=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 strict;
no warnings;
use Carp;
use base Exporter;
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 ($sgf_data) = @_;
Games::Go::SGF::Grove::Parser::->new->decode_sgf ($sgf_data)
}
sub encode_sgf($) {
my ($game) = @_;
Games::Go::SGF::Grove::Parser::->new->encode_sgf ($game)
}
sub load_sgf($) {
my ($path) = @_;
open my $fh, "<:perlio", $path
or Carp::croak "$path: $!";
local $/;
decode_sgf <$fh>
}
sub save_sgf($$) {
my ($path, $game) = @_;
open my $fh, ">:perlio", $path
or Carp::croak "$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.
SGF files are a forest of trees, called a collection (i.e. you can have
multiple games stored in a file). The C and C
functions returns this collection as a reference to an array containing
the individual game trees (usually there is only one, though).
Each individual tree is again an array of nodes representing the main line
of play.
Each node is simply a hash reference. Each SGF property is stored with the
(uppercase) property name as the key, and a property-dependent value for
the contents (e.g., a black move is stored as C<< B => [3, 5] >>.
If there are any variations/branches/alternate lines of play, then these
are stored in the array reference in the C key (those again
are game trees, so array references themselves).
This module reserves all uppercase key names for SGF properties, the key
C and all keys starting with an underscore (C<_xxx>) as it's
own. Users of this module may store additional attributes that don't
conflict with these names in any node.
Unknown properties will be stored as scalars with the (binary) property
contents. Text nodes will always be decoded into Unicode text and encoded
into whatever the CA property of the root node says (default: C).
When saving, all uppercase keys will be saved, lowercase keys will be
ignored.
For the actual encoding of other types, best decode some example game that
contains them and use Data::Dumper. Here is such an example:
[ # list of game-trees, only one here
[ # the main node sequence
{ # the root node, contains some variations
DI => '7k',
AP => undef,
CO => '5',
DP => '40',
GE => 'tesuji',
AW => [
[ 2, 16 ], [ 3, 15 ], [ 15, 9 ], [ 14, 13 ], ...
],
C => 'White just played a ladder block at h12.',
variations => [ # list of variations, only one
[ # sequence of variation moves
{ B => [ 7, 5 ] }, # a black move
{ W => [ 12, 12 ] }, # a white move
... and so on
]
],
}
]
}
=cut
package Games::Go::SGF::Grove::Parser;
no warnings;
use strict 'vars';
use Encode ();
use Carp qw(croak);
my $ws = qr{[\x00-\x20]*}s;
my $property; # property => propertyinfo
sub new {
my $class = shift;
bless { @_ }, $class;
}
sub error {
my ($self, $error) = @_;
my $pos = pos $self->{sgf};
my $tail = substr $self->{sgf}, $pos, 32;
$tail =~ s/[\x00-\x1f]+/ /g;
croak "$error (at octet $pos, '$tail')";
}
sub decode_sgf {
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} = 'WINDOWS-1252'; # too many files are
$self->{GM} = 1;
my @trees;
eval {
while ($self->{sgf} =~ /\G$ws(?=\()/sgoc) {
push @trees, $self->decode_GameTree;
}
};
croak $@ if $@;
\@trees
}
sub decode_GameTree {
my ($self) = @_;
$self->{sgf} =~ /\G$ws\(/sgoc
or $self->error ("GameTree does not start with '('");
my $nodes = $self->decode_Sequence;
while ($self->{sgf} =~ /\G$ws(?=\()/sgoc) {
push @{$nodes->[-1]{variations}}, $self->decode_GameTree;
}
$self->{sgf} =~ /\G$ws\)/sgoc
or $self->error ("GameTree does not end with ')'");
$nodes
}
sub postprocess {
my $self = shift;
for (@_) {
if ("ARRAY" eq ref) {
$self->postprocess (@$_);
} elsif ("HASH" eq ref) {
if (my $value = $_->{_text}) {
$value =~ s/\\\n/ /g;
$value =~ s/\\(.)/$1/g;
$_ = eval { Encode::decode $self->{CA}, $value } || $value
} else {
$self->postprocess (values %$_);
}
}
}
}
sub decode_Sequence {
my ($self) = @_;
my (@nodes, $node, $name, $value, $prop, @val);
while ($self->{sgf} =~ /\G$ws;/goc) {
push @nodes, $node = {};
# Node
while ($self->{sgf} =~ /\G$ws([A-Z]+)/goc) {
# Property
$name = $1;
$prop = $property->{$name};
while ($self->{sgf} =~ /\G$ws\[((?:[^\\\]]*|\\.)*)\]/sgoc) {
# PropValue
$value = $1;
if ($prop) {
@val = $prop->{in}->($self, $value, $prop);
if ($prop->{is_list}) {
push @{$node->{$name}}, @val
} else {
$node->{$name} = $val[0];
$self->{CA} = $val[0] if $name eq "CA";
}
} else {
#warn "unknown property '$name', will be saved unchanged.";#d#
push @{$node->{$name}}, $value;
}
}
}
# postprocess nodes, currently only to decode text and simpletext
$self->postprocess ($node);
}
\@nodes
}
sub encode_sgf($) {
my ($self, $game) = @_;
$self->{sgf} = "";
$self->{FF} = 4;
$self->{CA} = 'UTF-8';
$self->{GM} = 1;
$self->{AP} = ["Games::Go::SGF::Grove", $VERSION];
$self->encode_GameTree ($_, 1) for @$game;
$self->{sgf}
}
sub encode_GameTree {
my ($self, $sequence, $is_root) = @_;
if ($is_root) {
my $root = $sequence->[0];
$root->{CA} ||= $self->{CA};
$root->{FF} ||= $self->{FF};
$root->{GM} ||= $self->{GM};
$root->{AP} ||= $self->{AP};
$self->{CA} = $root->{CA};
}
$self->{sgf} .= "(";
$self->encode_Sequence ($sequence);
$self->{sgf} .= ")";
}
sub encode_Sequence {
my ($self, $sequence) = @_;
for my $node (@$sequence) {
$self->{sgf} .= ";";
while (my ($name, $value) = each %$node) {
next unless $name eq uc $name;
$self->{sgf} .= "$name\[";
if (my $prop = $property->{$name}) {
if ($prop->{is_list}) {
$self->{sgf} .= join "][", map $prop->{out}->($self, $_), @$value;
} else {
$self->{sgf} .= $prop->{out}->($self, $value);
}
} else {
$self->{sgf} .= join "][", @$value;
}
$self->{sgf} .= "]";
}
$self->encode_GameTree ($_) for @{ $node->{variations} };
}
}
#############################################################################
=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
{
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+)//) {
$prop->{composed} = 1;
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);
[
$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])
. ":"
. $o2->($_[0], $_[1][1])
},
);
} elsif (s/double//) {
return (
sub {
$_[1] =~ /^[12]$/
or $_[0]->error ("'Double' (1|2) expected, got '$_[1]'");
$_[1]
},
sub {
$_[1]
},
);
} elsif (s/color//) {
return (
sub {
# too many broken programs write this wrong
return "B" if $_[1] eq "1";
return "W" if $_[1] eq "2";
$_[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 {
$coord2char{$_[1][0]} . $coord2char{$_[1][1]}
},
);
} 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// || s/simpletext//i) {
return (
sub {
{ _text => $_[1] }
},
sub {
my $str = Encode::encode $_[0]{CA}, $_[1];
$str =~ s/([\:\]\\])/\\$1/g;
$str
},
);
} else {
die "FATAL: garbled DATA section, unknown type '$_'";
}
}
}
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: 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