receiving the uci command the engine must identify itself with the "id" command
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and send the "option" commands to tell the GUI which engine settings the engine supports if any.
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After that the engine should send "uciok" to acknowledge the uci mode.
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If no uciok is sent within a certain time period, the engine task will be killed by the GUI.
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* debug [ on | off ]
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switch the debug mode of the engine on and off.
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In debug mode the engine should send additional infos to the GUI, e.g. with the "info string" command,
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to help debugging, e.g. the commands that the engine has received etc.
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This mode should be switched off by default and this command can be sent
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any time, also when the engine is thinking.
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* isready
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this is used to synchronize the engine with the GUI. When the GUI has sent a command or
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multiple commands that can take some time to complete,
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this command can be used to wait for the engine to be ready again or
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to ping the engine to find out if it is still alive.
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E.g. this should be sent after setting the path to the tablebases as this can take some time.
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This command is also required once before the engine is asked to do any search
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2023-01-30 13:24:22 +01:00
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$ to wait for the engine to finish initializing.
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2023-01-10 16:37:24 +01:00
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This command must always be answered with "readyok" and can be sent also when the engine is calculating
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in which case the engine should also immediately answer with "readyok" without stopping the search.
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2023-01-30 13:24:22 +01:00
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$
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2023-01-10 16:37:24 +01:00
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* setoption name <id> [value <x>]
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this is sent to the engine when the user wants to change the internal parameters
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of the engine. For the "button" type no value is needed.
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One string will be sent for each parameter and this will only be sent when the engine is waiting.
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The name and value of the option in <id> should not be case sensitive and can inlude spaces.
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The substrings "value" and "name" should be avoided in <id> and <x> to allow unambiguous parsing,
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for example do not use <name> = "draw value".
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Here are some strings for the example below:
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"setoption name Nullmove value true\n"
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"setoption name Selectivity value 3\n"
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"setoption name Style value Risky\n"
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"setoption name Clear Hash\n"
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"setoption name NalimovPath value c:\chess\tb\4;c:\chess\tb\5\n"
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* register
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this is the command to try to register an engine or to tell the engine that registration
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will be done later. This command should always be sent if the engine has sent "registration error"
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at program startup.
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The following tokens are allowed:
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* later
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the user doesn't want to register the engine now.
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* name <x>
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the engine should be registered with the name <x>
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* code <y>
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the engine should be registered with the code <y>
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Example:
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"register later"
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"register name Stefan MK code 4359874324"
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* ucinewgame
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this is sent to the engine when the next search (started with "position" and "go") will be from
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a different game. This can be a new game the engine should play or a new game it should analyse but
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also the next position from a testsuite with positions only.
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If the GUI hasn't sent a "ucinewgame" before the first "position" command, the engine shouldn't
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expect any further ucinewgame commands as the GUI is probably not supporting the ucinewgame command.
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So the engine should not rely on this command even though all new GUIs should support it.
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As the engine's reaction to "ucinewgame" can take some time the GUI should always send "isready"
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after "ucinewgame" to wait for the engine to finish its operation.
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* position [fen <fenstring> | startpos ] moves <move1> .... <movei>
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set up the position described in fenstring on the internal board and
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play the moves on the internal chess board.
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if the game was played from the start position the string "startpos" will be sent
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Note: no "new" command is needed. However, if this position is from a different game than
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the last position sent to the engine, the GUI should have sent a "ucinewgame" inbetween.
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* go
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start calculating on the current position set up with the "position" command.
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There are a number of commands that can follow this command, all will be sent in the same string.
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If one command is not sent its value should be interpreted as it would not influence the search.
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* searchmoves <move1> .... <movei>
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restrict search to this moves only
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Example: After "position startpos" and "go infinite searchmoves e2e4 d2d4"
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the engine should only search the two moves e2e4 and d2d4 in the initial position.
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* ponder
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start searching in pondering mode.
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Do not exit the search in ponder mode, even if it's mate!
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This means that the last move sent in in the position string is the ponder move.
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The engine can do what it wants to do, but after a "ponderhit" command
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it should execute the suggested move to ponder on. This means that the ponder move sent by
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the GUI can be interpreted as a recommendation about which move to ponder. However, if the
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engine decides to ponder on a different move, it should not display any mainlines as they are
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likely to be misinterpreted by the GUI because the GUI expects the engine to ponder
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on the suggested move.
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* wtime <x>
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white has x msec left on the clock
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* btime <x>
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black has x msec left on the clock
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* winc <x>
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white increment per move in mseconds if x > 0
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* binc <x>
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black increment per move in mseconds if x > 0
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* movestogo <x>
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there are x moves to the next time control,
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this will only be sent if x > 0,
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if you don't get this and get the wtime and btime it's sudden death
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* depth <x>
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search x plies only.
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* nodes <x>
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search x nodes only,
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* mate <x>
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search for a mate in x moves
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* movetime <x>
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search exactly x mseconds
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* infinite
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search until the "stop" command. Do not exit the search without being told so in this mode!
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* stop
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stop calculating as soon as possible,
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don't forget the "bestmove" and possibly the "ponder" token when finishing the search
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* ponderhit
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the user has played the expected move. This will be sent if the engine was told to ponder on the same move
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the user has played. The engine should continue searching but switch from pondering to normal search.
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* quit
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quit the program as soon as possible
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Engine to GUI:
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--------------
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* id
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* name <x>
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this must be sent after receiving the "uci" command to identify the engine,
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e.g. "id name Shredder X.Y\n"
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* author <x>
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this must be sent after receiving the "uci" command to identify the engine,
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e.g. "id author Stefan MK\n"
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* uciok
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Must be sent after the id and optional options to tell the GUI that the engine
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has sent all infos and is ready in uci mode.
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* readyok
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This must be sent when the engine has received an "isready" command and has
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processed all input and is ready to accept new commands now.
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It is usually sent after a command that can take some time to be able to wait for the engine,
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but it can be used anytime, even when the engine is searching,
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and must always be answered with "isready".
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* bestmove <move1> [ ponder <move2> ]
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the engine has stopped searching and found the move <move> best in this position.
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the engine can send the move it likes to ponder on. The engine must not start pondering automatically.
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this command must always be sent if the engine stops searching, also in pondering mode if there is a
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"stop" command, so for every "go" command a "bestmove" command is needed!
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Directly before that the engine should send a final "info" command with the final search information,
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the the GUI has the complete statistics about the last search.
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* copyprotection
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this is needed for copyprotected engines. After the uciok command the engine can tell the GUI,
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that it will check the copy protection now. This is done by "copyprotection checking".
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If the check is ok the engine should send "copyprotection ok", otherwise "copyprotection error".
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If there is an error the engine should not function properly but should not quit alone.
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If the engine reports "copyprotection error" the GUI should not use this engine
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and display an error message instead!
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The code in the engine can look like this
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TellGUI("copyprotection checking\n");
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// ... check the copy protection here ...
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if(ok)
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TellGUI("copyprotection ok\n");
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else
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TellGUI("copyprotection error\n");
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* registration
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this is needed for engines that need a username and/or a code to function with all features.
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Analog to the "copyprotection" command the engine can send "registration checking"
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after the uciok command followed by either "registration ok" or "registration error".
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Also after every attempt to register the engine it should answer with "registration checking"
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and then either "registration ok" or "registration error".
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In contrast to the "copyprotection" command, the GUI can use the engine after the engine has
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reported an error, but should inform the user that the engine is not properly registered
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and might not use all its features.
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In addition the GUI should offer to open a dialog to
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enable registration of the engine. To try to register an engine the GUI can send
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the "register" command.
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The GUI has to always answer with the "register" command if the engine sends "registration error"
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at engine startup (this can also be done with "register later")
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and tell the user somehow that the engine is not registered.
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This way the engine knows that the GUI can deal with the registration procedure and the user
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will be informed that the engine is not properly registered.
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* info
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the engine wants to send information to the GUI. This should be done whenever one of the info has changed.
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The engine can send only selected infos or multiple infos with one info command,
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e.g. "info currmove e2e4 currmovenumber 1" or
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"info depth 12 nodes 123456 nps 100000".
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Also all infos belonging to the pv should be sent together
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e.g. "info depth 2 score cp 214 time 1242 nodes 2124 nps 34928 pv e2e4 e7e5 g1f3"
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I suggest to start sending "currmove", "currmovenumber", "currline" and "refutation" only after one second
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to avoid too much traffic.
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Additional info:
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* depth <x>
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search depth in plies
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* seldepth <x>
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selective search depth in plies,
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if the engine sends seldepth there must also be a "depth" present in the same string.
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* time <x>
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the time searched in ms, this should be sent together with the pv.
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* nodes <x>
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x nodes searched, the engine should send this info regularly
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* pv <move1> ... <movei>
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the best line found
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* multipv <num>
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this for the multi pv mode.
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for the best move/pv add "multipv 1" in the string when you send the pv.
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in k-best mode always send all k variants in k strings together.
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* score
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* cp <x>
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the score from the engine's point of view in centipawns.
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* mate <y>
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mate in y moves, not plies.
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If the engine is getting mated use negative values for y.
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* lowerbound
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the score is just a lower bound.
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* upperbound
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the score is just an upper bound.
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* currmove <move>
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currently searching this move
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* currmovenumber <x>
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currently searching move number x, for the first move x should be 1 not 0.
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* hashfull <x>
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the hash is x permill full, the engine should send this info regularly
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* nps <x>
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x nodes per second searched, the engine should send this info regularly
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* tbhits <x>
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x positions where found in the endgame table bases
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* sbhits <x>
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x positions where found in the shredder endgame databases
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* cpuload <x>
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the cpu usage of the engine is x permill.
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* string <str>
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any string str which will be displayed be the engine,
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if there is a string command the rest of the line will be interpreted as <str>.
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* refutation <move1> <move2> ... <movei>
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move <move1> is refuted by the line <move2> ... <movei>, i can be any number >= 1.
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Example: after move d1h5 is searched, the engine can send
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"info refutation d1h5 g6h5"
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if g6h5 is the best answer after d1h5 or if g6h5 refutes the move d1h5.
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if there is no refutation for d1h5 found, the engine should just send
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"info refutation d1h5"
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The engine should only send this if the option "UCI_ShowRefutations" is set to true.
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* currline <cpunr> <move1> ... <movei>
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this is the current line the engine is calculating. <cpunr> is the number of the cpu if
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the engine is running on more than one cpu. <cpunr> = 1,2,3....
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if the engine is just using one cpu, <cpunr> can be omitted.
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If <cpunr> is greater than 1, always send all k lines in k strings together.
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The engine should only send this if the option "UCI_ShowCurrLine" is set to true.
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* option
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This command tells the GUI which parameters can be changed in the engine.
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This should be sent once at engine startup after the "uci" and the "id" commands
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if any parameter can be changed in the engine.
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The GUI should parse this and build a dialog for the user to change the settings.
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Note that not every option needs to appear in this dialog as some options like
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"Ponder", "UCI_AnalyseMode", etc. are better handled elsewhere or are set automatically.
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If the user wants to change some settings, the GUI will send a "setoption" command to the engine.
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Note that the GUI need not send the setoption command when starting the engine for every option if
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it doesn't want to change the default value.
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For all allowed combinations see the examples below,
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as some combinations of this tokens don't make sense.
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One string will be sent for each parameter.
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* name <id>
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The option has the name id.
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Certain options have a fixed value for <id>, which means that the semantics of this option is fixed.
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Usually those options should not be displayed in the normal engine options window of the GUI but
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get a special treatment. "Pondering" for example should be set automatically when pondering is
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enabled or disabled in the GUI options. The same for "UCI_AnalyseMode" which should also be set
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automatically by the GUI. All those certain options have the prefix "UCI_" except for the
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first 6 options below. If the GUI gets an unknown Option with the prefix "UCI_", it should just
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ignore it and not display it in the engine's options dialog.
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* <id> = Hash, type is spin
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the value in MB for memory for hash tables can be changed,
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this should be answered with the first "setoptions" command at program boot
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if the engine has sent the appropriate "option name Hash" command,
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which should be supported by all engines!
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So the engine should use a very small hash first as default.
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* <id> = NalimovPath, type string
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this is the path on the hard disk to the Nalimov compressed format.
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Multiple directories can be concatenated with ";"
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* <id> = NalimovCache, type spin
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this is the size in MB for the cache for the nalimov table bases
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These last two options should also be present in the initial options exchange dialog
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when the engine is booted if the engine supports it
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* <id> = Ponder, type check
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this means that the engine is able to ponder.
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The GUI will send this whenever pondering is possible or not.
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Note: The engine should not start pondering on its own if this is enabled, this option is only
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needed because the engine might change its time management algorithm when pondering is allowed.
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* <id> = OwnBook, type check
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this means that the engine has its own book which is accessed by the engine itself.
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if this is set, the engine takes care of the opening book and the GUI will never
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execute a move out of its book for the engine. If this is set to false by the GUI,
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the engine should not access its own book.
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* <id> = MultiPV, type spin
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the engine supports multi best line or k-best mode. the default value is 1
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* <id> = UCI_ShowCurrLine, type check, should be false by default,
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the engine can show the current line it is calculating. see "info currline" above.
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* <id> = UCI_ShowRefutations, type check, should be false by default,
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the engine can show a move and its refutation in a line. see "info refutations" above.
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* <id> = UCI_LimitStrength, type check, should be false by default,
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The engine is able to limit its strength to a specific Elo number,
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This should always be implemented together with "UCI_Elo".
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* <id> = UCI_Elo, type spin
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The engine can limit its strength in Elo within this interval.
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If UCI_LimitStrength is set to false, this value should be ignored.
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If UCI_LimitStrength is set to true, the engine should play with this specific strength.
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This should always be implemented together with "UCI_LimitStrength".
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* <id> = UCI_AnalyseMode, type check
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The engine wants to behave differently when analysing or playing a game.
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For example when playing it can use some kind of learning.
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This is set to false if the engine is playing a game, otherwise it is true.
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* <id> = UCI_Opponent, type string
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With this command the GUI can send the name, title, elo and if the engine is playing a human
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or computer to the engine.
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The format of the string has to be [GM|IM|FM|WGM|WIM|none] [<elo>|none] [computer|human] <name>
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Examples:
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"setoption name UCI_Opponent value GM 2800 human Gary Kasparov"
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"setoption name UCI_Opponent value none none computer Shredder"
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* <id> = UCI_EngineAbout, type string
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With this command, the engine tells the GUI information about itself, for example a license text,
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usually it doesn't make sense that the GUI changes this text with the setoption command.
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Example:
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"option name UCI_EngineAbout type string default Shredder by Stefan Meyer-Kahlen, see www.shredderchess.com"
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* <id> = UCI_ShredderbasesPath, type string
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this is either the path to the folder on the hard disk containing the Shredder endgame databases or
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the path and filename of one Shredder endgame datbase.
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* <id> = UCI_SetPositionValue, type string
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the GUI can send this to the engine to tell the engine to use a certain value in centipawns from white's
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point of view if evaluating this specifix position.
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The string can have the formats:
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<value> + <fen> | clear + <fen> | clearall
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* type <t>
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The option has type t.
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There are 5 different types of options the engine can send
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* check
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a checkbox that can either be true or false
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* spin
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a spin wheel that can be an integer in a certain range
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* combo
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a combo box that can have different predefined strings as a value
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* button
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a button that can be pressed to send a command to the engine
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* string
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a text field that has a string as a value,
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an empty string has the value "<empty>"
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* default <x>
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the default value of this parameter is x
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* min <x>
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the minimum value of this parameter is x
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* max <x>
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the maximum value of this parameter is x
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* var <x>
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a predefined value of this parameter is x
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Examples:
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Here are 5 strings for each of the 5 possible types of options
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"option name Nullmove type check default true\n"
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"option name Selectivity type spin default 2 min 0 max 4\n"
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"option name Style type combo default Normal var Solid var Normal var Risky\n"
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"option name NalimovPath type string default c:\\n"
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"option name Clear Hash type button\n"
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Examples:
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---------
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This is how the communication when the engine boots can look like:
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GUI engine
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// tell the engine to switch to UCI mode
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uci
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// engine identify
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id name Shredder
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id author Stefan MK
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// engine sends the options it can change
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// the engine can change the hash size from 1 to 128 MB
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option name Hash type spin default 1 min 1 max 128
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// the engine supports Nalimov endgame tablebases
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option name NalimovPath type string default <empty>
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option name NalimovCache type spin default 1 min 1 max 32
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// the engine can switch off Nullmove and set the playing style
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option name Nullmove type check default true
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option name Style type combo default Normal var Solid var Normal var Risky
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// the engine has sent all parameters and is ready
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uciok
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// Note: here the GUI can already send a "quit" command if it just wants to find out
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// details about the engine, so the engine should not initialize its internal
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// parameters before here.
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// now the GUI sets some values in the engine
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// set hash to 32 MB
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setoption name Hash value 32
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// init tbs
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setoption name NalimovCache value 1
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setoption name NalimovPath value d:\tb;c\tb
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// waiting for the engine to finish initializing
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// this command and the answer is required here!
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isready
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// engine has finished setting up the internal values
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readyok
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// now we are ready to go
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// if the GUI is supporting it, tell the engine that is is
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// searching on a game that it hasn't searched on before
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ucinewgame
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// if the engine supports the "UCI_AnalyseMode" option and the next search is supposed to
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// be an analysis, the GUI should set "UCI_AnalyseMode" to true if it is currently
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// set to false with this engine
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setoption name UCI_AnalyseMode value true
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// tell the engine to search infinite from the start position after 1.e4 e5
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position startpos moves e2e4 e7e5
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go infinite
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// the engine starts sending infos about the search to the GUI
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// (only some examples are given)
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info depth 1 seldepth 0
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info score cp 13 depth 1 nodes 13 time 15 pv f1b5
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info depth 2 seldepth 2
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info nps 15937
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info score cp 14 depth 2 nodes 255 time 15 pv f1c4 f8c5
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info depth 2 seldepth 7 nodes 255
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info depth 3 seldepth 7
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info nps 26437
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info score cp 20 depth 3 nodes 423 time 15 pv f1c4 g8f6 b1c3
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info nps 41562
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....
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// here the user has seen enough and asks to stop the searching
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stop
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// the engine has finished searching and is sending the bestmove command
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// which is needed for every "go" command sent to tell the GUI
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// that the engine is ready again
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bestmove g1f3 ponder d8f6
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Chess960
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========
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UCI could easily be extended to support Chess960 (also known as Fischer Random Chess).
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The engine has to tell the GUI that it is capable of playing Chess960 and the GUI has to tell
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the engine that is should play according to the Chess960 rules.
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This is done by the special engine option UCI_Chess960. If the engine knows about Chess960
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it should send the command 'option name UCI_Chess960 type check default false'
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to the GUI at program startup.
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Whenever a Chess960 game is played, the GUI should set this engine option to 'true'.
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Castling is different in Chess960 and the white king move when castling short is not always e1g1.
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A king move could both be the castling king move or just a normal king move.
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This is why castling moves are sent in the form king "takes" his own rook.
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Example: e1h1 for the white short castle move in the normal chess start position.
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In EPD and FEN position strings specifying the castle rights with w and q is not enough as
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there could be more than one rook on the right or left side of the king.
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This is why the castle rights are specified with the letter of the castle rook's line.
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Upper case letters for white's and lower case letters for black's castling rights.
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Example: The normal chess position would be:
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rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w AHah -
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