@cindex quit @item quit: Quit @verbatim Arguments: none Fails: never Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex protocol_version @item protocol_version: Report protocol version. @verbatim Arguments: none Fails: never Returns: protocol version number Status: GTP version 2 standard command. @end verbatim @cindex name @item name: Report the name of the program. @verbatim Arguments: none Fails: never Returns: program name Status: GTP version 2 standard command. @end verbatim @cindex version @item version: Report the version number of the program. @verbatim Arguments: none Fails: never Returns: version number Status: GTP version 2 standard command. @end verbatim @cindex boardsize @item boardsize: Set the board size to NxN and clear the board. @verbatim Arguments: integer Fails: board size outside engine's limits Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex query_boardsize @item query_boardsize: Find the current boardsize @verbatim Arguments: none Fails: never Returns: board_size @end verbatim @cindex clear_board @item clear_board: Clear the board. @verbatim Arguments: none Fails: never Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex orientation @item orientation: Set the orienation to N and clear the board @verbatim Arguments: integer Fails: illegal orientation Returns: nothing @end verbatim @cindex query_orientation @item query_orientation: Find the current orientation @verbatim Arguments: none Fails: never Returns: orientation @end verbatim @cindex komi @item komi: Set the komi. @verbatim Arguments: float Fails: incorrect argument Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex get_komi @item get_komi: Get the komi @verbatim Arguments: none Fails: never Returns: Komi @end verbatim @cindex black @item black: Play a black stone at the given vertex. @verbatim Arguments: vertex Fails: invalid vertex, illegal move Returns: nothing Status: Obsolete GTP version 1 command. @end verbatim @cindex playwhite @item playwhite: Play a white stone at the given vertex. @verbatim Arguments: vertex Fails: invalid vertex, illegal move Returns: nothing Status: Obsolete GTP version 1 command. @end verbatim @cindex play @item play: Play a stone of the given color at the given vertex. @verbatim Arguments: color, vertex Fails: invalid vertex, illegal move Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex fixed_handicap @item fixed_handicap: Set up fixed placement handicap stones. @verbatim Arguments: number of handicap stones Fails: invalid number of stones for the current boardsize Returns: list of vertices with handicap stones Status: GTP version 2 standard command. @end verbatim @cindex place_free_handicap @item place_free_handicap: Choose free placement handicap stones and put them on the board. @verbatim Arguments: number of handicap stones Fails: invalid number of stones Returns: list of vertices with handicap stones Status: GTP version 2 standard command. @end verbatim @cindex set_free_handicap @item set_free_handicap: Put free placement handicap stones on the board. @verbatim Arguments: list of vertices with handicap stones Fails: board not empty, bad list of vertices Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex get_handicap @item get_handicap: Get the handicap @verbatim Arguments: none Fails: never Returns: handicap @end verbatim @cindex loadsgf @item loadsgf: Load an sgf file, possibly up to a move number or the first occurence of a move. @verbatim Arguments: filename + move number, vertex, or nothing Fails: missing filename or failure to open or parse file Returns: color to play Status: GTP version 2 standard command. @end verbatim @cindex color @item color: Return the color at a vertex. @verbatim Arguments: vertex Fails: invalid vertex Returns: "black", "white", or "empty" @end verbatim @cindex list_stones @item list_stones: List vertices with either black or white stones. @verbatim Arguments: color Fails: invalid color Returns: list of vertices @end verbatim @cindex countlib @item countlib: Count number of liberties for the string at a vertex. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: Number of liberties. @end verbatim @cindex findlib @item findlib: Return the positions of the liberties for the string at a vertex. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: Sorted space separated list of vertices. @end verbatim @cindex accuratelib @item accuratelib: Determine which liberties a stone of given color will get if played at given vertex. @verbatim Arguments: move (color + vertex) Fails: invalid color, invalid vertex, occupied vertex Returns: Sorted space separated list of liberties @end verbatim @cindex accurate_approxlib @item accurate_approxlib: Determine which liberties a stone of given color will get if played at given vertex. @verbatim Arguments: move (color + vertex) Fails: invalid color, invalid vertex, occupied vertex Returns: Sorted space separated list of liberties Supposedly identical in behavior to the above function and can be retired when this is confirmed. @end verbatim @cindex is_legal @item is_legal: Tell whether a move is legal. @verbatim Arguments: move Fails: invalid move Returns: 1 if the move is legal, 0 if it is not. @end verbatim @cindex all_legal @item all_legal: List all legal moves for either color. @verbatim Arguments: color Fails: invalid color Returns: Sorted space separated list of vertices. @end verbatim @cindex captures @item captures: List the number of captures taken by either color. @verbatim Arguments: color Fails: invalid color Returns: Number of captures. @end verbatim @cindex last_move @item last_move: Return the last move. @verbatim Arguments: none Fails: no previous move known Returns: Color and vertex of last move. @end verbatim @cindex move_history @item move_history: Print the move history in reverse order @verbatim Arguments: none Fails: never Returns: List of moves played in reverse order in format: color move (one move per line) @end verbatim @cindex invariant_hash @item invariant_hash: Return the rotation/reflection invariant board hash. @verbatim Arguments: none Fails: never Returns: Invariant hash for the board as a hexadecimal number. @end verbatim @cindex invariant_hash_for_moves @item invariant_hash_for_moves: Return the rotation/reflection invariant board hash obtained by playing all the possible moves for the given color. @verbatim Arguments: color Fails: invalid color Returns: List of moves + invariant hash as a hexadecimal number, one pair of move + hash per line. @end verbatim @cindex trymove @item trymove: Play a stone of the given color at the given vertex. @verbatim Arguments: move (color + vertex) Fails: invalid color, invalid vertex, illegal move Returns: nothing @end verbatim @cindex tryko @item tryko: Play a stone of the given color at the given vertex, allowing illegal ko capture. @verbatim Arguments: move (color + vertex) Fails: invalid color, invalid vertex, illegal move Returns: nothing @end verbatim @cindex popgo @item popgo: Undo a trymove or tryko. @verbatim Arguments: none Fails: stack empty Returns: nothing @end verbatim @cindex clear_cache @item clear_cache: clear the caches. @verbatim Arguments: none. Fails: never. Returns: nothing. @end verbatim @cindex attack @item attack: Try to attack a string. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: attack code followed by attack point if attack code nonzero. @end verbatim @cindex attack_either @item attack_either: Try to attack either of two strings @verbatim Arguments: two vertices Fails: invalid vertex, empty vertex Returns: attack code against the strings. Guarantees there exists a move which will attack one of the two with attack_code, but does not return the move. @end verbatim @cindex defend @item defend: Try to defend a string. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: defense code followed by defense point if defense code nonzero. @end verbatim @cindex does_attack @item does_attack: Examine whether a specific move attacks a string tactically. @verbatim Arguments: vertex (move), vertex (dragon) Fails: invalid vertex, empty vertex Returns: attack code @end verbatim @cindex does_defend @item does_defend: Examine whether a specific move defends a string tactically. @verbatim Arguments: vertex (move), vertex (dragon) Fails: invalid vertex, empty vertex Returns: attack code @end verbatim @cindex ladder_attack @item ladder_attack: Try to attack a string strictly in a ladder. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: attack code followed by attack point if attack code nonzero. @end verbatim @cindex increase_depths @item increase_depths: Increase depth values by one. @verbatim Arguments: none Fails: never Returns: nothing @end verbatim @cindex decrease_depths @item decrease_depths: Decrease depth values by one. @verbatim Arguments: none Fails: never Returns: nothing @end verbatim @cindex owl_attack @item owl_attack: Try to attack a dragon. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: attack code followed by attack point if attack code nonzero. @end verbatim @cindex owl_defend @item owl_defend: Try to defend a dragon. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: defense code followed by defense point if defense code nonzero. @end verbatim @cindex owl_threaten_attack @item owl_threaten_attack: Try to attack a dragon in 2 moves. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: attack code followed by the two attack points if attack code nonzero. @end verbatim @cindex owl_threaten_defense @item owl_threaten_defense: Try to defend a dragon with 2 moves. @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: defense code followed by the 2 defense points if defense code nonzero. @end verbatim @cindex owl_does_attack @item owl_does_attack: Examine whether a specific move attacks a dragon. @verbatim Arguments: vertex (move), vertex (dragon) Fails: invalid vertex, empty vertex Returns: attack code @end verbatim @cindex owl_does_defend @item owl_does_defend: Examine whether a specific move defends a dragon. @verbatim Arguments: vertex (move), vertex (dragon) Fails: invalid vertex, empty vertex Returns: defense code @end verbatim @cindex owl_connection_defends @item owl_connection_defends: Examine whether a connection defends involved dragons. @verbatim Arguments: vertex (move), vertex (dragon1), vertex (dragon2) Fails: invalid vertex, empty vertex Returns: defense code @end verbatim @cindex defend_both @item defend_both: Try to defend both of two strings @verbatim Arguments: two vertices Fails: invalid vertex, empty vertex Returns: defend code for the strings. Guarantees there exists a move which will defend both of the two with defend_code, but does not return the move. @end verbatim @cindex owl_substantial @item owl_substantial: Determine whether capturing a string gives a living dragon @verbatim Arguments: vertex Fails: invalid vertex, empty vertex Returns: 1 if dragon can live, 0 otherwise @end verbatim @cindex analyze_semeai @item analyze_semeai: Analyze a semeai @verbatim Arguments: dragona, dragonb Fails: invalid vertices, empty vertices Returns: semeai defense result, semeai attack result, semeai move @end verbatim @cindex analyze_semeai_after_move @item analyze_semeai_after_move: Analyze a semeai after a move have been made. @verbatim Arguments: color, vertex, dragona, dragonb Fails: invalid vertices Returns: semeai defense result, semeai attack result, semeai move @end verbatim @cindex tactical_analyze_semeai @item tactical_analyze_semeai: Analyze a semeai, not using owl @verbatim Arguments: dragona, dragonb Fails: invalid vertices, empty vertices Returns: status of dragona, dragonb assuming dragona moves first @end verbatim @cindex connect @item connect: Try to connect two strings. @verbatim Arguments: vertex, vertex Fails: invalid vertex, empty vertex, vertices of different colors Returns: connect result followed by connect point if successful. @end verbatim @cindex disconnect @item disconnect: Try to disconnect two strings. @verbatim Arguments: vertex, vertex Fails: invalid vertex, empty vertex, vertices of different colors Returns: disconnect result followed by disconnect point if successful. @end verbatim @cindex break_in @item break_in: Try to break from string into area. @verbatim Arguments: vertex, vertices Fails: invalid vertex, empty vertex. Returns: result followed by break in point if successful. @end verbatim @cindex block_off @item block_off: Try to block string from area. @verbatim Arguments: vertex, vertices Fails: invalid vertex, empty vertex. Returns: result followed by block point if successful. @end verbatim @cindex eval_eye @item eval_eye: Evaluate an eye space @verbatim Arguments: vertex Fails: invalid vertex Returns: Minimum and maximum number of eyes. If these differ an attack and a defense point are additionally returned. If the vertex is not an eye space or not of unique color, a single -1 is returned. @end verbatim @cindex dragon_status @item dragon_status: Determine status of a dragon. @verbatim Arguments: optional vertex Fails: invalid vertex, empty vertex Returns: status ("alive", "critical", "dead", or "unknown"), attack point, defense point. Points of attack and defense are only given if the status is critical. If no vertex is given, the status is listed for all dragons, one per row in the format "A4: alive". FIXME: Should be able to distinguish between life in seki and independent life. Should also be able to identify ko. @end verbatim @cindex same_dragon @item same_dragon: Determine whether two stones belong to the same dragon. @verbatim Arguments: vertex, vertex Fails: invalid vertex, empty vertex Returns: 1 if the vertices belong to the same dragon, 0 otherwise @end verbatim @cindex unconditional_status @item unconditional_status: Determine the unconditional status of a vertex. @verbatim Arguments: vertex Fails: invalid vertex Returns: unconditional status ("undecided", "alive", "dead", "white_territory", "black_territory"). Occupied vertices can be undecided, alive, or dead. Empty vertices can be undecided, white territory, or black territory. @end verbatim @cindex combination_attack @item combination_attack: Find a move by color capturing something through a combination attack. @verbatim Arguments: color Fails: invalid color Returns: Recommended move, PASS if no move found @end verbatim @cindex combination_defend @item combination_defend: If color can capture something through a combination attack, list moves by the opponent of color to defend against this attack. @verbatim Arguments: color Fails: invalid color Returns: Recommended moves, PASS if no combination attack found. @end verbatim @cindex aa_confirm_safety @item aa_confirm_safety: Run atari_atari_confirm_safety(). @verbatim Arguments: move, optional int Fails: invalid move Returns: success code, if failure also defending move @end verbatim @cindex genmove_black @item genmove_black: Generate and play the supposedly best black move. @verbatim Arguments: none Fails: never Returns: a move coordinate or "PASS" Status: Obsolete GTP version 1 command. @end verbatim @cindex genmove_white @item genmove_white: Generate and play the supposedly best white move. @verbatim Arguments: none Fails: never Returns: a move coordinate or "PASS" Status: Obsolete GTP version 1 command. @end verbatim @cindex genmove @item genmove: Generate and play the supposedly best move for either color. @verbatim Arguments: color to move Fails: invalid color Returns: a move coordinate or "PASS" (or "resign" if resignation_allowed) Status: GTP version 2 standard command. @end verbatim @cindex reg_genmove @item reg_genmove: Generate the supposedly best move for either color. @verbatim Arguments: color to move Fails: invalid color Returns: a move coordinate (or "PASS") Status: GTP version 2 standard command. @end verbatim @cindex gg_genmove @item gg_genmove: Generate the supposedly best move for either color. @verbatim Arguments: color to move, optionally a random seed Fails: invalid color Returns: a move coordinate (or "PASS") This differs from reg_genmove in the optional random seed. @end verbatim @cindex restricted_genmove @item restricted_genmove: Generate the supposedly best move for either color from a choice of allowed vertices. @verbatim Arguments: color to move, allowed vertices Fails: invalid color, invalid vertex, no vertex listed Returns: a move coordinate (or "PASS") @end verbatim @cindex kgs-genmove_cleanup @item kgs-genmove_cleanup: Generate and play the supposedly best move for either color, not passing until all dead opponent stones have been removed. @verbatim Arguments: color to move Fails: invalid color Returns: a move coordinate (or "PASS") Status: KGS specific command. A similar command, but possibly somewhat different, will likely be added to GTP version 3 at a later time. @end verbatim @cindex level @item level: Set the playing level. @verbatim Arguments: int Fails: incorrect argument Returns: nothing @end verbatim @cindex undo @item undo: Undo one move @verbatim Arguments: none Fails: If move history is too short. Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex gg-undo @item gg-undo: Undo a number of moves @verbatim Arguments: optional int Fails: If move history is too short. Returns: nothing @end verbatim @cindex time_settings @item time_settings: Set time allowance @verbatim Arguments: int main_time, int byo_yomi_time, int byo_yomi_stones Fails: syntax error Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex time_left @item time_left: Report remaining time @verbatim Arguments: color color, int time, int stones Fails: syntax error Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex final_score @item final_score: Compute the score of a finished game. @verbatim Arguments: Optional random seed Fails: never Returns: Score in SGF format (RE property). Status: GTP version 2 standard command. @end verbatim @cindex final_status @item final_status: Report the final status of a vertex in a finished game. @verbatim Arguments: Vertex, optional random seed Fails: invalid vertex Returns: Status in the form of one of the strings "alive", "dead", "seki", "white_territory", "black_territory", or "dame". @end verbatim @cindex final_status_list @item final_status_list: Report vertices with a specific final status in a finished game. @verbatim Arguments: Status in the form of one of the strings "alive", "dead", "seki", "white_territory", "black_territory", or "dame". An optional random seed can be added. Fails: missing or invalid status string Returns: Vertices having the specified status. These are split with one string on each line if the vertices are nonempty (i.e. for "alive", "dead", and "seki"). Status: GTP version 2 standard command. However, "dame", "white_territory", and "black_territory" are private extensions. @end verbatim @cindex estimate_score @item estimate_score: Estimate the score @verbatim Arguments: None Fails: never Returns: upper and lower bounds for the score @end verbatim @cindex experimental_score @item experimental_score: Estimate the score, taking into account which player moves next @verbatim Arguments: Color to play Fails: Invalid color Returns: Score. This function generates a move for color, then adds the value of the move generated to the value of the position. Critical dragons are awarded to the opponent since the value of rescuing a critical dragon is taken into account in the value of the move generated. @end verbatim @cindex reset_life_node_counter @item reset_life_node_counter: Reset the count of life nodes. @verbatim Arguments: none Fails: never Returns: nothing Note: This function is obsolete and only remains for backwards compatibility. @end verbatim @cindex get_life_node_counter @item get_life_node_counter: Retrieve the count of life nodes. @verbatim Arguments: none Fails: never Returns: number of life nodes Note: This function is obsolete and only remains for backwards compatibility. @end verbatim @cindex reset_owl_node_counter @item reset_owl_node_counter: Reset the count of owl nodes. @verbatim Arguments: none Fails: never Returns: nothing @end verbatim @cindex get_owl_node_counter @item get_owl_node_counter: Retrieve the count of owl nodes. @verbatim Arguments: none Fails: never Returns: number of owl nodes @end verbatim @cindex reset_reading_node_counter @item reset_reading_node_counter: Reset the count of reading nodes. @verbatim Arguments: none Fails: never Returns: nothing @end verbatim @cindex get_reading_node_counter @item get_reading_node_counter: Retrieve the count of reading nodes. @verbatim Arguments: none Fails: never Returns: number of reading nodes @end verbatim @cindex reset_trymove_counter @item reset_trymove_counter: Reset the count of trymoves/trykos. @verbatim Arguments: none Fails: never Returns: nothing @end verbatim @cindex get_trymove_counter @item get_trymove_counter: Retrieve the count of trymoves/trykos. @verbatim Arguments: none Fails: never Returns: number of trymoves/trykos @end verbatim @cindex reset_connection_node_counter @item reset_connection_node_counter: Reset the count of connection nodes. @verbatim Arguments: none Fails: never Returns: nothing @end verbatim @cindex get_connection_node_counter @item get_connection_node_counter: Retrieve the count of connection nodes. @verbatim Arguments: none Fails: never Returns: number of connection nodes @end verbatim @cindex test_eyeshape @item test_eyeshape: Test an eyeshape for inconsistent evaluations @verbatim Arguments: Eyeshape vertices Fails: Bad vertices Returns: Failure reports on stderr. @end verbatim @cindex analyze_eyegraph @item analyze_eyegraph: Compute an eyevalue and vital points for an eye graph @verbatim Arguments: Eyeshape encoded in string Fails: Bad eyeshape, analysis failed Returns: Eyevalue, vital points @end verbatim @cindex cputime @item cputime: Returns elapsed CPU time in seconds. @verbatim Arguments: none Fails: never Returns: Total elapsed (user + system) CPU time in seconds. @end verbatim @cindex showboard @item showboard: Write the position to stdout. @verbatim Arguments: none Fails: never Returns: nothing Status: GTP version 2 standard command. @end verbatim @cindex dump_stack @item dump_stack: Dump stack to stderr. @verbatim Arguments: none Fails: never Returns: nothing @end verbatim @cindex initial_influence @item initial_influence: Return information about the initial influence function. @verbatim Arguments: color to move, what information Fails: never Returns: Influence data formatted like: 0.51 1.34 3.20 6.60 9.09 8.06 1.96 0.00 0.00 0.45 1.65 4.92 12.19 17.47 15.92 4.03 0.00 0.00 . . . 0.00 0.00 0.00 0.00 0.00 100.00 75.53 41.47 23.41 The available choices of information are: white_influence (float) black_influence (float) white_strength (float) black_strength (float) white_attenuation (float) black_attenuation (float) white_permeability (float) black_permeability (float) territory_value (float) influence_regions (int) non_territory (int) The encoding of influence_regions is as follows: 4 white stone 3 white territory 2 white moyo 1 white area 0 neutral -1 black area -2 black moyo -3 black territory -4 black stone @end verbatim @cindex move_influence @item move_influence: Return information about the influence function after a move. @verbatim Arguments: move, what information Fails: never Returns: Influence data formatted like for initial_influence. @end verbatim @cindex move_probabilities @item move_probabilities: List probabilities of each move being played (when non-zero). If no previous genmove command has been issued, the result of this command will be meaningless. @verbatim Arguments: none Fails: never Returns: Move, probabilty pairs, one per row. @end verbatim @cindex move_uncertainty @item move_uncertainty: Return the number of bits of uncertainty in the move. If no previous genmove command has been issued, the result of this command will be meaningless. @verbatim Arguments: none Fails: never Returns: bits of uncertainty @end verbatim @cindex followup_influence @item followup_influence: Return information about the followup influence after a move. @verbatim Arguments: move, what information Fails: never Returns: Influence data formatted like for initial_influence. @end verbatim @cindex worm_data @item worm_data: Return the information in the worm data structure. @verbatim Arguments: optional vertex Fails: never Returns: Worm data formatted like: A19: color black size 10 effective_size 17.83 origin A19 liberties 8 liberties2 15 liberties3 10 liberties4 8 attack PASS attack_code 0 lunch B19 defend PASS defend_code 0 cutstone 2 cutstone2 0 genus 0 inessential 0 B19: color white . . . inessential 0 C19: ... If an intersection is specified, only data for this one will be returned. @end verbatim @cindex worm_stones @item worm_stones: List the stones of a worm @verbatim Arguments: the location, "BLACK" or "WHITE" Fails: if called on an empty or off-board location Returns: list of stones @end verbatim @cindex worm_cutstone @item worm_cutstone: Return the cutstone field in the worm data structure. @verbatim Arguments: non-empty vertex Fails: never Returns: cutstone @end verbatim @cindex dragon_data @item dragon_data: Return the information in the dragon data structure. @verbatim Arguments: optional intersection Fails: never Returns: Dragon data formatted in the corresponding way to worm_data. @end verbatim @cindex dragon_stones @item dragon_stones: List the stones of a dragon @verbatim Arguments: the location Fails: if called on an empty or off-board location Returns: list of stones @end verbatim @cindex eye_data @item eye_data: Return the information in the eye data structure. @verbatim Arguments: color, vertex Fails: never Returns: eye data fields and values, one pair per row @end verbatim @cindex half_eye_data @item half_eye_data: Return the information in the half eye data structure. @verbatim Arguments: vertex Fails: never Returns: half eye data fields and values, one pair per row @end verbatim @cindex start_sgftrace @item start_sgftrace: Start storing moves executed during reading in an sgf tree in memory. @verbatim Arguments: none Fails: never Returns: nothing Warning: You had better know what you're doing if you try to use this command. @end verbatim @cindex finish_sgftrace @item finish_sgftrace: Finish storing moves in an sgf tree and write it to file. @verbatim Arguments: filename Fails: never Returns: nothing Warning: You had better know what you're doing if you try to use this command. @end verbatim @cindex printsgf @item printsgf: Dump the current position as a static sgf file to filename, or as output if filename is missing or "-" @verbatim Arguments: optional filename Fails: never Returns: nothing if filename, otherwise the sgf @end verbatim @cindex tune_move_ordering @item tune_move_ordering: Tune the parameters for the move ordering in the tactical reading. @verbatim Arguments: MOVE_ORDERING_PARAMETERS integers Fails: incorrect arguments Returns: nothing @end verbatim @cindex echo @item echo: Echo the parameter @verbatim Arguments: string Fails: never Returns: nothing @end verbatim @cindex echo_err @item echo_err: Echo the parameter to stdout AND stderr @verbatim Arguments: string Fails: never Returns: nothing @end verbatim @cindex help @item help: List all known commands @verbatim Arguments: none Fails: never Returns: list of known commands, one per line Status: GTP version 2 standard command. @end verbatim @cindex known_command @item known_command: Tell whether a command is known. @verbatim Arguments: command name Fails: never Returns: "true" if command exists, "false" if not Status: GTP version 2 standard command. @end verbatim @cindex report_uncertainty @item report_uncertainty: Turn uncertainty reports from owl_attack and owl_defend on or off. @verbatim Arguments: "on" or "off" Fails: invalid argument Returns: nothing @end verbatim @cindex get_random_seed @item get_random_seed: Get the random seed @verbatim Arguments: none Fails: never Returns: random seed @end verbatim @cindex set_random_seed @item set_random_seed: Set the random seed @verbatim Arguments: integer Fails: invalid data Returns: nothing @end verbatim @cindex advance_random_seed @item advance_random_seed: Advance the random seed by a number of games. @verbatim Arguments: integer Fails: invalid data Returns: New random seed. @end verbatim @cindex is_surrounded @item is_surrounded: Determine if a dragon is surrounded @verbatim Arguments: vertex (dragon) Fails: invalid vertex, empty vertex Returns: 1 if surrounded, 2 if weakly surrounded, 0 if not @end verbatim @cindex does_surround @item does_surround: Determine if a move surrounds a dragon @verbatim Arguments: vertex (move), vertex (dragon) Fails: invalid vertex, empty (dragon, nonempty (move) Returns: 1 if (move) surrounds (dragon) @end verbatim @cindex surround_map @item surround_map: Report the surround map for dragon at a vertex @verbatim Arguments: vertex (dragon), vertex (mapped location) Fails: invalid vertex, empty dragon Returns: value of surround map at (mapped location), or -1 if dragon not surrounded. @end verbatim @cindex set_search_diamond @item set_search_diamond: limit search, and establish a search diamond @verbatim Arguments: pos Fails: invalid value Returns: nothing @end verbatim @cindex reset_search_mask @item reset_search_mask: unmark the entire board for limited search @verbatim Arguments: none Fails: never Returns: nothing @end verbatim @cindex limit_search @item limit_search: sets the global variable limit_search @verbatim Arguments: value Fails: invalid arguments Returns: nothing @end verbatim @cindex set_search_limit @item set_search_limit: mark a vertex for limited search @verbatim Arguments: position Fails: invalid arguments Returns: nothing @end verbatim @cindex draw_search_area @item draw_search_area: Draw search area. Writes to stderr. @verbatim Arguments: none Fails: never Returns: nothing @end verbatim