ec-4.2.1 Documentation
ec 4.2.1 Copyright (C) Marc DECHICO
Published under GNU Licence see the COPYING Licence file
This documentation explains how to install and use the program.
I) Installing the linux version
===============================
a)intallation with tar.gz file:
--------------------------------
Download the fileec-4.2.1.tar.gz
With a terminal emulator (like xterm):
Uncompress it with: tar zxfec-4.2.1.tar.gz
Enter the directory with : cdec-4.2.1
Prepare the programm with: ./configure
Compile it with: make
Login as root with : su (and type the password for root)
Install the programm: make install
Uninstall the programm: make uninstall
b) installation with the src.rpm
--------------------------------
Download ec-4.2.1-0.src.rpm
With a terminal emulator follow the directives you have
found on the web about src.rpm for your specific distribution.
II)Installing the linux pgm using Window / Cygwin
=================================================
Cygwin is a compatibility software for Linux/Unix progamms under Windows.
It is recommanded to have some experience with Linux or Unix if you
want to use Cygwin and to follow the installation instruction given
on cygwin.com.
Cygwin use an arborescence of directories alike Linux and Unix in a Windows
directory and a terminal emulator like in Linux and Windows.
Two steps installation:
-- Download with Windows the cygwin installation program and install
the minimal base packages following the installation directives given
on the site cygwin.com.
Be sure you have the minimal development packages (gcc ..) using the
Cygwin setup program.
-- Download the ec-4.2.1.tar.gz in a Cygwin directory (for exemple
c:\cygwin\home) and use the Cygwin terminal to end the installation
as you would do with a Linux system.
III) How to use the pgm
=======================
Linux: Start Xterm or log in Console mode and type: ec
Windows/Cygwin: Start the Cygwin Terminal and type : ec
You should get:
-------------------------------------------------------------------------------
| A | B | C | D | E | F | G | H | Ec-4.2.1 Copyright (C) 2001-2016 Marc Dechico
-+===============================+-
8: r | n | b | q | k | b | n | r :8 mailto: ec@dechico.com
-+ - + - + - + - + - + - + - + - +- /ec/ec
7: p | p | p | p | p | p | p | p :7
-+ - + - + - + - + - + - + - + - +- Ec comes with ABSOLUTELY NO WARRANTY.
6: | | | | | | | :6 This is free software, and you are
-+ - + - + - + - + - + - + - + - +- welcome to redistribute it under certain
5: | | | | | | | :5 conditions. Read the file GNU_Licence.
-+ - + - + - + - + - + - + - + - +-
4: | | | | | | | :4
-+ - + - + - + - + - + - + - + - +-
3: | | | | | | | :3
-+ - + - + - + - + - + - + - + - +- Marc DECHICO
2:(P)|(P)|(P)|(P)|(P)|(P)|(P)|(P):2 Kerfring
-+ - + - + - + - + - + - + - + - +- 29390 SCAER FRANCE
1:(R)|(N)|(B)|(Q)|(K)|(B)|(N)|(R):1
-+===============================+-
| A | B | C | D | E | F | G | H |
-------------------------------------------------------------------------------
Turn=White Curr_Deep=0 Simu=3.2 V:01 Help:Type ?
>
piece type k(king), q(queen), b(bishop), r(rook), n(knight), p(pawn).
a)New Menu:
-----------
Chose the difficulty-level:
Type "b1" + "Enter" for beginner level
Type "m1" + "Enter" for medium level (default)
Type "h1" + "Enter" for higher level
Chose the color:
Type "white" + "Enter" to play white (default)
Type "black" + "Enter" to play black
Move a piece:
Type "E3E4" + Enter
Change last move:
Type "retract" + Enter
Resign game:
Type "resign" + Enter
Quit Game:
Type "q" + Enter
New GHame:
Type "n" + Enter
b)old Menu
----------
Beaware that the statistics are generared only from 4 subsinquents moves.
The mark( note) use all the subsequent moves.
The exclamation point shows that a taken occured at leaf.
You can either move the pieces for each side or ask the pgm to
do it
Moving a piece(playing), type : m E2E4
------------------------------------------
of course a pawn must be present on E2
The moves are fully controlled so the pgm should'nt allow you to
type m f1 f3 with a bishop on f1!.....
Moving automatically a piece : rm
-------------------------------------------
The programme simulate the next moves, reckon the best one and
move the piece.
Moving a piece and let the programme reply: mm E2E4
------------------------------------------
Same result that doing subsequently m E2E4 and rm.
Going back one move, type: : b
------------------------------------------
File save : fs
-------------------------------------------
In case you want to continue the game later, the game is saved in a file
named ec_std in the current directory.
File load : fl
-------------------------------------------
When you want to continue a game previously saved with fs.
Changing the side for the printing of the board: s
------------------------------------------------
Quitting the pgm : q
------------------------------------------
Printing the board again : pb
----------------------------------------------
If you want to see again the board after having printed other things.
Modifying Depth (2) and and increment to (10) type: l 2.10
--------------------------------------------------------
It's better when the depth (2) isn't modified.
The increment can be modified to modify the difficulty.
Higher the increment is, higher difficulty-level you get.
When depth (n) is chosen all the (n) subsequent moves are explored.
When increment(i) is chosen more subsequents move are explored but only
when a taken occurs.
Printing the result, without moving type : r
-------------------------------------------
you should get at the end of the simulation:
-------------------------------------------------------------------------------
N pFrTo CapNot S Mat_Nbr RfMat_Nbr IcMat_Nbr Sta_Nbr RfSta_Nbr IcSta_Nbr
-------------------------------------------------------------------------------
13 PE2E3 0 W 0 0 0 0 0 0
B 0 0 0 0 0 0
10 PD2D4 0 W 0 0 0 0 0 0
B 0 0 0 0 0 0
11 PD2D3 0 W 0 0 0 0 0 0
B 0 0 0 0 0 0
0 NB1C3 0 W 0 0 0 0 0 0
B 0 0 0 0 0 0
3 NG1F3 0 W 0 0 0 0 0 0
B 0 0 0 0 0 0
9 PC2C3 0 W 0 0 0 0 0 0
B 0 0 0 0 0 0
7 PB2B3 0 W 0 0 0 0 0 0
B 0 0 0 0 0 0
17 PG2G3 0 W 0 0 0 0 0 0
B 0 0 0 0 0 0
-------------------------------------------------------------------------------
Best Move:13->P_E2E3 Next_page:+
-------------------------------------------------------------------------------
Turn=White Curr_Deep=0 Simu=3.2 V:01 Help:Type ?
>
column N Number of the move
column Fr Starting field
column To Arriving field
+ new piece type for the pawn when arriving
on the last board's line. (D:Queen, C:knight)
column CapNot != Taken at leaf (result is less sure)
Mark attributed by the simulator to the move
It adds the better move encountered during the simulation
If the blanc capture a pawn(10) at first level but the black are able to
capture a bishop(30) at second level you will get a 10-30 = -20.
This mark can be modified in such case:
_ The mat mark is decremented with depth and will overwrite previous mark
in order to go faster to mat.
Mat Number of checkmate.
RfMat Number of checkmate only when no pieces are captured .
IcMat Number of checkmate only when the simulation-depth is incremented.
Sta Number of Stalemate .
RfSta Idem RfMat.
IcSta Idem IcMat.
Print initial move : pi 10
------------------------------------
Number:10 Movement:Q B5C5
-------------------------------------------------------------------------------
D I S Mvt_Nbr Mat_Nbr RfMat_Nbr IcMat_Nbr Sta_Nbr RfSta_Nbr IcSta_Nbr Fork_Nbr
-------------------------------------------------------------------------------
2 0 B +3.80e+01 0 0 0 0 0 0 0
3 0 W +1.72e+03 +1.00e+00 +1.00e+00 0 0 0 0 +3.40e+01
4 1 B +3.57e+03 0 0 0 0 0 0 0
5 1 W +9.02e+03 0 0 0 0 0 0 0
-------------------------------------------------------------------------------
Prv_Mvt:G7G6 Turn=White Curr_Deep=8 Simu=3.2 V:01 Help:Type ?
>
D Depth.
I Increment (0=depth isn't incremented 1=depth is incremented.
S Side: B=Black W=White.
Mvt_nbr Number of move.
Mat Number of checkmate.
RfMat Number of checkmate when no capture are made.
IcMat Number of checkmate when depth is incremented.
Sta Idem mat but for stalemate
Fork this number is incremented when a piece can capture several pieces
Print Mark 2 :pm2
------------------------------
-----------------------------------------------------------------------------------------------------------------------
Coefficient 5 10 1 7 15 3 3 3 3 50
N pFrTo CapNot Mat_Nbr RfMat_Nbr IcMat_Nbr Sta_Nbr RfSta_Nbr IcSta_Nbr Pie_Cov Fork_Nbr Pie_Mob
-----------------------------------------------------------------------------------------------------------------------
31 NG1F3 0 0 0 0 0 0 0 -7.00e+01 +7.95e-03 +6.13e+00
0 0 100 0 0 0 74 61 88 +1.54e+01
39 PF2F4 0 0 0 0 0 0 0 -7.12e+01 +8.52e-03 +5.24e+00
0 0 100 0 0 0 73 63 83 +1.51e+01
36 PD2D4 0 0 0 0 0 0 0 -7.13e+01 +8.15e-03 +5.03e+00
0 0 100 0 0 0 73 62 82 +1.50e+01
33 PA2A3 0 0 0 0 0 0 0 -7.01e+01 +7.93e-03 +4.12e+00
0 0 100 0 0 0 74 61 77 +1.47e+01
42 PG2G3 0 0 0 0 0 0 0 -7.00e+01 +7.93e-03 +4.12e+00
0 0 100 0 0 0 74 61 77 +1.47e+01
40 PF2F3 0 0 0 0 0 0 0 -7.11e+01 +8.51e-03 +3.18e+00
0 0 100 0 0 0 73 63 73 +1.45e+01
26 BF1E2 0 0 0 0 0 0 0 -8.01e+01 +7.94e-03 +4.10e+00
0 0 100 0 0 0 70 61 77 +1.45e+01
32 PA2A4 0 0 0 0 0 0 0 -7.01e+01 +8.13e-03 +3.08e+00
0 0 100 0 0 0 74 62 72 +1.45e+01
27 BF1D3 0 0 0 0 0 0 0 -7.11e+01 +8.11e-03 +3.17e+00
0 0 100 0 0 0 73 62 73 +1.45e+01
41 PG2G4 0 0 0 0 0 0 0 -8.02e+01 +7.95e-03 +4.03e+00
0 0 100 0 0 0 70 61 77 +1.45e+01
-----------------------------------------------------------------------------------------------------------------------
maximum +5.83e-04 +5.83e-04 0 0 0 0 0 +2.46e-02 +8.44e+00
minimum 0 0 -5.95e-04 0 0 0 -2.70e+02 -1.91e-02 -1.11e+01
-----------------------------------------------------------------------------------------------------------------------
Best Move:31->N_G1F3 Next_page:+
-------------------------------------------------------------------------------
Prv_Mvt:G7G6 Turn=White Curr_Deep=8 Simu=3.2 V:01 Help:Type ?
>
First Line:
Mat, RfMat, IcMat, Sta,RfSta, IcSta, Fork are calculated in this manner.
[d] represent the depthness during the simulation.
Weighted Number[d] = Number[d]/ Number-of-move[d].
A total is made from the weighted number for each side
and finally the number printed = Total_White - Total_Black (if the Black are the opponent).
Second Line:
Number (Number 1) Made from the first-line result.
0 for the lowest result and 100 for the highest.
On the second-line end: Mark= (Number 1 * Coeff 1 + .....+ Number n * Coeff n)/ Coef Total
This mark is used as the second key to order the move from the best to the worst.
The first key is the Capture_Mark.