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Subject: Re: UCI (=universal chess interface)

Author: Robert Hyatt

Date: 07:44:14 11/29/00

Go up one level in this thread


On November 29, 2000 at 02:46:20, Stefan Meyer-Kahlen wrote:

>On November 28, 2000 at 13:33:06, Robert Hyatt wrote:
>
>>On November 28, 2000 at 09:15:30, Stefan Meyer-Kahlen wrote:
>>
>>
>>
>>There are a couple of _really_ ugly things in this.  Ugly because they are
>>diametrically opposed to other GUIs like xboard/winboard/robofics/etc.
>>
>>1.  The search vs ponder stuff.  I don't see why the GUI has to tell the
>>engine to begin to ponder.  This makes no sense to me, from either a GUI
>>point of view, or an engine point of view.  But the main problem is it is
>>so different from xboard that the code is going to be very messy.  And for
>>no gain that I can see.
>
>We think that it is absolutely necessary to tell the engine to ponder to keep
>control of what the engine is doing, otherwise the GUI is never sure weather the
>engine is pondering or waiting or doing whatever. Also for some commands (e.g.
>searching in a database) the GUI has to be sure that the engine is not wasting
>cpu cycles in the background.
>
>>2.  sending too much control info to the engine.  The engine ought to be able
>>to manage itself, sending moves to the GUI and reading moves from the GUI.
>>Having a protocol to alter other things like selectivity and so forth is fine,
>>as is having a protocol that allows the engine to tell the GUI certain things
>>like offer a draw or whatever.
>
>Why can't the engine manage itself in this protocol?
>
>Draw offers are handled by the GUI right now, but it is certainly possible to
>extent the protocol. Which control info is not necessary in your opinion?

First, it would seem (to me) that offering and accepting draws is an engine
function, not a GUI function.  IE in a real chess game, the two humans handle
those functions, not the TD/arbiter.

The thing I don't like are things like "ponder".  The reason is that it is so
different from winboard the code will turn into some spaghetti in a few places.
Obviously, in my case, winboard/xboard are going to be _the_ interface of choice
for the people that use Crafty.  And that means I have to maintain compatibility
with the xboard protocol.  To make things like "ponder" and the like work, as
well as the idea of the engine not making a move until the gui tells it to, is
going to require a significant number of changes, while keeping the current
xboard / winboard support "as is".

That looks messy.




>
>>3.  The main thing you have really addressed is "race conditions".  One thing
>>the winboard/xboard protocol is sorely missing is some sort of ack/nak facility
>>(it has a sort of nak facility if you send an error message) to eliminate the
>>race conditions that occur.  IE the interface says "start a new game" and
>>immediately assumes this has been done.  If you don't check for input quickly
>>enough, you miss the new game indicator for a bit, and if you send a move,
>>that move can be sent to the server with an immediate "illegal move" response
>>since your move came from a game that has ended.
>>
>>I don't personally like to ack/nak every message, as that does nothing more
>>than ramp up traffic.  But for critical events (ie new game) an ack would be
>>nice so that xboard would wait for you to say "ok" before it would proceed to
>>start a new game, etc.
>
>There is no new game command in this interface.
>
>We also were aware of this problem and also didn't like the ack/nack mess, so we
>only introduced it in the "ready/readyok" and "uci/uciok" commands. If desired
>one can always simulate the ack/nak with ready/readyok, but this is not
>necessary as we always keep control over the engine. Implicit sync is done as
>there always have to be a "bestmove" command from the engine for every "go"
>command from the GUI and that the engine must not start searching or pondering
>without being told so. That was introduced to avoid the ack/nak thing and don't
>having "race conditions".

the "ok" messages are a form of acknowledgement/negative-acknowledgement,
and perhaps the idea of letting the gui specify the board position is a good
one.  But in my case (and perhaps for others as well) it adds another level
of complexity as when I get a FEN string to set a position, I assume we are
at a "brand new position" having nothing to do with previous positions.  I
clear the game history, set the starting game position to what was given to
me, etc.  This turns very messy.




>
>>
>>Before this goes too far, it would seem reasonable to design an interface
>>once and for all, that everybody will use.
>
>Hey, that's what we wanted to do with this thing :-)
>
>> That means we need Tim Mann (or
>>someone familiar with xboard/winboard that is willing to make the needed
>>changes), someone familiar with ROBOFICS, so that we can have one common
>>protocol.
>
>This has been discussed for years now and there has been many attempts to start
>a discussion about a new interface, but after a few days those discussions faded
>aways. Tim Mann did a great job "inventing" winboard but I guess that he is too
>busy working out a new interface. It is quite a lot of work to design a new
>interface so if somebody else had done done Rudolf and I could have saved much
>time, but this did not and probably won't happen.
>
>Rudolf and I are familiar with winboard as we have written engines and user
>interfaces for it, so we know of its problems.
>
>The UCI interface is certainly not perfect, but it's pretty good :-) and there
>are already engines and GUIs supporting it.
>
>If we all are waiting for the perfect interface we will still use winboard in 10
>years.
>
>> Right now, what you are using is so different from the
>>xboard/winboard protocol, it will make some things very messy to keep
>>compatibility with both.
>
>Is it really that different to winboard? I don't think so.

In operation?  Yes.  See my previous comments.



>
>>I don't like the idea of dictating what the engine can and can't do without
>>permission from the GUI.
>
>What is missing? What should or can the engine do?
>
>> I think the engine should be free to do anything it wants.
>
>See above. If you let the engine do what it wants to you get syncronization
>problems and need your ack/nak stuff.
>
>> Otherwise the GUI might assume the engine is idle and not using CPU
>>time and be wrong.
>
>This can't happen in our interface as it is designed in a way that the GUI
>always knows what the engine is doing. The opposite is true: If you let the
>engine do what it wants to this will happen.
>
>>  Specifying the comm protocol is fine.  Specifying a time
>>limit for responses to commands is fine.  But don't specify what the engine can
>>and can't do while waiting for another command...  ie why can't it "ponder"
>>all the time?
>
>see above.
>
>> Why does it have to keep searching after it has found the
>>shortest possible mate?  etc...  That last point might be important as it
>>wastes compute cycles.
>
>There are smarter ways to wait. This is done for synchronization, see above.
>Also this is only forbidden while pondering.
>
>Thanks for your comments
>
>   Stefan



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