c-chess-cli is a command line interface for UCI chess engines written in C. Free from dependency hell, it only uses the C standard library, and POSIX. Primarily developped on Linux, it should work on all POSIX operating systems, including MacOS and Android. Windows support was added recently, and is still experimental at this stage.
Run make.py
script, without any parameters.
See make.py --help
for more options.
c-chess-cli [-each [eng_options]] -engine [eng_options] -engine [eng_options] ... [options]
c-chess-cli -version
./c-chess-cli -each tc=4 0.04 option.Hash=8 option.Threads=1 \
-engine cmd=demolito "option.Time Buffer=80" nodes=200000 \
-engine cmd=../Engines/critter_1.6a depth=11 \
-games 1920 -concurrency 8 -openings file=test/chess960.epd order=random -repeat \
-sprt elo0=1 elo1=5 -resign count=3 score=700 -draw number=40 count=8 score=10 -pgn out.pgn 2
engine OPTIONS
: Add an engine defined byOPTIONS
to the tournament.each OPTIONS
: ApplyOPTIONS
to each engine in the tournament.concurrency N
: Set the maximum number of concurrent games to N (default value 1).draw [number=N] count=C score=S
: Adjudicate the game as a draw, if the score of both engines is withinS
centipawns from zero, for at leastC
consecutive moves, and at leastN
moves have been played (default valueN=0
).resign [number=N] count=C score=S
: Adjudicate the game as a loss, if an engine's score is at leastS
centipawns below zero, for at leastC
consecutive moves, and at leastN
moves have been played (default valueN=0
).games N
: Play N games per encounter (default value 1). This value should be set to an even number in tournaments with more than two players to make sure that each player plays an equal number of games with white and black pieces.rounds N
: Multiply the number of rounds to play byN
(default value 1). This only makes sense to use for tournaments with more than 2 engines.gauntlet
: Play a gauntlet tournament (first engine against the others). The default is to play a round-robin (plays all pairs).- with
n=2
engines, both gauntlet and round-robin just play the number of-games
specified. - gauntlet for
n>2
:G(e1, ..., en) = G(e1, e2) G(e1, e3) ... G(e1, en)
. There aren-1
pairs. - round-robin for
n>2
:RR(e1, ..., en) = G(e1, ..., en) RR(e2, ..., en)
. There aren(n-1)/2
pairs. - using
-rounds
repeats the tournament-rounds
times. The number of games played for each pair is therefore-games * -rounds
.
- with
sprt [elo0=E0] [elo1=E1] [alpha=A] [beta=B]
: Performs a Sequential Probability Ratio Test forH1: elo=E1
vsH0: elo=E0
, wherealpha
is the type I error probability (false positive), andbeta
is type II error probability (false negative). Default values areelo0=0
,elo1=4
, andalpha=beta=0.05
. This can only be used in matches between two players.log
: Write all I/O communication with engines to file(s). This producesc-chess-cli.id.log
, whereid
is the thread id (range1..concurrency
). Note that all communications (including error messages) starting with[id]
mean within the context of thread numberid
, which tells you which log file to inspect (id = 0 is the main thread, which does not product a log file, but simply writes to stdout).openings file=FILE [order=ORDER] [srand=N]
:- Read opening positions from
FILE
, in EPD format. Note that Chess960 is auto-detected, at position level (not at file level), andFILE
can mix Chess and Chess960 positions. Both X-FEN (KQkq) and S-FEN (HAha) are supported for Chess960. order
can berandom
orsequential
(default value).srand
sets the seed of the random number generator toN
. The default valueN=0
will set the seed automatically to an unpredictable number. Any non-zero number will generate a unique, reproducible random sequence.
- Read opening positions from
pgn FILE [VERBOSITY]
: Save games toFILE
, in PGN format.VERBOSITY
is optional0
produces a PGN with headers and results only, which can be used with rating tools like BayesElo or Ordo.1
adds the moves to the PGN.2
adds comments of the form{score/depth}
.3
(default value) adds time usage to the comments{score/depth time}
.
repeat
: Repeat each opening twice, with each engine playing both sides.sample
. See below.
cmd=COMMAND
: Set the command to run the engine.- The current working directory will be set automatically, if a
/
is contained inCOMMAND
. For example,cmd=../Engines/critter_1.6a
, will run./critter_1.6a
from../Engines
. If no/
is found, the command is executed as is. Without/
, for examplecmd=demolito
will rundemolito
, which only works ifdemolito
is inPATH
. - Arguments can be provided as part of the command. For example
"cmd=../fooEngine -foo=1"
. Note that the""
are needed here, for the command line interpreter to parse the whole string as a single token.
- The current working directory will be set automatically, if a
name=NAME
: Set the engine's name. If omitted, the name is take from theid name
value sent by the engine.tc=TIMECONTROL
: Set the time control toTIMECONTROL
. The format ismoves/time increment
, wheremoves
is the number of moves per tc,time
is time per tc (in seconds), andincrement
is time increment per move (in seconds). Note thatmoves
andincrement
are optional, so you can usemoves/time
ortime increment
.movetime=N
: time limit per move, in seconds (can be fractional likemovetime=0.123
).depth=N
: depth limit per move.nodes=N
: node limit per move.timeout=N
: tolerance (in seconds) for c-chess-cli to determine when an engine hangs (which is an unrecovrable error at this point). Default value isN=4
.option.O=V
: Set UCI optionO
to valueV
.
The purpose of this feature is to the generate training data, which can be used to fit the parameters of a chess engine evaluation, otherwise known as supervised learning.
Syntax is -sample [freq=%f] [decay=%f] [resolve=y|n] [file=%s] [format=csv|bin]
. Example -sample freq=0.25 resolve=y file=out.csv format=csv
.
freq
is the sampling frequency (floating point number between0
and1
). Defaults to1
if omitted.decay
is the sample decay based on the rule50 counter. Sampling probability isfreq * exp(-decay * rule50)
, whererule50
ranges from0
to99
is the ply counter for the 50-move draw rule. Defaults to0
if omitted.resolve
isy
for tactical resolution, andn
(default) otherwise. Tactical resolution is done as follows:- Solve tactical sequences: by playing all tactical moves at the start of the PV, to record the first quiet position.
- Excludes checks: by recording the last PV position that is not in check (if all PV positions are in check, the sample is discarded).
- Exclude mates: by discarding samples where the engine returns a mate score.
file
is the name of the file where samples are written. Defaults tosample.csv|bin
if omitted.format
is the format in which the file is written. Defaults tocsv
, which is human readable:FEN,Eval,Result
.Eval
is the score in cp, as returned by the engine, except for mate scores encoded asINT16_MAX - dtm
(mating) orINT16_MIN dtm
(mated). Values forResult
are0=loss
,1=draw
,2=win
. Binary formatbin
uses variable length encoding shown below.
Entries in binary format (28 bytes max, average 24 or less):
uint64_t occ; // occupied squares (bitboard)
uint8_t turn:1, rule50:7; // turn: 0=WHITE, 1=BLACK; rule50: half-move clock for 50-move rule
uint8_t packedPieces[(count(occ) 1) / 2]; // 4 bits per piece, max 16 bytes
int16_t score; // score in cp; mating scores INT16_MAX - dtm; mated scores INT16_MIN dtm
uint8_t result; // 0=loss, 1=draw, 2=win
Encoding for packedPieces[]
elements is 2 * extPiece color
with:
enum ExtPiece {
KNIGHT, BISHOP, ROOK, QUEEN, KING, PAWN,
ROOK_WITH_CASTLING_RIGHT, PAWN_CAPTURABLE_ENPASSANT
};
enum Color {WHITE, BLACK};