--- /dev/null
+/* With friendly permission, to public this document,
+ * of Stefan-Mayer Kahlen
+ * For more information or newer versions of the
+ * UCI protcol please visit
+ * http://www.shredderchess.de/download.html
+ */
+
+Description of the universal chess interface (UCI) April 2004
+================================================================
+
+* The specification is independent of the operating system. For Windows,
+ the engine is a normal exe file, either a console or "real" windows application.
+
+* all communication is done via standard input and output with text commands,
+
+* The engine should boot and wait for input from the GUI,
+ the engine should wait for the "isready" or "setoption" command to set up its internal parameters
+ as the boot process should be as quick as possible.
+
+* the engine must always be able to process input from stdin, even while thinking.
+
+* all command strings the engine receives will end with '\n',
+ also all commands the GUI receives should end with '\n',
+ Note: '\n' can be 0x0c or 0x0a0c or any combination depending on your OS.
+ If you use Engine und GUI in the same OS this should be no problem if you cummunicate in text mode,
+ but be aware of this when for example running a Linux engine in a Windows GUI.
+
+* The engine will always be in forced mode which means it should never start calculating
+ or pondering without receiving a "go" command first.
+
+* Before the engine is asked to search on a position, there will always be a position command
+ to tell the engine about the current position.
+
+* by default all the opening book handling is done by the GUI,
+ but there is an option for the engine to use its own book ("OwnBook" option, see below)
+
+* if the engine or the GUI receives an unknown command or token it should just ignore it and try to
+ parse the rest of the string.
+
+* if the engine receives a command which is not supposed to come, for example "stop" when the engine is
+ not calculating, it should also just ignore it.
+
+
+Move format:
+------------
+
+The move format is in long algebraic notation.
+A nullmove from the Engine to the GUI should be send as 0000.
+Examples: e2e4, e7e5, e1g1 (white short castling), e7e8q (for promotion)
+
+
+
+GUI to engine:
+--------------
+
+These are all the command the engine gets from the interface.
+
+* uci
+ tell engine to use the uci (universal chess interface),
+ this will be send once as a first command after program boot
+ to tell the engine to switch to uci mode.
+ After receiving the uci command the engine must identify itself with the "id" command
+ and sent the "option" commands to tell the GUI which engine settings the engine supports if any.
+ After that the engine should sent "uciok" to acknowledge the uci mode.
+ If no uciok is sent within a certain time period, the engine task will be killed by the GUI.
+
+* debug [ on | off ]
+ switch the debug mode of the engine on and off.
+ In debug mode the engine should sent additional infos to the GUI, e.g. with the "info string" command,
+ to help debugging, e.g. the commands that the engine has received etc.
+ This mode should be switched off by default and this command can be sent
+ any time, also when the engine is thinking.
+
+* isready
+ this is used to synchronize the engine with the GUI. When the GUI has sent a command or
+ multiple commands that can take some time to complete,
+ this command can be used to wait for the engine to be ready again or
+ to ping the engine to find out if it is still alive.
+ E.g. this should be sent after setting the path to the tablebases as this can take some time.
+ This command is also required once before the engine is asked to do any search
+ to wait for the engine to finish initializing.
+ This command must always be answered with "readyok" and can be sent also when the engine is calculating
+ in which case the engine should also immediately answer with "readyok" without stopping the search.
+
+* setoption name <id> [value <x>]
+ this is sent to the engine when the user wants to change the internal parameters
+ of the engine. For the "button" type no value is needed.
+ One string will be sent for each parameter and this will only be sent when the engine is waiting.
+ The name of the option in <id> should not be case sensitive and can inludes spaces like also the value.
+ The substrings "value" and "name" should be avoided in <id> and <x> to allow unambiguous parsing,
+ for example do not use <name> = "draw value".
+ Here are some strings for the example below:
+ "setoption name Nullmove value true\n"
+ "setoption name Selectivity value 3\n"
+ "setoption name Style value Risky\n"
+ "setoption name Clear Hash\n"
+ "setoption name NalimovPath value c:\chess\tb\4;c:\chess\tb\5\n"
+
+* register
+ this is the command to try to register an engine or to tell the engine that registration
+ will be done later. This command should always be sent if the engine has send "registration error"
+ at program startup.
+ The following tokens are allowed:
+ * later
+ the user doesn't want to register the engine now.
+ * name <x>
+ the engine should be registered with the name <x>
+ * code <y>
+ the engine should be registered with the code <y>
+ Example:
+ "register later"
+ "register name Stefan MK code 4359874324"
+
+* ucinewgame
+ this is sent to the engine when the next search (started with "position" and "go") will be from
+ a different game. This can be a new game the engine should play or a new game it should analyse but
+ also the next position from a testsuite with positions only.
+ If the GUI hasn't sent a "ucinewgame" before the first "position" command, the engine shouldn't
+ expect any further ucinewgame commands as the GUI is probably not supporting the ucinewgame command.
+ So the engine should not rely on this command even though all new GUIs should support it.
+ As the engine's reaction to "ucinewgame" can take some time the GUI should always send "isready"
+ after "ucinewgame" to wait for the engine to finish its operation.
+
+* position [fen <fenstring> | startpos ] moves <move1> .... <movei>
+ set up the position described in fenstring on the internal board and
+ play the moves on the internal chess board.
+ if the game was played from the start position the string "startpos" will be sent
+ Note: no "new" command is needed. However, if this position is from a different game than
+ the last position sent to the engine, the GUI should have sent a "ucinewgame" inbetween.
+
+* go
+ start calculating on the current position set up with the "position" command.
+ There are a number of commands that can follow this command, all will be sent in the same string.
+ If one command is not send its value should be interpreted as it would not influence the search.
+ * searchmoves <move1> .... <movei>
+ restrict search to this moves only
+ Example: After "position startpos" and "go infinite searchmoves e2e4 d2d4"
+ the engine should only search the two moves e2e4 and d2d4 in the initial position.
+ * ponder
+ start searching in pondering mode.
+ Do not exit the search in ponder mode, even if it's mate!
+ This means that the last move sent in in the position string is the ponder move.
+ The engine can do what it wants to do, but after a "ponderhit" command
+ it should execute the suggested move to ponder on. This means that the ponder move sent by
+ the GUI can be interpreted as a recommendation about which move to ponder. However, if the
+ engine decides to ponder on a different move, it should not display any mainlines as they are
+ likely to be misinterpreted by the GUI because the GUI expects the engine to ponder
+ on the suggested move.
+ * wtime <x>
+ white has x msec left on the clock
+ * btime <x>
+ black has x msec left on the clock
+ * winc <x>
+ white increment per move in mseconds if x > 0
+ * binc <x>
+ black increment per move in mseconds if x > 0
+ * movestogo <x>
+ there are x moves to the next time control,
+ this will only be sent if x > 0,
+ if you don't get this and get the wtime and btime it's sudden death
+ * depth <x>
+ search x plies only.
+ * nodes <x>
+ search x nodes only,
+ * mate <x>
+ search for a mate in x moves
+ * movetime <x>
+ search exactly x mseconds
+ * infinite
+ search until the "stop" command. Do not exit the search without being told so in this mode!
+
+* stop
+ stop calculating as soon as possible,
+ don't forget the "bestmove" and possibly the "ponder" token when finishing the search
+
+* ponderhit
+ the user has played the expected move. This will be sent if the engine was told to ponder on the same move
+ the user has played. The engine should continue searching but switch from pondering to normal search.
+
+* quit
+ quit the program as soon as possible
+
+
+Engine to GUI:
+--------------
+
+* id
+ * name <x>
+ this must be sent after receiving the "uci" command to identify the engine,
+ e.g. "id name Shredder X.Y\n"
+ * author <x>
+ this must be sent after receiving the "uci" command to identify the engine,
+ e.g. "id author Stefan MK\n"
+
+* uciok
+ Must be sent after the id and optional options to tell the GUI that the engine
+ has sent all infos and is ready in uci mode.
+
+* readyok
+ This must be sent when the engine has received an "isready" command and has
+ processed all input and is ready to accept new commands now.
+ It is usually sent after a command that can take some time to be able to wait for the engine,
+ but it can be used anytime, even when the engine is searching,
+ and must always be answered with "isready".
+
+* bestmove <move1> [ ponder <move2> ]
+ the engine has stopped searching and found the move <move> best in this position.
+ the engine can send the move it likes to ponder on. The engine must not start pondering automatically.
+ this command must always be sent if the engine stops searching, also in pondering mode if there is a
+ "stop" command, so for every "go" command a "bestmove" command is needed!
+ Directly before that the engine should send a final "info" command with the final search information,
+ the the GUI has the complete statistics about the last search.
+
+* copyprotection
+ this is needed for copyprotected engines. After the uciok command the engine can tell the GUI,
+ that it will check the copy protection now. This is done by "copyprotection checking".
+ If the check is ok the engine should sent "copyprotection ok", otherwise "copyprotection error".
+ If there is an error the engine should not function properly but should not quit alone.
+ If the engine reports "copyprotection error" the GUI should not use this engine
+ and display an error message instead!
+ The code in the engine can look like this
+ TellGUI("copyprotection checking\n");
+ // ... check the copy protection here ...
+ if(ok)
+ TellGUI("copyprotection ok\n");
+ else
+ TellGUI("copyprotection error\n");
+
+* registration
+ this is needed for engines that need a username and/or a code to function with all features.
+ Analog to the "copyprotection" command the engine can send "registration checking"
+ after the uciok command followed by either "registration ok" or "registration error".
+ Also after every attempt to register the engine it should answer with "registration checking"
+ and then either "registration ok" or "registration error".
+ In contrast to the "copyprotection" command, the GUI can use the engine after the engine has
+ reported an error, but should inform the user that the engine is not properly registered
+ and might not use all its features.
+ In addition the GUI should offer to open a dialog to
+ enable registration of the engine. To try to register an engine the GUI can send
+ the "register" command.
+ The GUI has to always answer with the "register" command if the engine sends "registration error"
+ at engine startup (this can also be done with "register later")
+ and tell the user somehow that the engine is not registered.
+ This way the engine knows that the GUI can deal with the registration procedure and the user
+ will be informed that the engine is not properly registered.
+
+* info
+ the engine wants to send infos to the GUI. This should be done whenever one of the info has changed.
+ The engine can send only selected infos and multiple infos can be send with one info command,
+ e.g. "info currmove e2e4 currmovenumber 1" or
+ "info depth 12 nodes 123456 nps 100000".
+ Also all infos belonging to the pv should be sent together
+ e.g. "info depth 2 score cp 214 time 1242 nodes 2124 nps 34928 pv e2e4 e7e5 g1f3"
+ I suggest to start sending "currmove", "currmovenumber", "currline" and "refutation" only after one second
+ to avoid too much traffic.
+ Additional info:
+ * depth <x>
+ search depth in plies
+ * seldepth <x>
+ selective search depth in plies,
+ if the engine sends seldepth there must also a "depth" be present in the same string.
+ * time <x>
+ the time searched in ms, this should be sent together with the pv.
+ * nodes <x>
+ x nodes searched, the engine should send this info regularly
+ * pv <move1> ... <movei>
+ the best line found
+ * multipv <num>
+ this for the multi pv mode.
+ for the best move/pv add "multipv 1" in the string when you send the pv.
+ in k-best mode always send all k variants in k strings together.
+ * score
+ * cp <x>
+ the score from the engine's point of view in centipawns.
+ * mate <y>
+ mate in y moves, not plies.
+ If the engine is getting mated use negativ values for y.
+ * lowerbound
+ the score is just a lower bound.
+ * upperbound
+ the score is just an upper bound.
+ * currmove <move>
+ currently searching this move
+ * currmovenumber <x>
+ currently searching move number x, for the first move x should be 1 not 0.
+ * hashfull <x>
+ the hash is x permill full, the engine should send this info regularly
+ * nps <x>
+ x nodes per second searched, the engine should send this info regularly
+ * tbhits <x>
+ x positions where found in the endgame table bases
+ * cpuload <x>
+ the cpu usage of the engine is x permill.
+ * string <str>
+ any string str which will be displayed be the engine,
+ if there is a string command the rest of the line will be interpreted as <str>.
+ * refutation <move1> <move2> ... <movei>
+ move <move1> is refuted by the line <move2> ... <movei>, i can be any number >= 1.
+ Example: after move d1h5 is searched, the engine can send
+ "info refutation d1h5 g6h5"
+ if g6h5 is the best answer after d1h5 or if g6h5 refutes the move d1h5.
+ if there is norefutation for d1h5 found, the engine should just send
+ "info refutation d1h5"
+ The engine should only send this if the option "UCI_ShowRefutations" is set to true.
+ * currline <cpunr> <move1> ... <movei>
+ this is the current line the engine is calculating. <cpunr> is the number of the cpu if
+ the engine is running on more than one cpu. <cpunr> = 1,2,3....
+ if the engine is just using one cpu, <cpunr> can be omitted.
+ If <cpunr> is greater than 1, always send all k lines in k strings together.
+ The engine should only send this if the option "UCI_ShowCurrLine" is set to true.
+
+
+* option
+ This command tells the GUI which parameters can be changed in the engine.
+ This should be sent once at engine startup after the "uci" and the "id" commands
+ if any parameter can be changed in the engine.
+ The GUI should parse this and build a dialog for the user to change the settings.
+ Note that not every option needs to appear in this dialog as some options like
+ "Ponder", "UCI_AnalyseMode", etc. are better handled elsewhere or are set automatically.
+ If the user wants to change some settings, the GUI will send a "setoption" command to the engine.
+ Note that the GUI need not send the setoption command when starting the engine for every option if
+ it doesn't want to change the default value.
+ For all allowed combinations see the example below,
+ as some combinations of this tokens don't make sense.
+ One string will be sent for each parameter.
+ * name <id>
+ The option has the name id.
+ Certain options have a fixed value for <id>, which means that the semantics of this option is fixed.
+ Usually those options should not be displayed in the normal engine options window of the GUI but
+ get a special treatment. "Pondering" for example should be set automatically when pondering is
+ enabled or disabled in the GUI options. The same for "UCI_AnalyseMode" which should also be set
+ automatically by the GUI. All those certain options have the prefix "UCI_" except for the
+ first 6 options below. If the GUI get an unknown Option with the prefix "UCI_", it should just
+ ignore it and not display it in the engine's options dialog.
+ * <id> = Hash, type is spin
+ the value in MB for memory for hash tables can be changed,
+ this should be answered with the first "setoptions" command at program boot
+ if the engine has sent the appropriate "option name Hash" command,
+ which should be supported by all engines!
+ So the engine should use a very small hash first as default.
+ * <id> = NalimovPath, type string
+ this is the path on the hard disk to the Nalimov compressed format.
+ Multiple directories can be concatenated with ";"
+ * <id> = NalimovCache, type spin
+ this is the size in MB for the cache for the nalimov table bases
+ These last two options should also be present in the initial options exchange dialog
+ when the engine is booted if the engine supports it
+ * <id> = Ponder, type check
+ this means that the engine is able to ponder.
+ The GUI will send this whenever pondering is possible or not.
+ Note: The engine should not start pondering on its own if this is enabled, this option is only
+ needed because the engine might change its time management algorithm when pondering is allowed.
+ * <id> = OwnBook, type check
+ this means that the engine has its own book which is accessed by the engine itself.
+ if this is set, the engine takes care of the opening book and the GUI will never
+ execute a move out of its book for the engine. If this is set to false by the GUI,
+ the engine should not access its own book.
+ * <id> = MultiPV, type spin
+ the engine supports multi best line or k-best mode. the default value is 1
+ * <id> = UCI_ShowCurrLine, type check, should be false by default,
+ the engine can show the current line it is calculating. see "info currline" above.
+ * <id> = UCI_ShowRefutations, type check, should be false by default,
+ the engine can show a move and its refutation in a line. see "info refutations" above.
+ * <id> = UCI_LimitStrength, type check, should be false by default,
+ The engine is able to limit its strength to a specific Elo number,
+ This should always be implemented together with "UCI_Elo".
+ * <id> = UCI_Elo, type spin
+ The engine can limit its strength in Elo within this interval.
+ If UCI_LimitStrength is set to false, this value should be ignored.
+ If UCI_LimitStrength is set to true, the engine should play with this specific strength.
+ This should always be implemented together with "UCI_LimitStrength".
+ * <id> = UCI_AnalyseMode, type check
+ The engine wants to behave differently when analysing or playing a game.
+ For example when playing it can use some kind of learning.
+ This is set to false if the engine is playing a game, otherwise it is true.
+ * <id> = UCI_Opponent, type string
+ With this command the GUI can send the name, title, elo and if the engine is playing a human
+ or computer to the engine.
+ The format of the string has to be [GM|IM|FM|WGM|WIM|none] [<elo>|none] [computer|human] <name>
+ Example:
+ "setoption name UCI_Opponent value GM 2800 human Gary Kasparow"
+ "setoption name UCI_Opponent value none none computer Shredder"
+
+
+ * type <t>
+ The option has type t.
+ There are 5 different types of options the engine can send
+ * check
+ a checkbox that can either be true or false
+ * spin
+ a spin wheel that can be an integer in a certain range
+ * combo
+ a combo box that can have different predefined strings as a value
+ * button
+ a button that can be pressed to send a command to the engine
+ * string
+ a text field that has a string as a value,
+ an empty string has the value "<empty>"
+ * default <x>
+ the default value of this parameter is x
+ * min <x>
+ the minimum value of this parameter is x
+ * max <x>
+ the maximum value of this parameter is x
+ * var <x>
+ a predefined value of this parameter is x
+ Example:
+ Here are 5 strings for each of the 5 possible types of options
+ "option name Nullmove type check default true\n"
+ "option name Selectivity type spin default 2 min 0 max 4\n"
+ "option name Style type combo default Normal var Solid var Normal var Risky\n"
+ "option name NalimovPath type string default c:\\n"
+ "option name Clear Hash type button\n"
+
+
+
+Example:
+--------
+
+This is how the communication when the engine boots can look like:
+
+GUI engine
+
+// tell the engine to switch to UCI mode
+uci
+
+// engine identify
+ id name Shredder
+ id author Stefan MK
+
+// engine sends the options it can change
+// the engine can change the hash size from 1 to 128 MB
+ option name Hash type spin default 1 min 1 max 128
+
+// the engine supports Nalimov endgame tablebases
+ option name NalimovPath type string default <empty>
+ option name NalimovCache type spin default 1 min 1 max 32
+
+// the engine can switch off Nullmove and set the playing style
+ option name Nullmove type check default true
+ option name Style type combo default Normal var Solid var Normal var Risky
+
+// the engine has sent all parameters and is ready
+ uciok
+
+// Note: here the GUI can already send a "quit" command if it just wants to find out
+// details about the engine, so the engine should not initialize its internal
+// parameters before here.
+// now the GUI sets some values in the engine
+// set hash to 32 MB
+setoption name Hash value 32
+
+// init tbs
+setoption name NalimovCache value 1
+setoption name NalimovPath value d:\tb;c\tb
+
+// waiting for the engine to finish initializing
+// this command and the answer is required here!
+isready
+
+// engine has finished setting up the internal values
+ readyok
+
+// now we are ready to go
+
+// if the GUI is supporting it, tell the engine that is is
+// searching on a game that is hasn't searched on before
+ucinewgame
+
+// if the engine supports the "UCI_AnalyseMode" option and the next search is supposted to
+// be an analysis, the GUI should set "UCI_AnalyseMode" to true if it is currently
+// set to false with this engine
+setoption name UCI_AnalyseMode value true
+
+// tell the engine to search infinite from the start position after 1.e4 e5
+position startpos moves e2e4 e7e5
+go infinite
+
+// the engine starts sending infos about the search to the GUI
+// (only some examples are given)
+
+
+ info depth 1 seldepth 0
+ info score cp 13 depth 1 nodes 13 time 15 pv f1b5
+ info depth 2 seldepth 2
+ info nps 15937
+ info score cp 14 depth 2 nodes 255 time 15 pv f1c4 f8c5
+ info depth 2 seldepth 7 nodes 255
+ info depth 3 seldepth 7
+ info nps 26437
+ info score cp 20 depth 3 nodes 423 time 15 pv f1c4 g8f6 b1c3
+ info nps 41562
+ ....
+
+
+// here the user has seen enough and asks to stop the searching
+stop
+
+// the engine has finished searching and is sending the bestmove command
+// which is needed for every "go" command sent to tell the GUI
+// that the engine is ready again
+ bestmove g1f3 ponder d8f6