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    Length: 23316 (0x5b14)
    Types: TextFile
    Names: »README«

Derivation

└─⟦a0efdde77⟧ Bits:30001252 EUUGD11 Tape, 1987 Spring Conference Helsinki
    └─ ⟦this⟧ »EUUGD11/gnu-31mar87/chess/README« 

TextFile

			      GNU Chess

Copyright (C) 1986 Stuart Cracraft
  (Copying permission notice at the end.)

GNU Chess is your program (as long as you follow the copyright and
licensing rules listed in the file COPYING). Your contribution to GNU
Chess will be retained and given to hundreds of other GNU Chess
devotees. Each improvement you make is important not just to you, but
also to all of us. As such, you must give us your changes. And in
fact, you are required to do so.

This program is one small step toward making generally available a
chess program with source to inspire current and future software
developers. This program is purely experimental. It is not a
strong program.

In the best of all possible worlds, not only would this program play
totally legal chess, but it would also play well. I leave this up to
the recipients of this document, fellow computer chess enthusiasts in
the world at large.

Move generator
--------------

The most important thing in any chess program is the speed of the
legal move generator. How fast can you generate lists of legal moves
for arbitrary chess positions? Research has shown that this is
directly correlated to how many moves ahead you can look and therefore
inextricably linked with the chess strength of the chess program.

This program has an adequate move generator. But it is nothing to
boast about. The move generator is in the module 'gen.c'.  An
alternate move generator is contained in the files tbl_*.c.  The
latter is a table-driven move generator in which all offsets normally
calculated upon execution are precalculated. It might work faster
than the non-table-driven version unless the memory accessing is
particularly slow. However, tests have shown that overall,
table-driven is inferior due to the increased complexity.  (On a Vax
8650, the GNU Chess move generator produces about 1200 move generations
per second.  While this is adequate, it is definitely not fast enough.)

If you can write a move generator that is super-fast, you are well on
your way to writing a skillful artificial chessplayer.  But if you
manage to do this, please let me know! I have spent many hours upon
move generators, and still don't have anything I consider speedy.

Opening Book
------------

GNU Chess has an opening book. It consists of hundreds of master games
from tournament play. The program converts these games into positions,
independent of moves, and then constructs a database such that any
position may be retrieved via a hash-address. 

There are currently two styles of syntax supported. The first is
in "bookin". The second is in bookin.xxx, where "xxx" refers to
the type of games in the collection. For example, the syntax of
bookin.tal, reduced algebraic, is the second supported syntax.
We do not support English descriptive syntax.

Transpositions are handled by GNU Chess because the positions are
dealt with independently of the series of moves by which they were
reached.  Any position which ever appears in the current game at ply-1
will be retrieved from the opening book along with a move made by the
a master, and more frequently an international master or grandmaster.
It does not matter when the position appears or what sequence of moves
has occurred before. If several suggested moves are available, the
program chooses from amongst these randomly, if -DRANDOM flag is set
within Makefile.  Without this flag, GNU Chess selects the first
available variation as it appears in physical order in the
human-readable book.

Now that the opening book C code has been written, our next
project is to type in all of the collected games of a great
master (such as Mikhail Tal or Robert Fischer). Then, GNU Chess
will simply play exactly like the great master in the opening,
assuming that the opponent obliges. You may wonder, but
what happens when the game has clearly gone out of book? What
to do? Just revert to the ordinary search? This is normally
the case. But with GNU Chess, we hope to make the opening
play quite sophisticated. We plan to implement the Fast
Fourier Transform in such a way that the ply-one preprocessor
will use a Fast Fourier as applied to all the Tal or Fischer
games, and hence order its moves, not based on simple child-like
heuristics, but based on the Fast Fourier of the thousands of
Tal and Fischer games. The idea would be to give the program
a chess style by having it duplicate the opening play of a
great master and then mimic the middle and end-game play of
the master once the opening book has been exhausted, backed
up with tactical brute-force search of course. To the best of
our knowledge, this idea is unique. You could help by typing
in all the great games of a Master, or if you know of such
a collection on-line, you could help by telling us about it.
Currently, we have hundreds of games by former world champion
Mikhail Tal (stored in "bookin.tal" in the distribution).
Many of these games involve lovely sacrifices and are 
quite interesting to play through.

To teach GNU Chess the games of a Master, simply get a chess
book, run gnuchess, type "neither", and then type in the game,
move by move. You may have to convert the syntax of the published game
(English or Algebraic) to gnuchess syntax (e.g. e2e4, etc.)
After you have typed the game in, use the "enter" command
to enter it in the opening book. You will then need to
use the "book" command to have these changes installed
in the binary database itself.

When you do this, GNU Chess will try to "mail" each new
game you enter to the GNU Chess opening book maintainers.
If you are not on our network, then obviously the mail
will fail -- in this instance, you should send the new
entries to us via postal mail (our postal address is
listed at the end of this document). Please do this so
that we can have your contributions.

Tree Search
-----------
GNU Chess tree search is patterned after the ply-1 preprocessor
search invented by Gillogly and Berliner. This style of search
is not too difficult to implement and carries with it an added bonus.
The search speed is not significantly interfered with by the addition
of chess knowledge.

A ply-1 preprocessor search is simply a 1-ply search, with full
evaluation taking place at ply-1 nodes, sorting the resultant
backed-up values (no need for minimax/alphabeta at this point).
The resulting sorted list is then searched, from most valuable
move to least, with a full-width depth-first alpha-beta minimax search.

A pre-set terminal depth is reached at which the depth-first search
either terminates returning its value to the previous level or
continues with a quiescence search to another pre-set level.
The quiescence search involves the investigation only of captures
or checks. In the case of this program, only captures are investigated
beyond DEPTH nodes (defined in Makefile). These captures are then
searched until MAXQUIES nodes (also defined in Makefile). 

Terminal nodes are considered to be either a) MAXQUIES nodes 
or b) DEPTH nodes if no captures exist. In either case, the
evaluation consists solely of the difference of material between
White and Black. This evaluation is then backed up in a minimax
fashion using alpha-beta vertically through the tree. At the
root node, a value and best move are returned. These are then
selected as the program's move.

Additionally, a technique called "aspiration search" is used.  This
reduces the size of the alpha-beta search window to only two pawns
wide before conducting the search. This results in more cutoffs and a
faster search (3% to 40% faster) than pure alpha-beta. However,
occasionally the returned search value will be outside of the window
and the search is then called "failing high" or "failing low". If this
happens, a second search must be done with a wider window. This may
result in an occasional slower search, but the overall improvement
averaged over many moves is such that "aspiration search" makes the
program somewhat faster.

So, essentially, GNU Chess orders the top level moves from
which it must select using any set of heuristics we devise. Then,
the search merely confirms that the move we choose wins the
most amount of material, or at least remains equal. A tiebreak
of equally valuable moves is based upon the order in which the
moves appear in our heuristically-sorted movelist at the first
ply.

Incremental search is not particularly useful with this scheme.

Parallel Processors
-------------------
GNU Chess can use more than one processor. The PARALLEL flag
in Makefile creates a GNU Chess which uses parallelism.
However, at present, the processors must share the same disk
and communicate over a network using the Berkeley
'rsh/rlogin/etc' convention. One such configuration is a SUN
network with a central fileserver.  The distributed version
of GNU Chess was set up to work with our SUN network
configuration.

This configuration is described in the 'procarray[]' in module
parallel.c. Each host is listed with its corresponding machine
architecture, whether to use it, and if it shares the same disk.
The same disk is assumed to mean the one on which the user
originally invoked GNU Chess intending to eventually use
parallelism.

Parallelism introduces many "sticky" factors into chess computing.
One of these factors is the communications overhead in managing
multiple processors. In our implementation, this overhead is
immense and prevents the search from being nearly as fast as one
would expect. But then again, our implementation is quite young
and has much work ahead of it.

Assuming N processors, the ply-1 move list is divided equally
among the N processors and each processor then searches its own
subset of the tree using the normal search algorithm, slightly
changed from the version in alphabeta.c and called 'psearch'
residing in parallel.c.

A parallel search in GNU Chess usually consumes more terminal
nodes, because good alpha and beta values are not as readily
available. Some processors may get good alpha and beta values,
others may not. Since these latter instances will slow down the
search, the entire parallelism is as strong as its weakest link.
In this case, the search terminates when the last processor 
finishes. Needless to say, many improvements can (and will) be
made to this scheme.

We also plan to introduce modifications to allow the use of
processors that don't share the same disk. This will involve
transferring the statistics of the search to the originating
processor after completion by any given processor.

Fancy Displays
--------------
Currently, GNU Chess supports two different styles of windowing
support for a fancy board. Fancy boards make it easier to play
the game, because all the chess-pieces are displayed in lovely
chess fonts on a big bitmap screen. How this generally happens
is as follows: GNU Chess is invoked through the windowing
support program which communicates with GNU Chess as a separate
process, talking with GNU Chess in order to transmit and receive
moves. All communication with GNU Chess, when using a windowing
support program, is done through the windowing support system,
generally via the use of a "mouse".

The first style of chess windowing support is for the X windowing
system. We provide full sources to the X-chess windowing display
manager within the sub-directory 'Xchess' of this distribution.
X-chess has quite a few more features than SUN's chesstool. For
this reason, the truly supported window system for GNU Chess is
X-chess. If you find a bug in X-chess, you may report it to us. 

The second style of chess windowing support is SUN's chesstool.
It is fully documented in SUN's manual pages. If you find a bug
in chesstool, you may report it to us, but you should also
report it to SUN so that they can fix it.

Conclusion
----------

GNU Chess has been semi-debugged as of 1986, seems to play on
a wide variety of machines, but nothing is guaranteed. You can
help this program by making it better.
 
The file CHANGES contains a complete history of changes made to the
program, ordered chronologically.

The file TODO contains other suggestions for how to improve this program.

Here is a list of the source files and their actual purpose:

	alphabeta.c	- searches the tree
	book.c		- implements opening book.
	eval.c		- evaluates a position
	gen.c		- generates legal moves
	hash.c		- tries to do hashing of positions already seen
	main.c		- accepts commands, executes commands
	moves.c		- random move routines
	parallel.c      - parallel processing routines
	pps.c		- positional pre-sort
	tbl_gen.c	- table-driven move generation controller
	tbl_genpc.c     - table-driven move generation for pieces
	tbl_genpwn.c    - table-driven move generation for pawns
	util.c		- random utilities
        Bitmapper/*     - complex bitmap manipulation routines
	Xchess/*        - the X window interface to GNU Chess
	bookin		- human-readable book in GNU Chess move format,
			  parsed via "book" command
	bookin.tal      - collected games of Mikhail Tal,
			  parsed via "enter" command
	bookin.bdg	- additional book games in reduced algebraic format
	convert.el      - LISP macro (in GNU Emacs Lisp) to convert
                          Xchess-format games (via 'xchess -i') to
                          GNU Chess format.

Please note that the following are not considered debugged:
table-driven move generation and hashing of positions during
tree-search.

The Bitmapper code is an experimental idea that would
eventually replace the regular code. It is completely
different in terms of the way it implements data structures
and static evaluation, the idea being that by making the
data structures more complex and informative, the program
could carry along a lot more information from move to move.
The ideas here are loosely based on the work of some Soviets
and some early researchers at Northwestern University. Note
that much of this code is hard-wired to specific machine
word sizes, in this case, a 32-bit word. But it should not
be too hard to change this to work on any given machine,
as long as the word-size perfectly divides 64.

Please remember that GNU Chess is purely experimental and
has not participated in any rated tournaments.  You are
welcome to enter it in a tournament, but proper
recognition must be given to the author and the Free
Software Foundation.  If any spectators inquire about the
program during the tournament, you are also morally bound
to tell them how you got the program and either to supply
them with the distribution you received from us, or for
the latest version tell the spectator our address so that
he may get it directly from us.  We would also like you to
tell us if you are entering it in a tournament.

Only through your contributions to GNU Chess will it
become a stronger program. There is the possibility that
it could become the strongest chess program by the end of
the 20th century if enough people join in and contribute!
Both hardware experts and software experts are needed.

If you have a hardware implementation of some of the functions
normally carried out in software, and if you would like to interface
your special-purpose hardware to GNU Chess, we will be more than happy
to talk with you.

If you have large chess databases, either of patterns, chess
knowledge, or game-listings, and if you feel these could be
of use in the development of GNU Chess, we want to talk with you.

If you make any changes, additions, modifications, improvements,
please be sure to pass along all your modifications to the address
listed below.

We will provide a tape along with GNU Chess, its full and most recent
sources, as well as the opening book(s), but there is a $150 handling
charge if you want to get GNU Chess from us directly. If you are on
our network, we can provide it to you free of charge because the
distribution doesn't take any of our time.  If you get GNU Chess from
someone else, obviously they cannot charge you, but you also won't
necessarily be getting the latest copy.

   Stuart Cracraft
   P.O. Box 13123
   Torrance, Ca. 90503

The predecessors of GNU Chess
-----------------------------

GNU Chess by Stuart Cracraft is a descendent of the Technology Chess
Program by Jim Gillogly. A history of the latter is in order. The
original TECH was written years ago by Jim when he was at
Carnegie-Mellon University working for his Ph.D. under Hans Berliner.
The results of his effort was a program called TECH, written in BLISS,
a high-level systems programming language running under the TOPS-10
operating system environment. (Jim provided some helpful theoretical
commentary during the writing of GNU Chess.)

TECH did not play very well. By most standards it was a low class D
player. TECH's chief contribution to computer chess theory was it
showed very little knowledge was necessary in order to play passable
chess.  Indeed, TECH used only material evaluation at terminal nodes
in the search tree.  The only sophisticated chess knowledge was used
at the very top of the tree to examine the positions after each of the
possible chess moves for the side on move, usually a number no larger
than fifty.

The advantage of this scheme was that huge amounts of chess knowledge
could be embedded in the program without degrading overall
performance.  However, one point in Jim's thesis was that the TECH
program eschewed this knowledge but did not forbid it.  The bent of
the program, however, was definitely to avoid it.  If the knowledge
were made a significant part of the tree-search at the top-level and
because this knowledge was applied in only 50 or so positions, and
would not be subject to the exponential tree-growth, as in the case
where more knowledge would be added to an evaluator used at terminal
nodes, the performance would increase at minimal expense in increased
cpu consumption. This is a non-trivial result, the importance of which
has still not been generally recognized in the computer chess and
artificial intelligence community.

Alan Baisley of MIT liked what he saw in TECH and decided to speed it
up.  TECH2 was his successful attempt at writing a new and stronger
TECH.  He achieved this by rewriting the program in assembly language
and substantially improving the speed of the move generation
algorithm. Baisley's TECH2 could be considered a class C or low class
B player at best. It ran on a KA-10 processor, and later on KI-10's
and KL-10's (the modern and now defunct DEC-20 architecture).

Neither the TECH developers nor the TECH2 developers spent much time
adding much chess knowledge to the top-level ply-one preprocessor.
This is unfortunate because this is probably the most significant
theoretical contribution of the idea of TECH. While all other
chess developers were using forward pruning (e.g. eliminating
certain subsets of moves before even searching them) or adding
more knowledge to terminal-node evaluators while cringing as
each new addition chewed up a large chunk of cpu and decreased the
effective depth to which the program could search, Gillogly, Baisley
and their colleagues were demonstrating something very significant,
something which I feel will eventually lead to a world-class
computer chess player a few decades from now.

Subsequent development efforts by commerical chess machine marketers
have shown that the addition of this substantial knowledge at the
first ply improves performance.  Some of these commerical TECH's are
low class A players and there is one that is probably even a strong A
player (the Constellation Expert marketed by Novag).

Other versions of TECH have existed over the years, some containing a
hardware-assist to do the move generation normally done in hardware.
Sometimes the tree-search, positional evaluation, and move generation
are all done in hardware circuitry.  One developer even went so far
as to embed the move generation in VLSI technology, achieving the
distinction of a complete board move generation in 250 nanoseconds.
Not coincidentally, it achieved a very strong chess rating.

Earlier, I mentioned the likelihood of TECH's basic idea eventually
triumphing at the world-class level. My reasons for this are many,
but I will briefly describe a few of them here.

All conventional chess programs are severely limited in the amount of
chess knowledge they can apply within the search.  It is not uncommon
for modern programs/hardware to search millions of chess positions in
three minutes while choosing a move in a tournament. This has been
fortunate, because up to about 2200 level chess, tactics predominate.
After that level however, positional considerations become extremely
important. Because the programs search so many nodes, the time spent
at any given node must be minimized if the search is to be conducted
in the allotted time, usually no more than a few minutes. Forcing
the program to become more accurate regarding its evaluation of
a given node requires the addition of more computer instructions to
evaluate the node positionally.

Each additional computer instruction in these conventional programs to
add chess knowledge must be balanced out by lots of new, sophisticated
search techniques to make up for the time lost by adding new
knowledge. It is probably true that in computer chess, knowledge is
even less incrementally useful towards achieving increased strength
than an incremental addition of a small amount of search speed. It is
due to this basic fact that search beats knowledge. However, both are
necessary. The question arises as to where the knowledge is essential
and where it returns the most bang for its buck, inside the tree?
At the bottom of the tree? Or, like TECH, at the top of the tree.

Modern ply-one preprocessors in TECH-like descendents are very
sophisticated. One such implementation has 120 rules, half of which
are pawn heuristics.  This vastly exceeds the amount of heuristics in
even the most sophisticated terminal-node evaluators. Because ply-one
preprocessors in TECH-like descendents allow infinite additional chess
knowledge at minimal additional cpu-time expense, it is this
increasing store of chess knowledge that will eventually make the
difference between a 2200 level computer chess player that achieves
that strength due to 2600 level tactics and 1800 level positional
sense versus a 2400 computer chess player that achieves that strength
due to 2600 level tactics and a 2200 level positional sense. The ply-one
preprocessor at that stage will be an expert-level heuristic based
system of some sort, perhaps a massive database of millions of
Master games with a sophisticated pattern matcher. For more information
on this latter idea, see below.

When we reach this point, the point of tying an expert-level system
together with everything else in pure hardware, perhaps VLSI-level, it
is then that we will reach the International Master and even Grand
Master levels of chess play. The amount of work remaining to reach
this point is immense.

Copyright (C) 1986 Stuart Cracraft

   Permission is granted to anyone to make or distribute verbatim copies
   of this document as received, in any medium, provided that the
   copyright notice and permission notice are preserved,
   and that the distributor grants the recipient permission
   for further redistribution as permitted by this notice.

   Modified versions of this document may not be made.