# Chess-Engine Communication Protocol v2

## by H.G.Muller

This document gives a compact description of CECP, a.k.a. WinBoard or XBoard protocol. It lists the commands as they would be given to the engine, with symbolically indicated parts in capitals, followed by a short explanation. Related commands or multiple forms of the same command are discussed together. There is not a very strict separation between engine -> GUI and GUI -> engine commands, to make it possible to discuss commands and the replies to them close together. Many commands are for very specialized tasks that most engines would never want to do, in which case there is no reason for them to implement the command. Such commands are marked as "[advanced]". In any case these would be good candidates to omit if you first implement the protocol.

### PIPES AND SIGNALS

For the main part CECP is based on exchanging single-line text messages between GUI and engine through 'pipes' set up by the GUI, and connected to the engine's standard input and output, and on MS Windows that would be the only communication channel. But on Linux it is also possible for processes to send 'signals' to each other, which interrupt their normal program flow. And CECP uses this when it sends commands that might have to interrupt the engine's search, so that the engine doesn't have to poll for input, but gets 'forcefully notified' when such input has arrived. Without special code being set up to handle the signal, the latter would terminate the engine process, though. And as Windows does not support signals at all, most engines rely on polling for input anyway, and do not need the signals. Engines can be made immune for the signals, but this does not work when they run as Windows binaries on Linux under Wine, as Wine itself will die by the signal. It is therefore recommended that engines that cannot handle signals should send 'feature sigint=0 sigterm=0' during the initial handshake (see below), which suppresses the use of signals by the GUI. Then you don't have to take any special precautions for handling signals, as you would never receive any. This also has the advantage you will still be able to kill the engine with Ctrl-C (also a signal!), when running it from the command line.

### (INITIAL) HANDSHAKE

#### xboard

#### protover N

The GUI always starts sending the 'xboard' command. Multi-protocol engines can use that to switch to CECP mode. (Be sure that any prompt you might have printed in a previous mode is 'disarmed' by printing a newline, so it won't prefix any subsequent command sent by the engine.) Non-obsolete GUIs immediately follow this by a 'protover' command (N specifying the version of the protocol it supports, which at present must be <= 2). The engine can reply to 'protover 2' with a number of commands of the form:

#### feature NAME=VALUE

#### feature NAME1=VALUE1 NAME2=VALUE2 ...

to tell the GUI what parts of the protocol it supports in addition to or deviation of the default. Text VALUEs should be surrounded by double quotes. The list of features transferred this way should always end with done=1, at the time when the engine is done initialyzing and is ready for use. It can start with done=0 to warn the GUI that it may take significant time before the done=1 will be emitted; without that GUIs can assume after a timeout period that no or no more feature commands will be coming.

The individual feature commands will be discussed with the commands of the protocol they affect. Some features, however, do not affect the protocol, but just convey information. One of those is 'feature myname="XXX"', which tells the GUI the name XXX of the engine. With 'feature reuse=0' an engine can indicate it should never be used to play more than a single game, and the GUI should start a new instance of it for every game. There is no limiting list of allowed features; an engine can send features with any (alphabetic) NAME. GUIs will respond to each NAME=VALUE pair in a feature command by one of the two commands:

#### accepted NAME

#### rejected NAME

depending on whether they recognize and implement the mentioned feature with that NAME and VALUE, or not. For most features it is not very relevant for the engine to know whether the GUI supports those; if the features were supposed to enable sending of commands added only in later versions of the protocol, (which could not be sent unconditionally for backward compatibility), it will simply never receive them if the GUI does not support them. If the feature was supposed to disable sending of obsolete, redundant commands, a rejection will mean you get such commands anyway. So to be safe it is best you program the engine to silently ignore such commands in addition to disabling them with a feature, although printing the standard error message in reply to such commands should also not be harmful.

#### ping N

Can be sent (with an arbitrary integer N) at any time by the GUI, but only to engines that have sent 'feature ping=1' at startup (which should be considered mandatory to have a properly working engine). GUIs should always support ping, and use it to prevent ambiguity in the engine output due to race conditions (like whether aborted thinking resulted in a move or not). The engine should respond with:

#### pong N

after having finished processing of all commands received earlier. Note that processing of a command that set the engine 'thinking' (= searching for producing a move) only ends when that move is printed (or the command is aborted so that no move will be coming), so that a 'ping' received during thinking should never be replied to before printing that move. But a GUI really should not send anything (including 'ping') to an engine that is thinking, unless it wants the engine to stop thinking.

### BASIC GAME DIALOG (GUI-to-ENGINE)

CECP is based on the design where the engine knows for which side it is playing for, (or what else is expected of it). The engine is also at any time aware of the game state, and after it produces a move, it will update the game state accordingly. It will spontaneously start thinking and produce a move whenever the turn of the side it plays for comes up. The engine can thus be in any one of four states { PLAY WHITE, PLAY BLACK, FORCE MODE, ANALYZE MODE }. In general the engine will accept commands silently, and should certainly not print a prompt. Some commands can trigger a search, however, and during this search the engine can print 'Thinking Output' to inform the GUI on how the search is progressing. At the end of a search the engine can print the move it has decided to play, possibly preceded by a draw offer, or it can decide to terminate the game.

All command keywords are case sensitive, and (except for 'Hint:' and error messages) contain only lower-case letters. Below capitals are used to symbolize command parameters that would describe the quantity suggested by the name.

#### quit

The engine should immediately exit (i.e. terminate all its processes or threads).

#### new

Start a game of normal chess, setting up the initial position for it. Turn any explicit randomization off, revoke any depth limit, and assume the opponent will be human. Set engine to use wall-clock time for time measurement. Engine is set to play black, (except when it was in analyze mode, in which case it should stay in analyze mode), but should never start pondering in this position.

#### force

Engine is set to play neither side, so it will accept legal moves for both sides without ever starting to think or ponder. The engine can stop immediately any search in progress, without producing a move. If GUIs do receive a move after sending this command, they should be aware that the engine now considers that move made, and should thus undo that move when this was not desired (see 'undo' below).

#### playother

[advanced] Engine is set to play the side currently not on move (and might start pondering as a result). Only sent to engines that have sent 'feature playother=1' at startup.

#### go

Engine is set to play for the side that is currently on move (and will start thinking as a result).

#### MOVE

#### usermove MOVE

Feed the MOVE of a side the engine does not play (and which is on move) to the engine. As a result the other side's turn now comes up (which might set the engine thinking). The 'usermove' prefix is only used when the engine has requested it through "feature usermove=1". See appendix A for the MOVE format.

#### setboard FEN

Let the engine set up the position indicated by the FEN. Only sent to engines that have enabled this through "feature setboard=1" (recommended). Otherwise (or when the setboard feature is rejected) GUIs will use the 'edit' command when they want to set up a position. As in practice most engines do not account for the possibility that setboard will be rejected, supporting setboard=1 should be considered mandatory for any GUI. Variant engines should understand FEN formats in common use for that variant. On receiving a position the engine cannot handle, it is recommended to issue an error message (see below) like "Error (too many knights): setboard"

#### draw

The opponent offers you a draw. Respond with 'offer draw' if you want to accept it; just ignore it to reject the offer. Do not count on the offer still to be on the table when you accept it. Sending of this command can be suppressed by sending 'feature draw=0', which could be useful if your engine's thinking would be aborted by receiving a 'draw' command. GUIs should protect you from this by relaying draw offers only just before you get the opponent's move, so that it can neither interfere with thinking or pondering, but not all GUIs do.

#### result RESULT

#### result RESULT {REASON}

Notifies the engine that the game has ended with the mentioned RESULT (1-0, 0-1 or 1/2-1/2, from white point of view), for the given REASON (typically "checkmate", "50-move rule" etc.). In ICS mode RESULT can also be '*', for an unfinished (adjourned) game. It would be a good idea to let the engine stop thinking immediately on reception of this command.

#### undo

#### remove

Let the engine take back the preceding one or two half-moves, respectively. With the latter the same side stays on move, which can prevent an engine starts thinking, as it might do after the first of two 'undo' commands.

#### ?

The single-character command '?' orders a thinking engine to consider its time up, and move immediately. Like the 'pause' command, this would necessitate the engine to watch for input while it is thinking. CECP allows a range of implementations, from those that abort thinking on arrival of any command, to those that only start checking for input after they are done thinking and have moved. In the latter case '?' will have no meaning.

#### edit

[Obsolete] A multi-line command that is the default method for letting the engine set up a position, used with engines that have not sent 'feature setboard=1'. The command will be terminated by a line consisting of a single period. Until then, each line can contain a piece ID plus square name (like Ng1 or Ke8), which will place the mentioned piece on the mentioned square. A line '#' will clear the board, a line 'c' will switch to placing pieces of the other color (which at the start of the edit command will be set to place white pieces).

There is no way to specify castling or e.p. rights; pieces placed on the same square as they are on in the initial position should be assumed to be virgin, and e.p. capture should be assumed impossible. (It is up to the GUI to devise work-arounds for positions where this is not desired.) The 'edit' command is made obsolete by the setboard command, where the FEN specifies castling and e.p rights without the aid of any kludges.

#### white

#### black

[Obsolete] Sets the mentioned side to move, and sets engine to play the opposite side. Sending of these commands can be suppressed by sending 'feature colors=0' at startup. Made obsolete by the 'setboard' command, where the FEN already specifies the side to move.

### BASIC GAME DIALOG (EGINE-to-GUI)

#### move MOVE

Specifies the move the engine plays for the side it is playing for. See appendix A for the MOVE format.

#### offer draw

Used to offer, accept or claim draws. The engine should not count on the offer or claim being accepted, and be ready to play on. This command must be used before a move to claim draws that are only claimable after the move, and GUIs should always grant a draw when it gets claimable and at least one draw offer is pending.

#### RESULT

#### RESULT {REASON}

Irreversibly terminates the game, RESULT (1-0, 0-1 or 1/2-1/2, from white POV) being the result according to the engine, for the specified REASON. Must be sent in checkmate, stalemate and insufficient-mating-material positions, even when the engine is in force mode. A GUI could overrule the result when it knows better (e.g. forfeit the engine for a false claim).

#### resign

An alternative for terminating the game as a loss, implying the reason.

#### DEPTH SCORE TIME NODES PV

#### DEPTH SCORE TIME NODES SELECTIVEDEPTH SPEED TABLEBASEHITS<Tab>PV

While searching (and controlled by 'post'/'nopost', see below) the engine can print 'Thinking Output', which should start with at least 4 integer numbers, indicating search depth, score in centi-Pawn, nodes searched, and time searched in centi-seconds. PV is a text string representing the principle variation. SCORE is in centi-Pawn units, and the de-facto standard is to report it from the point of view of the side to move. For indicating mate in N moves, SCORE should be reported as (plus or minus) 100000+N. GUIs can show such 'mate scores' to the user in a special format. TIME is in centi-second units. In the second (extended) format, the engine can optionally print additional numbers between NODES and PV, provided it uses a Tab character to separate these from the PV. The last such info before the Tab represents the number of tablebase hits. When present, the numbers before it represent (from left to right) maximum depth of its selective search, and the number of nodes searched per second. In the future additional numbers between SPEED and TABLEBASEHITS might get a defined meaning. GUIs that are not aware of this extended format don't know any better than that these extra parameters are the initial part of the PV, an will thus print them in the PV field as given. So use spaces and tabs to format them nicely into columns.

When the engine is pondering on a speculative move, it should either start the PV with this move between parentheses, or send that move to the GUI before any other ponder output with the command:

#### Hint: MOVE

This command should also be used when the engine is not pondering, and the user asks it for a hint. (See the 'hint' commnand below.)

#### Illegal move: MOVE

#### Illegal move (REASON): MOVE

Reply to reception of a move that is not legal or valid in the current position. (Which by definition is the case if the position itself was invalid or undefined.) The GUI should retract the move it just sent the engine, or forfeit the engine and terminate the game if it thinks the claim is invalid.

#### Error (ERRORTYPE): COMMAND

Reply to a COMMAND that the engine does not understand. The ERRORTYPE is usually "unknown command", but could also be a specific complaint against command parameters, or the context in which the command is used. Should not be used in response to illegal moves, as it will not make the GUI take the move back. (And GUIs will only send moves to the engine that they approved of and performed themselves, so this would bring GUI and engine out of phase.)

### TIME & DEPTH CONTROL

#### time T

#### otim T

Specifies the time left on the clock (in centi-seconds) of the side for which the engine has to think up a move next, or on the clock of its opponent, respectively. (Usually sent just before a command that sets the engine thinking). Note that the side it will think for next does not always have to be the side it is playing for when it receives these command! (E.g. if it is set thinking by a 'go' command.) Sending of these commands can be suppressed by sending 'feature time=0' at startup. (Never do it!) If the engine does not use the opponent time, be sure that you ignore the otim command in a way that would not interfere with recognizing an input move that follows it during ponder search as a ponder hit or miss!

#### level MOVESPERSESSION BASETIME INCREMENT

#### st T

Two mutually exclusive commands (erasing each other's effect) for specifying the time control. In 'level' either MOVESPERSESSION equals 0 (for incremental and sudden-death TC), or INCREMENT is 0 (for classical TC). With 'st' the time control will be T seconds per move (not accumulating leftovers). The BASETIME parameter is in minutes, and can have the MIN:SEC notation. INCREMENT and T are in seconds. Engines are encouraged to understand a floating-point number for the INCREMENT, or at least to not choke on it.

A proposed protocol extension for the 'level' command is this: negative INCREMENT would be interpreted as its absolute value, but the awarded time would then be limited to the time used on the preceding move. In addition, 'level' can have arbitrarily many triplets of parameters, to describe a 'multi-session' TC. After one session completes, the next session will be played according to the next triplet of parameters (if one is specified), instead of with the same (classical session) or not at all (incremental session, where you would flag at the end). The engine would have to allow this format through feature level=1.

#### sd N

Limits the nominal search depth to N ply, in addition to the time limits specified by 'level' or 'st' commands.

#### nps NODERATE

[advanced] Set the engine to use its own node count for any timing decisions, converting nodes to time by dividing the node count by the specified NODERATE. When NODERATE equals zero the engine should use its consumed CPU time to measure time, rather than the 'wall clock'. The specified NODERATE remains in force until the next 'new' command. This is useful in super-fast games, where time is no longer an accurate measure for effort due to unpredictable delays in GUI-engine communication.

### ANALYSIS

#### analyze

Sets engine thinking on the current position, without ever making a move. In this mode the engine can only get an input move, 'new', 'setboard', 'undo', '.', 'include' and 'exclude' commands, and some 'option' commands (in particular for the MultiPV option), and should then automatically switch to analyzing the new positions that come up by this in the requested way. Engines that do not support this command should send 'feature analyze=0' at startup, in which case the GUI should prevent the user from using the engine for analysis (so that the command will never be sent).

#### exit

Only sent in analyze mode, to switch back to 'force mode', where the engine plays neither side.

#### .

This 1-character command, sent only in analyze mode, requests the engine to immediately tell how far its search has progressed. The engine should either ignore it, or reply with:

#### stat01 TIME NODES DEPTH MOVESLEFT TOTALMOVES

#### stat01 TIME NODES DEPTH MOVESLEFT TOTALMOVES CURRENTMOVE

which mentions the TIME and NODES used by the search so far, the DEPTH of the iteraton currently in progress, the number of moves still to be searched in the current depth iteration, the total number of moves in the current position, and (optionally) the move that is being considered now.

#### exclude MOVE

#### include MOVE

#### exclude all

#### include all

[advanced] Only sent in analyze mode, to engines that have sent "feature exclude=1" at startup, to include or exclude the mentioned move from the analysis of the current position. The effect of these commands is cumulative, and should be reset any time a new position comes up, or when analyze mode is left.

#### setscore N

[advanced] Define the score of the current position as N (centi-Pawn from side-to-move POV), to be used whenever an analysis search hits this position. Only set to engines that enabled it through 'feature setscore=1' at startup.

### SETTING ENGINE PARAMETERS

#### memory N

Specifies the engine can use at most N megabytes of memory. Only sent when the engine requested it through feature memory=1, and never during a game.

#### cores N

Specifies the engine can use at most N search threads in is parallel search. Only sent when the engine requested it through feature smp=1. The engine should obey this at its earliest convenience, but certainly before starting a new search.

#### egtpath TYPE PATH

Informs the engine where in the file system it can find end-game tables of the mentioned TYPE. (Common types are nalimov, scorpio, gaviota and syzygy.) Sent for each TYPE that the engine listed in its egt feature (feature egt="TYPE1,TYPE2,..."), or not at all if such a feature was not sent at startup.

#### random

Toggles any explicit randomization by the engine on or off.

#### post

#### nopost

Switches printing of 'Thinking Output' during the engine search on or off, respectively.

#### hard

#### easy

Switches pondering (heavily using computing power during the turn of the engine's opponent) on or off, respectively.

#### option NAME=VALUE

#### option NAME

Sets the value of an engine-defined option with the specified NAME (which is an arbitrary text string not containing equal signs). The second form is used for 'button' options, to indicate the user pressed the button; other option types will transfer a value. Only sent for options that the engine declared at startup through:

#### feature option="NAME -spin VALUE MIN MAX"

#### feature option="NAME -combo TEXT1 /// TEXT2 /// ..."

#### feature option="NAME -check VALUE"

#### feature option="NAME -string TEXT"

#### feature option="NAME -file FILENAME"

#### feature option="NAME -path FILENAME"

#### feature option="NAME -button"

#### feature option="NAME -reset"

#### feature option="NAME -save"

For -check options the VALUE must be 0 or 1. MIN and MAX indicate the valid range of a -spin option, which has an integer VALUE. The current value of a -combo option can be prefixed with an asterisk, otherwise it will be assumed to be the first mentioned TEXT. The -string, -file and -path options convey an arbitrary text, but the latter two indicate to the GUI that this text represents a file or directory name, so that the appropriate Browse button can be displayed with it in the settings dialog. The -button, -reset and -save options are all instantaneous signals, but -save indicates to the GUI it should first flush all other settings to the engine when the corresponding button is pressed (which otherwise it might only do after the user presses some 'OK' button in the settings dialog), while -reset options will erase the list of options in the GUI as a side effect of their activation, and expect the engine to send a new list of options through feature commands.

If a GUI wants to reject an option feature (e.g. because the syntax of the string describing it is incorrect), it should say 'rejected option NAME', i.e. include the NAME of the option in the 'rejected' command, as unlike with other features, there can be multiple option features that need to be distinguished. If other features appear in duplicate, only the last one should be obeyed, but for option features the GUI should accumulate them in a list of available options. This list should be cleared on reception of 'feature done=0'.

### MESSAGES AND SOCIAL INTERACTION

#### # MESSAGE

When the engine has sent 'feature debug=1' at startup, and the GUI 'accepted' this feature, any line starting with a '#' character is guaranteed to be completely ignored by the GUI. This is the recommended way to have your engine print messages for debugging purposes. Although most GUIs are usually pretty resistant to non-compliant garbage the engine sends them, there is never the guarantee that what you send them will not get a meaning in future protocol extensions, if you don't send it in this way.

#### hint

Asks the engine to name a good move in the current position (without playing it). The engine should reply with a 'Hint' command. The most common implementation is to send the move on which the engine would ponder.

#### bk

[advanced] Invites the engine to send a number of text lines starting with a Space or Tab character to the GUI, terminated by an empty line, for display as a table to the user. Intended for book or tablebase moves the engine has available in the current position, although creative use for other purposes is certainly possible.

#### askuser REPLYTAG MESSAGE

[advanced] Sent to the GUI for presenting the MESSAGE to the user in a dialog to which the user can type a reply. This reply will then be sent to the engine as a line REPLYTAG ANSWER.

#### telluser MESSAGE

#### tellusererror MESSAGE

Requests the GUI to present the specified message to the user, as a 'note' or an 'error', respectively. In the latter case no additional error messages should be given by the GUI when the engine process suddenly dies.

#### tellall MESSAGE

#### tellothers MESSAGE

#### tellopponent MESSAGE

[advanced] When the opponent is an ICS, these commands can be used to send the specified MESSAGE to selected groups of ICS users: All people watching the game, all except the opponent, or just the opponent, respectively. (This corresponds to the ICS commands 'kibitz', 'whisper' and 'say', respectively.) In other cases the GUI could add messages relayed by 'tellothers' as comments to the current game.

#### tellics COMMAND

#### tellicsnoalias COMMAND

[advanced] When connected to an ICS, send the specified command to it. In the second case the COMMAND will be prefixed by the character that will prevent the ICS to remap it to some other command defined as an alias.

#### name NAME

[advanced] Informs the engine about the name of the opponent. Only sent in non-ICS mode when the engine requested it by sending 'feature name=1' at startup, while sending 'feature name=0' there would suppress sending of this command even in ICS mode.

#### ics ICSNAME

[advanced] Informs the engine on the name of the ICS it is playing on. (When not playing on an ICS, the hyphen character '-' will replace the ICSNAME.) Only sent to engines that have requested it with 'feature ics=1' at startup.

#### ratings WHITERATING BLACKRATING

[advanced] Informs the engine of the rating of the players. Usually only used when connected to an ICS, which would provide the ratings.

#### computer

[advanced] Informs the engine that the opponent is a computer.

#### pause

#### resume

[advanced] On receiving 'pause' the engine should suspend all activity, including measuring the progress of time, until it receives a subsequent 'resume' command. Then it should continue with whatever it was doing like nothing had happened. Only sent to engines that sent 'feature pause=1' at at startup.

### CHESS VARIANTS

CECP is designed such that the GUI needs not have much knowledge of the game rules, and can leave the engine in control: The engine can decide which moves are legal and which are not by rejecting the illegal ones with an 'Illegal move' command, and declare game end with a particular result through the RESULT command. In this section a number of commands are discussed that could make the engine do even more to control the GUI. Like determining the board size, setting up the initial position, highlighting squares where a 'picked-up' piece can move to, etc. GUIs can have built-in knowledge of some variants, though, and need not follow the engine's lead in that case.

#### variant VARIANT

Optionally sent to the engine immediately after 'new' for games that use other than FIDE rules. Sets the engine to play mentioned variant, starting in the initial position for it. The engine stays playing for the side that does not have the move, but should not start pondering on this position. Only used with VARIANTs that the engine announced it could play in the 'feature variants="VARIANT1,VARIANT2,..."' command at startup. Absence of "normal" amongst the mentioned variants implies the engine is not able to play orthodox Chess. It is up to the GUI to decide what it can request the engine to play if the engine does not emit any variants feature.

#### setup FEN

#### setup (PIECETOCHAR) FEN

#### setup (PIECETOCHAR) WxH+S_PARENTVARIANT FEN

This engine-to-GUI command informs the GUI of the start position of the selected variant. The first two forms are used when a standard variant is used for playing another variant. (This standard variant could be a 'catch-all' for a family of variants, like 'fairy', or a precisely defined one with legality checking off). The PIECETOCHAR string is necessary when the FEN contains other pieces than normally used in the specified variant, and informs the GUI what piece image to use for which piece, by specifying the ID letter assigned to each of the GUIs internal piece types (see appendix E). For non-standard variants, for which sending the third form is a mandatory reply to the 'variant command' selecting them, the 'setup' command specifies the board (Width x Height) and holdings size (S), plus a PARENTVARIANT from which the remaining rules will be inherited,

Normally a GUI would only pay attention to 'setup' commands sent by the first engine (if at all), and the first 'setup' command after 'variant', and send the position thus received to the second engine. By prefixing the PARENTVARIANT with an exclamation point the engine can indicate the 'setup' command is non-final, and another one will follow to overrule it. This can be used for conducting a 'prelude' to the game by first showing the user a board other than the start position, from which he could select something (like which pieces he wants to participate, or where to put those). What the user clicks on such a board (relayed through 'lift' commands) can then be used to determine the start position and participating pieces in the following, final 'setup' command.

#### piece ID MOVEDESCRIPTION

[advanced] Also in response to the 'variant' command the engine can send a number of 'piece' commands, to define how some pieces move that are specified (in the PIECETOCHAR part of a preceding 'setup' command) or implied to participate in the variant. The ID is the single-letter ID used for the piece in FEN, (so that white and black pieces can be defined separately), but can also be a white (= upper-case) ID followed by an ampersand '&', to indicate the definition applies to pieces of both colors. The MOVEDESCRIPTION specifies how pieces of this type are allowed to move, in XBetza notation. Pieces not defined by a 'piece' command and not naturally appearing in the selected standard variant or the specified parent variant will move according to the GUI's idea of that piece type, which for unorthodox piece symbols is essentially undefined.

#### lift SQUARE

#### put SQUARE

#### hover SQUARE

[advanced] Informs the engine that the user selected the piece on the mentioned SQUARE, put a previously selected piece on the mentioned SQUARE, or hovers the mouse pointer over the mentioned SQUARE, respectively. Only sent when requested by the engine with feature highlight=1. The engine can reply to these commands with:

#### highlight COLORFEN

where the COLORFEN is the board part of a FEN where the letters indicate colors, rather than pieces (Red, Yellow, Green, Cyan, Blue, Magenta, White, Dark or Transparent), which the GUI then can use to mark / highlight the corresponding squares in that color. GUIs can use these markings to decide upon legality of moves, where colors indicated in capitals are considered legal destinations. Colors that have been assigned a special meaning when the lifted piece lands on them are magenta (promotion with choice), blue (forced promotion) and cyan (non-final leg of a multi-leg move). XBoard emits 'hover' commands when the mouse enters a square marked in red, which could be used by the engine to highlight victims of side-effects captures made on going to that destination. The GUI is expected to erase the color markers when the piece ceases to be selected, or revert to the marking pattern existing when the mouse pointer entered a 'hover' square when it again leaves it.

#### choice PIECES

[advanced] When the engine foresees the picked-up piece (as indicated by the 'lift' command) can promote, it can emit a 'choice' command to alter the promotion choice to the mentioned PIECES (a string of piece IDs). By default all pieces other than Pawn or King will be on offer, except when the pieceToChar table assigned a fixed promotion partner to pieces of the moved type, in which case only the original piece and its designated partner are offered. This is a fancy alternative to letting the GUI offer all participating pieces types, and having the engine reject promotions to undesired ones as illegal move.

#### dice MAX

#### dice MAX1 MAX2 ...

[advanced] Requests one or more random integers from the GUI in the range 1...MAX. Must only be used when the GUI accepted feature dice=1. The GUI will then generate the requested numbers with independent homogeneous probability distributions, and send them to the engine in the command

#### pips RANDOM1/MAX1 RANDOM2/MAX2 ...

In engine-engine games both engines will receive this command, (if they declared mentioned feature), and requests from the engine that is not on move will be ignored. In human-engine games an out-of-turn request will be honored, so that the engine can request a virtual dice roll on behalf of the user. The information sent to the engine should always be shown to the human player as well.

#### deck SIZE NUMBER

[advanced] Requests the GUI to draw a NUMBER of cards from a virtual deck of the given SIZE. Can only be used when the GUI accepted feature deck=NDECKS, where NDECKS requests the maximum allowed number of decks per player. The SIZE identifies the deck, (so a player cannot have multiple decks of the same size), and should not be unreasonably large. Negative SIZE would be interpreted as its absolute value, but would draw from a deck of the opponent; if a game involves a common deck this should be considered to belong to the white player. The GUI will reply to a 'deck' command with

#### cards SIZE CARD1 CARD2 ...

where SIZE is the same as in the request, and CARDn is a random integer in the range 1...SIZE that has not yet appeared in any earlier 'cards' command for this deck, or as an earlier CARD in this one. At the start of a game all decks contain their maximum number of cards. The results of using more than NDECKS decks (per player) in the same game, or drawing from an empty deck are undefined, What is said for the 'pips' command above also applies here.

#### stack SIZE CARD1 CARD2 ...

[advanced] Put the mentioned CARDS back into the deck SIZE. The deck must not already contain any of these cards, so this command can only be used after an earlier 'deck' command has drawn some cards from the deck. The GUI replies with the 'cards' command described above, except that the CARDs now are given as negative numers.

#### holding WHITE BLACK

#### holding WHITE BLACK NEWPIECE

[advanced] Specifies to the engine what is in the holdings during bughouse games. WHITE and BLACK are a list of capitalized piece IDs enclosed in brackets, like [PPPRQ] or []. The second form indicates NEWPIECE was just added, where the latter is a 2-letter combination, the first letter a W or B indicating the color, the second the capitalized piece ID.

#### partner

#### partner NAME

[advanced] Tells you who your bughouse partner is on the ICS. The first form means you no longer have a partner.

#### ptell MESSAGE

[advanced] Your bughouse partner sent you the mentioned MESSAGE through an ICS tell or ptell command.

### APPENDIX A: MOVE FORMAT

Moves should be specified in coordinate notation, e.g. e2e4 or g8f6.
For promotions the chosen piece should be indicated by a lower-case suffix, e.g.a7a8q or e2e1n.
Castlings are indicated as the King move, e.g. e1g1 or e8c8, except for Fischer castling, which is O-O or O-O-O (oh, not zero!).
Crazyhouse/bughouse drops: N@e6, P@e7 (piece always capitalized).
Multi-leg moves separate the legs by commas: e.g. c5d5,d5e4. For engine to GUI this has to be sent as a separate 'move' command for each leg, the non-final legs suffixed with a comma.
Null move: @@@@.

On boards with exactly 10 ranks, rank counting starts at 0. Some GUIs understand SAN. (But don't count on it!) The engine can request that the GUI sends its moves in SAN too, by sending 'feature san=1' at startup. Use of SAN is not recommended, though.

### APPENDIX B: STANDARD VARIANTS

The variants mentioned in the list below are 'standard variants', meaning XBoard knows their rules. XBoard would allow all of those to be used as 'parent variant' for non-standard (= engine-defined) variants, which will then inherit their rules. Except for board/holdings size, participating pieces and initial setup, which will be explicitly specified in the 'setup' command sent by the engine, and possibly piece movement, which can be redefined through 'piece' commands. But that still leaves matters like promotion-zone depth, type of holdings (captured own pieces or color-flipped enemy pieces), promotion procedure (select any participating type, or only from holdings), game result for stalemate and checkmate, whether capture is mandatory or pieces explode on capture.

Note that the user can also redefine participating pieces, initial position and board / holdings size, through command-line options, effectively using the selected variant as parent variant. Such a user-modified variant is announced to the engine with a prefix indicating the board and holdings size, like 7x7+6_shogi, so the engine can distinguish it from the standard variant (and possibly support both).

GUI developers are free to decide which variants they want to implement. If they decide to not implement a certain variant, they would also not support any engine-defined variants based on it. To minimize the risk for that, engines should avoid using parent variants other than from some minimal group, which offers all rule variations. If GUIs do implement engine-defined variants, they should be aware of the names of all standard variants, in order to not confuse them with standard variants, expecting the engine to provide rules for them.

    VARIANTS USEFUL AS PARENT BECAUSE OF UNIQUE SPECIAL RULES:
    giveaway          mandatory capture, no royal, win by being stalemated
    suicide           similar to giveaway, but stalemate result dependent on piece count
    losers            similar to giveaway, but with royal King
    twokings          multiple Kings, one closest to a1 is royal
    3check            win by giving 3rd check
    atomic            capturing pieces explode, and destroy all neighboring non-Pawns
    xiangqi           some pieces confined to board zones, Wazir is royal
    shogi             all pieces can promote to a predetermined other type
    shatranj          win by check or stalemate, or baring opponent King
    makruk            promotion zone 3 ranks deep
    seirawan          pieces from holdings can be gated onto the board
    super             shuffle, promotion only to captured or substituted pieces
    knightmate        royal piece is Unicorn (moves as Knight)
    berolina          Pawns move diagonally, capture straight
    chu               many more piece types as in other variants
    fairy             rules as for orthodox Chess

    VARIANTS THAT SHOULD NOT BE USED AS PARENTS:
    normal            use 'fairy' to guarantee sending of 'variant' command to engine
    fischerandom      use 'fairy' with a shuffle request in the setup FEN
    wildcastle        obsolete
    nocastle          obsolete
    crazyhouse        use 'fairy' with holdings
    capablanca        use 'fairy' with proper board size
    gothic            use 'fairy' with proper board size
    janus             use 'fairy' with proper board size
    caparandom        use 'fairy' with proper board size and shuffle FEN
    lion              use 'fairy'
    great             use 'super'
    elven             use 'makruk'
    falcon            use 'fairy'
    courier           use 'fairy'
    cylinder          (board wraps on left-right edges) use fairy with 'o' piece moves
    bughouse          works only on ICS
    kriegspiel        works only on ICS (?)

    VARIANTS ONLY SUPPORTED IN THE WINBOARD ALIEN EDITION
    (Might be ported to XBoard some day.)
    checkers          jumped-over pieces disappear
    go                surrounded piece chains disappear
    reversi           sandwiched piece rows flip color
    amazons           moving piece throws arrow
    multi             turn has arbitrary many moves
    dai               large Shogi variant
    dada              likewise
    maka              likewise
    tai               likewise
    tenjiku           likewise

In general a GUI should know the moves for all pieces that participate in the current standard variant. When a standard variant is used as parent for an engine-defined variant, the engine might not send 'piece' commands for those. It should always recognize the orthodox and Capablanca pieces, unless a variant redefines them (which tends to happen for most pieces in Xiangqi and Shogi, and elsewhere often for the Elephant). About half the variants suitable as parent use nothing more than those. In the others the extra pieces are:

    'ORTHODOX': FIDE Pawn, N, B, R, Q, K, Archbishop (BN), Chancellor (RN)
    SEIRAWAN:   Hawk (BN), Elephant (RN)
    XIANGQI:    Pawn (fW), Horse (afsW), Elephant (nA), Cannon (mRcpR), Wazir (W)
    SHOGI:      Pawn (fW), Lance (fR), Knight (fN), Silver (FfW), Gold (wfF), Horse (BW), Dragon (RF)
    SHATRANJ:   Pawn (fmWfcF), Ferz (F), Elephant (A)
    MAKRUK:     Ferz (F), Man (FfW = Silver)
    SUPER:      Amazon (QN), Veteran (KN)
    KNIGHTMATE: Man (K), Unicorn (N)
    BEROLINA:   Pawn (fnFfceWifmnA)
    CHU:        just the Shogi pieces.

### APPENDIX C: AN XBOARD PROTOCOL DRIVER IN PSEUDO-CODE

The following pseudo-code describes a protocol driver for a full-featured engine, which would even react to commands during thinking, such as "quit" or "?" (move now). Lines that are only needed for supporting a particular feature are clearly indicated, and could be left out in a "mean-and-lean" engine that does not implement that feature.

Note that in practice testing for pending input in a way that doesn't block the program if there is none is tricky: reading any of it might cause the rest to be buffered in a place where it no longer count as pending input, even though the program has not seen it yet. So make sure the engine reads input through routines that cannot buffer anything. Buffering of output can also wreck things, but can be combatted by explicit flushing of potential buffers.

    // some state variables
    int stm;          // side to move (WHITE or BLACK), part of game state
    int mode;         // side the engine plays, or what else it should do (WHITE, BLACK, FORCE or ANALYZE)
    int activity;     // purpose of the current search (THINK, PONDER, ANALYZE)
    int ponder;       // whether we must think in opponent time (ON or OFF)
    int post;         // whether we must print info during search (ON or OFF)
    int tcMode;       // type of time control (CLASSICAL, INCREMENTAL, FIXED)
    int timerMode;    // how to measure time (WALL_CLOCK, CPU, or derive from node count)

    // more time-control parameters and variables
    int movesPerSession, baseTime, timePerMove, myTimeLeft, oppoTimeLeft, startTime;

    // other stuff (which might not be of much interest to your engine)
    int debug;           // whether it is safe to print debug messages (debug=1)
    int randomize;       // whether we should explicitly randomize move choice (TRUE, FALSE)
    int computerOppo;    // whether opponent is a computer (TRUE, FALSE)
    String opponentName; // name of opponent
    String icsName;      // name of Internet Chess Server

    Board gamePosition;  // copy of current position in game (to make sure it is available during search)

    String line;                   // input buffer
    int backloggedCommand = FALSE; // whether input buffer already contains a not-yet-executed command

    char exclude[MAXMOVECODE]; // exclusion map
    Move ponderMove = INVALID; // expected move of opponent

    int GetTime()
    {
      if(timerMode == WALL_CLOCK) return GetWallClockTime();
      else if(timerMode == CPU)   return GetUsedCpuTime();
      else                        return nodeCount/timerMode;
    }

    int ParseTimeControl(char *s)
    {
      words = Split(s, ' ');                      // split string into words at space boundaries
      parts = Split(words[1], ':');               // split base-time spec into words along colon boundaries
      movesPerSession = StringToNumber(words[0]); // first word: session length of classical TC
      timePerMove     = StringToNumber(words[2]); // third word: Fischer increment
      minutes         = StringToNumber(parts[0]);
      if(parts[1]) seconds = StringToNumber(parts[1]); else seconds = 0; // defaults to 0
      baseTime = 60*minutes + seconds;
      if(movesPerSession != 0) return CLASSICAL; else return INCREMENTAL;
    }

    void SetExclusionMap(Move move, int state)
    {
      if(move != INVALID) exclude[move] = state;
      else for(i=0 to MAXMOVECODE) exclude[i] = state; // when move was "all"
    }

    Boolean ExecuteOneCommand()
    // returns whether the next command requires aborting the search
    {
      // first handle pause - resume pairs, which keep us hanging here waiting for more input
      paused = FALSE;
      do {
        if(!backloggedCommand) line = ReadLine(); // assumes end-of-file in ReadLine will make the engine exit
        backloggedCommand = FALSE;
        command = FirstWord(line); params = RemainderOf(line);
        if(debug) print('# input command: ' + command + '\n'); fflush(stdout);   // (debug=1) example of non-protocol output for debugging purposes
        if(command == "quit")   { exit(0); }                                     // always obey quit command
        if(command == "resume") { startTime += GetTime() - time; return FALSE; } // optional (pause=1); corrects startTime for pause duration
        if(command == "pause")  { time = GetTime(); paused = TRUE; }             // optional (pause=1); remember when pause started
      } while(paused); // optional (pause=1); loop ignoring all input (which is not supposed to come!) until we receive 'resume'

      // then handle commands that can be executed during search (so they can return FALSE to let the search continue)
      if(command == ".")         { print('stat01 '+ (GetTime() - startTime) + ' ' + nodeCount + ' ' + rootDepth + ' ' +
                                         nrOfRootMovesLeft + ' ' + nrOfRootMoves + ' ' +  rootMove + '\n'); fflush(stdout); return FALSE; }
      if(command == "time")      { myTimeLeft    = StringToNumber(params); return FALSE; }
      if(command == "otim")      { oppoTimeLeft  = StringToNumber(params); return FALSE; }
      if(command == "cores")     { searchThreads = StringToNumber(params); return FALSE; } // optional (smp=1), to take effect next search
      if(command == "easy")      { ponder = OFF; return FALSE; }   // or ignore if you cannot ponder
      if(command == "hard")      { ponder = ON;  return FALSE; }   // or ignore if you cannot ponder
      if(command == "draw")      { drawOfferPending = TRUE; return FALSE; } // optional (draw=1), or ignore if you don't do draws
      if(command == "random")    { randomize = !randomize;  return FALSE; } // or ignore if you do not support randomization
      if(command == "post")      { post = ON;    return FALSE; }   // ignoring post/nopost and always prining thinking output ...
      if(command == "nopost")    { post = OFF;   return FALSE; }   // ... is an almost unnoticeable non-compliancy
      if(command == "bk")        {                                 // only if the engine handles its own book
        for(i=0 to NRBOOKMOVES) print(' ' + BookMove(gamePosition, i) + '\n'); // send moves witth leading Space or Tab!
        print('\n'); fflush(stdout); return FALSE;                             // terminate with empty line
      }
      // next three very optional (highlight=1); only useful for move entry in weird variants, but then must work during ponder or analysis
      if(command == "put")       { return FALSE; }                    // could trigger emission of 'choice' when promotion square
      if(command == "hover")     { return FALSE; }                    // could trigger other ColorFEN
      if(command == "lift") {                                         // must indicate legal destinations for this piece
        fromSqr = params;                                             // remember lifted piece
        print('highlight ' + ColorFEN(gamePosition, fromSqr) + '\n'); // request colored markers on target squares of lifted piece
        fflush(stdout); return FALSE;
      }
      // next three only meaningful in bughouse engines (variant="bughouse"); here we ignore them without interrupting any search
      if(command == "holding")   { return FALSE; }                    // partner hands us the given piece; rethink matters...
      if(command == "ptell")     { return FALSE; }                    // could ask us to capture a specific piece
      if(command == "partner")   { return FALSE; }                    // cannot happen during search, but as long as we ignore it...

      // 'move now' command should abort thinking
      if(command == "?")         { return (activity == THINKING); }   // ignored (meaningless) during pondering or analysis

      // figure out if we are dealing with move (without 'usermove' prefix this is a bit flaky)
      moveText = NULL;
      if(command == "usermove")  moveText = params;  else    // only when we sent usermove=1
      if(!isalpha(command[1]))   moveText = command; else    // for when usermove=1 was rejected, also handy when playing from command line
      if(isupper(command[0]))    moveText = command;         // optional (san=1) to recognize bare SAN moves
      if(moveText != NULL && activity == PONDER) { // during ponder search we have to examine input move for being a ponder hit
        if(ponderMove == ParseMove(moveText)) {    // ponder hit
          myTimeLeft += GetTime() - startTime;     // add time gained by pondering (which we already have used up)
          activity = THINK;                        // switch from pondering to thinking
          return FALSE;                            // and continue search
        }                                          // ponder miss: fall through to abort search, backlogging input move
      }

      if(command == "ping"                         // (ping=1), mandatory, even though it isn't the default!
         && activity != THINK) {                   // when thinking, pong reply must be postponed to after we move
        nr = StringToNumber(params); print('pong ' + nr + '\n'); // otherwise reply immediately
        fflush(stdout); return FALSE;                            // without disturbing search
      }

      // other commands must wait until search terminates; backlog them for processing in main loop, and abort search
      if(activity != IDLE) { backloggedCommand = TRUE; return TRUE; }

      postionChanged = TRUE;     // assumption for the eight following (game-state changing) commands
      if(command == "undo")      { UnMake(); } else
      if(command == "remove")    { UnMake(); UnMake(); } else
      if(command == "setboard")  { stm = Setup(NULL, params); } else
      if(command == "white")     { mode = BLACK; stm = WHITE; } else
      if(command == "black")     { mode = WHITE; stm = BLACK; } else
      if(command == "exit")      { mode = FORCE; } else              // for analysis support (analyze=1)
      if(command == "new")       { if(mode != ANALYZE) mode = BLACK; stm = WHITE; Setup("normal", FIDE_FEN); moveNr = 0;
                                   maxDepth = INFINITE; timerMode = WALL_CLOCK; computerOppo = randomize = FALSE; } else
      if(moveText != NULL) {          // input move (was already extracted from command)
        move = ParseMove(moveText);   // in main loop we must always make it
        if(MakeMove(move) == ERROR) print('Illegal move: ' + moveText + '\n'); // MakeMove() flips stm when successful
      } else positionChanged = FALSE; // revoke assumption if none of the above

      if(positionChanged) {              // one of the above game-state-changing commands was executed (or we left analysis mode)
        SetExclusionMap(INVALID, FALSE); // optional (exclude=1): new position starts without excluding any move
        ponderMove = INVALID;            // don't bother with this if the engine cannot ponder
        return WHATEVER;                 // no one is looking at this
      }

      if(command == "include")   { move = ParseMove(params); SetExclusionMap(move, FALSE); } else // optional (exclude=1)
      if(command == "exclude")   { move = ParseMove(params); SetExclusionMap(move, TRUE);  } else // optional (exclude=1)
      if(command == "level")     { tcMode = ParseTimeControl(params); } else
      if(command == "st")        { tcMode = FIXED; timePerMove = StringToNumber(params); } else
      if(command == "sd")        { maxDepth  = StringToNumber(params); } else
      if(command == "nps")       { timerMode = StringToNumber(params); } else // optional (nps=1)
      if(command == "playother") { mode = Opponent(stm); } else               // optional (playother=1)
      if(command == "go")        { mode = stm; } else
      if(command == "force")     { mode = FORCE; } else
      if(command == "result")    { mode = FORCE; Process(params); } else      // 'Process' could do learning based on result
      if(command == "analyze")   { mode = ANALYZE; } else  // optional (analyze=1), but default and highly recommended
      if(command == "xboard")    { print('\n'); } else     // make sure first CECP engine->GUI command will start on a fresh line
      if(command == "protover")  {
        print('feature done=0 myname="Example 1.0" ping=1 memory=1 setboard=1 debug=1 sigint=0 sigterm=0\n'); // always support these!
        print('feature name=1 ics=1\n');                   // likely you are not interested in receiving these, and leave out this line
        print('feature usermove=1\n');                     // when you are not confident you can distinguish moves from other commands
        print('feature egt="syzygy,scorpio"\n');           // when you support end-game tables of the mentioned flavor(s)
        print('feature variants="normal,suicide,foo"\n');  // when you support variants other than orthodox chess
        print('feature nps=1\n');                          // when you support node-count-based time controls
        print('feature smp=1\n');                          // when you support multi-threaded parallel search
        print('feature exclude=1\n');                      // when you support move exclusion in analysis
        print('feature option="MultiPV -spin 1 1 100"\n'); // 3 examples of engine-defined options, first is sort of standard
        print('feature option="Resign -check 0"\n');
        print('feature option="Clear Hash -button"\n');
        print('feature done=1\n');                         // never forget this one!
      } else
      if(command == "option") { // recognize the options that were defined above (could do some during search?)
        name = Split(params, '=');                                      // split into option name and new value
        if(name[0] == "Clear Hash") ClearHashTable(); else              // button options have no value parameter
        if(name[0] == "MultiPV") nrOfPV = StringToNumber(name[1]); else
        if(name[0] == "Resign")  resign = StringToNumber(name[1]); else
        print('Error (unknown option): ' + name[0] + '\n');             // should never happen if option features were OK
      } else
      if(command == "rejected")  { ; } else // ignore for now
      if(command == "accepted")  { if(params == "debug") debug = TRUE; } else                  // it is safe to print (disarmed) debug info
      if(command == "memory")    { size = StringToNumber(params); ReallocateHash(size); } else // must-have when your engine has hash table
      if(command == "egtpath")   { egtType = FirstWord(params); egtPath[egtType] = RemainderOf(params); } else // optional (egt="...")
      if(command == "variant")   { // optional (variants="...")
        variantName = FirstWord(params);
        if(variantName == "suicide") Setup("suicide", FIDE_FEN); else        // standard variant, just set up game
        if(variantName == "foo") {                                           // example of an engine-defined variant
          fooFEN = 'rnbfqkfbnr/pppppppppp/10/10/10/10/PPPPPPPPPP/RNBFQKFBNR w KQkq - 0 1';
          print('setup (PNBRQ..FKpnbrq..fk) 10x8+0_fairy ' + fooFEN + '\n'); // mandatory definition of it towards GUI
          print('piece F& mNcK\n');                                          // specify non-standard move for the F piece
          Setup("foo", fooFEN);
        } else print('Error (unknow variant): ' + variantName + '\n');       // should never happen if variants feature was OK
      } else
      // The following commands could simply be ignored (or even replied to with 'Error') if you are not interested in the info they convey
      if(command == "computer")  { computerOppo = TRUE; } else
      if(command == "rating")    { whiteRating = StringToNumber(params); blackRating = StringToNumber(RemainderOf(params)); } else
      if(command == "ics")       { icsName = params; } else      // optional (ics=1)
      if(command == "name")      { opponentName = params; } else // optional (name=1, which is default in ICS mode)
      if(command == "") { ; } else
      print('Error (unknown command): ' + command + '\n');       // standard error message

      fflush(stdout);  // make sure GUI sees everything
      return WHATEVER; // no one is looking at this
    }

    // called regularly during search (e.g. every 10 msec)

    void MustStop()
    {
      if(activity == THINKING && GetTime() - startTime > coldTurkeyDeadline(myTimeLeft)) abortFlag = TRUE; // time is up, stop searching
      // When we already backlogged a command that apparently did not abort search we stop checking for new ones
      // (should not happen; the GUI should send only commands that are processible during search, or abort the latter)
      while(!backloggedCommand && InputPending()) { // execute all pending commands that can be executed
        if(debug) print('# search interrupted\n');  // example of non-protocol output for debugging purposes
        if(ExecuteOneCommand()) abortFlag = TRUE;   // type of command (and search) determines whether we abort search
      }
    }

    // main loop

    mode = FORCE; // kludge to prevent engine starts doing anything before receiving any commands

    while(1) {

      mustPonder = (ponder == ON && moveNr != 0 && mode == Opponent(stm)); // ponder in opponent's time, but not in start position
      startTime = GetTime(); nodeCount = abortFlag = 0;                    // initialize search stats
      gamePosition = board;                                                // remember current position to have it available during search

      if(mode == ANALYZE || mustPonder && ponderMove == INVALID) { // analyze or ponder position (search without moving)

        activity = ANALYZE;
        Search();               // terminates only when input arrives

      } else if(mode == stm || mustPonder) { // think or ponder speculative move (search with intention to move)

        if(mustPonder) {        // make the opponent move speculatively
          activity = PONDER;
          MakeMove(ponderMove); // this flips stm, so that it now always is the engine's turn!
          print('Hint: ' + MoveToText(ponderMove) + '\n');
        } else activity = THINK;

        score = Search(&bestMove, &bestReply); // sets bestMove and ponderMove

        if(activity == THINK) { // is also the case when ponder hit changed activity from PONDER to THINK during search!
          ponderMove = bestReply;
          if(score < -600 && resign) print('resign\n'); else {        // resign without making move!
            if(score < 0 && drawOfferPending) print('offer draw\n');  // accept draw offer
            print('move ' + MoveToText(bestMove) + '\n'); fflush(stdout);// print move (and make sure GUI sees it!)
            MakeMove(bestMove);                                          // and make it
            myTimeLeft -= GetTime() - startTime;                         // if we don't want to rely on 'time' command
            drawOfferPending = FALSE;                                    // offer expires as we move
            result = DetermineResult();
            if(result == Unfinished) continue;  // test if we must ponder before hanging on input
            print((result == WhiteWins ? '1-0' : result == BlackWins ? '0-1' : '1/2-1/2') + '\n');
          }
          mode = FORCE;
        } else {    // ponder search was aborted (or finished by itself when there was not enough to ponder on)
          UnMake(); // take back the speculatively performed ponderMove (true opponent move will still be backlogged)
        }

      }
      activity = IDLE;     // to let ExecuteOneCommand() it was called from main loop

      fflush(stdout);      // flush output buffer, to be sure everything is sent to GUI before we hang waiting for input
      ExecuteOneCommand(); // this could be the backlogged command that arrived during search

    }

### APPENDIX D: SAMPLE DIALOG

    GUI says:          engine says:

    xboard
    protover 2
                       feature done=0 ping=1 memory=1 usermove=1 setboard=1 debug=1 sigint=0 sigterm=0
                       feature variants="normal,king-of-the-hill,light-brigade"
                       feature option="resign threshold -spin 0 0 10000"
                       feature done=1
    level 40 5 0
    memory 64
    new
    variant light-brigade
                       setup (P...QKpn...k) 8x8+0_fairy nnnnknnn/pppppppp/8/8/8/8/PPPPPPPP/1Q1QK1Q1 w - - 0 1
    hard
    post
    ping 1
    force
    usermove e2e4
    usermove e7e5
    usermove d1h5
    time 30000
    otim 30000
    go
                       pong 1
                       # start searching
                       1 30 0 33 b8c6
                       2 29 0 216 g8f6 h5
                       move g8f6
                       Hint:

### APPENDIX D: LIST OF FEATURES

The following table list all currently defined features with their default value. Most features are 'boolean', and can only have value 0 or 1. In this case the description tells what the option would do when the value is set to 1. A question mark indicates no default value is defined. 'Must haves' are shaded in red; practically useless features (enabling redundant, undesirable or very specialized commands, or disabling commands you might as well ignore) in yellow. Features shaded in green are only useful for engines that play variants.

done=? | Tells the GUI no more features will follow (done=1) or (with done=0) that the GUI must wait for done=1 no matter how long that takes. Always use done=1 as the last feature.
sigint=1 | Enables the sending of SIGINT to the engine on Linux. Always use sigint=0.
sigterm=1 | Enables the sending of SIGTERM to the engine on Linux. Always use sigterm=0.
ping=0 | Enables use of the 'ping' command to resolve timing-induced ambiguity in the communication. Always use ping=1.
setboard=0 | Requests use of the 'setboard' command instead of the 'edit' command to set up positions. Always use setboard=1.
myname="???" | Conveys the name of the engine. Always use.
memory=0 | Enables use of the 'memory' command to specify maximum memory usage. Always use memory=1 on engines with hash table.
smp=0 | Enables use of the 'cores' command to specify the maximum number of search threads. Always use smp=1 on engines with parallel search.
egt="" | Specifies (as a comma-separated list) which end-game tables the engine can use, so that the GUI can send 'egtpath' commands for each type to tell the engine where to find the associated files. Commonly used type are 'scorpio' (bitbases), 'nalimov', 'gaviota' and 'syzygy', but any other name would be allowed too.
reuse=1 | Controls if the engine can be used to play multiple games (reuse=1), or whether a new process has to be started for each game (reuse=0).
usermove=0 | Enables usage of the "usermove " prefix on moves.
debug=0 | Requests the GUI to completely ignore lines starting with a '#' character. Recommended method for printing debug output.
draw=1 | Enables use of the 'draw' command for offering draws to the engine.
option="???" | Defines an option command the GUI could use later to alter a non-standard engine parameter. Option features accumulate rather than redefine the previous occurrence, and by default the GUI's list of engine-defined options is empty.
pause=0 | Enables use of the 'pause' and 'resume' commands for instanly pausing the engine.
nps=1 | Enables use of the 'nps' command for selecting node-based time controls.
analyze=1 | Enables use of the engine for interactive analysis through the 'analyze' command.
exclude=0 | Enables use of the 'include' and 'exclude' commands for excluding moves from analysis.
setscore=0 | Enables use of the setscore command for defining the evaluation of the current position.
variants="???" | Restricts the GUI's use of the 'variant' command to the mentioned variants. The value is a comma-separated list of variant names, and although no default is defined, most Chess GUIs are likely to assume an engine plays only "normal" (i.e. orthodox Chess).
highlight=0 | Enables use of the 'lift', 'put' and 'hover' commands to make the engine aware of user piece manipulation.
dice=0 | Enables use of the 'pips' command to the engine and the 'dice' command to the GUI, for virtual dice rolls.
deck=0 | Enables use of the 'cards' command to the engine and the 'deck' command to the GUI, for drawing cards from a vrtual deck.
playother=0 | Enables use of the 'playother' command for setting the engine playing.
ics=0 | Enables use of the 'ics' command for telling the engine the name of the ICS it is playing on.
name=? | Enables use of the 'name' command for telling the engine the opponent's name. By default the GUI might send the 'name' command only in some cases.
colors=1 | Enables use of the 'white' and 'black' commands.
times=1 | Enables use of the 'time' and 'otim' commands. (Never disable them!)
san=0 | Requests the GUI to send moves in SAN format rather than coordinate notation. Use of SAN is not recommended.

### APPENDIX E: PieceToCharTable (for variants only)

The basic purpose of the PIECETOCHAR element in the 'setup' command is to define a mapping between piece IDs (as used in the FEN if the initial setup, and the move definitions in the 'piece' commands) and images used by the GUI. This is done through a character string, where each position corresponds to one of the GUI's images in a predefined order, and where the letter written in that position will be used as ID for the piece represented by that image. The order of the images always starts with the orthodox pieces Pawn, Knight, Bishop, Rook and Queen, and ends with King. The unorthodox pieces come between Queen and and King. The first half of the PIECETOCHAR string will be interpreted as white pieces, the second half as black pieces. Positions corresponding to images not used for any pieces in the variant must contain a '.' (period). E.g. for a variant that would use an Elephant (with ID 'E') instead of a Bishop, the PIECETOCHAR string would be PN.RQ.EKpn.rq.ek , as the Elephant image is XBoard's 7th image, and the third image (Bishop) does not participate.

The PIECETOCHAR string can be used to relay other information as well: it can indicate that some pieces are the fixed 'promotion partner' of others (Shogi-style promotion). The old (legacy) way to do this is that each image in the second group of 11 can be used as the promoted form of the corresponding image in the first group of 11. This is then indicated by using a '+' sign for the promoted image instead of a letter ID. Such pieces will be referred to by the GUI as +L in SAN or FEN, where L is the ID of the unpromoted form. Promotion moves will use promotion character '+' for such pieces. A newer, more flexible way allows any position in the PIECETOCHAR string to contain a letter prefixed with '^', to indicate it is the promoted form of the piece that has the mentioned letter as its ID. This way any image can be used for the promoted version of any other image; e.g. if we want a game with only Knights and Kings, where the Knights promote to Rooks, we could use a PIECETOCHAR string .N.^NK.n.^nk , where the +N will use the Rook image.

For CrazyHouse-type variants it is important to distinguish promoted Pawns from primordial pieces of the same type; this can be achieved by using images from the second group of 11 for the promoted Pawns, and putting a '~' (tilde) in the corresponding location of the PIECETOCHAR string. Such pieces will use the same ID as the corresponding piece in the first group of 11 images in SAN, but will have this ID suffixed with '~' in FEN.

A piece ID in the PIECETOCHAR string can be suffixed with an '=' plus a letter, to define that letter as an alias for that piece. This can be useful to simplify notations that otherwise would be complex (like +L), e.g. for the purpose of nicer SAN or being able to use it as promotion suffix.