Colossus Chess 2.txt

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COLOSSUS CHESS 2.0

A chess playing program, for the CBM 64 micro.

(c) 1984
CDS Micro Systems
by Martin Bryant


SECTION SUBJECT

1     INTRODUCTION
a     General
b     Running the program

2     DISPLAY
a     General
b     The board
c     Messages & questions
d     The move record
i     The player names
ii    The clocks
iii   The  moves
e     Technical information
i     Lookahead
ii    Positions examined
iii   Best line
iv    Current move

3     PLAYING A GAME
a     New game
b     Your move
c     Colossus move
d     Game over

4    KEYBOARD ENTRIES
a    Cursor movement
b    Numeric data
c    Commands

5    PROGRAM INFORMATION
a    Statistics
b    Openings book
c    Results


SECTION 1 - INTRODUCTION

1.a - General
Colossus is the best computer chess program available on any
home computer.  It is written using the very latest techniques by a
computer chess programmer of seven years experience.  It has
been tested against a wide range of other chess programs and
proven stronger than any of the opposition.  It has the widest
range of true features available, including some, never before
implemented on any home computer chess program.  Colossus
also has a perfect understanding of all the rules of chess,
including underpromotions, the fifty move rule and all draws by
repetition.

1.b - Running the program
Put the cassette into the recorder and rewind it to the start.  Press
the SHIFT and RUN/STOP keys simultaneously and press PLAY
on the recorder.  The cassette will run until it finds the BASIC
startup program called 'COLOSSUS CHESS'.  It will then display
'FOUND COLOSSUS CHESS'.  Press the COMMODORE key to
allow the computer to load in the program, which takes
approximately 8.5 minutes.
The program once loaded will run automatically.

DISKETTE VERSION

1.b - Running the program
Put the diskette into the drive.  Type  in
'Load 'Colossus*',8' and press RETURN.  This will find the
basic loader program, RUN This and after a short time
the program will be ready for play.

Tape - Type 'T'

This allows you to save / load move-records and positions
to / from the diskette.  The program asks load or save?.  Type
' L' if you wish to load a previously saved records, or 's'
if you wish to save the current record.  If any error occurs
during loading then the current move-record will be lost.
The (stop) key can be used to abort a save / load early.

SECTION 2 - DISPLAY

2.a - General
The display uses two screens to provide clear information as to
the state of the game, the programs current thoughts and the
past move record.  The main screen shows a graphics chess
board and various messages and questions as required.  The
second screen shows the past move record, including the player
names and chess clocks and also information on the programs
thought processes including lookahead, positions examined and
best-line with evaluation.  The display can be toggled between the
two screens by pressing the (SPACE) bar.

2.b - The board
The main screen has a graphics board printout showing the
current position.  Letters and numbers around the board indicate
the algebraic notation used for each square.

2.c - Messages and questions
Various messages and questions are displayed below the board
as necessary.  These are explained in more detail in later sections.

2.d - The move record
The secondary screen shows the last seven moves made by each
side in two columns including move numbers.  Above the moves
are displayed the colours, player names and elapsed-time chess
clocks for each side.

2.d.i - The player names
Above each column is displayed the names of the white and
black players.  The programs name is displayed as 'Colossus'
while its opponents name is displayed as 'Opponent'.

2.d.ii - The clocks
Below the player names are displayed the elapsed-time clocks for
white and black.  The clocks are in the format 'hh:mm:ss' (hh =
hours, mm = minutes, ss = seconds).  The clocks show the total
time used by each side in the game so far.

2.d.iii - The moves
The moves are displayed in algebraic notation with the from-
square followed by the to-square.  The seperator between the
from- and to- squares indicates whether the move is a capture or
not ('x' signifies a capture, '-' signifies a non-capture).  Castling
moves are indicated with the from- and to- squares of the moving
kind.  En-passent captures have no special indication.
Promotions are indicated after the move by a '/', followed by a
letter to indicate the promoted piece ('N' = knight, 'B' = bishop,
'R' = rook, 'Q' = queen).  Checks are indicated by a '+' being
printed after the move.

2.e - Technical information
The bottom of the secondary screen is used to display detailed
information  of  the  programs  thought  processes.  This
information can provide a great insight into how a good chess
program works, but only takes a fraction of one percent of the
programs thinking time to display it.

2.e.i - Lookahead
When the program thinks about its move, it displays the
lookahead depth of its search.  The depth is printed in 'ply' or 'half-
moves'.  The program will search most move sequences to at
least this depth, with some being searched much deeper.

2.e.ii - Positions examined
The number of positions examined in the tree of move
sequences is displayed.  This number is updated at every position
and in fact takes very little time because of the single-byte/
character type of display.  The program examines on average
about 520 positions per second.

2.e.iii - Best line
The program displays the best line it has found so far in its
search.  This can provide you with a 'hint' move and an analysis of
the game in the next few moves.  (Usually the line will contain a
'null' move.  This simply means a passive, non-capturing move).
Also displayed is the evaluation of the best-line, as two numbers.
The first is the material evaluation (in terms of number of pawns
up or down), the second the positional evaluation.  A positive
number means the program is better, a negative number means
the opponent is better.

2.e.iv - Current move
To the right of the board is displayed the move the program is
currently considering.  This can be seen to change as the search
progresses.

SECTION 3 - PLAYING A GAME

3.a - New game
When a new game is started, the pieces are setup in their initial
positions, the clocks are reset to '00:00:00', the move display is
cleared, the white clock is started, and you are given the option of
moving first.  Pressing 'G' will make the program take the white
pieces and move first (for further details see the 'Go' command
described later).

3.b - Your move
Whenever it is your turn to move, the program asks 'Your move?'
at the bottom of the main screen.  You enter moves by the
following cursor positioning method (see the later section
'Cursor movement' for further details).

1) Move the cursor to the square of the piece you wish to move,
and press the (RETURN) key.  This causes the from-square to
be displayed.  If you accidentally enter the wrong from-square
it can be cancelled by pressing the (DELETE) key.  (The
cursor is shown as an inverse line drawn through the current
square).

2) Move the cursor to the square you wish to move to and again
press (RETURN).  This causes the 'to-square' to be displayed.

If the move is illegal, the message 'Illegal' is displayed and the
move entry cleared.  You must then return to step-1 above and
try again.

3) If the move is a pawn promotion the program then asks
'Promotion piece?'.  You must then specify the piece you want
to promote to by typing one of the following: 'N'-knight, 'B'-
bishop, 'R'-rook, or 'Q'-queen. If you press any other key, the
program assumes you promote to a queen.

Note: If you wish to enter a castling move you should move the
king two squares either way.

The legal move is now indicated on the board, by flashing the
cursor on the from-square, then moving the piece and flashing
the cursor on the to-square.

3.c - Colossus move
When the program computes its move it displays the message
'Let me think...' below the board, and displays the current move
under consideration to the right of the board.  The technical
information on the secondary screen is updated as the search
progresses.  When the program has finished its search, it prints
the selected move in the move-record and indicates it on the
board (in the same way as your moves are indicated) Pressing
the COMMODORE key, whilst the program is thinking about its
move, will cause it to abort its search, display the message
'Escape' and make the best move it has found so far.  If the
program has found that its move leads to checkmate, it
announces the move with the message 'Mate in N' where N is the
number of moves till the mate.

3.d - Game over
When a game is completed, the clocks are stopped and the
program displays a message, to the right of the board, to indicate
the final state of the game.  The messages are:-
'Drawn'      the game has been drawn by 3-fold repetition of
             position or the 50-move rule.
'Checkmate'  the side which moved last delivered checkmate.
'Stalemate'  the side to move is in stalemate.

The program then asks 'What now? and waits for you to enter
one of the program commands.
Type '(CTRL)N' to start a new game (for further details see the
'New-game' command described later).

SECTION 4 KEYBOARD ENTRIES

4.a - Cursor movement
The cursor is indicated by an inverse line, drawn through the
middle of the current square.  It can be moved in two ways.

1) The four cursor controls, provide single square movement in
any direction.  If the cursor is m...
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