Documentation for ec-2.9.1-3 (Upd Dec.24, 2001)
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ec-2.9.1-3 

Published under GNU Licence see GNU_Licence file
Copyright : Marc DECHICO

This is a first documentation version, just to explain how to use and compile the pgm.
Im a preparing a more detailed documentation.

I) Installing the  pgm
======================

A directory will be created by the unzip cde
All sources, objets and executables will be in one  directory named
ec-2.9.1-3 

Put the zipep file in the directory you want to install it.
cd  directory you chose
unzip ec-2.9.1-3.zip 
or whatever name you used for the download.  

II) Compiling
=============
cd the intallation directory   and type make.
cd ec-2.9.1-3
make

III) How to use the pgm
=======================
Run the pgm by typing : 	./ec
-----------------------

you should get:

This programm is not fully tested  and use pointers
----------->You may damage your datas<-------------

Ec-2.9.1-3  Copy Right Marc Dechico
Published under  GNU Licence 
A file named GNU_Licence is provided with the source of this programm 
Type h for help 
  AABBCCDDEEFFGGHH
 +================+
8|ttccffddrrffcctt|8
7|pppppppppppppppp|7
6|##  ##  ##  ##  |6
5|  ##  ##  ##  ##|5
4|##  ##  ##  ##  |4
3|  ##  ##  ##  ##|3
2|PPPPPPPPPPPPPPPP|2
1|TTCCFFDDRRFFCCTT|1
 +================+
  AABBCCDDEEFFGGHH
Turn= White Curr.Deep.= 0 Lev= 4 Inc= 2 White= h Black= m  
>
piece type r:king, d:Queen, f:bishop, t:rook, c:knight, p: Pawn.

The pgm doesn't move automatically the piece, you have to move the pieces for
each side.

Moving a piece(playing), type: 	m E2 E4 
-----------------------------
of course a pawn must be present on E2
The moves  are not fully controlled so the pgm would allow you to
type m f1 f3 with a bishop on f1!.....

Going back one move, type:		b 
--------------------------
You have to  choose how deep you want the simulator to explore.
The default is 4 levels with an increment of 2 levels.

 
Starting the simultation, type:		 r 
------------------------------

Printing the result, type: 		pm 
--------------------------
you should  get 
DeAr  Not:   M: P:   m: p!DeAr  Not:   M: P:   m: p!DeAr  Not:    M: P:    m: p
B1C3    0:   1: 0:   0: 0!D2D3    0:   1: 0:   0: 0!
B1A3   -1:   2: 0:   0: 0!D2D4   -1:   1: 0:   0: 0!
D1E2    0:   1: 0:   0: 0!E4E5    0:   0: 0:   0: 0!
D1F3    0:   8: 0:   0: 0!E4D5    0:   3: 0:   0: 0!
D1G4   -4:  32: 0:   0: 0!F2F3    0:   0: 0:   0: 0!
D1H5   -1:   8: 0:   0: 0!F2F4   -1:   1: 0:   0: 0!
E1E2   -1:   0: 0:   0: 0!G2G3   -1:   1: 0:   0: 0!
F1E2   -1:   0: 0:   0: 0!G2G4   -1:   0: 0:   0: 0!
F1D3    0:   1: 0:   0: 0!H2H3   -1:   0: 0:   0: 0!
F1C4   -3:  11: 0:   0: 0!H2H4   -1:   0: 0:   0: 0!
F1B5   -1:   1: 0:   0: 0!
F1A6   -3:   2: 0:   0: 0!
G1H3   -1:   1: 0:   0: 0!
G1E2   -1:   0: 0:   0: 0!
G1F3   -1:   0: 0:   0: 0!
A2A3   -1:   2: 0:   0: 0!
A2A4   -1:   2: 0:   0: 0!
B2B3   -1:   1: 0:   0: 0!
B2B4   -1:   2: 0:   0: 0!
C2C3   -1:   1: 0:   0: 0!
C2C4   -1:   1: 0:   0: 0!
Nbr=30 Camp=0 Niv=6 Mei_mvt=0 Piece= C Dep=B1 Arr=C3
Turn= White Curr.Deep.= 2 Lev= 4 Inc= 2 White= h Black= m  
>

column De   Starting field
column Ar   Arriving field 
	    + new piece type for the pawn when arriving
	    on the last board's line.
            (D:Queen, C:knight)
column Not  Mark attributed by the simulator to the movment 
            It adds the better movements encountered  during the simulation 
            If  the blanc take a pawn(1)  at first level  but the black  are able to 
            take a bishop(3)  at second level you will get a 1-3 = -2.
M           Number of mat after chess by the whites.
P           Number of pat that after chess by the whites.
m/p         Same thing but for the black.                    
            These Pat/mat  informations are note actually very reliable because they 
            are based also  on bad moves that nobody would probably choose.
            But you will see them increase when  a side is having difficulties.....
	    I use it to choose among mouvements having the same mark.

Printing the board type: pb
------------------------

Modifying  levels to 6 and and increment to  2, type:		l 6 2   
-----------------------------------------------------
The default level ( 4 2) should be enough to play with a 500 Mhz 

On a  PIII 733 and from a normal starting chess board (17 initial moves)
I need roughly: 
2,30 minutes to explore a tree of 6 levels(l 6 2) 
1 second to explore a tree of 4 levels (l 4 2)  

But the number of possibilities could be wrong because of  bugs
More initials moves you have, more time you will need (not linear!).

It's unpossible to stop the simulation but stoping the pgm by ^C . 
So if you want a better simualtion increase the level step by step
for example if you are using l 4 2  try l 5 1, l 5 2, l 6 1, l 6 2.
 
It was possible with the Dos Version to stop  by typing ESC (keyboard interrupt:  
the code is still in the sources).


IV) Modifying the pgm to test some chess-board situation
========================================================
The pgm doesn't provide funtions to allow the player to 
configure the board with a specific starting situation.

You have to modify the source file (ec_init.c), to put the pieces at 
the place you want. Don't choose a situation where the king is already chess. 

I also don't give the possibility to memorize if rock is still  possible. 
The pgm consider that the first move is done by the white pieces.

The functin to modify is ech_deb()  in the source file ec_init.c
To add the king white on the A1 case 
 err =ajo_pie(0,'r',1,1);   if (err != 0)  printf("Erreur : %i\n",err);
              !  !  ! !
              !  !  ! !----- Line number (1 to 8)
              !  !  !--------Column number (1 to 8) for A to H
              !  !__________ Piece (King= r, Queen= d, Bishop = f, Knight = c, 
              !                      Rook = t, Pawn= p)
              !------------- Side 0= white, 1= Black

You can also print the subsequent initial moves: the chees board will be
printed each time on the screen by uncomment somme instructions in the function
not_cal() at the end of the source file ec_simu.c
The function that is printing the chess-board is aff_ech(blanc) blanc side below 
or aff_ech(noir) black below
 			    	          
V) Problemes 
============
The program isn't fully tested. The only way to be sure is to check the sources.

chess wasn't detected in some case and king was eaten
Some playing with the pawn wasn't allowed.
Thr simulation allowed some pawn move it shouldn't have

If you find other one, your message would be wellcome.

To much code has been copied, I should have put  some code in  specific functions.
A lot of things must be enhanced.....before going further.

VI) New functions
=================
To make it really a chess player a lot of functions should be added :
_choosing among the best moves having the same mark by analysing the new board situation:
	 number of chess/mat/pat detected
	 number of pieces being under control by by each side
 	 number of pieces being covered by each side.
 further more some different strategies could be chosen by the simulator
 like aggressive/risky or defensive/riskless

_ avoiding to explore some parts of the tree when the lost of  pieces  is to high

_building an opening database for the first moves.

Some unexplored ideas:
_  Choosing some move in order to train the player using a specific piece
	by counting which move involve more a piece than an other one 
	(for example detecting, when a chess  or a taking  occures,
	 if it's made by a given piece)
_ Exploring the tree to find some excpetionnal board situations where for example
 	 a side having difficulties would win 
_ Finding some tree parts where a side as more chances to win ,excluding of course
	situations where a side has less pieces than the other.
	(it was primarily one of the motivations for making this pgm) 


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