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# UCI
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UCI is an acronym for **U**niversal **C**hess **I**nterface. It is a standard for communication that competes with
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XBoard/Winboard. [http://wbec-ridderkerk.nl/html/UCIProtocol.html](UCI) makes communication a little easier, but
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it seems there's a nearly religious debate on which is better.
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Here are some benefits to using UCI:
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* It works with Chessbase 14
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* Simple to use
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* Fewer bugs in code
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* Built from scratch rather than ad-hoc
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* Flexible time controls
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* Additional search information can be displayed
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and to be fair, some downsides:
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* Stateless
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* Delegates some important decisions to the GUI
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* Difficult to add new features on top of it
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* Sends the whole move list each turn
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Overall, UCI seems to be fairly popular and is worth considering for your next engine.
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## Why
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People shouldn't waste their time implementing protocols that really should be libraries. With this, you can
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include it in your project, build your engine on top of it, and be able to focus on what matters - beating Stockfish.
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## Will You Implement Winboard?
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Yeah, probably.
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## Why GPL 3.0?
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I have noticed that there are no good _free_ solutions so that anyone can build a chess engine. Since UCI is
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a common format, and something all engines (should) implement, making this chunk of it free makes _total_ sense.
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## Usage
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UCI is designed to complement your chess engine rather than be a one-stop shop for engine development.
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As such, you will be responsible for maintaining the game loop. What UCI provides is a series of functions
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that will help you send data to, and receive data from the GUI.
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### First Steps
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Your engine will first need to wait on STDIN for a command `uci` from the GUI. This indicates that your engine should
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switch to UCI mode. You can use `commands::UCI` to make sure the command text you are waiting for is correct.
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Next, you'll need to create a copy of `Engine` by calling `Engine::new`. Once this is setup, you can call
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`Engine::identify` to send identification information to the GUI.
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Once identification is done, you need to send your configuration options. This is dependent on your engine. Refer to
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the UCI standard for the available options:
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```EXAMPLE OF CONFIGURATION OF OPTIONS```
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As nice as it would be to have fully typechecked options you will need to be careful a little here. The available
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options your engine uses must be passed to `Engine::new` as an array of `Options::EngineOption<T>`
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from `options.rs`. Every `Options::EngineOption<T>` has a `name`, which you can use any of the
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`Options::*` constants to represent, a `type`, which can be an `Options::EngineOptionType`, and a hashmap
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of `Options::EngineOptionDataType` to `Options::EngineOptionDataValue<T>`. Refer to the standard for more
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information on option configurations. The `T` type parameters represents the type of that particular
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`Options::EngineOption<T>` and allows us to at least fix the type in the HashMap to a single type. You can still
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hurt yourself, but doing this makes it much harder. Keep this list of options close, the GUI may send back
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information after call `Engine::send_available_options` to reconfigure default settings.
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You must configure this before calling `Engine::new` so the rest of this guide assumes you've done that already.
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To send your configuration options simply call `Engine::send_available_options`. Once this finishes `uciok` will
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also be sent, indicating to the GUI your engine is ready to roll. At this point you need to set up two threads, one
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to calculate with your engine, and one to read STDIN.
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```
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EXAMPLE HERE WITH LOOPS IN THREADS AND BLOCKING AND WHATEVER
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```
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Notice how in our STDIN thread we are calling `Engine::parse` and the handling the output using a match statement
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depending on what kind of token it was. You are responsible for obeying the commands from this thread, the UCI library
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just makes it convenient to work with.
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At this point the engine will send a series of `setoption` commands to you in your STDIN thread. We can use the
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`Engine::parse` function to get these:
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```
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EXAMPLE HERE
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```
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Once the options are extracted you will be responsible for configuring your engine with the values. The GUI will send
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an `isready` command which you will be responsible for replying to by using `Engine::ready`.
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**TODO: MORE STUFF WITH EXAMPLES**
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**THINGS LIKE SENDINB BEST MOVE AFTER CALCULATING, ETC**
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**RECEIVING SETOPTION COMMANDS AND PROCESSING THEM**
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### Other Options
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**TODO: Talk about the additional helpers available in the UCI library and what-not**.
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* Copy protection checking
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* Registration checking
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** TODO: Put an example engine under `/examples` that does nothing but talks to the GUI and receives commands.
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** Document it here and mention it can be used for guidance.
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