545 lines
26 KiB
Plaintext
545 lines
26 KiB
Plaintext
|
|
|
|
Description of the universal chess interface (UCI) April 2006
|
|
=================================================================
|
|
|
|
* The specification is independent of the operating system. For Windows,
|
|
the engine is a normal exe file, either a console or "real" windows application.
|
|
|
|
* all communication is done via standard input and output with text commands,
|
|
|
|
* The engine should boot and wait for input from the GUI,
|
|
the engine should wait for the "isready" or "setoption" command to set up its internal parameters
|
|
as the boot process should be as quick as possible.
|
|
|
|
* the engine must always be able to process input from stdin, even while thinking.
|
|
|
|
* all command strings the engine receives will end with '\n',
|
|
also all commands the GUI receives should end with '\n',
|
|
Note: '\n' can be 0x0d or 0x0a0d or any combination depending on your OS.
|
|
If you use Engine and GUI in the same OS this should be no problem if you communicate in text mode,
|
|
but be aware of this when for example running a Linux engine in a Windows GUI.
|
|
|
|
* arbitrary white space between tokens is allowed
|
|
Example: "debug on\n" and " debug on \n" and "\t debug \t \t\ton\t \n"
|
|
all set the debug mode of the engine on.
|
|
|
|
* The engine will always be in forced mode which means it should never start calculating
|
|
or pondering without receiving a "go" command first.
|
|
|
|
* Before the engine is asked to search on a position, there will always be a position command
|
|
to tell the engine about the current position.
|
|
|
|
* by default all the opening book handling is done by the GUI,
|
|
but there is an option for the engine to use its own book ("OwnBook" option, see below)
|
|
|
|
* if the engine or the GUI receives an unknown command or token it should just ignore it and try to
|
|
parse the rest of the string in this line.
|
|
Examples: "joho debug on\n" should switch the debug mode on given that joho is not defined,
|
|
"debug joho on\n" will be undefined however.
|
|
|
|
* if the engine receives a command which is not supposed to come, for example "stop" when the engine is
|
|
not calculating, it should also just ignore it.
|
|
|
|
|
|
Move format:
|
|
------------
|
|
|
|
The move format is in long algebraic notation.
|
|
A nullmove from the Engine to the GUI should be sent as 0000.
|
|
Examples: e2e4, e7e5, e1g1 (white short castling), e7e8q (for promotion)
|
|
|
|
|
|
|
|
GUI to engine:
|
|
--------------
|
|
|
|
These are all the command the engine gets from the interface.
|
|
|
|
* uci
|
|
tell engine to use the uci (universal chess interface),
|
|
this will be sent once as a first command after program boot
|
|
to tell the engine to switch to uci mode.
|
|
After receiving the uci command the engine must identify itself with the "id" command
|
|
and send the "option" commands to tell the GUI which engine settings the engine supports if any.
|
|
After that the engine should send "uciok" to acknowledge the uci mode.
|
|
If no uciok is sent within a certain time period, the engine task will be killed by the GUI.
|
|
|
|
* debug [ on | off ]
|
|
switch the debug mode of the engine on and off.
|
|
In debug mode the engine should send additional infos to the GUI, e.g. with the "info string" command,
|
|
to help debugging, e.g. the commands that the engine has received etc.
|
|
This mode should be switched off by default and this command can be sent
|
|
any time, also when the engine is thinking.
|
|
|
|
* isready
|
|
this is used to synchronize the engine with the GUI. When the GUI has sent a command or
|
|
multiple commands that can take some time to complete,
|
|
this command can be used to wait for the engine to be ready again or
|
|
to ping the engine to find out if it is still alive.
|
|
E.g. this should be sent after setting the path to the tablebases as this can take some time.
|
|
This command is also required once before the engine is asked to do any search
|
|
to wait for the engine to finish initializing.
|
|
This command must always be answered with "readyok" and can be sent also when the engine is calculating
|
|
in which case the engine should also immediately answer with "readyok" without stopping the search.
|
|
|
|
* setoption name <id> [value <x>]
|
|
this is sent to the engine when the user wants to change the internal parameters
|
|
of the engine. For the "button" type no value is needed.
|
|
One string will be sent for each parameter and this will only be sent when the engine is waiting.
|
|
The name and value of the option in <id> should not be case sensitive and can inlude spaces.
|
|
The substrings "value" and "name" should be avoided in <id> and <x> to allow unambiguous parsing,
|
|
for example do not use <name> = "draw value".
|
|
Here are some strings for the example below:
|
|
"setoption name Nullmove value true\n"
|
|
"setoption name Selectivity value 3\n"
|
|
"setoption name Style value Risky\n"
|
|
"setoption name Clear Hash\n"
|
|
"setoption name NalimovPath value c:\chess\tb\4;c:\chess\tb\5\n"
|
|
|
|
* register
|
|
this is the command to try to register an engine or to tell the engine that registration
|
|
will be done later. This command should always be sent if the engine has sent "registration error"
|
|
at program startup.
|
|
The following tokens are allowed:
|
|
* later
|
|
the user doesn't want to register the engine now.
|
|
* name <x>
|
|
the engine should be registered with the name <x>
|
|
* code <y>
|
|
the engine should be registered with the code <y>
|
|
Example:
|
|
"register later"
|
|
"register name Stefan MK code 4359874324"
|
|
|
|
* ucinewgame
|
|
this is sent to the engine when the next search (started with "position" and "go") will be from
|
|
a different game. This can be a new game the engine should play or a new game it should analyse but
|
|
also the next position from a testsuite with positions only.
|
|
If the GUI hasn't sent a "ucinewgame" before the first "position" command, the engine shouldn't
|
|
expect any further ucinewgame commands as the GUI is probably not supporting the ucinewgame command.
|
|
So the engine should not rely on this command even though all new GUIs should support it.
|
|
As the engine's reaction to "ucinewgame" can take some time the GUI should always send "isready"
|
|
after "ucinewgame" to wait for the engine to finish its operation.
|
|
|
|
* position [fen <fenstring> | startpos ] moves <move1> .... <movei>
|
|
set up the position described in fenstring on the internal board and
|
|
play the moves on the internal chess board.
|
|
if the game was played from the start position the string "startpos" will be sent
|
|
Note: no "new" command is needed. However, if this position is from a different game than
|
|
the last position sent to the engine, the GUI should have sent a "ucinewgame" inbetween.
|
|
|
|
* go
|
|
start calculating on the current position set up with the "position" command.
|
|
There are a number of commands that can follow this command, all will be sent in the same string.
|
|
If one command is not sent its value should be interpreted as it would not influence the search.
|
|
* searchmoves <move1> .... <movei>
|
|
restrict search to this moves only
|
|
Example: After "position startpos" and "go infinite searchmoves e2e4 d2d4"
|
|
the engine should only search the two moves e2e4 and d2d4 in the initial position.
|
|
* ponder
|
|
start searching in pondering mode.
|
|
Do not exit the search in ponder mode, even if it's mate!
|
|
This means that the last move sent in in the position string is the ponder move.
|
|
The engine can do what it wants to do, but after a "ponderhit" command
|
|
it should execute the suggested move to ponder on. This means that the ponder move sent by
|
|
the GUI can be interpreted as a recommendation about which move to ponder. However, if the
|
|
engine decides to ponder on a different move, it should not display any mainlines as they are
|
|
likely to be misinterpreted by the GUI because the GUI expects the engine to ponder
|
|
on the suggested move.
|
|
* wtime <x>
|
|
white has x msec left on the clock
|
|
* btime <x>
|
|
black has x msec left on the clock
|
|
* winc <x>
|
|
white increment per move in mseconds if x > 0
|
|
* binc <x>
|
|
black increment per move in mseconds if x > 0
|
|
* movestogo <x>
|
|
there are x moves to the next time control,
|
|
this will only be sent if x > 0,
|
|
if you don't get this and get the wtime and btime it's sudden death
|
|
* depth <x>
|
|
search x plies only.
|
|
* nodes <x>
|
|
search x nodes only,
|
|
* mate <x>
|
|
search for a mate in x moves
|
|
* movetime <x>
|
|
search exactly x mseconds
|
|
* infinite
|
|
search until the "stop" command. Do not exit the search without being told so in this mode!
|
|
|
|
* stop
|
|
stop calculating as soon as possible,
|
|
don't forget the "bestmove" and possibly the "ponder" token when finishing the search
|
|
|
|
* ponderhit
|
|
the user has played the expected move. This will be sent if the engine was told to ponder on the same move
|
|
the user has played. The engine should continue searching but switch from pondering to normal search.
|
|
|
|
* quit
|
|
quit the program as soon as possible
|
|
|
|
|
|
Engine to GUI:
|
|
--------------
|
|
|
|
* id
|
|
* name <x>
|
|
this must be sent after receiving the "uci" command to identify the engine,
|
|
e.g. "id name Shredder X.Y\n"
|
|
* author <x>
|
|
this must be sent after receiving the "uci" command to identify the engine,
|
|
e.g. "id author Stefan MK\n"
|
|
|
|
* uciok
|
|
Must be sent after the id and optional options to tell the GUI that the engine
|
|
has sent all infos and is ready in uci mode.
|
|
|
|
* readyok
|
|
This must be sent when the engine has received an "isready" command and has
|
|
processed all input and is ready to accept new commands now.
|
|
It is usually sent after a command that can take some time to be able to wait for the engine,
|
|
but it can be used anytime, even when the engine is searching,
|
|
and must always be answered with "isready".
|
|
|
|
* bestmove <move1> [ ponder <move2> ]
|
|
the engine has stopped searching and found the move <move> best in this position.
|
|
the engine can send the move it likes to ponder on. The engine must not start pondering automatically.
|
|
this command must always be sent if the engine stops searching, also in pondering mode if there is a
|
|
"stop" command, so for every "go" command a "bestmove" command is needed!
|
|
Directly before that the engine should send a final "info" command with the final search information,
|
|
the the GUI has the complete statistics about the last search.
|
|
|
|
* copyprotection
|
|
this is needed for copyprotected engines. After the uciok command the engine can tell the GUI,
|
|
that it will check the copy protection now. This is done by "copyprotection checking".
|
|
If the check is ok the engine should send "copyprotection ok", otherwise "copyprotection error".
|
|
If there is an error the engine should not function properly but should not quit alone.
|
|
If the engine reports "copyprotection error" the GUI should not use this engine
|
|
and display an error message instead!
|
|
The code in the engine can look like this
|
|
TellGUI("copyprotection checking\n");
|
|
// ... check the copy protection here ...
|
|
if(ok)
|
|
TellGUI("copyprotection ok\n");
|
|
else
|
|
TellGUI("copyprotection error\n");
|
|
|
|
* registration
|
|
this is needed for engines that need a username and/or a code to function with all features.
|
|
Analog to the "copyprotection" command the engine can send "registration checking"
|
|
after the uciok command followed by either "registration ok" or "registration error".
|
|
Also after every attempt to register the engine it should answer with "registration checking"
|
|
and then either "registration ok" or "registration error".
|
|
In contrast to the "copyprotection" command, the GUI can use the engine after the engine has
|
|
reported an error, but should inform the user that the engine is not properly registered
|
|
and might not use all its features.
|
|
In addition the GUI should offer to open a dialog to
|
|
enable registration of the engine. To try to register an engine the GUI can send
|
|
the "register" command.
|
|
The GUI has to always answer with the "register" command if the engine sends "registration error"
|
|
at engine startup (this can also be done with "register later")
|
|
and tell the user somehow that the engine is not registered.
|
|
This way the engine knows that the GUI can deal with the registration procedure and the user
|
|
will be informed that the engine is not properly registered.
|
|
|
|
* info
|
|
the engine wants to send information to the GUI. This should be done whenever one of the info has changed.
|
|
The engine can send only selected infos or multiple infos with one info command,
|
|
e.g. "info currmove e2e4 currmovenumber 1" or
|
|
"info depth 12 nodes 123456 nps 100000".
|
|
Also all infos belonging to the pv should be sent together
|
|
e.g. "info depth 2 score cp 214 time 1242 nodes 2124 nps 34928 pv e2e4 e7e5 g1f3"
|
|
I suggest to start sending "currmove", "currmovenumber", "currline" and "refutation" only after one second
|
|
to avoid too much traffic.
|
|
Additional info:
|
|
* depth <x>
|
|
search depth in plies
|
|
* seldepth <x>
|
|
selective search depth in plies,
|
|
if the engine sends seldepth there must also be a "depth" present in the same string.
|
|
* time <x>
|
|
the time searched in ms, this should be sent together with the pv.
|
|
* nodes <x>
|
|
x nodes searched, the engine should send this info regularly
|
|
* pv <move1> ... <movei>
|
|
the best line found
|
|
* multipv <num>
|
|
this for the multi pv mode.
|
|
for the best move/pv add "multipv 1" in the string when you send the pv.
|
|
in k-best mode always send all k variants in k strings together.
|
|
* score
|
|
* cp <x>
|
|
the score from the engine's point of view in centipawns.
|
|
* mate <y>
|
|
mate in y moves, not plies.
|
|
If the engine is getting mated use negative values for y.
|
|
* lowerbound
|
|
the score is just a lower bound.
|
|
* upperbound
|
|
the score is just an upper bound.
|
|
* currmove <move>
|
|
currently searching this move
|
|
* currmovenumber <x>
|
|
currently searching move number x, for the first move x should be 1 not 0.
|
|
* hashfull <x>
|
|
the hash is x permill full, the engine should send this info regularly
|
|
* nps <x>
|
|
x nodes per second searched, the engine should send this info regularly
|
|
* tbhits <x>
|
|
x positions where found in the endgame table bases
|
|
* sbhits <x>
|
|
x positions where found in the shredder endgame databases
|
|
* cpuload <x>
|
|
the cpu usage of the engine is x permill.
|
|
* string <str>
|
|
any string str which will be displayed be the engine,
|
|
if there is a string command the rest of the line will be interpreted as <str>.
|
|
* refutation <move1> <move2> ... <movei>
|
|
move <move1> is refuted by the line <move2> ... <movei>, i can be any number >= 1.
|
|
Example: after move d1h5 is searched, the engine can send
|
|
"info refutation d1h5 g6h5"
|
|
if g6h5 is the best answer after d1h5 or if g6h5 refutes the move d1h5.
|
|
if there is no refutation for d1h5 found, the engine should just send
|
|
"info refutation d1h5"
|
|
The engine should only send this if the option "UCI_ShowRefutations" is set to true.
|
|
* currline <cpunr> <move1> ... <movei>
|
|
this is the current line the engine is calculating. <cpunr> is the number of the cpu if
|
|
the engine is running on more than one cpu. <cpunr> = 1,2,3....
|
|
if the engine is just using one cpu, <cpunr> can be omitted.
|
|
If <cpunr> is greater than 1, always send all k lines in k strings together.
|
|
The engine should only send this if the option "UCI_ShowCurrLine" is set to true.
|
|
|
|
|
|
* option
|
|
This command tells the GUI which parameters can be changed in the engine.
|
|
This should be sent once at engine startup after the "uci" and the "id" commands
|
|
if any parameter can be changed in the engine.
|
|
The GUI should parse this and build a dialog for the user to change the settings.
|
|
Note that not every option needs to appear in this dialog as some options like
|
|
"Ponder", "UCI_AnalyseMode", etc. are better handled elsewhere or are set automatically.
|
|
If the user wants to change some settings, the GUI will send a "setoption" command to the engine.
|
|
Note that the GUI need not send the setoption command when starting the engine for every option if
|
|
it doesn't want to change the default value.
|
|
For all allowed combinations see the examples below,
|
|
as some combinations of this tokens don't make sense.
|
|
One string will be sent for each parameter.
|
|
* name <id>
|
|
The option has the name id.
|
|
Certain options have a fixed value for <id>, which means that the semantics of this option is fixed.
|
|
Usually those options should not be displayed in the normal engine options window of the GUI but
|
|
get a special treatment. "Pondering" for example should be set automatically when pondering is
|
|
enabled or disabled in the GUI options. The same for "UCI_AnalyseMode" which should also be set
|
|
automatically by the GUI. All those certain options have the prefix "UCI_" except for the
|
|
first 6 options below. If the GUI gets an unknown Option with the prefix "UCI_", it should just
|
|
ignore it and not display it in the engine's options dialog.
|
|
* <id> = Hash, type is spin
|
|
the value in MB for memory for hash tables can be changed,
|
|
this should be answered with the first "setoptions" command at program boot
|
|
if the engine has sent the appropriate "option name Hash" command,
|
|
which should be supported by all engines!
|
|
So the engine should use a very small hash first as default.
|
|
* <id> = NalimovPath, type string
|
|
this is the path on the hard disk to the Nalimov compressed format.
|
|
Multiple directories can be concatenated with ";"
|
|
* <id> = NalimovCache, type spin
|
|
this is the size in MB for the cache for the nalimov table bases
|
|
These last two options should also be present in the initial options exchange dialog
|
|
when the engine is booted if the engine supports it
|
|
* <id> = Ponder, type check
|
|
this means that the engine is able to ponder.
|
|
The GUI will send this whenever pondering is possible or not.
|
|
Note: The engine should not start pondering on its own if this is enabled, this option is only
|
|
needed because the engine might change its time management algorithm when pondering is allowed.
|
|
* <id> = OwnBook, type check
|
|
this means that the engine has its own book which is accessed by the engine itself.
|
|
if this is set, the engine takes care of the opening book and the GUI will never
|
|
execute a move out of its book for the engine. If this is set to false by the GUI,
|
|
the engine should not access its own book.
|
|
* <id> = MultiPV, type spin
|
|
the engine supports multi best line or k-best mode. the default value is 1
|
|
* <id> = UCI_ShowCurrLine, type check, should be false by default,
|
|
the engine can show the current line it is calculating. see "info currline" above.
|
|
* <id> = UCI_ShowRefutations, type check, should be false by default,
|
|
the engine can show a move and its refutation in a line. see "info refutations" above.
|
|
* <id> = UCI_LimitStrength, type check, should be false by default,
|
|
The engine is able to limit its strength to a specific Elo number,
|
|
This should always be implemented together with "UCI_Elo".
|
|
* <id> = UCI_Elo, type spin
|
|
The engine can limit its strength in Elo within this interval.
|
|
If UCI_LimitStrength is set to false, this value should be ignored.
|
|
If UCI_LimitStrength is set to true, the engine should play with this specific strength.
|
|
This should always be implemented together with "UCI_LimitStrength".
|
|
* <id> = UCI_AnalyseMode, type check
|
|
The engine wants to behave differently when analysing or playing a game.
|
|
For example when playing it can use some kind of learning.
|
|
This is set to false if the engine is playing a game, otherwise it is true.
|
|
* <id> = UCI_Opponent, type string
|
|
With this command the GUI can send the name, title, elo and if the engine is playing a human
|
|
or computer to the engine.
|
|
The format of the string has to be [GM|IM|FM|WGM|WIM|none] [<elo>|none] [computer|human] <name>
|
|
Examples:
|
|
"setoption name UCI_Opponent value GM 2800 human Gary Kasparov"
|
|
"setoption name UCI_Opponent value none none computer Shredder"
|
|
* <id> = UCI_EngineAbout, type string
|
|
With this command, the engine tells the GUI information about itself, for example a license text,
|
|
usually it doesn't make sense that the GUI changes this text with the setoption command.
|
|
Example:
|
|
"option name UCI_EngineAbout type string default Shredder by Stefan Meyer-Kahlen, see www.shredderchess.com"
|
|
* <id> = UCI_ShredderbasesPath, type string
|
|
this is either the path to the folder on the hard disk containing the Shredder endgame databases or
|
|
the path and filename of one Shredder endgame datbase.
|
|
* <id> = UCI_SetPositionValue, type string
|
|
the GUI can send this to the engine to tell the engine to use a certain value in centipawns from white's
|
|
point of view if evaluating this specifix position.
|
|
The string can have the formats:
|
|
<value> + <fen> | clear + <fen> | clearall
|
|
|
|
* type <t>
|
|
The option has type t.
|
|
There are 5 different types of options the engine can send
|
|
* check
|
|
a checkbox that can either be true or false
|
|
* spin
|
|
a spin wheel that can be an integer in a certain range
|
|
* combo
|
|
a combo box that can have different predefined strings as a value
|
|
* button
|
|
a button that can be pressed to send a command to the engine
|
|
* string
|
|
a text field that has a string as a value,
|
|
an empty string has the value "<empty>"
|
|
* default <x>
|
|
the default value of this parameter is x
|
|
* min <x>
|
|
the minimum value of this parameter is x
|
|
* max <x>
|
|
the maximum value of this parameter is x
|
|
* var <x>
|
|
a predefined value of this parameter is x
|
|
Examples:
|
|
Here are 5 strings for each of the 5 possible types of options
|
|
"option name Nullmove type check default true\n"
|
|
"option name Selectivity type spin default 2 min 0 max 4\n"
|
|
"option name Style type combo default Normal var Solid var Normal var Risky\n"
|
|
"option name NalimovPath type string default c:\\n"
|
|
"option name Clear Hash type button\n"
|
|
|
|
|
|
|
|
Examples:
|
|
---------
|
|
|
|
This is how the communication when the engine boots can look like:
|
|
|
|
GUI engine
|
|
|
|
// tell the engine to switch to UCI mode
|
|
uci
|
|
|
|
// engine identify
|
|
id name Shredder
|
|
id author Stefan MK
|
|
|
|
// engine sends the options it can change
|
|
// the engine can change the hash size from 1 to 128 MB
|
|
option name Hash type spin default 1 min 1 max 128
|
|
|
|
// the engine supports Nalimov endgame tablebases
|
|
option name NalimovPath type string default <empty>
|
|
option name NalimovCache type spin default 1 min 1 max 32
|
|
|
|
// the engine can switch off Nullmove and set the playing style
|
|
option name Nullmove type check default true
|
|
option name Style type combo default Normal var Solid var Normal var Risky
|
|
|
|
// the engine has sent all parameters and is ready
|
|
uciok
|
|
|
|
// Note: here the GUI can already send a "quit" command if it just wants to find out
|
|
// details about the engine, so the engine should not initialize its internal
|
|
// parameters before here.
|
|
// now the GUI sets some values in the engine
|
|
// set hash to 32 MB
|
|
setoption name Hash value 32
|
|
|
|
// init tbs
|
|
setoption name NalimovCache value 1
|
|
setoption name NalimovPath value d:\tb;c\tb
|
|
|
|
// waiting for the engine to finish initializing
|
|
// this command and the answer is required here!
|
|
isready
|
|
|
|
// engine has finished setting up the internal values
|
|
readyok
|
|
|
|
// now we are ready to go
|
|
|
|
// if the GUI is supporting it, tell the engine that is is
|
|
// searching on a game that it hasn't searched on before
|
|
ucinewgame
|
|
|
|
// if the engine supports the "UCI_AnalyseMode" option and the next search is supposed to
|
|
// be an analysis, the GUI should set "UCI_AnalyseMode" to true if it is currently
|
|
// set to false with this engine
|
|
setoption name UCI_AnalyseMode value true
|
|
|
|
// tell the engine to search infinite from the start position after 1.e4 e5
|
|
position startpos moves e2e4 e7e5
|
|
go infinite
|
|
|
|
// the engine starts sending infos about the search to the GUI
|
|
// (only some examples are given)
|
|
|
|
|
|
info depth 1 seldepth 0
|
|
info score cp 13 depth 1 nodes 13 time 15 pv f1b5
|
|
info depth 2 seldepth 2
|
|
info nps 15937
|
|
info score cp 14 depth 2 nodes 255 time 15 pv f1c4 f8c5
|
|
info depth 2 seldepth 7 nodes 255
|
|
info depth 3 seldepth 7
|
|
info nps 26437
|
|
info score cp 20 depth 3 nodes 423 time 15 pv f1c4 g8f6 b1c3
|
|
info nps 41562
|
|
....
|
|
|
|
|
|
// here the user has seen enough and asks to stop the searching
|
|
stop
|
|
|
|
// the engine has finished searching and is sending the bestmove command
|
|
// which is needed for every "go" command sent to tell the GUI
|
|
// that the engine is ready again
|
|
bestmove g1f3 ponder d8f6
|
|
|
|
|
|
|
|
Chess960
|
|
========
|
|
|
|
UCI could easily be extended to support Chess960 (also known as Fischer Random Chess).
|
|
|
|
The engine has to tell the GUI that it is capable of playing Chess960 and the GUI has to tell
|
|
the engine that is should play according to the Chess960 rules.
|
|
This is done by the special engine option UCI_Chess960. If the engine knows about Chess960
|
|
it should send the command 'option name UCI_Chess960 type check default false'
|
|
to the GUI at program startup.
|
|
Whenever a Chess960 game is played, the GUI should set this engine option to 'true'.
|
|
|
|
Castling is different in Chess960 and the white king move when castling short is not always e1g1.
|
|
A king move could both be the castling king move or just a normal king move.
|
|
This is why castling moves are sent in the form king "takes" his own rook.
|
|
Example: e1h1 for the white short castle move in the normal chess start position.
|
|
|
|
In EPD and FEN position strings specifying the castle rights with w and q is not enough as
|
|
there could be more than one rook on the right or left side of the king.
|
|
This is why the castle rights are specified with the letter of the castle rook's line.
|
|
Upper case letters for white's and lower case letters for black's castling rights.
|
|
Example: The normal chess position would be:
|
|
rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w AHah -
|
|
|