home *** CD-ROM | disk | FTP | other *** search
- ******************************************************************************
- ** Welcome to the Complete Chess System II Playable Demo for PC-FORMAT **
- ******************************************************************************
-
- You can print this file by typing
- copy readme.txt prn
- from dos
-
- The finished program will be available soon from us at
-
- Oxford Softworks
- 198 The Hill
- Burford
- OXON
- OX18 4HX
- Tel : (0993) 823463
- Fax : (0993) 822799
-
- ** Introduction **
-
- This is a playable demo of our latest chess program.
-
- The demo is fully featured but will prevent you from playing past move 15
- (move 30 if you count white move black move as two moves). It will also prevent
- you from setting up a new board position.
-
- ** Requirements **
-
- * 80386 or above.
- * 3Mb free extended memory.
- * SVGA - The final product will work under VGA, but at this stage you'll need
- a SVGA card that works in 640x480x256 colour resolution, and maybe a VESA
- driver. If you have a SVGA card and find the program won't start try running
- the (1) univesa program first.
- * Microsoft compatible mouse.
-
- This is a work in progress version of our program.
- ** There are bugs in it **.
- The smiley face will be replaced by proper art!!!.
- Please see the troubleshooting section at the end of this manual if you are
- experiencing problems.
-
- (1) The univesa program is an excellent (free) program that will make most
- SVGA cards VESA compliant. To run it change into the uvesa directory and
- type "univesa", the program should then tell you what king of SVGA card you
- have. Please read the documentation while you're there, because although this
- liitle gem is freeware it does have copyright restrictions.
-
- ** Features **
-
- High quality art, selectable 2d and 3d sets, 3d mode is fully scaled to
- perspective (so as your pieces move back they grow smaller).
-
- A complete profesional chess database. With this demo you get a small
- 1000 game database free, with the release version many thousands of games will
- be available. Our program can read chess base format databases - Chess
- Base is a chess database program used by Grand Masters.
-
- The engine (the intelligence) is the result of over 11 years work.
- The whole program is a true 32-bit DOS extended application and has been
- pentium/486 optimised. For those interested this means we can get at all the
- available memory on your pc easily and our code has been superscalar optimised
- using "riscification" and instruction scheduling (it goes faster).
-
- The intelligence in the engine itself is now enormous. Most chess programs
- use the concept of brute force search. This method simply tries to look at
- as many positions as possible in the time available, there is very little
- intelligence involved in this and progress with this form of engine is limited
- by processor power. Our program is very different, it was written by a chess
- player rather than a programmer who plays chess. It thinks slower than its
- opponents but far more in the way a human would. You'll see this as soon as we
- get you into a corner. We've added something called the "Tal attack function",
- Tal was a famous chess player renowned for his daring and romantic play, so
- watch your king.
-
- You can grade yourself against a test suite of over 1000 test positions (over
- 6000 in the release version). This will give you a rough chess ELO grading and
- will also hone your chess.
-
- The program itself has massive functionality. Beyond what you can do from
- the menus clicking almost anywhere on the screen will do something.
-
- What the engine is doing and thinking about can be seen either pictorialy
- or textually, at all times.
-
- The style of the play the engine adopts can be modified. Network play is
- supported. Search restrictions can be made which force the program to only
- think about certain moves. Solve for mate in n option. Moves within games can
- be annotated, with a full on screen text editor, and the comments saved with
- games or the games combined into a database. Variations of play are supported
- and recorded. Board doodling - aid your thoughts by being able to scribble
- over the board. Full opening book control, plus the ability to construct new
- opening books from databases, plus the option of constructing an opening book
- of say Kasparov games, so that our openings are those used by Kasparov. Named
- lines displayed on screen from Ruy Lopez to the Four Pawns opening. This list
- goes on so -
-
- ** Credits **
-
- 2d art and 3d gothic style set Interplay (who will release this in the states).
-
- 3d space set and title animation us.
-
- ** Brief manual for CCS II **
-
- The Menus ---
- The menus are accessed by moving the mouse to the top of the screen.
- File menu
- About - About box, plus memory button will tell you about memory usage.
-
- New Game ALT-N - Starts a new game.
-
- Strict Game - This puts you in strict play mode. Times out correctly
- unlike normal mode which just ignores failed time controls.
-
- Load/Save game - As they say, save game allows you give a file comment which
- will be used instead of the file name.
-
- Who are you - Sets the names of Black and White. If either is played by computer
- or Network the words computer or network will be used instead.
-
- Preferences load/save/default - As you'd expect. Most things are prefs saved,
- in release these will auto save along with the current position.
-
- Export - Export the current game to the printer or a file as ascii.
-
- Import - Intelligently import anybody else's export format, or even games typed
- in from newspapers, that sort of thing. Imports independently of notation set.
-
- quit - the program
-
- View menu
- Layout - this switches you between the different layout modes, also pressing
- space toggles you through these or F-keys. Database mode will show no database
- unless one is loaded. Each mode has different windows board sizes and so on
- just pick the one you prefer.
-
- Pieces - Load a new 2d/3d set.
- - Use mono set, this will replace all 2d pieces with the mono set
-
- Backdrops - Turn graphical backdrop off. This speeds the program up.
-
- Coordinates - Tick item. Put coordinates (A-H,1-8) around 2d boards.
-
- Orientation - Allows you to look at the board from any (90 degree angle).
-
- Graphical clock - toggles between graphics clock and text clock. In 3d switches
- between mouse cursor being a clock and no clock. In 2d same operaion performed
- by clicking on clock.
-
- Notation - Set your favorite notation system.
-
- Options -
- Offer Draws - Turn off to prevent computer offering draws or attempting to
- resign.
- Slide pieces - Slide those pieces across the board. Doesn't affect db mode
- or click on move highlighting.
- Must move - as the menu item said, you touched it so move it. (ie no pick
- up and put back)
- Sound - This turns our impressive array of sounds (such as Beep and the
- immortal Beeeep) off. (This will all change with the multimedia version)
- Capture animation - Makes pieces do a pixelated explosion when captured
- also when deleted in setup mode.
-
- Control menu
- Switch sides - Names do not switch just type of player (human/computer/network)
- for sides.
-
- Black/White players - Set type of player as above for colour. Can only set
- network if Network connect done.
-
- Communications -
- Modem play will be available in release.
- Connect - connects you to another player, must be done before network play is
- started.
- Check connection - checks your opponent is still there.
- Disconnect - finish session.
- Send message - Send a message to your opponent.
-
- Move Now - Kills search, makes best move now, if waiting for computer move.
-
- The following can be done with the cursor keys and home/end/del but are in the
- menu for completeness.
-
- Forwards - forward 1 move. (right/left up/down cursors)
- Replay - back to start. (home)
- Automatic - Slow forward to end of game.
- Takeback - back one move. (as for forwards)
- Delete - delete this move and all beyond.
-
- Learn line - put the current line into an opening book of your choice, user
- must set whether he thinks it's good for white, black or both. Line is inserted
- inoptimally, so adding hundreds this way will make book a lot bigger than it needs
- to be !!!. Line is added to current cursor position inclusive.
-
- Thinking - is the computer allowed to think while it's the players turn (most
- human chess players do!).
-
- Hash Tables - Hash tables are large areas of memory used by computers to
- remember things they've already thought about. The bigger the better, the main
- hash is more important than the pawn hash. Clear hash is a debug feature (for
- us) that makes the engine forget everything it's thought about.
-
- Special menu
- Hint - gimme one.
-
- Test Positions -
- We have over 6000 solved chess positions, there are 1000 with the demo.
- Your Grade - will randomly select 20 of these and get you to try and come
- up with the correct move. We then grade you on how many you get right and
- how long it takes you.
- My Grade - the computer does the same as above.
- Goto Next - Give up on current test.
- Terminate - Give up on suite.
- Load Position - load position number n. The correct solution will be shown
- in the thoughts window.
- Load Suite - Load a new test suite.
-
- Set Time -
- Blitz - game must be completed before this time, assumes 32 moves left
- the whole time.
- Infinite - think forever, not much use unless you're a super-dimensional
- being with a few eternities to waste, or you're testing chess programs.
- Average - Spend an average of this much time thinking, will think longer
- if position difficult.
- Matching time - Try to make moves at them same rate the user is.
- Tournament - set the amount of time and number of moves till each of the
- time controls, tertiary loops round indefinately.
- Exact time - Make moves in exactly this amount of time.
- Weak - 10 levels (No search, we just grade each of the initial possible
- moves), level 1 is totally random moves. Don't use this option unless you
- really don't know what you're doing.
-
- Style -
- Modify -
- Allows user to adjust the way the computer thinks. The style dialogue
- has three areas you can control, Dynamic adjustements affect how the program
- develops it's pieces and tries to take control of the centre and so on. Static
- adjustments affect the way the computer scores it's current position and thus
- positions it's going to try to head towards in the future. Piece adjustments
- adjust the relative values of the pieces. At the top are four effectors,
- these affect a number of the fine controls (below) at the same time to make
- the program more aggresive more defensive and so on the abbreviations are ...
- (Defensive-Aggresive, Positional-Material,Safe play-Wild play and Centre control-
- Flank control). If on exit things have been set to silly values, the user is
- warned and the option to moderate the silly values is given. If a silly style is
- in operation the offer draw option is disabled (not implemented yet) as under
- certain circumstances the program will attempt to resign at move 0.
- Search extensions -
- These are the infamous Tal (or king attack) functions. There are a lot of them
- and hopefully their descriptions are fairly self explanatory.
- Save current - saves the current style.
- Load - load a style.
-
- Set clocks - This allows you set the time on the clocks, it won't let you do
- this until it's out of the search. (You move or it moves)
-
- Offer Draw - Allows user to ask for a draw.
-
- Set draw - Allows you to set the level at which we consider a draw is ok (ie
- at which we'll offer or accept), we never offer before move 40.
-
- Pause - pauses the program for a bit.
-
- Setup board - puts you in setup mode. Left clicking anywhere that isn't a valid
- square or the menus will bring up a popup menu, from which you can select a
- piece to put down, set to delete (cursor becomes X), clear the board, reset to
- the start position or finish. If you pick up a piece, mouse becomes that piece
- you put it down by left clicking on board. Right click while carrying a piece
- will drop piece. When cursor is a + you can pick up and move pieces. You can't
- setup illegal positions (engine isn't designed to play with 32 pawns and so on).
-
- Database menu
- See also screen clicking instructions at end.
-
- Load Database - Open a new database, if one already open it's replaced with
- this one, user is warned if old has been altered. Puts you into database mode
- automatically after opening.
-
- Close Database - closes the current, asks if changed.
-
- Save - Save the database, assumes name. All visible games are saved. Visible
- games are those not greyed out. Left clicking on a game will hide/unhide it.
-
- Save As - Save the database, asks for a new name.
-
- Split Database - split the database into a number of smaller databases.
-
- Export/Import - Saves or loads the current database as a text file.
-
- Database Info - allows you to edit the database comment and get info on the
- database.
-
- Verify - this verifies the integrity of the database, bad games are hidden.
-
- Show hidden games - When on all games are shown in the list, hidden ones are
- shown in grey. When off only visible games are shown.
-
- Clear Filter - This makes all games visible.
-
- Invert Filter - This hides all visible games and unhides all hidden games.
- Useful when you've filtered a database for say Kasparov games and want to save
- the Kasparov games to a new database and what's left minus the Kasparov games
- to another database.
-
- All Games -> Class - Used in conjunction with classification function (see
- screen click section at end). This copies all visible games to all classifications
- set as destinations.
-
- Book menu
- Opening Book - The opening book is a big file with lots of known move sequences
- from the start position in it. This allows the program to execute the first say
- 10 moves without using any clock time up. If the book is set to some randomness
- it also means that we'll allways start differently.
-
- Book control - This allows you to set up the opening book. The main book is
- hard wired to DATAFILE\OPENING.BOK, the second book can be changed by pressing
- the set button. Each can be set to on or off, by using the tick box and the
- order in which they're tried can be set. Show opening names affects the names
- shown in the legal moves list. Choose line brings up a pick list of the
- named opening lines we know of, these can be found in the file
- OPENING.TXT in DATAFILE if anybody wants to add to them. This dialog also
- gives the option of copy the chosen line to the current game. It's copied as
- a variation from move 0. If a named opening is selected, the computer will play
- down it while the human does. The line is shown with '>' to the left of it in
- the legal move list.
-
- Optimise Use - Suck it and see.
-
- Make new book - This only works if a database is loaded. It makes a new opening
- book from the current database (only visible games). It only adds games that
- have a known result and don't start from altered start positions. The user is
- asked for the maximum number of half moves to add to the book. The book is made
- in two stages. The first makes a big file from the database. The second stage
- optimises the book down to a far smaller and more optimal file.
-
- New Personality - this is a special kind of book, the user is asked for the name
- of a player, the database is searched for games by this player and each is
- added. The games are added in a way where even lost games are given a positive
- weighting, this is because if you want to play Kasparov you want him to play
- badly as well as well.
-
- Analysis menu
- Right Mouse - controls what the right mouse does on the board
- Legal moves - click on a piece with the right mouse and all it's legal
- moves are shown.
- Captures - highlights all pieces that can be cpatured by this piece.
- On an empty square this will highlight all pieces that can be captured.
- Scribble - Scribble on the chess board with the right mouse. Move a piece
- to clear scribble.
-
- Warnings - Computer will warn you if you've left pieces hanging (ie unprotected).
- Leave this feature off unless you enjoy being annoyed.
-
- Solve for mate - Search for all mates from the current position up to n
- half moves deep. This is fully Alpha Beta'd (search algorithm) and does about
- 1500 nodes/sec on my 486 without affecting the main search. The results
- are tabulated into a pick list at the end escape cancels and only gives
- results so far looked at.
-
- Move Analysis -
- This is for people who like to scrutinise chess positions.
- Analyse mode - this enables/disables analyse mode.
- Hide all moves - Makes all moves (except first) in the legal move list
- invisible to the engine.
- Show all moves - opposite of above.
- See legal move list clicking for more details.
-
- Screen Click Stuff ---
-
- Board - See right mouse menu item for right mouse. Setup for setup mode.
- Left mouse on a piece picks it up (if it can be moved), move it to new square
- and click again to put it down. If the piece has only one move it automatically
- goes there. If you click on an empty square, if there's only one move to it
- that move is made automatically else. The highest of the possible start piece
- is highlighted, clicking on the square again will make this move else clicking
- on an alternative piece to this square will automatically move that piece.
-
- Inner Eye window -
- Click on title to get a popup of the available graphs.
- Head - The head graphic - mouth shows absolute score, eyebrows show
- direction score is going in (ie. Low score getting better = Unhappy mouth,
- hopeful eyes).
- Search profile - This shows how many moves have been considered at each
- depth. (ie if there are 20 moves at ply 0 and each of these 20 has 20 responses
- by the time you've looked only 3 half moves ahead you've looked at 20x20x20 moves
- , we of course don't do this, we only look at interesting moves. So the
- search should be diamond shaped and not exponential triangle shaped if the
- search is healthy.
- Move times - simply the amount of time spent thinking so far by each
- player shown as a graph.
- Scatter - This shows how much the engine is thinking about certain
- moves. By clicking on this a segment will appear and the mouse will tell
- you which move this area of the graph corresponds to. Depth is measured
- radially and black dots mean the engine considers the position inactive.
-
- The graphs can also be sequenced through by clicking on them except scatter.
-
- Captures -
- As above the title bar gives a popup.
- The graphs represent the score from white's perspective of each move as the
- game progresses. To expand contract the scale right click on the graph and move
- the mouse up and down. Scores as with the rest of the program are expressed in
- terms of pawn values. (ie 1.1 means 1.1 times the value of a pawn)
-
- Clocks - Click on clocks to toggle between graphical and text clock. In 3d if
- graphics clocks is on the mouse is the clock (black for black to move, white for
- white to move).
-
- Comments - Left click here to edit the comment attached to the current move.
- Hitting enter or clicking elsewhere will finish editing.
-
- Legal moves - This shows all legal moves from this position with slider bar.
- The slider bar can be used to see moves below the bottom of the window.
- The move is followed by a score and then any extra information such as whether
- the move captures is in the book or is part of a named line such as the Ruy Lopez.
- The scores are ply0 scores ie. no search has been done to find them and so are
- quite rough. They are sorted into order best first.
- Clicking - Left mouse on the move will execute it if it's your turn.
- Right mouse on the move will highlight it on the board.
- Left mouse on the score will give you a breakdown of that score.
- Right mouse on the score will make the move visible/invisible to the
- engine (if Analyse Mode is on). It will appear in blue when invisible. This
- means you can force the engine to only think about one move or a couple of moves.
-
- The move list - you can scroll through this with the cursor keys and Home/End
- moves can be deleted with the del key. If you create a variation by making an
- alternative move a + appears next to the move if you now left click on this
- move it brings up a small popup menu with alternative moves listed in it.
- Left clicking on any other move takes you to it, left clicking on the current
- move (the last move made in fact) highlights it, right clicking on any move
- highlights it. The move list can be quick scrolled by holding down a cursor
- key, only the board and move list are changed until a key has been released for
- over 1/5th second.
-
- Thoughts - small thinking (visible in info mode)
- This shows
- the time mode + test position information if one loaded
- searching shows the move currently being considered,
- best shows the current best sequence (or best line) of moves thought of so far,
- along with a score. The first move in the list is the move we think is best at
- the moment, and all the moves following are what we think will happen if we
- play this move. Clicking on a move in the best line will slowly show each of
- the moves and then highlight the final move. Thus you can see how we think the
- game will continue without having to work it out in your head.
- A score of -0.8 means we think we are 0.8 of a pawn behind our opponent.
-
- big thinking - this is the same as above just giving a lot more
- information, (visible in techno mode).
- Each column of numbers represent a score breakdown of the move at the
- top of the column. Thus if a best line went e2e4 followed by d7d6 followed by
- g1f3 the scores below each move would represent what we thought of it.
-
- In database mode.
-
- The list of games can be scrolled through with the up down cursors, home end and
- delete behave as expected. Left right cursors scroll through current game.
- Holding key down quick scrolls.
-
- The on screen buttons do the following
- Goto - enter a game number to go to. Plus a lot takes you to end (also end key).
- Filter - this allows you to a wildcard search for games fulfilling specified
- criteria. The effects are cumulative. Ie you can do a search for games played
- by kasparov or short, then do a second search on the result for games played
- between 90 and 93 and so on.
- Sort - sort the database into a specified order (uses quick sort so % completetion
- bar is totally inaccurate)
- Classify - Brings up a pick list of up to 5 categories. Switch to one click in
- name (first entry to change it) right click in name to set it as a destination
- go to any other classification (includes all games) right click on game to send
- it to all classifications set as destinations, or use all -> class to put all
- visible games in destination classes. This is used to take a big database then
- take all games you're interested in and classify them, classifications are saved.
- Get game - this gets the game currently being played and puts it into the current
- database.
- Edit game - this copies the current game to the main game allowing you to edit
- it.
- Changed games are shown with '*'s to their left. Games that have been classified
- (unless in current classification) have a '>' next to them.
- The changed game buffer has room for about 100 games. When full the user is asked
- to flush the buffer (save it) before any more games can be added.
-
- The program does do more, but I'll add these to this list as I remember them.
-
- Troubleshooting
- ---------------
-
- Graphics -
-
- N.B. These notes do not refer to the title animation, which should work on any
- VGA card.
-
- As mentioned above we only work on SVGA cards at the moment. If you
- get a message about not being able to work in VGA, try running the univesa
- program do this by typing
- uvesa\univesa
- Then trying again.
- If this doesn't work try finding a vesa driver for your SVGA card you should
- have received one with the card. Vesa drivers are normally called something
- like vesa.com.
-
- Some newer VESA compatible cards such as the Hercules Graphite use strange line
- widths in SVGA which we don't cope with at the moment. If you find the program
- starts but everything seems to bunched near the top of the screen and you can't
- read it this may be your problem. Look for a program with your SVGA card
- software that emulates older VESA drivers. With the Graphite this is done by
- loading a different VESA driver HG_OLD1.CRT.
-
- There is sometimes a strange bug during startup, where if you move the mouse
- before the pieces have appeared on the board the program may crash. The cause
- of this is to do with the complexity of writing bimodal interupt handlers that
- work properly, and will be fixed by release. The solution is not to move your
- mouse during startup. This happens particularly when using virtual memory
- (see below).
-
- Memory -
- The graphics start but, the program reports out of memory errors or just
- crashes.
- This is a big program so unfortunately it needs a lot of extended memory to
- work properly. We recommend at least 3 Mb. It will just about work in 2.1Mb.
- It's happy in 4Mb. You can find out how much free expanded memory you have by
- typing mem at the dos prompt. You can make more memory by reducing the amount
- used by other applications such as disk caches if you have one.
-
- If this fails you can run the program using virtual memory. To do this you
- will need at least 4Mb free on your hard disk. If your hard disk is not drive
- c:\ or this isn't the drive you wish to use, you will have to edit the file
- called nomemory.bat and change c: to your hard drive.
- To run with virtual memory type.
- nomemory
- at the dos prompt.
- The program will run a lot slower in virtual memory and your hash tables will
- automatically be minimalised.
-
- Finally don't run this program in a dos box under windows - it won't like it.
-