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That's really vague. I'm asking for specifics. Since I wrote Game Courier, I would probably be the one to program this, and I know I won't program it if I don't have a very clear, specific, and detailed idea of what it is supposed to do.
What you need is the Courier program to receive a file with the move someone that someone wants to make, and output the results of the move to the file. The format it is in would matter. CVML or IML/IAGML would define the format. Do this right, and the likes of ChessV and others could interact with the Courier program. As for specifics (aka how to implement), we need to discuss this further, and agree that it would be a good idea.
One of the main problems with having Game Courier communicate with another program is that Game Courier is mainly just a toolbox for creating play-by-mail versions of Chess variants. Game Courier itself does not have the rules for any game encoded into it. It is mainly an interpreted programming language that interfaces with a visual board display.
Well, at this point, maybe rules reffing could be done via the GUI interface that would log in. However, even outside of that, there may not be a need now for it, just a program that can act as an easier to use interface, and allow entering of moves, without needing to type.
About FEN standardization: I agree with most of what Fergus says. The purpose of a FEN is to express the game state, not describe the game. I would not be against having the FEN unambiguously desrcibe the board, though. So I would like to outlaw 'sloppy' FENs, which do not fill out the ranks completely, and use the rank-separator '/' to imply the rest of the rank is empty. This would only invite undetectable errors. Preferably a FEN reader should be able, once it knows the variant, to detect omissions or spurious characters in the FEN. I would also like to fix the use of various types of parentheses: The brackets [] should preferably be reserved for delimiting an optional holdings field in the FEN, for games with piece drops like Crazyhouse and Shogi. For delimiting multi-character piece names, we coud use braces {} to delimit arbitrary names referring to the legend, like {griffon} or {Griffon}. The first letter decides if the piece is white or black, through being upper or lower case, respectively. Upper and lower case in the rest of the name are at the disposal the creator of the legend to enhance readaility, e.g. {MurrayLion}, {highPriestess}. Normal parentheses () I would like to reserve for delimiting fully descriptive piece indications, like (BN), according to some nearly universal (variant-independent) notation similar to Betza notation. The Cannon indeed seems to have the strongest claim on the letter C (altough most people call it Pao...). But we should not be blind to reality. Any 'standard' that will not allow Chancellor to be indicated by C in Capablanca-type variants is still-born. Too many people and too much software World wide is already using the FENs with the C in it. So a standard that outlaws this might as well be referred to the garbage bin immediately. The most reasonable compromise that makes the standard viable seems to be the use of board-width dependent defaults, and predefine A=(BN) and C=(RN) on a 10-wide board. This hurts no one: variants that name these pieces differently can simply use (BN) and (RN), and are off no worse than they would have been when A and C were not predefined. Actually we might even go a step further, and allow the variant-specific legend to define any one-letter code as it pleases, just as it can define multi-letter piece names. I am not even sure if there would be any reason to protect the letters for the orthodox Chess pieces from redefinition. The FEN reader could always look in the legend first to see what a letter means. If the letter is not listed, the defaut meaning (if any) would apply. If there is also no default in force, we have a FEN syntax error.
The CVML discussion is hard to follow for me, as I don't know Game Courier. When I play Chess Variants, I use the WinBoard GUI. WinBoard supports local play against a computer opponent (if you have an AI available that can play the variant), play on an Internet Chess Server against any other entity that is logged in on that server, play of an AI against the ICS, local play between two AIs, or can be used as a game viewer/editor. Now ICS (like FICS and ICC) only support a very limited number of variants, and the protocol with which they operate is not suitable for variants in general. There is a server where you can play the unspeakable 10x8 variant, but it uses and entirely different protocol. I have written a back-end to WinBoard to communicate in this protocol, so WinBoard can be used as a GUI to play or have computer AIs play on that server. In cases like these, the communication channel is a TCP link to a dedicated port of the server. What is the underlying medium that Game Courier uses to connect players with each other? Is there a specialized server somewhere, or can any POP server act as such (and would a dedicated account be needed on the POP server, in that case)? What communication channel is used, and what is the protocol on this channel? If I new that, it might be possible to directly connect WinBoard to the system, so that people can play through a regular GUI.
Game Courier is a server-side PHP program. It communicates with the user by means of webpages. It also sends out email. The email is just a reminder that it is your turn in a game, showing you the latest move and giving you a link back to Game Courier. It is not a true play-by-mail system in the sense of playing games entirely through email. It is actually a play-by-web system with email notifications, the email being entirely inessential if you check the website regularly.
Ok, several questions and comments: 1. When using Winboard, how do you use it? Do you use it to log into the CV websites, or enter in the current move manually, enter in your own move, have it spit it back and then type it in here? 2. If Winboard works as I am thinking with chess, anyone know if it could be expanded to cover other games, like checkers or Go? 3. CVML is merely a data structure for formatting data files so different systems can understand them. The format also makes these files easy to understand. The format explains what data should be where in the file. They also use XML stuff (CVML would be derived from XML) to also handle formatting of web pages. 4. In regards to FEN, CVML could be used as a way to extend FEN and handle more than FEN does. Anyhow, these are my latest thoughts on this. Thanks for the comments. Is it time that we break off a separate topic to discuss CVML?
Anyone know anything about the Universal Chess Interface? http://en.wikipedia.org/wiki/Universal_Chess_Interface Or the Chess Engine Communication Protocol? http://en.wikipedia.org/wiki/Chess_Engine_Communication_Protocol I am curious if we can find answers here. I am asking about this, because I saw it on Wikipedia when looking up Winboard.
Another perspective on this Standards discussion is the Rosetta Stone comes to mind: http://en.wikipedia.org/wiki/Rosetta_Stone What is agreed to on regarding the FEN, data transfer protocols, and other things can act like a Rosetta Stone allowing a diverse community to communicate with one another.
To Rich: WinBoard is an application that runs locally on your PC, and displays a Chess board there. You can enter moves by typing them, but the more common way is to just drag the displayed pieces with the mouse to the square where you want to move. You can put WinBoard in a mode where it accepts every move (of the side that is to move) or where it checks if the move is allowed. The latter of course only works for variants WinBoard knows the rules of. WinBoard is limited to rectangular boards, knows 22 piece type, can handle variants with piece drops. Amongst the fully supported variants are Chess, Shatranj, Xiangqi and Shogi. WinBoard merely is a GUI, i.e. an I/O device for Chess moves, and it takes care of such tasks as saving the game on a file in standard (Human-readable) format, loading saved games for viewing, copying and pasting games and positions to and from the clipboard. It communicates the moves to entities that play the game. Locally this might be other processes that think up the moves, with which it communicates in a text-based standard language known as 'WinBoard protocol'. (The 'Chess-Engine communication protocol you found the link for) This protocol is the current 'market leader', and there are litterally hundreds of engines that understand it. The 'Universal Chess Interface' is a recent competitor of WB protocol. Adapters between UCI and WB protocol exist in both directions. UCI is rather limited in its support for variants: It does go as far as Chess960, but I believe Crazyhouse is already 'a bridge too far'. WinBoard can also act as a 'client' to communicate with a Chess Server over the internet (e.g. FICS, ICC). For this it uses a different protocol (ICS protocol), which does supports 'variants' like losers and atomic, and even Shatranj. But nothing beyond 8x8 boards. Currently WB cannot be used to login on the CV pages. But if I knew the protocol needed to play on the CV pages, I could make WinBoard support that too. I have done the same thing for the Unspeakable-Variant server. What I understand from Fergus, playing on the CV pages involves polling html pages until you see a change, and then uploading your own move over a TCP link. (Correct me if I am wrong, Fergus!) Well, as they say, one program paints a thousand words, so if you really want to get an idea what WinBoard is, you can try it out by downloading from http://home.hccnet.nl/h.g.muller/WinBoard_F.zip , and clicking the 'Fairy-Max' icon in the downloaded folder. You can then immediately start playing the Mad-Queen game, or select one of the variants in the menu that the Fairy-Max engine (included in the download) plays, like Knightmate, Capablanca, Shatranj, Falcon, Superchess, Courier. (Note it does not nearly play all variants supported by WinBoard. If you want to play Xiangqi, Shogi, Crazyhouse or Losers you would have to download other engines for this.)
Thanks for the info on Winboard. I am wondering if it can be extended to cover other games. As of now, if you check the IAGO Clubhouse site out, there are over 900 games available to play through the partners of the website: http://www.IAGOClubhouse.com Next up is to have a way for people to access the websites on there, and play by means of a GUI.
What other games do you have in mind? Checkers and Go? Bridge and Poker? Of course any program can be changed to do anything else, but the question is if this is useful. The current WinBoard is designed for Chess-like games, and rests on the assumptions that there are only two players, which alternate turn, in which they move only a single piece to a square that is empty or occupied by an opponent. Normally there are no side effects to a move. The protocol does not provide a mechanism to specify side effects, it just specifies a From and a To square. The rare side effects that occur in Chess (castling and e.p.) are implied. Only for promotions the promotion piece is specified. For games like Checkers and Go you basically would have to teach WinBoard what the side effects of the moves are (capture of opponent pieces on jumping or surrounding), and this would be easier if you were using a dedicated GUI for Checkers or Go. For games with hexagonal or triangular boards the required graphics would be so different, that it also makes no sense to integrate it in the same GUI.
The games I am looking for now are abstract strategy games. Not cards or dominoes, but games with boards and pieces. Like what you find on here, SuperDuperGames, Little Golem, and Richard's PBEM server. The problem with a dedicated GUI is that every game of a different type is going to require its own GUI. This would be like taking Zillions and breaking it up into a different program for each and every game you play. The idea is to have a Zillions type program which would enable people to play one another over the Internet, or with AI plug-ins. It would enable a program like Axiom, for example, to be able to have an interface to play it. I will say that, while I am not looking at abstract strategy games now, I do believe if we can come up with a system for recording and transferring game state data between environments/programs that can be extended to include cards, dominoes, and anything else that is a tabletop game, we will have done the world a big favor. Note, the standards don't need to be fully used by the CV community, but can be used by others.
H. G. Muller wrote:
What I understand from Fergus, playing on the CV pages involves polling html pages until you see a change, and then uploading your own move over a TCP link. (Correct me if I am wrong, Fergus!)
That is wrong. A player views a board in his web browser, enters a move in a form, then submits the form. Game Courier then displays the move or tells the player that the move is illegal. If the move is not found illegal (either because it is not or because the preset doesn't enforce rules), the player then clicks a form button to verify that this was his intended move. The player can find out when it is his move again in one of three ways: (1) Get an email, (2) check the logs page, or (3) let the Game Courier page reload at intervals (by means of Javascript) until it is his move again.
The problem is that if two games are too different, there is really nothing gained by having them handled by the same GUI. You would basically get two completely independent programs, that are both put in the same executable, one of them serving no other purpose than occupying space while the other is running. Tht becomes progressively worse if you want to handle more unrelated games. They will each need their own code for game notation, for parsing games, for describing moves, for performing moves on the screen. For Chess variants it is very useful that they are all handed by WinBoard. Most of the time the fact that you play a variant merely means the parameters for the board format have to be adapted, and a few pieces are replaced by a few others. With a limited set of unorthodox pieces a far greater number of variants is automatically supported. Of course you could make a client that is completely dumb, and does nothing more than record mouse clicks and send tose to the server, and display the board as a table of bitmap pictures, where it gets sent a completely new boarad position (adapting the contents of every cell of the table) when anything changes. And when the user asks to save the game, relay the request and have the server send a text string that represents the game, and save that. But I would not consider such a simple thing a GUI.
But that, Harm, is just the way SMIRF works. It asks the engine for a list of valid moves and from that filters only valid move inputs from the user. And that has been the basic idea of the TMCI protocol. The intended utmost goal was to have some engines playing and a certified referee engine secure a correct play of a chosen variant. That would make a GUI able to communicate a family of games even unknown to it without any need to be changed or updated. Therefore the base of its communication: X-FEN has to be maximally independent from any selectable variant. The subset of variants it aimed to cover has been called: FullChess.
Fergus: | That is wrong. A player views a board in his web browser, enters a move | in a form, then submits the form. Game Courier then displays the move | or tells the player that the move is illegal. If the move is not found | illegal (either because it is not or because the preset doesn't enforce | rules), the player then clicks a form button to verify that this was | his intended move. The player can find out when it is his move again in | one of three ways: (1) Get an email, (2) check the logs page, or (3) | let the Game Courier page reload at intervals (by means of Javascript) | until it is his move again. Well, it is not that wrong: the latter is what I mean by polling, you either have to poll your POP server to see if you have mail, or keep requesting the page over the http port. The latter you could do by hand, by clicking the browser refresh button, or have the browser programmed to do it by JavaScript. Or have an independent program that you wrote yourself (not a browser) do it. This is different from the way the normal ICS protocol works, where the TCP link to the server is two-way, and the server actively sends a signal to the client when the opponent moved. Especially in bullet games you would have to poll so frequently to get decent response times that it would likely overload the server. As to submitting a form: doesn't the browser simply open a TCP link to port 80 of the server for that, and send it an http packet with arguments appended to a file name (after a question mark, or something like that), which the PHP server can interpret? If I would know what text messages are interchanged over the various TCP links that the browser opens to the server (and which ports it uses to establish these links), it is easy enough to write a backend for WinBoard that generates and interprets these messages. If I would know how to use Game Courier, I would simply use a packet sniffer like WireShark to record what went over the line when I was doing it; this is how I did it for the Unspeakable-variant server. But there I knew how to operate the client to play on the server (which in that case was a Java program, that was downloaded by the browser). But I had the disadvantage that I was not able to pump the programmer for information. ;-) Is the form that you send to enter the move variant dependent, or always the same? I suppose the move syntax itself could be variant dependent. Or is it simply long algebraic notation? How do you learn what the opponent's move is. Do you get sent a new board position, and do you have to decode the move from that by differencing it against the previous position? Or is the move itself somewhere on the page, and if so, in which format?
Reinhard: 'But that, Harm, is just the way SMIRF works' But I suppose the Smirf GUI does no somethings about (Full)Chess, to help it understand the moves. Or do you really have to send, say, a castling as a pait of moves (e1g1,h1f1)? If you would use the Smirf GUI for 8x8 Go, could you make the Go engine send a list of moves that makes it clear to the GUI which stones have to disappear from the board. Could the engine even tell the GUI to properly perform its own move, if that inolved capture of a number of stones, without knowing that it is playing Go? It would highly surprise me if the way you encode moves would be general enough to handle that...
Harm, FullChess games have moves defined by TWO seperatedly to be clicked squares. Those fields are encoded within the algebraic move encoding sent by the engine before. In doubt, e.g. at promotings, the GUI is prompting possible moves to be selected by the user. After any move the engine is sending the current X-FEN position to be interpreted and displayed by the SMIRF GUI. The GUI is absolutely unable to generate any Chess move by itself or to modify the board position by its own means. Go is defining its moves by exactly ONE to be clicked square. Thus Go belongs to a different family of board games, for which a similar approach would be possible.
H. G. Muller wrote:
Is the form that you send to enter the move variant dependent, or always the same? I suppose the move syntax itself could be variant dependent. Or is it simply long algebraic notation? How do you learn what the opponent's move is. Do you get sent a new board position, and do you have to decode the move from that by differencing it against the previous position? Or is the move itself somewhere on the page, and if so, in which format?
The form remains the same, and the move syntax remains the same. Details are given in the Game Courier User's Guide. You learn the opponent's move by viewing the game when it is your turn. It will tell you what the last move was and display the current board position. You can also learn it from reading your email, but the email will not have any diagrams in it. All the moves in a game are stored in a log file kept on this website. I suggest you play a game with Game Courier to get a better sense of how it works.
I would like to comment regarding what is gained about having a common GUI for multiple game types. You can have one GUI that then could be used to record keep and capture whatever games people play. Secondarily, may I suggest that, if you come up with a common format for data transfer, and recording moves and changes of game states, even if you had different GUIs for each game, the server end would only have to worry about one formatting of data to communicate between the GUI and the server. So, you come up with a data formatting and transfer format, and leave it at that. Eventually, even if there are different GUIs initially, someone then can come up with a Zillions type GUI that could interface with all environments. I will be posting an initial attempt at some standard for this in a separate message. This standard would end up working with chess, checkers, Go and anything else abstract strategy game. It, of course, would need work. Besides this, I believe one could extend it to cover cardgames and boardgames even. Think of it as a FEN for changing game states.
This is an initial attempt to come up with a standard for data transfer between GUIs or AIs and a server. Please comment, question and suggest alternatives. Also point out any flaws with it. I am of the belief we get something like this working, we could then faciliate Winboard and other programs from interacting with the Courier system on here. I would like to add that I believe all notation should be case insensitive. A letter dimension should be same uppercase or lower case for recording game states. The core if this approach is to say something from a space goes to another space. This approach doesn't care what is on a space. You look to what is on the space for whether a move is legal. Notation for recording a space: A1B2C3D4E5F6G7H8I9J10K11...AA27AB28AC29 Dimensions alternate letter (odd dimensions), and numbers (even dimensions). The ... is not part of notation, just used to reduce space. In the ... would be a bunch of other spaces. - is used for negative spaces . for decimal spots , for separator between decimal and zero letter and a number. Example: A.23,27: 0 for letter represents transition between positive and negative. 0,0 Notation for recording movement: : Piece moving from one space to another space. Example, A5:B6:D9. Move from A5 to B6 and then to B9. & Another piece moves a series of spaces Example, A5:B6&J2:M7. Piece from A5 moves to B6, and another piece moves from J2 to M7. / End of player's turn. Example: J2:E4/M7:J9. One player moves a piece from J2 to E4 and then the next player moves frm M7 to J9. # All players turn is done for a round [set of turns]. Example: A7:B6/J2:E4# . A line break can also be used to indicate this. () Indicates piece type to be placed on a space or result of move [Example: A7:A8(Q) or J2(Q)]. In this piece from A7 to A8 becomes a Q, and Q piece is put on J2 [example of promotion]. In this, if there is a single space as part of a move (example: J2#) then it is assumed that each player has only one type of piece. If there is queing of pieces, then order of notation represents first piece out of queue/piece on top of stack). In case of A7(RP):A8 as a move, it is assumed that R and P pieces on A7 are moved to A8 together, and the will be there as RP. () by itself as a move, in such as ()# represents a player passing turn, either voluntary or they have no legal moves. ' Message, indicating status of a move, typically illegal [Example: (Q)J7'Illegal-Occupied]. ' ' is the preferred way to indicate a message, indicating start and end of message, as in the case of (Q)J7'Ilegal-Occupied' [J7 space is occupied, so move isn't legal, and must be repeated]. This configuration is meant to be used as a FEN for movement. The notation is only for recording movement and changes in game states. It doesn't determine if move is legal or not. The ' [for messaging is used to pass a message between one application/environment and another]. This notation trusts that somewhere in the environment is used to check for legality of the moves. Also, initial board set up (Normally done by FEN), and rules governing pieces, and game rules, are handled differently. There should also be naming conventions for messages.
Rich, why not simply send the FEN of the position you want to move to, in stead of sending a move? This completely eiminates the problem of encoding moves (which for different gaes might need a very different amount of info to be trasmitted), and reduces the problem to encoding game states (which you need to have a solution for anyway).
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