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┌──────────┐
│‘COLOSSUS │
│CHESS 4·0’│
└──────────┘
AMSTRAD DISK/CASSETTE
───────────────────────────────────────────────────────────────────────────────
Table of Contents
───────────────────────────────────────────────────────────────────────────────
Section Subject
1 Introduction
a General
b Hardware requirements
c Running the program
d Quick guide
2 Display
a General
b The board
c Messages & questions
d The move record
i The player names
ii The clocks
iii The moves
e Technical information
i Lookahead
ii Positions examined
iii Best line
iv Current line
v Assumed move
3 Playing a game
a New game
b Your move
c Colossus move
d Game over
4 Keyboard entries
a Cursor movement
b Numeric data ‒ *IMPORTANT* ‒ PLEASE READ
c Commands
5 Program information
a Statistics
b Openings book
c Results
6. Games & Problems
a Games
b Problems
───────────────────────────────────────────────────────────────────────────────
Section 1 ‒ Introduction
───────────────────────────────────────────────────────────────────────────────
1.a ‒ General
COLOSSUS is the best computer chess program available on any home computer. It
is written using the very latest techniques by a computer chess programmer of
eight years experience. It has been tested against a wide range of other chess
programs and proven stronger than any of the opposition. It has the widest
range of true features and sub-features available, including some, never before
implemented on any home computer chess program. COLOSSUS also has a perfect
understanding of all the rules of chess, including under-promotions, the fifty
move rule and all draws by repetition. It can also handle all the standard
mates including King and two Bishops versus King and the very difficult King,
Bishop and Knight versus King.
1.b ‒ Hardware requirements
Any Amstrad home computer system.
1.c ‒ Running the program
DISC VERSION:‒
Place the disc in the drive and type RUN “CHESS”.
TAPE VERSION:‒
Rewind the tape and type RUN" " .
The program will then load automatically.
1.d ‒ Quick guide
COLOSSUS has so many features, that at first you may be overwhelmed by the
sheer size of the manual. However you do not have to read it from cover to
cover but merely sample the relevant sections as your knowledge of the program
increases.
The only sections you need to read to get started (apart from this introduction
of course) are “3.b. ‒ Your Move” and “4.a ‒ Cursor Movement”.
Then the most commonly used commands in section 4.c are “Go”, “New-Game” and
“Type”.
After that, the other sections can be read at your leisure, as you discover the
truly amazing features that COLOSSUS has to offer.
───────────────────────────────────────────────────────────────────────────────
Section 2 ‒ Display
───────────────────────────────────────────────────────────────────────────────
2.a ‒ General
The display uses two screens to provide clear, extensive information as to the
state of the game, the programs current thoughts and the past move record.
The main screen shows a graphics chess board and various messages and questions
as required. The second screen shows the past move record, including the player
names and chess clocks and also information on the programs thought processes
including lookahead, positions examined, current-line and best-line with
evaluation. The display can be toggled between the two screens by pressing the
<SPACE> bar.
2.b ‒ The board
The main screen has a graphics board printout showing the current position.
Letters and numbers around the board indicate the algebraic notation used for
each square.
2.c ‒ Messages and questions
Various messages and questions are displayed around the board as necessary.
These are explained in more detail in later sections.
2.d ‒ The move record
The secondary screen shows the last seven moves made by each side in two
columns including move numbers. Above the moves are displayed the colours,
player names and elapsed-time chess clocks for each side.
2.d.i ‒ The player names
Above each column is displayed the names of the white and black players. The
programs name is displayed as ‘Colossus’ while its opponents name is displayed
as ‘Opponent’.
2.d.ii ‒ The clocks
Below the player names are displayed the elapsed-time clocks for white and
black. The clocks are in the format ‘hh:mm:ss’ (hh = hours, mm = minutes, ss =
seconds). The clocks show the total time used by each side in the game so far.
2.d.iii ‒ The moves
The moves are displayed in algebraic notation with the from-square followed by
the to-square. The separator between the from- and to-squares indicates whether
the move is a capture or not (‘x’ signifies a capture, ‘‒’ signifies a
non-capture).
Castling moves are indicated with the from- and to-squares of the moving king.
En-passant captures are indicated by the letters “EP” printed after the move.
Promotions are indicated after the move by a ‘/’, followed by a letter to
indicate the promoted piece (‘N’ = knight, ‘B’ = bishop, ‘R’ = rock, ‘Q’ =
queen).
Checks are indicated by a ‘+’ being printed after the move.
2.e — Technical information
The bottom of the secondary screen is used to display detailed information of
the programs thought processes. This information can provide a great insight
into how a good chess program works, but only takes a fraction of one percent
of the programs thinking time to display it.
2.e.i ‒ Lookahead
When the program thinks about its move, it displays the lookahead depth of its
search. The depth is printed in ‘ply’ or ‘half-moves’. The program will search
most move sequences to at least this depth, with some being searched much
deeper.
2.e.ii ‒ Positions examined
The number of positions examined in the tree of move sequences is displayed.
This number is updated after each iteration or when a new best-move is found.
The program examines on average about 170 positions per second in the
middlegame.
2.e.iii ‒ Best line
The program displays the best line it has found so far in its search. This can
provide you with the usual ‘hint’ move and also an analysis of the game in the
next few moves beyond the ‘hint’! (Usually the line will contain a ‘null’ move.
This simply means a passive, non-capturing move has been assumed).
Also displayed is the evaluation of the best-line, as two numbers. The first is
the material evaluation ( in terms of number of pawns up or down), the second
the positional evaluation. A positive number means the program is better, a
negative number means the opponent is better. If the best-line is found to lead
to a checkmate then the material score will be set to plus or minus 62 with the
positional score a measure of how many moves to the checkmate.
2.e.iv ‒ Current line
The move sequence the program is currently considering is displayed. This can
be seen to change as the search progresses. The length of the line shown, can
be adjusted as required (for further details see the ‘Quantify’ command
described later).
2.e.v ‒ Assumed move
Colossus thinks on its opponents time. It assumes the opponent will make a
particular move and then continues thinking about its next move. Sometimes the
program will not have a move to assume and then will not think ahead. The move
assumed is displayed so that you can follow the programs thought processess and
to provide a ‘hint’ move. However, the quality of this move is for you to
decide. If you play a different move from the one assumed, the time is wasted
but the program will correctly predict about one third of your moves.
───────────────────────────────────────────────────────────────────────────────
Section 3 ‒ Playing a game
───────────────────────────────────────────────────────────────────────────────
3.a ‒ New game
When a new game is started, the pieces are setup in their initial positions,
the clocks are reset to ‘00:00:00’, the move display is cleared and you are
given the option of moving first. Typing <SHIFT> ‘G’ will make the program take
the white pieces and move first (for further details see the ‘Go’ command
described later).
3.b ‒ Your move
Whenever it is your turn to move, the program asks ‘Your move?’ at the bottom
of the main screen. You enter moves by the following cursor positioning method
(see the later section ‘Cursor movement’ for further details).
1) Move the cursor to the square of the piece you wish to move, and press the
<RETURN> key or the joystick #FIRE#. This causes the from-square to be
displayed.
If you accidentally enter the wrong from-square it can be cancelled by
pressing the <DELETE> key.
(The cursor is shown as an inverse line drawn through the current square).
2) Move the cursor to the square you wish to move to and again press
<RETURN>. This causes the ‘to-square’ to be displayed.
If the move is illegal, the message ‘Illegal’ is displayed and the move
entry cleared. You must then return to step-1 above and try again.
3) If the move is a pawn promotion the program then asks ‘Promote to?’.
You must then specify the piece you want to promote to by typing one of
the following: ‘N’ ‒ knight, ‘B’ ‒ bishop, ‘R’ ‒ rook or ‘Q’ ‒ queen.
If you press any other key, the program assumes you promote to a queen.
Note: If you wish to enter a castling move, you should move the king two
squares either way. If you wish to enter an en-passant capture, you
should move the pawn as in a normal capture.
The legal move is now indicated on the board, by flashing the cursor on the
from-square, then moving the piece and flashing the cursor on the to-square.
3.c ‒ Colossus move
When the program computes its move it displays the message ‘Let me think...’
below the board. The technical information on the secondary screen is updated
as the search progresses.
When the program has finished its search, it prints the selected move in the
move-record and to the right of the board, and also indicates it on the board
(in the same way as your moves are indicated).
Pressing the <ESCAPE> key, whilst the program is thinking about its move, will
cause it to abort its search, display the message ‘Escape’ and then make the
best move it has found so far.
If the program has found that its move leads to checkmate, it announces the
move with the message ‘Mate in N’ where N is the number of moves till the mate.
3.d ‒ Game over
When a game is completed, the clocks are stopped and the program displays a
message, to the right of the board, to indicate the final state of the game.
The messages are:‒
‘Drawn’ ‒ the game has been drawn by 3-fold repetition of position, the
50-move rule or by neither side having enough material to mate
the opponent. This occurs in the cases of King, King and
Bishop or King and Knight versus a lone King.
‘Checkmate’ ‒ the side which moved last delivered checkmate.
‘Stalemate’ ‒ the side to move is in stalemate.
‘Time up’ ‒ the side to move lost ‘on time’. This occurs only if you are
playing an ‘All-the-moves’ game (See ‘Type’ command described
later).
The program then ask ‘What now?’ and waits for you to enter one of the program
commands.
Type <SHIFT> ‘N’ to start a new game (for further details see the ‘New-game’
command described later).
───────────────────────────────────────────────────────────────────────────────
Section 4 ‒ Keyboard Entries
───────────────────────────────────────────────────────────────────────────────
4.a ‒ Cursor movement
The cursor is indicated by an inverse line, drawn through the middle of the
current square. It can be moved in two ways.
1) Cursor keys.
Four cursor controls, provide single square movement in any direction.
The <LEFT-ARROW> and <RIGHT-ARROW> keys give left/right movement, while
the <UP-ARROW> and <DOWN-ARROW> keys give up/down movement.
If the cursor is moved off one edge of the board, it reappears at the the
opposite edge.
2) Algebraic keys.
The cursor can be moved immediately to any rank, by typing one of the
number keys ‘1’ to ‘8’. It can be moved to any file by typing one of the
letters ‘a’ to ‘h’. This allows algebraic notation to be used when
entering moves e.g. typing e2<RETURN>e4<RETURN> will enter the common
opening move Pe2-e4. Note that if the rank or file of the from- and
to-squares is the same, the key sequence can be shortened, i.e. in the
above example e2<RETURN>4<RETURN> would also work.
3) Joystick.
The joystick also gives four directional cursor movement.
The initial position of the cursor depends on the current side to move.
If white is to move, the cursor starts on square a1.
If black is to move, the cursor starts on square h8.
4.b. ‒ Numeric data ‒ *IMPORTANT* ‒ PLEASE READ
Many of the programs commands require numbers to be entered to set up new
values of parameters etc.
The program employs a simple to use, error-proof method for entering numbers.
First the current value of the parameter is displayed at the query position.
To increment the displayed value, use the <UP-ARROW> key.
If the new value is above the upper limit for that parameter then it is reset
to its lower limit.
To decrement the displayed value, use the <DOWN-ARROW> key.
If the new value is below the lower limit for that parameter then it is reset
to its upper limit.
To enter the new value into the program, press <RETURN>.
(If you do not wish to change the current value, then just press <RETURN>,
instead of using the “increment” or “decrement” keys).
4.c ‒ Commands
The following commands can be entered, when it is your turn to move or when the
game is over. To enter a command, just type its first letter (shown in capitals
in the descriptions below) with the <SHIFT> key also pressed.
The commands are ordered alphabetically and are designed to be easy and logical
to use and to greatly increase your enjoyment of the game chess.
Note 1: if the selected command requires numeric input, and you are veiwing
the secondary text screen, then the program will automatically
switch back to the primary graphics screen.
Note 2: if a command is entered, then any ‘thinking on the opponents time’
will be aborted.
Alter-position ‒ Type <SHIFT>‘A’
Any legal chess position can be setup with this command. When selected, the
program displays the message:‒
‘Alter position : SSSSS : Command?’ (where SSSSS is the side to move)
When in ‘Alter-position’ made, a further subset of commands, allow you to
adjust the board thus:‒
Get initial data: Type ‘G’
If afer changing part of the position, you decide you’ve made a mistake, the
initial position can be retreived with this command.
Move-numberI: Type ‘M’
The program asks ‘Move number?’, thus allowing you to enter the new move number
required. (See section 4.b for details on how to enter numeric data).
Side-to-move: Type ‘S’
This toggles the side to move between white and black. When pieces are added to
the board, their colour is determined by the current side to move.
Clear, Pawn, Knight, Bishop, Rook, Queen, King: Type ‘C’, ‘P’, ‘N’, ‘B’, ‘R’,
‘Q’ or ‘K’
To change a particular square, place the cursor over it and enter one of the
above, to determine the new status of that square. (Note that algebraic control
of the cursor is not available in ‘Alter-position’). When a square is changed
the cursor will move one square to the right to make the setting up of complete
rows of pieces very easy.
Wipe: Type ‘W’
This removes all pieces from the board, thus allowing positions with very few
pieces, to be setup more quickly.
New-game: Type <SHIFT>‘N’
The ‘New-game’ command is still available when in ‘Alter-position’ mode. (See
full description later).
Exit: Type ‘E’
This allows you to exit from ‘Alter-position’, when the required position has
been achieved. (Remember to set the correct side-to-move before exiting).
If the position is illegal for any reason, the message ‘Illegal’ is displayed
and ‘Alter-position’ will not be exited. You must then correct the error before
exiting.
Illegal positions occur with any of the following:‒
either side has no king
either side has more than one king
the side not to move is in check
either side has a pawn on the first or eighth rank
either side has more than eight pawns or promoted pieces
When you exit ‘Alter-position’, if you have made any changes, the current
game-record is cleared of all previous moves, so that you cannot ‘Back-step’
through these (now possibly illegal) moves. (Note that changing the
side-to-move or the move-number is also considered as a change).
Back-step ‒ Type <SHIFT>‘B’ & For-step ‒ Type <SHIFT>‘F’
All the moves in the game are stored in the programs memory. This allows you to
step backwards or forwards through the game record, to get to any required
position.
This can be used for several reasons:‒
e.g. after you accidentally lose a piece, you can recover your error by using
Back-step.
e.g. if you wish to try a different line earlier in the game, you can Back-step
to the required position and then carry on playing the different line.
Stepping through the game record only does one move at a time so you must do an
even number of steps if you still want to play for the same side.
Note: In fact the program only has room in memory for about the most
recent 120 moves. This should be enough to store most games
completely.
If however the game goes on for more than 120 moves, the game
record is automatically updated to store the most recent 120. You
cannot then Back-step right to the beginning of the game.
Colours ‒ Type <SHIFT>‘C’
The ink paper and border colours can be set to any of the 2 available colours.
The only limitation is that the ink and paper colours canont be the same,
because this would cause the display to ‘dissappear’. If you try to enter
conflicting colours the message ‘Illegal’ will be displayed and you must
re-enter another colour. Note also that you should use a lighter colour for the
ink than the paper or the piece ‘colours’ will appear inverted i.e. the ‘white’
pieces will appear darker than the ‘black’ pieces.
The default colours are: ink=26(bright white), paper=1(blue), border=6(right
red). (See section 4.b for details on how to enter numeric data).
Disc/Tape ‒ Type <SHIFT>‘D’
This allows you to save/load move-records and positions to/from the disc/tape.
The program asks ‘Load or Save?’. Type ‘L’ to load a previously saved record,
or ‘S’ if you wish to save the current record.
Any other keypress will abort the ‘Disc/Tape’ command.
The program then asks for a file number (from 0 to 255), which is used as part
of the filename on the disc/tape. (See section 4.b for details on how to enter
numeric data).
If any error occurs during loading the current move-record will be lost. Note
that the program parameters, such as playing speed, elapsed time, are not saved
and so may need to be reset after loading.
The <ESCAPE> key can be used to abort a save/load early.
Elapsed-time clocks ‒ Type <SHIFT>‘E’
The elapsed time clocks for both sides can be set from 00:00:00 to 255:59:59.
First the program asks for the new value for the white clock and then the new
value for the black clock. (See section 4.b for details on how to enter numeric
data).
This can be used to setup reasonable values for the elapsed time clocks, if you
change the playing speed in mid-game.
The program makes extensive use of the elapsed time clocks to determine how
quickly it should play e.g. if you increase the elapsed time on the programs
clock it will then play quicker to keep within the average time it is currently
set to.
Go ‒ Type <SHIFT>‘G’
This forces the program to move for the current side to move. This can be used
repeatedly to make the program play several moves against itself or to force
the program to resume play, for the side to move, after the ‘Supervisor’
command has been entered (see later). It also allows you to switch sides with
the program in mid-game.
After a new game has been initiated, this will make the program play for white.
In this case the program automatically clears the clocks and sets the
orientation for you to play the black pieces up the board.
This command is ignored if the game is over.
Invisible ‒ Type <SHIFT>‘I’
This allows you (if you feel confident enough) to play the equivalent of a game
of ‘blindfold’ chess as sometimes done by strong chess players.
The program asks ‘Invisibility?’, when you must enter a number from 0 to 3.
(See section 4.b for details on how to enter numeric data).
The number entered determines which pieces on the board are made invisible.
0 is the default value where both sides pieces are displayed.
1 will make the white pieces invisible.
2 will make the black pieces invisible.
3 will make all the pieces invisible.
The moves are still indicated on the board and displayed in the move record.
When ‘invisible’ is selected, the word ‘Invisible’ appears at the top right of
the board, to avoid confusion.
Legal moves ‒ Type <SHIFT>‘L’
All the legal moves by any piece of the side to move can be shown. First
position the cursor on the subject piece and type <SHIFT>‘L’. The legal moves
will be shown in sequence by flashing the cursor on the target squares. The
cursor is then returned to the subject square. If no legal moves exist the
cursor will not move. This can be used as a tutorial aid for learners.
New-game ‒ Type <SHIFT>‘N’
A new game can be started with this command. If you have not used
‘Alter-position’ since the last ‘New-game’, then the game record is left intact
until the first move of the new game is entered. This allows you to replay
through the whole of the last game by using the ‘For-step’ or ‘Replay’
commands.
Orientation ‒ Type <SHIFT>‘O’
The orientation of the board printout can be reversed, so that you can play the
black pieces up the board. The algebraic notation around the board is also
reversed.
This is most useful when you wish to play back against the program.
Play-self ‒ Type <SHIFT>‘P’
This makes the program play a game against itself, by moving for both sides.
When a game is completed, the program pauses for a few seconds, to allow you to
study the final position, and then starts a new game automatically.
This command is ignored if the program is in ‘problem’ or ‘infinite’ mode (see
later), or the game is over.
Pressing the <ESCAPE> key, whilst the program is thinking about its move (but
not while it is indicating its move on the board) or after the game is over,
will stop the program playing against itself and allow you to resume play for
the current side to move.
When playing itself, both player names are displayed as ‘Colossus’.
Quantify parameters ‒ Type <SHIFT>‘Q’
This allows you to adjust some of the programs internal parameters to make it
function in different ways. (See section 4.b for details on how to enter
numeric data).
The program first asks ‘Book?’. The parameter value can be 0 or 1. If it is set
to 0 the program will not search its ‘openings book’ for moves (effectively
making the openings easier for you). If it is set to 1 the program will use its
book in the normal manner.
The program then asks ‘Prediction?’. The parameter value can be 0 or 1. If it
is set to 0 the program will not predict your move or think ahead on your time
(effectively making the whole game easier for you). If it is set to 1 the
program will predict your move in the normal manner.
The program then asks ‘Line depth?’. The number of moves in the “current-line”
display can be set from 1 to 15 ply. The default is 1.i.e. the moves at the
first ply of the tree are displayed.
The program then asks ‘Dimensions?’. The parameter value can be 2 or 3. If it
is set to 2 the graphics board printout is the two-dimensional representation
as used in chess literature. If it is set to 3 (the default) the board is
displayed as 3 dimensional as though you were looking at a real board and
pieces.
The program then asks ‘Draw score?’. The “material” part can be set from ‒9 to
+9 and the “positional” part from ‒60 to +60. The lower the draw score is set
the more the program will keep trying to win. The higher the draw score is set
the more the program will be happy to allow a draw (effectively making it
easier for you to achieve a draw by repetition of position).
Replay ‒ Type <SHIFT>‘R’
The whole game-record can be replayed from the start to the final position to
demonstrate the game-so-far to a spectator. The program pauses between moves to
allow you to follow the game. The pause time can be set from 0 to 20 seconds.
(See section 4.b for details on how to enter numeric data).
You can interrupt the replay by pressing the <ESCAPE> key during one of the
pauses. When an action replay is in progress, the message ‘*Replaying*’ is
displayed below the board.
Supervisor ‒ Type <SHIFT>‘S’
This stops the program making any moves, and allows you to play moves for both
sides. This allows you to setup a required position by playing through a
sequence of moves, or to play a friend using the programs board display.
All moves entered are still checked for legality.
When supervising, both player names are displayed as ‘Opponent’.
Type of playing mode ‒ Type <SHIFT>‘T’
The program has six modes of play, to allow different speed and style games to
be selected. The more time you give the program to think about its move, the
better it will play.
The program asks ‘Type?’, to allow you to select one of the following:‒
(See section 4.b for details on how to enter numeric data).
1) Tournament mode
Full tournament parameters can be setup.
First, the program asks for the move number of the first time control.
Second, the program asks for the number of moves to secondary time
controls.
Third, the program asks for the time of the first time control.
Fourth, the program asks for the time to the secondary time controls.
The program is not strict about your time control and will not claim a win
‘on time’, if you exceed any time control. The program will usually never
exceed its own time control.
2) Average mode
This is really an easy usage version of Tournament mode.
Instead of entering all four parameters needed for tournament mode, the
program simply asks you ‘Move time?’. The program will then control its
search to use on average the time you enter. (Entering 0 seconds for the
average move time, selects the programs fastest level).
This effectively provides thousands of ‘levels’ of play.
Note 1: in fact, this mode sets up tournament parameters of 60 moves
to each time control, with 60 times the average move-time
being allocated for each control.
Note 2: this is the initial mode, with an average of 10 seconds per
move.
3) All-the-moves mode
In chess clubs, most games are played with chess clocks, with each player
having say five minutes to complete the game or ‘lose on time’. This mode
allows you to set the complete game-time and the program will try to play
all the moves of the game within the specified time. If either player
exceeds the game time, the game will be terminated with the message ‘Time
up’.
By using the ‘Elapsed-time clocks’ command, you can ‘handicap’ the program
or yourself, by putting some time one of the clocks before starting the
game. This can be very useful for players who are much worse or much
better than the program.
4) Equality mode
In this mode, the program will attempt to keep its elapsed time clock,
closely matched to your elapsed time clock, effectively playing at a
similar speed as you are playing.
If you make several quick moves, the program will also probably have to
play quickly to keep up with the ‘pace’ you are setting.
If however, you think for a long time over some moves, the program will
also be able to think longer over its moves.
In practice, the programs clock will usually trail yours by a few minutes.
5) Infinite mode
This mode can be used to solve chess puzzles of the form ‘find the best
move in this position’. It searches all combinations of all moves to
ensure that it does not miss a sacrifice. It continues searching, further
and further ahead, until you tell it to stop, or it finds a forced
checkmate for either side, or it has searched 12 ply ahead (the programs
maximum lookahead) or there is only one legal move in the position.
This is very useful for postal chess games where you can just leave the
program running overnight (or sometimes even longer) to find the best
move.
When the program starts searching for the move, the clocks are set to
00:00:00, so that the time taken on the move, can be recorded. Also note
that the openings book is not searched in this mode.
Of course, the program may find the same move in much less time using its
normal playing mode, because certain ‘obviously bad’ moves are ignored.
6) Problem mode
This mode is used to solve chess mating problems.
When selected the program asks ‘Problem Type?’. The program can solve
three types of problems:‒ 1) Normal mates ‒ of the form ‘White to move and
mate black in X moves’ 2) Self mates ‒ of the form ‘White to move and
force black to mate white in X moves and 3) Help mates ‒ of the form
‘White to move and help black to mate white in X moves. Of course,
Colossus can find mates for black just as easily. Colossus is the first
home computer chess program ever to be able to solve self-mates and
helpmates.
The program then asks ‘Mate in?’, whereupon you must enter the number of
moves till the intended mate. Colossus can solve mates up to seven moves
ahead.
When the program starts searching for the mate, the clocks are set to
00:00:00, so that the time to find the mate can be recorded.
If the program finds a mating move, it prints the mating line below the
move record, stops the clocks, and asks ‘Continue?’. If you are satisfied
with the discovered move, then pressing ‘N’ will cause the program to make
this move immediately. If however you wish the program to continue
searching for any alternative mate, press ‘Y’ and the program will restart
the clocks and continue searching for another mate.
This process is repeated until no more mating moves are found, in which
case the program will then make the last mating move found, on the board.
If the program does not find any mate, the message ‘No mate’ is displayed
and the program automatically enters ‘Alter-position’ to allow you to
select another position or correct the current one.
Colossus is one of the fastest problem solving chess programs in the
world!
Use next best ‒ Type <SHIFT>‘U’
After the program has made a move, you can instruct it to choose a different
move from those remaining. You can use this repeatedly until all the moves have
been used up. When no more moves are available, it prints the message ‘*NO MORE
MOVES*’ and starts again choosing from the whole move list.
If the program is still using its openings book, it will choose the next book
alternative (selected at random). This can be used to examine the programs book
choices to select the line you prefer. (No non-book moves are considered!)
If the program is out of book, it will choose the move it considers to be its
next best choice from the remaining moves.
Volume ‒ Type <SHIFT>‘V’
The volume of the programs ‘beeps’ can be adjusted from 0 (silent) to 7
(loudest). (See section 4.b for details on how to enter numerical data).
───────────────────────────────────────────────────────────────────────────────
Section 5 ‒ Program Information
───────────────────────────────────────────────────────────────────────────────
5.a ‒ Statistics
Author : Mr. M.P. Bryant
Publisher : CDS Software Ltd., Silver House, Silver St., Doncaster, England.
Language : Z80 assembly
Code size : 36K
Data size : 5K
Positions examined per second : 170 (average)
Estimated Rating : 1850+ ELO (156+ BCF)
5.b ‒ Openings book
Colossus has an openings ‘book’ of about 3000 positions, which it uses to play
the first few moves of the game quickly and accurately. Lines vary from 2 ply
to 17 ply deep. When there is a choice of book moves at any position, Colossus
will choose between them at random, with a slight bias towards the moves which
Colossus itself considers best.
5.c ‒ Results
Colossus 4.0 has been tested against numerous other home computer chess
programs and has beaten them all. In the tests, sixteen games were played, on
various levels, with an equal number of whites and blacks for each program. One
point was awarded for a win, half a point for a draw, no points for a loss. The
results of these tests were as follows:‒
Colossus 4.0 (Apple II) beat the following programs by:‒
Mychess 2.0 Beyond CBM 64 10-6
Sargon III Hayden Apple II 12-4
Superchess 3.5 CP Software Spectrum 12-4
Cyrus II Amsoft Amstrad 13-3
White-Knight MkII BBC Publications BBC 14-2
Cyrus 15 Chess Sinclair Spectrum 14-2
Superchess 3.0 CP Software Spectrum 15-1
Chess 7.0 Odesta Apple II 16-0
Sargon II Hayden Apple II 16-0
Chess Atari Atari 16-0
Chess Acornsoft BBC 16-0
Chess Bug-Byte BBC 16-0
Chess Computer Concepts BBC 16-0
Chess Program Power BBC 16-0
Grandmaster Audiogenic CBM 64 16-0
Chess Oasis Dragon 16-0
Chess Acornsoft Electron 16-0
Chess Program Power Electron 16-0
Chess Oric Oric 16-0
Chess Psion Spectrum 16-0
Master Chess Mikro-Gen Spectrum 16-0
Master Chess Amsoft/Mikro-Gen Amstrad 16-0
Spectrum Chess II Artic Spectrum 16-0
ZX Chess II Artic ZX81 16-0
Of course, the results cannot be guaranteed precisely, in every set of sixteen
games. In practice they are bound to vary slightly either way, but they do give
a very good guide to the relative strengths of the programs.
───────────────────────────────────────────────────────────────────────────────
Section 6 ‒ Games & Problems ‒ DISC VERSION ONLY
───────────────────────────────────────────────────────────────────────────────
Saved on the master disc are a number of games and problems. These can be
loaded with the ‘Disc’ command (described earlier). The games are a selection
played by the best micro, mini and mainframe computer chess programs.
You can attempt to solve the problems yourself or make the program show you the
solution if you get stuck.
6.a ‒ Games
The final position of each game is stored, with the complete game record, which
can be scanned with the ‘Replay’ command (described earlier).
File Number Game description
Computer v Human Friendly Simultaneous Game (Summer 1978):‒
0 Walter Brown v Chess 4.6 (CDC Cyber 176) [0-1 White resigned]
Computer v Human Challenge Match (Autumn 1978):—
(Included are two games of this match, which Levy won by 3.5-1.5)
1 David Levy v Chess 4.7 (CDC Cyber 176) [.5-.5 Agreed drawn]
2 Chess 4.7 (CDC Cyber 176) v David Levy [1-0 Black resigned]
Computer v Human Friendly Game (Autumn 1980):‒
3 Mike Valvo v Belle (Custom built computer) [0-1 White resigned]
Computer v Human Friendly Game (Autumn 1980):—
4 Belle (Custom built computer) v Hans Berliner [0-1 White
resigned]
Computer v Human Friendly Game (March 1982):‒
5 J.H. Donner v Belle (Custom built computer) [1-0 Adj]
Computer v Human Friendly Simultaneous Game (September 1983):‒
6 V. Karpov v Mephisto III (MC 68000) [.5-.5]
Fourth World Computer Chess Championship (Autumn 1983):‒
(Included are all the games by the winning program Cray Blitz and
all the other first round games)
7 Cray Blitz (Cray 1 XMP) v BCP (Custom built computer) [1-0]
8 Fidelity X(6502 chess machine) v Cray Blitz (Cray 1 XMP) [0-1]
9 Cray Blitz (Cray 1 XMP v Advance 3.0 (Custom built computer)
[1-0]
10 Nuchess (Cray 1) v Cray Blitz (Cray 1 XMP [.5-.5]
11 Belle (Custom built computer) v Cray Blitz (Cray 1 XMP) [0-1]
12 Phoenix (Honeywell DPS 8170) v Belle (Custom built computer)
[0-1]
13 Schach 2.7 (Burroughs B7800) v Chaos (Amdahl 5860) [.5-.5 Adj]
14 Nuchess (Cray 1) v Philidor X(IBM PC) [1-0]
15 Merlin (Siemens 7.890) v Bebe (Chess Engine) [1-0]
16 Advance 3.0 (Custom built computer) v Sfinks X(TRS-80) [1-0]
17 Pion (Vax 11/750) v Fidelity X(6502 system) [0-1]
18 Mephisto X(68000 system) v Conchess X(6502 system) [1-0 Time]
19 Awit (Amdahl 5860/2] v Ostrich (Multi-computer system) [1-0]
20 Novag X(6502 system) v Bobby (IBM 4341-2) [.5-.5]
21 Shy (Burroughs B7800/B7900) v Patsoc 2.0 (DEC KL-10) [.5-.5]
Third World Micro-Computer Chess Championship (Autumn 1983):‒
(Included are all the games by the winning program Elite A/S)
22 Elite A/S v Mephisto Excalibur [1-0]
23 Logichess 2.2 v Elite A/S [0-1]
24 Elite A/S v Mephisto X [1-0]
25 Elite A/S v Novag X [.5-.5]
26 Chess 2001 X v Elite A/S [0-1]
27 Elite A/S v Super Constellation [.5-.5]
28 Superstar v Elite A/S [0-1 Time]
Personal Computer Games magazine Home-Computer Chess Championship
(Spring 1984):‒
(Included is one of the games from the final. Colossus 2.0 beat
ten other home computer chess programs to win the tournament
without losing a single game!)
29 Colossus 2.0 (CBM 64) v Superchess 3.0 (Spectrum) [1-0]
Computer v Human Challenge Match (April 1984):‒
(Included are all the games of this match, which Levy won by 4-0)
30 Cray Blitz (Cray 1 XMP) v David Levy [0-1 White resigned]
31 David Levy v Cray Blitz (Cray 1 XMP) [1-0 Black resigned]
32 Cray Blitz (Cray 1 XMP) v David Levy [0-1 White resigned]
33 David Levy v Cray Blitz (Cray 1 XMP) [1-0 Black resigned]
Computer v Human Friendly Game (April 1984):‒
34 Victor Korchnoi v Nuchess (Cray 1) [1-0 Black resigned]
6.b ‒ Problems
The initial position is stored with the mating sequence, as found by Colossus,
which can be scanned through by using the ‘For-step’ or ‘Replay’ commands
(described earlier). White is to move unless otherwise specified.
File Number Problem description
100 Self-mate in 2
101 Self-mate in 2
102 Self-mate in 2
103 Self-mate in 3
104 Self-mate in 4
105 Self-mate in 5
106 Mate in 2
107 Mate in 2
108 Mate in 3
109 Mate in 3
110 Mate in 3
111 Mate in 4
112 Mate in 4
113 Mate in 4
114 Mate in 4
115 Mate in 5
116 Help-mate in 2 (Black to move)
117 Help-mate in 2
118 Help-mate in 2 (Black to move)
119 Help-mate in 2 (Black to move)
120 Help-mate in 3 (Black to move)
CDS Software Ltd.
Silver House
Silver Street
Doncaster
South Yorkshire
(0302) 21134