=head1 NAME Games::Go::SGF::Grove - SGF the Perl way =head1 SYNOPSIS use Games::Go::SGF::Grove; $game = load_sgf $path; save_sgf $path, $game; $game = decode_sgf $sgf_data; $sgf_data = encode_sgf $game; =head1 DESCRIPTION This module loads and saves Go SGF files. Unlike other modules, it doesn't build a very fancy data structure with lot's of java-like accessors but instead returns a simple Perl data structure you can inspect with Data::Dumper and modify easily. The structure follows the SGF file format very closely. The SGF format is documented here: L. All the functions below use a common data format and throw exceptions on any errors. =over 4 =cut package Games::Go::SGF::Grove; use base Exporter; use strict; no warnings; our $VERSION = 0.1; our @EXPORT = qw(load_sgf save_sgf encode_sgf decode_sgf); =item $game = load_sgf $path Tries to read the file given by C<$path> and parses it as an SGF file, returning the parsed data structure. =item save_sgf $path, $game Saves the SGF data to the specified file. =item $game = decode_sgf $sgf_data Tries to parse the given string into a Pelr data structure and returns it. =item $sgf_data = encode_sgf $game Takes a Perl data structure and serialises it into an SGF file. Anything stored in the structure that isn't understood by this module will be silently ignored. =cut sub decode_sgf($) { my ($sgf_data) = @_; Games::Go::SGF::Grove::Parser::->new->parse ($sgf_data) } sub encode_sgf($) { my ($game) = @_; } sub load_sgf($) { my ($path) = @_; open my $fh, "<:perlio", $path or die "$path: $!"; local $/; decode_sgf <$fh> } sub save_sgf($$) { my ($path, $game) = @_; open my $fh, "<:perlio", $path or die "$path: $!"; print $fh encode_sgf $game; } =back =head2 The Game Data structure The SGF game is represented by a linked Perl data structure consisting of unblessed hashes and arrays. The game itself is a hash reference #TODO# =cut package Games::Go::SGF::Grove::Parser; no warnings; use strict; my $ws = qr{[\x00-\x20]*}s; my $property; # property => propertyinfo sub new { my $class = shift; bless { @_ }, $class; } sub error { my ($self, $error) = @_; my $tail = substr $self->{sgf}, pos $self->{sgf}, 32; $tail =~ s/[\x00-\x1f]+/ /g; die "$error (at '$tail')"; } sub parse { my ($self, $sgf) = @_; # correct lines if ($sgf =~ /[^\015\012]\015/) { $sgf =~ s/\015\012?/\n/g; } else { $sgf =~ s/\012\015?/\n/g; } $self->{sgf} = $sgf; $self->{FF} = 1; $self->{CA} = 'ISO-8859-1'; $self->{GM} = 1; my @trees; eval { while ($self->{sgf} =~ /\G$ws(?=\()/sgoc) { push @trees, $self->GameTree; } }; die $@ if $@; \@trees } sub GameTree { my ($self) = @_; $self->{sgf} =~ /\G$ws\(/sgoc or $self->error ("GameTree does not start with '('"); my $nodes = $self->Sequence; while ($self->{sgf} =~ /\G$ws(?=\()/sgoc) { push @{$nodes->[-1]{children}}, $self->GameTree; } $self->{sgf} =~ /\G$ws\)/sgoc or $self->error ("GameTree does not end with ')'"); $nodes } sub Sequence { my ($self) = @_; my (@nodes, $node, $name, $value); while ($self->{sgf} =~ /\G$ws;/goc) { push @nodes, $node = {}; # Node while ($self->{sgf} =~ /\G$ws([A-Z]+)/goc) { # Property $name = $1; while ($self->{sgf} =~ /\G$ws\[((?:[^\\\]]*|\\.)*)\]/sgoc) { # PropValue $value = $1; if (defined (my $prop = $property->{$name})) { my (@val) = $prop->{in}->($self, $value, $prop); if ($prop->{is_list}) { push @{$node->{$name}}, @val } else { $node->{$name} = $val[0]; } } else { #warn "unknown property '$name', will be saved unchanged.";#d# $node->{$name} = $value; } } } } \@nodes } ############################################################################# =head2 Property Type Structure A property type is a hash like this: { name => "SQ", group => { name => "Markup properties", restrictions => "CR, MA, SL, SQ and TR points must be unique, ...", }, related => "TR, CR, LB, SL, AR, MA, LN", function => "Marks the given points with a square.\nPoints must be unique.", propertytype => "-", propvalue => "list of point" is_list => 1, } =cut { use Encode (); my ($group, $name, $value, $prop); my (%char2coord, %coord2char); { my @coord = ("a" .. "z", "A" .. "Z"); for (0.. $#coord) { $char2coord{ $coord[$_] } = $_; $coord2char{ $_ } = $coord[$_]; } } sub _parsetype($); sub _parsetype { for (shift) { if (s/e?list of //) { $prop->{is_list} = 1; return _parsetype $_; } elsif (s/composed (\S+)\s+(?:':'\s+)?(\S+)//) { my ($i, $o) = ($1, $2); my ($i1, $o1, $i2, $o2) = (_parsetype $i, _parsetype $o); return ( sub { if ($_[1] =~ /^((?:[^\\:]+|\\.)*)(?::(.*))$/s) { # or $_[0]->error ("'Compose' ($i:$o) expected, got '$_[1]'"); my ($l, $r) = ($1, $2); warn "$i1,$o1,$i2,$o2 ($i,$o)\n";#d# [ $i1->($_[0], $l), defined $r ? $i2->($_[0], $r) : undef, ], } else { # yes, this is not according to standard, but let's handle it somehow anyway #[ $i1->($_[0], $l) ] #d# #TODO# } }, sub { $o1->($_[0], $_[1][0]) . (defined $_[1][1] ? ":" . $o1->($_[0], $_[1][0]) : ""), }, ); } elsif (s/double//) { return ( sub { $_[1] =~ /^[12]$/ or $_[0]->error ("'Double' (1|2) expected, got '$_[1]'"); $_[1] }, sub { $_[1] }, ); } elsif (s/color//) { return ( sub { $_[1] =~ /^[BW]$/i or $_[0]->error ("'Color' (B|W) expected, got '$_[1]'"); lc $_[1] }, sub { uc $_[1] }, ); } elsif (s/none//) { return ( sub { $_[1] =~ /^$/i or $_[0]->error ("'None' expected, got '$_[1]'"); undef }, sub { "", }, ); } elsif (s/point// || s/move// || s/stone//) { return ( sub { if ($_[2]->{is_list}) { if ($_[1] =~ /^([^:]+):(.*)$/) { my ($ul, $dr) = ($1, $2); my ($x1, $y1) = map $char2coord{$_}, split //, $ul; my ($x2, $y2) = map $char2coord{$_}, split //, $dr; my @stones; for (my $d = $x1; $d < $x2; $d++) { for (my $i = $y1; $i < $y2; $i++) { push @stones, [$d, $i]; } } return @stones; } } $_[1] =~ /^(.)(.)$/ ? [ $char2coord{$1}, $char2coord{$2} ] : [] }, sub { die; }, ); } elsif (s/real//) { return ( sub { $_[1] =~ /^[+-]?[0-9]*\.?[0-9]*$/i or $_[0]->error ("'Real' expected, got '$_[1]'"); $_[1]+0, }, sub { $_[1]+0, }, ); } elsif (s/number//) { return ( sub { $_[1] =~ /^[+-]?[0-9]*$/i or $_[0]->error ("'Number' expected, got '$_[1]'"); $_[1]+0, }, sub { int $_[1], }, ); } elsif (s/text//) { return ( sub { warn "$_[0]{CA}<-CA\n";#d# eval { Encode::decode $_[0]{CA}, $_[1] } || $_[1], }, sub { die; }, ); } elsif (s/simpletext//i) { return ( sub { $_[1], }, sub { die; }, ); } else { die "FATAL: garbled DATA section, unknown type '$_'"; } } } while () { if (/^(\S+):\t(.*)/) { if ($name eq "Restrictions") { $group->{restrictions} = $value; } elsif ($name eq "Property") { $property->{$value} = $prop = { name => $value, group => $group, }; } elsif ($name ne "") { $prop->{lc $name} = $value; if ($name eq "Propvalue") { ($prop->{in}, $prop->{out}) = _parsetype $value; } } $name = $1; $value = $2; } elsif (/^\t\t(.*)/) { $value .= "\n$1"; } elsif (/(\S.*)/) { $group = { name => $1, }; } elsif (/^$/) { # nop } else { die "FATAL: DATA section garbled\n"; } } } 1; =head1 AUTHOR Marc Lehmann Robin Redeker =cut # now node descriptions follow __DATA__ Move properties Property: B Propvalue: move Propertytype: move Function: Execute a black move. This is one of the most used properties in actual collections. As long as the given move is syntactically correct it should be executed. It doesn't matter if the move itself is illegal (e.g. recapturing a ko in a Go game). Have a look at how to execute a Go-move. B and W properties must not be mixed within a node. Related: W, KO Property: KO Propvalue: none Propertytype: move Function: Execute a given move (B or W) even it's illegal. This is an optional property, SGF viewers themselves should execute ALL moves. It's purpose is to make it easier for other applications (e.g. computer-players) to deal with illegal moves. A KO property without a black or white move within the same node is illegal. Related: W, B Property: MN Propvalue: number Propertytype: move Function: Sets the move number to the given value, i.e. a move specified in this node has exactly this move-number. This can be useful for variations or printing. Related: B, W, FG, PM Property: W Propvalue: move Propertytype: move Function: Execute a white move. This is one of the most used properties in actual collections. As long as the given move is syntactically correct it should be executed. It doesn't matter if the move itself is illegal (e.g. recapturing a ko in a Go game). Have a look at how to execute a Go-move. B and W properties must not be mixed within a node. Related: B, KO Setup properties Restrictions: AB, AW and AE must have unique points, i.e. it is illegal to place different colors on the same point within one node. AB, AW and AE values which don't change the board, e.g. placing a black stone with AB[] over a black stone that's already there, is bad style. Applications may want to delete these values and issue a warning. Property: AB Propvalue: list of stone Propertytype: setup Function: Add black stones to the board. This can be used to set up positions or problems. Adding is done by 'overwriting' the given point with black stones. It doesn't matter what was there before. Adding a stone doesn't make any prisoners nor any other captures (e.g. suicide). Thus it's possible to create illegal board positions. Points used in stone type must be unique. Related: AW, AE, PL Property: AE Propvalue: list of point Propertytype: setup Function: Clear the given points on the board. This can be used to set up positions or problems. Clearing is done by 'overwriting' the given points, so that they contain no stones. It doesn't matter what was there before. Clearing doesn't count as taking prisoners. Points must be unique. Related: AB, AW, PL Property: AW Propvalue: list of stone Propertytype: setup Function: Add white stones to the board. This can be used to set up positions or problems. Adding is done by 'overwriting' the given points with white stones. It doesn't matter what was there before. Adding a stone doesn't make any prisoners nor any other captures (e.g. suicide). Thus it's possible to create illegal board positions. Points used in stone type must be unique. Related: AB, AE, PL Property: PL Propvalue: color Propertytype: setup Function: PL tells whose turn it is to play. This can be used when setting up positions or problems. Related: AE, AB, AW Node annotation properties Property: C Propvalue: text Propertytype: - Function: Provides a comment text for the given node. The purpose of providing both a node name and a comment is to have a short identifier like "doesn't work" or "Dia. 15" that can be displayed directly with the properties of the node, even if the comment is turned off or shown in a separate window. See text-type for more info. Related: N, ST, V, UC, DM, HO Property: DM Propvalue: double Propertytype: - Function: The position is even. SGF viewers should display a message. This property may indicate main variations in opening libraries (joseki) too. Thus DM[2] indicates an even result for both players and that this is a main variation of this joseki/opening. This property must not be mixed with UC, GB or GW within a node. Related: UC, GW, GB Property: GB Propvalue: double Propertytype: - Function: Something good for black. SGF viewers should display a message. The property is not related to any specific place on the board, but marks the whole node instead. GB must not be mixed with GW, DM or UC within a node. Related: GW, C, UC, DM Property: GW Propvalue: double Propertytype: - Function: Something good for white. SGF viewers should display a message. The property is not related to any specific place on the board, but marks the whole node instead. GW must not be mixed with GB, DM or UC within a node. Related: GB, C, UC, DM Property: HO Propvalue: double Propertytype: - Function: Node is a 'hotspot', i.e. something interesting (e.g. node contains a game-deciding move). SGF viewers should display a message. The property is not related to any specific place on the board, but marks the whole node instead. Sophisticated applications could implement the navigation command next/previous hotspot. Related: GB, GW, C, UC, DM Property: N Propvalue: simpletext Propertytype: - Function: Provides a name for the node. For more info have a look at the C-property. Related: C, ST, V Property: UC Propvalue: double Propertytype: - Function: The position is unclear. SGF viewers should display a message. This property must not be mixed with DM, GB or GW within a node. Related: DM, GW, GB Property: V Propvalue: real Propertytype: - Function: Define a value for the node. Positive values are good for black, negative values are good for white. The interpretation of particular values is game-specific. In Go, this is the estimated score. Related: C, N, RE Move annotation properties Restrictions: Move annotation properties without a move (B[] or W[]) within the same node are senseless and therefore illegal. Applications should delete such properties and issue a warning. BM, TE, DO and IT are mutual exclusive, i.e. they must not be mixed within a single node. Property: BM Propvalue: double Propertytype: move Function: The played move is bad. Viewers should display a message. Related: TE, DO, IT Property: DO Propvalue: none Propertytype: move Function: The played move is doubtful. Viewers should display a message. Related: BM, TE, IT Property: IT Propvalue: none Propertytype: move Function: The played move is interesting. Viewers should display a message. Related: BM, DO, TE Property: TE Propvalue: double Propertytype: move Function: The played move is a tesuji (good move). Viewers should display a message. Related: BM, DO, IT Markup properties Restrictions: CR, MA, SL, SQ and TR points must be unique, i.e. it's illegal to have two or more of these markups on the same point within a node. Property: AR Propvalue: list of composed point point Propertytype: - Function: Viewers should draw an arrow pointing FROM the first point TO the second point. It's illegal to specify the same arrow twice, e.g. (Go) AR[aa:bb][aa:bb]. Different arrows may have the same starting or ending point though. It's illegal to specify a one point arrow, e.g. AR[cc:cc] as it's impossible to tell into which direction the arrow points. Related: TR, CR, LB, SL, MA, SQ, LN Property: CR Propvalue: list of point Propertytype: - Function: Marks the given points with a circle. Points must be unique. Related: TR, MA, LB, SL, AR, SQ, LN Property: DD Propvalue: elist of point Propertytype: inherit Function: Dim (grey out) the given points. DD[] clears any setting, i.e. it undims everything. Related: VW Property: LB Propvalue: list of composed point simpletext Propertytype: - Function: Writes the given text on the board. The text should be centered around the given point. Note: there's no longer a restriction to the length of the text to be displayed. Have a look at the FF4 example file on possibilities to display long labels (pictures five and six). Points must be unique. Related: TR, CR, MA, SL, AR, SQ, LN Property: LN Propvalue: list of composed point point Propertytype: - Function: Applications should draw a simple line form one point to the other. It's illegal to specify the same line twice, e.g. (Go) LN[aa:bb][aa:bb]. Different lines may have the same starting or ending point though. It's illegal to specify a one point line, e.g. LN[cc:cc]. Related: TR, CR, MA, SL, AR, SQ, LB Property: MA Propvalue: list of point Propertytype: - Function: Marks the given points with an 'X'. Points must be unique. Related: TR, CR, LB, SL, AR, SQ, LN Property: SL Propvalue: list of point Propertytype: - Function: Selected points. Type of markup unknown (though SGB inverts the colors of the given points). Points must be unique. Related: TR, CR, LB, MA, AR, LN Property: SQ Propvalue: list of point Propertytype: - Function: Marks the given points with a square. Points must be unique. Related: TR, CR, LB, SL, AR, MA, LN Property: TR Propvalue: list of point Propertytype: - Function: Marks the given points with a triangle. Points must be unique. Related: MA, CR, LB, SL, AR, LN Root properties Property: AP Propvalue: composed simpletext simpletext Propertytype: root Function: Provides the name and version number of the application used to create this gametree. The name should be unique and must not be changed for different versions of the same program. The version number itself may be of any kind, but the format used must ensure that by using an ordinary string-compare, one is able to tell if the version is lower or higher than another version number. Here's the list of known applications and their names: Application System Name --------------------------- ----------- -------------------- [CGoban:1.6.2] Unix CGoban [Hibiscus:2.1] Windows 95 Hibiscus Go Editor [IGS:5.0] Internet Go Server [Many Faces of Go:10.0] Windows 95 The Many Faces of Go [MGT:?] DOS/Unix MGT [NNGS:?] Unix No Name Go Server [Primiview:3.0] Amiga OS3.0 Primiview [SGB:?] Macintosh Smart Game Board [SmartGo:1.0] Windows SmartGo Related: FF, GM, SZ, ST, CA Property: CA Propvalue: simpletext Propertytype: root Function: Provides the used charset for SimpleText and Text type. Default value is 'ISO-8859-1' aka 'Latin1'. Only charset names (or their aliases) as specified in RFC 1345 (or updates thereof) are allowed. Basically this field uses the same names as MIME messages in their 'charset=' field (in Content-Type). RFC's can be obtained via FTP from DS.INTERNIC.NET, NIS.NSF.NET, WUARCHIVE.WUSTL.EDU, SRC.DOC.IC.AC.UK or FTP.IMAG.FR. Related: FF, C, text type Property: FF Propvalue: number (range: 1-4) Propertytype: root Function: Defines the used file format. For difference between those formats have a look at the history of SGF. Default value: 1 Applications must be able to deal with different file formats within a collection. Related: GM, SZ, ST, AP, CA Property: GM Propvalue: number (range: 1-16) Propertytype: root Function: Defines the type of game, which is stored in the current gametree. The property should help applications to reject games, they cannot handle. Valid numbers are: Go = 1, Othello = 2, chess = 3, Gomoku+Renju = 4, Nine Men's Morris = 5, Backgammon = 6, Chinese chess = 7, Shogi = 8, Lines of Action = 9, Ataxx = 10, Hex = 11, Jungle = 12, Neutron = 13, Philosopher's Football = 14, Quadrature = 15, Trax = 16, Tantrix = 17, Amazons = 18, Octi = 19, Gess = 20. Default value: 1 Different kind of games may appear within a collection. Related: FF, SZ, ST, AP, CA Property: ST Propvalue: number (range: 0-3) Propertytype: root Function: Defines how variations should be shown (this is needed to synchronize the comments with the variations). If ST is omitted viewers should offer the possibility to change the mode online. Basically most programs show variations in two ways: as markup on the board (if the variation contains a move) and/or as a list (in a separate window). The style number consists two options. 1) show variations of successor node (children) (value: 0) show variations of current node (siblings) (value: 1) affects markup & list 2) do board markup (value: 0) no (auto-) board markup (value: 2) affects markup only. Using no board markup could be used in problem collections or if variations are marked by subsequent properties. Viewers should take care, that the automatic variation board markup DOESN'T overwrite any markup of other properties. The final number is calculated by adding the values of each option. Example: 3 = no board markup/variations of current node 1 = board markup/variations of current node Default value: 0 Related: C, FF, GM, SZ, AP, CA Property: SZ Propvalue: composed number number Propertytype: root Function: Defines the size of the board. If only a single value is given, the board is a square; with two numbers given, rectangular boards are possible. If a rectangular board is specified, the first number specifies the number of columns, the second provides the number of rows. Square boards must not be defined using the compose type value: e.g. SZ[19:19] is illegal. The valid range for SZ is any size greater or equal to 1x1. For Go games the maximum size is limited to 52x52. Default value: game specific for Go: 19 (square board) for Chess: 8 (square board) Different board sizes may appear within a collection. See move-/point-type for more info. Related: FF, GM, ST, AP, CA Game info properties Property: AN Propvalue: simpletext Propertytype: game-info Function: Provides the name of the person, who made the annotations to the game. Related: US, SO, CP Property: BR Propvalue: simpletext Propertytype: game-info Function: Provides the rank of the black player. For Go (GM[1]) the following format is recommended: "..k" or "..kyu" for kyu ranks and "..d" or "..dan" for dan ranks. Go servers may want to add '?' for an uncertain rating and '*' for an established rating. Related: PB, BT, WR Property: BT Propvalue: simpletext Propertytype: game-info Function: Provides the name of the black team, if game was part of a team-match (e.g. China-Japan Supermatch). Related: PB, PW, WT Property: CP Propvalue: simpletext Propertytype: game-info Function: Any copyright information (e.g. for the annotations) should be included here. Related: US, SO, AN Property: DT Propvalue: simpletext Propertytype: game-info Function: Provides the date when the game was played. It is MANDATORY to use the ISO-standard format for DT. Note: ISO format implies usage of the Gregorian calendar. Syntax: "YYYY-MM-DD" year (4 digits), month (2 digits), day (2 digits) Do not use other separators such as "/", " ", "," or ".". Partial dates are allowed: "YYYY" - game was played in YYYY "YYYY-MM" - game was played in YYYY, month MM For games that last more than one day: separate other dates by a comma (no spaces!); following shortcuts may be used: "MM-DD" - if preceded by YYYY-MM-DD, YYYY-MM, MM-DD, MM or DD "MM" - if preceded by YYYY-MM or MM "DD" - if preceded by YYYY-MM-DD, MM-DD or DD Shortcuts acquire the last preceding YYYY and MM (if necessary). Note: interpretation is done from left to right. Examples: 1996-05,06 = played in May,June 1996 1996-05-06,07,08 = played on 6th,7th,8th May 1996 1996,1997 = played in 1996 and 1997 1996-12-27,28,1997-01-03,04 = played on 27th,28th of December 1996 and on 3rd,4th January 1997 Note: it's recommended to use shortcuts whenever possible, e.g. 1997-05-05,06 instead of 1997-05-05,1997-05-06 Related: EV, RO, PC, RU, RE, TM Property: EV Propvalue: simpletext Propertytype: game-info Function: Provides the name of the event (e.g. tournament). Additional information (e.g. final, playoff, ..) shouldn't be included (see RO). Related: GC, RO, DT, PC, RU, RE, TM Property: GN Propvalue: simpletext Propertytype: game-info Function: Provides a name for the game. The name is used to easily find games within a collection. The name should therefore contain some helpful information for identifying the game. 'GameName' could also be used as the file-name, if a collection is split into single files. Related: GC, EV, DT, PC, RO, ID Property: GC Propvalue: text Propertytype: game-info Function: Provides some extra information about the following game. The intend of GC is to provide some background information and/or to summarize the game itself. Related: GN, ON, AN, CP Property: ON Propvalue: simpletext Propertytype: game-info Function: Provides some information about the opening played (e.g. san-ren-sei, Chinese fuseki, etc.). Related: GN, GC Property: OT Propvalue: simpletext Propertytype: game-info Function: Describes the method used for overtime (byo-yomi). Examples: "5 mins Japanese style, 1 move / min", "25 moves / 10 min". Related: TM, BL, WL, OB, OW Property: PB Propvalue: simpletext Propertytype: game-info Function: Provides the name of the black player. Related: PW, BT, WT Property: PC Propvalue: simpletext Propertytype: game-info Function: Provides the place where the games was played. Related: EV, DT, RO, RU, RE, TM Property: PW Propvalue: simpletext Propertytype: game-info Function: Provides the name of the white player. Related: PB, BT, WT Property: RE Propvalue: simpletext Propertytype: game-info Function: Provides the result of the game. It is MANDATORY to use the following format: "0" (zero) or "Draw" for a draw (jigo), "B+" ["score"] for a black win and "W+" ["score"] for a white win Score is optional (some games don't have a score e.g. chess). If the score is given it has to be given as a real value, e.g. "B+0.5", "W+64", "B+12.5" Use "B+R" or "B+Resign" and "W+R" or "W+Resign" for a win by resignation. Applications must not write "Black resigns". Use "B+T" or "B+Time" and "W+T" or "W+Time" for a win on time, "B+F" or "B+Forfeit" and "W+F" or "W+Forfeit" for a win by forfeit, "Void" for no result or suspended play and "?" for an unknown result. Related: EV, DT, PC, RO, RU, TM Property: RO Propvalue: simpletext Propertytype: game-info Function: Provides round-number and type of round. It should be written in the following way: RO[xx (tt)], where xx is the number of the round and (tt) the type: final, playoff, league, ... Related: EV, DT, PC, RU, RE, TM Property: RU Propvalue: simpletext Propertytype: game-info Function: Provides the used rules for this game. Because there are many different rules, SGF requires mandatory names only for a small set of well known rule sets. Note: it's beyond the scope of this specification to give an exact specification of these rule sets. Mandatory names for Go (GM[1]): "AGA" (rules of the American Go Association) "GOE" (the Ing rules of Goe) "Japanese" (the Nihon-Kiin rule set) "NZ" (New Zealand rules) Related: EV, DT, PC, RO, RE, TM Property: SO Propvalue: simpletext Propertytype: game-info Function: Provides the name of the source (e.g. book, journal, ...). Related: US, AN, CP Property: TM Propvalue: real Propertytype: game-info Function: Provides the time limits of the game. The time limit is given in seconds. Related: EV, DT, PC, RO, RU, RE Property: US Propvalue: simpletext Propertytype: game-info Function: Provides the name of the user (or program), who entered the game. Related: SO, AN, CP Property: WR Propvalue: simpletext Propertytype: game-info Function: Provides the rank of the white player. For recommended format see BR. Related: PW, WT, BR Property: WT Propvalue: simpletext Propertytype: game-info Function: Provide the name of the white team, if game was part of a team-match (e.g. China-Japan Supermatch). Related: PB, PW, BT Timing properties Property: BL Propvalue: real Propertytype: move Function: Time left for black, after the move was made. Value is given in seconds. Related: TM, OT, WL, OB, OW Property: OB Propvalue: number Propertytype: move Function: Number of black moves left (after the move of this node was played) to play in this byo-yomi period. Related: TM, OT, BL, WL, OW Property: OW Propvalue: number Propertytype: move Function: Number of white moves left (after the move of this node was played) to play in this byo-yomi period. Related: TM, OT, BL, WL, OB Property: WL Propvalue: real Propertytype: move Function: Time left for white after the move was made. Value is given in seconds. Related: TM, OT, BL, OB, OW Miscellaneous properties Property: FG Propvalue: composed number SimpleText Propertytype: - Function: The figure property is used to divide a game into different figures for printing: a new figure starts at the node containing a figure property. If the value is not empty then - Simpletext provides a name for the diagram - Number specifies some flags (for printing). These flags are: - coordinates on/off (value: 0/1) - diagram name on/off (value: 0/2) - list moves not shown in figure on/off (value: 0/4) Some moves can't be shown in a diagram (e.g. ko captures in Go) - these moves may be listed as text. - remove captured stones on/off (value: 0/256) 'remove off' means: keep captured stones in the diagram and don't overwrite stones played earlier - this is the way diagrams are printed in books. 'remove on' means: capture and remove the stones from the display - this is the usual viewer mode. This flag is specific to Go (GM[1]). - hoshi dots on/off (value: 0/512) This flag is specific to Go (GM[1]). - Ignore flags on/off (value: 32768) If on, then all other flags should be ignored and the application should use its own defaults. The final number is calculated by summing up all flag values. E.g. 515 = coordinates and diagram name off, remove captured stones, list unshown moves, hoshi dots off; 257 = coordinates off, diagram name on, list unshown moves, don't remove captured stones, hoshi dots on. (this is how diagrams are printed in e.g. Go World) Note: FG combined with VW, MN and PM are mighty tools to print and compile diagrams. Related: MN, PM, VW Property: PM Propvalue: number Propertytype: inherit Function: This property is used for printing. It specifies how move numbers should be printed. 0 ... don't print move numbers 1 ... print move numbers as they are 2 ... print 'modulo 100' move numbers This mode is usually used in books or magazines. Note: Only the first move number is calculated 'modulo 100' and the obtained number is increased for each move in the diagram. E.g. A figure containing moves 32-78 is printed as moves 32-78 102-177 is printed as moves 2-77 67-117 is printed as moves 67-117 154-213 is printed as moves 54-113 Default value: 1 Related: MN, FG Property: VW Propvalue: elist of point Propertytype: inherit Function: View only part of the board. The points listed are visible, all other points are invisible. Note: usually the point list is given in compressed format (see 'point' type)! Points have to be unique. Have a look at the picture to get an idea. VW[] clears any setting, i.e. the whole board is visible again. Related: DD, PM, FG Go properties Restrictions: TW and TB points must be unique, i.e. it's illegal to list the same point in TB and TW within the same node. Gametype: 1 Property: HA Propvalue: number Propertytype: game-info Function: Defines the number of handicap stones (>=2). If there is a handicap, the position should be set up with AB within the same node. HA itself doesn't add any stones to the board, nor does it imply any particular way of placing the handicap stones. Related: KM, RE, RU Property: KM Propvalue: real Propertytype: game-info Function: Defines the komi. Related: HA, RE, RU Property: TB Propvalue: elist of point Propertytype: - Function: Specifies the black territory or area (depends on rule set used). Points must be unique. Related: TW Property: TW Propvalue: elist of point Propertytype: - Function: Specifies the white territory or area (depends on rule set used). Points must be unique. Related: TB Octi properties Gametype: 19 Property: RU (rules) Propvalue: simpletext Propertytype: game-info Function: Valid values are one major variation ("full", "fast", or "kids") followed by a colon and a comma separated elist of variations ("edgeless", "superprong", etc.). The colon may be omitted if either side is empty. The default is 2-player full, no variations. The 4-player game is not currently available. Property: BO (black octisquares) Propvalue: list of point Propertytype: game-info Function: The position of Black's octi squares. Black will be setup with one empty pod on each of these points. It is illegal to list the same point twice. Traditionally, Black sits at the south end of the board. Related: WO Property: WO (white octisquares) Propvalue: list of point Propertytype: game-info Function: The position of White's octi squares. White will be setup with one empty pod on each of these points. It is illegal to list the same point twice. Traditionally, White sits at the north end of the board. Related: BO Property: NP (number of prongs) Propvalue: number Propertytype: game-info Function: This is the number of prongs each players has at the start of the game. The default will be derived from the rules. Related: NR Property: NR (number of reserve) Propvalue: number Propertytype: game-info Function: This is the number of pods in each players reserve at the start of the game. The default will be derived from the rules. Related: NP, NS Property: NS (number of superprongs) Propvalue: number Propertytype: game-info Function: This is the number of superprongs each players has at the start of the game. The default will be derived from the rules. Related: NR Property: AS (arrow stone) Propvalue: list of composed stone ':' point Propertytype: - Function: Most of the same restriction from AR apply. The same arrow must not occur twice; however, two arrows from different stones at the same point may have arrows to the same destination. Single point arrows are also illegal. Related: AR Property: CS (circle stone) Propvalue: list of stone Propertytype: - Function: Marks the given stones, each with a circle. Related: CR Property: MS (mark stone) Propvalue: list of stone Propertytype: - Function: Marks the given stones, each with an ex. Related: MA Property: SS (square stone) Propvalue: list of stone Propertytype: - Function: Marks the given stones, each with a square. Related: SQ Property: TS (triangle stone) Propvalue: list of stone Propertytype: - Function: Marks the given stones, each with a triangle. Related: TR Property: RP (remove pod) Propvalue: list of stone Propertytype: setup Function: Removes a stone from the board. More selective than AddEmpty. Related: AE Backgammon properties Gametype: 6 Property: CO Propvalue: simpletext Propertytype: setup Function: Set the position of the doubling cube. The value should be `b' (black), `w' (white), `c' (centred), or `n' (none -- for cubeless or Crawford games). Related: CV Property: CV Propvalue: number Propertytype: setup Function: Set the value of the doubling cube. This value defaults to 1 at the beginning of the game, but a CV property should be added when setting up a position where a double has been made, or at the beginning of a money game if automatic doubles occur. Related: CP Property: DI Propvalue: number Propertytype: setup Function: Set the dice without moving (this could be useful for creating problem positions, e.g. DI[31]) Related: CO Property: MI Propvalue: list of composed simpletext ':' simpletext Propertytype: game-info Function: Specifies information about the match the game belongs to. This property should specify a list of tag/value pairs, where the allowable tags are case-insensitive, and include: length - the match length (number of points); value should be a number game - the number of this game within the match (the first game is 1); value should be a number bs - the score for Black at the start of the game; value should be a number ws - the score for White at the start of the game; value should be a number Unknown tags should be ignored (a warning may be produced). The order of tags in the list is not significant. An example MI property is: MI[length:7][game:3][ws:2][bs:1] Related: EV, GN, RE, RO Property: RE Propvalue: simpletext Propertytype: game-info Function: The general RE property has the following modification in backgammon games: in the case of a resignation, the value should also specify the number of points before the R(esign). Here are three example RE properties: RE[B+6R] -- White resigns a backgammon on a 2 cube (worth 6 points). RE[W+2Resign] -- Black resigns a gammon on a 1 cube (worth 2 points). RE[W+4] -- Black drops a redouble to 8 (note this is considered a normal loss, not a resignation). Related: RE Property: RU Propvalue: simpletext Propertytype: game-info Function: Backgammon-specific values for the general RU property include the following: [Crawford] -- the Crawford rule is being used in this match, although this is not the Crawford game. [Crawford:CrawfordGame] -- this IS the Crawford game. [Jacoby] -- the Jacoby rule is in use for this game. Related: RU Lines of Action properties Gametype: 9 Property: AS Propvalue: SimpleText Propertytype: - Function: Adding stones - the color of the player who is adding stones to the board. The valid strings are 'Black', 'White' or 'None'. The puropse of this property is to define a board position where the human is expected to continue placing stones on the board through some user interface. Property: IP Propvalue: SimpleText Propertytype: game-info Function: Designates the initial position in the game to be displayed by the viewer. The only value currently supported is 'End', which causes the viewer to initially display the final position of the game. The default is to display the position after setup but before any moves. Property: IY Propvalue: SimpleText Propertytype: game-info Function: Invert Y axis. Values are 'true' or 'false'. If 'true', the board should be displayed with numbers increasing in value from bottom to top of the screen. Default: 'false' Property: SE Propvalue: point Propertytype: - Function: Mark the given point and up to 8 additional points, depending on where the provided point (stone) could legally move. Property: SU Propvalue: SimpleText Propertytype: game-info Function: Setup type - designates the intial placement of pieces, and also the implicitly the variation on the basic rules to be employed. The currently valid values include the following strings: 'Standard', 'Scrambled-eggs', 'Parachute', 'Gemma' and 'Custom' (the initial board is empty, AB and AW properties will be used to establish the starting position). Default: 'Standard' For details on the setups and rule variations, consult the LOA home pages. Hex properties Gametype: 11 Property: IS Propvalue: list of composed SimpleText ':' SimpleText Propertytype: root Function: This property allows applications to store and read an initial viewer setting. The property value is a list of "keyword followed by ':' followed by either 'on' or 'off'". Valid keywords are: 'tried' - identify future moves that have been tried? 'marked' - show good/bad move markings? 'lastmove' - identify the last cell played? 'headings' - display column/row headings (a b.., 1 2..)? 'lock' - lock the game against new moves (for analysis)? This property is allowed in the root node only. Example: IS[tried:on][lock:off][marked:off] Property: IP Propvalue: SimpleText Propertytype: game-info Function: Designates the initial position that the viewer should display. It will most frequently indicate the current position of play in the game. This is necessary because future possible moves may have been explored, and the user must be able to distinguish real moves actually made from exploratory moves. More than one IP[] property in a game is illegal, and the behaviour undefined. The property value should be empty (""); it is specified as SimpleText for compatibility. Amazons properties Gametype: 18 Property: AA Propvalue: list of point Propertytype: setup Function: Adding arrows to the board. This can be used to set up positions or problems. End: this marks the end