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\input texinfo @c -*-texinfo-*-
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@c % ** Start of header.
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@setfilename gnushogi.info
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@settitle GNU Shogi manual
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@c ==================================
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@c TeX-specific macros
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@c ==================================
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@c ==================================
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@c info-specific macros
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@c ==================================
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@c ==================================
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@c Summary description and copyright.
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@c ==================================
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This file describes how to use GNU shogi,
29
a program which plays Shogi (Japanese chess).
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Copyright (C) 1999 Michael C. Vanier and the Free Software Foundation, Inc.
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Permission is granted to make and distribute verbatim copies of
34
this manual provided the copyright notice and this permission notice
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are preserved on all copies.
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Permission is granted to process this file through TeX and print the
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results, provided the printed document carries copying permission
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notice identical to this one except for the removal of this paragraph
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(this paragraph not being relevant to the printed manual).
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Permission is granted to copy and distribute modified versions of this
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manual under the conditions for verbatim copying, provided that the entire
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resulting derived work is distributed under the terms of a permission
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notice identical to this one.
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Permission is granted to copy and distribute translations of this manual
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into another language, under the above conditions for modified versions,
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except that this permission notice may be stated in a translation approved
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by the Free Software Foundation.
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@c =========================================
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@c End of summary description and copyright.
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@c =========================================
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@c ====================
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@c Title and copyright.
63
@c ====================
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@comment The title is printed in a large font.
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@center @titlefont{GNU Shogi (Japanese chess)}
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@c The following two commands start the copyright page.
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@vskip 0pt plus 1filll
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Copyright @copyright{} 1999 Michael C. Vanier and the Free Software Foundation
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@c ===========================
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@c End of title and copyright.
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@c ===========================
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@c =========================
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@c Top node and master menu.
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@c =========================
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@node Top, (dir), (dir), (dir)
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@top GNU Shogi (Japanese chess)
92
* Introduction:: What is GNU shogi?
93
* License:: The GNU General Public License.
94
* About shogi:: General information, rules, etc.
95
* gnushogi:: How to play GNU shogi (gnushogi).
96
* xshogi:: The X interface to GNU shogi.
97
* References and links:: Where to go for more information.
99
* Bugs:: Where and how to report bugs.
105
This document describes GNU shogi, a program which plays Japanese chess
106
(shogi) against a human opponent.
109
@c ================================
110
@c End of top node and master menu.
111
@c ================================
118
@node Introduction, License, Top, Top
119
@chapter Introduction
122
GNU shogi is a program that plays shogi, the Japanese version of chess,
123
against a human (or computer) opponent. This file describes how to use
124
GNU shogi and also gives background information about the game of shogi.
126
This file describes GNU shogi version 1.3.2. It was written by me, Mike
127
Vanier, the current maintainer of GNU shogi. My email address is
128
@email{mvanier@@cs.caltech.edu}.
131
GNU shogi is actually two programs:
138
is the text-based program which also contains the game-playing engine.
141
is the X-windows graphical interface to gnushogi.
147
Since xshogi invokes gnushogi, most players will just type ``xshogi''
150
Disclaimer: I use the personal pronouns ``him'', ``his'' etc. to refer
151
to a shogi player regardless of gender. That's easier than writing
152
``his or her'' all over the place. I don't mean to infer that women
153
don't play shogi; in fact shogi is very popular in Japan among women as
158
@node License, About shogi, Introduction, Top
159
@unnumbered GNU GENERAL PUBLIC LICENSE
162
@center Version 2, June 1991
165
Copyright @copyright{} 1989, 1991 Free Software Foundation, Inc.
166
675 Mass Ave, Cambridge, MA 02139, USA
168
Everyone is permitted to copy and distribute verbatim copies
169
of this license document, but changing it is not allowed.
172
@unnumberedsec Preamble
174
The licenses for most software are designed to take away your
175
freedom to share and change it. By contrast, the GNU General Public
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License is intended to guarantee your freedom to share and change free
177
software---to make sure the software is free for all its users. This
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General Public License applies to most of the Free Software
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Foundation's software and to any other program whose authors commit to
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using it. (Some other Free Software Foundation software is covered by
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the GNU Library General Public License instead.) You can apply it to
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When we speak of free software, we are referring to freedom, not
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price. Our General Public Licenses are designed to make sure that you
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have the freedom to distribute copies of free software (and charge for
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this service if you wish), that you receive source code or can get it
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if you want it, that you can change the software or use pieces of it
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in new free programs; and that you know you can do these things.
191
To protect your rights, we need to make restrictions that forbid
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anyone to deny you these rights or to ask you to surrender the rights.
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These restrictions translate to certain responsibilities for you if you
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distribute copies of the software, or if you modify it.
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For example, if you distribute copies of such a program, whether
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gratis or for a fee, you must give the recipients all the rights that
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you have. You must make sure that they, too, receive or can get the
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source code. And you must show them these terms so they know their
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We protect your rights with two steps: (1) copyright the software, and
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(2) offer you this license which gives you legal permission to copy,
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distribute and/or modify the software.
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Also, for each author's protection and ours, we want to make certain
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Finally, any free program is threatened constantly by software
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The precise terms and conditions for copying, distribution and
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@unnumberedsec TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
227
@center TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
232
This License applies to any program or other work which contains
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a notice placed by the copyright holder saying it may be distributed
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under the terms of this General Public License. The ``Program'', below,
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refers to any such program or work, and a ``work based on the Program''
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means either the Program or any derivative work under copyright law:
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that is to say, a work containing the Program or a portion of it,
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either verbatim or with modifications and/or translated into another
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language. (Hereinafter, translation is included without limitation in
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the term ``modification''.) Each licensee is addressed as ``you''.
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Activities other than copying, distribution and modification are not
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covered by this License; they are outside its scope. The act of
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running the Program is not restricted, and the output from the Program
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is covered only if its contents constitute a work based on the
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Program (independent of having been made by running the Program).
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Whether that is true depends on what the Program does.
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You may copy and distribute verbatim copies of the Program's
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source code as you receive it, in any medium, provided that you
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conspicuously and appropriately publish on each copy an appropriate
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copyright notice and disclaimer of warranty; keep intact all the
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and give any other recipients of the Program a copy of this License
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along with the Program.
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You may charge a fee for the physical act of transferring a copy, and
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you may at your option offer warranty protection in exchange for a fee.
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You may modify your copy or copies of the Program or any portion
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You must cause the modified files to carry prominent notices
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stating that you changed the files and the date of any change.
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You must cause any work that you distribute or publish, that in
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If the modified program normally reads commands interactively
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when run, you must cause it, when started running for such
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interactive use in the most ordinary way, to print or display an
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the Program is not required to print an announcement.)
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These requirements apply to the modified work as a whole. If
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Thus, it is not the intent of this section to claim rights or contest
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In addition, mere aggregation of another work not based on the Program
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You may copy and distribute the Program (or a work based on it,
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under Section 2) in object code or executable form under the terms of
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Sections 1 and 2 above provided that you also do one of the following:
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Accompany it with the complete corresponding machine-readable
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source code, which must be distributed under the terms of Sections
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1 and 2 above on a medium customarily used for software interchange; or,
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Accompany it with a written offer, valid for at least three
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years, to give any third party, for a charge no more than your
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cost of physically performing source distribution, a complete
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distributed under the terms of Sections 1 and 2 above on a medium
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Accompany it with the information you received as to the offer
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You may not copy, modify, sublicense, or distribute the Program
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However, parties who have received copies, or rights, from you under
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Each time you redistribute the Program (or any work based on the
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original licensor to copy, distribute or modify the Program subject to
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these terms and conditions. You may not impose any further
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You are not responsible for enforcing compliance by third parties to
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If, as a consequence of a court judgment or allegation of patent
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infringement or for any other reason (not limited to patent issues),
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conditions are imposed on you (whether by court order, agreement or
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excuse you from the conditions of this License. If you cannot
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distribute so as to satisfy simultaneously your obligations under this
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may not distribute the Program at all. For example, if a patent
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license would not permit royalty-free redistribution of the Program by
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all those who receive copies directly or indirectly through you, then
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the only way you could satisfy both it and this License would be to
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refrain entirely from distribution of the Program.
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If any portion of this section is held invalid or unenforceable under
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any particular circumstance, the balance of the section is intended to
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apply and the section as a whole is intended to apply in other
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It is not the purpose of this section to induce you to infringe any
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patents or other property right claims or to contest validity of any
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such claims; this section has the sole purpose of protecting the
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integrity of the free software distribution system, which is
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implemented by public license practices. Many people have made
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generous contributions to the wide range of software distributed
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through that system in reliance on consistent application of that
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system; it is up to the author/donor to decide if he or she is willing
410
to distribute software through any other system and a licensee cannot
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This section is intended to make thoroughly clear what is believed to
414
be a consequence of the rest of this License.
417
If the distribution and/or use of the Program is restricted in
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certain countries either by patents or by copyrighted interfaces, the
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original copyright holder who places the Program under this License
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may add an explicit geographical distribution limitation excluding
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those countries, so that distribution is permitted only in or among
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countries not thus excluded. In such case, this License incorporates
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the limitation as if written in the body of this License.
426
The Free Software Foundation may publish revised and/or new versions
427
of the General Public License from time to time. Such new versions will
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be similar in spirit to the present version, but may differ in detail to
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address new problems or concerns.
431
Each version is given a distinguishing version number. If the Program
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specifies a version number of this License which applies to it and ``any
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later version'', you have the option of following the terms and conditions
434
either of that version or of any later version published by the Free
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Software Foundation. If the Program does not specify a version number of
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this License, you may choose any version ever published by the Free Software
440
If you wish to incorporate parts of the Program into other free
441
programs whose distribution conditions are different, write to the author
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to ask for permission. For software which is copyrighted by the Free
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Software Foundation, write to the Free Software Foundation; we sometimes
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make exceptions for this. Our decision will be guided by the two goals
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of preserving the free status of all derivatives of our free software and
446
of promoting the sharing and reuse of software generally.
457
BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
458
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
459
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
460
PROVIDE THE PROGRAM ``AS IS'' WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
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OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
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TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
464
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
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REPAIR OR CORRECTION.
468
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
469
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
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REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
471
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
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OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
473
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
474
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
475
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
476
POSSIBILITY OF SUCH DAMAGES.
480
@heading END OF TERMS AND CONDITIONS
483
@center END OF TERMS AND CONDITIONS
487
@unnumberedsec How to Apply These Terms to Your New Programs
489
If you develop a new program, and you want it to be of the greatest
490
possible use to the public, the best way to achieve this is to make it
491
free software which everyone can redistribute and change under these terms.
493
To do so, attach the following notices to the program. It is safest
494
to attach them to the start of each source file to most effectively
495
convey the exclusion of warranty; and each file should have at least
496
the ``copyright'' line and a pointer to where the full notice is found.
499
@var{one line to give the program's name and a brief idea of what it does.}
500
Copyright (C) 19@var{yy} @var{name of author}
502
This program is free software; you can redistribute it and/or modify
503
it under the terms of the GNU General Public License as published by
504
the Free Software Foundation; either version 2 of the License, or
505
(at your option) any later version.
507
This program is distributed in the hope that it will be useful,
508
but WITHOUT ANY WARRANTY; without even the implied warranty of
509
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
510
GNU General Public License for more details.
512
You should have received a copy of the GNU General Public License
513
along with this program; if not, write to the Free Software
514
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
517
Also add information on how to contact you by electronic and paper mail.
519
If the program is interactive, make it output a short notice like this
520
when it starts in an interactive mode:
523
Gnomovision version 69, Copyright (C) 19@var{yy} @var{name of author}
524
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details
526
This is free software, and you are welcome to redistribute it
527
under certain conditions; type `show c' for details.
530
The hypothetical commands @samp{show w} and @samp{show c} should show
531
the appropriate parts of the General Public License. Of course, the
532
commands you use may be called something other than @samp{show w} and
533
@samp{show c}; they could even be mouse-clicks or menu items---whatever
536
You should also get your employer (if you work as a programmer) or your
537
school, if any, to sign a ``copyright disclaimer'' for the program, if
538
necessary. Here is a sample; alter the names:
541
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
542
`Gnomovision' (which makes passes at compilers) written by James Hacker.
544
@var{signature of Ty Coon}, 1 April 1989
545
Ty Coon, President of Vice
548
This General Public License does not permit incorporating your program into
549
proprietary programs. If your program is a subroutine library, you may
550
consider it more useful to permit linking proprietary applications with the
551
library. If this is what you want to do, use the GNU Library General
552
Public License instead of this License.
555
@node About shogi, gnushogi, License, Top
556
@chapter About the game of shogi
560
``Japanese chess cedes nothing in depth or beauty to the European
561
game... it is at least as interesting.''
563
--- Alexander Alekhine @*
564
(quoted in David Pritchard, @cite{The Encyclopedia of Chess Variants})
568
``... shogi [is] by far the most complex form of chess that has ever
569
achieved widespread popularity.''
571
--- R. Wayne Schmittberger, @cite{New Rules for Classic Games}
576
Shogi is the version of chess played in Japan. It is strikingly
577
different from standard chess (which I shall refer to henceforth as
578
``international chess'') and also to all other regional variants,
579
because captured pieces can re-enter play on the side of the capturer.
580
This has several interesting effects on the play of the game:
586
Shogi is much more complex than international chess, at least in
587
terms of the average number of possible moves per turn (estimated at
588
about 35 for chess and at about 80 for shogi).
591
There are almost no draws (about 1-2% of all games in professional play).
594
Exchanges complicate the play rather than simplifying it.
597
There are no ``endgames'' in the standard chess sense; all pieces remain
598
in play throughout the game. Games typically end in a race to
599
checkmate the other player before being checkmated oneself.
602
Ownership of a piece is not indicated by the color of the piece;
603
instead, pieces are wedge-shaped and point towards the opponent. The
604
name of the piece is inscribed in Kanji characters on the front of the
608
Most importantly: it's more fun than other forms of chess :-)
614
Shogi is extremely popular in Japan; it has been estimated that 20
615
million Japanese can play shogi, of which perhaps 1 million are active
616
players. It is even more popular there than the game of go, Japan's
617
other favorite board game. There are a number of professional players
618
who make a considerable amount of money playing in shogi tournaments,
619
and the game receives extensive newpaper and television coverage.
620
Despite this, the game has yet to become popular outside of Japan. Part
621
of this is because the Kanji characters on the pieces scare away some
622
people, but mostly it's due, I think, to lack of exposure to the game
623
and to the difficulty of finding opponents. I hope that GNU shogi will
624
help introduce shogi to a wider audience.
628
* The rules of shogi::
632
* Differences between shogi and chess::
637
@c -------------------------------------------------------
639
@c The rules of shogi.
641
@c -------------------------------------------------------
643
@node The rules of shogi, Sample game, About shogi, About shogi
644
@section The rules of shogi
647
Shogi is a two-person abstract strategy board game with full information
648
(i.e. all pieces and moves are visible to both players at all times).
649
It is in the chess family, being descended from the same ancestral game
650
as international chess: the Indian game of Chaturanga. The two players
651
are referred to as ``Black'' and ``White'', with Black moving first
652
(unlike in international chess, where White moves first), and with
653
movement alternating between the two players. Note that ``Black'' and
654
``White'' are just names; the pieces are not colored. Instead, they are
655
flat, wedge-shaped pieces which point towards the opponent. The
656
identity of a given piece is indicated by two Japanese Kanji characters
657
on each piece. In fact, only the top character is needed to identify
658
the piece and thus only the top character is used in shogi diagrams. I
659
will use alphabetical equivalents in the diagrams here; to see what the
660
Kanji characters look like, start up xshogi (@pxref{xshogi}) and compare
661
the starting setup there with the starting setup in this file
662
(@pxref{The opening setup}).
664
The object of the game is to capture the opponent's King. The board is
665
a grid of 9x9 uncolored squares, and pieces are placed on the squares.
666
Each player begins with 20 pieces, described in the next section.
667
Capture is by displacement, as in international chess.
671
* The moves of the pieces::
672
* The opening setup::
673
* Promotion of pieces::
678
* Notes for chess players::
682
@c The moves of the pieces.
684
@node The moves of the pieces, The opening setup, The rules of shogi, The rules of shogi
685
@subsection The moves of the pieces
688
Each player at the beginning of a shogi game has a total of 20 pieces of
689
eight different types. The moves of the shogi pieces can be divided
690
into three classes: ``stepping'' pieces, that only move one square at a
691
time; ``ranging'' pieces that move any number of unobstructed squares in
692
a line, and ``jumping'' pieces that can jump over obstructing pieces to
693
reach their destination squares. Most pieces can also promote to
694
different (usually stronger) pieces under certain circumstances (see the
695
next section). All pieces capture the same way that they move (even
696
pawns). The piece moves and promotions are as follows; each piece name
697
is followed by the standard piece abbreviation:
702
The king (K). The king can move one square in any horizontal, vertical,
703
or diagonal direction, just like the king in international chess. The
704
king does not promote.
707
The rook (R). The rook can move any number of squares in a horizontal
708
or vertical direction. The rook is the same as the rook in
709
international chess (except that it can promote). A rook promotes to a
710
``dragon king'' or ``dragon'' for short (often just referred to as a
711
``promoted rook''), which can move as a rook or can move one square in
712
any diagonal direction.
715
The bishop (B). The bishop can move any number of squares in a diagonal
716
direction. The bishop is the same as the bishop in international chess
717
(except that it can promote). A bishop promotes to a ``dragon horse''
718
or ``horse'' for short (often just referred to as a ``promoted
719
bishop''), which can move as a bishop or can move one square in any
720
horizontal or vertical direction. Note: the horse should not be
721
confused with a knight (see below), as they are two completely different
725
The gold general (G). A gold general can move one square in any
726
horizontal or vertical direction, or one square in a forward diagonal
727
direction. Gold generals do not promote.
730
The silver general (S). A silver general can move one square in any
731
diagonal direction, or one square straight forward. A silver general
732
promotes to a gold general.
735
The knight (N). A knight can move one square straight forward followed
736
by one square to either forward diagonal, jumping over intervening
737
pieces if any. In other words, a knight moves like its international
738
chess counterpart, but forward only. A knight promotes to a gold
739
general. The knight is the only jumping piece, as in chess.
742
The lance (L). A lance can move any number of squares straight forward.
743
A lance promotes to a gold general.
746
The pawn (P). A pawn can move one square straight forward. The pawn
747
captures the same way that it moves, in contrast to international chess.
748
There is also no initial two-space move for pawns and no
749
@emph{en-passant} capture. A pawn promotes to a gold general; a
750
promoted pawn is usually known as a ``Tokin''.
755
@c The opening setup.
757
@node The opening setup, Promotion of pieces, The moves of the pieces, The rules of shogi
758
@subsection The opening setup
759
@cindex Opening setup
761
The opening setup for shogi is as follows:
766
+---------------------------------------------+ @*
767
| wL | wN | wS | wG | wK | wG | wS | wN | wL | a @*
768
+---------------------------------------------+ @*
769
| | wR | | | | | | wB | | b @*
770
+---------------------------------------------+ @*
771
| wP | wP | wP | wP | wP | wP | wP | wP | wP | c @*
772
+---------------------------------------------+ @*
773
| | | | | | | | | | d @*
774
+---------------------------------------------+ @*
775
| | | | | | | | | | e @*
776
+---------------------------------------------+ @*
777
| | | | | | | | | | f @*
778
+---------------------------------------------+ @*
779
| bP | bP | bP | bP | bP | bP | bP | bP | bP | g @*
780
+---------------------------------------------+ @*
781
| | bB | | | | | | bR | | h @*
782
+---------------------------------------------+ @*
783
| bL | bN | bS | bG | bK | bG | bS | bN | bL | i @*
784
+---------------------------------------------+
787
@c The following TeX macros are taken with permission from
788
@c "TeX for the Beginner" by Wynter Snow.
791
\def\startline{\par\nobreak\noindent}
793
{\obeylines\obeyspaces%
794
\gdef\beginVerbatim{\bigbreak%
797
\obeylines\obeyspaces%
800
\gdef\endVerbatim{\endgroup\bigbreak}
805
+--------------------------------------------+
806
| wL | wN | wS | wG | wK | wG | wS | wN | wL | a
807
+--------------------------------------------+
808
| | wR | | | | | | wB | | b
809
+--------------------------------------------+
810
| wP | wP | wP | wP | wP | wP | wP | wP | wP | c
811
+--------------------------------------------+
812
| | | | | | | | | | d
813
+--------------------------------------------+
814
| | | | | | | | | | e
815
+--------------------------------------------+
816
| | | | | | | | | | f
817
+--------------------------------------------+
818
| bP | bP | bP | bP | bP | bP | bP | bP | bP | g
819
+--------------------------------------------+
820
| | bB | | | | | | bR | | h
821
+--------------------------------------------+
822
| bL | bN | bS | bG | bK | bG | bS | bN | bL | i
823
+--------------------------------------------+
830
Here, ``b'' stands for ``black'' and ``w'' stands for ``white'', so
831
that, for instance, ``bL'' means ``black lance''. The numbers above the
832
files and the letters to the right of the ranks represent the most
833
common notation system used for shogi by westerners (the Japanese also
834
use Arabic numerals for the files but use Japanese numerals for the
838
@c Promotion of pieces.
840
@node Promotion of pieces, Drops, The opening setup, The rules of shogi
841
@subsection Promotion of pieces
842
@cindex Piece promotion
844
In sharp contrast to international chess, where only pawns can promote
845
to higher-ranked pieces, most of the pieces in shogi can promote. The
846
promoted ranks are discussed in the section on piece moves (@pxref{The
847
moves of the pieces}) but are repeated here for reference:
852
promotes to gold general (called a `tokin' in this case only).
855
promotes to gold general.
858
promotes to gold general.
861
promotes to gold general.
867
promotes to ``dragon horse'' or just ``horse'' for short. The horse can
868
move as a bishop or can move one square in any orthogonal direction.
871
promotes to ``dragon king'' or just ``dragon'' for short. The dragon
872
can move as a rook or can move one square in any diagonal direction.
881
The three ranks furthest away from each player constitute his/her
882
``promotion zone''. A player may, but is not required to, promote a
883
piece after making a move in which the piece begins and/or ends in the
884
promotion zone. Thus you can promote a piece when moving the piece into
885
the promotion zone, out of the promotion zone, or entirely within the
886
promotion zone. Promotion is mandatory in these cases:
892
@item You must promote a pawn or a lance after moving it to the last rank.
894
@item You must promote a knight after moving it to either of the last
901
These forced promotions ensure that a piece cannot be moved to a square
902
from which it would have no further move.
904
Pieces ``dropped'' onto the board (@pxref{Drops}) always drop in the
905
unpromoted state, even if they drop into the promotion zone.
911
@node Drops, Winning the game, Promotion of pieces, The rules of shogi
915
When a player captures a piece, that piece is not removed from play.
916
Instead, it becomes the property of the capturer and can re-enter play
917
by being placed on (almost) any vacant square during the player's move.
918
This is known as a ``drop'' and counts as a full move (in other words,
919
you can either move a piece on the board or drop a piece onto the board
920
during your move, but not both). All pieces drop in the unpromoted
921
state. Pieces may be legally dropped in their promotion zone, but they
922
do not promote on that turn.
924
There are several restrictions on drops:
928
@item A pawn may not be dropped onto a file if there is already an
929
unpromoted pawn belonging to the same player on that file. It is legal
930
to drop a pawn on a file which contains a @emph{promoted} pawn belonging
931
to the same player, however.
933
@item A pawn may not be dropped to give immediate checkmate on the
934
move. A pawn is, however, permitted to be moved on the board to give
935
immediate checkmate. This is a curious rule, and if anyone knows the
936
reason for it I would appreciate it if they would contact me and explain
939
@item A pawn or piece may not be dropped onto a square from which they
940
would have no legal move. This means that pawns and lances may not be
941
dropped onto the last rank, and the knight may not be dropped onto the
942
last or second-to-last rank.
946
It is entirely permissible (and often advisable) to drop a piece or pawn
947
between one's King and an attacking ranging piece. For this reason,
948
the final checkmating move is nearly always an attack on the King from
949
an adjacent square (except for an attack by a Knight).
951
Captured pieces are said to be pieces ``in hand''.
953
The drop is the primary distinguishing feature of Japanese chess, shared
954
with no other popular chess-type game. It gives shogi a very aggressive
955
quality, and dramatically increases the number of possible moves once a
956
few pieces have been captured. Another interesting feature of shogi is
957
that exchanges complicate play rather than simplifying it (as in
958
international chess), because of the drop rule.
963
@node Winning the game, Draws, Drops, The rules of shogi
964
@subsection Winning the game
965
@cindex Winning the game
967
A game of shogi is won by capturing the opponent's king. In general,
968
this is done by checkmating the king: attacking the king in such a way
969
that the king cannot be defended no matter what the defending player
970
moves. Note, though, that there is no rule that requires a player to
971
defend a king which is being attacked. However, if he does not defend
972
his king, the opponent is entirely free to capture it on the next move,
973
thus winning the game. As in international chess, in practice most
974
games end by resignation when one player realizes that he cannot escape
980
@node Draws, Handicaps, Winning the game, The rules of shogi
984
There are very few draws in shogi; only about 1-2% of professional games
985
end in a draw. One reason for this is that material can never be
986
depleted as in chess, because captured pieces are constantly re-entering
987
play as a consequence of the drop rule. In fact, most of the ways a
988
game can be drawn in chess are not allowed in shogi:
994
@item Draws cannot be offered.
996
@item There is no fifty-move rule.
998
@item A stalemate counts as a win for the stalemater. Stated otherwise:
999
if you can't move, you lose.
1001
@item Perpetual check is illegal (see below).
1007
There are only two legal ways in which a draw can occur:
1013
@item A position (including the pieces in hand) occurs 4 times with the same
1014
player to move (called ``Sennichite''). However, if this is caused by
1015
consecutive checks (direct attacks on the King, threatening to capture
1016
it on the next move) by one side, the player giving these checks loses
1017
the game. In other words, perpetual check results in a loss for the
1018
attacker who recreates the same position the 4th time.
1020
@item Both players have moved their King into the the promotion zone (or they
1021
cannot be prevented from doing so) and the Kings cannot be checkmated.
1022
A King who has entered the promotion zone is known as an ``entering
1023
King''; due to the forward orientation of most shogi pieces, it is very
1024
hard to mate such a King. In that case the players may decide to count
1025
their pieces as follows: the King does not count, the Rook and Bishop
1026
count as 5 points, and all other pieces as one point. Promotion is
1027
disregarded. If both players have at least 24 points the game is a draw
1028
(called ``Jishogi''). If a player has less, he loses the game.
1030
Of course, a player can refuse to count pieces when he still has mating
1031
chances or chances to gain material which would affect the outcome of
1032
the counting. There is no strict rule about what to do if this is not
1033
the case, but nonetheless a player refuses to count up (e.g. because he
1034
does not have enough points for a draw). It has been generally accepted
1035
that in such a case the game ends and the pieces are counted after one
1036
player has managed to get all his pieces protected in the promotion
1045
@node Handicaps, Notes for chess players, Draws, The rules of shogi
1046
@subsection Handicaps
1049
Unlike international chess, shogi has a well-established handicap system
1050
which is used when players of different strengths play against each
1051
other. Handicaps range from small to huge, which makes it possible for
1052
weak players to play against even very strong players and have an even
1055
Shogi players are ranked as follows: the weakest rank is around 15
1056
``kyu'', which represents a beginner. 14 kyu is higher than 15 kyu, 13
1057
kyu is higher still, and so on until you get to 1 kyu. The next highest
1058
rank is 1 ``dan'', followed by 2 dan, 3 dan and so forth. The highest
1059
amateur rank is 6 dan; professionals go up to 9 dan. However,
1060
professional ranks are not the same as amateur ranks; a professional 1
1061
dan is @emph{much} stronger than an amateur 1 dan. This system is
1062
similar to that used by go players (and also other Japanese sports such
1065
A handicap consists of the stronger player playing White and removing
1066
one or more pieces from his side of the board at the start of the game.
1067
These pieces are permanently removed from play; they are not in hand.
1069
The following is a list of the accepted handicaps, from weakest to
1070
strongest. The degree of the handicap, represented by the position in
1071
the list, represents the difference in rank between the two players for
1072
which the handicap is appropriate. These rules are taken from the books
1073
``Shogi for Beginners'' by John Fairbairn and ``The Art of Shogi'' by
1074
Tony Hoskings (@pxref{References and links}) and, I believe, represent
1075
current Japanese practice.
1082
The stronger player removes his left lance (on 1a).
1085
The players play a two-game match; in the first game the stronger player
1086
removes his left lance (on 1a), while in the second game he removes his
1090
The stronger player removes his bishop.
1093
The stronger player removes his rook.
1096
The stronger player removes his rook and left lance.
1099
The players play a two-game match; in the first game the stronger player
1100
removes his rook and left lance (on 1a), while in the second game he
1101
removes his rook and bishop.
1104
The stronger player removes his rook and bishop. This is usually called
1105
a ``two-piece'' handicap.
1108
The stronger player removes his rook, bishop, and both lances. This is
1109
called a ``four-piece'' handicap.
1112
The stronger player removes his rook, bishop, both lances, and both
1113
knights. This is called a ``six-piece'' handicap.
1116
The stronger player removes his rook, bishop, both lances, both knights,
1117
and both silvers. This is called an ``eight-piece'' handicap.
1123
Another advantage of playing handicap games is that the handicaps alter
1124
the optimal strategy for both players. For instance, handicaps all have
1125
their own opening lines which may bear little or no resemblance to those
1126
used in non-handicap shogi. This means that when learning handicap
1127
shogi, you are essentially learning completely new games which use the
1130
The reader may wonder how on earth a player giving an eight-piece
1131
handicap, say, could possibly hope to win. Don't forget, though, that
1132
in shogi the opponent's pieces can be captured and then become part of
1133
one's own army. Thus, if the opponent plays badly enough, the number of
1134
pieces will soon even out.
1137
@c Notes for chess players.
1139
@node Notes for chess players, , Handicaps, The rules of shogi
1140
@subsection Notes for chess players
1142
Here are a few miscellaneous things that may confuse chess players.
1143
Some of these have been mentioned elsewhere, but they bear repeating.
1148
@item There is no queen.
1150
@item Pawns capture the same way they move. There is no initial
1151
two-space pawn move and no @emph{en-passant} move.
1153
@item There is no special castling move. There @emph{are} a large
1154
number of possible defensive formations referred to as ``castles''
1155
(@pxref{Sample game}) but there is no need for special moves to create
1158
@item A given piece can only promote to @emph{one} other kind of piece.
1168
@node Sample game, Mating problems, The rules of shogi, About shogi
1169
@section Sample game
1172
@c This will have to be spruced up for the TeX version...
1174
This game was annotated by Pieter Stouten (@pxref{References and
1175
links}). I have made some minor corrections. Note that captures are
1176
denoted by the ``x'' symbol e.g. Rx3f and drops are denoted by the ``*''
1177
symbol e.g. R*3f. Check is indicated by a ``+'' after the move,
1178
e.g. R3f+. I recommend you use gnushogi/xshogi to play along with this
1179
game. In xshogi simply hit the ``Force Moves'' button after starting
1180
up, while in gnushogi enter the word ``force'' at the prompt. This will
1181
allow you to enter moves for both sides.
1183
Note also that the move numbering system used here is the chess-type
1184
system where one move means one move by each player. The Japanese count
1185
one move made by each player as two moves.
1187
---------------------------------------------------------------------------
1189
Below you will find (the English translation of) an annotated game which
1190
was published in the Dutch Shogi magazine ``81'' and in the Dutch
1191
beginners booklet. It has proven to be a very useful game to explain
1192
some basic principles of Shogi. Also, it is a rather straightforward
1193
game compared to professional games where in most cases very diffuse
1194
middle game fights take place.
1196
Pieter Stouten, 14th May 1990.
1198
---------------------------------------------------------------------------
1200
Black: Michael Trent (1-dan). White: David Murphy (2-dan).
1202
1. P2f P3d 2. P2e B3c @*
1203
[ This move is necessary, as otherwise white can exchange pawns: 3. P2d
1204
Px2d 4. Rx2d. He would thus get a pawn in hand and open up his rook
1208
[ White closes the bishop diagonal again. He plans to play ranging rook
1209
(the rook goes to 5b, 4b, 3 or 2b; a defensive strategy) and in that
1210
case he'd better avoid an exchange of bishops. One of the reasons is
1211
that he will have problems developing his pieces without leaving holes
1214
4. S4h R3b 5. P3f S4b 6. K6h K6b @*
1215
[ In general the rook plays an important role in the attacks. It is
1216
wise to move the king away from the area where the initial fights will
1217
be and both players act according to the Shogi proverb ``keep the rook
1220
7. K7h K7b 8. P5f P5d 9. G4i-5h G4a-5b @*
1221
[ Both players use their second gold general to build their castle. ]
1224
[ In itself this move is not bad. However, it will become clear that
1225
black plans a quick attack and in that case it is wiser to omit this
1228
10... S5c 11. P1f P1d @*
1229
[ The advance of the edge pawns must be timed very well. The remark at
1230
black's tenth move applies here too: this move is good if black wants to
1231
play a slow game, because it eliminates a future B1e. ]
1233
12. P4f K8b 13. N3g S7b @*
1234
[ Black develops his knight in order to start an attack over the second,
1235
third and fourth files. White strengthens his king's position and
1236
awaits the attack. He aims at a counterattack as soon as black has
1237
broken through into the white camp. Probably white's breakthrough will
1238
take place later, but he has good compensation in the form of a stronger
1239
castle. This theme occurs very often in static rook versus ranging rook
1243
[ Black starts his attack and white puts up a very passive defence. His
1244
rook has a hard task now to penetrate the black position. Moreover, he
1245
blocks his own bishop. It seems much better to start a counterattack
1246
with 14... P3e, later to be followed by B2b, B5a or Bx4d in order to use
1247
his rook more actively. ]
1249
15. Px4d Sx4d 16. P*4e S5c @*
1250
[ 16... Sx4e is more active. A silver general is normally more valuable
1251
than a knight, but white gets two pawns in hand and black none, while
1252
the knight might come in handy for white too. ]
1254
17. Bx3c+ Nx3c 18. P2d Px2d @*
1255
[ Black threatens to break through and white has to consider taking the
1256
pawn on 2d or starting a counterattack with Nx4e. If he chooses the
1257
latter, black can play Px2c+ followed by +P3c. The disadvantage is the
1258
black ``tokin'' (=promoted pawn) that white will get in his camp; the
1259
advantage is that it will cost black two more moves to promote his rook.
1260
Because white did not trust that the result after engaging in a
1261
``semeai'' (=mutual attack) with 18...Nx4e would give a positive result,
1262
he captured the pawn on 2d. Making the right decision in moments like
1263
this often makes the difference between a win and a loss: miss one
1264
attacking chance and you will be forced to defend the whole game until
1265
the unavoidable defeat; on the other hand, an unsound attack can destroy
1266
all ``aji'' (=potential, meaning possibilities, threats) without getting
1267
anything in return. ]
1269
19. Rx2d Nx4e 20. Nx4e Rx4e 21. R2a+ P*4g @*
1270
[ Now it becomes clear why black's 10. S6h was not good. Had this move
1271
been omitted, then white would not have had the time to play 13... S7b
1272
and after R2a+ the gold on 6a would hang. Thus black would have kept
1273
``sente'' (=initiative). Instead of 21... P*4g, B*6d is a very good
1274
move, because after 22. P*2h black does not have a pawn in hand anymore
1275
and he is being threatened with the annoying 22... N*4f 23. G5g N3h+
1276
24. S4g +N4h also. Black can also counter 21... B*6d with 22. N*3g.
1277
White would then reply with 22... R4b 23. B*3c P*4g 24. Bx4b+ Sx4b. The
1278
white rook has played its role and instead of spending moves on saving
1279
it white starts to scatter black's defences by successive pawn drops on
1280
the fourth file: 25. Gx4g P*4f 26. G5g N*6e 27. G5h P4g+ 28. Gx4g P*4f.
1281
This analysis was provided by Kato Hifumi, 9-dan professional (the
1282
highest regular grade). Destroying the coherence of the enemy pieces
1283
(their shape) by dropping pawns is one of the most important Shogi
1284
techniques. With the actual move 21... P*4g white missed a good
1287
22. Sx4g P*4f 23. B*3g Px4g+ 24. +Rx6a +Px3g @*
1288
[ 23. B*3g seems pointless, but a closer look reveals that it is
1289
actually quite mean. On move 24 white cannot capture black's ``Ryu''
1290
(=dragon =promoted rook) with his silver: 24... Sx6a 25. N*7d K7b
1291
26. G*8b mate. By attacking the front of the white castle and
1292
threatening to mate him there, black has the chance to break down the
1293
white defences from the side. ]
1296
[ Here 25... B*4d would be much better, because it is defensive and
1297
attacking at the same time. After e.g. 26. G*4c Bx9i+ 27. Gx5c black
1298
threatens 28. +Rx7b Kx7b 29. S*6a K8b 30. S*7a Kx7a 31. G*7b mate.
1299
White is one move quicker, however. He has the following beautiful
1300
``tsume'' (mating sequence where every move is check): 27... N*8f 28. Px8f
1301
S*8g 29. Kx8g B*9h 30. K7h Bx8i+ 31. K8g +B8i-8h 32. K9f L*9e mate.
1302
This illustrates the sharpness of Shogi: one move can make the
1303
difference between winning and losing. ]
1306
[ This move eliminates white's last chances. 26... R4b 27. +Rx4b Sx4b
1307
28. R*4a seems annoying, but after 28... B*3c 29. S7g B*3b white wins
1308
the rook and with his ``tokin'' on 3g there still is some hope. ]
1311
[ White cannot defend anymore, so he starts a desperate attack. Black
1312
does not lose the right track, however. ]
1314
28. Nx5c+ +Px5h 29. +Nx6b +Px6h 30. Gx6h N*8f 31. Px8f B*6i 32. Gx6i
1315
R4h+ 33. N*6h +Rx6h 34. Gx6h S*8g 35. Kx8g N*9e 36. K7h Resigns @*
1316
[ White resigns here, because after 36... B*8g 27. K7g his attack has
1326
@node Mating problems, Shogi variants, Sample game, About shogi
1327
@section Mating problems
1329
One good way to improve at shogi is to solve mating problems. There are
1330
several types of these problems, but the most common is called a
1331
``tsume-shogi'' problem, or ``tsume'' problem for short. In a tsume
1332
problem, all pieces that are not on the board are assumed to be in the
1333
opponent's hand (except for your King, which is usually not shown).
1334
Every move you make must be check until the final checkmate. Your
1335
opponent may play any piece on the board or drop any of his pieces in
1336
hand in order to prevent the mate. In a properly constructed tsume
1337
problem, all of your pieces on the board and in hand must be essential
1338
to the solution. One consequence of this is that all of your pieces in
1339
hand must be played during the solution. There should only be one
1340
correct solution for the given number of moves. Tsume problems use
1341
Japanese-style move numbering; thus, a problem where you move (and give
1342
check), your opponent moves, and you move to give checkmate is called a
1343
three-mover. Here is a really trivial three-mover:
1350
----------------+ @*
1352
----------------+ @*
1354
----------------+ @*
1356
----------------+ @*
1358
----------------+ @*
1360
----------------+ @*
1362
----------------+ @*
1372
\def\startline{\par\nobreak\noindent}
1374
{\obeylines\obeyspaces%
1375
\gdef\beginVerbatim{\bigbreak%
1378
\obeylines\obeyspaces%
1381
\gdef\endVerbatim{\endgroup\bigbreak}
1406
Here, Black plays G*2b, White plays K1c, and Black plays G*1d mate.
1407
More typical tsume problems range from 5 moves to arbitrarily high
1408
numbers of moves, and they can be quite brain-busting. Tsume problems
1409
may seem artificial, but in the closing stages of the game where both
1410
players have a lot of pieces in hand, it is often necessary to give
1411
check at every move, or else your opponent will start a counterattack
1412
and will mate you before you mate him. A tsume problem is a worst-case
1413
scenario for the attacker: you have to mate your opponent even though he
1414
has every piece not on the board in hand, which means you have to
1415
develop sharp attacking skills. Many more tsume problems can be found
1416
on the internet; I particularly recommend Patrick Davin's ``Shogi
1417
Nexus'' (@pxref{References and links}).
1425
@node Shogi variants, Differences between shogi and chess, Mating problems, About shogi
1426
@section Shogi variants
1427
@cindex Shogi variants
1433
@cindex Tenjiku Shogi
1434
@cindex Dai-dai Shogi
1435
@cindex Maka-dai-dai Shogi
1437
@cindex Kyoku Tai Shogi
1439
Several historical variants of shogi exist. Most of these were invented
1440
before modern shogi (in some cases hundreds of years before), are much
1441
larger than modern shogi and are not played with drops. Thus, in many
1442
ways they are really more like giant chess games than like modern shogi.
1443
The only one of these games to have survived in Japan is Chu (middle)
1444
shogi, which is still played a little bit. Thanks to the efforts of
1445
George Hodges and John Fairbairn of the Shogi Association (two British
1446
shogi enthusiasts), these games were resurrected and rules and sets for
1447
them can still be purchased from George Hodges (@pxref{References and
1448
links}). I hope to eventually extend GNU shogi so that it can play at
1449
least some of these games. There are also several non-historical
1450
variants of shogi; I don't know much about them but you can find
1451
information about them on the internet (@pxref{References and links}).
1453
The historical variants include:
1460
Tori (bird) shogi, played on a 7x7 board with 32 pieces in all; this is
1461
the only variant that is known to have been played with drops.
1464
Wa shogi, played on an 11x11 board with 54 pieces. This game can be
1465
played with or without drops but the historical evidence favors the view
1466
that it was played without drops. However, most people who have tried
1467
it claim it is a much better game with drops, being even more intricate
1468
than standard shogi.
1471
Chu (middle) shogi, played on a 12x12 board with 92 pieces. This was
1472
(and is) by far the most popular of the variants, and has 21 different
1473
kinds of pieces in the starting line-up alone (along with several others
1474
that appear upon promotion). Unlike modern shogi, there are a
1475
tremendous number of ranging pieces and the game is definitely not
1476
played with drops. There is also an amazing piece called the Lion which
1477
has a double king move and can capture two pieces at once! Chu shogi
1478
has a small but fanatical following, some of whom consider it better
1482
Dai (great) shogi, played on a 15x15 board with 130 pieces. Other than
1483
the larger board, this game is very similar to Chu shogi.
1486
Tenjiku (exotic) shogi, played on a 16x16 board with 176 pieces. This
1487
game is possibly the most complex tactical game in existence. There are
1488
many astoundingly powerful pieces, including one (the Fire Demon) that
1489
can capture up to eight opposing pieces in a single move! Despite the
1490
size of the game, checkmates can occur very suddenly (and often very
1491
early on) if one player makes a wrong move. Tenjiku also has a small
1492
but fanatical following, one of whom (Colin Adams) has written a book on
1493
the game which is available for download at
1494
@uref{http://www.colina.demon.co.uk/tenjiku.html}.
1497
Dai-dai (great-great) shogi, played on a 17x17 board with 192 pieces.
1498
The opening setup alone has 64 different kinds of pieces! This game and
1499
the larger ones that follow sound pretty outlandish, but they have
1500
actually been played; a game of Dai-dai can supposedly be played in
1504
Maka-dai-dai (great-great-great) shogi, played on a 19x19 board with 192
1505
pieces. For those for whom Dai-dai shogi is just too small :-)
1508
Tai (grand) shogi, played on a 25x25 board with 354 pieces! Until
1509
recently, this was thought to be the biggest chess game ever devised,
1513
Kyoku tai (extremely grand?) shogi, played on a 36x36 board with 402
1514
pieces. The rules for this have just been unearthed in an old Japanese
1515
book. Hopefully someone will soon organize a postal Kyoku tai shogi
1516
championship; maybe their distant ancestors could finish it :-)
1518
It is thought that the really huge games (Dai-dai and up) were never
1519
really played to any significant extent (gee, wonder why?) and were
1520
devised merely so that the creators could have the fun of inventing
1521
enormous games, amazing their friends and confounding their enemies.
1522
However, the games up to Tenjiku shogi at least appear to be quite
1523
playable, assuming one has the time.
1530
@c Differences between shogi and chess.
1533
@node Differences between shogi and chess, , Shogi variants, About shogi
1534
@section Differences between shogi and chess
1535
@cindex Shogi vs. Chess
1537
Some differences between shogi and international chess have been
1538
mentioned elsewhere in this document; I summarize them here for people
1539
who are interested in game comparisons. I won't try to deal with the
1540
thorny question of which game is ``better'' although my bias may have
1541
already come through :-) In fact, the drop rule makes the two games so
1542
different in character that arguing over which game is better is like
1543
comparing apples to oranges (you'd be better off comparing chess to Chu
1544
shogi (@pxref{Shogi variants}). However, I believe that if you are a
1545
chess fan you'll really like shogi as well, and shogi is also popular
1546
with many people who don't particularly like chess.
1548
Here are the significant differences between chess and shogi:
1555
In shogi, captured pieces become the property of the capturer and can
1556
re-enter play by being dropped onto almost any vacant square. In chess,
1557
captured pieces are out of the game. Thus, in shogi, piece exchanges
1558
complicate the play significantly while in chess they simplify it.
1561
The shogi board is 9x9; the chess board is 8x8.
1564
Shogi has five pieces with no counterpart in chess: the gold and silver
1565
generals, the lance, the promoted rook and the promoted bishop. Chess
1566
has one piece with no counterpart in shogi: the queen. The knight's
1567
move in shogi is much more restrictive than in chess. Pieces in shogi
1568
generally have a much smaller range of movement than in chess (unless
1572
In shogi, all pieces except the gold general and the king can promote,
1573
but only to one kind of piece. Promotion is easier in shogi because the
1574
promotion zone is closer to the starting position of the pieces
1575
(especially pawns). In chess, only the pawn can promote, but it can
1576
promote to any other piece except the king.
1579
In shogi, pawns capture the same way they move. There is no initial
1580
two-space pawn move and hence no @emph{en-passant} captures. In chess,
1581
pawns capture diagonally which means that opposing pawns can block each
1585
In shogi, you only have one rook and one bishop. Note that the bishop
1586
is not restricted to only one ``color'' square (squares in shogi aren't
1587
colored, but never mind) because promoted bishops can also move one
1588
square orthogonally.
1591
There is no special castling move in shogi. The term ``castle'' is
1592
used in shogi to denote a defensive formation consisting of (usually)
1593
three generals which protect the king. There are many such castles
1594
(about 40 or so have names). @xref{Sample game}.
1597
Draws are much rarer in shogi than in chess. Perpetual check is not
1598
allowed. Stalemate is a virtual impossibility, and is a loss for the
1602
Since pieces are never out of play in shogi, chess-type endgames
1603
involving only a few pieces do not occur.
1606
Shogi games are generally longer than chess games (about 60-70 moves is
1610
Shogi has a well-developed handicap system which is in general use;
1617
The effects of all these differences on play include (in my opinion):
1624
Piece/pawn structures in chess are more rigid than in shogi. Pawns
1625
block each other and pawns, once advanced, cannot ever retreat. In
1626
shogi, you can repair the hole caused by a pawn advance by exchanging
1627
the pawn and dropping it back where you want it. Thus shogi is more
1628
fluid than chess and less ``structural''.
1631
Counterattack is MUCH more common in shogi than in chess. Games
1632
typically end in mutual mating attacks, where each player is trying to
1633
checkmate the other player before being checkmated himself. This makes
1634
tempo incredibly important and also makes sacrificial play quite common.
1637
Attacks involving only ranging pieces are more a feature of chess than
1638
of shogi. A shogi attack typically uses a ranging piece or pieces to
1639
support an attack by short-range pieces (especially generals). It is
1640
very rare to mate a king with a non-adjacent ranging piece in shogi
1641
since the player whose king is threatened can almost always interpose by
1649
@c --------------------
1651
@c --------------------
1653
@node gnushogi, xshogi, About shogi, Top
1657
This section describes how to run the ``gnushogi'' program.
1665
gnushogi [ [[-]a] [-b bookfile] [-B binbookfile] [-C] [-h langfile]
1666
[-L langfile] [-r length] [-R] [-s pathname] [-l pathname] [-S binbooksize]
1667
[-t] [-c size] [-T size] [-v] [-x] [-X] arg1 arg2 ]
1675
GNU shogi (gnushogi) plays a game of japanese chess (shogi) against the
1676
user or it plays against itself.
1678
At startup gnushogi reads the binbook file if it is present. It then
1679
looks for a book file. If it is present it adds its contents to the
1680
binbook data. If the binbook file is writable a new combined binbook
1683
Gnushogi is a modified version of the gnuchess program. It has a simple
1684
alphanumeric board display, or it can be used with the xshogi program
1685
under X windows. The program gets its opening moves from the file
1686
gnushogi.bbk which is located in a directory specified in the Makefile.
1687
To invoke the program type:
1694
simple curses based version
1696
@item gnushogi -X (or just gnushogi)
1697
xshogi compatible version
1700
raw test display version
1709
If one argument is given, it is the search time per move in
1710
[minutes:]seconds. So gnushogi 30 will generate one move every 30
1711
seconds, while gnushogi 5:00 will generate one move every 5 minutes.
1713
If two or more arguments are given, they will be used to set tournament
1714
time controls with the first argument of each pair being the number of
1715
moves and the second being the total clock time in minutes[:seconds].
1716
Thus, entering gnushogi 60 5 will set the clocks for 5 minutes (300
1717
seconds) for the first 60 moves, and gnushogi 30 3:30 will allow 3
1718
minutes and 30 seconds for 30 moves.
1720
gnushogi 30 5 1 :30 will allow 5 minutes for the first 30 moves and 30
1721
seconds for each move after that. Up to 4 pairs of controls may be
1724
If no argument is given the program will prompt the user for level of
1727
For use with xshogi see the documentation on that program.
1738
The book gnushogi.tbk consists of a sequence of openings. An opening
1739
begins with a line starting with a # (the rest of the line is a comment).
1740
Following this is a series of moves in algebraic notation alternating
1741
between black and white separated by whitespace. A move may have a ?
1742
after it indicating this move should never be made in this position. Moves
1743
are stored as position:move so transpositions between openings can take
1752
The hashfile if created should be on the order of 4 megabytes; you can
1753
create such a hashfile by typing ``gnushogi -c 22'' (see below). This
1754
file contains positions and moves learned from previous games. If a
1755
hashfile is used the computer makes use of the experience it gained in
1756
past games. Tests run so far show that it plays no worse with the
1757
hashfile than without, but it is not clear yet whether it provides a
1766
Note: Piece letters are determined by the language file. What is
1767
specified here is the default (English).
1769
Once gnushogi is invoked, the program will display the board and prompt
1770
the user for a move. To enter a move, use the notation 7g7f where the
1771
first letter-number pair indicates the origin square and the second
1772
letter-number pair indicates the destination square. An alternative is
1773
to use the notation P7f where the first letter indicates the piece type
1774
(P,L,N,S,G,B,R,K). To promote append a + the type of the new piece to
1775
the move, as in 2d2c+ or P2c+. Note that you must use capital letters
1776
for the pieces by default.
1780
COMMAND-LINE OPTIONS
1787
Do not search on opponent's time.
1790
Do search on opponent's time.
1792
@item -b @var{bookfile}
1793
Use bookfile for opening book.
1795
@item -B @var{binbookfile}
1796
Use binbookfile for binary opening book.
1799
Create a new HASHFILE. File size is 2^size entries of approximately 65+?
1803
Use curses-based display mode.
1806
Do not use hashfile.
1811
@item -l @var{pathname}
1812
Pathname of the loadfile used with get or xget.
1815
Use language lang from the file gnushogi.lang. If -L is not specified
1816
it uses the first language in the file.
1818
@item -P @var{plylevels}
1819
Number of plys to include in the binbookfile. For generating a
1822
@item -r @var{length}
1823
Rehash @emph{length} times in searching entries for position in
1824
transposition table.
1827
Use raw text display mode. This can be used for dumb terminals or for
1828
systems that don't have curses.
1830
@item -s @var{pathname}
1831
Pathname of the save file to use with the save command.
1834
Size of binbookfile for memory based books. For creating a binbookfile.
1837
Show statistics for HASHFILE.
1840
Set the transposition table size to 2^size entries.
1843
Show version and patchlevel.
1845
@item -x @var{value}
1846
Use value as the evaluation window xwndw.
1849
Use xshogi display mode (the default).
1859
In addition to legal moves, the following commands can be entered at the
1860
gnushogi prompt. Note: command names are determined by the language
1861
file and may vary with the implementation. The default language is
1867
allow algebraic input (not implemented).
1870
change Alpha window (default score + 90).
1873
change Beta window (default score - 90).
1876
toggles beeping after each move (default: on).
1879
updates the current board position on the display.
1882
turns off use of the opening library.
1885
causes the computer to play both sides of a shogi game.
1888
causes the computer to play as White, if the computer was to move
1892
saves a game to disk as a book textfile. The program will prompt the
1893
user for a file name.
1896
toggles game mode time control. Assumes the time specified for time
1897
control is the time for a complete game. Input with the level command
1898
should be the game time and the expected number of moves in a game. go
1899
command must be given.
1902
show coordinates on the display (visual only).
1905
allows the value of @emph{contempt} to be modified.
1908
asks for a piece as color piece, as wb or bn, and shows its calculated
1909
value on each square.
1912
sets level of debugging output if compiled with debug options.
1915
allows the user to change the search depth of the program. The maximum
1916
depth is 29 ply. Normally the depth is set to 29 and the computer
1917
terminates its search based on elapsed time rather than depth. If depth
1918
is set to (say) 4 ply, the program will search until all moves have been
1919
examined to a depth of 4 ply (with extensions up to 11 additional ply
1920
for sequences of checks and captures). If you set a maximum time per
1921
move and also use the depth command, the search will stop at the
1922
specified time or the specified depth, whichever comes first.
1925
toggles easy mode (thinking on opponents time) on and off. The default
1926
is easy mode ON. If easy mode is disabled, the keyboard is polled for
1927
input every so often and when input is seen the search is terminated. It
1928
may also be terminated with a sigint.
1931
allows the user to set up a board position.
1941
command will exit setup mode.
1947
place a promoted pawn on 3b
1950
place a pawn in hand (among the captured pieces)
1954
Pieces are entered by typing a letter (p,l,n,s,g,b,r,k) for
1955
the piece followed by the coordinate. Here, letter case is ignored.
1957
The usual warning about the language file applies.
1963
tells the computer to move first. Computer begins searching for a move.
1967
allows the user to enter moves for both sides. To get the program to
1968
play after a sequence of moves has been entered use the ``black'' or
1972
retrieves a game from disk. The program will prompt the user for a file
1976
tells the computer to move first. Computer begins searching for a move.
1977
(same as ``first'').
1980
use/don't use hashfile.
1983
allows the user to change the minimum depth for using the hashfile and
1984
the number of moves from the beginning of the game to use it.
1987
displays a short description of the commands and the current status of
1991
causes the program to supply the user with its predicted move.
1994
allows the user to set time controls such as 60 moves in 5 minutes etc.
1995
In tournament mode, the program will vary the time it takes for each
1996
move depending on the situation. If easy mode is disabled (using the
1997
``easy'' command), the program will often respond with its move
1998
immediately, saving time on its clock for use later on.
2001
writes the game moves and some statistics on search depth, nodes, and
2002
time to the file ``shogi.lst''.
2005
toggle material flag - draws on no pawns and both sides < rook.
2011
evaluates the board and shows the point score for each piece. The total
2012
score for a position is the sum of these individual piece scores.
2015
causes the program to display the principal variation and the score
2016
during the search. A score of 100 is equivalent to a 1 pawn advantage
2023
causes the program to randomize its move selection slightly.
2029
backout the last level for both sides. Equal to 2 undo's.
2032
causes the board display to be reversed. That is, the Black's pieces will
2033
now appear at the top of the board.
2036
reverse board display.
2039
saves a game to disk. The program will prompt the user for a file name.
2042
causes the program to switch places with the opponent and begin
2046
performs some speed tests for MoveList and CaptureList generation, and
2047
ScorePosition position scoring for the current board.
2050
set computer's time remaining, intended for synchronizing clocks among
2054
toggle tsume mode. In tsume mode, not all possible moves will be
2055
generated. If a king is in check, only moves that get the king out of
2056
check are generated. If the king is not in check, only moves that give
2057
check to the opponent's king are generated.
2060
undoes the last move whether it was the computer's or the human's. You
2061
may also type ``remove''. This is equivalent to two ``undo'''s
2062
(e.g. retract one move for each side).
2065
causes the computer to play as Black; if the computer is to move
2066
first the go command must be given.
2069
read an xshogi position file.
2072
save as an xshogi position file.
2075
change X window. The window around alpha/beta used to determine whether
2076
the position should be scored or just estimated. Note: this has
2077
@emph{nothing} to do with xshogi or X windows; the terms are completely
2085
@c --------------------
2087
@c --------------------
2089
@node xshogi, References and links, gnushogi, Top
2093
This section describes how to run the ``xshogi'' program.
2109
xshogi provides an X11/Xt/Athena Widgets user interface for gnushogi.
2110
With xshogi you can play gnushogi, set up arbitrary positions, force
2111
variations, or watch xshogi manage a game between two shogi programs.
2112
Furthermore, it can be used as an interface between two players on
2115
xshogi can also be used as a shogi board to play out games. It will
2116
read through a game file or allow a player to play through a variation
2117
manually (force mode). This is useful for keeping track of email postal
2118
games or browsing games off the net.
2120
After starting xshogi, you can make moves by pressing mouse button 1
2121
while the cursor is over a square with your piece on it and dragging the
2122
mouse to another square. If the move is illegal, gnushogi will not
2123
allow it. xshogi will then retract the move.
2127
COMMAND-LINE OPTIONS
2131
The following command line options also correspond to X resources that
2132
you can set in your .Xdefaults file.
2138
@item [standard Xt options]
2139
xshogi accepts standard Xt options like -display, -geometry, and
2142
@item -tc or -timeControl minutes[:seconds]
2143
Amount of time for a set of moves determined by movesPerSession. If
2144
this number of moves is played within the time control period, xshogi
2145
resets the time clocks. Default: 5 minutes.
2147
@item -mps or -movesPerSession moves
2148
Number of moves in a time control period. Default: 40 moves.
2150
@item -st or -searchTime minutes[:seconds]
2151
Tell gnushogi to spend at most the given amount of time searching for
2152
each of its moves. Without this option, gnushogi chooses its search
2153
time based on the number of moves and amount of time remaining until the
2154
next time control. Setting this option also sets -clockMode to False.
2156
@item -sd or -searchDepth number
2157
Tell gnushogi to look ahead at most the given number of moves when
2158
searching for a move to make. Without this option, gnushogi chooses
2159
its search depth based on the number of moves and amount of time
2160
remaining until the next time control. Setting this option also sets
2161
-clockMode to False.
2163
@item -clock or -clockMode (True | False)
2164
Determines whether or not to use the clock. If clockMode is False, the
2165
clock does not run, but the side that is to play next is still
2168
@item -td or -timeDelay seconds
2169
Time delay between moves during ``Load Game''. This doesn't have to be
2170
a round number. Try -td 0.4. Default: 1 second.
2172
@item -nsp or -noShogiProgram (True | False)
2173
If this option is True, xshogi acts as a passive shogi board; it does
2174
not try to start a shogi program, not even to check whether moves made
2175
in Force mode are legal. It also sets -clockMode to False. Default:
2178
@item -fsp or -firstShogiProgram program
2179
Name of first shogi program. In matches between two machines, this
2180
program plays white. Default: ``gnushogi''.
2182
@item -ssp or -secondShogiProgram program
2183
Name of second shogi program, if needed. In matches between two
2184
machines, this program plays black; otherwise it is not started.
2185
Default: ``gnushogi''.
2187
@item -fh or -firstHost host
2188
Name of host the first shogi program plays on. Default: ``localhost''.
2190
@item -sh or -secondHost host
2191
Name of host the second shogi program plays on. Default: ``localhost''.
2193
@item -rsh or -remoteShell shell_name
2194
Some systems do not use rsh as the remote shell. This option allows a
2195
user to name the remote shell command. This should be done in the
2198
@item -mm or -matchMode (False | Init | Position | Opening)
2199
Automatically run a game between firstShogiProgram and
2200
secondShogiProgram. If matchMode is set to Init, xshogi will start the
2201
game with the initial shogi position. If matchMode is set to Position,
2202
xshogi will start the game with the position specified by the
2203
loadPositionFile resource. If matchMode is set to Opening, xshogi will
2204
play out the opening moves specified by the -loadGameFile resource. If
2205
the -saveGameFile resource is set, a move record for the match will be
2206
saved in the specified file. Default: ``False''.
2208
@item -lgf or -loadGameFile file
2209
Name of file to read a game record from. Game files are found in the
2210
directory named by the SHOGIDIR environment variable. If this variable
2211
is not set, the current directory is used unless the file name starts
2214
@item -lpf or -loadPositionFile file
2215
Name of file to read a game position from. Position files are found in
2216
the directory named by the SHOGIDIR environment variable. If this
2217
variable is not set, the current directory is used unless the file name
2220
@item -sgf or -saveGameFile file
2221
Name of file to save a game record to. Game files are saved in the
2222
directory named by the SHOGIDIR environment variable. If this variable
2223
is not set, the current directory is used unless the file name starts
2226
@item -spf or -savePositionFile file
2227
Name of file to save a game position to. Position files are saved in
2228
the directory named by the SHOGIDIR environment variable. If this
2229
variable is not set, the current directory is used unless the file name
2232
@item -coords or -showCoords (True | False)
2233
If this option is True, xshogi displays algebraic coordinates along the
2234
board's left and bottom edges. The default is False. The coordFont
2235
resource specifies what font to use.
2237
@item -mono or -monoMode (True | False)
2238
Determines whether xshogi displays its pieces and squares with two
2239
colors or four. You shouldn't have to specify monochrome. xshogi will
2240
determine if this is necessary.
2242
@item -pc or -pieceColor color
2243
Color specification for pieces suitable for XParseColor().
2246
@item -sc or -squareColor color
2247
Same for squares. Default: #EBDFB0.
2249
@item -wps or -westernPieceSet (True | False)
2250
Choose the Western style piece set.
2252
@item -npb or -normalPawnBitmap file
2253
@item -nnb or -normalKnightBitmap file
2254
@item -nbb or -normalBishopBitmap file
2255
@item -nrb or -normalRookBitmap file
2256
@item -nkb or -normalKingBitmap file
2257
Names of the bitmap files for the bitmap piece icons.
2259
@item -rpb or -reversePawnBitmap file
2260
@item -rnb or -reverseKnightBitmap file
2261
@item -rbb or -reverseBishopBitmap file
2262
@item -rrb or -reverseRookBitmap file
2263
@item -rkb or -reverseKingBitmap file
2264
Names of the bitmap files for the outline piece icons.
2266
@item -debug or -debugMode (True | False)
2267
Turns on debugging printout.
2282
The actual string that is sent to initialize the shogi program can be
2283
set from .Xdefaults. It can't be set from the command line because of
2284
syntax problems. The default value is ``new\nbeep\nrandom\neasy\n''.
2285
The ``new'' and ``beep'' commands are required. You can remove the
2286
``random'' command if you like; including it causes gnushogi to
2287
randomize its move selection slightly so that it doesn't play the same
2288
moves in every game. Even without ``random'', gnushogi randomizes its
2289
choice of moves from its opening book. You can also remove ``easy'' if
2290
you like; including it toggles easy mode off, causing gnushogi to think
2291
on your time. That is, if ``easy'' is included in the initString, GNU
2292
Shogi thinks on your time; if not, it does not. (Yes, this does seem
2293
backwards, doesn't it.) You can also try adding other commands to the
2294
initString; see the gnushogi documentation (@pxref{gnushogi}) for
2297
@item blackString and whiteString
2298
These resources control what is sent when the Machine Black and Machine
2299
White buttons are selected. This is mostly for compatibility with
2300
obsolete versions of gnushogi.
2302
Alternate bitmaps for piece icons can be specified either by choosing
2303
one of the built-in sets or with the file name resources described
2304
above. There are three built-in sets of piece bitmaps available, large
2305
(the default), medium, or small. It is easiest to select the set you
2306
prefer in the .Xdefaults file:
2308
XShogi*boardSize: Medium
2310
The font used for button labels and comments can be changed in the
2311
.Xdefaults file. You may want to choose a smaller font if you are using
2314
XShogi*font: helvetica_oblique12
2316
The font used for coordinates (when the showCoords option is True) can
2319
XShogi*coordFont: helvetica_10
2321
If you are using a grayscale monitor, try setting the colors to:
2323
XShogi*pieceColor: gray100 @*
2324
XShogi*squareColor: gray60 @*
2330
COMMAND BUTTONS AND KEYS
2337
Quits xshogi. Q or q is a keyboard equivalent.
2340
Resets xshogi to the beginning of a shogi game. It also deselects any
2341
game or position files.
2344
inverts the view of the shogi board.
2347
displays a move hint from gnushogi.
2350
plays a game from a record file. If no file is specified a popup dialog
2351
asks for a filename. Game files are found in the directory named by the
2352
SHOGIDIR environment variable. If this variable is not declared then
2353
the current directory is used unless the file name starts with a /. G
2354
or g is a keyboard equivalent. The game file parser will accept almost
2355
any file that contains moves in algebraic notation. If the first line
2356
begins with `#', it is assumed to be a title and is displayed. Text
2357
enclosed in parentheses or square brackets is assumed to be commentary
2358
and is displayed in a pop-up window. Any other text in the file is
2362
sets up a position from a position file. If no file is specified a
2363
popup dialog asks for a filename. Position files are found in the
2364
directory named by the SHOGIDIR environment variable. If this variable
2365
is not declared then the current directory is used unless the file name
2366
starts with a /. Position files must be in the format that the Save
2367
Position command writes.
2370
saves a game to a record file. If no file is specified a popup dialog
2371
asks for a filename. If the filename exists, the user is asked whether
2372
the current game record is be appended to this file or if the file
2373
should be replaced. Game files are saved in the directory named by the
2374
SHOGIDIR environment variable. If this variable is not declared then
2375
the current directory is used unless the file name starts with a /.
2376
Game files are human-readable, and can also be read back by the Load
2377
Game command. Furthermore, they are accepted as gnushogi text bookfiles.
2380
saves a position to a position file. If no file is specified a popup
2381
dialog asks for a filename. Position files are saved in the directory
2382
named by the SHOGIDIR environment variable. If this variable is not
2383
declared then the current directory is used unless the file name starts
2384
with a /. Position files are human-readable, and can also be read back
2385
by the Load Position command.
2388
forces gnushogi to play white.
2391
forces gnushogi to play black.
2394
forces a series of moves. That is, gnushogi stops playing and xshogi
2395
allows you to make moves for both white and black.
2398
plays a game between two computer programs.
2401
moves forward through a series of remembered moves. F or f is a
2402
keyboard equivalent.
2405
moves backward through a series of remembered moves. As a side effect,
2406
puts xshogi into Force Moves mode. B or b is a keyboard equivalent.
2409
pauses the clocks or (in Load Game mode) pauses the game being loaded.
2410
Press Pause again to continue. P or p is a keyboard equivalent.
2413
lets you set up an arbitrary board position. Use mouse button 1 to drag
2414
pieces to new squares, or to delete a piece by dragging it off the board
2415
or dragging an empty square on top of it. To drop a new piece on a
2416
square, press mouse button 2 or 3 over the square. This brings up a
2417
menu of black pieces (button 2) or white pieces (button 3). Additional
2418
menu choices let you empty the square or clear the board. You can set
2419
the side to play next by clicking on the Black or White indicator at the
2423
allows you to make a two display game between two human players. Enter
2424
the display you want to connect to. If you are allowed to connect, a
2425
new board is displayed at the remote display. Challenge mode can only
2426
be stopped by pressing ``quit''.
2429
allows you to reset the clocks for both players. Enter the number of
2430
moves and the number of minutes in which the moves should be done.
2433
force computer to stop thinking and to make the current best move.
2435
@item Iconify I, i, C or c
2446
If you press the Pause button during GNU Shogi's turn,
2447
xshogi will stop the clocks, but gnushogi will still make a
2450
After a mate or draw when playing against gnushogi, if you
2451
back up with the Backward button, the clocks are reset
2452
(because gnushogi has exited and must be restarted).
2454
The game parser recognizes only algebraic notation.
2462
Original authors of XBoard: Chris Sears and Dan Sears.
2464
Enhancements for XBoard (Version 2.0): Tim Mann.
2466
Conversion to XShogi (Version 1.1): Matthias Mutz.
2468
Current maintainer: Mike Vanier.
2472
COPYRIGHT INFORMATION
2476
XShogi borrows its piece bitmaps from CRANES Shogi.
2478
Copyright 1991 by Digital Equipment Corporation, Maynard, Massachusetts.
2479
Enhancements Copyright 1992 Free Software Foundation, Inc. Enhancements
2480
Copyright 1993 Matthias Mutz. Further enhancements copyright 1999 by
2481
Michael Vanier and the Free Software Foundation, Inc.
2483
The following terms apply to Digital Equipment Corporation's copyright
2488
Permission to use, copy, modify, and distribute this software and its
2489
documentation for any purpose and without fee is hereby granted,
2490
provided that the above copyright notice appear in all copies and that
2491
both that copyright notice and this permission notice appear in
2492
supporting documentation, and that the name of Digital not be used in
2493
advertising or publicity pertaining to distribution of the software
2494
without specific, written prior permission.
2496
DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING
2497
ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL
2498
DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR
2499
ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
2500
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
2501
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
2504
The following terms apply to the enhanced version of XShogi distributed
2505
by the Free Software Foundation:
2507
This file is part of XSHOGI.
2509
XSHOGI is distributed in the hope that it will be useful, but WITHOUT
2510
ANY WARRANTY. No author or distributor accepts responsibility to anyone
2511
for the consequences of using it or for whether it serves any particular
2512
purpose or works at all, unless he says so in writing. Refer to the
2513
XSHOGI General Public License for full details.
2515
Everyone is granted permission to copy, modify and redistribute XSHOGI,
2516
but only under the conditions described in the XSHOGI General Public
2517
License. A copy of this license is supposed to have been given to you
2518
along with XSHOGI so you can know your rights and responsibilities. It
2519
should be in a file named COPYING. Among other things, the copyright
2520
notice and this notice must be preserved on all copies.
2523
@c ---------------------
2524
@c References and links.
2525
@c ---------------------
2527
@node References and links, Acknowledgements, xshogi, Top
2528
@chapter References and links
2531
@cindex Mailing lists
2535
There are very few English-language books for people learning shogi.
2536
The two I recommend are:
2543
@cite{Shogi for Beginners, 2nd. Edition}, by John Fairbairn. This is a
2544
superb beginner's book in every way, covering all phases of the game.
2545
It was out of print for a long time, but has now been reprinted and is
2546
available either from Kiseido (@uref{http://www.labnet.or.jp/~kiseido})
2547
or from George Hodges (see below).
2550
@cite{The Art of Shogi}, by Tony Hoskings. This is one step up from the
2551
Fairbairn book. It covers a lot of ground, and is especially noteworthy
2552
for its detailed treatment of opening lines. You can order this book
2553
from Amazon.com's UK branch (@uref{http://www.amazon.co.uk}).
2559
Another book you may find is @cite{Shogi: Japan's Game of Strategy} by
2560
Trevor Leggett. This book is very elementary and is somewhat outdated,
2561
having been published first in 1966. However, it does feature a paper
2562
shogi board and punch-out pieces, so if you want a really cheap shogi
2563
set you might pick this book up. It is still in print.
2565
Two books that are no longer in print but are definitely worth getting
2566
if you find them are @cite{Guide to Shogi Openings} and @cite{Better
2567
Moves for Better Shogi}, both by Aono Teriuchi. They are published in a
2568
bilingual edition (English/Japanese) and are the only books on shogi in
2569
English written by a Japanese professional shogi player. John Fairbairn
2570
did the translation from Japanese to English.
2572
Shogi sets are available from:
2580
United Kingdom BR1 2WT
2585
George also sells equipment for all the historical shogi variants
2586
(@pxref{Shogi variants}) (except for Kyoku tai shogi) and also sells
2587
back issues of the magazine ``Shogi'' which he published for 70 issues
2588
in the late 70's to late 80's. This magazine is STRONGLY recommended;
2589
it contains more information about shogi in English than you will ever
2592
Here are some useful URLs:
2598
@item Pieter Stouten's shogi page: @uref{http://www.shogi.net}
2599
This is the main shogi-related site on the internet, with links to
2600
almost all the other sites.
2602
@item Roger Hare's shogi page: @uref{http://www.ed.ac.uk/~rjhare/shogi}
2603
This has lots of information, including full rules to most of the shogi
2606
@item Patrick Davin's Shogi Nexus: @uref{http://www.vega.or.jp/~patrick/shogi/}
2607
There's lots of cool stuff on this site; my favorite is the extensive
2608
collection of Tsume-shogi (mating) problems, both for beginners and
2609
more advanced players.
2611
@item Steve Evans' shogi page: @uref{http://www.netspace.net.au/~trout/index.html}
2612
Steve has written a program that plays almost all of the shogi variants,
2613
unfortunately it only runs on Windows :-(
2615
@item Hans Bodlaender's chess variant pages: @uref{http://www.cs.ruu.nl/~hansb/d.chessvar}
2616
This page has an almost unimaginable variety of rules for different
2617
chess variants, including many shogi variants (historical and non-historical).
2623
@c -----------------
2624
@c Acknowledgements.
2625
@c -----------------
2627
@node Acknowledgements, Bugs, References and links, Top
2628
@chapter Acknowledgements
2629
@cindex Acknowledgements
2631
I would like to thank the following people:
2638
Matthias Mutz, who originally developed GNU shogi as a spin-off of GNU
2639
chess and who very kindly let me take over the maintenance of this very
2640
interesting project.
2643
Richard Stallman and the Free Software Foundation, for creating an
2644
organization where anyone can contribute software for the common good of
2645
all, for making GNU/Linux possible, and especially for writing emacs and
2646
gcc, without which my working life would be intolerable.
2649
Georges Hodges, for starting the Shogi Association in England, without
2650
which I would probably never have heard of shogi, for supplying shogi
2651
equipment, for publishing the excellent magazine ``Shogi'' (now sadly
2652
defunct), for personally answering all my silly questions by mail, and
2653
for being the ambassador of shogi to the West.
2656
Pieter Stouten, for having the most comprehensive shogi site on the
2657
World Wide Web (@uref{http://www.shogi.net}), and for
2658
maintaining the shogi-l mailing list. Go to Pieter's web site for more
2659
information on subscribing to the list. Also thanks to everyone who
2660
contributes and has contributed to that list.
2663
Matt Casters, for testing GNU shogi. Matt and I will be working
2664
together on improving the solution engine in future versions of this
2675
@node Bugs, Index, Acknowledgements, Top
2678
The motto of GNU shogi is ``100% bug-free or you don't pay!'' :-) In the
2679
extremely unlikely case (*ahem*) that you do find a bug, please send me
2680
(Mike Vanier) an email at @email{mvanier@@cs.caltech.edu}. Also, feel
2681
free to send me comments, complaints, out-and-out raves, suggestions,
2682
plane tickets to Hawaii, and/or large suitcases filled with unmarked,
2683
untraceable hundred-dollar bills.
2696
@node Index, , Bugs, Top