# &app; Manual

2004 2005 2006 Paul Pogonyshev
&LEGAL;
Paul Pogonyshev

    pogonyshev@gmx.net

Quarry Manual V&manrevision;
&date;

Paul Pogonyshev pogonyshev@gmx.net

This manual describes version &appversion; of Quarry.

Feedback

To report a bug or make a suggestion regarding the &app; application or this manual, either send a message to quarry-dev@gna.org or use &app; bug tracker.

Quarry
quarry

## Introduction

The &app; application allows you to play the board games of Go, Amazons and Reversi. You can play with computer programs or with another human, and save, view and edit game records.

&app; provides the following features:

- Support for Go, Amazons and Reversi games.

- Nice resizable board.

- Playing games:

  - GNU Go, GRhino or any other GTP (Game Text Protocol) engine can be your opponent.

  - Computer vs. computer and human vs. human games are an option too.

  - Good support for time control.

  - Games can be adjourned and later resumed.

- Game records:

  - All games can be stored in widely supported SGF FF[4] file format.

  - Fast and robust parser can read SGF files of any version.

  - In particular, Kogo’s Joseki Dictionary can be browsed with &app;.

  - Game Tree View allows for easy navigation of game records.

  - Text search in comments is a powerful tool if you know what to search for.

  - Go board position can be exported in a format suitable for inserting into Sensei’s Library.

  - Support for various SGF labels and markup.

&app; itself can play neither Go, nor Amazons, nor Reversi. To have a computer opponent, you need to find a program (e.g. GNU Go mentioned above) that supports GTP and register it in &app;.

&app; does not have any support for Internet game servers and it will not be added before versions 0.3.x.

## Getting Started

### To Start &app;

You can start &app; from your Applications menu, it should typically be available under Games Board Games . However, this may depend on the exact way you installed the program and your operating system.

&app; can also be started from the command line. Simply type `quarry` in and press Return.

You can also have &app; open one or more game records immediatly after you start it. Just type

`quarry` file1.sgf file2.sgf ...

in the command line and press Return. &app; will start with specified file(s) open.

Filenames don’t have to end in `.sgf`, but names of SGF files typically do have this suffix.

### When You Start &app;

When you start &app;, Control Center window is displayed:

&app; Control Center

Shows &app; Control Center window.

The Control Center window consists of the following elements:

New Game button

  This button allows you to start a new game. It will pop up the New Game dialog where you can select the game (Go, Amazons or Reversi), opponents and game-specific rules.

New Game Record button

  Clicking this buttons allows you to create a game record without actually playing a game. New Game Record dialog will be shown, asking you for basic game record parameters.

Open Game Record button

  This button allows you to select a game record for viewing and/or editing. You will need to pick the file with the game record in the standard Open File dialog.

Resume Game button

  Click this button to resume a game you adjourned earlier. Actually, you can resume about any unfinished game, even one you started in a different client. A standart Open File dialog will be popped up for you to select the file containing the game record you wish to resume.

Preferences button

  This button opens the &app; Preferences dialog.

Quit button

  Closes all windows and quits the program. However, if there are unsaved changes in any of the open game records, you will be asked what to do with them first.

## Usage

### To Start a New Game

To start a new game, click the New Game button in the &app; Control Center window or choose File New Game… menu item in any of the already open Board Windows. The New Game dialog will appear, where you can choose the kind of game you want and the opponents.

If you want to play against a computer program, you need to register it in &app; first (once only, of course.) To do this, click the Manage Engine List button in the dialog.

For more information, see the detailed description of New Game dialog.

### To Open a Game Record

You can open a game record in one of three ways:

- Click the Open Game Record button in the Control Center window. &app; will display the Open SGF File dialog. Select the file with the game record you want to open and click the OK.

- Choose File Open menu item or simply press Ctrl+O in any opened Board window. Similarly to the previous case, &app; will display the Open SGF File dialog.

- When starting &app; from the command line, specify the name of file (or several names at once):

  `quarry` file1.sgf file2.sgf ...

  The specified file(s) will be opened automatically.

### To Save a Game Record

To save a game record, choose File Save menu item in its Board window (or simply press Ctrl+S.) If the game record does not yet have a filename, &app; will display the Save As dialog. Enter the name for the file, then click the OK.

If you want to save a game record under a different filename, choose File Save As menu item. Enter a name for the file in the Save As dialog and click OK.

### To Register a Game-Playing Program

To register a game-playing program in &app;, first open the Preferences dialog and select GTP Engines category in its left pane. (You can also click the Manage Engine List button in the New Game dialog, which immediatly displays the GTP Engines category.)

Then click the Add button and, in the appeared dialog, enter the command line required to launch the program in GTP mode. You should consult the program’s manual to find out how the command line should look like. For instance, command line for GNU Go should be like this (note the double hyphens):

`gnugo --mode gtp --quiet`

Other programs may require different options or no options at all.

### To Adjourn a Game

To adjourn a game, choose Play Adjourn Game menu item. If the game has never been saved yet, you will need to enter the name of the file you would like to store it in.

Actually, adjourning differs from saving only in that it closes the game’s window.

### To Resume a Game

To resume a previously adjourned game, click Resume Game button in the &app; Control Center window or select Resume Game… item from the File menu. You will be prompted for the file that contains the game record.

When you select the file, Resuming Game Dialog pops up, where you should specify the players. &app; will try to guess the opponents based on the data stored in the game record, but it can make a mistake in determining whether there are any computer players and which engines should play. You will always have the final say, though, and will be able to correct any mistakes.

If the game you select is already finished, you will be prompted to open it for viewing and/or editing instead of resuming.

## Quarry Windows and Menus

### New Game Dialog

The New Game dialog consists of two pages, Game & Players and Game Rules. When you open the dialog, the first page appears. When you click Next button, the second page is displayed, which is specific for each of three games—Go, Amazons and Reversi.

#### Game & Players Page

On this page you can select one of three available games and the opponents. You can make selections in arbitrary order—first choose the game and then the opponents or the other way round. At any time, all playable combinations of games and computer players are marked with Yes icons, while all unplayable combinations are marked with No icons. The Next button is sensitive only when a playable combination of game and opponents is selected.

Before playing against a computer program (e.g. GNU Go, you need to register it in &app;. See GTP Engines section for how to do this.

Game & Players page conists of the following controls:

Game section

  Here you can select the game you want to play, either Go, Amazons or Reversi (also known as Othello). Note that most programs can play only one game.

White Player and Black Player sections

  This set of controls determines the opponents. Each opponent can be either a human or a computer program. For a human player you can specify her name (defaults to your name as reported by the system.) Computer opponent should be selected from the drop-down list. If the list does not contain the program you want to play against, click the Manage Engine List at the end of the dialog to register the program in &app;.

  Which player is to move first depends on the game. In Go and Reversi black moves first, while in Amazons white has the first turn. You can always change sides with the Swap button to the right.

Swap button

  This button allows you to easily swap players’ sides. It does nothing else but copying settings from White Player section to Black Player section and vice versa.

Manage Engine List button

  This button opens &app; Preferences dialog at the GTP Engines page. A convenient way to register new program and/or modify parameters of the already registered ones just before starting a new game.

Next button

  When you are done with this page, click the Next button to tweak game specific rules on the next page.

#### Game Rules Page

On this page you can select the rules for the game. The page has two parts. The upper part is different for each of Go, Amazons and Reversi games and contains game-specific rules. The lower part contains time limit settings controls and is the same for all three games. It is described last.

When you have selected the rules you want, click the Play button to start the game.

##### Go Rules

Go has many different rule sets that differ in scoring details, treating of some special positions etc. Currently, &app; doesn’t make any difference between them. However, existing rule controls should be enough in most cases.

Board Size spin button

  Choose the size of board for the game here. Go is traditionally played on a 19×19 board. 9×9 and 13×13 boards are also common. &app; doesn’t limit you to these—choose any size between 5×5 and 25×25 inclusive.

Traditional board size buttons

  These buttons allows you to quickly select one of three traditional Go board sizes—either 9×9, 13×13 or 19×19.

Handicap controls

  When one of the players is weaker, it is common practice in Go to give him handicap stones. This gives her better chances to win and makes the game more challenging (and thus more interesting) for the stronger player. The weaker player is traditionally playing as black.

  &app; supports both fixed (also known as Japanese) and free (Chinese) handicaps. In the first case, handicap stones are placed following a traditional pattern, at hoshi points. Maximal fixed handicap is 9 stones. With free handicap, on the other hand, black player actively places the handicap stones at any intersections on the board. Free handicap is practically not limited.

  &app; treats free handicap as non-obligatory: it allows black to place fewer handicap stones than specified in game rules (but not less than two.)

  If you want an even game, simply set the handicap to zero.

Komi spin button

  Komi is the compensation to the white player for playing second. It is usually non-integer to make draws impossible. The currently suggested komi for even game on 19×19 board is 6.5 points. Smaller (or even negative) komi gives some advantage to black player and can be used in addition to or instead of handicap.

See also time limit settings description.

##### Amazons Rules

At present, Amazons rules in &app; are limited to board size and common time limit settings. Standard board size for Amazons is 10×10 (which is also selectable with the small button to the right), but you can choose anything from 5×5 to 25×25 inclusive.

##### Reversi Rules

Reversi rules in &app; are limited to board size and time limit settings described just below this section. Standard board size for Reversi is 8×8, though 10×10 boards are not uncommon either. This is reflected by the choice of traditional board sizes with the buttons to the right. However, in &app; you can select any even board size from 6×6 to 24×24 inclusive.

##### Time Limit Settings

&app; allows to play games with limited time for both players. This also applies to computer program players—they have to honor the alloted time or lose. Of course the programs are properly notified about the time limit settings and the remaining time.

Computer opponents use CPU time to generate moves. This means that they usually need less time on faster machines and more on slower machines. Also, if you run a computationally intensive task while playing, your computer opponents may become slower. Finally, certain computer programs may also think on opponent’s time.

&app; has four types of time control:

No limit

  Both opponents can take as much time as they like on each move, there are no limits. In this mode you can select the Keep track of total time option. Then &app; will display the total time spent on move pondering by each player. This is purely for your information and serves no other purpose.

Limited time for entire game

  Each player has limited time to play the whole game. If a player fails to finish the game in the alloted time, she loses. Note that time limit doesn’t depend on the number of moves in the game.

Limited time per move

  Each move has to be played in fixed time. Time not used is not stored and not added to available time on next moves. When using this mode, keep in mind that in most games there are difficult positions that require more pondering time.

Canadian overtime (also known as Canadian byo-yomi)

  This time control is often used in Go, but has nothing Go-specific, so it can be used in any other move-based game. Canadian overtime has the advantage of imposing certain speed of play, but, at the same time, allowing to occasionally spend more time on important moves.

  Canadian overtime has three parameters: main time, overtime period length and moves per overtime. Both players begin game in their main time. During main time they can play any number of moves at any speed. When main time for a player is up, first overtime period begins. During each overtime period a player has to play the specified number of moves (moves per overtime.) If she fails to do so, she loses on time. Otherwise, next overtime (of the very same length) begins and the player has to play the same number of moves this before the time is up again. The number of overtimes is unlimited and they are completely equal to each other: time not used in one overtime period is not stored and not added to other overtime periods.

### New Game Record Dialog

The New Game Record dialog allows you to start a new game record without actually playing a game. When you are done entering game record information, press the Create button. Or press the Cancel button to cancel game record creation.

The dialog consists of the following controls besides the mentioned buttons:

Game selectors

  Here you choose the game you want to create a record of—Go, Amazons or Reversi. All the games supported by &app; are listed.

Rules section

  This section contains various controls for basic game rules. They are described in more details in the New Game dialog section.

  One important change is the Place stones check button to the right of handicap spin button. It determines whether &app; should place the handicap stones for you, or not. Stones are placed as if the handicap is fixed, but you can always change stones setup later if needed.

Short Game Information

  Here you can enter the names of white and black player and the name of the game. You can change or expand this information later, using the Game Information dialog .

### Resuming Game Dialog

The Resuming Game Dialog allows you to specify or correct game players when resuming a game. It also shows some information about the game, most of which is not editable.

You can specify both game players and fix their names, if needed. There are two radio buttons and a combo box for each player. Radio buttons control whether a player is a human or a computer (some GTP engine.) If you select to let computer control a player, you can choose any available GTP engine from the list for it.

&app; tries to guess players based on their names, as stored in the game record. Normally, if the game was adjourned in &app; and you don’t alter computer player names, it should guess correctly. However, you can always override and correct its decision.

### Board Windows

Board windows are the main part of &app;. They are used to play games and view and edit game records. To the left in a window is the game board itself. The exact appearance of the board depends on the current game (Go, Amazons or Reversi) and can be configured. On the right side of the window there is information pane, including the comment window. There can also be the game tree view to the bottom of the right pane.

&app; Board Window showing Kogo’s Joseki Dictionary

Shows &app; Board Window with Kogo’s Joseki Dictionary.

#### The Board

Board displays current game position, including pieces, markup, labels and variations of the current node. Coordinate labels are shown on the edges of the board. They depend on the current game. In the top-left corner a small rectangle is drawn if the board has focus.

The last move made is marked. Depending on the markup theme, this can be a cross or a bullet. On the screen shot above, last placed stone at P15 is marked with a cross.

This section can be improved.

##### Variations

&app; treats variations as siblings of the current node. This is like Jago does and unlike CGoban. You always see the current variation and it is not a potential for the next node/move.

On the board, non-current variations that contain a move are shown as small ghostly pieces. Variations that don’t contain a move or contain a pass move (in Go) can be seen only in the Game Tree View. Screen shot above shows two variations—at Q18 and Q19—of the white move on the board.

You can activate (switch to) a particular variation by right-clicking on the ghost stone on the board. For instance, right-clicking on Q18 in the window shown in the screen shot would make White Q18 the current move. In rare cases when there are multiple variations with the same move, right-clicking and shift-right-clicking scrolls through the list of such variations. Alternative ways of switching to different variations include using the Game Tree View and using menu items, toolbar buttons or keyboard shortcuts.

##### Keyboard Navigation

Board has several keyboard shortcuts to ease game record navigation. Remember, that these shortcuts are active only if the board has focus, as indicated with a small rectangle in the top-left corner. Otherwise, you should type them with Alt modifier: more complicated shortcuts work everywhere in Board Windows.

Board keyboard shortcuts

Shortcut | Action
--- | ---
Left arrow | Go to the previous node (current node’s parent.)
Right arrow | Go to the next node (current node’s child.) By default, next node is the first child, but it is remembered if you switch to a different child.
Page Up | Go ten nodes backward. If there are less than ten nodes, stop at the root of the game tree.
Page Down | Go ten nodes forward. If there are less than ten nodes, stop at the branch end.
Home | Go to the game tree root.
End | Go to the last node in the current branch (variation.)
Up arrow | Go to the previous variation of the current node. I.e. go to the previous child of the parent of the current node.
Down arrow | Go to the next variation of the current node. I.e. go to the next child of the parent of the current node.

#### Board Window Information Pane

Game Information Pane shows information about the game in general, about the last move made and about the current node. Some of its components are optional and can be hidden in the View menu.

Player Information

  At the top of the pane is the player information for both players. It shows player name, team and rank (first line), plus game-specific information (second line.) If name is missing, string [unknown] is shown in its place. If team or rank is not specified, they are simply not shown.

  Game-specific information includes number of captures made by a player plus white player’s komi for Go; and number of disks on the board for Reversi.

Player Clocks

  Close to player information are the clocks. When a game is played, they display the time left for a player. Additionally, they can display number of pieces left in the current Canadian overtime period in smaller digits to the right. When a game record is viewed, clocks display time left after move in the current node has been played. Clocks can be empty if a game is played without time limits.

Move Information

  Below player information and clocks a single line displays move information. It shows last move (usually, current node’s move) number and the move itself. Afterwards, player to move is specified. This can sometimes seemingly contradict with the last move, but it is allowed to override player to move in game records (see Edit Player to Move submenu.) This feature is often used in problem collections.

Game Result

  Below move information game result is shown, but only at the very last node of the game. This is done in order to prevent spoiling of watching of unknown games. Also, if the game lacks any result or is unfinished there is nothing to show at all.

Game Action Buttons

  Yet below there are game action buttons. These include Pass (for Go) and Resign. Because functionality of this buttons is quite rarely used and they take up space, you can hide them using View Game Action Buttons menu item. They are shown by default mainly as a reminder of the options you have.

Comment Window

  Most of the right side is taken by comment window. It displays any commentary the current node has. Comment can be edited and you don’t need to take any actions to save your edits. Edits are also saved in the undo history and can be undone and redone freely.

  If the current node has a name, it is shown above comment in bold underlined font. It can be edited just like comment and you don’t need any special steps to edit node name. However, to create a name for a node that lacks one, use Edit Edit Node Name menu item. It will insert a placeholder for node name in the window, which you can then replace with actual name. To delete a name, simply delete all its text. &app; will notice it and remove node line from the window.

Game Tree View

  Finally, there can be the Game Tree View, described in detail in the next section. Its visibility is controlled by View Game Tree menu item and preferences.

#### Game Tree View

Game Tree View shows game record as a tree in a style used by CGoban1. Generally, it is of interest only if the game record contains variations. For instance, a debut/joseki dictionary or a well-annotated game with alternate branches. Visibility of Game Tree View is controlled with Game Tree item in View menu and with preferences.

Node with a move of a specific player, including pass move in Go, are shown as pieces of player’s color. Other nodes, including position setup, at present lack any icon. Nodes that belong to a same branch (variation) are connected with a line and the current branch is highlighted. Current node is shown within a black rectangle. If it is not visible, you can bring it onscreen using Recenter on Current Node command from the View menu.

Subtrees can be collapsed/expanded by right-clicking on subtree root. This is useful to hide nodes you are not interested in currently. Roots of collapsed nodes have a cross on them.

If a mouse is held over a node, a tooltip with information about the node is shown. It includes move number, move itself, node name and comment. Of course, some of these can be absent from the tooltip, if they are not present in the node to begin with. If node comment is too long, only first part of it is shown. Tooltips can be disabled in preferences if they look too distracting to you.

#### Board Window Menu

##### File menu

New Game…

  Show New Game Dialog to start a new game.

New Game Record…

  Show New Game Record Dialog to create a new game record without actually playing a game.

Open…

  Open a game record. Record may as well have been saved in a different application.

Resume Game…

  Open a game record and show Resume Game Dialog to resume the game. Games adjourned in different applications can be resumed too.

Export…

  ASCII Diagram

    Export current board position as a free-format ASCII diagram to the clipboard. Useful e.g. to mail game position if you don’t need a full-blown SGF. Only board position without any markup is stored.

  Sensei’s Library Diagram

    Export current board position as a Sensei’s Library diagram to the clipboard. Pieces, circle and square markup and labels are exported. Result, of course, can be imported into the Sensei’s Library. Only available for Go games.

    It is currenly impossible to export only part of the board. You need to manually delete unneeded information in such cases.

Save

  Save the game record under its filename. If the game record is new, ask for filename first. This command is disabled if the game record is not modified.

Save as…

  Save the game record under a different filename.

Close

  Close the board window. If the game record is modified, ask whether to save it first.

Quit

  Quit &app;. Prompts to save any unsaved game records first.

##### Edit menu

Undo

  Undo the last change made in the current game record.

Redo

  Redo the last undone change made in the current game record.

Cut

  Cut subtree having the current node as its root into clipboard.

Copy

  Copy subtree having the current node as its root into clipboard.

Paste

  Paste subtree contained in clipboard as last child of the current node. This command may fail if e.g. the subtree was copied from a different kind of game.

  It is currently impossible to determine if the clipboard contains anything, therefore this menu item is sensitive even if there is no subtree to paste.

Delete Node

  Delete the current node together with its children from the game record.

Tools

  Tools are very important as they are the most used (together with comment editing) way of modifying game records. Active tool can also be changed using the editing toolbar of from keyboard.

  Move Tool

    Activate tool which is used to play new moves in the current game record.

  Setup Tool

    Activate tool which is used to add and remove pieces from the current node.

  Cross Markup

    Activate tool which adds cross markup to the current position.

  Circle Markup

    Activate tool which adds circle markup to the current position.

  Cross Markup

    Activate tool which adds cross markup to the current position.

  Square Markup

    Activate tool which adds sqiare markup to the current position.

  Triangle Markup

    Activate tool which adds triangle markup to the current position.

  Selected Markup

    Activate tool which adds selected markup to the current position.

    It is not recommended to use this type of markup, as it has no standard appearance and may confuse other users.

  Label Tool

    Activate tool which places single letter and arbitrary text labels on the board.

  Number Tool

    Activate tool which places number labels on the board.

  Scoring Tool

    Activate tool which scores the current position. This tool is valid only for Go games.

Add Empty Node

  Add an empty children to the current node. Standard way of adding children is by playing moves, but this command allows you to add node without any move.

Move Branch Up

  Move current branch up i.e. swap it with the previous branch. Useful to rearrange branches in the game record.

Move Branch Down

  Move current branch down i.e. swap it with the next branch. Useful to rearrange branches in the game record.

Edit Node Name

  Edit the name of the current node. If the node has no name, it is inserted. Otherwise, you can edit node just by directly modifying it in the comment window and this command simply selects the name.

Set Move Number

  Set the number of the current move. Normally, move number is incremented by one after each move, but there are cases when this must be overridden, for instance, if game record starts not at the game beginning.

Player to Move

  Sometimes it is needed to explicitly set who is to move next, for instance, in a problem collection.

  White

    Set player to move to White, regardless of what game rules say.

  Black

    Set player to move to Black, regardless of what game rules say.

  By Game Rules

    Let game rules determine who is to move next (this is the default.)

Find

  Show the Find Dialog to find a string in node comments and/or names.

Find Next

  Repeat the last search in forward direction. If there were no last search, acts just as Find menu item.

Find Previous

  Repeat the last search in backward direction. If there were no last search, acts just as Find menu item.

Game Information

  Show the Game Information Dialog to view and/org edit game information.

Preferences

  Show the Preferences Dialog to change &app; settings.

##### View menu

Main Toolbar

  Show or hide main toolbar in this window.

Editing Toolbar

  Show or hide editing toolbar in this window.

Navigation Toolbar

  Show or hide navigation toolbar in this window.

Game Action Buttons

  Show or hide Game Action Buttons (Pass for Go game and Resign.) They have quite rarely used functionality and take precious space on the right.

Game Tree

  Show or hide Game Tree View in this window. Its visibility can also be globally changed in the preferences.

Recenter on Current Node

  Recenter Game Tree View on the current node. Of course, the view should be shown to begin with.

Control Center

  Show &app; Control Center.

##### Play menu

Pass

  Play a pass move. (Only valid in Go.)

Resign

  Resign current game. Opponent is declared a winner.

Adjourn Game

  Adjourn current game and save game record, so it can be later resumed.

##### Go menu

This menu’s title is English verb go, not game name.

Previous Node

  Go to the previous node (current node’s parent.)

Next Node

  Go to the next node (current node’s child.) By default, next node is the first child, but it is remembered if you switch to a different child.

Ten Nodes Backward

  Go ten nodes backward. If there are less than ten nodes, stop at the root of the game tree.

Ten Nodes Forward

  Go ten nodes forward. If there are less than ten nodes, stop at the branch end.

Root Node

  Go to the game tree root.

Variation Last Node

  Go to the last node in the current branch (variation.)

Previous Variation

  Go to the previous variation of the current node. I.e. go to the previous child of the parent of the current node.

Next Node

  Go to the next variation of the current node. I.e. go to the next child of the parent of the current node.

Go to Named Node…

  Go to a named node given its name. You can also use Find Dialog for this purpose, but this way there is completion on node names.

##### Help menu

Contents

  Show this help.

About

  Show short information about &app; and its version.

### Find Dialog

Find Dialog allows you to search for text in node names and/or comments. It is invaluable for large game records, especially those containing multiple branches, like debut/joseki dictionaries.

When a node with matching text is found, board window switches to it, if needed. Matching text is selected in information pane. Search can be repeated later without opening this dialog using Edit menu items or from keyboard.

Dialog contains several controls:

Search for field

  Enter the text to search for here. Field also has a history with up to 10 most recently found strings.

Optons

  There a few options that control the search. It can be case-sensitive or case-insensitive. It can be restricted to whole words or include any match. Search can be wrapped around when the end or beginning of search domain is reached, or stop there.

  You can also select Auto-close this dialog button. In this case, the dialog will be hidden after any successful search. You can repeat search afterwards using Find Next and Find Previous items of Edit menu or using Ctrl+G and Shift+Ctrl+G key combinations.

Search scope

  Search domain can include the whole game record tree or the current node only. The latter option is only interesting if current node’s comment is very long.

  Search can also be performed in node names, comments or both. Typically, you will want to search in both of them, but can sometimes wish to restrict search to decrease number of matches you are not interested in.

Next and Previous buttons

  When search parameters are entered, click one of this buttons, depending on direction you wish search to be performed. Buttons can be pressed repeatedly to repeat search. However, if Auto-close this dialog option is selected, dialog will be closed on first successful search.

  These buttons can be disabled if a search in certain direction certainly won’t hit any matches. However, they are many cases when this cannot be determined in advance (quickly), so activating one of these buttons is not guaranteed to find anything.

Close button

  Close the dialog without performing any further search. Use it when you’ve finished searching or changed your mind.

### Game Information Dialog

The Game Information Dialog allows you to set values that describe game tree as a whole and are not specific to a particular move or position in the game. It has a lot of fields which are splitted in three pages. All fields are optional and can be empty (not set), but defining them gives additional description to the game.

Fields on the first page (General) describe the game opponents, rules of the game and non-spoiling game details. Field on the second page (Description & Result) are generally spoiling and can even disclose game outcome. The third page (Game Record) describe the record itself.

White Player and Black Player

  This group of fields allows you to describe the opponents in the game. The Name fields should be obvious. The Team fields are used when the game is a part of a match between two teams, for instance national teams. Usually, they are left empty. The Rank of the opponents can be entered in the appropriate fields. This is usually the rank as applies to the game in question. For instance, this can be the rank awarded by the federation guiding the tournament or it can be the rank of an Internet server where the game took place.

  Values of these fields are also displayed in the right column of board windows.

Game Name

  The name of the game. This field can be empty if the game is not special and doesn’t have a distinguished name.

Place

  The place the game took place at. This can be a geographical location or the name of an Internet server.

Date

  The date the game took place on. It should be in the international format of YYYY-MM-DD. For instance 2006-07-23 means 23 July 2006.

Event

  The event this game is part of. For instance, this can be the name of a tournament. This field is often empty.

Round

  The round this game is part of. For instance 1st round or Semifinal. This field is often empty, especially if Event is.

Rule set

  Descriptive name of the rules this game was played in accordance with. For instance, for Go this can be Japanese, Chinese etc.

Handicap

  For Go only: number of stones the black was allowed to place on his first move. This field is either 0 or not set for the games with no handicap.

  Value of this field is only informational. It doesn’t imply any particular setting of the black stones.

Komi

  For Go only: the compensation, in points, the white receives for having the second turn. Can be negative or not set. However, it should always be set for games with non-zero komi, as otherwise proper scoring is impossible.

Main time

  Main time each player has. Should not be set if the game is played with no time limit.

Overtime

  Description of the overtime rules used for this game. For instance, 25/600 Canadian means Canadian overtime with 10 minutes (600 seconds) for every 25 moves.

Game result

  The result of the game in SGF format.

  Valid Game result values

  Value | Meaning
  --- | ---
  Void | There is no result yet (the game is not finished) or there can be no result at all (e.g. for problems.)
  0 or Draw | The game is draw, i.e. is finished, but there’s no winner.
  W+`score` or B+`score` | A player has won by the specified score. For instance, W+6.5 means that white has won by 6.5 points.
  W+ or B+ | A player has won. Used mainly for the games without a notion for score, e.g. Amazons.
  W+Resign or B+Resign or W+R or B+R | A player has won by resignation.
  W+Time or B+Time or W+T or B+T | A player has won on time. I.e. his opponent exceeded his time limit.
  W+Forfeit or B+Forfeit or W+F or B+F | A player has won by forfeit, e.g. his opponent made an illegal move.
  ? | Game result is unknown.

Opening played

  Description of the opening played in the game. This field is often empty.

Comment / description

  Description for the entire game. It can be some background information and/or the summary of the game.

Copyright string

  Short copyright information for the game record.

Annotator

  The name of the person who provided comments (annotation) for the game.

Source

  The source of the game record (book, journal etc.) Often is empty if the game record was in electronic form to begin with.

Entered by

  Name of the person who entered the game record. Usually empty for automatically created records.

## Settings

To configure &app; either click the Preferences button in the Control Center window or choose Edit Preferences menu item.

The Preferences dialog is displayed. It consists of the following categories:

- General

  - Interface

- Editing & Viewing

  - Game Tree

- GTP

  - GTP Engines

- Game Records (SGF)

  - Saving

- Board Appearance

  - Go Board Appearance

  - Amazons Board Appearance

  - Reversi Board Appearance

### General Interface

General interface of &app; can be configured at this page. It is not really related to the functionality of the application.

File Chooser Dialog Style

  You can use either the new file chooser or the old one, which was the default on pre-2.4 GTK+.

  This option will be removed in &app; ver. 0.3. It was added when the new file chooser was in early development stages and had significant usability problems. Nowadays it has little sense to keep supporting the old one.

Toolbar Styles

  By default, &app; uses desktop settings for all its toolbars. However, you can choose specific style for each of three toolbar kinds. You can also return toolbars to using desktop defaults here.

### Game Tree

Here you can customize appearance and behavior of the Game Tree View.

Show Game Tree

  You can choose whether the Game Tree View is shown in Board Windows by default. If you choose Automatically option, it will be shown if game record has anything in addition to the main branch. In any case, you can show or hide the view manually, using View Game Tree menu item. In this case, automatic showing will be disabled, even if corresponding option is selected.

Track Tree’s Current Node

  You can choose whether the view should track the current node, i.e. reposition itself to show it. In automatic mode it only tracks the current node if it was showing it before. This mode prevents the view from scrolling if you intentionally scrolled it to some part of the tree not containing the current node. You can always force the view to display the current node by using View Recenter on Current Node menu item.

  You can also choose whether the view will scroll minimal possible distance while tracking (i.e. the current node will be somewhere near an edge), or if it will always recenter on the current node if needed. These options don’t make sense if tracking is disabled, so they are disabled then too.

Show tooltips

  Choose whether Game Tree View should show tooltips over nodes. See view description for details. You may want to disable tooltips if they look too distracting.

### GTP Engines

At this page, all game-playing programs registered in &app; are shown. You can register new programs and modify information in existing entries.

All registered programs are shown in the list labeled List of GTP engines. When you select one of them, some information about it is shown in the lower part of the dialog. This inlcudes program name, version, supported game(s) and command line. The command line is exactly what you specified while registering the program, while the rest of information is reported by the program itself.

Programs from the list are also shown in the New Game and Resuming Game dialogs as available computer opponents. However, you can hide some of them by removing the mark beside the program name in the Show column. This may be better than removing a program record altogether in case you later regain your interest in it. Also, some GTP engines may be listed in &app; system-wide settings; those cannot be removed, only hidden.

There are also five buttons on this page:

Add and Modify buttons

  These two buttons allow you to register another program, or modify information about an already registered one, correspondingly. They both pop up the GTP Engine Information dialog.

Remove button

  This button removes a game-playing program from the list of registered programs. The unregistered program will not appear in the New Game dialog as an available opponent. Of course, the program itself is not touched and you can re-register it in &app; later.

Move Up and Move Down buttons

  Using these two buttons you can rearrange registered programs. Computer opponents in the New Game dialog are listed in exactly the same order as on this page, so you may want to place more frequently used programs on the top. Another way to reorder GTP programs is to drag-and-drop their names in the list.

#### GTP Engine Information Dialog

This dialog is shown whenever you want to register a game-playing program in &app; or modify information about an already registered one. Depending on the situation, it can be titled either New GTP Engine or Modify GTP Engine Information. After you fill in the dialog, press the Add or OK button. &app; will launch the program to check if it works and ask it for some information.

If the message Querying engine’s name, version and known commands… appears and persists for too long (more than a few seconds), this most likely indicates that the command line you specify starts the program in non-GTP mode or starts a wrong program to begin with. If you don’t expect the program to be very slow on initialization, then click the Cancel button and fix the command line.

The dialog has two text entry fields:

Command line

  The command line to start the program should be entered here. You can use the Browse button to select the program, but normally just specifying program filename is enough. (More exactly, it is enough if the program is installed in a directory that is in your `$PATH` environment variable.) In any case, you should enter program-specific options after its filename. To find out which options should be used, see the manual of the program in question.

  For GNU Go, the command line should look like this (note the double hyphens):

  `gnugo --mode gtp --quiet`

  You may also want to specify additional options. See GNU Go documentation for more information.

Screen name

  In this field you can specify the way &app; will display the name of the program. You can enter the full name or use special symbols %n and %v. They will be replaced with the name and version of the program as it reports them itself. In most cases the default value of %n %v is what you want, but sometimes it makes sense to alter it. For instance, you can specify %n %v level 5 here if you fixed program’s level in the command line. If, for some reason, you need the percent sign in the name, type it in as %% (the percent sign is used as escape symbol in this field.)

### Saving Game Records

Currently, you can only specify whether to save game records in UTF-8 or to preserve original encoding. The former option is recommended because UTF-8 can encode any character and because Quarry loads UTF-8 encoded game records faster than with any other encoding. However, you may want to preserve original encoding if, for instance, you use other SGF editor/viewer with poor support for UTF-8 or this is required for some reason for distribution.

### Go Board Appearance

Sorry, not documented yet…

### Amazons Board Appearance

Sorry, not documented yet…

### Reversi Board Appearance

Sorry, not documented yet…

&AUTHORS; &FDL;