emacs-elpa-diffs
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[elpa] externals/chess e4adaf1a8e: chess.info: Remove, it's now auto-gen


From: Stefan Monnier
Subject: [elpa] externals/chess e4adaf1a8e: chess.info: Remove, it's now auto-generated
Date: Mon, 26 Sep 2022 15:06:03 -0400 (EDT)

branch: externals/chess
commit e4adaf1a8e276ff556763aca8a47e10193f2bed4
Author: Stefan Monnier <monnier@iro.umontreal.ca>
Commit: Stefan Monnier <monnier@iro.umontreal.ca>

    chess.info: Remove, it's now auto-generated
    
    While here, fix a few warnings and prefer #' to quote function names.
    
    * chess.el (chess-version): Use package-get-version to avoid
    out-of-date info.
---
 .gitignore        |    1 +
 chess-chat.el     |    6 +-
 chess-clock.el    |    4 +-
 chess-display.el  |  184 +--
 chess-engine.el   |   20 +-
 chess-file.el     |    4 +-
 chess-game.el     |    8 +-
 chess-images.el   |   10 +-
 chess-irc.el      |    4 +-
 chess-kibitz.el   |    4 +-
 chess-pgn.el      |   16 +-
 chess-polyglot.el |   12 +-
 chess-puzzle.el   |    6 +-
 chess-uci.el      |    4 +-
 chess-var.el      |    4 +-
 chess.el          |    9 +-
 chess.info        | 3297 -----------------------------------------------------
 17 files changed, 150 insertions(+), 3443 deletions(-)

diff --git a/.gitignore b/.gitignore
index 9c1720e6bf..620e882413 100644
--- a/.gitignore
+++ b/.gitignore
@@ -19,6 +19,7 @@
 /chess-auto.el
 /chess-autoloads.el
 /chess-pkg.el
+/chess.info
 /chess-test
 /config.log
 /config.status
diff --git a/chess-chat.el b/chess-chat.el
index d2489e0c4c..bf1eaaae02 100644
--- a/chess-chat.el
+++ b/chess-chat.el
@@ -1,6 +1,6 @@
 ;;; chess-chat.el --- Very much like kibitzing, but not saved.  -*- 
lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020 Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022 Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -36,8 +36,8 @@
   (set-buffer-modified-p nil)
   (setq chess-chat-input-last (copy-marker (point-max) t))
   (let ((map (current-local-map)))
-    (define-key map [return] 'chess-chat-send)
-    (define-key map [(control ?m)] 'chess-chat-send)))
+    (define-key map [return] #'chess-chat-send)
+    (define-key map [(control ?m)] #'chess-chat-send)))
 
 (defun chess-chat-send ()
   (interactive)
diff --git a/chess-clock.el b/chess-clock.el
index c08b4b2c5c..ccf17c4cba 100644
--- a/chess-clock.el
+++ b/chess-clock.el
@@ -1,6 +1,6 @@
 ;;; chess-clock.el --- Implements a chess clock  -*- lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022  Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -68,7 +68,7 @@
                 (> (chess-game-index game) 0))
        (unless chess-clock-timer
          (setq chess-clock-timer
-               (run-with-timer 0 1 'chess-clock-tick-tock
+               (run-with-timer 0 1 #'chess-clock-tick-tock
                                (current-buffer))))
        (let ((last-ply (car (last (chess-game-plies game) 2))))
          (chess-ply-set-keyword last-ply :white white)
diff --git a/chess-display.el b/chess-display.el
index 0a84912b91..643b87d502 100644
--- a/chess-display.el
+++ b/chess-display.el
@@ -1,6 +1,6 @@
 ;;; chess-display.el --- Code shared by all chess displays  -*- 
lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022  Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -145,7 +145,7 @@ of the board, if non-nil, the board is viewed from White's 
perspective."
              (chess-display-popup display))
          display))))
 
-(defalias 'chess-display-destroy 'chess-module-destroy)
+(defalias 'chess-display-destroy #'chess-module-destroy)
 
 (defun chess-display-clone (display style perspective)
   (let ((new-display (chess-display-create (chess-display-game display)
@@ -236,7 +236,7 @@ also view the same game."
     (chess-game-copy-game chess-module-game game)
     (chess-display-set-index nil (or index (chess-game-index game)))))
 
-(defalias 'chess-display-game 'chess-module-game)
+(defalias 'chess-display-game #'chess-module-game)
 
 (defun chess-display-clock-string ()
   (let ((white (chess-game-data chess-module-game 'white-remaining))
@@ -584,91 +584,91 @@ See `chess-display-type' for the different kinds of 
displays."
     (suppress-keymap map)
     (set-keymap-parent map nil)
 
-    (define-key map [(control ?i)] 'chess-display-invert)
-    (define-key map [tab] 'chess-display-invert)
+    (define-key map [(control ?i)] #'chess-display-invert)
+    (define-key map [tab] #'chess-display-invert)
 
-    (define-key map [??] 'describe-mode)
-    (define-key map [?L] 'chess-display-list-buffers)
-    ;;(define-key map [?C] 'chess-display-duplicate)
-    (define-key map [?I] 'chess-display-invert)
+    (define-key map [??] #'describe-mode)
+    (define-key map [?L] #'chess-display-list-buffers)
+    ;;(define-key map [?C] #'chess-display-duplicate)
+    (define-key map [?I] #'chess-display-invert)
 
-    (define-key map [?<] 'chess-display-move-first)
-    (define-key map [?,] 'chess-display-move-backward)
-    (define-key map [(meta ?<)] 'chess-display-move-first)
-    (define-key map [?>] 'chess-display-move-last)
-    (define-key map [?.] 'chess-display-move-forward)
-    (define-key map [(meta ?>)] 'chess-display-move-last)
+    (define-key map [?<] #'chess-display-move-first)
+    (define-key map [?,] #'chess-display-move-backward)
+    (define-key map [(meta ?<)] #'chess-display-move-first)
+    (define-key map [?>] #'chess-display-move-last)
+    (define-key map [?.] #'chess-display-move-forward)
+    (define-key map [(meta ?>)] #'chess-display-move-last)
 
-    (define-key map [(meta ?w)] 'chess-display-kill-board)
+    (define-key map [(meta ?w)] #'chess-display-kill-board)
 
-    (define-key map [(control ?l)] 'chess-display-redraw)
+    (define-key map [(control ?l)] #'chess-display-redraw)
 
     map)
   "The mode map used in read-only display buffers.")
 
 (defvar chess-display-mode-map
   (let ((map (copy-keymap chess-display-safe-map)))
-    (define-key map [space] 'chess-display-pass)
-    (define-key map [? ] 'chess-display-pass)
-    (define-key map [??] 'describe-mode)
-    (define-key map [?@] 'chess-display-remote)
-    (define-key map [?A] 'chess-display-manual-move)
-    (define-key map [(control ?c) (control ?a)] 'chess-display-abort)
-    (define-key map [?C] 'chess-display-duplicate)
-    (define-key map [?D] 'chess-display-decline)
-    (define-key map [(control ?c) (control ?c)] 'chess-display-force)
-    (define-key map [(control ?c) (control ?d)] 'chess-display-draw)
-    (define-key map [?E] 'chess-display-edit-board)
-    (define-key map [?F] 'chess-display-set-from-fen)
-    (define-key map [(control ?c) (control ?f)] 'chess-display-call-flag)
-    (define-key map [?M] 'chess-display-match)
-    (define-key map [(control ?c) (control ?r)] 'chess-display-resign)
-    (define-key map [?R] 'chess-display-retract)
-    (define-key map [?S] 'chess-display-shuffle)
-    (define-key map [(control ?c) (control ?t)] 'chess-display-undo)
-    (define-key map [?X] 'chess-display-quit)
-    (define-key map [?Y] 'chess-display-accept)
-
-    (define-key map [?\{] 'chess-display-annotate)
-    (define-key map [?\"] 'chess-display-chat)
-    (define-key map [?\'] 'chess-display-chat)
-    (define-key map [?\~] 'chess-display-check-autosave)
-
-    (define-key map [(control ?r)] 'chess-display-search-backward)
-    (define-key map [(control ?s)] 'chess-display-search-forward)
-    (define-key map [(control ?y)] 'chess-display-yank-board)
+    (define-key map [space] #'chess-display-pass)
+    (define-key map [? ] #'chess-display-pass)
+    (define-key map [??] #'describe-mode)
+    (define-key map [?@] #'chess-display-remote)
+    (define-key map [?A] #'chess-display-manual-move)
+    (define-key map [(control ?c) (control ?a)] #'chess-display-abort)
+    (define-key map [?C] #'chess-display-duplicate)
+    (define-key map [?D] #'chess-display-decline)
+    (define-key map [(control ?c) (control ?c)] #'chess-display-force)
+    (define-key map [(control ?c) (control ?d)] #'chess-display-draw)
+    (define-key map [?E] #'chess-display-edit-board)
+    (define-key map [?F] #'chess-display-set-from-fen)
+    (define-key map [(control ?c) (control ?f)] #'chess-display-call-flag)
+    (define-key map [?M] #'chess-display-match)
+    (define-key map [(control ?c) (control ?r)] #'chess-display-resign)
+    (define-key map [?R] #'chess-display-retract)
+    (define-key map [?S] #'chess-display-shuffle)
+    (define-key map [(control ?c) (control ?t)] #'chess-display-undo)
+    (define-key map [?X] #'chess-display-quit)
+    (define-key map [?Y] #'chess-display-accept)
+
+    (define-key map [?\{] #'chess-display-annotate)
+    (define-key map [?\"] #'chess-display-chat)
+    (define-key map [?\'] #'chess-display-chat)
+    (define-key map [?\~] #'chess-display-check-autosave)
+
+    (define-key map [(control ?r)] #'chess-display-search-backward)
+    (define-key map [(control ?s)] #'chess-display-search-forward)
+    (define-key map [(control ?y)] #'chess-display-yank-board)
 
     (dolist (key '(?a ?b ?c ?d ?e ?f ?g ?h
                   ?1 ?2 ?3 ?4 ?5 ?6 ?7 ?8
                   ?r ?n ?b ?q ?k
                   ?R ?N ?B ?Q ?K
                   ?o ?O ?x ?=))
-      (define-key map (vector key) 'chess-input-shortcut))
-    (define-key map [backspace] 'chess-input-shortcut-delete)
-    (define-key map "\d" 'chess-input-shortcut-delete)
+      (define-key map (vector key) #'chess-input-shortcut))
+    (define-key map [backspace] #'chess-input-shortcut-delete)
+    (define-key map "\d" #'chess-input-shortcut-delete)
 
-    (define-key map [(control ?m)] 'chess-display-select-piece)
-    (define-key map [return] 'chess-display-select-piece)
+    (define-key map [(control ?m)] #'chess-display-select-piece)
+    (define-key map [return] #'chess-display-select-piece)
     (cond
      ((featurep 'xemacs)
-      (define-key map [(button1)] 'chess-display-mouse-select-piece)
-      (define-key map [(button2)] 'chess-display-mouse-select-piece)
-      (define-key map [(button3)] 'ignore))
+      (define-key map [(button1)] #'chess-display-mouse-select-piece)
+      (define-key map [(button2)] #'chess-display-mouse-select-piece)
+      (define-key map [(button3)] #'ignore))
      (t
-      (define-key map [down-mouse-1] 'chess-display-mouse-select-piece)
-      (define-key map [drag-mouse-1] 'chess-display-mouse-select-piece)
+      (define-key map [down-mouse-1] #'chess-display-mouse-select-piece)
+      (define-key map [drag-mouse-1] #'chess-display-mouse-select-piece)
 
-      (define-key map [down-mouse-2] 'chess-display-mouse-select-piece)
-      (define-key map [drag-mouse-2] 'chess-display-mouse-select-piece)
+      (define-key map [down-mouse-2] #'chess-display-mouse-select-piece)
+      (define-key map [drag-mouse-2] #'chess-display-mouse-select-piece)
 
-      (define-key map [mouse-3] 'ignore)))
+      (define-key map [mouse-3] #'ignore)))
 
-    (define-key map [menu-bar files] 'undefined)
-    (define-key map [menu-bar edit] 'undefined)
-    (define-key map [menu-bar options] 'undefined)
-    (define-key map [menu-bar buffer] 'undefined)
-    (define-key map [menu-bar tools] 'undefined)
-    (define-key map [menu-bar help-menu] 'undefined)
+    (define-key map [menu-bar files] #'undefined)
+    (define-key map [menu-bar edit] #'undefined)
+    (define-key map [menu-bar options] #'undefined)
+    (define-key map [menu-bar buffer] #'undefined)
+    (define-key map [menu-bar tools] #'undefined)
+    (define-key map [menu-bar help-menu] #'undefined)
 
     map)
   "The mode map used in a chessboard display buffer.")
@@ -761,12 +761,12 @@ The key bindings available in this mode are:
                      ?r ?n ?b ?q ?k
                      ?R ?N ?B ?Q ?K
                      ?o ?O ?x))
-      (define-key map (vector key) 'chess-display-search-key))
-    (define-key map [backspace] 'chess-display-search-delete)
-    (define-key map [delete] 'chess-display-search-delete)
-    (define-key map [(control ?h)] 'chess-display-search-delete)
-    (define-key map [(control ?r)] 'chess-display-search-again)
-    (define-key map [(control ?s)] 'chess-display-search-again)
+      (define-key map (vector key) #'chess-display-search-key))
+    (define-key map [backspace] #'chess-display-search-delete)
+    (define-key map [delete] #'chess-display-search-delete)
+    (define-key map [(control ?h)] #'chess-display-search-delete)
+    (define-key map [(control ?r)] #'chess-display-search-again)
+    (define-key map [(control ?s)] #'chess-display-search-again)
     map))
 
 (defvar chess-display-search-direction nil)
@@ -1045,38 +1045,38 @@ to the end or beginning."
   (let ((map (make-keymap)))
     (suppress-keymap map)
 
-    (define-key map [(control ?l)] 'chess-display-redraw)
-    (define-key map [(control ?i)] 'chess-display-invert)
-    (define-key map "\t" 'chess-display-invert)
+    (define-key map [(control ?l)] #'chess-display-redraw)
+    (define-key map [(control ?i)] #'chess-display-invert)
+    (define-key map "\t" #'chess-display-invert)
 
-    (define-key map [??] 'describe-mode)
-    (define-key map [?L] 'chess-display-list-buffers)
-    ;;(define-key map [?C] 'chess-display-duplicate)
-    (define-key map [?I] 'chess-display-invert)
+    (define-key map [??] #'describe-mode)
+    (define-key map [?L] #'chess-display-list-buffers)
+    ;;(define-key map [?C] #'chess-display-duplicate)
+    (define-key map [?I] #'chess-display-invert)
 
-    (define-key map [?C] 'chess-display-clear-board)
-    (define-key map [?G] 'chess-display-restore-board)
-    (define-key map [?S] 'chess-display-send-board)
-    (define-key map [?X] 'chess-display-quit)
+    (define-key map [?C] #'chess-display-clear-board)
+    (define-key map [?G] #'chess-display-restore-board)
+    (define-key map [?S] #'chess-display-send-board)
+    (define-key map [?X] #'chess-display-quit)
 
     (let ((keys '(?  ?p ?r ?n ?b ?q ?k ?P ?R ?N ?B ?Q ?K)))
       (while keys
-       (define-key map (vector (car keys)) 'chess-display-set-piece)
+       (define-key map (vector (car keys)) #'chess-display-set-piece)
        (setq keys (cdr keys))))
 
     (cond
      ((featurep 'xemacs)
-      (define-key map [(button1)] 'chess-display-mouse-select-piece)
-      (define-key map [(button2)] 'chess-display-mouse-set-piece)
-      (define-key map [(button3)] 'chess-display-mouse-set-piece))
+      (define-key map [(button1)] #'chess-display-mouse-select-piece)
+      (define-key map [(button2)] #'chess-display-mouse-set-piece)
+      (define-key map [(button3)] #'chess-display-mouse-set-piece))
      (t
-      (define-key map [down-mouse-1] 'chess-display-mouse-select-piece)
-      (define-key map [drag-mouse-1] 'chess-display-mouse-select-piece)
+      (define-key map [down-mouse-1] #'chess-display-mouse-select-piece)
+      (define-key map [drag-mouse-1] #'chess-display-mouse-select-piece)
 
-      (define-key map [mouse-2] 'chess-display-mouse-set-piece)
-      (define-key map [down-mouse-2] 'chess-display-mouse-set-piece)
-      (define-key map [mouse-3] 'chess-display-mouse-set-piece)
-      (define-key map [down-mouse-3] 'chess-display-mouse-set-piece)))
+      (define-key map [mouse-2] #'chess-display-mouse-set-piece)
+      (define-key map [down-mouse-2] #'chess-display-mouse-set-piece)
+      (define-key map [mouse-3] #'chess-display-mouse-set-piece)
+      (define-key map [down-mouse-3] #'chess-display-mouse-set-piece)))
 
     map)
   "The mode map used for editing a chessboard position.")
diff --git a/chess-engine.el b/chess-engine.el
index c3e09690b9..adc530fb51 100644
--- a/chess-engine.el
+++ b/chess-engine.el
@@ -1,6 +1,6 @@
 ;;; chess-engine.el --- Obtain movements and other information from an engine  
-*- lexical-binding: t; -*-
 
-;; Copyright (C) 2014-2020 Free Software Foundation, Inc.
+;; Copyright (C) 2014-2022 Free Software Foundation, Inc.
 
 ;; This is free software; you can redistribute it and/or modify it under
 ;; the terms of the GNU General Public License as published by the Free
@@ -90,7 +90,7 @@
 
 (defsubst chess-engine-convert-algebraic (move &optional trust-check)
   "Convert algebraic move to a ply in reference to the engine position.
-If conversion fails, this function fired an 'illegal event."
+If conversion fails, this function fired an `illegal' event."
   (or (chess-algebraic-to-ply (chess-engine-position nil) move trust-check)
       (chess-engine-command nil 'illegal)))
 
@@ -327,11 +327,11 @@ Optionally supply a new RESPONSE-HANDLER."
              (chess-error 'failed-start))
            (if (or (not (process-filter proc))
                    (eq (process-filter proc) 'internal-default-process-filter))
-             (set-process-filter proc 'chess-engine-filter)))
+             (set-process-filter proc #'chess-engine-filter)))
          (setq chess-engine-current-marker (point-marker))
          (chess-game-set-data game 'engine (current-buffer)))))))
 
-(defalias 'chess-engine-destroy 'chess-module-destroy)
+(defalias 'chess-engine-destroy #'chess-module-destroy)
 
 (defun chess-engine-command (engine event &rest args)
   "Call the handler of ENGINE with EVENT (a symbol) and ARGS."
@@ -343,7 +343,7 @@ Optionally supply a new RESPONSE-HANDLER."
 ;; 'wall-clock
 
 (defun chess-engine-set-option (engine option value)
-  "Set ENGINE OPTION to VALUE by invoking its handler with the 'set-option
+  "Set ENGINE OPTION to VALUE by invoking its handler with the `set-option'
 event."
   (chess-with-current-buffer engine
     (chess-engine-command engine 'set-option option value)))
@@ -377,10 +377,10 @@ event."
   (chess-with-current-buffer engine
     (chess-game-pos chess-module-game)))
 
-(defalias 'chess-engine-game 'chess-module-game)
-(defalias 'chess-engine-set-game 'chess-module-set-game)
-(defalias 'chess-engine-set-game* 'chess-module-set-game*)
-(defalias 'chess-engine-index 'chess-module-game-index)
+(defalias 'chess-engine-game #'chess-module-game)
+(defalias 'chess-engine-set-game #'chess-module-set-game)
+(defalias 'chess-engine-set-game* #'chess-module-set-game*)
+(defalias 'chess-engine-index #'chess-module-game-index)
 
 (defun chess-engine-move (engine ply)
   (chess-with-current-buffer engine
@@ -393,7 +393,7 @@ event."
 (defun chess-engine-send (engine string)
   "Send the given STRING to ENGINE.
 If `chess-engine-process' is a valid process object, use `process-send-string'
-to submit the data.  Otherwise, the 'send event is triggered and the engine
+to submit the data.  Otherwise, the `send' event is triggered and the engine
 event handler can take care of the data."
   (chess-with-current-buffer engine
     (let ((proc chess-engine-process))
diff --git a/chess-file.el b/chess-file.el
index 585ef7b9f0..ac84b5cb6a 100644
--- a/chess-file.el
+++ b/chess-file.el
@@ -1,6 +1,6 @@
 ;;; chess-file.el --- Handle chess databases stored in PGN or EPD files  -*- 
lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022  Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -45,7 +45,7 @@ See `chess-file-types' for details.")
         chess-epd-to-game chess-game-to-epd (?\n)))
   "Alist of different file types.
 Entries have the form (TYPE BEGIN-REGEXP TO-GAME FROM-GAME SEPARATOR)
-where TYPE is a symbol (usually either 'pgn or 'epd),
+where TYPE is a symbol (usually either `pgn' or `epd'),
 BEGIN-REGEXP is the regexp to use for matching the beginning of new records,
 TO-GAME and FROM-GAME are functions to use for reading and writing a game
 object from/into the buffer and SEPARATOR is a list of characters to insert
diff --git a/chess-game.el b/chess-game.el
index 5616048b70..87146d6a43 100644
--- a/chess-game.el
+++ b/chess-game.el
@@ -1,6 +1,6 @@
 ;;; chess-game.el --- Maintain a chess game that is being played or viewed  
-*- lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022  Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -96,7 +96,7 @@ matches."
 
 (defsubst chess-game-set-tags (game tags)
   "Set the tags alist associated with GAME.
-After the TAGS alist was set the 'set-tags event is triggered."
+After the TAGS alist was set the `set-tags' event is triggered."
   (cl-assert game)
   (cl-assert (or tags (eq tags nil)))
   (setcar (cdr game) tags)
@@ -178,7 +178,7 @@ After the TAGS alist was set the 'set-tags event is 
triggered."
   (cl-assert game)
   (nth 3 game))
 
-(defalias 'chess-game-main-var 'chess-game-plies)
+(defalias 'chess-game-main-var #'chess-game-plies)
 
 (defsubst chess-game-set-plies (game plies)
   "Set the list of plies which represents the main variation of GAME."
@@ -290,7 +290,7 @@ later using the various tag-related methods)."
 (defun chess-game-move (game ply)
   "Make a move in the current GAME using PLY.
 This creates a new position and adds it to the main variation.
-The 'changes' of the last ply reflect whether the game is currently in
+The `changes' of the last ply reflect whether the game is currently in
 progress (nil), if it is drawn, resigned, mate, etc."
   (cl-assert game)
   (cl-assert (listp ply))
diff --git a/chess-images.el b/chess-images.el
index f7abed0414..e973ed86b9 100644
--- a/chess-images.el
+++ b/chess-images.el
@@ -1,6 +1,6 @@
 ;;; chess-images.el --- Chessboard display style using graphical images  -*- 
lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022  Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Keywords: games
@@ -208,9 +208,9 @@ called."
 
 (defun chess-images-initialize ()
   (let ((map (current-local-map)))
-    (define-key map [?^] 'chess-images-increase-size)
-    (define-key map [?V] 'chess-images-decrease-size)
-    (define-key map [?P] 'chess-images-set-directory))
+    (define-key map [?^] #'chess-images-increase-size)
+    (define-key map [?V] #'chess-images-decrease-size)
+    (define-key map [?P] #'chess-images-set-directory))
   (chess-images-determine-size))
 
 (chess-message-catalog 'english
@@ -368,7 +368,7 @@ They are returned in ascending order, or nil for no sizes 
available."
                                               chess-images-extension)))
          (if (string-match "rdd\\([0-9]+\\)\\." file)
              (push (string-to-number (match-string 1 file)) sizes)))
-       (setq chess-images-sizes (sort sizes '<))))))
+       (setq chess-images-sizes (sort sizes #'<))))))
 
 (defun chess-images-best-size (&optional height width)
   "Return the piece size that works best for a window of HEIGHT."
diff --git a/chess-irc.el b/chess-irc.el
index b52994c50f..80997fdea8 100644
--- a/chess-irc.el
+++ b/chess-irc.el
@@ -1,6 +1,6 @@
 ;;; chess-irc.el --- This transport uses an IRC bot to send/receive moves.  
-*- lexical-binding: t; -*-
 
-;; Copyright (C) 2014-2020 Free Software Foundation, Inc.
+;; Copyright (C) 2014-2022 Free Software Foundation, Inc.
 
 ;; This is free software; you can redistribute it and/or modify it under
 ;; the terms of the GNU General Public License as published by the Free
@@ -87,7 +87,7 @@
                                              (user-login-name)
                                              chess-full-name))
            (process-send-string proc (format "NICK %s\n" chess-irc-nick))
-           (set-process-filter proc 'chess-irc-filter)
+           (set-process-filter proc #'chess-irc-filter)
            (set-process-buffer proc (current-buffer))
            (set-marker (process-mark proc) (point))
            (chess-message 'irc-waiting)))
diff --git a/chess-kibitz.el b/chess-kibitz.el
index 15b92432d3..74e9ffb54b 100644
--- a/chess-kibitz.el
+++ b/chess-kibitz.el
@@ -1,6 +1,6 @@
 ;;; chess-kibitz.el --- Chess kibitzing, stored as annotations  -*- 
lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020 Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022 Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -39,7 +39,7 @@
   (set-buffer-modified-p nil)
   (setq chess-kibitz-input-last (copy-marker (point-max) t))
   (let ((map (current-local-map)))
-    (define-key map [(control ?c) (control ?c)] 'chess-kibitz-save)))
+    (define-key map [(control ?c) (control ?c)] #'chess-kibitz-save)))
 
 (defvar chess-module-game)
 
diff --git a/chess-pgn.el b/chess-pgn.el
index 8021229c9f..d65699b96c 100644
--- a/chess-pgn.el
+++ b/chess-pgn.el
@@ -1,6 +1,6 @@
 ;;; chess-pgn.el --- Convert a chess game to/from Portable Game Notation (PGN) 
 -*- lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022  Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -301,13 +301,13 @@ PGN text."
 (defvar chess-pgn-mode-map
   (let ((map (make-sparse-keymap)))
     (set-keymap-parent map text-mode-map)
-    (define-key map [(control ?c) (control ?c)] 'chess-pgn-show-position)
-    (define-key map [mouse-2] 'chess-pgn-mouse-show-position)
+    (define-key map [(control ?c) (control ?c)] #'chess-pgn-show-position)
+    (define-key map [mouse-2] #'chess-pgn-mouse-show-position)
 
-    ;;(define-key map [(control ?m)] 'chess-pgn-move)
-    ;;(define-key map [space] 'chess-pgn-move)
-    (define-key map [? ] 'chess-pgn-insert-and-show-position)
-    (define-key map [tab] 'chess-pgn-complete-move)
+    ;;(define-key map [(control ?m)] #'chess-pgn-move)
+    ;;(define-key map [space] #'chess-pgn-move)
+    (define-key map [? ] #'chess-pgn-insert-and-show-position)
+    (define-key map [tab] #'chess-pgn-complete-move)
     map))
 
 ;;;###autoload
@@ -330,7 +330,7 @@ PGN text."
        #'chess-pgn-current-word))
 
 ;;;###autoload
-(defalias 'pgn-mode 'chess-pgn-mode)
+(defalias 'pgn-mode #'chess-pgn-mode)
 
 (defvar chess-pgn-bold-face 'bold)
 
diff --git a/chess-polyglot.el b/chess-polyglot.el
index 57ee802b81..ba290b84d6 100644
--- a/chess-polyglot.el
+++ b/chess-polyglot.el
@@ -1,6 +1,6 @@
 ;;; chess-polyglot.el --- Polyglot chess book access for Emacs  -*- 
lexical-binding: t; -*-
 
-;; Copyright (C) 2014, 2020-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2014, 2020-2022  Free Software Foundation, Inc.
 
 ;; Author: Mario Lang <mlang@delysid.org>
 ;; Keywords: data, games
@@ -68,7 +68,7 @@ polyglot book file.")
   "Read N octets from the current buffer and advance point."
   (let ((val 0))
     (dotimes (_ n (progn (cl-assert (<= val most-positive-fixnum)) val))
-      (setq val (logior (lsh val 8)
+      (setq val (logior (ash val 8)
                        (progn (forward-char 1) (preceding-char)))))))
 
 (defsubst chess-polyglot-read-key ()
@@ -473,9 +473,9 @@ Returns a buffer object which contains the binary data."
                 (pcase (list (aref (match-string 1) 0)
                              (aref (match-string 2) 0)
                              (logior (aref (match-string 3) 0)
-                                     (lsh (aref (match-string 4) 0) 8)
-                                     (lsh (aref (match-string 5) 0) 16)
-                                     (lsh (aref (match-string 6) 0) 24))
+                                     (ash (aref (match-string 4) 0) 8)
+                                     (ash (aref (match-string 5) 0) 16)
+                                     (ash (aref (match-string 6) 0) 24))
                              (aref (match-string 7) 0)
                              (aref (match-string 8) 0))
                   (`(,method ,_ ,modified-epoch ,_ ,from-fs)
@@ -525,7 +525,7 @@ distribute the probability that a move gets picked."
          (cl-assert ply)
          ply)))))
 
-(defalias 'chess-polyglot-book-close 'kill-buffer
+(defalias 'chess-polyglot-book-close #'kill-buffer
   "Close a polyglot book.")
 
 (defun chess-polyglot-book-reload (symbol value)
diff --git a/chess-puzzle.el b/chess-puzzle.el
index 6428bc9cd5..1fe87f94dc 100644
--- a/chess-puzzle.el
+++ b/chess-puzzle.el
@@ -1,6 +1,6 @@
 ;;; chess-puzzle.el --- Support for viewing and solving chess puzzles  -*- 
lexical-binding: t; -*-
 
-;; Copyright (C) 2002-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2002-2022  Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -71,8 +71,8 @@ making it easy to go on to the next puzzle once you've solved 
one."
        (if chess-puzzle-auto-next
            (chess-game-add-hook (chess-display-game nil)
                                 #'chess-puzzle-handler display))
-       (define-key (current-local-map) [? ] 'chess-puzzle-next)
-       (define-key (current-local-map) [??] 'chess-puzzle-show-solution)
+       (define-key (current-local-map) [? ] #'chess-puzzle-next)
+       (define-key (current-local-map) [??] #'chess-puzzle-show-solution)
        (let ((count (chess-database-count database)))
          (setq chess-puzzle-indices (make-vector count nil))
          (dotimes (i count)
diff --git a/chess-uci.el b/chess-uci.el
index 58f40958af..23f9572cf0 100644
--- a/chess-uci.el
+++ b/chess-uci.el
@@ -1,6 +1,6 @@
 ;;; chess-uci.el --- Common functions for the Universal Chess Interface 
protocol  -*- lexical-binding: t; -*-
 
-;; Copyright (C) 2014-2020  Free Software Foundation, Inc.
+;; Copyright (C) 2014-2022  Free Software Foundation, Inc.
 
 ;; Author: Mario Lang <mlang@delysid.org>
 ;; Keywords: games, processes
@@ -63,7 +63,7 @@
 
 (defsubst chess-uci-convert-long-algebraic (move)
   "Convert long algebraic MOVE to a ply in reference to the engine position.
-If conversion fails, this function fired an 'illegal event."
+If conversion fails, this function fired an `illegal' event."
   (or (chess-uci-long-algebraic-to-ply (chess-engine-position nil) move)
       (chess-engine-command nil 'illegal)))
 
diff --git a/chess-var.el b/chess-var.el
index 5b7419a6da..acc84f41d8 100644
--- a/chess-var.el
+++ b/chess-var.el
@@ -1,6 +1,6 @@
 ;;; chess-var.el --- Manipulate variations  -*- lexical-binding: t; -*-
 
-;; Copyright (C) 2014-2020 Free Software Foundation, Inc.
+;; Copyright (C) 2014-2022 Free Software Foundation, Inc.
 
 ;; This is free software; you can redistribute it and/or modify it under
 ;; the terms of the GNU General Public License as published by the Free
@@ -75,7 +75,7 @@ Optionally use the given starting POSITION."
 (defun chess-var-move (var ply)
   "Make a move in the current VAR by applying the changes of PLY.
 This creates a new position and adds it to the main variation.
-The 'changes' of the last ply reflect whether the var is currently in
+The `changes' of the last ply reflect whether the var is currently in
 progress (nil), if it is drawn, resigned, mate, etc."
   (cl-assert var)
   (cl-assert (listp ply))
diff --git a/chess.el b/chess.el
index ac6eacda1d..51b44edcdc 100644
--- a/chess.el
+++ b/chess.el
@@ -1,6 +1,6 @@
 ;;; chess.el --- Play chess in GNU Emacs  -*- lexical-binding: t; -*-
 
-;; Copyright (C) 2001-2020 Free Software Foundation, Inc.
+;; Copyright (C) 2001-2022 Free Software Foundation, Inc.
 
 ;; Author: John Wiegley <johnw@gnu.org>
 ;; Maintainer: Mario Lang <mlang@delysid.org>
@@ -89,7 +89,10 @@
   :group 'games
   :link '(custom-manual "(chess)Top"))
 
-(defconst chess-version "2.0.4"
+(defconst chess-version
+  (if (fboundp 'package-get-version)
+      (package-get-version)
+    "2.0.5")
   "The version of the Emacs chess program.")
 
 (defcustom chess-default-display
@@ -227,7 +230,7 @@ Otherwise use `chess-default-engine' to determine the 
engine."
     objects))
 
 ;;;###autoload
-(defalias 'chess-session 'chess)
+(defalias 'chess-session #'chess)
 
 ;;;###autoload
 (define-key menu-bar-games-menu [chess] '(menu-item "Chess" chess :help "Play 
Chess"))
diff --git a/chess.info b/chess.info
deleted file mode 100644
index a948e9cef4..0000000000
--- a/chess.info
+++ /dev/null
@@ -1,3297 +0,0 @@
-This is chess.info, produced by makeinfo version 6.7 from chess.texi.
-
-Copyright © 2001, 2002, 2004, 2014 Free Software Foundation, Inc.
-
-     Permission is granted to copy, distribute and/or modify this
-     document under the terms of the GNU Free Documentation License,
-     Version 1.3 or any later version published by the Free Software
-     Foundation; with no Invariant Sections, with the Front-Cover Texts
-     being “A GNU Manual,” and with the Back-Cover Texts as in (a)
-     below.  A copy of the license is included in the section entitled
-     “GNU Free Documentation License.”
-
-     (a) The FSF’s Back-Cover Text is: “You have the freedom to copy and
-     modify this GNU manual.”
-INFO-DIR-SECTION Emacs
-START-INFO-DIR-ENTRY
-* Chess: (chess).     Chess.el is an Emacs chess client.
-END-INFO-DIR-ENTRY
-
-   Copyright © 2001, 2002, 2004, 2014 Free Software Foundation, Inc.
-
-     Permission is granted to copy, distribute and/or modify this
-     document under the terms of the GNU Free Documentation License,
-     Version 1.3 or any later version published by the Free Software
-     Foundation; with no Invariant Sections, with the Front-Cover Texts
-     being “A GNU Manual,” and with the Back-Cover Texts as in (a)
-     below.  A copy of the license is included in the section entitled
-     “GNU Free Documentation License.”
-
-     (a) The FSF’s Back-Cover Text is: “You have the freedom to copy and
-     modify this GNU manual.”
-
-
-File: chess.info,  Node: Top,  Next: The chess.el library,  Up: (dir)
-
-Emacs Chess: chess.el
-*********************
-
-‘Chess.el’ is an Emacs chess client and library, designed to be used for
-writing chess-related programs, or for playing games of chess against
-various chess engines, including Internet servers.  The library can be
-used for analyzing variations, browsing historical games, or a multitude
-of other purposes.
-
-   The purpose of this manual is to help you understand how ‘chess.el’
-is structured for use as a library, and also how to use it as a client.
-
-* Menu:
-
-* The chess.el library::        Basic objects required to deal with Chess
-* Modules::                     The module-system explained
-* Chessboard displays::         Different types of chessboards in a buffer
-* Engines::                     Internal and external chess-playing engines
-* Chess Session::               Tying it all together
-* Internet Chess Servers::      Playing chess with other people
-* GNU Free Documentation License::
-* Concept Index::
-* Function and Variable Index::
-* Key Index::
-
-
-File: chess.info,  Node: The chess.el library,  Next: Modules,  Up: Top
-
-1 The ‘chess.el’ library
-************************
-
-This chapter documents the low-level aspects of ‘chess.el’, mostly
-targeting developers interested in understanding the underlying APIs.
-
-   *Note Chessboard displays::, and the chapters following it, if you
-are interested in the more user-visible aspects of ‘chess.el’.
-
-* Menu:
-
-* Positions::
-* Plies::
-* Variations::
-* Games::
-* Collections::
-* Chess Opening Books::
-
-
-File: chess.info,  Node: Positions,  Next: Plies,  Up: The chess.el library
-
-1.1 Positions
-=============
-
-A chess “position” is a given layout of pieces on a chess board, also
-reflecting which “side” (i.e., player) is next to move, and what
-privileges are currently available to each side (castling short or long,
-en passant capture, etc).
-
-   A position may be represented in ASCII using FEN (or EPD), or
-graphically by displaying a chess board.  It is rather inconvenient to
-render them verbally.
-
-   The position can be represented on a remote terminal using X windows,
-or by transmitting the FEN string via a network connection or clipboard,
-to another chess board rendering tool.  It may of course also be
-represented physically, by setting up the pieces to match the FEN
-specification.
-
-   Chess puzzles are most often provided as a set of positions.
-
-* Menu:
-
-* Creating positions::
-* Position coordinates::
-* Position details::
-* Annotations::
-* FEN notation::
-* EPD notation::
-
-
-File: chess.info,  Node: Creating positions,  Next: Position coordinates,  Up: 
Positions
-
-1.1.1 Creating positions
-------------------------
-
- -- Function: chess-pos-create &optional blank
-     Create a new chess position, set at the starting position.  If
-     BLANK is non-‘nil’, all of the squares will be empty.  The current
-     side-to-move is always white.
-
- -- Function: chess-pos-copy position
-     Copy the given chess POSITION.  If there are annotations or EPD
-     opcodes set, these lists are copied as well, so that the two
-     positions do not share the same lists.
-
- -- Variable: chess-starting-position
-     Starting position of a chess game.
-
- -- Function: chess-fischer-random-position
-     Generate a Fischer Random style position.
-
-
-File: chess.info,  Node: Position coordinates,  Next: Position details,  Prev: 
Creating positions,  Up: Positions
-
-1.1.2 Position coordinates
---------------------------
-
-First of all, position coordinates use a coordinate system of octal
-indices, where the index ‘?\044’ signifies rank 4 file 4 (i.e., "e4").
-Rank is numbered 0 to 7, top to bottom, and file is 0 to 7, left to
-right.
-
- -- Function: chess-index-rank index
-     Return the rank component of the given INDEX.
-
- -- Function: chess-index-file index
-     Return the file component of the given INDEX.
-
- -- Function: chess-rf-to-index rank file
-     Convert RANK and FILE coordinates into an octal index.
-
-   For those who wish to use ASCII coordinates, such as "e4", there are
-two conversion functions:
-
- -- Function: chess-coord-to-index coord
-     Convert a COORD string into an index value.
-
- -- Function: chess-index-to-coord index
-     Convert the chess position INDEX into a coord string.
-
-   For fast manipulation of chess position indices, the following
-constants and functions are provided:
-
-   For queens and rooks:
-
- -- Constant: chess-direction-north
-     Signify one step north, as seen from the perspective of the white
-     player.
-
- -- Constant: chess-direction-east
-     Signify one step east, as seen from the perspective of the white
-     player.
-
- -- Constant: chess-direction-south
-     Signify one step south, as seen from the perspective of the white
-     player.
-
- -- Constant: chess-direction-west
-     Signify one step west, as seen from the perspective of the white
-     player.
-
-   For queens and bishops:
-
- -- Constant: chess-direction-northeast
-     Signify one step northeast, as seen from the perspective of the
-     white player.
-
- -- Constant: chess-direction-southeast
-     Signify one step southeast, as seen from the perspective of the
-     white player.
-
- -- Constant: chess-direction-southwest
-     Signify one step southwest, as seen from the perspective of the
-     white player.
-
- -- Constant: chess-direction-northwest
-     Signify one step northwest, as seen from the perspective of the
-     white player.
-
- -- Function: chess-next-index index direction
-     Create a new INDEX from an old one, by advancing it into DIRECTION.
-     If the resulting index is not valid (outside the board), ‘nil’ is
-     returned.
-
-   Due to the underlying technique used to efficiently detect off-board
-squares, a direction specifier should at most do two steps in any
-direction.  Directions can be combined, so that ‘(*
-chess-direction-north 2)’ will give a typical initial white pawn push.
-
-
-File: chess.info,  Node: Position details,  Next: Annotations,  Prev: Position 
coordinates,  Up: Positions
-
-1.1.3 Position details
-----------------------
-
-Given an octal index value, you can look up what’s on a particular
-square, or set that square’s value:
-
- -- Function: chess-pos-piece position index
-     Return the piece on POSITION at INDEX.
-
- -- Function: chess-pos-piece-p position index piece-or-color
-     Return non-‘nil’ if the given PIECE-OR-COLOR is at POSITION/INDEX.
-     If PIECE-OR-COLOR is ‘t’ for white or ‘nil’ for black, any piece of
-     that color will do.
-
- -- Function: chess-pos-set-piece position index piece
-     Set the piece on POSITION at INDEX to PIECE.  PIECE must be one of
-     ‘?K’, ‘?Q’, ‘?N’, ‘?B’, ‘?R’, or ‘?P’ for white pieces, or one of
-     the corresponding lowercase letters for black pieces.
-
- -- Function: chess-pos-search position piece-or-color
-     Look anywhere on POSITION for PIECE-OR-COLOR, returning all
-     coordinates.  If PIECE-OR-COLOR is ‘t’ for white or ‘nil’ for
-     black, any piece of that color will do.
-
- -- Function: chess-pos-search* position &rest pieces
-     Look on POSITION for any of PIECES.
-
-     The result is an alist where each element looks like
-     ‘(PIECE . INDICES)’.  Pieces which did not appear in POSITION will
-     be present in the resulting alist, but the ‘cdr’ of their entries
-     will be ‘nil’.
-
- -- Function: chess-search-position position target piece &optional
-          check-only no-castling
-     Look on POSITION from TARGET for a PIECE that can move there.  This
-     routine looks along valid paths of movement for PIECE.  It differs
-     from ‘chess-pos-search’, which is a more basic function that
-     doesn’t take piece movement into account.
-
-     If PIECE is ‘t’ or ‘nil’, valid piece movements for any piece of
-     that color will be considered (‘t’ for white, ‘nil’ for black).
-     Otherwise, the letter-case of the PIECE determines color.
-
-     The return value is a list of candidates, which means a list of
-     indices that indicate where a piece may have moved from.
-
-     If CHECK-ONLY is non-‘nil’ and PIECE is either ‘t’ or ‘nil’, only
-     consider pieces which can give check (not the opponent’s king).  If
-     NO-CASTLING is non-‘nil’, do not consider castling moves.
-
- -- Function: chess-pos-can-castle position side
-     Return whether the king on POSITION can castle on SIDE.  The SIDE
-     argument must be either ‘?K’ for the king side, or ‘?Q’ for the
-     queen side (use lowercase to query if black can castle).
-
- -- Function: chess-pos-set-can-castle position side value
-     Set whether the king can castle on the given POSITION on SIDE.
-
-     See ‘chess-pos-can-castle’.
-
-     It is only necessary to call this function if setting up a position
-     manually.  Note that all newly created positions have full castling
-     privileges set, unless the position is created blank, in which case
-     castling privileges are unset.  See ‘chess-pos-create’.
-
- -- Function: chess-pos-en-passant position
-     Return the index of any pawn on POSITION that can be captured en
-     passant.  Returns ‘nil’ if en passant is unavailable.
-
- -- Function: chess-pos-set-en-passant position index
-     Set the index of any pawn on POSITION that can be captured en
-     passant.
-
- -- Function: chess-pos-status position
-     Return whether the side to move in the POSITION is in a special
-     state.  Return ‘nil’ if not, otherwise one of the keywords:
-     ‘:check’, ‘:checkmate’ or ‘:stalemate’.
-
- -- Function: chess-pos-set-status position value
-     Set whether the side to move in POSITION is in a special state.
-     The VALUE should either be ‘nil’, to indicate that the POSITION is
-     normal, or one of the symbols: ‘check’, ‘checkmate’, ‘stalemate’.
-
- -- Function: chess-pos-side-to-move position
-     Return the color whose move it is in POSITION.
-
- -- Function: chess-pos-set-side-to-move position color
-     Set the color whose move it is in POSITION.
-
- -- Function: chess-pos-passed-pawns position color &optional
-          pawn-indices
-     If COLOR has Passed Pawns in POSITION, return a list of their
-     indices.  Optionally, if INDICES is non-‘nil’, those indices are
-     considered as candidates.
-
-     A Pawn whose advance to the eighth rank is not blocked by an
-     opposing Pawn in the same file and who does not have to pass one on
-     an adjoining file is called a passed Pawn.
-
- -- Variable: chess-pos-always-white
-     When set, it is assumed that white is always on move.  This is
-     really only useful when setting up training positions.  This
-     variable automatically becomes buffer-local when changed.
-
- -- Function: chess-pos-move position &rest changes
-     Move a piece on the POSITION directly, using the indices in
-     CHANGES.  This function does not check any rules, it only makes
-     sure you are not trying to move a blank square.
-
-
-File: chess.info,  Node: Annotations,  Next: FEN notation,  Prev: Position 
details,  Up: Positions
-
-1.1.4 Annotations
------------------
-
- -- Function: chess-pos-annotations position
-     Return the list of annotations for this position.
-
- -- Function: chess-pos-add-annotation position annotation
-     Add an annotation for this position.
-
-
-File: chess.info,  Node: FEN notation,  Next: EPD notation,  Prev: 
Annotations,  Up: Positions
-
-1.1.5 FEN notation
-------------------
-
-“FEN” (Forsyth-Edwards Notation) encodes a chess position using a simple
-string.  The format is:
-
-        POSITION SIDE CASTLING EN-PASSANT
-
-   The POSITION gives all eight ranks, by specifying a letter for each
-piece in the position, and a number for any intervening spaces; ranks
-are separated by slashes.  Trailing spaces need not be counted.
-Uppercase letters signify white pieces, and lowercase black.  For
-example, if your position only had a black king on d8, your POSITION
-string would be:
-
-     3k////////
-
-for the three spaces (a, b and c file), the black king, and then all the
-remaining ranks (which are all empty, so their spaces can be ignored).
-
-   The SIDE is ‘w’ or ‘b’, to indicate whose move it is.
-
-   The CASTLING can contain ‘K’, ‘Q’, ‘k’ or ‘q’, to signify whether the
-white or black king can still castle on the king or queen side.  If
-neither color can castle on any side, ‘-’ should be provided.
-
-   The EN-PASSANT signifies the target square of an en passant capture,
-such as ‘e3’ or ‘a6’.
-
- -- Function: chess-fen-to-pos fen
-     Convert the FEN string FEN to a chess position.
-
- -- Function: chess-pos-to-fen position &optional full
-     Convert a chess POSITION to a FEN string.  If FULL is non-‘nil’,
-     represent trailing spaces as well.
-
-   This is how the starting position looks like:
-
-      (chess-pos-to-fen chess-starting-position)
-      ⇒ "rnbqkbnr/pppppppp/////PPPPPPPP/RNBQKBNR w KQkq -"
-
-   Some external programs might have problems parsing terse FEN strings.
-If you are unsure, use the more verbose form:
-
-      (chess-pos-to-fen chess-starting-position t)
-      ⇒ "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq -"
-
-
-File: chess.info,  Node: EPD notation,  Prev: FEN notation,  Up: Positions
-
-1.1.6 EPD notation
-------------------
-
-“EPD” (Extended Position Description) is a standard for describing chess
-positions along with an extended set of structured attribute values
-using the ASCII character set.  It is intended for data and command
-interchange among chess-playing programs.  It is also intended for the
-representation of portable opening library repositories.
-
-   A single EPD uses one text line of variable length composed of four
-data fields, followed by zero or more operations.  The four fields of
-the EPD specification are the same as the first four fields of the FEN
-specification (*note FEN notation::).
-
-   A text file composed exclusively of EPD data records should have a
-file name with the ‘.epd’ extension.
-
- -- Function: chess-epd-to-pos &optional string
-     Convert extended position description STRING to a chess position.
-     If STRING is not specified, look for an EPD string in the current
-     buffer, and advance point after the correctly parsed position.
-
- -- Function: chess-pos-to-epd position
-     Convert a chess POSITION to a string representation in extended
-     position description format.
-
- -- Function: chess-epd-read-file file
-     Return a list of positions contained in FILE.
-
-* Menu:
-
-* Operations::
-* Opcode "acd" analysis count depth::
-* Opcode "acn" analysis count nodes::
-* Opcode "acs" analysis count seconds::
-* Opcode "am" avoid move(s)::
-* Opcode "bm" best move(s)::
-
-
-File: chess.info,  Node: Operations,  Next: Opcode "acd" analysis count depth, 
 Up: EPD notation
-
-1.1.6.1 Operations
-..................
-
-An EPD operation is composed of an opcode followed by zero or more
-operands, and terminated by a semicolon.
-
-   Multiple operations are separated by a single space character.  If
-there is at least one operation present in an EPD record, it is
-separated from the last (fourth) data field by a single space character.
-
-   Some opcodes that allow for more than one operand may have special
-ordering requirements for the operands.  For example, the ‘pv’
-(predicted variation) opcode requires its operands (moves) to appear in
-the order in which they would be played.  All other opcodes that allow
-for more than one operand should have operands appearing in ASCII order.
-An example of the latter set is the ‘bm’ (best move[s]) opcode; its
-operands are moves that are all immediately playable from the current
-position.
-
-
-File: chess.info,  Node: Opcode "acd" analysis count depth,  Next: Opcode 
"acn" analysis count nodes,  Prev: Operations,  Up: EPD notation
-
-1.1.6.2 Opcode ‘acd’ analysis count depth
-.........................................
-
-The opcode ‘acd’ takes a single non-negative integer operand.  It is
-used to represent the depth of the ply (*note Plies::) examined in an
-analysis.
-
-
-File: chess.info,  Node: Opcode "acn" analysis count nodes,  Next: Opcode 
"acs" analysis count seconds,  Prev: Opcode "acd" analysis count depth,  Up: 
EPD notation
-
-1.1.6.3 Opcode ‘acn’ analysis count nodes
-.........................................
-
-The opcode ‘acn’ takes a single non-negative integer operand.  It is
-used to represent the number of nodes examined in an analysis.  Note
-that the value may be quite large for some extended searches, and so use
-of (at least) a long (four byte) representation is suggested.
-
-
-File: chess.info,  Node: Opcode "acs" analysis count seconds,  Next: Opcode 
"am" avoid move(s),  Prev: Opcode "acn" analysis count nodes,  Up: EPD notation
-
-1.1.6.4 Opcode ‘acs’ analysis count seconds
-...........................................
-
-The opcode ‘acs’ takes a single non-negative integer operand.  It is
-used to represent the number of seconds used for an analysis.  Note that
-the value may be quite large for some extended searches, and so use of
-(at least) a long (four byte) representation is suggested.
-
-
-File: chess.info,  Node: Opcode "am" avoid move(s),  Next: Opcode "bm" best 
move(s),  Prev: Opcode "acs" analysis count seconds,  Up: EPD notation
-
-1.1.6.5 Opcode ‘am’ avoid move(s)
-.................................
-
-The opcode ‘am’ indicates a set of zero or more moves, all immediately
-playable from the current position, that are to be avoided in the
-opinion of the EPD writer.  Each operand is a SAN move; they appear in
-ASCII order.
-
-
-File: chess.info,  Node: Opcode "bm" best move(s),  Prev: Opcode "am" avoid 
move(s),  Up: EPD notation
-
-1.1.6.6 Opcode ‘bm’ best move(s)
-................................
-
-The opcode ‘bm’ indicates a set of zero or more moves, all immediately
-playable from the current position, that are judged to the best
-available by the EPD writer.  Each operand is a SAN move; they appear in
-ASCII order.
-
-
-File: chess.info,  Node: Plies,  Next: Variations,  Prev: Positions,  Up: The 
chess.el library
-
-1.2 Plies
-=========
-
-A “ply” is the differential between two positions.  In other words, it
-is the coordinate transformations applied to one position in order to
-arrive at the following position.  It is also informally called "a
-move".
-
-   A ply may be represented in ASCII by printing the FEN string of the
-base position, and then printing the positional transformation in
-algebraic notation.  Since the starting position is usually known, the
-FEN string is optional.  A ply may be represented graphically by moving
-the chess piece(s) involved.  It may be rendered verbally by voicing
-which piece is to move, where it will move to, and what will happen a
-result of the move (piece capture, check, etc).
-
-   Plies may be sent over network connections, postal mail, e-mail,
-etc., so long as the current position is maintained at both sides.
-Transmitting the base position’s FEN string along with the ply offers a
-form of confirmation during the course of a game.
-
-* Menu:
-
-* Creating plies::
-* Ply details::
-* The "next" position::
-* Algebraic notation::
-
-
-File: chess.info,  Node: Creating plies,  Next: Ply details,  Up: Plies
-
-1.2.1 Creating plies
---------------------
-
- -- Function: chess-ply-create position &optional valid-p &rest changes
-     Create a ply from the given POSITION by applying the supplied
-     CHANGES.  This function will guarantee the resulting ply is valid,
-     and will also annotate the ply with ‘:check’ or other modifiers as
-     necessary.  It will also extend castling, and will prompt for a
-     promotion piece.
-
-     Note: Do not pass in the rook move if CHANGES represents a castling
-     maneuver.
-
- -- Function: chess-legal-plies position &rest keywords
-     Return a list of all valid plies in POSITION.  The allowed KEYWORDS
-     are:
-
-     ‘:any’
-          Return ‘t’ if any piece can move at all.
-
-     ‘:color BOOLEAN’
-          If BOOLEAN is ‘t’, return plies for white, if ‘nil’, return
-          plies for black.
-
-     ‘:piece CHARACTER’
-          Return plies for a specific piece designated by CHARACTER.
-
-     ‘:file FILE’
-          Given a FILE, a number (0-7), return plies for any piece or
-          color present on that FILE.  ‘:piece’ or ‘:color’ must be
-          present.
-
-     ‘:index INDEX’
-          Return plies for the piece at INDEX.
-
-     ‘:target INDEX’
-          Return plies that go to a specific coordinate specified by
-          INDEX.
-
-     ‘:candidates INDEX...’
-          If provided, only consider the source coordinates specified by
-          the indices.
-
-     These will constrain the plies generated to those matching the
-     above criteria.
-
-     NOTE: All of the returned plies will reference the same copy of the
-     position object passed in.
-
-
-File: chess.info,  Node: Ply details,  Next: The "next" position,  Prev: 
Creating plies,  Up: Plies
-
-1.2.2 Ply details
------------------
-
- -- Function: chess-ply-pos ply
-     Return the base position associated with PLY.
-
- -- Function: chess-ply-set-pos ply position
-     Set the base position of PLY.
-
- -- Function: chess-ply-changes
-     Return the coordinate transformations and keywords associated with
-     this PLY.
-
-     Value is a list made of a pair of indices (or two pairs, in case of
-     castling) followed by optional keywords.
-
- -- Function: chess-ply-set-changes
-     Set the coordinate transformations and keywords associated with
-     this PLY.
-
- -- Function: chess-ply-source ply
-     Return the source square index value of PLY.
-
- -- Function: chess-ply-target ply
-     Return the target square index value of PLY.
-
-   For example, here is how to find the source square of a freshly
-created ply:
-
-      (chess-ply-source (chess-ply-create chess-starting-position nil
-                                          (chess-coord-to-index "e2")
-                                          (chess-coord-to-index "e4")))
-      ⇒ 52
-
-
-File: chess.info,  Node: The "next" position,  Next: Algebraic notation,  
Prev: Ply details,  Up: Plies
-
-1.2.3 The “next” position
--------------------------
-
- -- Function: chess-ply-next-pos ply
-     Return the position that results from executing PLY.
-
- -- Function: chess-ply-final-p ply
-     Return non-‘nil’ if this is the last ply of a game/variation.
-
-
-File: chess.info,  Node: Algebraic notation,  Prev: The "next" position,  Up: 
Plies
-
-1.2.4 Algebraic notation
-------------------------
-
-A thing to deal with in chess is algebraic move notation, such as
-‘Nxf3+’.  This notation is a shorthand way of representing where a piece
-is moving from and to, by specifying the piece involved, where it’s
-going, and whether or not a capture or check is involved.
-
-   You can convert from algebraic notation to a ply using the following
-function:
-
- -- Function: chess-algebraic-to-ply position move &optional trust
-     Convert the algebraic notation MOVE for POSITION to a ply.
-
-     If optional argument TRUST is non-‘nil’, accept check or checkmate
-     symbols (‘+’ and ‘#’) as given.
-
-   The function also checks if a move is valid, and will raise an error
-if not.
-
-   To convert from a ply to algebraic notation, use:
-
- -- Function: chess-ply-to-algebraic ply &optional type
-     Convert the given PLY to algebraic notation (a string).
-
-     Optional argument TYPE specifies the kind of algebraic notation to
-     generate:
-
-     ‘:san’
-          Generate short (or standard) algebraic notation.  This is the
-          default.
-
-     ‘:lan’
-          Generate long algebraic notation (like ‘Nb1-c3’).
-
-     ‘:fan’
-          Generate figurine algebraic notation (uppercase letters will
-          be replaced by Unicode chess figures).
-
-     ‘:numeric’
-          Generate ICCF numeric notation as used in correspondence chess
-          (like ‘2133’).
-
-   Lastly, there is a regexp for quickly checking if a string is in
-algebraic notation or not, or searching out algebraic strings in a
-buffer:
-
- -- Variable: chess-algebraic-regexp
-     A regular expression that matches all possible algebraic moves.
-     This regexp handles short, long and figurine algebraic notation.
-
-
-File: chess.info,  Node: Variations,  Next: Games,  Prev: Plies,  Up: The 
chess.el library
-
-1.3 Variations
-==============
-
-A “variation” is a sequence of plies that occur after some starting
-position.  If the starting position represents the initial setup of a
-chess board, and if the final ply results in completion of the game, it
-is called “the main variation”.  Otherwise, variations typically
-represented interesting tangents during a game—but not actually
-played—as envisioned by the player, an annotator, or someone studying
-the game.
-
-   Variations may be represented in ASCII by stating the FEN string for
-starting position, followed by the list of plies that follow that
-position.  They are difficult to represent graphically, except for
-showing each position in turn with a slight pause between—or by allowing
-the user to navigate each of the subsequent positions in turn.  They may
-be represented verbally by announcing each of the plies in turn, as
-mentioned above.
-
-* Menu:
-
-* Creating variations::
-* Variation positions::
-* Variation plies::
-* Making a move in a variation::
-
-
-File: chess.info,  Node: Creating variations,  Next: Variation positions,  Up: 
Variations
-
-1.3.1 Creating variations
--------------------------
-
- -- Function: chess-var-create &optional position
-     Create a new chess variation object.  Optionally, use the given
-     starting POSITION.
-
-
-File: chess.info,  Node: Variation positions,  Next: Variation plies,  Prev: 
Creating variations,  Up: Variations
-
-1.3.2 Variation positions
--------------------------
-
- -- Function: chess-var-pos variation &optional index
-     Return the position related to VARIATION’s INDEX ply.
-
- -- Function: chess-var-index variation
-     Return the VARIATION’s current position index.
-
- -- Function: chess-var-seq variation
-     Return the current VARIATION sequence.
-
- -- Function: chess-var-side-to-move variation &optional index
-     Return the color whose move it is in VARIATION at INDEX (or at the
-     last position of VARIATION if INDEX is ‘nil’).
-
-
-File: chess.info,  Node: Variation plies,  Next: Making a move in a variation, 
 Prev: Variation positions,  Up: Variations
-
-1.3.3 Variation plies
----------------------
-
- -- Function: chess-var-ply variation &optional index
-     Return VARIATION’s INDEXth ply.
-
- -- Function: chess-var-plies variation
-     Return the plies of VARIATION.
-
- -- Function: chess-var-to-algebraic variation &optional long
-     Reveal the plies of VARIATION by converting them to algebraic
-     notation.
-
-
-File: chess.info,  Node: Making a move in a variation,  Prev: Variation plies, 
 Up: Variations
-
-1.3.4 Making a move in a variation
-----------------------------------
-
- -- Function: chess-var-move variation ply
-     Make a move in the current VARIATION by applying the changes of
-     PLY.  This creates a new position and adds it to the main
-     variation.  The ‘changes’ of the last ply reflect whether the var
-     is currently in progress (‘nil’), if it is drawn, resigned, mate,
-     etc.
-
- -- Function: chess-var-add-ply variation ply
-     Add the given PLY to VARIATION.
-
-
-File: chess.info,  Node: Games,  Next: Collections,  Prev: Variations,  Up: 
The chess.el library
-
-1.4 Games
-=========
-
-A “game” includes its main variation, incidental information about the
-game (who played it, where, when, who won, etc.), and any sub-variations
-of interest to those studying the game afterwards.
-
-   “Game tags” is an alist that associates arbitrary English tag names
-to their values.
-
-   A game may be represented in ASCII using “PGN” (Portable Game
-Notation).  Representing them graphically or verbally is similar to what
-is done for variations (*note Variations::).
-
- -- Function: chess-game-add-hook game function &optional data prepend
-     Add to GAME an event hook FUNCTION.
-
- -- Function: chess-game-add-ply game ply
-     Add PLY to the main variation of GAME.
-
- -- Function: chess-game-hooks game
-     Return the event hooks associated with GAME.
-
- -- Function: chess-game-plies game
-     Return the main variation of GAME as a list of plies.
-
- -- Function: chess-game-remove-hook game function &optional data
-     Remove from GAME all event hooks that match FUNCTION.  If DATA is
-     specified, only remove hooks with matching associated data.
-
- -- Function: chess-game-run-hooks game &rest args
-     Run the event hooks of GAME and pass it ARGS.
-
- -- Function: chess-game-set-hooks game hooks
-     Set the event hooks associated with GAME.
-
- -- Function: chess-game-set-plies game plies
-     Set the list of plies which represents the main variation of GAME.
-
-* Menu:
-
-* Creating games::
-* Game tags::
-* Game positions::
-* Game plies::
-* Making a move::
-* PGN notation::
-
-
-File: chess.info,  Node: Creating games,  Next: Game tags,  Up: Games
-
-1.4.1 Creating games
---------------------
-
- -- Function: chess-game-create &optional position tags
-     Create a new chess game object.  Optionally use the given starting
-     POSITION.  TAGS is the starting set of game tags (which can always
-     be changed later using the various tag-related methods).
-
-
-File: chess.info,  Node: Game tags,  Next: Game positions,  Prev: Creating 
games,  Up: Games
-
-1.4.2 Game tags
----------------
-
- -- Function: chess-game-tags game
-     Return the tags alist associated with GAME.
-
- -- Function: chess-game-set-tags game tags
-     Set the tags alist associated with GAME.  After the TAGS alist was
-     set the ‘set-tags’ event is triggered.
-
- -- Function: chess-game-tag game tag
-     Return the value for TAG in GAME.
-
- -- Function: chess-game-set-tag game tag value
-     Set the TAG for GAME to VALUE.
-
- -- Function: chess-game-del-tag game tag
-     Delete the specified TAG from GAME.
-
-
-File: chess.info,  Node: Game positions,  Next: Game plies,  Prev: Game tags,  
Up: Games
-
-1.4.3 Game positions
---------------------
-
- -- Function: chess-game-pos game &optional index
-     Return the current position of GAME or a position of a given INDEX.
-
- -- Function: chess-game-index game
-     Return the GAME’s current position index.
-
- -- Function: chess-game-seq game
-     Return the current GAME sequence number.
-
- -- Function: chess-game-side-to-move game &optional index
-     Return the side, specified as color, whose move it is in GAME at
-     INDEX (or at the last position if INDEX is ‘nil’).  Value is ‘t’
-     for white and ‘nil’ for black.
-
-
-File: chess.info,  Node: Game plies,  Next: Making a move,  Prev: Game 
positions,  Up: Games
-
-1.4.4 Game plies
-----------------
-
- -- Function: chess-game-ply game &optional index
-     Return a ply of GAME.  If INDEX is non-‘nil’, the last played ply
-     is returned.
-
-
-File: chess.info,  Node: Making a move,  Next: PGN notation,  Prev: Game 
plies,  Up: Games
-
-1.4.5 Making a move
--------------------
-
- -- Function: chess-game-move game ply
-     Make a move in the current GAME using PLY.  This creates a new
-     position and adds it to the main variation.  The ‘changes’ of the
-     last ply reflect whether the game is currently in progress (‘nil’),
-     if it is drawn, resigned, mate, etc.
-
-
-File: chess.info,  Node: PGN notation,  Prev: Making a move,  Up: Games
-
-1.4.6 PGN notation
-------------------
-
- -- Function: chess-pgn-to-game &optional string
-     Convert the PGN notation at point into a chess game.  Optionally
-     use the supplied STRING instead of the current buffer.
-
- -- Function: chess-game-to-pgn game &optional indented to-string
-     Convert a chess GAME to PGN notation.  If INDENTED is non-‘nil’,
-     indent the move texts.  If TO-STRING is non-‘nil’, return a string
-     instead of inserting the resulting PGN text.
-
- -- Function: chess-pgn-insert-plies game index plies &optional
-          for-black indented no-annotations
-     _NYI_: Still have to implement the INDENTED argument.
-
-* Menu:
-
-* PGN mode::
-
-
-File: chess.info,  Node: PGN mode,  Up: PGN notation
-
-1.4.6.1 PGN mode
-................
-
- -- Function: chess-pgn-visualize
-     Visualize the move for the PGN game under point.  This does not
-     require that the buffer be in PGN mode.
-
-
-File: chess.info,  Node: Collections,  Next: Chess Opening Books,  Prev: 
Games,  Up: The chess.el library
-
-1.5 Collections
-===============
-
-A “collection” is a set of games archived for later perusal.  A set of
-games conceptually represents a large tree of branching variations, and
-can be used for studying current theory, examining Master preferences,
-etc.
-
-   ‘Chess.el’ itself does not attempt to provide library services, nor
-does it ever represent library collections in memory.  Instead, it
-interacts with a chess database engine for the purpose of storing and
-retrieving games from the library, or performing library-wide analyses
-and searches.
-
-* Menu:
-
-* Opening Databases::
-* Querying Databases::
-* Modifying Databases::
-* Finalizing Databases::
-* Database Modules::
-
-
-File: chess.info,  Node: Opening Databases,  Next: Querying Databases,  Up: 
Collections
-
-1.5.1 Opening Databases
------------------------
-
- -- Variable: chess-database-modules
-     List of database modules to try when ‘chess-database-open’ is
-     called.
-
- -- Function: chess-database-open file &optional module
-     Open a game database specified by FILE.  You can optionally specify
-     the database MODULE to use.
-
-     Returns the opened database object, or nil.
-
-
-File: chess.info,  Node: Querying Databases,  Next: Modifying Databases,  
Prev: Opening Databases,  Up: Collections
-
-1.5.2 Querying Databases
-------------------------
-
- -- Function: chess-database-filename database
-     Return the filename of an already opened DATABASE.
-
- -- Function: chess-database-read database index
-     Return from DATABASE the chess game object at INDEX.
-
- -- Function: chess-database-query database &rest terms
-     Run a query on DATABASE.  The TERMS are partly dependent on the
-     chess-database module in use.  For the ‘chess-scid’ module, using
-     ‘tree-search GAME’ means perform a tree search on the last position
-     of GAME.
-
-
-File: chess.info,  Node: Modifying Databases,  Next: Finalizing Databases,  
Prev: Querying Databases,  Up: Collections
-
-1.5.3 Modifying Databases
--------------------------
-
- -- Function: chess-database-read-only-p database
-     Return non-‘nil’ if DATABASE is read only.
-
-
-File: chess.info,  Node: Finalizing Databases,  Next: Database Modules,  Prev: 
Modifying Databases,  Up: Collections
-
-1.5.4 Finalizing Databases
---------------------------
-
-
-File: chess.info,  Node: Database Modules,  Prev: Finalizing Databases,  Up: 
Collections
-
-1.5.5 Database Modules
-----------------------
-
-Currently, there are two subclasses of the above defined database
-base-class:
-
-* Menu:
-
-* chess-file::
-* chess-scid::
-
-
-File: chess.info,  Node: chess-file,  Next: chess-scid,  Up: Database Modules
-
-1.5.5.1 chess-file
-..................
-
-This module does not use an external chess database program to store and
-retrieve games.  It uses the PGN of EPD format parsing routines provided
-in ‘chess-pgn.el’ and ‘chess-epd.el’ to implement collections for
-ordinary PGN and EPD files.
-
-   EPD file collections are represented as a collection of games
-originating at the given position.  One might argue that conceptually,
-they represent a collection of positions, but it is more convenient to
-merge all collections into one uniform concept.
-
-
-File: chess.info,  Node: chess-scid,  Prev: chess-file,  Up: Database Modules
-
-1.5.5.2 chess-scid
-..................
-
-This module implements basic reading and writing functionality for
-“SCID” (Shane’s Chess Information Database) files.
-
-
-File: chess.info,  Node: Chess Opening Books,  Prev: Collections,  Up: The 
chess.el library
-
-1.6 Chess Opening Books
-=======================
-
-There are two different modules/libraries provided for looking up chess
-positions in opening books.
-
-* Menu:
-
-* ECO Classification::
-* Polyglot opening book format support::
-
-
-File: chess.info,  Node: ECO Classification,  Next: Polyglot opening book 
format support,  Up: Chess Opening Books
-
-1.6.1 ECO Classification
-------------------------
-
-Module ‘chess-eco’ provides a database of well known names for chess
-opening positions.  If this module is activated (see variable
-‘chess-default-modules’), known chess opening positions will be
-announced in the minibuffer during a game.
-
-
-File: chess.info,  Node: Polyglot opening book format support,  Prev: ECO 
Classification,  Up: Chess Opening Books
-
-1.6.2 Polyglot opening book format support
-------------------------------------------
-
-The popular and freely documented Polyglot opening book format is
-supported.  There is a default polyglot book file shipped with
-‘chess.el’ to support engines which do not have built-in support for
-looking up positions in opening books (such as some UCI protocol based
-engines).
-
- -- User Option: chess-polyglot-book-file
-     Path to default polyglot book file.
-
- -- Variable: chess-polyglot-book
-     If non-‘nil’, the buffer holding the currently loaded polyglot book
-     data.
-
-     This is used by UCI based engine modules as well as the internal
-     AI.
-
- -- Function: chess-polyglot-book-open file
-     Open a polyglot book FILE.
-
-     Returns a buffer object which contains the binary data.
-
- -- Function: chess-polyglot-book-plies book position
-     Return a list of plies found in BOOK for POSITION.  The resulting
-     list is ordered, most interesting plies come first.  The
-     ‘:polyglot-book-weight’ ply keyword is used to store the actual
-     move weights.  Use ‘chess-ply-keyword’ on elements of the returned
-     list to retrieve them.
-
- -- Function: chess-polyglot-book-ply book position &optional strength
-     If non-‘nil’, a (randomly picked) ply from BOOK for POSITION.
-     Random distribution is defined by the relative weights of the found
-     plies.  If non-‘nil’, STRENGTH defines the bias towards better
-     moves.  A value below 1.0 will penalize known good moves while a
-     value above 1.0 will prefer known good moves.  The default is the
-     value of ‘chess-polyglot-book-strength’.  A strength value of 0.0
-     will completely ignore move weights, and evenly distribute the
-     probability that a move gets picked.
-
-
-File: chess.info,  Node: Modules,  Next: Chessboard displays,  Prev: The 
chess.el library,  Up: Top
-
-2 Modules
-*********
-
-Positions, plies and variations are typically accessed in reference to a
-game object, which has a main variation containing the plies and
-positions that represent the number of moves made within that game up to
-the final position.
-
-   Another thing that the game object does is to manage events that
-occur within that game.  If a move is made from the final position, for
-example, it will cause a new ply to be created, adding it to the end of
-the main variation.  Then, a ‘move’ event is triggered within the game
-and passed to any chess modules which are currently associated with that
-game.  The concept of modules allows far more complex aspects of chess
-playing to be dealt with, while allowing the library itself to still
-operate solely in terms of the game object.
-
-   For example, although the plies of a game object contain all the
-information the computer needs to follow the game, a user needs much
-more.  He wants to see the pieces move.  To support this, a display
-module (*note Chessboard displays::) can be created, and linked to the
-game.  The first effect of this association will be to create a chess
-board display and show the game’s final position on it.  Now whenever
-plies are added to the game, the chess board will be updated to show the
-effect of that move on the board.  The display module realizes that a
-move has been made by receiving the ‘move’ event which is passed to all
-modules associated with the game object.
-
-   There may be any number of modules associated with a chess game, and
-they may do anything you like.  Basically, for a module called
-‘chess-sample’, a function must exist called ‘chess-sample-handler’.
-This takes two or more arguments: a game object, the event symbol, and
-whatever other arguments were passed along with the event symbol.
-
-   When an event is triggered on a game object (this may happen as a
-byproduct of manipulating the game, or events may be manually
-generated), every associated module, in order, is called with that event
-and whatever arguments were passed along with the event.  The game
-object is passed also, so that the module knows which game this event
-has occurred in reference to.
-
-   Once called, the module can do whatever it likes.  Some events expect
-certain values to be returned, to indicate success or failure in
-processing the event.  There are many different events, each depicting
-something specific that might happen in the context of playing or
-manipulating a chess game.  Some events relate only to the chess game
-itself, some are triggered by the various chess engines that might be
-associated with that game.  Modules may even trigger events in response
-to event.  The game itself remains unaware of events, except for the
-fact that it will pass them along to every module associated with that
-game.
-
-   This is how displays get updated, for example, because once a ‘move’
-event is triggered, each display knows that it must now look at the new
-final position and update its display.  It may even trigger new events
-special to displays, to cause a refresh to happen after update
-calculations have been performed, for example.  All such details are
-left to the module, and the game does not interfere with such
-intra-module messaging.
-
-   Looked at as an object-oriented design, these are typical polymorphic
-events.  Certain generic situations frequently occur, such as moves,
-which trigger events so that everyone concerned with the game can be
-updated as to the move that occurred.  This way, no one need to actively
-query the game to find out if something new has happened.  The game will
-notify every listening module by sending an event.
-
-   The core library, which consists of code to manipulate games, does
-not define any modules.  The rest of the ‘chess.el’ library is strictly
-a set of module implementations, of various types.  Display modules
-react to moves, and may modify the game based on user input; engine
-modules react to moves by notifying the engine of the move; network
-client modules react to moves by sending the move text over the network.
-Engine and network modules may also trigger new events when the engine
-or network player has decided on their move, and this move is then
-applied to the game object.
-
-   At the moment, no negotiation is done to determine which module may
-modify the game object.  All modules have equal privilege.  This means
-it is the programmer’s duty not to associate conflicting modules with a
-single game object.  If two artificial intelligence engines were linked,
-for example, they would quickly start stepping on each other’s toes.
-But it is perfectly fine to have one artificial intelligence engine, and
-another passive engine whose only purpose is to relay the moves to a
-networked observer on another computer.  The possibilities are endless.
-
-   Modules are very easy to write, although engines and displays are
-rather different from each other in their principles.  There is a base
-engine, and a base display, which receive the same events as any other
-module.  But then there are derived engines and derived displays which
-trigger a whole family of events specific to those module types.  If you
-suspect a bug in your module, put a breakpoint in your handler function,
-and wait for the offending event to come through.  Then you can watch
-what your module does in response to that event.  If it leaves the game
-object alone, it should be easy to locate the problem, since it will
-always be within the module itself.  But if your module also modifies
-the game object in response to certain events, you may induce a feedback
-loop that is much more difficult to sort out.  Test often and keep in
-mind that _many_ events might end up coming through as a result of the
-game changes your module makes!
-
-   That, in essence, is how the module system works.  From the game
-object’s perspective, it is a very simple mechanism, much like a
-function ring or a hook.  The hook is called at certain points, so that
-any listener can react to changes in the game.  But from each module’s
-perspective, it is a rich way to allow inter-operation between both
-passive and reactive modules, all of them acting together to enrich the
-context of play involving the central game object.
-
-   The only other rule to be mentioned is that each module instance
-should be associated with only one game object at a time, although a
-game object may have unlimited modules of any type linked to it.
-Otherwise, trying to update a chess board based on input from two
-different games would get impossible to sort out.  Better to create a
-new board for every game—the way ordinary humans would do it in the real
-world.
-
-
-File: chess.info,  Node: Chessboard displays,  Next: Engines,  Prev: Modules,  
Up: Top
-
-3 Chessboard displays
-*********************
-
-The previous chapter described all the objects found in chess—positions,
-plies, variations, games and collections.  However, these objects can
-only be manipulated programmatically using the functions given so far.
-In order to present them in a meaningful fashion to a human reader, it
-is necessary to create and use a display object.
-
-* Menu:
-
-* Generic display manipulation functions::
-* Chess display mode::
-* Plain ASCII diagram displays::
-* ICS1 style ASCII displays::
-* Graphical displays::
-
-
-File: chess.info,  Node: Generic display manipulation functions,  Next: Chess 
display mode,  Up: Chessboard displays
-
-3.1 Generic display manipulation functions
-==========================================
-
- -- Function: chess-display-create game style perspective
-     Create a chess display, for displaying chess objects.  The GAME is
-     the chess game object to use, STYLE should be the display type to
-     use (a symbol), and PERSPECTIVE determines the viewpoint of the
-     board: if non-‘nil’, the board is viewed from White’s perspective.
-
- -- Function: chess-display-active-p
-     Return non-‘nil’ if the displayed chessboard reflects an active
-     game.  Basically, it means we are playing, not editing or
-     reviewing.
-
- -- Function: chess-display-clear-board
-     Setup the current board for editing.
-
- -- Function: chess-display-highlight display &rest args
-     Highlight in DISPLAY the squares given in ARGS on the current
-     position.
-
-     The ARGS is a list of highlighting modes and position coordinates.
-     The default highlighting mode is ‘:selected’ which is supported by
-     most displays.
-
- -- Function: chess-display-invert
-     Invert the perspective of the current chess board.
-
- -- Function: chess-display-move display ply
-     Move a piece on DISPLAY, by applying the given PLY.  The position
-     of PLY must match the currently displayed position.
-
- -- Function: chess-display-perspective display
-     Return the current perspective of DISPLAY.
-
- -- Function: chess-display-position display
-     Return the position currently viewed on DISPLAY.
-
- -- Function: chess-display-quit
-     Quit the game associated with the current display.
-
- -- Function: chess-display-set-game display game &optional index
-     Set the given DISPLAY to display the GAME object, optionally at
-     INDEX.  This is the function to call to cause a display to view a
-     game.  It will also update all of the listening engines and other
-     displays to also view the same game.
-
- -- Function: chess-display-set-perspective display perspective
-     Set PERSPECTIVE of DISPLAY.
-
- -- Function: chess-display-set-position display &optional position
-          my-color
-     Set the game associated with DISPLAY to use POSITION and MY-COLOR.
-
- -- Function: chess-display-set-variation display variation &optional
-          index
-     Set DISPLAY VARIATION.  If INDEX is not specified, this will cause
-     the first ply in the variation to be displayed, with the user able
-     to scroll back and forth through the moves in the variation.  Any
-     moves made on the board will extend/change the variation that was
-     passed in.
-
- -- Function: chess-display-update display &optional popup
-     Update the chessboard DISPLAY.  If POPUP is non-‘nil’, make sure it
-     is visible.
-
-
-File: chess.info,  Node: Chess display mode,  Next: Plain ASCII diagram 
displays,  Prev: Generic display manipulation functions,  Up: Chessboard 
displays
-
-3.2 Chess display mode
-======================
-
-“Chess display mode” is a special major mode (*note (emacs)Major
-Modes::) that allows to select pieces to move with the mouse or by
-moving point to the desired square/piece.  Additionally, you can enter
-moves in a variant of algebraic notation via the keyboard.
-
-   All the chessboard displays described in following sub-sections share
-the basic behavior provided by chess display mode.  They basically only
-differ in appearance of the various chessboards.
-
- -- User Option: chess-display-highlight-legal
-     If non-nil, highlight valid target squares when a piece is
-     selected.
-
-* Menu:
-
-* Basic operations::
-* Selecting pieces with the keyboard::
-* Selecting pieces with the mouse::
-* Entering moves with algebraic notation::
-
-
-File: chess.info,  Node: Basic operations,  Next: Selecting pieces with the 
keyboard,  Up: Chess display mode
-
-3.2.1 Basic operations
-----------------------
-
-‘C-i’
-‘<TAB>’
-     Invert the perspective of the current chess board
-     (‘chess-display-invert’).
-
-‘,’
-     Show the previous move in the current game
-     (‘chess-display-move-backward’).
-
-‘C-r’
-     Find previous move which algebraic notation matches a regular
-     expression (‘chess-display-search-backward’).
-
-‘C-s’
-     Find next move which algebraic notation matches a regular
-     expression (‘chess-display-search-forward’).
-
-‘.’
-     Show the next move in the current game
-     (‘chess-display-move-forward’).
-
-‘<’
-     Move to the initial position of the current game
-     (‘chess-display-move-first’).
-
-‘>’
-     Move to the last position of the current game
-     (‘chess-display-move-last’).
-
-‘C-c C-d’
-     Offer to draw the current game (‘chess-display-draw’).
-
-‘C-c C-r’
-     Resign the current game (‘chess-display-resign’).
-
-‘M-w’
-‘C-u M-w’
-     Copy the currently displayed position to the kill ring as a FEN
-     string (‘chess-display-kill-board’).
-
-     With prefix argument, copy the current game in PGN to the kill
-     ring.
-
-‘C-y’
-     Set the current display position via a FEN string from the kill
-     ring (‘chess-display-yank-board’).
-
-     This is useful to copy positions from one chessboard display to
-     another, as well as quickly setting up a position from a FEN string
-     previously added to the kill ring from somewhere else.
-
-‘X’
-     Quit this chessboard display (‘chess-display-quit’).
-
-     This destroys the session (and all related modules) associated with
-     this chessboard display.
-
-
-File: chess.info,  Node: Selecting pieces with the keyboard,  Next: Selecting 
pieces with the mouse,  Prev: Basic operations,  Up: Chess display mode
-
-3.2.2 Selecting pieces with the keyboard
-----------------------------------------
-
-In character based chessboard displays, point can be moved around in the
-buffer as usual.  You can indicate the initial square/piece and the
-target square/piece by moving point to the desired position and pressing
-‘<RET>’.
-
-‘<RET>’
-     Select the piece/square currently indicated by point
-     (‘chess-display-select-piece’) to move from/to.
-
-
-File: chess.info,  Node: Selecting pieces with the mouse,  Next: Entering 
moves with algebraic notation,  Prev: Selecting pieces with the keyboard,  Up: 
Chess display mode
-
-3.2.3 Selecting pieces with the mouse
--------------------------------------
-
-Similarly, you can also use the mouse (if available) to indicate the
-source and target square of your move.
-
-‘down-mouse-1’
-‘down-mouse-2’
-‘drag-mouse-1’
-‘drag-mouse-2’
-     Select the piece/square currently indicated by the mouse pointer
-     (‘chess-display-select-piece’) to move from/to.
-
-
-File: chess.info,  Node: Entering moves with algebraic notation,  Prev: 
Selecting pieces with the mouse,  Up: Chess display mode
-
-3.2.4 Entering moves with algebraic notation
---------------------------------------------
-
-‘a’ ... ‘h’
-‘1’ ... ‘8’
-‘N’
-‘B’
-‘R’
-‘Q’
-‘K’
-‘x’
-‘=’
-     Enter move in algebraic notation.
-
-     The move will be accepted as soon as it is unambiguous.  So in most
-     situations, you do not need to type the complete algebraic move
-     string.  For instance, if there is only one piece which can be
-     taken by one of your knights, typing ‘N x’ is sufficient to select
-     that move.
-
-     Additionally, the characters ‘x’ and ‘=’ are optional, as there is
-     no difference between ‘N x e 4’ and ‘N e 4’.
-
-<backspace>
-     Delete the last entered chess move character
-     (‘chess-input-shortcut-delete’).
-
-     This is useful if you have accidentally typed a wrong character,
-     and the move was not unambiguous yet.
-
-
-File: chess.info,  Node: Plain ASCII diagram displays,  Next: ICS1 style ASCII 
displays,  Prev: Chess display mode,  Up: Chessboard displays
-
-3.3 Plain ASCII diagram displays
-================================
-
-The simplest display style available is ‘chess-plain’, a very
-customizable ASCII board diagram display.
-
-   This is how the starting position looks in its default configuration:
-
-      +---------------+
-     8|r n b q k b n r|
-     7|p p p p p p p p|
-     6|. . . . . . . .|
-     5|. . . . . . . .|
-     4|. . . . . . . .|
-     3|. . . . . . . .|
-     2|P P P P P P P P|
-     1|R N B Q K B N R|
-      +---------------+
-       a b c d e f g h
-
- -- User Option: chess-plain-separate-frame
-     If non-‘nil’, display the chessboard in its own frame.
-
- -- User Option: chess-plain-border-style
-     If non-‘nil’, a vector of Characters used to draw borders.
-
-     Otherwise, omit to draw any border around the chessboard diagram.
-
- -- User Option: chess-plain-black-square-char
-     Character used to indicate empty black squares.
-
- -- User Option: chess-plain-white-square-char
-     Character used to indicate black white squares.
-
- -- User Option: chess-plain-piece-chars
-     Alist of pieces and their corresponding characters.
-
- -- User Option: chess-plain-upcase-indicates
-     Defines what an upcase char should indicate.  The default is
-     ‘'color’, meaning a upcase char is a white piece, a lowercase char
-     a black piece.  Possible values: ‘'color’ (default),
-     ‘'square-color’.  If set to ‘'square-color’, an uppercase character
-     indicates a piece on a black square.  (Note that you also need to
-     modify ‘chess-plain-piece-chars’ to avoid real confusion.)
-
- -- User Option: chess-plain-spacing
-     Number of spaces between files.
-
-   To customize options of ‘chess-plain’, use ‘M-x customize-group <RET>
-chess-plain <RET>’.
-
-
-File: chess.info,  Node: ICS1 style ASCII displays,  Next: Graphical displays, 
 Prev: Plain ASCII diagram displays,  Up: Chessboard displays
-
-3.4 ICS1 style ASCII displays
-=============================
-
-The ‘chess-ics1’ module is a more verbose ASCII chessboard display.
-
-   This is how the starting position looks with this chessboard display:
-
-           +---+---+---+---+---+---+---+---+
-         8 | r | n | b | q | k | b | n | r |
-           +---+---+---+---+---+---+---+---+
-         7 | p | p | p | p | p | p | p | p |
-           +---+---+---+---+---+---+---+---+
-         6 |   |   |   |   |   |   |   |   |
-           +---+---+---+---+---+---+---+---+
-         5 |   |   |   |   |   |   |   |   |
-           +---+---+---+---+---+---+---+---+
-         4 |   |   |   |   |   |   |   |   |
-           +---+---+---+---+---+---+---+---+
-         3 |   |   |   |   |   |   |   |   |
-           +---+---+---+---+---+---+---+---+
-         2 | P | P | P | P | P | P | P | P |
-           +---+---+---+---+---+---+---+---+
-         1 | R | N | B | Q | K | B | N | R |
-           +---+---+---+---+---+---+---+---+
-             a   b   c   d   e   f   g   h
-
- -- User Option: chess-ics1-separate-frame
-     If non-‘nil’, display the chessboard in its own frame.
-
-   To customize options of ‘chess-ics1’, use ‘M-x customize-group <RET>
-chess-ics1 <RET>’.
-
-
-File: chess.info,  Node: Graphical displays,  Prev: ICS1 style ASCII displays, 
 Up: Chessboard displays
-
-3.5 Graphical displays
-======================
-
-The graphical chessboard display (‘chess-images’) uses image files to
-create a visually appealing chessboard in a buffer.
-
- -- User Option: chess-images-directory
-     A directory which contains images in XPM format.
-
-     If you want to draw your own images, each image file must be named
-     ‘COLOR-PIECE.xpm’, where COLOR is either black or white, and PIECE
-     is one of rook, knight, bishop, queen, king or pawn.
-
-     The only image format currently supported is XPM.
-
- -- User Option: chess-images-separate-frame
-     If non-‘nil’, display the chessboard in its own frame.
-
-   For all customization options of ‘chess-images’, use ‘M-x
-customize-group <RET> chess-images <RET>’.
-
-
-File: chess.info,  Node: Engines,  Next: Chess Session,  Prev: Chessboard 
displays,  Up: Top
-
-4 Engines
-*********
-
-“Engines” represent opponents in Chess.  The main type of engine
-interfaces with an external chess program.  However, there can be other
-uses for engine objects, such as providing networked engined for playing
-with opponent over different types of transports.
-
-* Menu:
-
-* Common functions::
-* The Null Engine::
-* AI::
-* Crafty::
-* Fruit::
-* Glaurung::
-* GNU Chess::
-* Phalanx::
-* Sjeng::
-* Stockfish::
-
-
-File: chess.info,  Node: Common functions,  Next: The Null Engine,  Up: Engines
-
-4.1 Common functions
-====================
-
- -- Function: chess-engine-create module game &optional response-handler
-          &rest handler-ctor-args
-     Create a new chess engine MODULE (a symbol) associated with GAME.
-     Optionally supply a new RESPONSE-HANDLER.
-
- -- Function: chess-engine-set-option engine option value
-     Set ENGINE OPTION to VALUE by invoking its handler with the
-     ‘set-option’ event.
-
- -- Function: chess-engine-position engine
-     Return the current position of the game associated with ENGINE.
-
- -- Function: chess-engine-command engine event &rest args
-     Call the handler of ENGINE with EVENT (a symbol) and ARGS.
-
- -- Function: chess-engine-send engine string
-     Send the given STRING to ENGINE.  If ‘chess-engine-process’ is a
-     valid process object, use ‘process-send-string’ to submit the data.
-     Otherwise, the ‘send’ event is triggered and the engine event
-     handler can take care of the data.
-
-
-File: chess.info,  Node: The Null Engine,  Next: AI,  Prev: Common functions,  
Up: Engines
-
-4.2 The Null Engine
-===================
-
-The most basic engine module is ‘chess-none’, a stub module that does
-nothing.  This is useful for a game of chess against another human,
-where both use the same computer to enter moves and display the current
-chess position.
-
-   It can also be useful for creating FEN strings of specific positions.
-
-   To bring up a chessboard with no active engine attached, use ‘C-u M-x
-chess <RET> none <RET>’.
-
-
-File: chess.info,  Node: AI,  Next: Crafty,  Prev: The Null Engine,  Up: 
Engines
-
-4.3 AI
-======
-
-The AI engine module defines a pure Emacs Lisp implementation of an
-opponent.  Contrary to all other engine modules mentioned later on, it
-does not require any external programs to be installed.
-
-   To explicitly select this engine as an opponent, use ‘C-u M-x chess
-<RET> ai <RET>’.
-
- -- User Option: chess-ai-depth
-     Defines the default search depth for this engine.
-
- -- User Option: chess-ai-quiescence-depth
-     Defines the number of plies to search for a quiet position.  This
-     is in addition to ‘chess-ai-depth’.
-
-   If you’d like to employ the search and evaluation functions provided
-by this module programmatically, the following function is the top-level
-entry point.
-
- -- Function: chess-ai-best-move position &optional depth eval-fn
-     Find the supposedly best move (ply) for POSITION.  DEPTH defaults
-     to the value of ‘chess-ai-depth’.
-
-
-File: chess.info,  Node: Crafty,  Next: Fruit,  Prev: AI,  Up: Engines
-
-4.4 Crafty
-==========
-
-“Crafty” is a chess program written by Michael Byrne, UAB professor
-Dr. Robert Hyatt, Tracy Riegle, Peter Skinner and Ted Langreck.  It is
-directly derived from Cray Blitz, winner of the 1983 and 1986 World
-Computer Chess Championships.
-
-   If the ‘crafty’ program is installed and can be found in the program
-search path (‘exec-path’), the ‘chess-crafty’ engine module will
-automatically detect it.
-
-   If ‘crafty’ is installed in a non-standard location, variable
-‘chess-crafty-path’ can be set to point to its executable file.
-
-   If you have multiple engines installed you can explicitly select to
-play against Crafty by invoking ‘C-u M-x chess <RET> crafty <RET>’.
-
-
-File: chess.info,  Node: Fruit,  Next: Glaurung,  Prev: Crafty,  Up: Engines
-
-4.5 Fruit
-=========
-
-“Fruit” is a chess engine developed by Fabien Letouzey.  It was
-commercially available from September 2005 until July 2007.  Now it is
-freeware and you can download it for free from
-<http://www.fruitchess.com/>.  The development on Fruit by Fabien
-Letouzey has ceded and it is unlikely to continue.
-
-   Fruit was vice world computer chess champion 2005.
-
-   If the ‘fruit’ command is installed and can be found in the program
-search path (‘exec-path’), the ‘chess-fruit’ engine module will
-automatically detect it.
-
-   If Fruit is installed in a non-standard location, variable
-‘chess-fruit-path’ can be set to point to its executable file.
-
-   If you have multiple engines installed you can explicitly select to
-play against Fruit by invoking ‘C-u M-x chess <RET> fruit <RET>’.
-
-
-File: chess.info,  Node: Glaurung,  Next: GNU Chess,  Prev: Fruit,  Up: Engines
-
-4.6 Glaurung
-============
-
-“Glaurung” is another freely distributed strong computer chess engine.
-
-   If the ‘glaurung’ program is installed and can be found in the
-program search path (‘exec-path’), the ‘chess-glaurung’ engine module
-will automatically detect it.
-
-   If Glaurung is installed in a non-standard location, variable
-‘chess-glaurung-path’ can be set to point to its executable file.
-
-   If you have multiple engines installed you can explicitly select to
-play against Glaurung by invoking ‘C-u M-x chess <RET> glaurung <RET>’.
-
-
-File: chess.info,  Node: GNU Chess,  Next: Phalanx,  Prev: Glaurung,  Up: 
Engines
-
-4.7 GNU Chess
-=============
-
-“GNU Chess” (http://gnu.org/software/chess/) is free software, licensed
-under the terms of the GNU General Public License, and is maintained by
-collaborating developers.  As one of the earliest computer chess
-programs with full source code available, it’s one of the oldest for
-Unix-based systems and has since been ported to many other platforms.
-
-   If the ‘gnuchess’ program is installed and can be found in the
-program search path (‘exec-path’), the ‘chess-gnuchess’ engine module
-will automatically detect it.
-
-   If GNU Chess is installed in a non-standard location, variable
-‘chess-gnuchess-path’ can be set to point to its executable file.
-
-   If you have multiple engines installed you can explicitly select to
-play against GNU Chess by invoking ‘C-u M-x chess <RET> gnuchess <RET>’.
-
-
-File: chess.info,  Node: Phalanx,  Next: Sjeng,  Prev: GNU Chess,  Up: Engines
-
-4.8 Phalanx
-===========
-
-“Phalanx” is an old, popular chess engine, with an interesting history.
-
-   If the ‘phalanx’ program is installed and can be found in the program
-search path (‘exec-path’), the ‘chess-phalanx’ engine module will
-automatically detect it.
-
-   If Phalanx is installed in a non-standard location, variable
-‘chess-phalanx-path’ can be set to point to its executable file.
-
-   If you have multiple engines installed you can explicitly select to
-play against Phalanx by invoking ‘C-u M-x chess <RET> phalanx <RET>’.
-
-
-File: chess.info,  Node: Sjeng,  Next: Stockfish,  Prev: Phalanx,  Up: Engines
-
-4.9 Sjeng
-=========
-
-“Sjeng” (http://sjeng.org/) is a championship-winner automated chess
-engine developed by Gian-Carlo Pascutto from Belgium.  While its
-original version was free, recent developments are for sale.
-
-   If the ‘sjeng’ program is installed and can be found in the program
-search path (‘exec-path’), the ‘chess-sjeng’ engine module will
-automatically detect it.
-
-   If Sjeng is installed in a non-standard location, variable
-‘chess-sjeng-path’ can be set to point to its executable file.
-
-   If you have multiple engines installed you can explicitly select to
-play against Sjeng by invoking ‘C-u M-x chess <RET> sjeng <RET>’.
-
-
-File: chess.info,  Node: Stockfish,  Prev: Sjeng,  Up: Engines
-
-4.10 Stockfish
-==============
-
-“Stockfish” (http://www.stockfishchess.org/) is one of the strongest
-chess engines in the world, appearing near or at the top of most chess
-engine rating lists.  Stockfish is also free software, licensed under
-the terms of the GNU General Public License.
-
-   If the ‘stockfish’ program is installed and can be found in the
-program search path (‘exec-path’), the ‘chess-stockfish’ engine module
-will automatically detect it.
-
-   If Stockfish is installed in a non-standard location, variable
-‘chess-stockfish-path’ can be set to point to its executable file.
-
-   If you have multiple engines installed you can explicitly select to
-play against Stockfish by invoking ‘C-u M-x chess <RET> stockfish
-<RET>’.
-
-
-File: chess.info,  Node: Chess Session,  Next: Internet Chess Servers,  Prev: 
Engines,  Up: Top
-
-5 Chess Session
-***************
-
-A “chess session” assembles all modules mentioned in previous chapters
-into a working system to interact with.  A session typically consists of
-at least one display module, one engine module, and possibly a number of
-optional modules.  All these modules share a common game object which is
-used to keep track of the currently active game.
-
- -- Function: chess engine disable-popup engine-response-handler &rest
-          engine-ctor-args
-     Play a game against ENGINE.
-
-     This function constructs all the necessary modules required for a
-     chess session.  In particular, it will start ENGINE and create a
-     chess display as configured in ‘chess-default-display’.
-
-     This is the main entry-point for interactively launching a
-     chessboard display with associated engine.
-
-     If you want to launch a chess session as part of your own code, the
-     probably more expressive alias ‘chess-session’ might be interesting
-     to use.
-
-   You can have several active chess sessions.  In fact, some features
-later described in this manual make use of this, *note Internet Chess
-Servers::.
-
-   To interactively start a chess session, invoke ‘M-x chess <RET>’.
-This uses ‘chess-default-display’ to determine the chessboard display to
-use, and ‘chess-default-engine’ to determine an opponent.
-
-   If you want to play against a specific engine, provide a prefix
-argument as in ‘C-u M-x chess <RET>’, which will prompt for an engine
-module.  The module name has the common prefix ‘chess-’ stripped.  So
-you enter ‘gnuchess’ to indicate you’d like to play against the
-‘chess-gnuchess’ module.
-
-
-File: chess.info,  Node: Internet Chess Servers,  Next: GNU Free Documentation 
License,  Prev: Chess Session,  Up: Top
-
-6 Internet Chess Servers
-************************
-
-Based on the services provided above, there is also a special mode for
-communication with Internet Chess Servers.
-
-   On an Internet Chess Server you can seek to play against other human
-or computer players, observe other games being played or examined, play
-tournaments, chat with fellow chess players, participate in team games,
-or do various other interesting chess related things.
-
-   A default set of well known servers is defined in the following
-variable:
-
- -- Variable: chess-ics-server-list
-     A list of servers to connect to.  The format of each entry is:
-
-     (SERVER PORT [HANDLE] [PASSWORD-OR-FILENAME] [HELPER] [HELPER
-     ARGS...])
-
-   Internet Chess Servers based on FICS (Free Internet Chess Server)
-(http://www.freechess.org/) and ICC (Internet Chess Club)
-(http://www.chessclub.com/) are currently supported.
-
-* Menu:
-
-* Connecting to a server::
-* Chess ICS Mode::
-* Command History::
-* Seeking an opponent for a new game::
-* The sought game display::
-* Watching other games::
-
-
-File: chess.info,  Node: Connecting to a server,  Next: Chess ICS Mode,  Up: 
Internet Chess Servers
-
-6.1 Connecting to a server
-==========================
-
-To open a new connection to an Internet Chess Server, use:
-
- -- Function: chess-ics server port &optional handle
-          password-or-filename helper &rest helper-args
-     Connect to an Internet Chess Server.
-
-     If called interactively, you will be prompted to enter a server
-     (from ‘chess-ics-server-list’ and possibly identification
-     credentials.
-
-
-File: chess.info,  Node: Chess ICS Mode,  Next: Command History,  Prev: 
Connecting to a server,  Up: Internet Chess Servers
-
-6.2 Chess ICS Mode
-==================
-
-The major mode for ICS buffers is Chess ICS mode.  Many of its special
-commands are bound to the ‘C-c’ prefix.  Here is a list of ICS mode
-commands:
-
-‘<RET>’
-     Send the current line as input to the server (‘comint-send-input’).
-     Any prompt at the beginning of the line is omitted.  If point is at
-     the end of buffer, this is like submitting the command line in an
-     ordinary interactive shell.  However, you can also invoke <RET>
-     elsewhere in the ICS buffer to submit the current line as input.
-
-‘C-d’
-     Either delete a character or send EOF (End Of File)
-     (‘comint-delchar-or-maybe-eof’).  Typed at the end of the ICS
-     buffer, this sends EOF to the server and terminates the connection.
-     Typed at any other position in the buffer, this deletes the
-     character at point, as usual.
-
-‘C-c C-a’
-     Move to the beginning of the line, but after the prompt if any
-     (‘comint-bol-or-process-mark’).  If you repeat this command twice
-     in a row, the second time it moves back to the process mark, which
-     is the beginning of the input that you have not yet sent to the
-     server.  (Normally that is the same place—the end of the prompt on
-     this line—but after ‘C-c <SPC>’ the process mark may be in a
-     previous line.)
-
-‘C-c <SPC>’
-     Accumulate multiple lines of input, then send them together
-     (‘comint-accumulate’).  This command inserts a newline before
-     point, but does not send the preceding text as input to the
-     server—at least, not yet.  Both lines, the one before this newline
-     and the one after, will be sent together (along with the newline
-     that separates them), when you type <RET>.
-
-‘C-c C-u’
-     Kill all text pending at end of buffer to be sent as input
-     (‘comint-kill-input’).  If point is not at end of buffer, this only
-     kills the part of this text that precedes point.
-
-‘C-c C-w’
-     Kill a word before point (‘backward-kill-word’).
-
-‘C-c C-o’
-     Delete the last batch of output from an ICS server command
-     (‘comint-delete-output’).  This is useful if a server command spews
-     out lots of output that just gets in the way.
-
-‘C-c C-s’
-     Write the last batch of output from an ICS server command to a file
-     (‘comint-write-output’).  With a prefix argument, the file is
-     appended to instead.  Any prompt at the end of the output is not
-     written.
-
-‘C-c C-r’
-‘C-M-l’
-     Scroll to display the beginning of the last batch of output at the
-     top of the window; also move the cursor there
-     (‘comint-show-output’).
-
-‘C-c C-e’
-     Scroll to put the end of the buffer at the bottom of the window
-     (‘comint-show-maximum-output’).
-
-‘M-x comint-truncate-buffer’
-     This command truncates the ICS buffer to a certain maximum number
-     of lines, specified by the variable ‘comint-buffer-maximum-size’.
-     Here’s how to do this automatically each time you get output from
-     the server:
-
-          (add-hook 'comint-output-filter-functions
-                    'comint-truncate-buffer)
-
-   ICS mode is a derivative of Comint mode, a general-purpose mode for
-communicating with interactive subprocesses.  Most of the features of
-ICS mode actually come from Comint mode, as you can see from the command
-names listed above.
-
-
-File: chess.info,  Node: Command History,  Next: Seeking an opponent for a new 
game,  Prev: Chess ICS Mode,  Up: Internet Chess Servers
-
-6.3 ICS Command History
-=======================
-
-ICS buffers support two ways of repeating earlier commands.  You can use
-keys like those used for the minibuffer history; these work much as they
-do in the minibuffer, inserting text from prior commands while point
-remains always at the end of the buffer.  You can move through the
-buffer to previous inputs in their original place, then resubmit them or
-copy them to the end.
-
-* Menu:
-
-* ICS Command Ring::
-* ICS History Copying::
-
-
-File: chess.info,  Node: ICS Command Ring,  Next: ICS History Copying,  Up: 
Command History
-
-6.3.1 ICS Command History Ring
-------------------------------
-
-‘M-p’
-‘C-<UP>’
-     Fetch the next earlier old ICS command (‘comint-previous-input’).
-
-‘M-n’
-‘C-<DOWN>’
-     Fetch the next later old ICS command (‘comint-next-input’).
-
-‘M-r’
-     Begin an incremental regexp search of old ICS commands
-     (‘comint-history-isearch-backward-regexp’).
-
-‘C-c C-x’
-     Fetch the next subsequent command from the history
-     (‘comint-get-next-from-history’).
-
-‘C-c .’
-     Fetch one argument from an old ICS command
-     (‘comint-input-previous-argument’).
-
-‘C-c C-l’
-     Display the buffer’s history of ICS commands in another window
-     (‘comint-dynamic-list-input-ring’).
-
-   ICS buffers provide a history of previously entered commands.  To
-reuse commands from the history, use the editing commands ‘M-p’, ‘M-n’,
-‘M-r’ and ‘M-s’.  These work just like the minibuffer history commands
-(*note (emacs)Minibuffer History::), except that they operate within the
-ICS buffer rather than the minibuffer.
-
-   ‘M-p’ fetches an earlier ICS command to the end of the ICS buffer.
-Successive use of ‘M-p’ fetches successively earlier commands, each
-replacing any text that was already present as potential input.  ‘M-n’
-does likewise except that it finds successively more recent ICS commands
-from the buffer.  ‘C-<UP>’ works like ‘M-p’, and ‘C-<DOWN>’ like ‘M-n’.
-
-   The history search command ‘M-r’ begins an incremental regular
-expression search of previous ICS commands.  After typing ‘M-r’, start
-typing the desired string or regular expression; the last matching ICS
-command will be displayed in the current line.  Incremental search
-commands have their usual effects—for instance, ‘C-s’ and ‘C-r’ search
-forward and backward for the next match (*note (emacs)Incremental
-Search::).  When you find the desired input, type <RET> to terminate the
-search.  This puts the input in the command line.  Any partial input you
-were composing before navigating the history list is restored when you
-go to the beginning or end of the history ring.
-
-   Often it is useful to reexecute several successive ICS commands that
-were previously executed in sequence.  To do this, first find and
-reexecute the first command of the sequence.  Then type ‘C-c C-x’; that
-will fetch the following command—the one that follows the command you
-just repeated.  Then type <RET> to reexecute this command.  You can
-reexecute several successive commands by typing ‘C-c C-x <RET>’ over and
-over.
-
-   The command ‘C-c .’ (‘comint-input-previous-argument’) copies an
-individual argument from a previous command, like ‘<ESC> .’ in Bash.
-The simplest use copies the last argument from the previous ICS command.
-With a prefix argument N, it copies the Nth argument instead.  Repeating
-‘C-c .’ copies from an earlier ICS command instead, always using the
-same value of N (don’t give a prefix argument when you repeat the ‘C-c
-.’ command).
-
-   These commands get the text of previous ICS commands from a special
-history list, not from the ICS buffer itself.  Thus, editing the ICS
-buffer, or even killing large parts of it, does not affect the history
-that these commands access.
-
-
-File: chess.info,  Node: ICS History Copying,  Prev: ICS Command Ring,  Up: 
Command History
-
-6.3.2 ICS History Copying
--------------------------
-
-‘C-c C-p’
-     Move point to the previous prompt (‘comint-previous-prompt’).
-
-‘C-c C-n’
-     Move point to the following prompt (‘comint-next-prompt’).
-
-‘C-c <RET>’
-     Copy the input command at point, inserting the copy at the end of
-     the buffer (‘comint-copy-old-input’).  This is useful if you move
-     point back to a previous command.  After you copy the command, you
-     can submit the copy as input with <RET>.  If you wish, you can edit
-     the copy before resubmitting it.  If you use this command on an
-     output line, it copies that line to the end of the buffer.
-
-‘Mouse-2’
-     If ‘comint-use-prompt-regexp’ is ‘nil’ (the default), copy the old
-     input command that you click on, inserting the copy at the end of
-     the buffer (‘comint-insert-input’).  If ‘comint-use-prompt-regexp’
-     is non-‘nil’, or if the click is not over old input, just yank as
-     usual.
-
-   Moving to a previous input and then copying it with ‘C-c <RET>’ or
-‘Mouse-2’ produces the same results—the same buffer contents—that you
-would get by using ‘M-p’ enough times to fetch that previous input from
-the history list.  However, ‘C-c <RET>’ copies the text from the buffer,
-which can be different from what is in the history list if you edit the
-input text in the buffer after it has been sent.
-
-
-File: chess.info,  Node: Seeking an opponent for a new game,  Next: The sought 
game display,  Prev: Command History,  Up: Internet Chess Servers
-
-6.4 Seeking an opponent for a new game
-======================================
-
-After you connected to a server, one of the first things you will want
-to do is find an opponent for a new game.  You can use the ICS command
-‘seek’ to announce your availability for a chess game to interested
-people.
-
-   For example:
-
-     fics% seek 10 10 rated
-
-   This will announce your availability to play a rated game with 10
-minutes initial time-control for each player, and 10 seconds added for
-every move made.
-
-
-File: chess.info,  Node: The sought game display,  Next: Watching other games, 
 Prev: Seeking an opponent for a new game,  Up: Internet Chess Servers
-
-6.5 The sought game display
-===========================
-
-There is a special mode for displaying games sought by other users on an
-Internet Chess Server.  Provided you didn’t turn off seek advertisements
-manually (for instance by setting the seek variable to 0 (off) on the
-ICS server by issuing "set seek 0"), the first seek advertisement
-automatically pops up a new window which is in ‘chess-ics-ads-mode’, a
-derivative of ‘tabulated-list-mode’.
-
- -- Function: chess-ics-ads-mode
-     A mode for displaying ICS game seek advertisements.
-
-     This mode runs the hook ‘chess-ics-ads-mode-hook’, as the final
-     step during initialization.
-
-     key binding — ——-
-
-     ?         describe-mode RET       chess-ics-sought-accept <mouse-2>
-     chess-ics-sought-accept
-
-   In this buffer, use ‘mouse-2’ or ‘<RET>’ on a line to accept that
-particular game and play it.
-
-
-File: chess.info,  Node: Watching other games,  Prev: The sought game display, 
 Up: Internet Chess Servers
-
-6.6 Watching other games
-========================
-
-You can also watch other games currently being played on ICS.  Even
-services like ‘LectureBot’ from FICS can be used.
-
-     fics% observe lecturebot
-     You are now observing game 5.
-     Game 5: LectureBot (0) LectureBot (0) unrated untimed 0 0
-
-     LectureBot(TD)(----)[5] kibitzes: (Note: A passed pawn is a pawn that
-               does not have enemy pawns blocking the path either on the
-               same or adjacent files).
-     LectureBot(TD)(----)[5] kibitzes: Connected passed pawns are a pain to
-               have to deal with. They are usually a winning advantage if
-               they cannot be blockaded. The blockading piece has to give
-               up duties elsewhere. It's almost like being a piece up.
-     fics% unobserv lecturebot
-     Removing game 5 from observation list.
-     fics%
-
-   Once you start to observe a particular game or player, the current
-position will pop up in a chessboard display.  As you are an observer,
-you will not be able to enter new moves.  However, you should be able to
-navigate back and forth in the history of the game.
-
-   If a new move is made by any party in the game and you are currently
-displaying the last position in the game, the chessboard display will
-automatically update to reflect the new position and show the last move
-in the mode line.
-
-
-File: chess.info,  Node: GNU Free Documentation License,  Next: Concept Index, 
 Prev: Internet Chess Servers,  Up: Top
-
-Appendix A GNU Free Documentation License
-*****************************************
-
-                     Version 1.3, 3 November 2008
-
-     Copyright © 2000, 2001, 2002, 2007, 2008 Free Software Foundation, Inc.
-     <http://fsf.org/>
-
-     Everyone is permitted to copy and distribute verbatim copies
-     of this license document, but changing it is not allowed.
-
-  0. PREAMBLE
-
-     The purpose of this License is to make a manual, textbook, or other
-     functional and useful document “free” in the sense of freedom: to
-     assure everyone the effective freedom to copy and redistribute it,
-     with or without modifying it, either commercially or
-     noncommercially.  Secondarily, this License preserves for the
-     author and publisher a way to get credit for their work, while not
-     being considered responsible for modifications made by others.
-
-     This License is a kind of “copyleft”, which means that derivative
-     works of the document must themselves be free in the same sense.
-     It complements the GNU General Public License, which is a copyleft
-     license designed for free software.
-
-     We have designed this License in order to use it for manuals for
-     free software, because free software needs free documentation: a
-     free program should come with manuals providing the same freedoms
-     that the software does.  But this License is not limited to
-     software manuals; it can be used for any textual work, regardless
-     of subject matter or whether it is published as a printed book.  We
-     recommend this License principally for works whose purpose is
-     instruction or reference.
-
-  1. APPLICABILITY AND DEFINITIONS
-
-     This License applies to any manual or other work, in any medium,
-     that contains a notice placed by the copyright holder saying it can
-     be distributed under the terms of this License.  Such a notice
-     grants a world-wide, royalty-free license, unlimited in duration,
-     to use that work under the conditions stated herein.  The
-     “Document”, below, refers to any such manual or work.  Any member
-     of the public is a licensee, and is addressed as “you”.  You accept
-     the license if you copy, modify or distribute the work in a way
-     requiring permission under copyright law.
-
-     A “Modified Version” of the Document means any work containing the
-     Document or a portion of it, either copied verbatim, or with
-     modifications and/or translated into another language.
-
-     A “Secondary Section” is a named appendix or a front-matter section
-     of the Document that deals exclusively with the relationship of the
-     publishers or authors of the Document to the Document’s overall
-     subject (or to related matters) and contains nothing that could
-     fall directly within that overall subject.  (Thus, if the Document
-     is in part a textbook of mathematics, a Secondary Section may not
-     explain any mathematics.)  The relationship could be a matter of
-     historical connection with the subject or with related matters, or
-     of legal, commercial, philosophical, ethical or political position
-     regarding them.
-
-     The “Invariant Sections” are certain Secondary Sections whose
-     titles are designated, as being those of Invariant Sections, in the
-     notice that says that the Document is released under this License.
-     If a section does not fit the above definition of Secondary then it
-     is not allowed to be designated as Invariant.  The Document may
-     contain zero Invariant Sections.  If the Document does not identify
-     any Invariant Sections then there are none.
-
-     The “Cover Texts” are certain short passages of text that are
-     listed, as Front-Cover Texts or Back-Cover Texts, in the notice
-     that says that the Document is released under this License.  A
-     Front-Cover Text may be at most 5 words, and a Back-Cover Text may
-     be at most 25 words.
-
-     A “Transparent” copy of the Document means a machine-readable copy,
-     represented in a format whose specification is available to the
-     general public, that is suitable for revising the document
-     straightforwardly with generic text editors or (for images composed
-     of pixels) generic paint programs or (for drawings) some widely
-     available drawing editor, and that is suitable for input to text
-     formatters or for automatic translation to a variety of formats
-     suitable for input to text formatters.  A copy made in an otherwise
-     Transparent file format whose markup, or absence of markup, has
-     been arranged to thwart or discourage subsequent modification by
-     readers is not Transparent.  An image format is not Transparent if
-     used for any substantial amount of text.  A copy that is not
-     “Transparent” is called “Opaque”.
-
-     Examples of suitable formats for Transparent copies include plain
-     ASCII without markup, Texinfo input format, LaTeX input format,
-     SGML or XML using a publicly available DTD, and standard-conforming
-     simple HTML, PostScript or PDF designed for human modification.
-     Examples of transparent image formats include PNG, XCF and JPG.
-     Opaque formats include proprietary formats that can be read and
-     edited only by proprietary word processors, SGML or XML for which
-     the DTD and/or processing tools are not generally available, and
-     the machine-generated HTML, PostScript or PDF produced by some word
-     processors for output purposes only.
-
-     The “Title Page” means, for a printed book, the title page itself,
-     plus such following pages as are needed to hold, legibly, the
-     material this License requires to appear in the title page.  For
-     works in formats which do not have any title page as such, “Title
-     Page” means the text near the most prominent appearance of the
-     work’s title, preceding the beginning of the body of the text.
-
-     The “publisher” means any person or entity that distributes copies
-     of the Document to the public.
-
-     A section “Entitled XYZ” means a named subunit of the Document
-     whose title either is precisely XYZ or contains XYZ in parentheses
-     following text that translates XYZ in another language.  (Here XYZ
-     stands for a specific section name mentioned below, such as
-     “Acknowledgements”, “Dedications”, “Endorsements”, or “History”.)
-     To “Preserve the Title” of such a section when you modify the
-     Document means that it remains a section “Entitled XYZ” according
-     to this definition.
-
-     The Document may include Warranty Disclaimers next to the notice
-     which states that this License applies to the Document.  These
-     Warranty Disclaimers are considered to be included by reference in
-     this License, but only as regards disclaiming warranties: any other
-     implication that these Warranty Disclaimers may have is void and
-     has no effect on the meaning of this License.
-
-  2. VERBATIM COPYING
-
-     You may copy and distribute the Document in any medium, either
-     commercially or noncommercially, provided that this License, the
-     copyright notices, and the license notice saying this License
-     applies to the Document are reproduced in all copies, and that you
-     add no other conditions whatsoever to those of this License.  You
-     may not use technical measures to obstruct or control the reading
-     or further copying of the copies you make or distribute.  However,
-     you may accept compensation in exchange for copies.  If you
-     distribute a large enough number of copies you must also follow the
-     conditions in section 3.
-
-     You may also lend copies, under the same conditions stated above,
-     and you may publicly display copies.
-
-  3. COPYING IN QUANTITY
-
-     If you publish printed copies (or copies in media that commonly
-     have printed covers) of the Document, numbering more than 100, and
-     the Document’s license notice requires Cover Texts, you must
-     enclose the copies in covers that carry, clearly and legibly, all
-     these Cover Texts: Front-Cover Texts on the front cover, and
-     Back-Cover Texts on the back cover.  Both covers must also clearly
-     and legibly identify you as the publisher of these copies.  The
-     front cover must present the full title with all words of the title
-     equally prominent and visible.  You may add other material on the
-     covers in addition.  Copying with changes limited to the covers, as
-     long as they preserve the title of the Document and satisfy these
-     conditions, can be treated as verbatim copying in other respects.
-
-     If the required texts for either cover are too voluminous to fit
-     legibly, you should put the first ones listed (as many as fit
-     reasonably) on the actual cover, and continue the rest onto
-     adjacent pages.
-
-     If you publish or distribute Opaque copies of the Document
-     numbering more than 100, you must either include a machine-readable
-     Transparent copy along with each Opaque copy, or state in or with
-     each Opaque copy a computer-network location from which the general
-     network-using public has access to download using public-standard
-     network protocols a complete Transparent copy of the Document, free
-     of added material.  If you use the latter option, you must take
-     reasonably prudent steps, when you begin distribution of Opaque
-     copies in quantity, to ensure that this Transparent copy will
-     remain thus accessible at the stated location until at least one
-     year after the last time you distribute an Opaque copy (directly or
-     through your agents or retailers) of that edition to the public.
-
-     It is requested, but not required, that you contact the authors of
-     the Document well before redistributing any large number of copies,
-     to give them a chance to provide you with an updated version of the
-     Document.
-
-  4. MODIFICATIONS
-
-     You may copy and distribute a Modified Version of the Document
-     under the conditions of sections 2 and 3 above, provided that you
-     release the Modified Version under precisely this License, with the
-     Modified Version filling the role of the Document, thus licensing
-     distribution and modification of the Modified Version to whoever
-     possesses a copy of it.  In addition, you must do these things in
-     the Modified Version:
-
-       A. Use in the Title Page (and on the covers, if any) a title
-          distinct from that of the Document, and from those of previous
-          versions (which should, if there were any, be listed in the
-          History section of the Document).  You may use the same title
-          as a previous version if the original publisher of that
-          version gives permission.
-
-       B. List on the Title Page, as authors, one or more persons or
-          entities responsible for authorship of the modifications in
-          the Modified Version, together with at least five of the
-          principal authors of the Document (all of its principal
-          authors, if it has fewer than five), unless they release you
-          from this requirement.
-
-       C. State on the Title page the name of the publisher of the
-          Modified Version, as the publisher.
-
-       D. Preserve all the copyright notices of the Document.
-
-       E. Add an appropriate copyright notice for your modifications
-          adjacent to the other copyright notices.
-
-       F. Include, immediately after the copyright notices, a license
-          notice giving the public permission to use the Modified
-          Version under the terms of this License, in the form shown in
-          the Addendum below.
-
-       G. Preserve in that license notice the full lists of Invariant
-          Sections and required Cover Texts given in the Document’s
-          license notice.
-
-       H. Include an unaltered copy of this License.
-
-       I. Preserve the section Entitled “History”, Preserve its Title,
-          and add to it an item stating at least the title, year, new
-          authors, and publisher of the Modified Version as given on the
-          Title Page.  If there is no section Entitled “History” in the
-          Document, create one stating the title, year, authors, and
-          publisher of the Document as given on its Title Page, then add
-          an item describing the Modified Version as stated in the
-          previous sentence.
-
-       J. Preserve the network location, if any, given in the Document
-          for public access to a Transparent copy of the Document, and
-          likewise the network locations given in the Document for
-          previous versions it was based on.  These may be placed in the
-          “History” section.  You may omit a network location for a work
-          that was published at least four years before the Document
-          itself, or if the original publisher of the version it refers
-          to gives permission.
-
-       K. For any section Entitled “Acknowledgements” or “Dedications”,
-          Preserve the Title of the section, and preserve in the section
-          all the substance and tone of each of the contributor
-          acknowledgements and/or dedications given therein.
-
-       L. Preserve all the Invariant Sections of the Document, unaltered
-          in their text and in their titles.  Section numbers or the
-          equivalent are not considered part of the section titles.
-
-       M. Delete any section Entitled “Endorsements”.  Such a section
-          may not be included in the Modified Version.
-
-       N. Do not retitle any existing section to be Entitled
-          “Endorsements” or to conflict in title with any Invariant
-          Section.
-
-       O. Preserve any Warranty Disclaimers.
-
-     If the Modified Version includes new front-matter sections or
-     appendices that qualify as Secondary Sections and contain no
-     material copied from the Document, you may at your option designate
-     some or all of these sections as invariant.  To do this, add their
-     titles to the list of Invariant Sections in the Modified Version’s
-     license notice.  These titles must be distinct from any other
-     section titles.
-
-     You may add a section Entitled “Endorsements”, provided it contains
-     nothing but endorsements of your Modified Version by various
-     parties—for example, statements of peer review or that the text has
-     been approved by an organization as the authoritative definition of
-     a standard.
-
-     You may add a passage of up to five words as a Front-Cover Text,
-     and a passage of up to 25 words as a Back-Cover Text, to the end of
-     the list of Cover Texts in the Modified Version.  Only one passage
-     of Front-Cover Text and one of Back-Cover Text may be added by (or
-     through arrangements made by) any one entity.  If the Document
-     already includes a cover text for the same cover, previously added
-     by you or by arrangement made by the same entity you are acting on
-     behalf of, you may not add another; but you may replace the old
-     one, on explicit permission from the previous publisher that added
-     the old one.
-
-     The author(s) and publisher(s) of the Document do not by this
-     License give permission to use their names for publicity for or to
-     assert or imply endorsement of any Modified Version.
-
-  5. COMBINING DOCUMENTS
-
-     You may combine the Document with other documents released under
-     this License, under the terms defined in section 4 above for
-     modified versions, provided that you include in the combination all
-     of the Invariant Sections of all of the original documents,
-     unmodified, and list them all as Invariant Sections of your
-     combined work in its license notice, and that you preserve all
-     their Warranty Disclaimers.
-
-     The combined work need only contain one copy of this License, and
-     multiple identical Invariant Sections may be replaced with a single
-     copy.  If there are multiple Invariant Sections with the same name
-     but different contents, make the title of each such section unique
-     by adding at the end of it, in parentheses, the name of the
-     original author or publisher of that section if known, or else a
-     unique number.  Make the same adjustment to the section titles in
-     the list of Invariant Sections in the license notice of the
-     combined work.
-
-     In the combination, you must combine any sections Entitled
-     “History” in the various original documents, forming one section
-     Entitled “History”; likewise combine any sections Entitled
-     “Acknowledgements”, and any sections Entitled “Dedications”.  You
-     must delete all sections Entitled “Endorsements.”
-
-  6. COLLECTIONS OF DOCUMENTS
-
-     You may make a collection consisting of the Document and other
-     documents released under this License, and replace the individual
-     copies of this License in the various documents with a single copy
-     that is included in the collection, provided that you follow the
-     rules of this License for verbatim copying of each of the documents
-     in all other respects.
-
-     You may extract a single document from such a collection, and
-     distribute it individually under this License, provided you insert
-     a copy of this License into the extracted document, and follow this
-     License in all other respects regarding verbatim copying of that
-     document.
-
-  7. AGGREGATION WITH INDEPENDENT WORKS
-
-     A compilation of the Document or its derivatives with other
-     separate and independent documents or works, in or on a volume of a
-     storage or distribution medium, is called an “aggregate” if the
-     copyright resulting from the compilation is not used to limit the
-     legal rights of the compilation’s users beyond what the individual
-     works permit.  When the Document is included in an aggregate, this
-     License does not apply to the other works in the aggregate which
-     are not themselves derivative works of the Document.
-
-     If the Cover Text requirement of section 3 is applicable to these
-     copies of the Document, then if the Document is less than one half
-     of the entire aggregate, the Document’s Cover Texts may be placed
-     on covers that bracket the Document within the aggregate, or the
-     electronic equivalent of covers if the Document is in electronic
-     form.  Otherwise they must appear on printed covers that bracket
-     the whole aggregate.
-
-  8. TRANSLATION
-
-     Translation is considered a kind of modification, so you may
-     distribute translations of the Document under the terms of section
-     4.  Replacing Invariant Sections with translations requires special
-     permission from their copyright holders, but you may include
-     translations of some or all Invariant Sections in addition to the
-     original versions of these Invariant Sections.  You may include a
-     translation of this License, and all the license notices in the
-     Document, and any Warranty Disclaimers, provided that you also
-     include the original English version of this License and the
-     original versions of those notices and disclaimers.  In case of a
-     disagreement between the translation and the original version of
-     this License or a notice or disclaimer, the original version will
-     prevail.
-
-     If a section in the Document is Entitled “Acknowledgements”,
-     “Dedications”, or “History”, the requirement (section 4) to
-     Preserve its Title (section 1) will typically require changing the
-     actual title.
-
-  9. TERMINATION
-
-     You may not copy, modify, sublicense, or distribute the Document
-     except as expressly provided under this License.  Any attempt
-     otherwise to copy, modify, sublicense, or distribute it is void,
-     and will automatically terminate your rights under this License.
-
-     However, if you cease all violation of this License, then your
-     license from a particular copyright holder is reinstated (a)
-     provisionally, unless and until the copyright holder explicitly and
-     finally terminates your license, and (b) permanently, if the
-     copyright holder fails to notify you of the violation by some
-     reasonable means prior to 60 days after the cessation.
-
-     Moreover, your license from a particular copyright holder is
-     reinstated permanently if the copyright holder notifies you of the
-     violation by some reasonable means, this is the first time you have
-     received notice of violation of this License (for any work) from
-     that copyright holder, and you cure the violation prior to 30 days
-     after your receipt of the notice.
-
-     Termination of your rights under this section does not terminate
-     the licenses of parties who have received copies or rights from you
-     under this License.  If your rights have been terminated and not
-     permanently reinstated, receipt of a copy of some or all of the
-     same material does not give you any rights to use it.
-
-  10. FUTURE REVISIONS OF THIS LICENSE
-
-     The Free Software Foundation may publish new, revised versions of
-     the GNU Free Documentation License from time to time.  Such new
-     versions will be similar in spirit to the present version, but may
-     differ in detail to address new problems or concerns.  See
-     <http://www.gnu.org/copyleft/>.
-
-     Each version of the License is given a distinguishing version
-     number.  If the Document specifies that a particular numbered
-     version of this License “or any later version” applies to it, you
-     have the option of following the terms and conditions either of
-     that specified version or of any later version that has been
-     published (not as a draft) by the Free Software Foundation.  If the
-     Document does not specify a version number of this License, you may
-     choose any version ever published (not as a draft) by the Free
-     Software Foundation.  If the Document specifies that a proxy can
-     decide which future versions of this License can be used, that
-     proxy’s public statement of acceptance of a version permanently
-     authorizes you to choose that version for the Document.
-
-  11. RELICENSING
-
-     “Massive Multiauthor Collaboration Site” (or “MMC Site”) means any
-     World Wide Web server that publishes copyrightable works and also
-     provides prominent facilities for anybody to edit those works.  A
-     public wiki that anybody can edit is an example of such a server.
-     A “Massive Multiauthor Collaboration” (or “MMC”) contained in the
-     site means any set of copyrightable works thus published on the MMC
-     site.
-
-     “CC-BY-SA” means the Creative Commons Attribution-Share Alike 3.0
-     license published by Creative Commons Corporation, a not-for-profit
-     corporation with a principal place of business in San Francisco,
-     California, as well as future copyleft versions of that license
-     published by that same organization.
-
-     “Incorporate” means to publish or republish a Document, in whole or
-     in part, as part of another Document.
-
-     An MMC is “eligible for relicensing” if it is licensed under this
-     License, and if all works that were first published under this
-     License somewhere other than this MMC, and subsequently
-     incorporated in whole or in part into the MMC, (1) had no cover
-     texts or invariant sections, and (2) were thus incorporated prior
-     to November 1, 2008.
-
-     The operator of an MMC Site may republish an MMC contained in the
-     site under CC-BY-SA on the same site at any time before August 1,
-     2009, provided the MMC is eligible for relicensing.
-
-ADDENDUM: How to use this License for your documents
-====================================================
-
-To use this License in a document you have written, include a copy of
-the License in the document and put the following copyright and license
-notices just after the title page:
-
-       Copyright (C)  YEAR  YOUR NAME.
-       Permission is granted to copy, distribute and/or modify this document
-       under the terms of the GNU Free Documentation License, Version 1.3
-       or any later version published by the Free Software Foundation;
-       with no Invariant Sections, no Front-Cover Texts, and no Back-Cover
-       Texts.  A copy of the license is included in the section entitled ``GNU
-       Free Documentation License''.
-
-   If you have Invariant Sections, Front-Cover Texts and Back-Cover
-Texts, replace the “with...Texts.” line with this:
-
-         with the Invariant Sections being LIST THEIR TITLES, with
-         the Front-Cover Texts being LIST, and with the Back-Cover Texts
-         being LIST.
-
-   If you have Invariant Sections without Cover Texts, or some other
-combination of the three, merge those two alternatives to suit the
-situation.
-
-   If your document contains nontrivial examples of program code, we
-recommend releasing these examples in parallel under your choice of free
-software license, such as the GNU General Public License, to permit
-their use in free software.
-
-
-File: chess.info,  Node: Concept Index,  Next: Function and Variable Index,  
Prev: GNU Free Documentation License,  Up: Top
-
-Concept Index
-*************
-
-[index]
-* Menu:
-
-* acd opcode:                            Opcode "acd" analysis count depth.
-                                                               (line  6)
-* acn opcode:                            Opcode "acn" analysis count nodes.
-                                                               (line  6)
-* acs opcode:                            Opcode "acs" analysis count seconds.
-                                                               (line  6)
-* AI engine:                             AI.                   (line  6)
-* algebraic notation:                    Algebraic notation.   (line  6)
-* algebraic notation, entering moves with: Entering moves with algebraic 
notation.
-                                                               (line  6)
-* algebraic notation, searching moves:   Basic operations.     (line 15)
-* am opcode:                             Opcode "am" avoid move(s).
-                                                               (line  6)
-* annotations:                           Annotations.          (line  6)
-* ASCII diagram display:                 Plain ASCII diagram displays.
-                                                               (line  6)
-* bishop:                                Position coordinates. (line 50)
-* bm opcode:                             Opcode "bm" best move(s).
-                                                               (line  6)
-* chess display mode:                    Chess display mode.   (line  6)
-* Chess ICS mode:                        Chess ICS Mode.       (line  6)
-* chess opening books modules:           Chess Opening Books.  (line  6)
-* chess session:                         Chess Session.        (line  6)
-* chess-eco module:                      ECO Classification.   (line  6)
-* chess-file module:                     chess-file.           (line  6)
-* chess-images module:                   Graphical displays.   (line  6)
-* chess-none:                            The Null Engine.      (line  6)
-* chess-scid module:                     chess-scid.           (line  6)
-* chessboard display:                    Chessboard displays.  (line  6)
-* collection:                            Collections.          (line  6)
-* collection database:                   Opening Databases.    (line  6)
-* Comint mode:                           Chess ICS Mode.       (line 79)
-* command history:                       Command History.      (line  6)
-* command history ring:                  ICS Command Ring.     (line  6)
-* connecting to internet chess server:   Connecting to a server.
-                                                               (line  6)
-* coordinates:                           Position coordinates. (line  6)
-* copying command history:               ICS History Copying.  (line  6)
-* crafty:                                Crafty.               (line  6)
-* creating games:                        Creating games.       (line  6)
-* creating plies:                        Creating plies.       (line  6)
-* creating positions:                    Creating positions.   (line  6)
-* creating variations:                   Creating variations.  (line  6)
-* customize chess-images display:        Graphical displays.   (line 21)
-* customize chess-plain display:         Plain ASCII diagram displays.
-                                                               (line 51)
-* customize ics1 display:                ICS1 style ASCII displays.
-                                                               (line 32)
-* database modules:                      Database Modules.     (line  6)
-* database, modifying:                   Modifying Databases.  (line  6)
-* database, opening:                     Opening Databases.    (line  6)
-* display:                               Chessboard displays.  (line  6)
-* display manipulation functions:        Generic display manipulation 
functions.
-                                                               (line  6)
-* east:                                  Position coordinates. (line 38)
-* ECO classification:                    ECO Classification.   (line  6)
-* engines:                               Engines.              (line  6)
-* engines, common functions:             Common functions.     (line  6)
-* EPD notation:                          EPD notation.         (line  6)
-* EPD operations:                        Operations.           (line  6)
-* FEN notation:                          FEN notation.         (line  6)
-* figurine algebraic notation:           Algebraic notation.   (line 25)
-* fruit:                                 Fruit.                (line  6)
-* game:                                  Games.                (line  6)
-* game plies:                            Game plies.           (line  6)
-* game positions:                        Game positions.       (line  6)
-* game tags:                             Game tags.            (line  6)
-* game, creating:                        Creating games.       (line  6)
-* glaurung:                              Glaurung.             (line  6)
-* gnuchess:                              GNU Chess.            (line  6)
-* graphical display:                     Graphical displays.   (line  6)
-* history copying:                       ICS History Copying.  (line  6)
-* ICS1 display:                          ICS1 style ASCII displays.
-                                                               (line  6)
-* internet chess servers:                Internet Chess Servers.
-                                                               (line  6)
-* library:                               The chess.el library. (line  6)
-* long algebraic notation:               Algebraic notation.   (line 25)
-* mode, Comint:                          Chess ICS Mode.       (line 79)
-* mode, ICS:                             Chess ICS Mode.       (line  6)
-* modifying databases:                   Modifying Databases.  (line  6)
-* modules:                               Modules.              (line  6)
-* north:                                 Position coordinates. (line 34)
-* northeast:                             Position coordinates. (line 52)
-* northwest:                             Position coordinates. (line 64)
-* null engine:                           The Null Engine.      (line  6)
-* numeric notation:                      Algebraic notation.   (line 25)
-* opcodes:                               Operations.           (line  6)
-* opening database:                      Opening Databases.    (line  6)
-* PGN mode:                              PGN mode.             (line  6)
-* PGN notation:                          PGN notation.         (line  6)
-* phalanx:                               Phalanx.              (line  6)
-* ply:                                   Plies.                (line  6)
-* ply details:                           Ply details.          (line  6)
-* ply, creating:                         Creating plies.       (line  6)
-* polyglot opening book format:          Polyglot opening book format support.
-                                                               (line  6)
-* position:                              Positions.            (line  6)
-* position coordinates:                  Position coordinates. (line  6)
-* position, creating:                    Creating positions.   (line  6)
-* queen:                                 Position coordinates. (line 32)
-* queen <1>:                             Position coordinates. (line 50)
-* querying databases:                    Querying Databases.   (line  6)
-* rook:                                  Position coordinates. (line 32)
-* seek advertisements:                   The sought game display.
-                                                               (line  6)
-* seeking opponents:                     Seeking an opponent for a new game.
-                                                               (line  6)
-* short algebraic notation:              Algebraic notation.   (line 25)
-* sjeng:                                 Sjeng.                (line  6)
-* sought game display:                   The sought game display.
-                                                               (line  6)
-* south:                                 Position coordinates. (line 42)
-* southeast:                             Position coordinates. (line 56)
-* southwest:                             Position coordinates. (line 60)
-* standard algebraic notation:           Algebraic notation.   (line 25)
-* stockfish:                             Stockfish.            (line  6)
-* tags:                                  Game tags.            (line  6)
-* variation:                             Variations.           (line  6)
-* variation plies:                       Variation plies.      (line  6)
-* variation positions:                   Variation positions.  (line  6)
-* variation, creating:                   Creating variations.  (line  6)
-* variation, make a move:                Making a move in a variation.
-                                                               (line  6)
-* watching other games:                  Watching other games. (line  6)
-* west:                                  Position coordinates. (line 46)
-
-
-File: chess.info,  Node: Function and Variable Index,  Next: Key Index,  Prev: 
Concept Index,  Up: Top
-
-Function and Variable Index
-***************************
-
-[index]
-* Menu:
-
-* backward-kill-word:                    Chess ICS Mode.      (line  47)
-* chess:                                 Chess Session.       (line  12)
-* chess-ai-best-move:                    AI.                  (line  24)
-* chess-ai-depth:                        AI.                  (line  13)
-* chess-ai-quiescence-depth:             AI.                  (line  16)
-* chess-algebraic-regexp:                Algebraic notation.  (line  50)
-* chess-algebraic-to-ply:                Algebraic notation.  (line  14)
-* chess-coord-to-index:                  Position coordinates.
-                                                              (line  23)
-* chess-crafty-path:                     Crafty.              (line  15)
-* chess-database-filename:               Querying Databases.  (line   6)
-* chess-database-modules:                Opening Databases.   (line   6)
-* chess-database-open:                   Opening Databases.   (line  10)
-* chess-database-query:                  Querying Databases.  (line  12)
-* chess-database-read:                   Querying Databases.  (line   9)
-* chess-database-read-only-p:            Modifying Databases. (line   6)
-* chess-default-display:                 Chess Session.       (line  31)
-* chess-default-engine:                  Chess Session.       (line  31)
-* chess-default-modules:                 ECO Classification.  (line   6)
-* chess-direction-east:                  Position coordinates.
-                                                              (line  38)
-* chess-direction-north:                 Position coordinates.
-                                                              (line  34)
-* chess-direction-northeast:             Position coordinates.
-                                                              (line  52)
-* chess-direction-northwest:             Position coordinates.
-                                                              (line  64)
-* chess-direction-south:                 Position coordinates.
-                                                              (line  42)
-* chess-direction-southeast:             Position coordinates.
-                                                              (line  56)
-* chess-direction-southwest:             Position coordinates.
-                                                              (line  60)
-* chess-direction-west:                  Position coordinates.
-                                                              (line  46)
-* chess-display-active-p:                Generic display manipulation 
functions.
-                                                              (line  12)
-* chess-display-clear-board:             Generic display manipulation 
functions.
-                                                              (line  17)
-* chess-display-create:                  Generic display manipulation 
functions.
-                                                              (line   6)
-* chess-display-draw:                    Basic operations.    (line  36)
-* chess-display-highlight:               Generic display manipulation 
functions.
-                                                              (line  20)
-* chess-display-highlight-legal:         Chess display mode.  (line  15)
-* chess-display-invert:                  Generic display manipulation 
functions.
-                                                              (line  28)
-* chess-display-invert <1>:              Basic operations.    (line   8)
-* chess-display-kill-board:              Basic operations.    (line  43)
-* chess-display-move:                    Generic display manipulation 
functions.
-                                                              (line  31)
-* chess-display-move-backward:           Basic operations.    (line  12)
-* chess-display-move-first:              Basic operations.    (line  28)
-* chess-display-move-forward:            Basic operations.    (line  24)
-* chess-display-move-last:               Basic operations.    (line  32)
-* chess-display-perspective:             Generic display manipulation 
functions.
-                                                              (line  35)
-* chess-display-position:                Generic display manipulation 
functions.
-                                                              (line  38)
-* chess-display-quit:                    Generic display manipulation 
functions.
-                                                              (line  41)
-* chess-display-quit <1>:                Basic operations.    (line  58)
-* chess-display-resign:                  Basic operations.    (line  39)
-* chess-display-search-backward:         Basic operations.    (line  16)
-* chess-display-search-forward:          Basic operations.    (line  20)
-* chess-display-select-piece:            Selecting pieces with the keyboard.
-                                                              (line  12)
-* chess-display-select-piece <1>:        Selecting pieces with the mouse.
-                                                              (line  13)
-* chess-display-set-game:                Generic display manipulation 
functions.
-                                                              (line  44)
-* chess-display-set-perspective:         Generic display manipulation 
functions.
-                                                              (line  50)
-* chess-display-set-position:            Generic display manipulation 
functions.
-                                                              (line  53)
-* chess-display-set-variation:           Generic display manipulation 
functions.
-                                                              (line  57)
-* chess-display-update:                  Generic display manipulation 
functions.
-                                                              (line  65)
-* chess-display-yank-board:              Basic operations.    (line  50)
-* chess-engine-command:                  Common functions.    (line  18)
-* chess-engine-create:                   Common functions.    (line   6)
-* chess-engine-position:                 Common functions.    (line  15)
-* chess-engine-send:                     Common functions.    (line  21)
-* chess-engine-set-option:               Common functions.    (line  11)
-* chess-epd-read-file:                   EPD notation.        (line  29)
-* chess-epd-to-pos:                      EPD notation.        (line  20)
-* chess-fen-to-pos:                      FEN notation.        (line  32)
-* chess-fischer-random-position:         Creating positions.  (line  19)
-* chess-fruit-path:                      Fruit.               (line  18)
-* chess-game-add-hook:                   Games.               (line  17)
-* chess-game-add-ply:                    Games.               (line  20)
-* chess-game-create:                     Creating games.      (line   6)
-* chess-game-del-tag:                    Game tags.           (line  19)
-* chess-game-hooks:                      Games.               (line  23)
-* chess-game-index:                      Game positions.      (line   9)
-* chess-game-move:                       Making a move.       (line   6)
-* chess-game-plies:                      Games.               (line  26)
-* chess-game-ply:                        Game plies.          (line   6)
-* chess-game-pos:                        Game positions.      (line   6)
-* chess-game-remove-hook:                Games.               (line  29)
-* chess-game-run-hooks:                  Games.               (line  33)
-* chess-game-seq:                        Game positions.      (line  12)
-* chess-game-set-hooks:                  Games.               (line  36)
-* chess-game-set-plies:                  Games.               (line  39)
-* chess-game-set-tag:                    Game tags.           (line  16)
-* chess-game-set-tags:                   Game tags.           (line   9)
-* chess-game-side-to-move:               Game positions.      (line  15)
-* chess-game-tag:                        Game tags.           (line  13)
-* chess-game-tags:                       Game tags.           (line   6)
-* chess-game-to-pgn:                     PGN notation.        (line  10)
-* chess-glaurung-path:                   Glaurung.            (line  12)
-* chess-gnuchess-path:                   GNU Chess.           (line  16)
-* chess-ics:                             Connecting to a server.
-                                                              (line   8)
-* chess-ics-ads-mode:                    The sought game display.
-                                                              (line  13)
-* chess-ics-server-list:                 Internet Chess Servers.
-                                                              (line  17)
-* chess-ics1-separate-frame:             ICS1 style ASCII displays.
-                                                              (line  29)
-* chess-images-directory:                Graphical displays.  (line   9)
-* chess-images-separate-frame:           Graphical displays.  (line  18)
-* chess-index-file:                      Position coordinates.
-                                                              (line  14)
-* chess-index-rank:                      Position coordinates.
-                                                              (line  11)
-* chess-index-to-coord:                  Position coordinates.
-                                                              (line  26)
-* chess-input-shortcut:                  Entering moves with algebraic 
notation.
-                                                              (line  15)
-* chess-input-shortcut-delete:           Entering moves with algebraic 
notation.
-                                                              (line  27)
-* chess-legal-plies:                     Creating plies.      (line  16)
-* chess-next-index:                      Position coordinates.
-                                                              (line  68)
-* chess-pgn-insert-plies:                PGN notation.        (line  15)
-* chess-pgn-to-game:                     PGN notation.        (line   6)
-* chess-pgn-visualize:                   PGN mode.            (line   6)
-* chess-phalanx-path:                    Phalanx.             (line  12)
-* chess-plain-black-square-char:         Plain ASCII diagram displays.
-                                                              (line  31)
-* chess-plain-border-style:              Plain ASCII diagram displays.
-                                                              (line  26)
-* chess-plain-piece-chars:               Plain ASCII diagram displays.
-                                                              (line  37)
-* chess-plain-separate-frame:            Plain ASCII diagram displays.
-                                                              (line  23)
-* chess-plain-spacing:                   Plain ASCII diagram displays.
-                                                              (line  48)
-* chess-plain-upcase-indicates:          Plain ASCII diagram displays.
-                                                              (line  40)
-* chess-plain-white-square-char:         Plain ASCII diagram displays.
-                                                              (line  34)
-* chess-ply-changes:                     Ply details.         (line  12)
-* chess-ply-create:                      Creating plies.      (line   6)
-* chess-ply-final-p:                     The "next" position. (line   9)
-* chess-ply-keyword:                     Polyglot opening book format support.
-                                                              (line  27)
-* chess-ply-next-pos:                    The "next" position. (line   6)
-* chess-ply-pos:                         Ply details.         (line   6)
-* chess-ply-set-changes:                 Ply details.         (line  19)
-* chess-ply-set-pos:                     Ply details.         (line   9)
-* chess-ply-source:                      Ply details.         (line  23)
-* chess-ply-target:                      Ply details.         (line  26)
-* chess-ply-to-algebraic:                Algebraic notation.  (line  25)
-* chess-polyglot-book:                   Polyglot opening book format support.
-                                                              (line  15)
-* chess-polyglot-book-file:              Polyglot opening book format support.
-                                                              (line  12)
-* chess-polyglot-book-open:              Polyglot opening book format support.
-                                                              (line  22)
-* chess-polyglot-book-plies:             Polyglot opening book format support.
-                                                              (line  27)
-* chess-polyglot-book-ply:               Polyglot opening book format support.
-                                                              (line  34)
-* chess-polyglot-book-strength:          Polyglot opening book format support.
-                                                              (line  34)
-* chess-pos-add-annotation:              Annotations.         (line   9)
-* chess-pos-always-white:                Position details.    (line 102)
-* chess-pos-annotations:                 Annotations.         (line   6)
-* chess-pos-can-castle:                  Position details.    (line  53)
-* chess-pos-copy:                        Creating positions.  (line  11)
-* chess-pos-create:                      Creating positions.  (line   6)
-* chess-pos-en-passant:                  Position details.    (line  68)
-* chess-pos-move:                        Position details.    (line 107)
-* chess-pos-passed-pawns:                Position details.    (line  92)
-* chess-pos-piece:                       Position details.    (line   9)
-* chess-pos-piece-p:                     Position details.    (line  12)
-* chess-pos-search:                      Position details.    (line  22)
-* chess-pos-search*:                     Position details.    (line  27)
-* chess-pos-set-can-castle:              Position details.    (line  58)
-* chess-pos-set-en-passant:              Position details.    (line  72)
-* chess-pos-set-piece:                   Position details.    (line  17)
-* chess-pos-set-side-to-move:            Position details.    (line  89)
-* chess-pos-set-status:                  Position details.    (line  81)
-* chess-pos-side-to-move:                Position details.    (line  86)
-* chess-pos-status:                      Position details.    (line  76)
-* chess-pos-to-epd:                      EPD notation.        (line  25)
-* chess-pos-to-fen:                      FEN notation.        (line  35)
-* chess-rf-to-index:                     Position coordinates.
-                                                              (line  17)
-* chess-search-position:                 Position details.    (line  35)
-* chess-sjeng-path:                      Sjeng.               (line  14)
-* chess-starting-position:               Creating positions.  (line  16)
-* chess-starting-position <1>:           FEN notation.        (line  41)
-* chess-stockfish-path:                  Stockfish.           (line  15)
-* chess-var-add-ply:                     Making a move in a variation.
-                                                              (line  13)
-* chess-var-create:                      Creating variations. (line   6)
-* chess-var-index:                       Variation positions. (line   9)
-* chess-var-move:                        Making a move in a variation.
-                                                              (line   6)
-* chess-var-plies:                       Variation plies.     (line   9)
-* chess-var-ply:                         Variation plies.     (line   6)
-* chess-var-pos:                         Variation positions. (line   6)
-* chess-var-seq:                         Variation positions. (line  12)
-* chess-var-side-to-move:                Variation positions. (line  15)
-* chess-var-to-algebraic:                Variation plies.     (line  12)
-* comint-accumulate:                     Chess ICS Mode.      (line  34)
-* comint-bol-or-process-mark:            Chess ICS Mode.      (line  25)
-* comint-buffer-maximum-size:            Chess ICS Mode.      (line  71)
-* comint-copy-old-input:                 ICS History Copying. (line  12)
-* comint-delchar-or-maybe-eof:           Chess ICS Mode.      (line  18)
-* comint-delete-output:                  Chess ICS Mode.      (line  50)
-* comint-dynamic-list-input-ring:        ICS Command Ring.    (line  27)
-* comint-get-next-from-history:          ICS Command Ring.    (line  19)
-* comint-history-isearch-backward-regexp: ICS Command Ring.   (line  14)
-* comint-input-previous-argument:        ICS Command Ring.    (line  23)
-* comint-kill-input:                     Chess ICS Mode.      (line  42)
-* comint-next-input:                     ICS Command Ring.    (line  10)
-* comint-next-prompt:                    ICS History Copying. (line   9)
-* comint-previous-input:                 ICS Command Ring.    (line   6)
-* comint-previous-prompt:                ICS History Copying. (line   6)
-* comint-send-input:                     Chess ICS Mode.      (line  11)
-* comint-show-maximum-output:            Chess ICS Mode.      (line  67)
-* comint-show-output:                    Chess ICS Mode.      (line  62)
-* comint-truncate-buffer:                Chess ICS Mode.      (line  71)
-* comint-write-output:                   Chess ICS Mode.      (line  55)
-
-
-File: chess.info,  Node: Key Index,  Prev: Function and Variable Index,  Up: 
Top
-
-Key Index
-*********
-
-[index]
-* Menu:
-
-* ,:                                     Basic operations.     (line 11)
-* .:                                     Basic operations.     (line 23)
-* 1:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* 2:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* 3:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* 4:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* 5:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* 6:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* 7:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* 8:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* <:                                     Basic operations.     (line 27)
-* =:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* >:                                     Basic operations.     (line 31)
-* a:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* b:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* B:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* backspace:                             Entering moves with algebraic 
notation.
-                                                               (line 26)
-* c:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* C-c .:                                 ICS Command Ring.     (line 23)
-* C-c C-a:                               Chess ICS Mode.       (line 25)
-* C-c C-d:                               Basic operations.     (line 35)
-* C-c C-e:                               Chess ICS Mode.       (line 67)
-* C-c C-l:                               ICS Command Ring.     (line 27)
-* C-c C-n:                               ICS History Copying.  (line  9)
-* C-c C-o:                               Chess ICS Mode.       (line 50)
-* C-c C-p:                               ICS History Copying.  (line  6)
-* C-c C-r:                               Basic operations.     (line 38)
-* C-c C-r <1>:                           Chess ICS Mode.       (line 62)
-* C-c C-s:                               Chess ICS Mode.       (line 55)
-* C-c C-u:                               Chess ICS Mode.       (line 42)
-* C-c C-w:                               Chess ICS Mode.       (line 47)
-* C-c C-x:                               ICS Command Ring.     (line 19)
-* C-c RET:                               ICS History Copying.  (line 12)
-* C-c SPC:                               Chess ICS Mode.       (line 34)
-* C-d:                                   Chess ICS Mode.       (line 18)
-* C-i:                                   Basic operations.     (line  6)
-* C-M-l:                                 Chess ICS Mode.       (line 62)
-* C-r:                                   Basic operations.     (line 15)
-* C-s:                                   Basic operations.     (line 19)
-* C-u M-w:                               Basic operations.     (line 41)
-* C-u M-x chess RET:                     Chess Session.        (line 35)
-* C-u M-x chess RET ai RET:              AI.                   (line 10)
-* C-u M-x chess RET crafty RET:          Crafty.               (line 18)
-* C-u M-x chess RET fruit RET:           Fruit.                (line 21)
-* C-u M-x chess RET glaurung RET:        Glaurung.             (line 15)
-* C-u M-x chess RET gnuchess RET:        GNU Chess.            (line 19)
-* C-u M-x chess RET none RET:            The Null Engine.      (line 13)
-* C-u M-x chess RET phalanx RET:         Phalanx.              (line 15)
-* C-u M-x chess RET sjeng RET:           Sjeng.                (line 17)
-* C-u M-x chess RET stockfish RET:       Stockfish.            (line 18)
-* C-y:                                   Basic operations.     (line 49)
-* d:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* down-mouse-1:                          Selecting pieces with the mouse.
-                                                               (line  9)
-* down-mouse-2:                          Selecting pieces with the mouse.
-                                                               (line  9)
-* drag-mouse-1:                          Selecting pieces with the mouse.
-                                                               (line  9)
-* drag-mouse-2:                          Selecting pieces with the mouse.
-                                                               (line  9)
-* e:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* f:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* g:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* h:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* K:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* M-n:                                   ICS Command Ring.     (line 10)
-* M-p:                                   ICS Command Ring.     (line  6)
-* M-r:                                   ICS Command Ring.     (line 14)
-* M-w:                                   Basic operations.     (line 41)
-* M-x chess RET:                         Chess Session.        (line 31)
-* M-x customize-group RET chess-ics1 RET: ICS1 style ASCII displays.
-                                                               (line 32)
-* M-x customize-group RET chess-images RET: Graphical displays.
-                                                               (line 21)
-* M-x customize-group RET chess-plain RET: Plain ASCII diagram displays.
-                                                               (line 51)
-* N:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* Q:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* R:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-* RET:                                   Selecting pieces with the keyboard.
-                                                               (line 11)
-* RET <1>:                               Chess ICS Mode.       (line 11)
-* RET <2>:                               The sought game display.
-                                                               (line 24)
-* TAB:                                   Basic operations.     (line  6)
-* X:                                     Basic operations.     (line 57)
-* x:                                     Entering moves with algebraic 
notation.
-                                                               (line  6)
-
-
-
-Tag Table:
-Node: Top1474
-Node: The chess.el library2563
-Node: Positions3072
-Node: Creating positions4069
-Node: Position coordinates4828
-Node: Position details7423
-Node: Annotations12485
-Node: FEN notation12827
-Node: EPD notation14679
-Node: Operations16195
-Node: Opcode "acd" analysis count depth17157
-Node: Opcode "acn" analysis count nodes17542
-Node: Opcode "acs" analysis count seconds18076
-Node: Opcode "am" avoid move(s)18605
-Node: Opcode "bm" best move(s)19054
-Node: Plies19457
-Node: Creating plies20616
-Node: Ply details22341
-Node: The "next" position23486
-Node: Algebraic notation23854
-Node: Variations25712
-Node: Creating variations26819
-Node: Variation positions27109
-Node: Variation plies27765
-Node: Making a move in a variation28252
-Node: Games28841
-Node: Creating games30457
-Node: Game tags30836
-Node: Game positions31462
-Node: Game plies32136
-Node: Making a move32411
-Node: PGN notation32848
-Node: PGN mode33600
-Node: Collections33840
-Node: Opening Databases34629
-Node: Querying Databases35104
-Node: Modifying Databases35778
-Node: Finalizing Databases36056
-Node: Database Modules36231
-Node: chess-file36489
-Node: chess-scid37114
-Node: Chess Opening Books37359
-Node: ECO Classification37678
-Node: Polyglot opening book format support38094
-Node: Modules39988
-Node: Chessboard displays46785
-Node: Generic display manipulation functions47419
-Node: Chess display mode50231
-Node: Basic operations51173
-Node: Selecting pieces with the keyboard52975
-Node: Selecting pieces with the mouse53567
-Node: Entering moves with algebraic notation54132
-Node: Plain ASCII diagram displays55152
-Node: ICS1 style ASCII displays57051
-Node: Graphical displays58420
-Node: Engines59282
-Node: Common functions59806
-Node: The Null Engine60857
-Node: AI61400
-Node: Crafty62378
-Node: Fruit63174
-Node: Glaurung64079
-Node: GNU Chess64728
-Node: Phalanx65662
-Node: Sjeng66303
-Node: Stockfish67051
-Node: Chess Session67877
-Node: Internet Chess Servers69650
-Node: Connecting to a server70824
-Node: Chess ICS Mode71349
-Node: Command History74874
-Node: ICS Command Ring75495
-Node: ICS History Copying78878
-Node: Seeking an opponent for a new game80396
-Node: The sought game display81050
-Node: Watching other games82086
-Node: GNU Free Documentation License83569
-Node: Concept Index108936
-Node: Function and Variable Index118294
-Node: Key Index135915
-
-End Tag Table
-
-
-Local Variables:
-coding: utf-8
-End:



reply via email to

[Prev in Thread] Current Thread [Next in Thread]