initial commit with id command implemented
This commit is contained in:
commit
745817d47a
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/target
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/Cargo.lock
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[package]
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name = "chess-uci"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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chess = "3.2.0"
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itertools = "0.10.5"
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#![allow(dead_code)]
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/// Manage UCI messages and link into chess component
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pub mod uci_engine {
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use itertools::join;
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mod chess_move {
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pub struct Move {}
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}
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mod chess_info{
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pub struct Info {}
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}
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mod chess_option{
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pub struct Opt{}
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}
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pub struct UciEngine {
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name: String,
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author: String,
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}
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impl UciEngine {
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pub fn new(name: &str, author: &str) -> UciEngine {
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UciEngine{name: name.to_string(), author: author.to_string()}
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}
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pub fn name(&self) -> String {
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self.name.clone()
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}
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pub fn author(&self) -> String {
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self.author.clone()
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}
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pub fn update(&mut self, id: &Id){
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match &id.name {
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Some(name) => self.name = name.clone(),
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None => {}
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}
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match &id.author {
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Some(author) => self.author = author.clone(),
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None => {}
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}
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}
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}
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pub struct Id {name: Option<String>, author: Option<String>}
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impl Id {
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pub fn new(name: Option<&str>, author: Option<&str>) -> Id {
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Id{
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name: if let Some(name) = name {Some(name.to_string())} else {None},
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author: if let Some(author) = author {Some(author.to_string())} else {None}
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}
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}
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pub fn update(&mut self, name: Option<&str>, author: Option<&str>){
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match &name {
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Some(name) => self.name = Some(name.to_string()),
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None => {}
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}
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match &author {
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Some(author) => self.author = Some(author.to_string()),
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None => {}
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}
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}
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}
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pub enum UciCommand {
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Id{id: Id},
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UciOk,
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ReadyOk,
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BestMove{best_move: chess_move::Move, ponder: chess_move::Move},
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CopyProtection, // unimplemented
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Registration, // unimplemented
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Info{infos: Vec<chess_info::Info>},
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Opt{options: Vec<chess_option::Opt>},
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}
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/// Parse UCI commands
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///
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/// * id
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/// * name *x*
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///
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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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///
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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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///
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/// ```rust
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/// use chess_uci::uci_engine::{parse, UciCommand, Id, UciEngine};
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/// let mut engine = UciEngine::new("Test", "Bat");
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///
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/// engine.exec(&parse(&mut "id name Baptiste".to_string()).expect("simple id name command"));
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/// assert_eq!(engine.name(), "Baptiste");
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///
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/// engine.exec(&parse(&mut "id author Monique Jouve".to_string()).expect("simple id author command"));
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/// assert_eq!(engine.author(), "Monique Jouve");
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///
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/// ```
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pub fn parse(message: &mut String) -> Result<UciCommand,&'static str> {
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let mut message_iter = message.split_whitespace();
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match message_iter.next() {
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None => Err("No command provided"),
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Some("id") =>
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match message_iter.collect::<Vec<&str>>().as_slice() {
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[] => Err("Empty id command"),
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["name"] => Err("Empty id name command"),
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["author"] => Err("Empty id author command"),
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["name", tail @ ..] => Ok(UciCommand::Id{id: Id::new(Some(&join(tail, " ")), None)}),
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["author", tail @ ..] => Ok(UciCommand::Id{id: Id::new(None, Some(&join(tail, " ")))}),
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_ => Err("Invalid id subcommand")
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},
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Some("uciok") => unimplemented!(),
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Some("readyok") => unimplemented!(),
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Some("bestmove") => unimplemented!(),
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Some("copyprotection") => unimplemented!(),
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Some("registration") => unimplemented!(),
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Some("info") => unimplemented!(),
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Some("option") => unimplemented!(),
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Some(_) => Err("Unknown command provided"),
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}
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}
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impl UciEngine {
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pub fn exec(&mut self, command: &UciCommand){
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match command {
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UciCommand::Id{id} => self.update(&id),
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_ => unimplemented!(),
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}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::uci_engine::*;
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#[test]
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fn new_uci() {
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let mut engine = UciEngine::new("Test", "Bat");
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assert_eq!(engine.name(), "Test");
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assert_eq!(engine.author(), "Bat");
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let new_id = Id::new(Some("Test 1"), None);
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engine.update(&new_id);
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assert_eq!(engine.name(), "Test 1");
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assert_eq!(engine.author(), "Bat");
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let new_id = Id::new(Some("Test 2"), Some("Bat 1"));
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engine.update(&new_id);
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assert_eq!(engine.name(), "Test 2");
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assert_eq!(engine.author(), "Bat 1");
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}
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}
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@ -0,0 +1,544 @@
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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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to wait for the engine to finish initializing.
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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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* 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
|
||||
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:
|
||||
* later
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||||
the user doesn't want to register the engine now.
|
||||
* name <x>
|
||||
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
|
||||
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 -
|
||||
|
Loading…
Reference in New Issue