home *** CD-ROM | disk | FTP | other *** search
-
-
-
-
-
-
-
- _____________________________________________________
- | |
- | GoGame |
- | |
- | |
- | The Ancient Game of GO |
- | by TMW Co |
- | |
- | |
- | (c) Copyrighted 1991 TMW Co. |
- | El Cajon, California |
- | |
- | Version 4.0 Dated 5 June 1991 |
- | |
- |_____________________________________________________|
-
-
-
-
-
-
-
- 1.0 Table of Contents:
- 2.0 Installation
- Mouse provisions
- Game storage
- 3.0 History of the Game of Go
- 4.0 Qualities of this program
- Improvements since the last release
- 5.0 Operating Summary
- 6.0 Operating Details
- 6.1 Initial Menu
- 6.2 Player Selection Menu
- 6.3 File Selection Menu
- 6.4 Settings Menu
- 6.5 Records Menu
- 6.6 Problem Solving Menu
- 6.7 Setup Menu
- 6.8 Game Menu - Player Source
- 6.9 Game Menu - File Source
- 6.10 Game Menu - Machine Source
- 6.11 Game Editing Menu
- 7.0 Structure of the programs
-
-
-
-
-
- 2.0 INSTALLATION
-
- Simply copy everything into a directory somewhere..... UnZip, if
- necessary, and then - - GO.
-
- Any key gets you past the important Sign On page. Then a '1'
- starts the machine playing with itself. Come back and read the Sign
- On page at your leisure.
-
- Mouse provisions: You can point to where to move with Cursor
- keys, if you want too. However, the GoGame program will capitalize on
- a Microsoft (or compatible) mouse if one is detected to be present.
- Your mouse driver must have been previously loaded - a message will
- remind you if nothing is detected.
- Earlier versions of GoGame required a special menu in the Mouse
- directory - GO.DEF and then required compiling it into GO.MNU. The
- mouse software would then call this whenever you started to run the
- program called GO. None of this is necessary any more, and in fact,
- it sometimes now gets in the way of the built in mouse provisions. If
- you find GO.DEF or GO.MNU anywhere, (left over from an earlier
- installation) - delete them.
-
- Game storage: Earlier versions of GoGame required that games be
- stored in a special \GAM directory under the directory containing the
- game itself. That was more trouble than it was worth. Now the
- default is to store games wherever the game itself is stored. You
- can even change this and keep games wherever you wish, by using the
- Records Menu Path choice.
-
-
-
-
-
- 3.0 HISTORY OF THE GAME OF GO
-
- " GO is .. an ancient, ancient two player board game which takes
- simple elements - line and circle, black and white, stone and wood -
- combines them with simple rules and generates subtleties which have
- enthralled players for millennia. Go's appeal resides not only in its
- Oriental elegance, but also in practical and stimulating features in
- the design of the game." (extracted from the American Go Journal,
- New York, NY)
-
- The game originated in China a few thousand years B.C. It was
- brought to Japan in our Middle Ages. GO is now very popular there.
- Most of the current champions are Japanese.
-
- The playing area (go-ban) consists of up to 19 by 19 lines (the
- limit of human comprehension). White and black stones (ishi) are
- alternately placed on the intersections of the lines. Once placed, the
- stones stay put, unless they are captured by being surrounded.
-
- Stones that are adjacent along lines (not diagonally) are
- considered connected and in the same unit. They live or die as a
- unit. When a unit is completely surrounded and no longer touches any
- vacant location, the unit is captured and counts as points for the
- capturee.
-
- The object of the game is to surround and control vacant
- territory. Try for too much territory and your opponent may live
- within it - neutralizing it. Try for too little and you end up with
- too little.
-
- The game is over when there is nothing more to be gained by
- either side. At this time, the side with the most vacant space (eyes)
- within its control plus opponent captures - wins.
-
-
-
-
-
- 4.0 QUALITIES OF THIS PROGRAM
-
-
- This program is an excellent learning mechanism. Analysis of
- professional games and your own games is the key to improving your
- play.
-
- White and Black may be played by human players or may be played
- by the machine or may be played back from a prerecorded file.
-
- You may change this assignment whenever you wish; taking over
- from the machine or from a recorded file.
-
- You may add commentary and/or board marks to a recorded game
- file. GoGame does not support illustrating possible variations in the
- play. Be sure to store the modified file after editing.
-
- The moves that the machine makes are better than random moves.
- Corner Joseki is played, after which the sides are staked out in a
- reasonable way.
-
- The machine will probably capture if it can and will avoid
- capture if it can. Looking ahead through combinations of moves is
- time consuming and the levels of tactical look ahead can be adjusted
- to taste.
-
- The program is strongly "influence" oriented.
-
- Detecting the end of productive play is very difficult, and the
- machine doesn't do it very well yet, although it will eventually Pass.
-
- Human players may choose to take back a move. If playing
- against the machine, its last move is taken back, before the players
- last move is taken back.
-
- Speed. Presently, the machine averages less than a minute per
- move for a 300 move game. This is on an early AT class machine, with
- 3 levels of tactical Look Ahead. Total elapsed time taken by each
- color is displayed after each move.
-
- The program uses character graphics and should be usable on color
- or monochrome systems without special graphics hardware. On laptops
- or other mono systems, you may need to reverse the sense of the screen
- so that the Xs come out as the Black stones and the Os come out as
- White.
-
- A Problem Solving section has been added to the program with
- this release. You can set up problems and let him try to look ahead
- far enough to solve them. The Look Ahead mechanism from the main game
- has been isolated and made available for this. See the Problem
- Solving Menu instructions. The numbers of levels of look ahead
- specified here also are used in the main game. Consequently, you may
- trade off increased run time for more levels of look ahead.
-
- The Problem Solving section has been tested against some of the
- "How to Capture Stones" problems in Graded Go Problems for Beginners"
- Volume 2, published by the Nihon Ki-in. With look ahead level set to
- 1 (essentially no look ahead, just the built in move evaluator), 5 of
- 10 problems were solved correctly. Setting the level to 3 solved an
- additional 4 problems - totaling 9 of 10. The other problem required
- 4 level of look ahead. Generally speaking, the look ahead is more
- effective when it looks ahead further. The default setting while
- playing a game is 3 levels.
-
- Since the last release, many improvements have been made to
- GoGame:
- All Run Time Errors causes have been tracked down and
- eliminated (I hope). The program has been run for hours and days
- without failure.
- The program now uses an overlay structure, allowing it to
- run in smaller memory computers. Code is brought into memory from
- disc, as needed. Consequently, small memory causes more disc activity
- and slower game run time.
- It is no longer necessary to run a separate Batch program to
- create a list of available stored games. The program will look in the
- directory you specify for game files ending with the extent that you
- specify.
- The internal format of the game files has been changed to
- fit the Ishi Press Standard format for interchanging game data. A
- subset of the Ishi standard is accommodated. GoGame does not allow
- illustration of variations in the main line of play of a game.
- However, the standard comment and location marking capabilities are
- supported. Your old game files will have to be severely edited to
- continue to be readable.
- Personal preferences can now be accommodated with respect to
- various settings. The game may be played with various board sizes
- ranging from 9x9 to full size 19x19. (Playing on a smaller board is a
- good way to learn.) The delay between moves while replaying from a
- file may be changed from very short (to hurry to the end of the file)
- to very long (to savor each move). The following features may be
- toggled on or off:
- Labeling of the rows and columns at the edge of the board
- Numbering stones as they are played
- Making sounds when a stone is placed on the board or a unit of
- stones is attacked (atari)
- Tactical look ahead moves may be shown
-
- These personal preferences are kept in a Configuration file
- called GoGame.cfg. The format is straight forward and need not
- concern you. The configuration file will automatically be written or
- rewritten whenever you change any of the preferences.
-
-
-
-
-
- 5.0 OPERATING SUMMARY
-
- This program is largely menu directed, and most of the choices
- should be self evident. Each of the menus is described below in the
- section on Operating Details.
-
- A fundamental choice needs to be made at the Initial Menu; that
- is to choose who is to play Black and White. You may choose a human
- player or the machine or you may get moves from a prerecorded file.
-
- Numeric keys or the numeric keypad are used to make menu choices
- and to point to where you want to move. The directional arrow keys may
- also be used to designate where you want to place the next stone.
- Microsoft, Logitech and compatible mice are also supported for
- designating where you want to move.
- Multiple digit numeric input needs numeric mode and a carriage
- return, as expected.
-
- After playing back a file or letting the machine play for awhile,
- you may take over by choosing (in the Initial Menu) a new source of
- Black or White moves. You may change to a player or to the machine.
- You cannot start playing back a file other than from the beginning of
- the file. A game may also be recorded as it is played.
-
- Recorded games (extent .GO) are expected in the same directory as
- the game program. You may easily change this from the game menus.
-
- You may ask the machine to show you some suggestions when it is
- your turn to play. Similarly, you may ask to see any Joseki
- (conventional balanced opening moves) applicable to the particular
- corner position on the board.
-
- You may take back a move or more than one if you are surprised by
- an opponent (and he agrees to let you).
-
- When the machine is playing, it may be interrupted only while the
- "Escape to interrupt" message is displayed after the completion of a
- move. You can bail out completely, at any time, without saving
- anything, by using the Control and Break keys.
-
- A small display in the lower right hand corner of the screen is
- to keep you entertained while the program is working on it's next
- move. It is to assure you that the program has not locked up
- somewhere and forgotten you. If shows progress while working on the
- corners, sides, calculating the links between units of stones,
- attacking and defending, progress of look ahead examination,
- calculating the influence of the stones on the board and finally
- deciding on the best move.
-
- Some interesting displays are available under Debug mode.
- (Problem Solving menu - choice 3.) Debug mode may be toggled ON or OFF
- and a Log of what the program is seeing may also be turned ON or OFF.
- A <space> while "Wait" is displayed will pause things. A 'd' while
- waiting brings up the Debug menu with more amazing displays. Any key
- while waiting restarts the action.
-
- When you Quit the program, the current game is always saved as
- "TempHist.go". Starting up again where you left off is a matter of
- selecting "Continue last game" when designating where the Black or
- White moves are to come from.
-
-
-
-
-
- 6.0 OPERATING DETAILS
-
- Each of the menus that you are liable to encounter are detailed
- below. The menu choices are shown in the same order as the keys on a
- numeric key pad.
-
-
- 6.1 Initial Menu
-
- GO game - Initial menu - (version_date)
-
- 7- Assign WHITE 8- Assign BLACK 9- Assign Handicap
- 4- Records menu 5- Continue last game 6- Start another game
- 1- Start/resume play 2- Settings menu 3- Problem Solving
- 0- Quit to DOS Choice?
-
- Choice 1 - Start/resume play. This is the main path to the
- playing venue. Here you start or continue playing the game.
-
- Choice 2 - Settings menu. Leads to another menu allowing you to
- specify your preferences for a number of things - the board size, the
- speed of replay from files, whether to display move numbering, whether
- to display the labels on the side of the board, whether to make a
- sound like the stone clicking on the board as a move is made. From
- the settings menu you can also set up problems by adding Black or
- White stones to a board.
-
- Choice 3 - Problem Solving. Leads to another menu which allows
- manipulation and study of problems. You can set the number of levels
- of Look Ahead to be searched while playing the game or while working
- on a problem.
-
- Choice 4 - Records Menu. This choice leads to another menu where
- you can specify where you want to store games, can enter data about
- the game you are playing and can arrange to store the game
- permanently. Game data may be reviewed here and can include Names,
- dates, location, handicap, etc.
-
- Choice 5 - Continue the last game. This selection automatically
- chooses the TempHist.Go file, ( which was saved when you last left the
- game ) plays it back to the end of file, resets Black and White to the
- same names they had when the game was interrupted and returns to the
- playing venue.
-
- Choice 6 - Forget the whole thing and start everything over.
-
- Choice 7 and 8 - These allow the designation of the source of the
- White and Black moves. A subsequent menu allows selection of:
- A human player or The program/machine or
- A previous file
-
- Choice 9 - Assign the handicap that will given to Black at the
- start of the game. The handicap may range from 2 through 9 stones.
- The program will correctly place the stones if you are using a 19x19
- board. Use the Setup Menu to place more stones or to place them where
- you want to on smaller boards.
- One oft used convention is that the handicap should change by 1
- whenever one side or the other wins three games in a row. Black
- always makes the first move. The first move may consist of placing
- all of the handicap stones .
-
- Choice 0 - Quit. Back to DOS. Any game underway is saved as
- TEMPHIST.GO and, if you have requested it, it is additionally stored
- by the name you have given it.
-
- Certain choices are available only until a game has been started,
- and will not be shown on the menu when they may not be made.
-
-
- 6.2 Player Selection Menu
-
- Player Selection Menu
-
- 7- Player 8- Old File 9- Machine
- 0- Return to Main Menu Choice?
-
- Choice 7 - Allows specifying a name for the human player.
-
- Choice 8 - Drops to the File Selection Menu
-
- Choice 9 - Calls for the machine to play that color.
-
-
- 6.3 File Selection Menu
-
- File Selection Menu
-
- 7- 8- Up one file 9- Up one page
- 4- TempHist.go 5- 6-
- 1- Select this file 2- Down one file 3- Down one page
- 0- Forget it Choice?
-
- With any luck, a list should be displayed, showing the game files
- available in the chosen directory and ending with the chosen file
- extent. One of the files will be designated with an arrow.
-
- Move the arrow up or down one file or up or down one page with
- the above keys or the corresponding cursor keys.
-
- When you are pointing to the file you want, tell him with '1'.
- That file will be loaded and any initial commentary will be displayed.
-
- The chosen game can be played back as far as you want, even to
- the end of the recording/file. Then you will have to come back to the
- Initial Menu, to designate how to continue the game - either with
- human players or the machine or some combination.
-
- The new file format includes provisions for multiple 'Events' in
- the same file. While you need an external Editor to create a multiple
- event file with GoGame, you can read any event you wish. If a
- multiple event file is detected, you will be asked which event you
- want to load into memory.
-
-
- 6.4 Settings Menu
-
- GO game - settings menu
-
- 7- Add White stones 8- Add Black stones 9- Remove stones
- 4- Sound 5- Show Tactics 6- Move numbering
- 1- Edge labeling 2- Replay delay 0.5 3- Board size 19
- 0- Return to Main menu Choice?
-
- Choice 1,4,5,6 - Toggle on or off the various personal preferences.
- the changes are automatically tracked in the GoGame.cfg file.
-
- Choice 2 - Allows changing the speed of automatic replay from a file.
-
- Choice 3 - Allows playing with a different board size.
-
- Choice 7,8 and 9 - Displays the current board and lets you setup
- problems or otherwise modify the board either with a mouse of with the
- cursor keys.
-
- Choice 0 - As it says, here you return to the calling menu.
-
-
- 6.5 Records Menu
-
- GO game - Records menu
- 7- Store game 8- Review game data 9- Enter game data
- 4- Game file path 6- Game file extent
- (current file path) (current extent)
- 0- Return to Main menu Choice?
-
- Choice 4 - Change the current game directory path, if you want to.
-
- Choice 6 - Change the current game file extent (usually .GO), if you
- want to.
-
- Choice 7 - Prepare to store the game you are about to play or have
- just finished playing. Here is where you enter the desired file name.
-
- Choice 8 - Display the data that has been associated with this game -
- data such as Date, Players, Komi, Handicap, Location, etc.
-
- Choice 9 - Enter game data.
-
-
- 6.6 Problem Solving Menu:
-
- GoGame - Problem Solving Menu
-
- 7- Tactical lvl 3 8- Prune ON 9- White next
- 4- Prob solving ON/OFF 5- Read in board 6- Write out board
- 1- Go do it 2- Settings menu 3- Debug things
- 0- Return to Main Menu Choice? D- Debug toggle ON/OFF
-
-
- Basically, you can set up a problem situation and ask him to try
- to look ahead to determine the best move. You can easily store and
- retrieve a situation.
-
- Choice 1 - When you are ready to ask him to solve a problem, here is
- where you tell him to go. He gets ready and then you point to the
- stones of interest with the cursor keys or the mouse.
-
- Choice 2 - Convenient path to the Setup menu for adding black or
- white stones to the problem (or the game) board. The Setup Menu is
- described below.
-
- Choice 3 - Path to the Debug menu. This menu lets you see many of
- the internal workings of the program, things you probably don't really
- want to know about.
-
- Choice 4 - Here to tell the rest of the program that you want to do
- problem solving rather that playing an ordinary game. Turn it back
- OFF again when you want to play again.
-
- Choice 5,6 - These choices allow you to write out the problem board
- that you have set up and retrieve it quickly. It is written to a file
- called BanMap and easily restored along with the color for the next
- move.
-
- Choice 7 - The default tactical look ahead while the game is playing
- is 3 levels. This means that it tries up to 20 moves around a target
- clump of stones, then all reasonable answers to each of these moves by
- the other side and then all reasonable answers by the first side to
- each of these moves. This rapidly gets to be a lot of trials. The
- number of trials is displayed if you have chosen to See Tactics. This
- menu choice lets you change the number of levels for problem solving
- and also FOR THE MAIN GAME.
- You can set the levels to high numbers, like 6 or 7 and let him
- run all night if you want too.
-
- Choice 8 - Usually you let the program do "A B tree pruning" to
- decrease the number of trials that must be made. Situation occur
- where there is no use exploring a branch of the tree any more because
- the best that could happen here is worse than the worse that could
- happen in another branch.
-
- Choice 9 - Here you choose the point of view of the problem that is
- to be solved. Is it Black to move or White to move...
-
- Choice D - An easy way to toggle on or off the debug displays while
- the program is determining a move. Debug displays take time and slow
- down play. You can pause and savor a display by hitting the space bar
- while WAIT is displayed. Any key gets you going again.
- Debug displays include displays of Units, Links between units,
- Groups build by linked units, Sector Lines (long weak links) between
- units and internal maps of liberty counts etc.
-
-
- 6.7 Setup Menu
-
- GO GAME- Setup menu
-
- This menu is shaped differently because the board must be
- displayed at the same time.
-
- White stones (or Black stones or Remove stones )
- 8- Cursor up
- 6- Cursor right
- 4- Cursor left
- 2- Cursor down
- 0- Return to previous Menu Choice ?
-
-
- Choices 2,4,6 and 8 all move the cursor as indicated. The cursor may
- also be moved with your mouse.
- If pointing with the cursor keys, the CR picks a spot, 0 returns to
- calling menu.
- If pointing with the mouse, the left button picks, the center returns.
-
-
- 6.8 Game Menu - Player Source
-
- GO GAME - Game Menu
-
- White move (Or Black move)
- 9- Take back
- 8- Cursor up
- 7- Show Joseki
- 6- Cursor right
- 5- Pass
- 4- Cursor left
- 3- Show suggestion
- 2- Cursor down
- 1- Score
- 0- Halt/Quit Choice?
-
- Choice 1 - The program will calculate an approximation of the score.
- It counts the locations where each side has the predominance of
- "Influence". Since this is time consuming, it is no longer calculated
- for every move, but only on demand.
-
- Choice 2,4,6,8 - These or the cursor keys or moving the mouse can be
- used to designate where to make a move.
-
- Choice 3 - The program will go through the work of calculating where
- to move and then show you his top 5 choices. The higher the points,
- the better the move (in the program's opinion).
-
- Choice 5 - I want to Pass. Two passes in a row end the game.
-
- Choice 7 - For all corners that are not yet beyond the stored Joseki,
- the program will show the candidate places for the next move color to
- move.
-
- Choice 9 - I want to take back the last move. If the machine has
- played since my move, take his move back first, then mine so I can try
- again.
-
-
- 6.9 Game Menu - File Source
-
- GO GAME - Game Menu
-
- 9- Back 10 moves
- 8- Back a move
- 7- Get nnn moves
- 6- Edit game record
- 4- Score
- 3- Get 10 moves
- 2- Get a move
- 1- Auto Replay
- 0- Halt/Quit Choice ?
-
- This menu is used when the source of moves is an old file. It
- lets you go forwards and backwards through the file.
-
- Choice 1 - Display moves from the file at a rate determined by the
- replay delay specified elsewhere. The delay between moves can be
- adjusted from very short, (say 0.1 seconds) to relatively long (say 15
- seconds). While moves are being displayed under control of this
- mode, any key will interrupt the process and bring you back to this
- menu.
-
- Choice 2,3 - display 1 or 10 moves from the file.
-
- Choice 4 - Calculate and display the rough score.
-
- Choice 6 - Go to the special menu to edit game files.
-
- Choice 7 - Get any number of moves from the file.
-
- Choice 8,9 - Removes 1 or 10 moves from the board display.
-
- Choice 0 - Go back to the Main Menu.
-
-
- 6.10 Game Menu - Machine Source
-
- GO GAME - Game Menu
-
- 9- Takeback
- 4- Score
- 1- Continue
- 0- Halt/Quit Choice ?
-
- You get to this menu if you interrupt the machine while it is
- playing. It can only be interrupted for a second or so right after a
- move has been made. 'Escape to interrupt' will be displayed. While
- it is being displayed, the Escape key will bring up this menu.
-
- Choice 1 - Go back and play some more.
-
- Choice 4 - Calculate and display the rough score.
-
- Choice 9 - Take back the last move. then come back here to this menu
- for further instructions.
-
- Choice 0 - Go back to the Main Menu.
-
-
- 6.11 Game Editing Menu
-
- Game Editing menu
-
- 9- Mark move number
- 8- Mark triangle
- 7- Mark diamond
- 6- Mark characters
- 5- Mark all
- 4- Delete some marks
- 3- Delete all marks
- 2- Edit commentary
- 1- Delete comment
- 0- Thru/return Choice ?
-
- This menu allows you to modify the file that you are playing
- back. You control the appearance of the display of the current move
- by adding the move number, a triangle or a diamond or one or two
- characters to the board symbol. You can also add comments to be
- displayed with the move. Be sure to save the file that you have
- modified as you exit the program. (Main Menu - Records Menu - Save
- Game option). Board symbols go away when the next move is displayed.
-
- Choice 1 - Deletes the comment that had been displayed with this move.
-
- Choice 2 - Allows typing in a comment which will be displayed with
- this move. This is not a full fledged editor, rather a limited
- mechanism to annotate your games.
-
- Choice 3,4 - Delete some or all of the marks that you just asked for.
- Use this if you have accidentally marked too many.
-
- Choice 5 - Marks all moves on the board with their number.
-
- Choice 6,7,8,9 - These choices add the appropriate symbols to the
- board symbol.
-
-
-
-
-
- 7.0 STRUCTURE OF THE PROGRAMS
-
- GOGAME.DOC - This file which contains information and history about
- the game, program installation, and operating instructions.
-
- GOGAME.CFG - The Configuration file that keeps your current
- preferences. It will be created the fist time it is needed.
-
- GO.EXE - The program that does it all. Signs on and initializes data
- areas. Allows selection of White and Black players and the handicap.
- Provides for recording the game. Administers the actual move by move
- play and determines the machines next move.
-
- GO.OVR - The overlay file which is brought in memory as needed.
- Allows running with small memories.
-
- JOSEKI.JOS - Joseki data file.
-
- PATTERNS.DAT - Patterns data file.
-
- xxxx.GO - Files of recorded games. Pre-recorded games are mostly
- from recent championships and have been recorded from Go World
- magazine (published by Ishi Press, San Jose, California) and other
- sources.
-