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Rev | Author | Line No. | Line |
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110 | pmbaty | 1 | command synopsis |
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3 | !command....................... passes command to a shell. |
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4 | adaptive NPS a b c d........... enables adaptive hash mode. |
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5 | alarm on|off................... turns audible alarm on/off. |
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6 | analyze........................ analyze a game in progress. |
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7 | annotate....................... annotate game |
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8 | autotune....................... SMP search tuning (help autotune for details) |
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9 | batch on|off................... on disables async I/O for batch file usage |
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10 | bench.......................... runs performance benchmark. |
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11 | black.......................... sets black to move. |
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12 | book........................... controls book |
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13 | cache=n........................ sets tablebase cache size. |
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14 | clock.......................... displays/adjusts chess clock times. |
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15 | display........................ displays chess board. |
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16 | display [n].................... sets display options |
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17 | draw accept|decline............ decline always declines. |
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18 | draw offer|nooffer............. nooffer never offers a draw. |
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19 | draw dynamic <0|1>............. enables/disables dynamic draw scores. |
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20 | echo........................... echos output to display. |
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21 | edit........................... edit board position. |
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22 | egtb........................... enables endgame database probes. |
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23 | egtbd.......................... set min remaining depth to allow probes. |
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24 | epdhelp........................ info about EPD facility. |
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25 | end............................ terminates program. |
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26 | evaluation..................... adjust evaluation terms. |
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27 | exit........................... restores STDIN to keyboard. |
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28 | force move..................... forces specific move. |
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29 | hash n......................... sets transposition table size. |
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30 | (n bytes, nK bytes or nM bytes). |
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31 | hashp n........................ sets pawn hash table size. |
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32 | history........................ display game moves. |
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33 | import filename................ imports learning data (.lrn files). |
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34 | info........................... displays program settings. |
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35 | input filename................. sets STDIN to filename, reverts back on exit. |
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36 | kibitz n....................... sets kibitz mode n on ICS. |
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37 | learn n|clear.................. enables/disables learning (100 = default). |
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38 | clear clears all learned information |
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39 | level moves time inc........... sets ICS time controls. |
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40 | linelength n................... sets line length to n. A really large value |
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41 | will produce 1 line PVs, making parsing easier |
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42 | list........................... update/display GM/IM/computer lists. |
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154 | pmbaty | 43 | lmp base scale................. LMP pruning move counts |
44 | lmr min max bias moves scale... LMR reduction matrix generator |
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110 | pmbaty | 45 | load file title................ load a position from problem file, starting |
46 | with line containing title, ending on exit. |
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47 | log on|off..................... turn logging on/off. |
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48 | mode normal|tournament......... toggles tournament mode. |
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49 | move........................... initiates search (same as go). |
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50 | name........................... sets opponent's name. |
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51 | new............................ initialize and start new game. |
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52 | null m n....................... null move R = M + depth / n. |
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53 | noise n........................ no status until n nodes searched. |
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54 | operator seconds............... sets operator time per move. |
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55 | output long|short.............. sets move display format to long or SAN |
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56 | perf........................... times the move generator/make_move. |
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57 | perft.......................... tests the move generator/make_move. |
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58 | personality save|load fn....... saves/loads a personality file. |
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59 | pgn option value............... set PGN header information. |
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60 | phash n........................ sets path hash table size. |
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61 | ponder on|off.................. toggle pondering off/on. |
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62 | ponder move.................... ponder "move" as predicted move. |
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63 | rating a b..................... sets Crafty rating to a, opponent to b |
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64 | (affects draw score/contempt) |
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65 | read [filename]................ read moves in (from [filename] if given.) |
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66 | reada [filename]............... read moves in (from [filename]]) and append. |
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67 | (appends to current game history.) |
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68 | reset n........................ reset game to move n. |
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69 | resign......................... ends current game recording Crafty as winner. |
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70 | resign m n..................... set resign threshold to m pawns. |
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71 | n = # of moves before resigning. |
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72 | savegame [filename]............ saves game in PGN format (to filename). |
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73 | savepos [filename]............. saves position in FEN string (to filename). |
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74 | score.......................... print evaluation of position. |
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75 | screen [filename] margin....... screen a file of EPD positions by searching them |
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76 | and culling positions with score outside the |
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77 | window {-margin, margin} (use st=n to set time) |
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78 | sd n........................... sets absolute search depth. |
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79 | search move.................... search specified move only. |
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80 | selective min max.............. set null move depths. |
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81 | setboard FEN................... sets board position to FEN position. |
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82 | settc.......................... set time controls. |
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83 | show book...................... toggle book statistics. |
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84 | skill n........................ set skill level to n |
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85 | smp............................ sets SMP parameters (help smp for details) |
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86 | sn n........................... sets absolute search node limit. |
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87 | speech on|off.................. enables (disables) audio output. |
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88 | st n........................... sets absolute search time. |
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89 | swindle on|off................. enables/disables swindle mode. |
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90 | tags........................... list PGN header tags. |
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91 | test file [N].................. test a suite of problems. |
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92 | time........................... time controls. |
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93 | timebook....................... out of book time adjustment |
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94 | trace n........................ display search tree below depth n. |
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95 | usage percentage............... adjusts Crafty's time usage up or down. |
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96 | whisper n...................... sets ICS whisper mode n. |
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97 | white.......................... sets white to move. |
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98 | wild n......................... sets ICS wild position (7 for now). |
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99 | xboard......................... sets xboard compatibility mode. |
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100 | |||
101 | Type "help command" to see more detailed help information, if it is |
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102 | available. Note that help is not available for all possible commands. |
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103 | <end> |
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104 | |||
105 | <analyze> |
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106 | The analyze command puts Crafty into a mode where it will search forever |
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107 | in the current position. When a move is entered, crafty will make that |
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108 | move, switch sides, and again compute, printing analysis as it searches. |
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109 | You can back up a move by entering "back" or you can back up several |
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110 | moves by entering "back n". Note that n is the number of moves, counting |
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111 | each player's move as one (ie n plies, not n full moves). |
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112 | <end> |
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113 | |||
114 | <annotate> |
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115 | annotate[h|t] filename side moves margin time [n] |
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116 | |||
117 | Filename is the input file with game moves, while the output will be |
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118 | written to filename.can. The input file is PGN-compatible with one |
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119 | addition, the ability to request that alternative moves also be |
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120 | analyzed at any point. To do this at the point where you have |
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121 | alternative moves, simply include them in braces {move1, move2}, |
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122 | and Crafty will then search them also. |
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123 | |||
124 | Side can be b/w/bw to indicate whether to annotate only the white |
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125 | side (w), the black side (b) or both (bw). Side can also be the |
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126 | players name, where Crafty will then use the players name and the |
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127 | PGN tags to discover which you want the annotation done for. |
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128 | |||
129 | Moves indicates which moves to annotate. A single value says start |
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130 | at the indicated move and go through the entire game. A range (20-30) |
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131 | annotates the given range only. |
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132 | |||
133 | Margin is the difference between the search value for the move played |
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134 | in the game, and the best move crafty found, before a comment is |
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135 | generated (pawn=1.0). |
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136 | |||
137 | Time is the time limit per move in seconds. |
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138 | |||
139 | If the optional "n" is appended, this produces N best moves/scores/PV's, |
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140 | rather than just the very best move. It won't display any move that |
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141 | is worse than the actual game move played, but you can use -N to force |
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142 | Crafty to produce N PV's regardless of how bad they get. |
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143 | |||
144 | Using 'annotateh' produces an HTML file with bitmapped board displays |
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145 | where analysis was displayed. |
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146 | |||
147 | Using "annotatet" will cause the output to be written in a LaTex (.tex) |
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148 | format. |
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149 | <end> |
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150 | |||
151 | <autotune> |
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152 | The autotune command can be used to configure various SMP search parameters |
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153 | for your specific hardware and target time limit. Note that before you run |
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154 | this command, you MUST set the max number of threads you want to use (most |
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155 | likely the number of physical processor cores on your machine.) Crafty |
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156 | actually runs a parallel search over a small set of positions repeatedly, and |
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157 | to properly tune things, it needs to use the max configuration you will ever |
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158 | want to use. If you forget, autotune will refuse to run. The command is: |
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159 | |||
160 | autotune <time> <accuracy> |
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161 | |||
162 | The <time> argument tunes the parallel search stuff for this time limit. The |
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163 | only real place where this might be useful is for very fast vs very slow time |
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164 | limits, since a fast search probably needs to be a bit more aggressive if it |
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165 | is going to have any hope of using multiple threads. Once you get to a time |
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166 | limit of 30 - 60 seconds, going further wont help at all and can GREATLY |
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167 | increase the run-time of the automatic tuning code. |
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168 | |||
169 | <accuracy> is simply a number that tells Crafty how many times to run a test |
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170 | for a specific tuning option. It will run this many tests and then use the |
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171 | average of the run times for the timing value. Four (4) provides pretty |
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172 | good accuracy, anything less than four often runs afoul of SMP non-determinism |
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173 | and it can make wrong decisions. 8-16 are better but these will take some time |
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174 | to run so be prepared. Crafty will give you an estimate of the expected run- |
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175 | time once it calibrates the benchmark to the time limit you specified. |
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176 | |||
177 | Once AutoTune() finishes, it will append the necessary commands to the .craftyrc |
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178 | file to set the optimal values for each option. If you run this multiple times, |
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179 | you will accumulate cruft at the bottom of the .craftyrc file. Since the last |
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180 | commands override the earlier ones, it will work, but if you do run it more than |
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181 | once you might consider an edit to clean it up. |
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182 | |||
183 | This can burn some time so it is an ideal command to run overnight where you can |
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184 | crank up accuracy and get pretty optimal settings. |
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185 | |||
186 | Note: This is more effective for larger numbers of threads/cores. On a machine |
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187 | with 8 or fewer cores, the default values are probably as good as anything. But |
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188 | as the number of cores climbs, autotune can find better settings depending on |
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189 | the hardware. |
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190 | <end> |
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191 | |||
192 | <book> |
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193 | You can use the following commands to customize how the program uses |
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194 | the opening book(book.bin and books.bin). Typically, book.bin contains |
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195 | a large opening database made from GM games. Books.bin is a short, |
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196 | customized book that contains selected lines that are well-suited to |
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197 | Crafty's style of play. The flags can further refine how this small |
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198 | book file is used to encourage/avoid specific lines. |
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199 | |||
200 | binfile create filename [maxply] [mp] [wpc] |
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201 | |||
202 | This command creates a new book by first removing the old binary file. |
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203 | it then will parse filename and add the moves to the binary book |
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204 | filename given as binfile. |
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205 | |||
206 | maxply is the max length of book moves stored from any single PGN |
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207 | game in the input file. |
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208 | |||
209 | mp means a particular move must appear in at least that many games |
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210 | to be stored in the book file. |
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211 | |||
212 | wpc is the relative winning percentage. 50 means exclude any book move |
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213 | that doesn't have at least 50% as many wins as losses. |
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214 | |||
215 | book mask accept chars |
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216 | |||
217 | Sets the accept mask to the flag characters in chars (see flags below.) |
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218 | Any flags set in this mask will include either (a) moves with the flag |
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219 | set, or (b) moves with no flags set. |
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220 | |||
221 | book mask reject chars |
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222 | |||
223 | Sets the reject mask to the flag characters in chars (see flags below.) |
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224 | Any flags set in this mask will reject any moves with the flag set (in |
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225 | the opening book.) |
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226 | |||
227 | book off turns the book completely off. |
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228 | |||
229 | book random 0|1 disables/enables randomness. Book random 0 takes the set |
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230 | of book moves and searches them for about 1/10th of the normal search time |
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231 | and lets the search choose which move to play. Any move not in the book |
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232 | file will not be considered or played. |
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233 | |||
234 | bookw weight v |
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235 | |||
236 | Sets weight for book ordering. (Weights are freq (frequency), eval |
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237 | (evaluation) and learn (learned scores). |
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238 | |||
239 | book width n |
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240 | |||
241 | Specifies how many moves from the sorted set of book moves are to be |
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242 | considered. 1 produces the best move from the set, but provides little |
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243 | randomness. 99 includes all moves in the book move set. |
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244 | |||
245 | Flags are one (or more) members of the following set of characters: {?? ? |
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246 | = ! !! 0 1 2 3 4 5 6 7 8 9 A B C D E F} Normally, ?? means never play, ? |
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247 | means rarely play, = means drawish opening, ! means good move, !! means |
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248 | always play, and 0-F are user flags that a user can add to any move in the |
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249 | book, and by setting the right mask (above) can force the program to either |
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250 | always play the move or never play the move. The special character * means |
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251 | all flags and is probably dangerous to use. Flags are added to a move by |
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252 | entering the move and a / or \ followed by the flags. / means add the flags |
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253 | to the move preserving other flags already there while \ means replace any |
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254 | flags with those following the \. |
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255 | |||
256 | The format of the book text (raw data) is as follows: |
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257 | |||
258 | [title information] (required) |
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259 | 1. e4 e5 2. Nf3 Nc6 3. ... (a sequence of moves) |
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260 | [title information for next line] (required) |
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261 | 1. e4 e6 ... |
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262 | end (optional) |
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263 | <end> |
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264 | |||
265 | <clock> |
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266 | clock crafty-time [opponent-time] |
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267 | |||
268 | clock is primarily intended to be used in a computer chess tournament |
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269 | where the games are played on a real chess board using a real chess |
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270 | clock, rather than through some automatic interface that manages the |
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271 | time automatically. |
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272 | |||
273 | crafty-time is the amount of time left on Crafty's clock, expressed in |
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274 | minutes, or in hh:mm format. Crafty will convert this to its internal |
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275 | representation correctly. |
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276 | |||
277 | opponent-time is the amount of time left on the opponent's clock, |
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278 | expressed in the same way. This is option and is not required as |
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279 | Crafty does not use this information during the game although it |
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280 | does keep up with it. |
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281 | |||
282 | After entering this command, you should probably type "clock" to be |
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283 | sure things look correct. |
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284 | |||
285 | Note that the "operator" command sets a time per move overhead for the |
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286 | operator, and that this affects the actual time used as expected. IE in |
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287 | the above clock setting, assuming the operator has allowed 10 seconds per |
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288 | move, crafty will "hide" 35 * 10 seconds and not use it for searching, which |
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289 | gives the operator time to actually make the moves and press the real clock |
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290 | button. It is CRITICAL that the clock command be used from time to time to |
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291 | keep Crafty's internal clock in sync with the real clock. If you use the |
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292 | operator command, the clock value should match the real chess clock exactly, |
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293 | if you choose to not use the operator time and fudge the chess clock time |
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294 | yourself, that will work as well, but it is more prone to errors. |
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295 | <end> |
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296 | |||
297 | |||
298 | <display> |
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299 | display moveinfo -> display move time/results/etc. |
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300 | display pv -> display principal variation. |
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301 | display fail -> display fail high / low moves. |
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302 | display stats -> display search statistics. |
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303 | display moves -> display root moves as they are searched. |
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304 | display info -> display general information messages. |
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305 | display ply1 -> display ply-1 move list/sorting info. |
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306 | display movelist -> display move list after each iteration. |
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307 | |||
308 | For the above options, they can be preceded by a "no" to disable them, or |
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309 | omit the "no" to enable them. "display all" will show all current display |
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310 | settings |
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311 | <end> |
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312 | |||
313 | <draw> |
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314 | draw offer|nooffer determines whether Crafty will automatically offer |
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315 | draws when it believes that result is appropriate. |
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316 | |||
317 | draw accept|decline determines whether Crafty will automatically accept |
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318 | draw offers when they are made, or if it will automatically decline them |
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319 | no matter what the current score is. |
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320 | |||
321 | draw dynamic 1|0 enables(disables) dynamic draw score computation based on |
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322 | the rating difference between Crafty and the opponent (usually obtained by |
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323 | the "rating" command from xboard. If set to 0, this is disabled and the |
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324 | default draw score (aka contempt factor) is set to zero (0). |
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325 | <end> |
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326 | |||
327 | <lists> |
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328 | list name +name -name ... |
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329 | |||
330 | The lists are as follows: |
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331 | |||
332 | AK Auto-Kibitz list. If crafty plays any opponent named in this list |
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333 | while playing on a chess server, it will kibitz the usual analysis as |
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334 | the game is played. Not advised for human opponents as they do not |
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335 | like the "noise". |
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336 | |||
337 | B Blocker list. If you notice a player repeatedly trying to block the |
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338 | position to get easy draws, put his name in this list. Players in this |
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339 | list get special "anti-human" scoring turned up louder than usual to |
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340 | combat this strategy. |
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341 | |||
342 | C Computer list. This is not needed on ICC as xboard/winboard both |
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343 | tell crafty it is playing a computer opponent. However, if your GUI |
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344 | does not do this, you can put the name of the computer opponents you |
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345 | frequently play in this list and if the GUI sends the "name" command |
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346 | properly, crafty will figure out that it is playing a computer. |
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347 | |||
348 | GM/IM lists are obvious. This identifies players that are strong |
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349 | enough that Crafty should resign or offer draws sooner than normal, |
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350 | rather than hoping for a blunder in lost or drawn positions. |
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351 | |||
352 | SP Special Player list. Names in this list can be used to specify |
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353 | a unique opening book (to replace books.bin, not book.bin) for this |
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354 | particular opponent, as well as specifying a personality file to use |
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355 | rather than the default crafty.cpf. The format of this particular |
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356 | list is: |
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357 | |||
358 | list SP +name [book=filename] [personality=filename] |
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359 | |||
360 | <end> |
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361 | |||
154 | pmbaty | 362 | <lmp> |
363 | |||
364 | lmp base scale |
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365 | |||
366 | This commands tunes the LMP move count thresholds. The array it produces |
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367 | is indexed by depth, and defines the number of moves at that remaining |
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368 | depth that must be searched before late move pruning can kick in. |
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369 | |||
370 | The basic formula looks like this: |
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371 | |||
372 | moves = base + depth ^ scale |
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373 | |||
374 | Bigger valuse for base and scale make LMP more conservative, smaller values |
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375 | make it more aggressive and risky. |
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376 | |||
110 | pmbaty | 377 | <lmr> |
378 | |||
379 | lmr min max dscale mscale scale |
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380 | |||
381 | This command tunes the LMR reduction matrix. The values are used to |
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382 | set the reduction matrix, which is indexed by depth remaining and moves |
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383 | searched so far at this ply. This is an array of 32 rows, 64 columns, |
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384 | where the rows correspond to remaining depth and the columns correspond |
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385 | to total moves searched so far at this ply. |
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386 | |||
387 | The basic calculation looks like this: |
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388 | |||
389 | r[depth][moves] = (log(depth) * dscale + log(moves) * mscale) / scale |
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390 | |||
391 | Increasing dscale makes the reduction amount favor depth more, increasing |
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392 | mscale makes the reduction amount favor moves searched more. The "scale" |
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393 | value is used to limit the speed at which the reductions grow. |
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394 | |||
395 | Note that NO reduction can be less than min nor greater than max, from |
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396 | the lmr command. When you use this command, it will display a compressed |
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397 | version of the 32x64 array like this: |
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398 | |||
399 | |||
400 | |||
401 | LMR reductions[depth][moves] |
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402 | ----------------------moves searched----------------- |
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403 | | 2 6 10 14 18 22 26 30 34 38 42 46 50 54 58 62 |
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404 | | 3: 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 |
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405 | | 5: 1 1 2 2 2 2 2 2 3 3 3 3 3 3 3 3 |
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406 | d 7: 1 1 2 2 2 3 3 3 3 3 3 3 3 3 4 4 |
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407 | e 9: 1 1 2 2 3 3 3 3 3 3 4 4 4 4 4 4 |
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408 | p 11: 1 2 2 3 3 3 3 3 4 4 4 4 4 4 4 4 |
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409 | t 13: 1 2 2 3 3 3 4 4 4 4 4 4 4 4 4 5 |
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410 | h 15: 1 2 2 3 3 3 4 4 4 4 4 4 5 5 5 5 |
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411 | 17: 1 2 3 3 3 4 4 4 4 4 4 5 5 5 5 5 |
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412 | l 19: 1 2 3 3 3 4 4 4 4 4 5 5 5 5 5 5 |
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413 | e 21: 1 2 3 3 4 4 4 4 4 5 5 5 5 5 5 5 |
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414 | f 23: 1 2 3 3 4 4 4 4 5 5 5 5 5 5 5 5 |
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415 | t 25: 1 2 3 3 4 4 4 5 5 5 5 5 5 5 5 6 |
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416 | | 27: 1 2 3 3 4 4 4 5 5 5 5 5 5 6 6 6 |
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417 | | 29: 1 2 3 4 4 4 4 5 5 5 5 5 5 6 6 6 |
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418 | | 31: 1 2 3 4 4 4 5 5 5 5 5 5 6 6 6 6 |
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419 | |||
420 | Notice that the depth (# of rows) only displays every other row to make |
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421 | the display fit on a normal screen. The moves searched show every fourth |
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422 | value since there are 2x as many columns as rows. However, even though |
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423 | you don't see the missing rows/columns, the values are there. |
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424 | <end> |
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425 | |||
426 | <mode> |
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427 | |||
428 | This command influences how the book is used. |
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429 | |||
430 | mode normal is the default. |
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431 | |||
432 | mode tournament tells crafty to behave differently while in book. |
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433 | Specifically, when it is pondering, it generates all of the opponent |
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434 | moves and looks them up in the opening book. If it finds a book |
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435 | reply, it eliminates that opponent move from the list. It then does |
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436 | a 1/10th normal time search for the opponent, but ONLY considers those |
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437 | moves it did not have a book reply for. It then takes the result of |
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438 | that search and ponders that move, so that hopefully if the opponent |
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439 | plays a move not in our book, we will already be thinking. |
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440 | |||
441 | The more useful place, however, is where we play a book move that takes |
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442 | the opponent out of book, and he spends a significant amount of time |
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443 | thinking and plays a pretty obvious move. Since we ponder the best move |
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444 | of his that we don't have a book move for, we have a good chance of |
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445 | pondering the right move and saving time on our clock. |
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446 | <end> |
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447 | |||
448 | <mode> |
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449 | null <min> <divisor> |
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450 | |||
451 | This command allows you to customize the null-move search parameters. The |
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452 | formula Crafty uses is as follows: |
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453 | |||
454 | R = <min> + depth / <divisor> |
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455 | |||
456 | The default values are 3 and 10. When remaining depth is < 10, the R value |
||
457 | is 3. If remaining depth is > 10 and < 19, R=4, and so forth. Smaller |
||
458 | divisor values make R ramp up quicker and the null-move pruning will become |
||
459 | more aggressive. Overall depth will increase pretty quickly, but this can |
||
460 | also hide certain types of tactics as well, so going too far turns out to |
||
461 | be dangerous. |
||
462 | <end> |
||
463 | |||
464 | <personality> |
||
465 | personality load|save filename <or> personality n v |
||
466 | |||
467 | perspath path-to-personality-directory |
||
468 | |||
469 | Crafty "personality" files (.cpf files) contain information that |
||
470 | affects three components of Crafty. |
||
471 | |||
472 | You can use the "selective" command to adjust the null-move R (min |
||
473 | and max) values. The default values are 2 and 3, and reducing them |
||
474 | will reduce Crafty's playing strength to some fairly significant |
||
475 | degree. |
||
476 | |||
477 | You can use the "extension" command to adjust the search extension |
||
478 | values. Reducing these will "dumb down" the search and make crafty |
||
479 | tactically (but not positionally) weaker. They can be set all the |
||
480 | way down to 0.00 if you choose. |
||
481 | |||
482 | You can use the evaluation command to adjust some global evaluation |
||
483 | weights (ie turn down total pawn scoring, or king safety, etc.) or |
||
484 | you can use this command to adjust individual scoring values, from |
||
485 | the value of pieces, to specific scoring terms for each piece such |
||
486 | as the value of a doubled pawn or whatever. |
||
487 | |||
488 | Once you find settings you like, you can use "personality save |
||
489 | filename" to save all of the above settings in one file. Later you |
||
490 | can use "personality load filename" to restore those settings prior |
||
491 | to playing a game. |
||
492 | |||
493 | One final note is that you can save to the specific file "crafty.cpf" |
||
494 | and your settings will become the _default_ each time you start |
||
495 | Crafty, until you either remove the file, load another personality, |
||
496 | or save a new default personality. |
||
497 | |||
498 | You can have as many different personality files as you want, and to |
||
499 | keep them from getting jumbled up, you can put them in a separate |
||
500 | directory and add the "perspath" to your .craftyrc/crafty.rc file to |
||
501 | point Crafty to the directory where the personality files belong. |
||
502 | |||
503 | personality item# value [value ... value] |
||
504 | |||
505 | The personality command allows you to change specific evaluation |
||
506 | or search numbers when you want. The first thing you should do is |
||
507 | type "personality list" to show all the possible values. The format |
||
508 | looks like this when displayed: |
||
509 | |||
510 | White(1): personality list |
||
511 | |||
512 | |||
513 | ================================================== |
||
514 | = search options = |
||
515 | ================================================== |
||
516 | 1 check extension 1 |
||
517 | 2 null-move reduction 3 |
||
518 | 3 null-move adaptive divisor 10 |
||
519 | 4 LMR min distance to frontier 1 |
||
520 | 5 LMR min reduction 1 |
||
521 | 6 LMR max reduction 7 |
||
522 | 7 LMR formula depth bias 2.00 |
||
523 | 8 LMR formula moves searched bias 1.00 |
||
524 | 9 LMR scale factor 2.65 |
||
525 | ================================================== |
||
526 | = search options (continued) = |
||
527 | ================================================== |
||
528 | 11 prune depth 6 |
||
529 | 12 prune margin [remain_depth] |
||
530 | |||
531 | ================================================== |
||
532 | = raw piece values = |
||
533 | ================================================== |
||
534 | 21 pawn value -100 (mg) 100 (eg) |
||
535 | 22 knight value -325 (mg) 325 (eg) |
||
536 | 23 bishop value -325 (mg) 325 (eg) |
||
537 | 24 rook value -500 (mg) 500 (eg) |
||
538 | 25 queen value -1050 (mg) 1050 (eg) |
||
539 | ================================================== |
||
540 | = miscellaneous scoring values = |
||
541 | ================================================== |
||
542 | 31 wtm bonus 5 (mg) 8 (eg) |
||
543 | 32 draw score 1 |
||
544 | ... etc |
||
545 | |||
546 | The first number is the personality term ID #. To change the |
||
547 | value of a pawn from the default 100 to 50, you would type |
||
548 | the following command: |
||
549 | |||
550 | pers 21 50 50 |
||
551 | |||
552 | |||
553 | And now pawns are worth 1/2 of what they were prior to the |
||
554 | command. Note that unless you specifically save the setting |
||
555 | with the "personality save" command, once you exit Crafty |
||
556 | the pawn value will return to 100 the next time you start it |
||
557 | up. You can, of course, put such commands in the .craftyrc/ |
||
558 | crafty.rc file, but it is simpler to use the personality |
||
559 | command instead (type "help personality" for more information). |
||
560 | |||
561 | Note that some evaluation terms have a list of numbers as they |
||
562 | are indexed by something. When you change one of these terms, |
||
563 | you must give _exactly_ the correct number of values, or the |
||
564 | command will produce an error without changing anything. |
||
565 | |||
566 | Some of the values are 8 X 8 matrices of values, where the |
||
567 | values correspond to the chess board as viewed with square |
||
568 | a1 on the bottom left. You must type the values in in order |
||
569 | as they appear on the screen. Crafty will shift things as |
||
570 | needed. IE for a piece/square table for knights, the first |
||
571 | value displayed is for a8, so the first value you enter must |
||
572 | also be for a8. Many of these matrices have black/white |
||
573 | counter-parts. You enter the white values, Crafty will |
||
574 | mirror those to reflect the _same_ values but from the black |
||
575 | side of the board. This will be done automatically. |
||
576 | |||
577 | Non 8 X 8 matrices are just dumped in order from element zero |
||
578 | to N. You enter those the same way. IE the way it prints them |
||
579 | out is the way you enter them, reading from top-to-bottom, and |
||
580 | left-to-right. |
||
581 | |||
582 | If you come up with an interesting personality, feel free to make |
||
583 | it available to everyone, and if it is particularly attractive, it |
||
584 | can become part of the "distributed" crafty personalities once this |
||
585 | has been released. |
||
586 | <end> |
||
587 | |||
588 | <settc> |
||
589 | settc moves crafty-time opponent-time |
||
590 | |||
591 | settc is primarily intended to be used in a computer chess tournament |
||
592 | where the games are played on a real chess board using a real chess |
||
593 | clock, rather than through some automatic interface that manages the |
||
594 | time automatically. |
||
595 | |||
596 | moves is the number of moves left to the next time control from Crafty's |
||
597 | perspective. IE if the time control is 60 moves in 120 minutes (a normal |
||
598 | time control for the WCCC) and crafty has actually made 25 moves in the |
||
599 | current game, then the correct "moves" value would be 35, as there are |
||
600 | exactly 35 moves to be made before the next time control is reached. |
||
601 | |||
602 | crafty-time is the amount of time left on Crafty's clock, expressed in |
||
603 | minutes, or in hh:mm format. Crafty will convert this to its internal |
||
604 | representation correctly. |
||
605 | |||
606 | opponent-time is the amount of time left on the opponent's clock, |
||
607 | expressed in the same way. |
||
608 | |||
609 | After entering this command, you should probably type "clock" to be |
||
610 | sure things look correct. |
||
611 | |||
612 | Note that the "operator" command sets a time per move overhead for the |
||
613 | operator, and that this affects the actual time used as expected. IE in |
||
614 | the above clock setting, assuming the operator has allowed 10 seconds per |
||
615 | move, crafty will "hide" 35 * 10 seconds and not use it for searching, which |
||
616 | gives the operator time to actually make the moves and press the real clock |
||
617 | button. It is CRITICAL that the clock command be used from time to time to |
||
618 | keep Crafty's internal clock in sync with the real clock. If you use the |
||
619 | operator command, the settc value should match the real chess clock exactly, |
||
620 | if you choose to not use the operator time and fudge the chess clock time |
||
621 | yourself, that will work as well, but it is more prone to errors. |
||
622 | <end> |
||
623 | |||
624 | <smp> |
||
625 | smp commands are used to control the SMP search. |
||
626 | |||
154 | pmbaty | 627 | smpaffinity <n> <p> is used to enable or disable processor affinity. "-1" |
110 | pmbaty | 628 | disables affinity and lets threads run on any available core. If you use an |
629 | integer <n> then thread zero will bind itself to cpu <n> and each additional |
||
630 | thread will bind to the next higher cpu number. This is useful if you try to |
||
631 | run two copies of crafty on the same machine, now you can cause one to bind |
||
632 | to the first <n> cores, and the second to the last <n> cores. For the first |
||
633 | instance of Crafty, you would use smpaffinity=0, and for the second |
||
634 | smpaffinity=8, assuming you are running 8 threads per copy on a 16 cpu machine. |
||
635 | If you get this wrong, you can have more than one thread on the same cpu which |
||
636 | will significantly impact performance. |
||
637 | |||
154 | pmbaty | 638 | The second parameter is used to help Crafty identify physical vs logical cores. |
639 | On a typical 20 core intel machine, processors 0 - 19 are on physical cores, |
||
640 | then 20-39 map back to those same physical cores, but different logical |
||
641 | (hyperthreaded) processors. "1" is the correct value for this system. For an |
||
642 | IBM Power 8 machine with dual 10-core chips, processors 0 through 7 are on |
||
643 | physical core 0, then 8 through 15 are on physical core 1, etc. A value of "8" |
||
644 | will map threads to physical cores correctly as each thread is spaced on the |
||
645 | current processor core + 8, which is correct. |
||
646 | |||
110 | pmbaty | 647 | smpmt <n> sets the total number of allowable threads for the search. The |
648 | default is one (1) as Crafty does not assume it should use all available |
||
649 | resources. For optimal performance this should be set to the number of |
||
650 | physical cores your machine has, which does NOT include hyperthreaded cores. |
||
651 | |||
652 | smpgroup <n> sets the maximum number of threads at any single split point to |
||
653 | <n>, with the exception of split points fairly close to the root where ALL |
||
654 | threads are allowed to split together ignoring this limit. Note that this is |
||
655 | ignored in the first 1/2 of the tree (the nodes closer to the root). There |
||
656 | it is actually good to split and get all active threads involved. |
||
657 | |||
658 | smpmin <n> avoids splitting when remaining depth < n. This is used to balance |
||
659 | splitting overhead cost against the speed gain the parallel search produces. |
||
660 | The default is currently 5 (which could change with future generations of |
||
661 | Intel hardware) but values between 4 and 8 will work. Larger values allow |
||
662 | somewhat fewer splits, which reduces overhead, but it also increases the |
||
663 | percentage of the time where a thread is waiting on work. |
||
664 | |||
665 | smpnuma <n> enables (a) or disables (0) NUMA mode. This defaults to zero, |
||
666 | which is best for most users. If you have a multiple-socket machine, or one |
||
667 | that is NUMA even though it only has one socket, you should enable this. This |
||
668 | will cause Crafty to split the hash tables across all NUMA nodes to prevent |
||
669 | the formation of "hot spots" that would cause unnecessary conflicts. |
||
670 | |||
671 | smproot <n> enables (1) or disables (0) splitting the tree at the root. This |
||
672 | defaults to 1 which produces the best performance by a signficiant margin. |
||
673 | But it can be disabled if you are playing with code changes. |
||
674 | |||
675 | smpnice <1/0> enables or disables the "nice facility". With smpnice=1, at the |
||
676 | end of a search (non-pondering) the extra threads will terminate rather than sit |
||
677 | in a busy spin loop burning cpu cycles. smpnice=0 is slightly more efficient |
||
678 | but will result in 100% of the machine being used whether the search is running |
||
679 | or waiting on input. |
||
680 | |||
681 | smpnodes <n> sets the number of NUMA nodes on your hardware. This is used to |
||
682 | try to split with threads on the same node when practical, to improve memory |
||
683 | access time. |
||
684 | |||
685 | smpgsd sets the minimum depth required to allow a gratuitous split. A |
||
686 | gratuitous split is a split done when no threads are idle, and is a sort of |
||
687 | preemptive attempt to have work ready for processors as they become idle. If |
||
688 | this value is set too small, overhead will climb, if it is set too large, then |
||
689 | gratuitous splits will be rare and thread wait time will climb. |
||
690 | |||
691 | smpgsl sets the maximum number of gratuitous splits allowed per thread. There |
||
692 | is little point in having many split points that are not really being used, it |
||
693 | adds to overhead without any real benefit. If you are running on 32 cores, |
||
694 | then setting this beyond 4 will really be massive overkill since any of the 32 |
||
695 | threads will be able to spontaneously split up to N times each, for a total of |
||
696 | 32 * N gratuitous splits. That's probably excessive. |
||
697 | <end> |
||
698 | |||
699 | <test> |
||
700 | test filename [N] [unsolved_file] |
||
701 | |||
702 | Test is used to run a suite of test positions in a batch run. filename is |
||
703 | the name of the file in crafty test format. [N] is an optional parameter |
||
704 | that is used to shorten the test time. If crafty likes the solution move |
||
705 | for [N] consecutive iterations, it will stop searching that position and |
||
706 | consider it correct. This makes a Win At Chess 60 second run take just a few |
||
707 | minutes, for example. |
||
708 | |||
709 | The "crafty format" requires three lines per position. The first line must |
||
710 | be a "title" line and is used to identify each position. The second line is |
||
711 | a "setboard" command to set the position. The third line is a line that |
||
712 | begins with "solution", and then is followed by one or more solution moves. |
||
713 | If a position is correct only if a particular move or moves is *not* played, |
||
714 | enter the move followed by a "?", as in Nf3?, which means that this position |
||
715 | will be counted as correct only if Nf3 is not played. |
||
716 | |||
717 | Note that this command may refer to a normal EPD test file as well and |
||
718 | Crafty will run that test in the same way, but Crafty will notice it is an |
||
719 | EPD test file rather than a "crafty" test file and handle it appropriately. |
||
720 | |||
721 | A new option to this command is of the form "test filename <margin>" where |
||
722 | <margin> is greater than 10 (which means it will not be an early exit counter.) |
||
723 | In this case, Crafty takes that value as a score margin. It will read in the |
||
724 | FEN/EPD records silently, do a search, and if the absolute value of the final |
||
725 | score is less than <margin>, the FEN/EPD is written to a new file, |
||
726 | "filename.screened". I use this to create an opening position file for |
||
727 | cluster testing where I can create a set of positions using the -DPOSITIONS |
||
728 | compile option, and then test the resulting "openings.epd" file that creates |
||
729 | to cull those that are too unbalanced so that the same side wins no matter |
||
730 | what the skill level. |
||
731 | |||
732 | The [unsolved_file] parameter is optional. If specified, any position that is |
||
733 | not solved is written to this file so that you can extract "hard" positions and |
||
734 | use just those for testing later to save time. At one second per move on a |
||
735 | slow machine, the WAC test positions (300) will produce maybe 15 unsolved |
||
736 | positions. On good hardware, it might miss five or less. At 5 seconds per |
||
737 | move, it will usually miss maybe 2-3. At 60 seconds per move, it will |
||
738 | generally only miss #230 which appears to have no solution after much computer |
||
739 | analysis (the supposed winning move also draws). |
||
740 | <end> |
||
741 | |||
742 | <time> |
||
743 | Time controls whether the program uses CPU time or wall-clock time for |
||
744 | timing. For tournament play, it is safer to use wall-clock timing, for |
||
745 | testing it may be more consistent to use CPU timing if the machine is |
||
746 | used for other things concurrently with the tests being run. (Note that |
||
747 | this is not recommended when using a multiprocessor machine, CPU time in |
||
748 | a parallel search increases at N times the normal time rate where N is the |
||
749 | number of processors being used). |
||
750 | |||
751 | Time is also used to set the basic search timing controls. The general |
||
752 | form of the command is as follows: |
||
753 | |||
754 | time nmoves/ntime/[nmoves/ntime]/[increment] |
||
755 | |||
756 | nmoves/ntime represents a traditional first time control when nmoves is |
||
757 | an integer representing the number of moves and ntime is the total time |
||
758 | allowed for these moves. The [optional] nmoves/ntime is a traditional |
||
759 | secondary time control. Increment is a feature related to ICS play and |
||
760 | emulates the Fischer clock where increment is added to the time left |
||
761 | after each move is made. |
||
762 | |||
763 | As an alternative, nmoves can be "sd" which represents a sudden death |
||
764 | time control of the remainder of the game played in ntime. The optional |
||
765 | secondary time control can be a sudden-death time control, as in the |
||
766 | following example: |
||
767 | |||
768 | time 60/30/sd/30 |
||
769 | |||
770 | This sets 60 moves in 30 minutes, then game in 30 additional minutes. |
||
771 | An increment can be added if desired. |
||
772 | <end> |
||
773 | |||
774 | <timebook> |
||
775 | This command is used to adjust the time crafty uses for the first few |
||
776 | moves out of book. The first few non-book moves are often critical, |
||
777 | but the usual search time limit will be somewhat short since Crafty |
||
778 | wants to average the time left over the moves remaining until the |
||
779 | next time control. This command allows the user to influence how the |
||
780 | time is allocated on the first few moves out of book. |
||
781 | |||
782 | timebook <factor> <moves> |
||
783 | |||
784 | factor is a number expressed as a percentage, and specifies how much |
||
785 | extra time (in terms of the normal target time) to use. For example, |
||
786 | a value of 100 says use 100% extra time, which essentially doubles |
||
787 | the target time limit. A value of 50 says use 50% extra time, or |
||
788 | 1.5X the normal target time. This applies to the first move out of |
||
789 | book. |
||
790 | |||
791 | moves indicates the number of moves this extra time will be used. The |
||
792 | extra time is uniformly "decayed" over those moves. For example a value |
||
793 | of 10 says use the "factor" extra time on the first non-book move, then |
||
794 | 9/10 of that extra time on the next move, 8/10 on the next move, until |
||
795 | after 10 moves out of book, where this is turned off. |
||
796 | |||
797 | timebook 100 10 therefore says use 200% of the normal time target for |
||
798 | the first move out of book, 190% for the next move out of book, until |
||
799 | it drops back to 100% where it will stick for the remainder of the |
||
800 | game after the first ten non-book move searches have been completed. |
||
801 | <end> |
||
802 | |||
803 | <tournament> |
||
804 | playing in a manually-operated tournament |
||
805 | |||
806 | 1. Starting Crafty. This is the easiest part of the whole process. |
||
807 | All that's needed is to simply type the command "crafty". |
||
808 | |||
809 | 2. display. This command displays the chess board using the standard |
||
810 | chess server style#1 board display. |
||
811 | |||
812 | This is most often used to confirm that the board has been set to the |
||
813 | proper position in the event that you can't continue an old game and |
||
814 | have to set up the position from scratch (explained later). Note that |
||
815 | white is always at the bottom, regardless of whether Crafty is playing |
||
816 | black or white. |
||
817 | |||
818 | 3. read. This command is used to read in a list of moves and make them |
||
819 | on the game board prior to using crafty to play that game. There are |
||
820 | two ways this can be used: (a) read. This will prompt you for a |
||
821 | white move, a black move, over and over until you type "exit" to terminate |
||
822 | read mode. The side to move will be set according to the number of moves |
||
823 | entered, so that the next move will be for the correct side. (b) read file. |
||
824 | This command reads, but the input comes from "file" rather than from the |
||
825 | keyboard. Note that superfluous text is ignored, as is line numbers, times, |
||
826 | etc. This will read in a PGN game and cull everything but the moves. |
||
827 | |||
828 | 4. setboard. This command is used to set up a specific board position |
||
829 | when it's impossible to restart a game using the "crafty c" command, and |
||
830 | too many moves have been made, making the read command an unattractive |
||
831 | alternative. This command parses a FEN-like position description (a |
||
832 | Forsythe-like notation) and sets the current board to that position. |
||
833 | |||
834 | The notation uses a string of alpha characters to represent the chess |
||
835 | position. In this notation, uppercase K Q R B N P represents a white |
||
836 | piece, lowercase k q r b n p represents a black piece. for empty |
||
837 | squares, you can use numbers 1-8 to indicate consecutive empty squares. |
||
838 | A "/" must terminate each rank after defining at most 8 square on that |
||
839 | rank, and the ranks are entered in descending order 8..1. In this |
||
840 | notation, then, the first square you enter is a8, then b8, .., h8, |
||
841 | followed by a "/", then back to a7 and repeating. After all 8 ranks |
||
842 | are entered, you need to indicate whether or not one side can castle |
||
843 | kingside or queenside by inserting at least one space character, followed |
||
844 | by a K (white can castle kingside) Q (white can castle queenside) k (black |
||
845 | can castle kingside) or Q (black can castle queenside). After this, add |
||
846 | one more space, followed by the square of a pawn that just moved two ranks |
||
847 | and is subject to an en passant capture. Note that if there is no |
||
848 | en passant capture possible, you do not enter this field. |
||
849 | |||
850 | For the above board position (display command), here's the setboard |
||
851 | command to set that position up: |
||
852 | |||
853 | setboard r2q1knr/pp2bppp/4b3/1BPp4/6PP/2N1P3/PP3P2/2RQK1NR/ K |
||
854 | |||
855 | Note that after entering the last piece on a rank, a number for the |
||
856 | remaining empty squares is *not* needed, so this could be shortened |
||
857 | to: |
||
858 | |||
859 | setboard r2q1knr/pp2bppp/4b/1BPp/6PP/2N1P/PP3P/2RQK1NR/ K |
||
860 | |||
861 | One unfortunate effect of this command is that you have just lost the |
||
862 | ability to detect repetitions of prior positions in the game, which can |
||
863 | be a critical issue. It is _always_ better to use the read command to |
||
864 | re-enter the moves if the hardware crashes. If you accidentally type |
||
865 | ^C and terminate Crafty, you can type "crafty c" and it will continue |
||
866 | the last game, although you will need to set the time control information, |
||
867 | and anything else that is not in the .craftyrc file. |
||
868 | |||
869 | 5. reset <n>. This command is used to back the game up if a different |
||
870 | move is to be tried, or if an incorrect move was entered by mistake. It |
||
871 | depends on the current side to move, and the command "reset 13" will back |
||
872 | the game up to move 13, where the current side on move is still on move, |
||
873 | and Crafty will be positioned to read in move 13 for that side. Note |
||
874 | that this affects the game, but not the clock or time or level, so that if |
||
875 | you back up more than a move or two, you also need to adjust the clock. |
||
876 | |||
877 | If you want to first change the side to move, use the "white" or "black" |
||
878 | command to set the side to move, then use the reset command to back up |
||
879 | to the move for that side. |
||
880 | |||
881 | 6. time. This command is used to set the time control. There are |
||
882 | several ways to use it, depending on the type of time control desired. |
||
883 | (a) time sd/n sets the game to sudden-death in n minutes. such as |
||
884 | game/10, game/30. time sd/30 would set game in 30 time control. |
||
885 | (b) time moves/time smoves/stime sets the game to "moves" in "time" |
||
886 | minutes, then "smoves" in "stime" minutes. A common setting is |
||
887 | time 40/120/20/60 for 40 moves in 2 hours, then 20 moves in one hour. |
||
888 | (c) time moves/time/sd/sdtime sets a standard first time control, |
||
889 | followed by a sudden death time control. For example time 60/60/sd/30 |
||
890 | is 60 moves in 60 minutes followed by game in 30 minutes. (d) for any |
||
891 | of these, an optional 5th parameter can be added, which is the famous |
||
892 | "Fischer clock" increment that is added to each players time remaining |
||
893 | after he makes a move. The increment is given in seconds rather than |
||
894 | minutes. Note that the default should be right unless the tournament |
||
895 | modifies the T/C after the tournament starts for some reason. |
||
896 | |||
897 | 7. settc. This command is used to correct time-control info after a |
||
898 | restart. it will prompt you for how much time is left on both Crafty's |
||
899 | and the opponent's clock, and for how many more moves until crafty makes |
||
900 | the next time control. Again, usually not needed, but there for serious |
||
901 | circumstances. After restarting, type "clock" to display this info and |
||
902 | if it's wrong in any way, this settc command is the quickest way to fix |
||
903 | it up. |
||
904 | |||
905 | 8. clock. This command is used to adjust the internal clock time as it |
||
906 | drifts away from the real chess clock as a game progresses. The format |
||
907 | is simply "clock mins" to adjust Crafty's clock. Or "clock cmins omins" |
||
908 | to adjust both Crafty's time and Crafty's internal time that the opponent |
||
909 | has left. Since the current version doesn't really need the opponent's |
||
910 | clock time, it can be ignored with no side-effects. |
||
911 | |||
912 | Common problems and how to solve them: |
||
913 | |||
914 | 1. Is crafty searching or pondering? I was not watching the screen, |
||
915 | and the window size is small enough that all I see is analysis scrolling |
||
916 | up the screen. This is easy. Look at the bottom line on the screen, and |
||
917 | you will see a line that keeps changing, showing the depth, time used so |
||
918 | far, how many moves have been searched and the PV. Look at the third |
||
919 | column what shows something like 12/30, which says that at the current |
||
920 | depth crafty has already searched 12 of the 30 legal moves at the root. |
||
921 | You will notice that there is an extra character after the 30, either a |
||
922 | "*" or "?". If an "*" is showing, Crafty is thinking about its move. If |
||
923 | a "?" is showing, crafty is pondering and thinks it is the opponent's move. |
||
924 | |||
925 | If it shows a "?" but you know it is Crafty's move, you simply missed it. |
||
926 | Scroll back up using whatever scroll mechanism your text window uses, to |
||
927 | find the move Crafty made. Hopefully this won't happen often, but on the |
||
928 | occasional "emergency" men's room break, anything can happen. Just remember |
||
929 | that "?" means I am pondering and it is my opponent's move, "*" means I |
||
930 | am searching and it is my move. |
||
931 | |||
932 | 2. I entered the wrong move, how do I fix this? You are playing in a |
||
933 | game and at move 37, you enter Rfe1 rather than Rae1. To correct this, |
||
934 | you have to do a couple of things. First, Crafty is now searching, and |
||
935 | if you try to reset the position, it won't accept this command. To stop |
||
936 | the search, type ? (followed by a <RETURN> of course) to tell Crafty to |
||
937 | "move now". Once it displays the move it would play in response to the |
||
938 | incorrect move, it will start its "ponder search" but now the reset |
||
939 | command will work. Simply type "r 37" to back up to move 37, then type |
||
940 | Rae1 and Crafty will continue as though nothing happened. Pay attention |
||
941 | to the clock time after it moves and adjust if necessary (if you lost any |
||
942 | time while correcting an incorrect move.) |
||
943 | |||
944 | Note: You can also use the "remove" command, which will unmake the last |
||
945 | move by each side. Crafty has to be pondering or waiting on input for |
||
946 | this to work, just like the reset command, so if *you* typed the wrong |
||
947 | move, type "?" to make it move, then "remove" which backs up one move |
||
948 | for each side, followed by the opponent's move. If the opponent makes |
||
949 | the wrong move on the board, and you enter it, do this same thing. Note, |
||
950 | if the opponent screws up, you should notice whether or not crafty had |
||
951 | predicted the right move. If it had, you should probably call the TD |
||
952 | over, back the game up one move with the remove command, then use the |
||
953 | "ponder xxx" command to tell crafty to ponder "xxx" (the move it was |
||
954 | pondering before the wrong move was made by the opponent) and then it |
||
955 | should be allowed to "sit" until the same amount of time elapses before |
||
956 | you enter the correct move. The idea is that if the opponent screws up, |
||
957 | it should not wipe out any searching crafty did while waiting. |
||
958 | |||
959 | 3. The machine dies (power failure maybe). How do I recover? First, you |
||
960 | can stop the clock for such failures, so do that *first*. Then, reboot the |
||
961 | machine and start crafty by typing "crafty c". Next, type the "history" |
||
962 | command and carefully check the last move it displays against the score |
||
963 | sheet you are maintaining by hand. If they are the same, you are ready to |
||
964 | enter a move and continue. If there are moves missing, use the "reada" |
||
965 | command to re-enter these moves and append them to the moves already |
||
966 | present. |
||
967 | |||
968 | If the continue option won't work due to a corrupted history file, you have |
||
969 | two choices. The best choice is to restart crafty without the "c" option, |
||
970 | and then use the "read" command and enter the moves by hand so that if you |
||
971 | screw up later, the "reset" command will work correctly to let you back up. |
||
972 | If you are 100 moves into a game, this might not be practical. In this |
||
973 | case, use the "setboard" command to enter the position. Be careful to |
||
974 | check the position after entry using the display command, and be careful |
||
975 | to not enter the wrong move since you can't use the "reset" command to |
||
976 | back up after using the setboard command. |
||
977 | |||
978 | After either of the above problems, you need to set the proper time |
||
979 | control (if this is in your .craftyrc this is not needed) and then you |
||
980 | need to adjust the clock to show the proper amount of time remaining. |
||
981 | The command to display the clock is "clock". To adjust the clock |
||
982 | use the command form "clock c-time o-time" where c-time is Crafty's |
||
983 | time remaining, and o-time is the opponent's time remaining. These |
||
984 | can be entered as simply the number of minutes left, or in the hh:mm |
||
985 | format if preferred. "clock 60 50" sets Crafty's clock to 60 minutes |
||
986 | left, opponent's clock to 50 minutes left. "clock 1:15 45" sets |
||
987 | Crafty's clock to 75 minutes remaining, opponent's clock to 45. |
||
988 | Crafty pays attention to how much time the opponent has used, |
||
989 | so be sure and get them both correct. You should subtract 5 minutes |
||
990 | from the actual time left on the clock to give yourself a cushion. Of |
||
991 | course, you should *never* enter "0" time left, or even worse, a negative |
||
992 | number, because Crafty will go south for the Winter if you do. :) |
||
993 | |||
994 | Note that there is a "settc" command that simplifies getting the time |
||
995 | control right after a restart... It's explained above. |
||
996 | <end> |