389 lines
12 KiB
Groff
389 lines
12 KiB
Groff
.\" Automatically generated by Pod::Man version 1.15
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.\" ======================================================================
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.\"
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.IX Title ".::gnugo 6"
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.TH .::gnugo 6 "3.7.7" "2006-01-10" "User Contributed Perl Documentation"
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.UC
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.SH "NAME"
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gnugo \- The \s-1GNU\s0 program to play the game of Go
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.SH "SYNOPSIS"
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.IX Header "SYNOPSIS"
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\&\fBgnugo\fR
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[\fB\*(--boardsize <num\fR>]
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[\fB\*(--color <color\fR>]
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[\fB\*(--handicap <num\fR>]
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[\fB\*(--komi <num\fR>]
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[\fB\*(--quiet\fR]
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[\fB\-v, \-\-version\fR]
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[\fB\-h, \-\-help\fR]
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[\fB\*(--help debug\fR]
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[\fB\*(--copyright\fR]
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[\fB\*(--mode <mode\fR>]
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[\fB\*(--replay <color\fR>]
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[\fB\-l, \-\-infile <filename\fR>]
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[\fB\-L, \-\-until <move\fR>]
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[\fB\-o, \-\-outfile <filename\fR>]
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[\fB\*(--printsgf <filename\fR>]
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[\fB\-D, \-\-depth <num\fR>]
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[\fB\-B, \-\-backfill_depth <num\fR>]
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[\fB\*(--score [estimate|finish|aftermath]\fR ]
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[\fB\-a, \-\-allpats\fR]
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[\fB\-T, \-\-printboard\fR]
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[\fB\-d, \-\-debug <level\fR>]
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[\fB\-w, \-\-worms\fR]
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[\fB\-m, \-\-moyo <level\fR>]
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[\fB\-b, \-\-benchmark num\fR]
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[\fB\-t, \-\-trace\fR]
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[\fB\-r, \-\-seed num\fR]
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.SH "DESCRIPTION"
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.IX Header "DESCRIPTION"
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\&\s-1GNU\s0 Go plays a game of Go against the user. It has many other features: it
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can play against itself or another program, analyse and score a recorded
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game. \s-1GNU\s0 Go is compliant with Go modem protocol, load and save game in
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the Smart Game format.
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.PP
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\&\s-1GNU\s0 Go default is a simple alpha-numeric board display, but you can use
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a client such as \fBCGoban\fR.
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.Sh "The game of Go"
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.IX Subsection "The game of Go"
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Go is a game of strategy between two players usually played on a
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19x19 grid called \fBgoban\fR. The two players put black and white \fBstones\fR on
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the goban to enclose \fBterritory\fR. Go was invented about 4000 years ago in
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ancient China. Other names for this game are (Chinese) \fBWei Chi\fR, (Korean)
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\&\fBBaduk\fR and (Ing) \fBGoe\fR.
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.Sh "Playing a game in \s-1ASCII\s0 mode"
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.IX Subsection "Playing a game in ASCII mode"
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To start a game with default options, just invoke \*(L"gnugo\*(R". The board will be
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drawn at your terminal using \s-1ASCII\s0 letters. In this mode, you can get help on
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available commands by the \fBh\fR key. To play as Black with 4 stones handicap,
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with a 0.5 komi, recording the game in the file record.sgf:
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.PP
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.Vb 1
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\& gnugo --color black --handicap 4 --komi 0.5 -o record.sgf
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.Ve
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.Sh "Playing a game with CGoban"
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.IX Subsection "Playing a game with CGoban"
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CGoban is a general purpose client program by Bill Shubert for
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playing Go. It runs under X Window System with a beautiful resizeable
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graphic display. To use \s-1GNU\s0 Go under X Window System, obtain the
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most recent version of CGoban from Bill Shubert's web site
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.PP
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http://www.igoweb.org/~wms/comp/cgoban/index.html
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.PP
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Start CGoban. When the CGoban Control panel comes up, select `Go Modem.'
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You will get the Go Modem Protocol Setup. Choose one (or both) of the
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players to be ``Program,'' and fill out the box to the path to
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gnugo. After clicking \s-1OK\s0, you get the Game Setup window. Choose
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``Rules Set'' to be Japanese (otherwise handicaps won't work). Set the
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board size and handicap if you want. Click \s-1OK\s0 and you are ready to go.
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.PP
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In the Go Modem Protocol Setup window, when you specify the path
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to \s-1GNU\s0 Go, you can give it command line options, such as \-\-quiet
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to suppress most messages. Since the Go Modem Protocol preempts
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standard I/O, other messages are sent to stderr, even if they are
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not error messages. These will appear in the terminal from which
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you started CGoban.
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.Sh "Scoring system"
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.IX Subsection "Scoring system"
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The game stops when both players pass. \s-1GNU\s0 Go will attempt to
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compute and report the score to you. It may occasionally make
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mistakes due to wrong evaluation of the status of a group. You
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can check the score as follows. In \s-1ASCII\s0 mode, at the end of
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the game, stones believed dead are marked in lower case letters,
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and you have the option of toggling their status before counting.
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Using CGoban, you may use CGoban's counting facility to count
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the game using either Japanese or Chinese rules.
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.Sh "Viewing a stored game"
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.IX Subsection "Viewing a stored game"
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gnugo \fB\-l\fR filename.sgf \-\-mode ascii
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.PP
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loads filename.sgf and lets you navigate through the game by using the
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commands \fIforward\fR, \fIback\fR, \fIgoto\fR and \fIlast\fR.
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It is not possible to navigate through variations in ascii mode.
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You may also use CGoban to view stored games. CGoban can navigate
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variations.
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.Sh "Documentation"
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.IX Subsection "Documentation"
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The files in the \fIdoc\fR directory contain detailed documentation about
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debugging options and internal program structure. Other documentation may
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be found in comments throughout the source code.
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.Sh "Go Modem Protocol"
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.IX Subsection "Go Modem Protocol"
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The Go Modem Protocol is a standard interface between Go programs and
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graphical display.
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.PP
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The Go Modem Protocol was developed by Bruce Wilcox with input from
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David Fotland, Anders Kierulf and others. Any Go program *should*
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use this protocol since it is standard. Since CGoban supports this
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protocol, the user interface for any Go program can be done
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entirely through CGoban. Using the Go Modem Protocol, you can play
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with another computer running a different program (even on a
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different operating system) using a modem, a serial cable or over
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the internet if the other program also supports the protocol. You
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can also communicate with the Go servers using CGoban.
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.Sh "Smart Game Format"
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.IX Subsection "Smart Game Format"
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Games (with comments, variations and other features) can be
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stored in the Smart Game Format (\s-1SGF\s0). This format originated in
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Anders Kierulf's program Smart Go. Martin Muller and Arno
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Hollosi developed the current standard, which may be found
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at
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.PP
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http://www.red-bean.com/sgf/
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.PP
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\&\s-1GNU\s0 Go supports the Smart Game Format.
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.SH "OPTIONS"
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.IX Header "OPTIONS"
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.Sh "Main options"
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.IX Subsection "Main options"
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\&\fB\*(--mode \f(BImode\fB\fR
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.PP
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force the playing mode (\fIascii'\fR, \fIgtp\fR or \fIgmp\fR). Default is
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\&\s-1ASCII\s0. If no terminal is detected \s-1GMP\s0 (Go Modem Protocol) will be assumed.
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.PP
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\&\fB\*(--replay \f(BIcolor\fB\fR
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.PP
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replay the game generating moves for color, where color is \fIwhite\fR,
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\&\fIblack\fR, or \fIboth\fR. (requires \fB\-l\fR)
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.PP
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\&\fB\*(--quiet\fR
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.PP
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Don't print copyright and other informational messages.
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.PP
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\&\fB\-l, \-\-infile \f(BIfile\fB\fR
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.PP
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Load the \s-1SGF\s0 file (to score or analyze a recorded game).
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.PP
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\&\fB\-L, \-\-until \f(BImove\fB\fR
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.PP
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Stop loading just before \fImove\fR is played (e.g. 154 or L10).
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.PP
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\&\fB\-o, \-\-outfile \f(BIfile\fB\fR
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.PP
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Save the played game to \fIfile\fR in \s-1SGF\s0 format.
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.Sh "Game Options:"
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.IX Subsection "Game Options:"
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\&\fB\*(--boardsize \f(BInum\fB\fR
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.PP
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Set the board size to use (1\-19). Default is 19, other common formats are
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13 and 9.
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.PP
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\&\fB\*(--color \f(BIcolor\fB\fR
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.PP
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Choose your color (\fIblack\fR or \fIwhite\fR). Black plays first, White gets
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the komi compensation.
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.PP
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\&\fB\*(--handicap \f(BInum\fB\fR
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.PP
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Set the number of handicap stones.
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.PP
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\&\fB\*(--komi \f(BInum\fB\fR
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.PP
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Set the komi (points given to white player to compensate advantage of the
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first move, usually 5.5 or 0.5). Default is 5.5.
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.Sh "Informative Output:"
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.IX Subsection "Informative Output:"
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\&\fB\-v, \-\-version\fR
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.PP
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Display the version of \s-1GNU\s0 Go.
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.PP
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\&\fB\-h, \-\-help\fR
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.PP
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Display help message.
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.PP
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\&\fB\*(--help debug\fR
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.PP
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Display help about debugging options.
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.PP
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\&\fB\*(--copyright\fR
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.PP
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Display copyright notice.
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.Sh "Debugging and advanced options:"
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.IX Subsection "Debugging and advanced options:"
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\&\fB\-T, \-\-printboard\fR
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.PP
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Show board each move.
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.PP
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\&\fB\*(--level \f(BInum\fB\fR
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.PP
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Level of play. (default 10; smaller=faster, weaker).
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.PP
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\&\fB\-b, \-\-benchmark \f(BInum\fB\fR
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.PP
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Benchmarking mode \- can be used with \fB\-l\fR.
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.PP
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\&\fB\-t, \-\-trace\fR
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.PP
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Verbose tracing (use twice or more to trace reading).
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.PP
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\&\fB\-r, \-\-seed \f(BInum\fB\fR
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.PP
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Set random number seed.
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.PP
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\&\fB\*(--score [\f(BIestimate|finish|aftermath\fB]\fR
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.PP
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Count or estimate territory of the input file. Usage:
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.PP
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\&\fBgnugo \-\-score estimate \-l filename\fR
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.PP
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Loads the \s-1SGF\s0 file and estimates the score by measuring the
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influence. Use with \fB\-L\fR if you want the estimate somewhere else than
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at the end of the file.
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.PP
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\&\fBgnugo \-\-score finish \-l filename\fR
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.PP
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Loads the \s-1SGF\s0 file and gnugo continues to play by itself up to the
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very end. Then the winner is determined by counting the territory.
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.PP
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\&\fBgnugo \-\-score aftermath \-l filename\fR
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.PP
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Similar to \fB\*(--score finish\fR except that a more accurate but slower
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algorithm is used to determine the final status of the groups.
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.PP
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If the option \fB\-o outputfilename\fR is provided,
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the results will also be written as comment at the end of the output file.
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.PP
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\&\fB\*(--printsgf \f(BIoutfile\fB\fR
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.PP
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Load \s-1SGF\s0 file, output final position (requires \fB\-l\fR).
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.SH "BUGS"
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.IX Header "BUGS"
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If you find a bug, please send the \s-1SGF\s0 output file to gnugo@gnu.org
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together with a description of the bug.
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