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  • Boost Board Game Application (Fall 2021 Version)

    A progressive web app (PWA) for learning and playing the board game Boost.

    Boost is a turn-based abstract strategy board game like checkers, chess, Xiangqi, or Shōgi. It was designed to be new and interesting for humans to play while still admitting a simple AI and supporting various homework assignments on algorithms and data structures in the SOFT 260 course at UNL.

    Quick Start

    Recursively clone this repository and cd into the root folder:

    $ git clone --recursive git@git.unl.edu:soft-core/soft-260/boost-board-game.git
    $ cd boost-board-game

    (If you forget --recursive when cloning, you can cd into your clone and run git submodule update --init --recursive instead.)

    Install dependencies:

    $ npm install

    (Near the end you may see some warnings because create-react-app transitively depends on some deprecated packages.)

    Optionally run the test suites to make sure everything so far is okay:

    $ npm run test

    And then serve the application locally:

    $ npm start

    Once the app is running, click on the "Rules" button to read the rules of the game.

    When you are done, press control-c to stop the server.

    Development Workflow

    The project includes a VSCode workspace named boost-board-game.code-workspace. Most development tasks can be completed from within VSCode, though command-line development is also possible. The subsections below describe how to perform common development tasks.

    Code Generation

    As described later in the architecture overview, some projects depend on code generated by other projects. Normally this code generation happens automatically when you lint, test, build, or run the app, but if you need to force an update (for example, if you change the game or engine code while the app is still running), you can use a project's generate script. In VSCode, the generate scripts can be run from the "NPM SCRIPTS" tray, where the generate script in the outermost package.json generates code for all projects. Or, on the command line:

    $ (cd …; npm run generate)

    for a specific project or

    $ npm run generate

    for all projects.

    Linting

    VSCode should automatically detect each project's stylelint and ESLint configurations and dependencies and run those tools on the fly as you edit the code, though you may have to tell VSCode to trust the project the first time you open it.

    Alternatively, you can also manually lint. In VSCode, the lint scripts can be run from the "NPM SCRIPTS" tray, where the lint script in the outermost package.json generates code for all projects. Or, on the command line:

    $ (cd …; npm run lint)

    for a specific project or

    $ npm run lint

    for all projects.

    Because of a Git precommit hook, linting happens automatically when you commit, and commits are blocked if there are any linting errors.

    Unit Testing

    Individual projects' unit test suites are set up to run in "watch" mode by default, which means that you can start the test script once, and it will rerun the test suite every time you save a code change. In VSCode, the test scripts can be run from the "NPM SCRIPTS" tray. Or, on the command line:

    $ (cd …; npm run test)

    If you want to run the tests only once and not watch for code changes, you can use the test-once scripts. On the command line:

    $ (cd …; npm run test-once)

    Alternatively, to run the unit tests once for all projects, run either the test or the test-once script from the outermost package.json. From the command line:

    $ npm run test

    On the command line only, if you want to only run tests whose names match some text, you can pass the standard -t option to a project-specific test or test-once script:

    $ (cd …; npm run test -- -t '[some test-name text]')

    System Testing

    The main app is set up to run in "watch" mode, which means that you can start it once, and it will refresh the page in your browser every time you save a code change. From VSCode, run the outermost package.json's start script from the "NPM SCRIPTS" tray. Or, on the command line:

    $ npm run start

    Alternatively, the start script in the boost-app project also starts the app, but without rebuilding the engine. It can be run either from the "NPM SCRIPTS" tray or the command line:

    $ (cd boost-app; npm run start)

    Automatic refreshes due to code changes will not clear any persisted Redux state. Because the app uses the local storage engine from redux-persist for persistence, you can clear your data during development by running localStorage.clear() in the developer console and then manually refreshing the page.

    Deployment

    The main app runs entirely client-side, so it can be deployed as a build folder to be placed on any hosting platform. From VSCode, run the the outermost package.json's build script from the "NPM SCRIPTS" tray. Or, on the command line:

    $ npm run build

    Alternatively, the build script in the boost-app project also builds the app, but without rebuilding the engine. It can be run either from the "NPM SCRIPTS" tray or the command line:

    $ (cd boost-app; npm run build)

    At the end of either command's output you should see a link to further deployment instructions.

    Architecture Overview

    The code for the Boost board game application is organized as follows:

    • The project @unlsoft/stylelint-config contains the stylelint configuration for the CSS coding style used across the other projects.

    • The project @unlsoft/eslint-config contains the ESLint configuration for the JavaScript coding style used across the other projects. Per create-react-app convention, in a development build of the main app, a separate, weaker coding style also warns at runtime about likely bugs.

    • The project @unlsoft/boost-game is responsible for representing positions as bit boards and for features that rely on bit-board operations to run acceptably fast, primarily move generation and static evaluation. Because so much of the bit-board logic can be precomputed and unrolled, @unlsoft/boost-game does not implement game logic itself, but is actually a parameterized code generator that writes game logic into separate JavaScript files.

    • The project @unlsoft/boost-engine contains the game-playing engine, the application's AI. Like other abstract strategy board game engines, this engine is designed to run in a separate thread or process from any UI, and it communicates with a controller using a protocol called BEI (see the protocol documentation further below). The engine has a library of games that it knows how to play, and its build system automatically generates the source code for each of these games using @unlsoft/boost-game.

    • The project @unlsoft/boost-app is a create-react-app PWA that provides the application's game controller and UI. Like @unlsoft/boost-engine it relies on a game library generated by @unlsoft/boost-game, and it also includes @unlsoft/boost-engine as a suite of web workers via symlink.

    Generating Game Objects with boost-game

    When @unlsoft/boost-game is installed as a development dependency, it provides a command generate-boost-game that writes a JavaScript implementation of a Boost game to standard out. The exact code produced depends on a number of command-line options, described below. You can also run generate-boost-game --help to see a list of all of the above options, their short descriptions, and their default values.

    Command-Line Options Affecting Game Rules

    There are six main command-line options that can be passed to generate-boost-game to control what kind of game is generated:

    • --board-width [number] sets the width of the game board in points. If omitted, the default width of nine points is used.

    • --board-height [number] sets the height of the game board in points. If omitted, the default height of nine points is used.

    • --player-count [number] sets the number of players (and therefore the number of non-dragon piece colors). If omitted, the default of two players is used.

    • --starting-population-limit [number] sets the maximum number of starting pawns given to each player in a standard board setup. (It is only a maximum because the game code may give players fewer starting pieces when the board's perimeter is too crowded.) If omitted, the default limit of eight pawns is used.

    • --tower-limit [number] sets the maximum number of towers that each player may build. (This limit only affects when construction moves are available to a player; it does not preclude other code from placing extra towers on the board.) If omitted, the default limit of two towers is used.

    • --demo overrides the usual rules to allows players to move their pieces even when they are defeated. This can be useful both in testing and tutorials for keeping the number of pieces on the board down.

    Based on these six options, the game will be assigned a unique string of the form boost-[width]-[height]-[players]-[population]-[towers] or of the form boost-[width]-[height]-[players]-[population]-[towers]-demo, which is called its game identifier. For example, the game identifier for a standard Boost game is boost-9-9-2-8-2.

    Command-Line Options Affecting the AI

    Other command-line options are also available to tweak the weights in the static evaluation function, which is the function used by @unlsoft/boost-engine to estimate how favorable a position is for each player. The defaults values, used when these options are omitted, were chosen by human intuition and are given in decitempi (tenths of an extra turn). However, these defaults have not been empirically validated yet. If they are changed, care must be taken to consider what behavior is incentivized by their relative values. For example, if the value for being in book is too high relative to the value of a tower, the AI might forego its second tower to shuffle its pieces instead of exiting the book line cleanly.

    The command-line options for static evaluation weights are as follows:

    • --ai-pawn [number] sets the estimated value of a pawn. The default value is 200 decitempi (20 extra turns).

    • --ai-knight [number] sets the estimated value of a knight when a player has all of their towers. The default value is 220 decitempi (a pawn plus two extra turns).

    • --ai-endgame-knight [number] sets the estimated value of a knight when a player does not have all of their towers. The game also computes an appropriate fixed penalty for a player not having all of their towers so that the AI is not incentivized to sacrifice its towers to make its knights more valuable. The default value is 350 decitempi (a pawn plus 15 extra turns).

    • --ai-knight-activity [number] sets the estimated value of moving a knight one point closer to the closest non-friendly piece (i.e., a dragon or a foe). The default value is 5 decitempi (an extra half turn).

    • --ai-zero-activity-distance [number] sets the distance, in points, that must lie between a knight and the closest non-friendly piece for that knight to have an activity score of zero. As a knight moves closer to the non-friendly piece, its activity score becomes positive (at the rate given by --ai-knight-activity), and as it moves farther away, its activity score turns negative (at the same rate). The main use of this parameter is to control the relative value of pawns and inactive knights; because an inactive knight prevents a player from promoting a better-positioned pawn, the knight can actually be a liability. The default value is four points (so a knight eight points from the nearest non-friendly piece is estimated to be worth the same as a pawn).

    • --ai-edge-knight-penalty [number] sets the estimated decrease in value for having a knight on the edge of the board. The default value is 30 decitempi (a loss of three turns).

    • --ai-in-book [number] sets the estimated value of remaining in book during the opening. (An opening book is a precomputed policy for how to play certain opening positions, and in Boost the opening book usually covers lines up through construction of a second tower. If the AI is "in book", it has a position covered by that policy, though it is still free to improvise variations; if it is "out of book", then it must rely on search alone.) The default value is 30 decitempi (3 turns).

    • --ai-construction-site [number] sets the estimated value of a completed construction site (a circle of four friendly pieces around an empty point). Partial construction sites are awarded partial points: 1/16 value for a construction site with one piece in place, 4/16 value for a construction site with two pieces in place, and 9/16 value for a construction site with three pieces in place. The number of construction sites that the AI can score for each side is limited by the number of additional towers that the player can usefully build. Additionally, construction sites are ineligible for scoring if they are not within four points of four friendly mobile pieces. The default value is 80 decitempi (8 turns).

    • --ai-tower [number] sets the estimated value of a tower when a player has at least four mobile pieces. The default value is 125 decitempi (12.5 extra turns).

    • --ai-endgame-tower [number] sets the estimated value of a tower when a player does not have at least four mobile pieces. The game also computes an appropriate fixed penalty for a player not having four mobile pieces so that the AI is not incentivized to sacrifice its pawns and knights to make its towers more valuable. The default value is 700 decitempi (70 extra turns).

    • --ai-dragon-proximity [number] sets the estimated value of moving a dragon one point closer to the closest friendly tower when there are at least four dragons on the board. The default value is 10 decitempi (an extra turn).

    • --ai-tight-spot-penalty [number] sets the estimated decrease in value for having a dragon in a "tight spot"—diagonally between a tower and an edge of the board. The default value is 30 decitempi (three extra turns).

    • --ai-circle-dragon [number] sets the estimated additional value of moving a dragon next to a friendly tower when there are at least four dragons on the board. The default value is 100 decitempi (ten extra turns).

    • --ai-crowd-member [number] sets the estimated additional value of a piece that has at least three other friendly pieces at most four points away. The default value is 1 decitempo (one tenth of an extra turn).

    • --ai-defeat [number] sets the estimated value of defeating one opponent of many. The default value is 1,000,000 decitempi (100,000 extra turns).

    • --ai-victory [number] sets the estimated value of defeating all opponents. The default value is 10,000,000 decitempi (1,000,000 extra turns).

    Typical Usage

    By convention, one usually redirects the output of generate-boost-game to JavaScript files in a …/src/games folder and then writes code like

    import …_GAME from './games/….js';
    import …_GAME from './games/….js';
    
    const GAME_LIBRARY = new Map([
      …_GAME,
      …_GAME,
    ].map((game) => [game.identifier, game]));
    export default GAME_LIBRARY;

    in …/src/gameLibrary.js so that other code can import the game library and look up games by their identifiers.

    Using Game Objects from @unlsoft/boost-game

    Game objects from a game library provide the following fields and methods:

    Constants from Game Generation

    These constants are set at code generation time, as described earlier:

    • game.identifier is the identifier for the game, as described in the previous section.

    • game.boardWidth is the width, in points, of the board on which the game is played.

    • game.boardHeight is the height, in points, of the board on which the game is played.

    • game.playerCount is the number of players in the game.

    • game.populationLimit is the maximum number of starting pawns given to each player in a standard board setup.

    • game.towerLimit is the maximum number of towers that each player may build. (This limit only affects when construction moves are available to a player; it does not preclude other code from placing extra towers on the board.)

    • game.victory is the static evaluation returned by getStaticEvaluation (see its description in the section on static evaluation) if the player has won the game.

    Piece Types

    These constants represent the different piece types, which are returned by position.getColorAndPieceType and passed to position.modified as described later:

    • game.dragon is a constant value used to represent a dragon.

    • game.pawn is a constant value used to represent a pawn.

    • game.knight is a constant value used to represent a knight.

    • game.tower is a constant value used to represent a tower.

    Although they must be serializable and are therefore not Symbols, they should still be considered opaque. Do not write code depending on them having particular values.

    Algebraic Notation

    The following fields and helper methods are useful for encoding and decoding algebraic notation for files, ranks, points, and moves:

    • game.prettifyFile(file) takes a file as a zero-based 𝑥 coordinate and returns the corresponding letter in algebraic notation.

    • game.unprettifyFile(file) takes a file as a letter in algebraic notation and returns the corresponding zero-based 𝑥 coordinate.

    • game.prettifyRank(rank) takes a rank as a zero-based 𝑦 coordinate and returns the corresponding digits in algebraic notation.

    • game.unprettifyRank(rank) takes a rank as a string of digits in algebraic notation and returns the corresponding zero-based 𝑦 coordinate.

    • game.noPoint is the constant string representing no point at all in algebraic notation.

    • game.prettifyPoint(file, rank) takes a point as zero-based 𝑥 and 𝑦 coordinates and returns the corresponding algebraic notation. If either coordinate is undefined, it returns game.noPoint.

    • game.unprettifyPoint(point) takes a point in algebraic notation and returns the corresponding zero-based 𝑥 and 𝑦 coordinates in an Array. If the point is game.noPoint, both coordinates will be undefined.

    • game.pass is the constant string representing a pass in algebraic notation.

    • game.joinPoints(fromPoint, toPoint) takes two points in algebraic notation and returns the algebraic notation for a move from fromPoint to toPoint. For constructions and promotions, one point may be omitted or set to game.noPoint, or the two points may be set equal to each other. (For consistency with game.splitMove and the main app's UI, the preferred practice is to give the same point for both arguments.) For passes, both points should be omitted or set to game.noPoint. (For consistency with game.splitMove, the preferred practice is to pass game.noPoint for both arguments.)

    • game.splitMove(move) takes a move in algebraic notation and returns the algebraic notation for its "from" and "to" points in an Array. For constructions and promotions, the "from" point will be the same as the "to" point. For passes, both points will be game.noPoint.

    • prettifyMove(fromFile, fromRank, toFile, toRank) takes a move as zero-based 𝑥 and 𝑦 coordinates for its "from" and "to" points and returns the algebraic notation for the move. Coordinates may be omitted or undefined for special moves in the same places where game.joinPoints would take game.noPoint.

    • unprettifyMove(move) takes a move in algebraic notation and returns the corresponding zero-based 𝑥 and 𝑦 coordinates for its "from" and "to" points. Coordinates will be repeated for constructions and promotions, and will be undefined for passes.

    Positions

    The following fields and helper method are useful for obtaining Position objects corresponding to the game:

    • game.blankPosition is a position containing no pieces.

    • game.startingPosition is the game's standard starting position without any dragons.

    • game.deserializePosition(serialization) deserializes a position previously encoded as a string with position.serialization, a property described further below.

    Using Position Objects from @unlsoft/boost-game

    Position objects corresponding to a game provide the following fields and methods:

    Encodings

    • position.signature is the position encoded as a single BigInt. This encoding is meant to be used as a reasonably fast hash-table key. (The position itself cannot be a hash-table key because ES6 does not support hash-by-value natively.)

    • position.nextSignature is equivalent to position.nextTurn.signature (see the description of position.nextTurn in the "Moves" subsection further below), but runs faster because it does not actually advance the turn. It is mostly useful for checking candidate moves for repetitions.

    • position.serialization is the position serialized as a string. A position can later be deserialized with game.deserializePosition as described earlier.

    Pieces

    • position.getColorAndPieceType(x, y) returns the color and piece type of the piece at the zero-based coordinates x and y as a two-element Array. Colors are represented by the number of turns until the corresponding player will play (e.g., 0 for the player whose turn it is and 1 for the other player in a two-player game), and piece types are represented with the constants game.dragon, game.pawn, game.knight, and game.tower described earlier. Dragon's colors are always undefined. If there is no piece at the given coordinates, both the color and piece type will be undefined.

    • position.modified(x, y, color, pieceType) returns a new position (Position objects are immutable) where the piece at the zero-based coordinates x and y has been replaced with a piece of the given color and piece type. As above, the color should be given as the number of turns until the corresponding player moves next (e.g., 0 for the player whose turn it is and 1 for the other player in a two-player game), and piece types should be given as one of the constants game.dragon, game.pawn, game.knight, or game.tower, which are also described earlier. As special cases, color should be undefined if pieceType is game.dragon, and a point can be cleared by passing undefined for both color and pieceType.

    Static Evaluation

    • position.getStaticEvaluation(color) is the static evaluation of the position from the perspective of the player who is to play in color turns (hence, the possible values for color are the same as the values returned by position.getColorAndPieceType or passed to position.modified). Higher static evaluation scores are more favorable for that player. A score equal to game.victory means that the player to move next has already won.

    • position.getCircleEvaluation(color) is the contribution to the static evaluation for color from that player's progress on a dragon circle. It ignores all other factors, even other player's progress on dragon circles. A score equal to game.victory means that the player has won by completing a dragon circle.

    • position.inBookBonus is the adjustment to make to a static evaluation when a player is in book (see --ai-in-book above). This value is provided separately because the opening book, if any, is the engine's responsibility, and the getStaticEvaluation method only gives a bookless evaluation.

    • position.live is true if the game is still ongoing, false if any player has won.

    Moves

    • position.children is the list of positions that the current player can move to, not considering the repetition rule. Note that it is the same player's turn in the children positions as in the parent position; a turn is not considered complete until the code uses position.nextTurn.

    • position.getEncodedMoveTo(child) returns an opaque representation of the move from position to child. This method runs faster than getMoveTo, described below, but the move is not human-readable.

    • position.getChildByEncodedMove(encodedMove) returns the child reached by playing the move given by its opaque representation.

    • position.getMoveTo(child) returns the algebraic notation for the move from position to child.

    • position.getChildByMove(move) returns the child reached by playing the move given in algebraic notation.

    • position.nextTurn is the same as position, except that in position.nextTurn it is the next player's turn. So, for example, position.getChildByMove('a1a3').nextTurn would be the position after the current player played the move a1a3.

    Side Statistics

    The field position.sides is an array of Side objects, one for each player, indexed by the number of turns until that player is to play (hence, the possible values for the array index are the same as the values returned by position.getColorAndPieceType or passed to position.modified). The field position.dragons is a Side object for the neutral dragons. Each Side object has the following fields:

    • side.openingSignature is the player's pieces encoded as a single BigInt, but without promotion information, so it treats pawns and knights identically. This encoding is meant to be used as a reasonably fast hash-table key in the code for an opening book. (The side itself cannot be a hash-table key because ES6 does not support hash-by-value natively.)

    • side.pawnCount is the number of pawns controlled by the player as a BigInt. Dragons count as pawns for the dragon side.

    • side.knightCount is the number of knights controlled by the player as a BigInt. This count is always zero for the dragon side.

    • side.towerCount is the number of towers controlled by the player as a BigInt. This count is always zero for the dragon side.

    • side.population is the total number of mobile pieces (pawns and knights) controlled by the player as a BigInt. Dragons count as pawns for the dragon side.

    Using Controller Objects from @unlsoft/boost-engine

    When @unlsoft/boost-game is installed as a development dependency, it provides two minified files, …/node_modules/@unlsoft/boost-engine/dist/engine.js and …/node_modules/@unlsoft/boost-engine/dist/engineThread.js that implement the engine's web workers. These files should be included as-is in any app that wants to use the engine; for a create-react-app app, the easiest approach is to symlink them to the public folder.

    For talking to these web workers, the default export from @unlsoft/boost-engine is a Controller class, where Controller objects provide the following methods:

    • new Controller(engineURL, engineThreadURL, gameIdentifier, propertyHandler, moveHandler) creates a controller for an engine whose web workers' source code is located at the given URLs and that will play the game identified by gameIdentifier. Two callbacks must be provided:

      • propertyHandler will be called with a property name and a value whenever the engine sends a description of itself (see the documentation for the id BEI message below).

      • moveHandler will be called with four arguments whenever the engine makes a move (see the documentation for the move BEI message below):

        • the engine's score for the position in decitempi,

        • the chosen move in algebraic notation,

        • a list of the moves the engine considers best, including the chosen move, also in algebraic notation, and

        • a list of moves that the engine considers to be the opponent's threats, also in algebraic notation.

    • controller.setStrength(strength) sets the engine's strength as close as possible to strength on a scale where 100 is the strength for giving a new player an instructive but winnable game, 1500 is the strength of the average experienced human player, and 2500 is the strength of a grandmaster. At the moment, for performance reasons, the engine only supports strengths up to 2000.

    • controller.setDepth(depth) is an alternative to controller.setStrength that sets the engine's search depth as close as possible to depth. At the moment, for performance reasons, the engine only supports depths up to 5 ply.

    • controller.setLine(position, taboo) sends a position and an array of preceding positions (which are taboo under the repetition rule) to the engine.

    • go(wantThreats) tells the engine to choose a move to play in the last sent position. The engine's reply will be sent to the moveHandler callback once the engine is done thinking. If wantThreats is true, the engine will also report the opponent's threats it has identified.

    • stop(wantMove) tells the engine stop thinking early. If wantMove is true, the controller will still call moveHandler with the best move the engine found so far; otherwise that move will be discarded.

    Under the hood, the Controller constructor creates associated web workers, and its other methods communicate with these web workers using BEI, a protocol described in the next section.

    The Boost Engine Interface (BEI) Protocol

    BEI is a text-based protocol for communication between a controller (a program that wants to incorporate a Boost-playing AI) and an engine (a Boost-playing AI). It is based on and simplified from the Arimaa Engine Interface (AEI), which in turn is based on the Universal Chess Interface (UCI).

    BEI is built on asynchronous bidirectional communication of short strings called messages between the controller and engine. For example, a controller might send messages as lines of text to an engine's standard input and read messages from the engine's standard output, or the controller and engine might exchange BEI messages as string payloads in web worker messages. (@unlsoft/boost-engine uses the latter approach.)

    Generally the engine should not process later messages until it has finished processing earlier ones. The two exceptions are pondering (speculatively searching ahead during an opponent's turn) and thinking (deciding what move to make during the engine's own turn), long-running operations that should effectively happen "in the background" and not prevent the engine from responding to other communication.

    Controller-to-Engine Messages

    The following messages may be sent by a controller to an engine:

    • bei [value] [value] … is sent to initiate communication and optionally to provide engine-specific startup arguments. (It must be possible to configure an engine to take no startup arguments so that the engine can be used with an implementation-agnostic controller, but an engine may still opt to take arguments in other settings.) The engine will reply with a protocol message, possibly some id messages, and then beiok. Apart from isready messages, the controller must not send any other communication until it has confirmed that it is using a compatible protocol version and has received a beiok.

    • isready is sent to ping the engine and ensure that the engine has finished processing any previous messages. The engine will reply with readyok once all previous messages have been handled.

    • newgame [identifier] is sent to start a new game with the given game identifier. The engine will reply with known if it can play that game, unknown if it cannot.

    • setoption [option] [value] is sent to set the named engine option to the given value. Currently there are only two supported option names:

      • strength should be followed by a rating on a scale where 100 is the strength for giving a new player an instructive but winnable game, 1500 is the strength of the average experienced human player, and 2500 is the strength of a grandmaster. If the engine strength is never set, the engine should default to its strongest setting; if an engine cannot play at the requested strength, it should set its strength as close as possible.

      • depth should be followed by a search depth and is an alternative way to configure the engine's strength. Again, if the engine's search depth is never set, the engine should default to its strongest setting; if an engine cannot search to the requested depth, it should set its search depth as close as possible.

    • setline [serialization] [tabooSerialization] [tabooSerialization] … is sent to tell the engine about a new board position, which is given by the first serialization, and all of the previous board positions that affect the repetition rule, which are give by the following serializations. The serialization format is the same format as used by position.serialization from @unlsoft/boost-game.

    • ponder [turns] is sent to tell the engine that it will be playing after the given number of turns and that it may ponder in the background. The newgame, setline, go, and stop messages all stop pondering.

    • go is sent to tell the engine that it should start thinking in the background about what move to play in the current position. When it is done thinking, the engine will respond with move message reporting the best moves that it was able to find (or one move, a pass, if no real moves are possible because the game has already been won or lost). Alternatively, go wantThreats has the same effect, except that it asks the engine to also respond with any opponent's threats it has identified. The newgame, setline, ponder, go, and stop messages all stop any previous thinking and trigger a move message, even if the engine was not done considering the position.

    • stop is sent to tell the engine that it should stop any pondering or thinking. If the engine is thinking, this will prompt it to reply with a move message.

    • quit is sent to tell the engine that no further messages will be sent and that it may exit.

    Engine-to-Controller Messages

    The following messages may be sent by an engine to a controller:

    • protocol [version] is sent as the first message in response to a bei message to tell the controller what version of BEI the engine uses. The version described here is 2.0.0.

    • id [property] [value] is sent in response to a bei message to describe the engine to the controller. Each property should be sent at most once. Three property names are supported:

      • The value for the name property is the name of the engine.

      • The value for the author property is the name of the engine's author (or the names of the engine's authors if there are more than one).

      • The value for the version property is the version number of the engine.

    • beiok is sent to indicate the end of responses to a bei message.

    • readyok is sent to reply to an isready message.

    • known is sent to reply to a newgame message when the engine is able to load the specified game from its game library.

    • unknown is sent to reply to a newgame message when the engine is unable to load the specified game from its game library.

    • move [score] [move] [move] … is sent to report the best score and best moves the engine was able to find whenever the engine stops thinking. The first move is the one chosen by the engine to play. However, the engine should not assume that this move will actually be made; if it is, the engine will receive an appropriate setline message. If no moves are possible because the game has already been won or lost, the engine must send a single placeholder move: a pass. Alternatively, the message may take the form move [score] [move] [move] … | [threat] [threat] … if the engine is providing a list of opponent's threats that is has identified.

    • log [text] is sent to report a log message from the engine.