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New Variant Cheat Sheet
- For most variants, you will only have to add a new entry to variants.ini
- Check to see if the options to create your variant already exist.
- For rule variants, see variants.ini -> "Rule definition options"
- For custom pieces, see variants.ini -> "Custom pieces"
- Most variants are added to variants.ini, but some are added to variant.cpp
- If your game rules aren't supported:
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Break it down into what changes will be required. For instance, "Connect 4" can be broken down into settings such as:
enclosingDrop = top connectN = 4
rather than
playConnect4 = true
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In variant.h -> "struct Variant", add a variable for each new setting
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In parser.cpp -> "parse(Variant* v)", add "parse_attribute" to read from variants.ini into the variable.
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In position.h, most settings have a getter with a snake_case name which reads the camelCase variable. Remember to declare the getter under "class Position".
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If your rule changes how moves occur, see:
- movegen.cpp->“make_move_and_gating(const Position& pos, ExtMove* moveList, Color us, Square from, Square to, PieceType pt = NO_PIECE_TYPE)”
- position.cpp -> "do_move(Move m, StateInfo& newSt, bool givesCheck)"
- position.cpp->”legal(Move m)”
- position.cpp->”pseudo_legal(const Move m)”
- position.cpp->”undo_move(Move m)”
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If your rule includes a new Betza modifier, piece.cpp->”from_betza(const std::string& betza, const std::string& name)”
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If your rule adjudicates win, loss, or draw, see position.cpp -> "is_immediate_game_end(Value& result, int ply)" or "is_optional_game_end(Value& result, int ply, int countStarted)"
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See https://github.com/fairy-stockfish/Fairy-Stockfish/wiki/Understanding-the-code for more descriptions.
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- Other functions:
- “movegen.cpp->generate_all” calls “movegen.cpp->generate_drops”, “movegen.cpp->generate_moves”, and “movegen.cpp->generate_pawn_moves”.
- “movegen.cpp->make_move_and_gating” is called by the above to encode and store the moves they generate in moveList
- “position.cpp->pseudo_legal” checks basic validity “position.cpp->legal” does a more extensive check, like making sure you aren’t hanging your king.
- “position.cpp->do_move” performs the actual change of board state, while “position.cpp->undo_move” reverses it.
- Testing your variant
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Compile using “make”. Type “make help” to see important options.
- “largeboards=yes” if your board is greater than 8x8. Boards greater than 10x12 are not supported.
- “all=yes” if your variant has a large branching factor such as “Duck Chess” or “Game of the Amazons”
- “debug=yes” and “optimize=no” if you’re troubleshooting
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You can use a GUI (see docs for your GUI if so), or run the executable directly. Useful options:
- “setoption name VariantPath value variants.ini”
- “setoption name UCI_Variant value [your_variant]”
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To play moves, start with “position”, either “startpos” or “fen” then use coordinates to play your moves. ie.
- “position startpos moves e2e4 e7e5”
- “position fen 4k3/8/8/8/8/8/p7/4K2R w K - 0 1 moves e1g1 a2a1q”
- Castling is encoded as “king moves two spaces”
- Promotion piece is indicated with just letter (no “=”)
- Drops are encoded with “@”. For instance, tictactoe looks like: position startpos moves P@b2 P@a1 P@c1
- “d” (prints current board using text characters)
- “go movetime [milliseconds]”
- “go depth [ply]”
- “quit”
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If you want to automate your testing, you can use redirection from the command line: Create test.txt:
position startpos moves e2e4 d7d5 go movetime 100 d quit
Run stockfish:
stockfish < test.txt > output.txt
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