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Replay all moves in a game for either or both colors. If used with the `-o' option the game record is annotated with move values. This option requires `-l filename'. The color can be:When the move found by genmove differs from the move in the sgf file the values of both moves are reported thus:
- white: replay white moves only
- black: replay black moves only
- both: replay all moves
Move 13 (white): GNU Go plays C6 (20.60) - Game move F4 (20.60)This option is useful if one wants to confirm that a change such as a speedup or other optimization has not affected the behavior of the engine. Note that when several moves have the same top value (or nearly equal) the move generated is not deterministic (though it can be made deterministic by starting with the same random seed). Thus a few deviations from the move in the sgf file are to be expected. Only if the two reported values differ should we conclude that the engine plays differently from the engine which generated the sgf file. See section 21. Regression testing.
Test all patterns, even those smaller in value than the largest move found so far. This should never affect GNU Go's final move, and it will make it run slower. However this can be very useful when "tuning" GNU Go. It causes both the traces and the output file (`-o') to be more informative.
Use rxvt, xterm or Linux Console. (see section 5.8 Colored Display)
Use rxvt, xterm or Linux Console. (see section 5.8 Colored Display)
Produce debugging output. The debug level is given in hexadecimal, using the bits defined in the following table from `engine/gnugo.h'. A list of these may be produced using `--debug-flags'. Here they are in hexadecimal:
DEBUG_INFLUENCE 0x0001 DEBUG_EYES 0x0002 DEBUG_OWL 0x0004 DEBUG_ESCAPE 0x0008 DEBUG_MATCHER 0x0010 DEBUG_DRAGONS 0x0020 DEBUG_SEMEAI 0x0040 DEBUG_LOADSGF 0x0080 DEBUG_HELPER 0x0100 DEBUG_READING 0x0200 DEBUG_WORMS 0x0400 DEBUG_MOVE_REASONS 0x0800 DEBUG_OWL_PERFORMANCE 0x1000 DEBUG_LIFE 0x2000 DEBUG_FILLLIB 0x4000 DEBUG_READING_PERFORMANCE 0x8000 DEBUG_SCORING 0x010000 DEBUG_AFTERMATH 0x020000 DEBUG_ATARI_ATARI 0x040000 DEBUG_READING_CACHE 0x080000 DEBUG_TERRITORY 0x100000 DEBUG_OWL_PERSISTENT_CACHE 0X200000These debug flags are additive. If you want to turn on both dragon and worm debugging you can use `-d0x420'.
hash (see `engine/gnugo.h' for bits).
Print more information about worm data.
moyo debugging, show moyo board. The level is fully documented elsewhere (see section 16.11 Colored display and debugging of influence).
benchmarking mode - can be used with `-l'.
Print statistics (for debugging purposes).
Print debugging information. Use twice for more detail.
Set random number seed. This can be used to guarantee that GNU Go will make
the same decisions on multiple runs through the same game. If seed is
zero, GNU Go will play a different game each time.
Invoke the tactical reading code (see section 14. Tactical reading to decide whether the string at location can be captured, and if so, whether it can be defended. If used with `-o', this will produce a variation tree in SGF.
Invoke the owl code (see section 15.1 The Owl Code) to decide whether the dragon at location can be captured, and whether it can be defended. If used with `-o', this will produce a variation tree in SGF.
Requires `-l'. method can be "end", "last", "aftermath" or a move. "end" and "aftermath" are appropriate when the game is complete, or nearly so, and both try to supply an accurate final score. The other options may be used to get an estimate during the middle of the game. Any of these options may be combined with `--chinese-rule' if you want to use Chinese (Area) counting.
- last
load the sgf file up to the last move, then estimate territory using the Bouzy 5/21 algorithm (see section 17. Moyo).- end
finish the game by selfplaying from the end of the file until two passes, then estimate territory using the Bouzy 5/21 algorithm (see section 17. Moyo).- aftermath
finish the game by selfplaying from the end of the file until two passes, then estimate territory using the most accurate scoring algorithm available. Slower than `--score last', and while these algorithms usually agree, if they differ, `--score aftermath' is most likely to be correct.- move, e.g. `--score J17'
load file until move is reached and estimate territorial balance using the Bouzy 5/21 algorithm. The `--score end' and `--score aftermath' options are only useful at or near the end of the game, so if you want an estimate of the score in the middle, use this method.
load SGF file, output final position (requires `-l') as another
SGF file. Illegal moves are indicated with the private IL property.
This property is not used in the FF4 SGF specification, so we are
free to preempt it. This feature is used in the CGI interface in
`interface/html/gg.cgi'.
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