ec-4.1-0 Copyright (C) Marc DECHICO
Published under GNU Licence see GNU_Licence file
This documentation explain how to install and use the pgm.
I) Installing the linux pgm
==================================
Linux:
All datas are in a directory named ec-4.1-0 and were compressed in the file ec-4.0-1-len.zip
Put the .zip file in the directory you want to install ec-4.1-0 and unzip it:
unzip ec-4.1-0-len.zip (if you kept the same filename for the download)
Dos: Not available (the pgm is too big)
II) How to use the pgm
=======================
After entering the ec-4.1-0.... directory.
Run the pgm by typing ./ec
you should get:
-------------------------------------------------------------------------------
| A | B | C | D | E | F | G | H | Ec-4.1-0 Copyright (C) 2001 Marc Dechico
-+===============================+-
8: r | n | b | q | k | b | n | r :8 mailto: marc.dechico@wanadoo.fr
-+ - + - + - + - + - + - + - + - +- /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.
-+ - + - + - + - + - + - + - + - +- You can contribute to the efforts made
4: | | | | | | | :4 by the author by sendind encouragment or
-+ - + - + - + - + - + - + - + - +- a crossed check (10 Euros) to :
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 |
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Turn=White Curr_Deep=0 Simu=3.2 V:01 Help:Type ?
>
piece type k(king), q(queen), f(bishop), r(rook), n(knight), p(pawn).
You can either move the pieces for each side or ask the pgm to
do it
Moving a piece(playing), type : m E2E4
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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
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The programme simulate the next moves, reckon the best one and
move the piece.
Moving a piece and let the programme reply: mm E2E4
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Same result that doing subsequently m E2E4 and rm.
Going back one move, type: : b
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File save : fs
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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
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When you want to continue a game previously saved with fs.
Changing the side for the printing of the board: s
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Quitting the pgm : q
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Printing the board again : pb
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If you want to see again the board after having printed other things.
Modifying levels to 6 and and increment to 2, type: l 6.2
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The default level (4.2) should be enough to play with a 733 Mhz
(you will wait roughly 20 seconds). On a Celeron 566Mhz the values
(3.3) is a better fit.
More higher level and increment are , more difficult is it to win against
he computer, but more time it will need to reckon the best move.
At level 4 the machine will explore all the next 4 subsequents moves; an increment
of 2 will increase the exploration to 2 more moves when pieces are captured.
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 Mark attributed by the simulator to the movment
It adds the better movements encountered during the simulation
If the blanc capture a pawn(10) at first level but the black are able to
cpature a bishop(30) at second level you will get a 10-30 = -2.
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 Stalemat .
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
------------------------------
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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
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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 movements from the best to the worst.
The first key is the Capture_Mark.
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