chess:programming:winboard
Table of Contents
Chess - Programming - Winboard
Winboard serves as a front-end for many different chess engines.
- WinBoard displays the chess board on the screen, accepts moves made with the mouse, and loads and saves game files in standard chess notation.
- You can play a game against an engine, set up arbitrary positions, force variations, or watch a game between two engines.
- Winboard has an extensive help file.
Model WinBoard Protocol Driver
/********************************************************/ /* Example of a WinBoard-protocol driver, by H.G.Muller */ /********************************************************/ #include <stdio.h> // four different constants, with values for WHITE and BLACK that suit your engine #define WHITE 1 #define BLACK 2 #define NONE 0 #define ANALYZE 3 // some value that cannot occur as a valid move #define INVALID 666 // some parameter of your engine #define MAXMOVES 500 /* maximum game length */ #define MAXPLY 60 /* maximum search depth */ #define OFF 0 #define ON 1 #define DEFAULT_FEN "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1" typedef int MOVE; // in this example moves are encoded as an int int moveNr; // part of game state; incremented by MakeMove MOVE gameMove[MAXMOVES]; // holds the game history // Some routines your engine should have to do the various essential things int MakeMove(int stm, MOVE move); // performs move, and returns new side to move void UnMake(MOVE move); // unmakes the move; int Setup(char *fen); // sets up the position from the given FEN, and returns the new side to move void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB char *MoveToText(MOVE move); // converts the move from your internal format to text like e2e2, e1g1, a7a8q. MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format int SearchBestMove(int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove); void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input. // Some global variables that control your engine's behavior int ponder; int randomize; int postThinking; int resign; // engine-defined option int contemptFactor; // likewise int TakeBack(int n) { // reset the game and then replay it to the desired point int last, stm; stm = Setup(NULL); last = moveNr - n; if(last < 0) last = 0; for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove(stm, gameMove[moveNr]); } void PrintResult(int stm, int score) { if(score == 0) printf("1/2-1/2\n"); if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0\n"); else printf("0-1\n"); } main() { int stm; // side to move int engineSide=NONE; // side played by engine int timeLeft; // timeleft on engine's clock int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search int maxDepth; // used by search MOVE move, ponderMove; int i, score; char inBuf[80], command[80]; while(1) { // infinite loop fflush(stdout); // make sure everything is printed before we do something that might take time if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove); if(move == INVALID) { // game apparently ended engineSide = NONE; // so stop playing PrintResult(stm, score); } else { stm = MakeMove(stm, move); // assumes MakeMove returns new side to move gameMove[moveNr++] = move; // remember game printf("move %s\n", MoveToText(move)); } } fflush(stdout); // make sure everything is printed before we do something that might take time // now it is not our turn (anymore) if(engineSide == ANALYZE) { // in analysis, we always ponder the position PonderUntilInput(stm); } else if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position PonderUntilInput(stm); } else { int newStm = MakeMove(stm, ponderMove); PonderUntilInput(newStm); UnMake(ponderMove); } } noPonder: // wait for input, and read it until we have collected a complete line for(i = 0; (inBuf[i] = getchar()) != '\n'; i++); inBuf[i+1] = 0; // extract the first word sscanf(inBuf, "%s", command); // recognize the command,and execute it if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop if(!strcmp(command, "force")) { engineSide = NONE; continue; } if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; } if(!strcmp(command, "exit")) { engineSide = NONE; continue; } if(!strcmp(command, "otim")) { goto noPonder; } // do not start pondering after receiving time commands, as move will follow immediately if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); goto noPonder; } if(!strcmp(command, "level")) { int min, sec=0; sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format sscanf(inBuf, "level %d %d:%d %d", &mps, &min, &sec, &inc); timeControl = 60*min + sec; timePerMove = -1; continue; } if(!strcmp(command, "protover")){ printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1"); printf("feature option=\"Resign -check 0\""); // example of an engine-defined option printf("feature option=\"Contempt -spin 0 -200 200\""); // and another one printf("feature done=1"); continue; } if(!strcmp(command, "option")) { // setting of engine-define option; find out which if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue; if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue; continue; } if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; } if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; } if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; } if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; } // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; } if(!strcmp(command, "new")) { engineSide = BLACK; stm = Setup(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; continue; } if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup(inBuf+9); continue; } if(!strcmp(command, "easy")) { ponder = OFF; continue; } if(!strcmp(command, "hard")) { ponder = ON; continue; } if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; } if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; } if(!strcmp(command, "go")) { engineSide = stm; continue; } if(!strcmp(command, "post")) { postThinking = ON; continue; } if(!strcmp(command, "nopost")) { postThinking = OFF;continue; } if(!strcmp(command, "random")) { randomize = ON; continue; } if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove)); continue; } if(!strcmp(command, "book")) { continue; } // ignored commands: if(!strcmp(command, "xboard")) { continue; } if(!strcmp(command, "computer")){ continue; } if(!strcmp(command, "name")) { continue; } if(!strcmp(command, "ics")) { continue; } if(!strcmp(command, "accepted")){ continue; } if(!strcmp(command, "rejected")){ continue; } if(!strcmp(command, "variant")) { continue; } if(!strcmp(command, "")) { continue; } if(!strcmp(command, "usermove")){ int move = ParseMove(inBuf+9); if(move == INVALID) printf("Illegal move\n"); else { stm = MakeMove(stm, move); ponderMove = INVALID; gameMove[moveNr++] = move; // remember game } continue; } printf("Error: unknown command\n"); } }
NOTE: This is by by H.G. Muller.
References
chess/programming/winboard.txt · Last modified: 2021/10/11 19:30 by peter