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<!DOCTYPE HTML>
<html>
<head>
    <title>pgn-extract: a Portable Game Notation (PGN) manipulator</title>
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<h1><a href="https://www.cs.kent.ac.uk/~djb/pgn-extract">pgn-extract</a>:<br />
A Portable Game Notation (PGN) Manipulator for Chess Games<br />
Version 19-04 by
<a href="https://www.cs.kent.ac.uk/~djb/">David J. Barnes</a></h1>
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<h2>Overview</h2>
<p>This page documents the free, open-source program 
    <a href="https://www.cs.kent.ac.uk/~djb/pgn-extract">pgn-extract</a>, 
    which is a <em>command-line</em> program for searching, manipulating and formatting
chess games recorded in the Portable Game Notation (PGN) or something close. It
is capable of handling files containing millions of games.
It also recognises Chess960 encodings.
<p>There are several ways to specify the criteria on
which to extract; for instance: textual move sequences, the position reached after a
sequence of moves, information in the tag fields, and material balance
in the ending.
Full ANSI C source and a 32-bit Windows binary for the program are available
under the terms of the <a href="#license">GNU General Public License</a>.
The program includes a semantic analyser which will
report errors in game scores and it is also able to detect duplicate
games found in one or more of its input files.

<p>The range of input move formats accepted is fairly wide and includes
recognition of lower-case piece letters for English and upper-case
piece letters for Dutch and German.
The default output is in English Standard
Algebraic Notation (SAN), although there is some support for output
in different notations.

<p>Extracted games may be written out either including or excluding
comments, NAGs, and variations. Games may be given ECO classifications
derived from the accompanying file eco.pgn, or a customised version
provided by the user.

<p>Plus, lots of other useful features that have gradually found their
way into what was once a relatively simple program!

<h2>Getting-started video for Windows users</h2>
<p>For Windows users who are really only interested in getting
the binary working, there is <a href="https://www.cs.kent.ac.uk/~djb/pgn-extract/intro.mp4">a short introductory video</a>.

<h2>Index</h2>
<ul>
    <li><a href="#flag-summary">Flag/Command-line argument summary</a>
    <li><a href="#usage">Usage and flags/command-line arguments</a>
    <li><a href="#input">Game input format</a>
    <li><a href="#-W">Output format and language (-W)</a>
    <li>Files:
	<ul>
	<li><a href="#output">Output files (-o, --output, -a, --append)</a>
	<li><a href="#separate-output">Separate output files (-#, -E)</a>
	<li><a href="#-l">Log files (-l, -L)</a>
	<li><a href="#-f">File of PGN files (-f)</a>
	<li><a href="#-A">Storing argument descriptions in a file (-A)</a>
	</ul>
    <li><a href="#-r">Check for errors (-r)</a>
    <li>Match criteria:
	<ul>
	<li><a href="#variations">Variation criteria</a>:
	    <ul>
		<li><a href="#-x">Positional variations (-x)</a>
		<li><a href="#-v">Textual variations (-v)</a>
		<li><a href="#-P">Textual variation permutations (-P)</a>
                <li><a href="#fen-t">FEN positional matches with -t</a>
                <li><a href="#-H">polyglot hashcode matches (-H)</a>
                <li><a href="#matchplylimit">Limit the ply depth to which matches are sought</a>
	    </ul>
	<li><a href="#-t">Tag criteria</a>
	    <ul>
	    <li><a href="#date-t">Date and Elo matches with -t</a>
	    <li><a href="#-T">Tag criteria on the command Line (-T)</a>
	    <li><a href="#date-T">Date matches with -T</a>
            <li><a href="setup-tags">Matching only games with or without SetUp tags</a>
	    </ul>
	<li><a href="#move-bounds">Setting bounds on the number of moves or ply in a game (-b and -p)</a>
	<li><a href="#-M">Matching only games that end in checkmate
	    (-M or --checkmate)</a>
        <li><a href="#fifty">Matching only games that include fifty moves with no capture or pawn move (--fifty)</a>
	<li><a href="#repetition">Matching only games that include 3-fold repetition
	    (--repetition)</a>
	<li><a href="#stalemate">Matching only games that end in stalemate
	    (--stalemate)</a>
	<li><a href="#underpromotion">Match only games that contain an
	underpromotion (--underpromotion)</a>
	<li><a href="#-S">Soundex matching (-S)</a>
	<li><a href="#-z">Material matches (-y, -z and --addmatchtag)</a>
	</ul>
    <li>Duplicate detection:
    <ul>
	<li><a href="#duplicates">Duplicate games (-d, --duplicates and -D or --noduplicates, plus -Z)</a>
	<li><a href="#fuzzydepth">Positional duplicates match
	(--fuzzydepth)</a>
	<li><a href="#-U">Suppression of unique games (-U or --nounique)</a>
	<li><a href="#-c">Check files for duplicates (-c, --checkfile)</a>
    </ul>
    <li>Suppressing elements in the output:
      <ul>
	<li><a href="#suppress">Suppress annotations in the output (-C -N -V)</a>
        <li><a href="#dropbefore">Drop opening ply before a matching comment string (--dropbefore)</a>
        <li><a href="#dropply">Drop the first N ply from the beginning of the game (--dropply)</a>
	<li><a href="#nomovenumbers">Suppressing move numbers (--nomovenumbers)</a>
	<li><a href="#noresults">Suppressing results (--noresults)</a>
	<li><a href="#notags">Suppressing tags (--notags)</a>
	<li><a href="#plycount">Output a PlyCount tag (--plycount)</a>
	<li><a href="#plylimit">Limiting the number of plies output (--plylimit)</a>
	<li><a href="#quiescent">Position quiescence length (--quiescent)</a>
	<li><a href="#skipmatching">Suppress matching games from the output (--skipmatching)</a>
        <li><a href="#nofauxep">Don't output ep squares in FEN when the capture is not possible</a>
      </ul>
    <li>Tags:
      <ul>
	<li><a href="#-e">ECO classification (-e)</a>
	<li><a href="#-7">The Seven Tag Roster (-7 or --seven)</a>
	<li><a href="#-R">User-defined tag roster ordering (-R)</a>
	<li><a href="#addhashcode">Add a tag containing a hashcode for the game (--addhashcode)</a>
	<li><a href="#fixresulttags">Correct Result tags that conflict with the game outcome (checkmate or stalemate) (--fixresulttags)</a>
	<li><a href="#totalplycount">Add a tag containing the total ply count (--totalplycount)</a>
      </ul>
    <li>Adding annotations to games:
      <ul>
	<li><a href="#addhashcode">Add a tag containing a hashcode for the game (--addhashcode)</a>
	<li><a href="#evaluation">Include a position evaluation after each move
		    (--evaluation)</a>
	<li><a href="#-F">Output the Forsyth-Edwards Notation (FEN) description of the final position (-F)</a>
	<li><a href="#fencomments">Include a FEN comment after each move
		    (--fencomments)</a>
	<li><a href="#hashcomments">Include a polyglot hashcode comment after each move
		    (--hashcomments)</a>
	<li><a href="#markmatches">Add a game comment for positional
	and material matches (--markmatches)</a>
      </ul>
    <li>Other output features:
    <ul>
        <li><a href="#-n">Outputting games not matched (-n)</a>
        <li><a href="#allownullmoves">Retain games with NULL moves in the main line (--allownullmoves)</a>
        <li><a href="#nobadresults">Suppressing games with inconsistent results (--nobadresults)</a>
        <li><a href="#selectonly">Outputting only a selection of matched game (--selectonly)</a>
        <li><a href="#splitvariants">Output each variation as a separate game
                (--splitvariants)</a>
        <li><a href="#stopafter">Stop after matching a certain number of games (--stopafter)</a>
        <li><a href="#-w">Output line length (-w or --linelength)</a>
        <li><a href="#commentlines">Output each comment on separate lines from moves (--commentlines)</a>
    </ul>
    <li><a href="#keepbroken">Retain games with errors in them (--keepbroken)</a>
    <li><a href="#nestedcomments">allow nested comments (--nestedcomments)</a>

    <li>Documentation:
      <ul>
	<li><a href="#mailing">Contacting the author</a>
	<li><a href="#limitations">Limitations</a>
	<li><a href="#files">The files</a>
	<li><a href="#portability">Portability</a>
	<li><a href="#acknowledgements">Acknowledgements</a>
	<li><a href="#license">License</a>
	<li><a href="#history">A history of changes to the original release</a>
      </ul>
</ul>

<h2 id="flag-summary">Flag/Command-line argument summary</h2>
<p>There follows a brief summary of the different flags taken by pgn-extract, such
as is produced by the -h flag.
However, you are strongly advised to read the remainder
of this file before attempting to use pgn-extract in earnest.
<ul>
      <li>-7 - output only the seven tag roster for each game. Other tags (apart
            from FEN and possibly ECO/Opening/Variation) are discarded
	    (See <a href="#-e">-e</a>).
      <li>-aoutputfile - the file to which extracted games are to be appended.
            See <a href="#output">-o</a> flag for overwriting an existing file.
      <li>-Aargsfile - read the program's arguments from argsfile.
      <li>-b[elu]num - restricted bounds on the number of moves in a game.
          <ul>
               <li>lnum set a lower bound of 'num' moves,
               <li>unum set an upper bound of 'num' moves,
               <li>otherwise num (or enum) means equal-to 'num' moves.
          </ul>
      <li>-cfile[.pgn] - Use file as a list of check files for duplicates.
      <li>-C - don't include comments in the output. Ordinarily these are retained.
      <li>-dduplicatefile - the file to which duplicate extracted games are
            to be written.
      <li>-D - don't output duplicate extracted game scores.
      <li>-eECO_file - perform ECO classification of games. The optional
            ECO_file should contain a PGN format list of ECO lines
            Default is to use eco.pgn from the current directory.
      <li>-E[123 etc.] - split output into separate files according to ECO.
        <ul>
            <li>E1 : Produce files from ECO letter, A.pgn, B.pgn, ...
            <li>E2 : Produce files from ECO letter and first digit, A0.pgn, ...
            <li>E3 : Produce files from full ECO code, A00.pgn, A01.pgn, ...
            <li>Further digits may be used to produce non-standard further
            refined division of games.
        </ul>
        All files are opened in append mode.
      <li>-ffile_list  - file_list contains the list of PGN files to be
            searched - one per line (see <a href="#-f">-f</a>).
      <li>-F[text] - output a FEN string comment after the final (or other selected) move.
      <li>-h - print a list of command-line options.
      <li>-Hhash -- match games in which the given Zobrist polyglot hash value occurs.
      <li>-? - same as --help.
      <li>-llogfile  - Create a new logfile for the diagnostics rather than
                    using stderr (see <a href="#-l">-l</a>).
      <li>-Llogfile  - Append all diagnostics to logfile (see <a href="#-l">-l</a>).
      <li>-M - Match only games which end in checkmate.
      <li>-noutputfile - Write all valid games not otherwise output to outputfile.
      <li>-N - don't include NAGs in the output. Ordinarily these are retained.
      <li>-ooutputfile - the file to which extracted games are to be written.
            Any existing contents of the file are lost (see <a href="#output">-a</a> flag).
      <li>-p[elu]num - restricted bounds on the number of ply in a game.
          <ul>
               <li>lnum set a lower bound of 'num' ply,
               <li>unum set an upper bound of 'num' ply,
               <li>otherwise num (or enum) means equal-to 'num' ply.
          </ul>
      <li>-P - don't match permutations of the textual variations (<a href="#-v">-v</a>).
      <li>-r - report any errors but don't extract (<a href="#-r">-r</a>).
      <li>-Rtagorder - Use the tag ordering specified in the file tagorder.
      <li>-s - silent mode don't report each game as it is extracted. (See --quiet).
      <li>-S - Use a simple soundex algorithm for tag matches. If used, this
            option must precede the -t or -T options.
      <li>-ttagfile - file of player, date, result, or FEN extraction criteria.
      <li>-Tcriterion - player, date, eco code, hashcode, FEN position, annotator or result, extraction criteria.
      <li>-U - don't output games that only occur once. (Use with -d to
            identify duplicates in multiple files.)
      <li>-vvariations - the file variations contains the textual lines of interest.
      <li>-V - don't include variations in the output. Ordinarily these are retained.
      <li>-wwidth - set width as an approximate line width for output.
      <li>-W - don't rewrite the moves into Standard Algebraic Notation.
      <li>-W[cm|epd|halg|lalg|elalg|xlalg|xolalg|san|uci] - specify the output format to use.
        <ul>
             <li>Default (i.e., without this flag) is SAN.
             <li>-W (without anything following) selects the input format.
             I don't know if the output produced is still valid.
	     <li>-Wepd is EPD format.
             <li>-Whalg is hyphenated long algebraic.
             <li>-Wlalg is long algebraic
             <li>-Welalg[PNBRQK] is enhanced long algebraic. Use the characters
	     PNBRQK for language specific output, e.g: -WelalgBSLTDK for German.
	     <li>-Wxlalg[PNBRQK] is enhanced long algebraic with hyphens for non-capture moves and x's for capture moves.
	     Use the characters PNBRQK for language specific output, e.g: -WxlalgBSLTDK for German.
	     <li>-Wxolalg[PNBRQK] is -Wxlalg but with O-O and O-O-O for castling.
             <li>-Wsan[PNBRQK] Use the characters PNBRQK for language
             specific output, e.g: -WsanBSLTDK for German.
	     <li>-Wuci is output compatible with the UCI protocol.
             <li>-Wcm is a legacy option that output ChessMaster format.
        </ul>
      <li>-xvariations - the file variations contains the lines resulting in
             positions of interest.
      <li>-yendings - the file endings contains the end positions of interest.
      <li>-zendings - the file endings contains the end positions of interest.
      <li>-Z - use the file virtual.tmp as an external hash table for duplicates.
            Use when MallocOrDie messages occur with big datasets.
      <li>-#num[,num] - output num games per file, to files named 1.pgn, 2.pgn, etc.
      <li>--addhashcode - output a HashCode tag.
      <li>--addlabeltag - output a MatchLabel tag with FENPattern (see <a href="#FENPattern-t">-t</a>.
      <li>--addmatchtag - output a MaterialMatch tag (see <a href="#-z">-z</a>)..
      <li>--allownullmoves - allow NULL moves in the main line.
      <li>--append - append matched games to an existing output file
            (see <a href="#output">-a</a>).
      <li>--checkfile - Use file as a list of check files for duplicates
	    (see <a href="#-c">-c</a>).
      <li>--checkmate - only output games that end in checkmate.
      <li>--commentlines - output each comment on a separate line.
      <li>--dropbefore str - drop the opening ply before the matching comment string.
      <li>--dropply N - drop the given number of ply from the beginning of the game.
      <li>--duplicates - file to write duplicate games to
            (see <a href="#duplicates">-a</a>).
      <li>--evaluation - include a position evaluation after each move.
      <li>--fencomments - include a position evaluation after each move.
      <li>--fifty - only output games that include fifty moves with no capture or pawn move.
      <li>--fixresulttags - correct Result tags that conflict with the game outcome (checkmate or stalemate).
      <li>--fuzzydepth plies - positional duplicates match.
      <li>--hashcomments - output a polyglot hashcode comment after each move.
      <li>--help - see <a href="#-h">-h</a>
      <li>--keepbroken - retain games with errors.
      <li>--linelength - see <a href="#-w">-w</a>
      <li>--markmatches comment - mark positional and material matches with
      the given comment.
      <li>--matchplylimit - maximum ply depth to search for positional matches,
      see <a href="#fen-t">-t</a>, <a href="-x">-x</a>
      <li>--nobadresults - reject games with inconsistent result indications.
      <li>--nochecks - don't output + and # after moves.
      <li>--nocomments - see <a href="#-C">-C</a>
      <li>--noduplicates - see <a href="#duplicates">-D</a>
      <li>--nofauxep - don't output ep squares in FEN when the capture is not possible.
      <li>--nomovenumbers - don't output move numbers.
      <li>--nonags - see <a href="#-N">-N</a>
      <li>--noresults - don't output results.
      <li>--nosetuptags - don't match games with a SetUp tag.
      <li>--notags - don't output any tags.
      <li>--nounique - see <a href="#-U">-U</a>
      <li>--onlysetuptags - only match games with a SetUp tag.
      <li>--output - write matched games to an output file
            (see <a href="#output">-a</a>).
      <li>--plycount - output a PlyCount tag.
      <li>--plylimit N - limit the number of plies output (default no limit).
      <li>--quiescent N - position quiescence length (default 0)",
      <li>--quiet - No process status output (see, also, -s).
      <li>--repetition - only output games that include 3-fold repetition.
      <li>--selectonly range[,range ...] - only output the selected matched game(s)
      <li>--seven - see <a href="#-7">-7</a>
      <li>--skipmatching range[,range ...] - don't output the selected matched game(s)
      <li>--splitvariants [depth] - output each variation (to the given depth) as a separate game.
      <li>--stalemate - only output games that end in stalemate.
      <li>--stopafter N - stop after matching N games (N &gt; 0)
      <li>--tagsubstr - match in any part of a tag (see <a href="#-T">-T</a> and <a href="#-t">-t</a>).
      <li>--totalplycount - include a tag with the total number of plies in a game.
      <li>--version - print current version number and exit.
      <li>--xroster - don't output tags not included with the -R option (see <a href="#-R">-R</a>).
</ul>

<h2 id="usage">Usage and flags/command-line arguments</h2>
<p>pgn-extract takes an arbitrary number of game scores as input and outputs
zero or more of these games, typically in English Standard Algebraic
Notation (SAN). Which of the input games are output, and the style
of the output, depend upon the particular set of command line flags
passed to pgn-extract.
The general form for calling pgn-extract is as follows:
<pre>
pgn-extract [flags] [input-game-files]
</pre>

<p>In its simplest form, calling pgn-extract with no arguments will cause
it to read games from its standard input, check them and reproduce those
without errors in SAN notation on its standard output.

<h2 id="input">Game input format</h2>
<p>This program's principle aim is to be able to read PGN files and output
games of interest. It follows that the input should look reasonably like PGN to
start with.  This means that it doesn't cope well with files that
contain news article or mail headers, for instance, although it does
make an attempt to skip text that is obviously not game related between
games.  Having said that, it does not require the move text be in
Standard Algebraic Notation (SAN).  It will accept quite a few common
formats including:
<ul>
    <li>Algebraic
    <li>Long Algebraic
    <li>various commonly-used intervening characters, such as : - x
    <li>Dutch and German upper case piece letters.
    (Support for Russian piece letters is in prototype.)
    <li> lower-case English piece characters (except that it will always prefer
    'b' to mean a pawn move rather than a Bishop move).
</ul>
<p>It does not
require that there be any move numbers or PGN headers preceding a game,
as long as the move text is terminated by a valid result designation:
*, 1-0, 0-1, 1/2-1/2 (1/2 is also accepted).
This makes the program reasonably suitable for entering raw game text and
having it reformatted in proper SAN with a full set of headers.

<h2 id="-f">File of PGN files (-f)</h2>
<p>Normally, the input files from which games are to be extracted are listed on the
command line:
<pre>
pgn-extract file1.pgn [file2.pgn ...]
</pre>

<p>An alternative to listing the game files on the command line is to list
their names, one per line, in a file which is then given after the -f flag:
<pre>
pgn-extract -ffile_list
</pre>

<p>In order to save the output in a file rather than standard output,
use <a href="#output">-o, --output, -a, --append</a> to indicate the output
file name, for instance:
<pre>
pgn-extract -oall.pgn file1.pgn file2.pgn file3.pgn
pgn-extract --output all.pgn file1.pgn file2.pgn file3.pgn
</pre>

<p>While pgn-extract can be used simply to check and reformat all the input games,
it is more usual to use it to select subsets of the input games.
Several different criteria are available on
which to extract: <a href="#variations">move variations</a>,
<a href="#-t">information in the tag fields</a>, and
<a href="#-z">material balance in the ending</a>, for instance.
All of these criteria are described in detail below.

<h2 id="output">Output files (-o, --output, -a, --append)</h2>
<p>In order to output all matched games to a single new file, the -o flag is used:
<pre>
pgn-extract -onew.pgn file1.pgn file2.pgn
</pre>
<p>This has the effect of creating new.pgn from the contents of file1.pgn
and file2.pgn.
The games
in both source files are checked and rewritten, if necessary, into SAN.
Any previous contents of new.pgn will be lost with the -o flag. In order to
avoid this and append to an existing file, use the -a flag:
<pre>
pgn-extract -anew.pgn file1.pgn file2.pgn
</pre>
<p>Note that there must be no space between either -o or -a and the output file name.

<p>The long-form --output and --append are provided as alternatives to -o and -a,
respectively. In these cases, there must be a space between the
flag and the output filename. For instance:
<pre>
pgn-extract --output new.pgn file1.pgn file2.pgn
pgn-extract --append new.pgn file1.pgn file2.pgn
</pre>

<h2 id="-r">Check for errors (-r)</h2>
<p>Check the input files for errors but do not output any matched games.
Useful for cleaning up files of games before proper processing.
<pre>
pgn-extract -r file.pgn
</pre>
<p>Useful with -s (silent mode) for checking a big file of games without
having progress reported and just seeing the errors.

<h2 id="keepbroken">Retaining games with errors</h2>
<p>Normally, pgn-extract reports games with errors but does not output them.
Games with errors may be output with the --keepbroken argument.
The errors are still reported but the
moves from the point where the error was detected onwards are placed in a comment rather
than being retained as part of the game.

<h2 id="allownullmoves">Allow NULL moves in the main line (--allownullmoves)</h2>
<p>Null moves (--) are not normally allowed in the main line. The --allownullmoves 
option retains games that include them and does not issue a warning.

<h2 id="-l">Log files (-l, -L)</h2>
<p>Error messages and verbose reporting is done to the standard error
output unless the -l or -L flag is used.
Both are immediately followed by the name of a file to which a log
should be written.
The -l flag creates a new log file, while -L appends to an existing log file:
<pre>
pgn-extract -llog.txt file.pgn
pgn-extract -Llog.txt file.pgn
</pre>
<p>This option is useful in combination with <a href="#-r">-r</a> (report)
to generate diagnostic information without outputting games while game
data is being checked and cleaned.
<p>A log file will contain only error reports if the <a href="#-s">-s</a> 
(silent) flag is used.

<h2 id="variations">Variations (-v, -x and -P)</h2>
<p>There are two distinct ways to specify variations of interest;
positional variations (the <a href="#-x">the -x</a> flag) and
textual variations (the <a href="#-v">-v</a> flag).
The major difference between the two is that positional variations
specify a complete move sequence whose end position is the primary
point of interest, whereas textual variations allow incomplete and
fuzzy move sequence matches on the text of a game to select games.
Whilst it is possible to use both
flags together, this would be unusual as a game must match with both to
be extracted.

<ul>
<li id="-x"><p>Positional Variations (-x)<br />
<p>The variations in which you are interested should be placed in a file
whose name is supplied with the -x flag. For instance:
<pre>
pgn-extract -xvars
</pre>
<p>where each variation is
listed on a single line in the file vars (the filename is immaterial).
The following set of moves:
<pre>
e4 c5 Nf3 d6 d4 cxd4 Nxd4 Nf6 Nc3 a6
</pre>
<p>indicates that you wish to pick up all games reaching the Najdorf
variation position of the Sicilian Defence.
Games reaching the end position of this sequence are
selected regardless of the route that was taken to reach it.  This
allows various transpositional sequences to be specified by quoting
just one line to reach the required point.  Therefore, games employing
the following move order will be picked up by quoting the line above.
<pre>
e4 c5 Nc3 d6 Nge2 Nf6 d4 cxd4 Nxd4 a6
</pre>
<p>A position is considered to match a required variation if it generates
the same board hash value. In the interests of reasonable efficiency,
no attempt is made to actually examine the state
of the board. There is, therefore, the potential for false hits but in
my usage of pgn-extract I have not found this to be a problem.

<p>With this option, games are only searched to a depth approximately equal
to the length of the longest positional variation, in order to make
processing of large data sets faster than with a search of the whole
game.

<p>A comment line may be placed in a variation file by using a '%' as the
first character of the line. Move numbers are optional within the
list of moves.

<p>Positional matches are also available using a FEN description of the
desired position.
See the description of the <a href="#-t">-t flag</a>
for how to specify a FEN position,
and <a href="#-F">the -F flag</a>
for a simple way to generate a FEN description from
a game score.

<li id="-H"><p>Polyglot hashcode matches (-H)<br />
Positional matches are available by using a polyglot hashcode to specify
the desired position.
The hashcode immediately follows the -H, for instance:
<pre>
pgn-extract -H19b4aea499e0ba7c --markmatches match games.pgn
</pre>
See <a href="#hashcomments">--hashcomments</a> for how
to generate polyglot hashes.

<li id="-v"><p>Textual Variations (-v) <br />
<p>With this option, the matching is purely textual in nature,
in contrast to the <a href="#-x">-x</a> flag.  The -v flag works by
string matching on the input text of moves,
so there is no facility for picking up transpositions automatically.
The variations in which you are interested should be placed in a file
whose name is supplied with the -v flag. For instance:
<pre>
pgn-extract -vvars
</pre>
<p>Each variation should be listed on a single line
in the file vars (the filename is immaterial).
The move sequence:
<pre>
e4 c5 Nf3 d6 d4 cxd4 Nxd4 Nf6 Nc3 a6
</pre>
<p>indicates that you wish to pick up all games following the normal move
order of the Najdorf variation of the Sicilian Defence, and
<pre>
d4 Nf6 c4 e6 Nc3 Bb4
</pre>
<p>that you are interested in Nimzo-Indian games.
The order in which the moves are played by either White or Black
is immaterial. All combinations are tried, so the ordering:
<pre>
c4 e6 Nc3 Bb4 d4 Nf6
</pre>
<p>will produce the same set of matches as the previous ordering of the
Nimzo-Indian moves (see <a href="#-P">the -P flag</a> for how
to prevent this).

<p>A comment line may be placed in a variation file by using a '%' as the
first character of the line. Move numbers are optional within the
list of moves.

<p>As transpositions are not picked up automatically with this flag,
if you also wanted to
recognise the following as a Najdorf, you would have to add this line
to the variations file in addition to that given above:
<pre>
e4 c5 Nc3 d6 Nge2 Nf6 d4 cxd4 Nxd4 a6
</pre>
<p>However, because of the way in which the matching is done, it is
possible to specify slight alternatives on the way in which individual
moves are written.  Notational alternatives for a single move are just
written separated from each other with a non-move character.  This
variation specifies both the shorter and longer ways of writing the
captures in a Najdorf:
<pre>
e4 c5 Nf3 d6 d4 cxd4|cd Nxd4|Nd4 Nf6 Nc3 a6
</pre>
<p>However, given the variety of possible ways of writing various moves in
non-SAN format, e.g.
<pre>
cxd4|cd|c5d4|c5-d4
</pre>
<p>variation lists can get quite messy and I believe that this approach is
best avoided by ensuring that the input is proper SAN and only using
SAN notation in the variations file. In this way, the alternative-separator
can then be used purely for indicating genuine alternative moves at
that point, e.g.
<pre>
e4 c5 Nf3 d6 d4|d3
</pre>
<p>An important point when listing moves is that check and mate indicators
should be included where appropriate, otherwise moves incorporating
these characters in games to be searched will fail to match.

<p>There is little point in using the -v flag in preference to
the <a href="#-x">-x</a> flag
if you are only interested in finding games that reach a particular
position.  The real use for -v is when you wish to pick up games
in a more general way.  For instance, the character '*' may be used in
place of any move to indicate that you don't care what was played at
that point.  So the following:
<pre>
* b6
</pre>
<p>means that you are interested in all games in which Black replied
1 ... b6 regardless of White's first move.
The sequence:
<pre>
d4 * c4 * Nc3 *
</pre>
<p>will pick up Nimzo-Indian, Grunfeld, King's Indian, etc. defences.
This notation is not possible with <a href="#-x">positional variations</a>.

<p>In addition, the character '!' may be used in front of any move to
indicate that you wish to disallow particular moves from matching at
this point.  For instance, if you want to find Sicilian games where
White did not reply with Nf3 at move 2 you would specify:
<pre>
e4 c5 !Nf3
</pre>
<p>If you wished to disallow 2.Ne2 as well then
<pre>
e4 c5 !Nf3|Ne2
</pre>
<p>does the job.  (Adding parentheses makes no difference as the '!' is
applied to all of the following move string.)

<p>Care should be taken combining '!', '*' and variation permutations (see <a
href="#-P">the -P flag</a>).
Disallowed moves take precedence over '*' moves.  If a single
disallowed move is found in a game within the length of the variation,
that game is excluded.  This was the most sensible interpretation that
I could find to place on this usage.

<li id="-P"><p>Textual Variation Permutations (-P)<br />
<p>Normally, all permutations of a textual variation (see <a href=
"#-v">the -v flag</a>) are tried against the
moves of a game.  This cuts down on the number of separate
transpositional orderings that it is necessary to list, at the cost of
slower matching of each game.  If the following were used to look for
Nimzo-Indian games:
<pre>
d4 Nf6 c4 e6 Nf6 Nc3 Bb4
</pre>
<p>a side-effect would be that it will also pick up games which start as:
<pre>
1. c4 Nf6 2. Nc3 e6 3. d4 Bb4
</pre>
<p>for instance.
The -P flag requests that textual variations are matched against the
moves of the game strictly in the order in which they are listed,
without trying different orders.  So, if you want to find only those
games that follow a particular move order, use this flag to suppress
permutations.
</ul>

<h2 id="matchplylimit">Limit the ply depth to which matches are sought</h2>
<p>The --matchplylimit option limits the number of ply to which matches are sought.
This allows hashcode (<a href="#-H">-H</a>) and FENPattern matches
(<a href="#FENPattern-t">-Tf</a>) to be
limited to the start of a game, for instance.
For instance:
<pre>
pgn-extract -Hcdd6cd2d4e4045e --matchplylimit 12 games.pgn
</pre>
<p>would search a maximum of 12 ply in each game for a position corresponding
to the specified hashcode.
<p>Note that usage of the <a href="#-x">-x</a> flag also limits the search depth.

<h2 id="duplicates">Duplicate games (-d, --duplicates and -D or --noduplicates, plus -Z)</h2>
<p>If either the -d, --duplicates or -D flag is used, pgn-extract
attempts to recognise duplicate extracted games.
Using the -d or --duplicates flag indicates that you wish copies of the
duplicate
games to be written to the indicated file:
<pre>
pgn-extract -ddupes.pgn -ounique.pgn file.pgn
pgn-extract --duplicates dupes.pgn --output unique.pgn file.pgn
</pre>
<p>will both extract from file.pgn the unique set of games into unique.pgn and
the duplicates (i.e., the second and subsequent copies of a game)
to dupes.pgn.
A comment identifying in which file a
duplicate was found precedes the first duplicate found in that file and
each duplicate game has a prefix comment indicating the file in which
the first version was found.
Note that there must be no space between <code>-d</code> and the filename
but a space between if <code>--duplicates</code> is used.

<p>With the -D flag duplicate games are suppressed
from the output. These two flags are mutually exclusive, therefore.

<p>Duplicates are identified by comparing a hash value for the board of
the end positions of extracted games and an additional cumulative hash
value generated from the move sequence.
If these both values match then games are considered to be
duplicates.
This is not guaranteed to be exact but it gives a good approximation.
If the position of the pieces is important but the move sequence is not then use
<a href="#fuzzydepth">--fuzzydepth</a>.

<p>You should note that games are only considered to be duplicates on the
basis of the moves played.  It may be that a game considered to be a
duplicate contains annotations and variations not present in the one
found earlier, so it might be necessary to do some swapping around to
obtain those you really wish to retain. You should, therefore, use the
-D flag with caution if you are trying to reorganise your master
collection rather than selecting out specific games for examination.
(See also <a href="#-U">the -U flag</a>.)

<p>Detecting duplicates requires memory for the storage of a hash table
containing information on each game.
Large databases can result in a MallocOrDie error.
If this is the case, try using the -Z flag which
forces pgn-extract to store its hash table externally, in a file called
virtual.tmp. Each game requires 16 bytes of file space. Clearly, if a
very large database is being processed, there is a risk of filling up
the available file space if there is insufficient available.

<h2 id="fuzzydepth">Positional duplicates match</h2>
<p>This flag allows a match on the basis of board position at the
indicated number of plies or the end of the game.
The flag is followed by the ply depth at which matches are to be
considered. The value 0 is used to request matching at the end of
games. It should always be used in combination with at least
one of: <a href="#duplicates">-d/--duplicates, -D/--noduplicates</a>, <a href="#-U">-U</a>.

<p>In contrast to the <a href="#duplicates">--duplicates</a> matching,
the match does not consider the move sequence used to reach the
match position.

<p>For example:
<pre>
pgn-extract --fuzzydepth 40 -D games.pgn
</pre>
<p>would suppress from the output multiple copies of games reaching 
identical board positions after 40 ply. Note that en-passant and castling
rights are not checked.

<p>The following example would suppress the unique games and
store the games considered to be duplicate at their final
position in dupes.pgn:
<pre>
pgn-extract --fuzzydepth 0 -U -ddupes.pgn games.pgn
</pre>

<h2 id="-U">Suppression of unique games (-U or --nounique)</h2>
<p>The -U flag suppresses output of the first occurrence of a particular
game.  This is useful when combined with <a href="#duplicates">the -d flag</a>
as a means of
identifying just those games that are duplicated in a list of multiple
files.  As the duplicate games are commented with the file in which
they were located, it then becomes possible to prune a set of files
containing common games.  For instance, suppose oldfile.pgn contains a
set of games without duplicates, and you wish to know which games in
newfile.pgn already occur in oldfile.pgn:
<pre>
pgn-extract -U -ddupes.pgn oldfile.pgn newfile.pgn
</pre>
<p>will write to dupes.pgn the duplicate games so that you can go through
newfile.pgn and remove them.  Of course, if you simply want to hold the
combined set of unique games in a single file you would use something like:
<pre>
pgn-extract -D -onewset.pgn oldfile.pgn newfile.pgn
</pre>
<p>See <a href="#duplicates">Duplicate Games</a> for dealing
with MallocOrDie errors.

<h2 id="-c">Check files for duplicates (-c, --checkfile)</h2>
<p>Check files contain games that are to be used in duplicate detection,
but not to form part of the output. If the filename appended to the
argument has a .pgn/.PGN suffix it is assumed to be a single file of
games. If it does not have this suffix then it is assumed to be a file
containing a list of the names of PGN game files, one per line, to be
used as check files.

<p>A typical use for this is to select new games of
interest from a file that probably contains games that exist elsewhere.
In the following example, we wish to select Nimzo-Indian games from
newfile.pgn that don't already occur in the master file nimzo.pgn:
<pre>
pgn-extract -cnimzo.pgn -vnimzo.var -D -onewnimzo.pgn newfile.pgn
</pre>
<p>The games in nimzo.pgn act as the source for duplicate detection so
duplicates of these will be suppressed (<a href="#duplicates">the -D flag</a>).
Only those games from
newfile.pgn that are not in nimzo.pgn will be output to newnimzo.pgn.
Contrast this behaviour with the following, which would create a new
master file of games from the combination of nimzo.pgn and
newfile.pgn:
<pre>
pgn-extract -vnimzo.var -D -onewnimzo.pgn nimzo.pgn newfile.pgn
</pre>

<p>--checkfile is available as an alternative to -c and must be followed
by a space before the filename, e.g.:
<pre>
pgn-extract --checkfile nimzo.pgn -vnimzo.var -D -onewnimzo.pgn newfile.pgn
</pre>

<h2 id="-t">Matching on tag criteria (-t)</h2>
<p>There are two ways to specify that you wish to use information in the
tag fields as extraction criteria: the -t flag and
<a href="#-T">the -T flag</a>.  The -t flag takes a file name
argument and is the preferred method because of its ease of use and
greater flexibility:
<pre>
pgn-extract -ttags games.pgn
</pre>
<p>where tags is an arbitrary file name.
In the file are listed tag name and value pairs
corresponding to the extraction criteria you wish to use.
Each line of this file should be of the form:
<pre>
PGN-Tag-name Tag-string
</pre>
for instance:
<pre>
White "Tal"
</pre>
<p>(note the need to include double quotes around the tag value).
This requests that only those games where Tal had the White pieces are
to be considered for extraction.
If you wish to limit the year in
which those games were played you might list:
<pre>
White "Tal"
Date "1962"
</pre>
<p>Multiple pairs with the same tag name are or-ed together so:
<pre>
% Find games in the period 1960-1962.
Date "1960"
Date "1961"
Date "1962"
</pre>
<p>will select all games from the three listed years.
Note that comments may be included in the tag file.

<p>In general, tags names that differ are and-ed together, so:
<pre>
White "Tal"
Black "Fischer"
Date "1962"
Result "1-0"
</pre>
<p>selects only those games that Tal won with the White pieces against
Fischer in 1962.

<p>It is important to note that:
<pre>
White "Tal"
Black "Tal"
</pre>
<p>does not find all games played by Tal, but only those that he played
against himself.  In order to overcome this, I have introduced a
non-PGN tag that should only be used in the extraction criteria file:
<pre>
Player "Tal"
Date "1962"
</pre>
<p>finds all games from 1962 in which Tal had either the White pieces or
the Black.  In effect, the White and Black player lists are or-ed
together rather than and-ed using this pseudo-tag.

<p>By default, prefix matching on tag values is done so that a criterion should be a prefix
of the complete Tag string.  Thus,
<pre>
Player "Karpov"
</pre>  
<p>would match:
<pre>
[White "Karpov"]
[White "Karpov, A"]
[White "Karpov, An"]
[White "Karpov, Alexander"]
</pre>
<p>but not
<pre>
[White "Anatoli Karpov"]
</pre>
<p>Matches anywhere within a tag, rather than just the prefix, are performed if
the --tagsubstr flag is used and the example immediately above would be matched in this case.

<p>See the <a href="#-S">-S</a> flag for a soundex facility with tag matching.

<p>All tag criteria except ECO classification are checked before the moves
of the game in the interests of efficiency (tag checking is relatively
fast whereas positional checking of the game is not). Only once the
game has been processed is it checked to see whether an ECO tag match
has been requested.  The consequence of this is that using <a href="#-e">the
-e flag</a>
in combination with ECO tag criteria you can search for games in
particular ECO lines without an ECO tag having been present in the
input form.

<ul>
<li id="fen-t"><p>FEN positional matches with -t<br />
<p>Use of a FEN tag with the -t flag has
a special meaning. Rather than using this to match FEN tags in 
the header of a game, a FEN description is used to indicate a search
for a positional match (similar to use of the <a href="#-x">-x</a> flag).
If a FEN description is provided with the -t flag, the indicated
position is searched for in each game processed, and only those
games that reach the indicated position are output.
A FEN tag-pair for the starting position would be described by:
<pre>
FEN "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
</pre>
<p>The position after the two moves e4 c5 would be:
<pre>
FEN "rnbqkbnr/pp1ppppp/8/2p5/4P3/8/PPPP1PPP/RNBQKBNR w KQkq c6 0 2"
</pre>
<p>However, note that it is only the board position that is relevant for the match.
Castling rights are not considered in the determination of equality.
<p>See details of <a href="#-F">the -F flag</a> for a simple way to generate a FEN
description from a game score.

<p id="FENPattern-t">There is a variation on use of a FEN with -t flag
and <a href="#FEN-T">-Tf flag</a>..
The pseudo tag FENPattern takes a FEN-like description of a board
containing meta characters that allow a fuzzy board match.
In addition to the standard FEN characters having their usual
meaning (1, 2, ... 8, R, N, B, etc.), the following
meta characters are used:

<ul>
  <li>? - match any square. The square may be occupied or unoccupied.
  <li>! - match any occupied square. The square may be occupied by a piece of any type and colour.
  <li>A - match a single White piece.
  <li>a - match a single Black piece.
<!-- <li>m - match anything that is not a pawn. Equivalent to <code>[^Pp]</code>. -->
  <li>* - match zero or more squares, occupied or unoccupied.
  <li>[<em>xyz</em>] - match any of <em>xyz</em>, where <em>xyz</em> represents
  any of the English piece-letter names (KQRNBPkqrnbp) and is case-sensitive.
  In addition, 'A' and 'a' (as defined above) are available.
  For instance: [Qq] matches either a White or Black queen;
  [BbNn] matches any White or Black bishop or knight;
  [Ar] matches any White piece or a Black rook.
  <li>[^<em>xyz</em>] If the first character inside the square brackets
  is '^' then the match is inverted; i.e., match any piece that is <em>not</em>
  listed. For instance, [^BbNn] matches any piece that is not
  a White or Black bishop or knight.
</ul>
<p>Ranks within the pattern are separated with a '/' character, as usual,
but there should be no characters other than the board position.
<p>
For instance:
<pre>
FENPattern "rnbqkbnr/*/*/*/*/*/*/RNBQKBNR"
</pre>
<p>would match any board in which at least every non-pawn piece is 
on its starting square.
<pre>
FENPattern "?????rk?/?????aaa/*/*/*/8/P[BP]P*/??KR????"
</pre>
<p>would match a board in which Black has a Kingside castled position behind three
Black pieces (not necessarily pawns),
White has a Queenside castled position with
either a White pawn or bishop on b2 and the third rank is empty.
<p>The pattern may be optionally followed by arbitrary text to serve as a pattern
    identification. If used with the <code>--addlabeltag</code> program argument then
    a <code>MatchLabel</code> tag will be added to the game containing the corresponding label.
    For instance:
<pre>
FENPattern "?????rk?/?????pbp/*p?/*/*/8/PPP*/??KR????" castled
</pre>
<p>would add the tag pair:
<pre>
[MatchLabel "castled"]
</pre>
<p>for a match against Black kingside castled behind a fianchetto and White queenside
    castled.
<p><code>FENPatternI</code> is a variation of <code>FENPattern</code> that will
    attempt two possible matches of a pattern: as written and inverted to swap
    the colours. This is useful if you are interested in finding games with structural
    properties for either side. If the pattern has an associated label and 
    <code>--addlabeltag</code> is used then a match of the inverted version of
    the pattern will add the suffix 'I' to the label. For instance:
<pre>
FENPatternI "?????rk?/?????pbp/*p?/*/*/8/PPP*/??KR????" castled
</pre>
<p>would add the tag pair:
<pre>
[MatchLabel "castledI"]
</pre>
<p>if the inverted match finds a game in which White has castled kingside behind
a fianchetto and Black has castled queenside.
<p>See also <a href="#FEN-T">-Tf</a> for a simpler command-line version of FEN pattern matching.

<li id="date-t"><p>Date and Elo Matches with -t<br />
<p>From a <a href="#-t">-t tag file</a>,
more complex matching of dates and Elo values may be performed by
placing an operator between the tag name and the tag string to be
matched:
<pre>
Date &lt; "1962"
</pre>
<p>would only match games played before 1962. Only the year value
participates in the matching process, as this is done using integer
values rather than strings.
<pre>
WhiteElo &gt;= "2500"
</pre>
<p>only matches games where White is a strong player. Probably of more
general use is another pseudo-tag that I have introduced purely for
this purpose: Elo.
<pre>
Elo &gt;= "2500"
</pre>
<p>matches games in which either player has an Elo tag matching that
relationship.
The operators allowed are &gt;, &gt;=, &lt;, &lt;=, =, and &lt;&gt; (not
equal to).
</ul>

<h2 id="-T">Tag criteria on the command line (-T)</h2>
<p>An alternative to the <a href="#-t">-t flag</a> is the
-T flag, for use where command line arguments are
more convenient - perhaps where pgn-extract is being invoked from another
program.  The tag coverage is not as extensive as with a tag file, and
the syntax is rather cumbersome.  It is used as follows: after the -T
comes a single letter from the limited set [abdeprw] to select string
prefixes of the tag fields of a game.  For instance:
<ul>
  <li>-TaAnnotator - Extract games Annotated by Annotator.
  <li>-TbPlayer - Extract games where Player has the Black pieces.
  <li>-TdDate   - Extract games played on Date.
  <li>-TeEco - Extract games with ECO designation Eco.
  <li>-TfFENPattern - Extract games matching the given FEN pattern.
  <li>-ThHashCode - Extract games with HashCode designation HashCode.
  <li>-TpPlayer - Extract games where Player has either colour.
  <li>-TrResult - Extract games with result Result (1-0, 0-1 or 1/2).
  <li>-TwPlayer - Extract games where Player has the White pieces.
</ul>
<p>For example,
<pre>
pgn-extract -TwTal -TbFischer file.pgn
</pre>
<p>would extract games from file.pgn in which Tal had the White pieces and
Fischer the Black.

<p>Criteria of the same tag type are or-ed together, so
<pre>
pgn-extract -Tr1-0 -Tr0-1 file.pgn
</pre>
<p>extracts only decisive games.

<p>Criteria of different tag types are and-ed together so
<pre>
pgn-extract -TwTal -Td1962 -Tr1-0 file.pgn
</pre>
<p>would extract only those games in which Tal played with the White
pieces in 1962 and won.

<p>The ECO classification (see <a href="#-e">the -e flag</a>)
is performed before attempting to match an ECO tag, so:
<pre>
pgn-extract -TeA01 -e file.pgn
</pre>
<p>will perform ECO classification on the input file and extract games
with ECO classification A01 (Nimzo-Larsen attack), for instance.

<ul>
<li id="date-T"><p>Date Matches with -T<br />
<p>A simple form of relational date matching is available.
A date year may be prefixed with either 'b' or 'a' in order
to match games played either before or after the specified date. This
assumes that the date is stored in the game's date tag string in the
normal form: YYYY.MM.DD

<p>So,
<pre>
pgn-extract -Tdb1962 file.pgn
</pre>
<p>will look for games played before 1962. A much fuller capability
is available in tag files with <a href="#-t">the -t flag</a>.

<li id="FEN-T">FEN Pattern matches with -T<br />
<p>The -Tf flag allows a form of position matching similar to that
available with <a href="#FENPattern-t">-t with FENPattern</a>.
A FEN board position will be used as a position to be matched.
Note that castling rights and who is to move should not be included.
The syntax of the pattern allows for wildcard character,
<a href="#FENPattern-t">documented below</a>. For instance:
<pre>
pgn-extract -Tf"*/*/*/*/???PP???/*/*/*"
</pre>
<p>would match any position on which White occupies both e4 and d4
with pawns, regardless of the position of anything else.
Note that the use of wildcard characters will almost certainly require the use
of double-quote characters around the FEN pattern to escape them
from interpretation by the operating system's command-line interpreter.
</ul>

<h2 id="-A">Argument descriptions in a file (-A)</h2>
<p>It can be inconvenient to repeatedly type long argument lists
on the command line. The -A flag makes it possible to list
arguments in a file, rather than on a command line.  Each
argument line within the file must be immediately preceded by
a ':' (colon) character. Consider selecting games by Tal from
a file caro.pgn and writing them to talgames.pgn. Using
command line arguments, this would have the following form:
<pre>
pgn-extract -TpTal -otalgames.pgn caro.pgn
</pre>
<p>We can do the same job placing the argument list in the file args:
<pre>
% Select games by Tal.
:-TpTal
% Where to output the matched games.
:-otalgames.pgn
</pre>
<p>and the same selection made with:
<pre>
pgn-extract -Aargs caro.pgn
</pre>
<p>Note that comments may be included using a '%' character.

<p>Each argument should be listed on its own line, and all the
arguments are available in this way.
The PGN source files may also be listed in the argument file.
They must be listed one per line, with a preceding colon
character. So an alternative for the above would be:
<pre>
% Select games by Tal.
:-TpTal
% Where to output the matched games.
:-otalgames.pgn
% The game files to be read.
:caro.pgn
</pre>
<p>and the command invoked as simply:
<pre>
pgn-extract -Aargs
</pre>

<p>The <a href="#-t">-t</a>, <a href="#-v">-v</a>, <a href="#-x">-x</a>,
<a href="#-z">-y, -z</a>, and <a href="#-R">-R</a>
flags have slightly special treatment in an argument file.
Where the tags, variations, positions, endings and/or roster ordering
are to be read from
files of those names, say, then the format of these arguments in the
argument file might be as you would expect:
<pre>
:-ttags
:-vvariations
:-xpositions
:-zendings
:-Rroster
</pre>
<p>However, within an argument file, the file names are optional and,
where omitted, the data that would have been stored in a file for
these flags is listed on lines immediately following.
For instance, an alternative to:
<pre>
:-TpTal
</pre>
<p>we could say:
<pre>
:-t
Player "Tal"
</pre>
<p>Notice that no colon should be present on the lines following the
flag line.
In the following example, we select games won by Tal as White
reaching a particular position in the Caro Kann:
<pre>
:-t
White "Tal"
Result "1-0"
:-otalwins.pgn
:-x
e4 c6 d4 d5 exd5 cxd5
% Which game files to process.
:caro.pgn
</pre>
<p>The arguments file may, itself, also contain -A arguments. This should
make it possible to build up hierarchies of game selection criteria
if desired. However, beware that there is no check for circularities
in the dependencies.

<h2 id="setup-tags">Matching only games with or without SetUp tags</h2>
<p>Games with non-standard starting positions are indicated with a pair of tags:
FEN and SetUp. Such games may be exclusively selected via --onlysetuptags or
rejected via --nosetuptags.

<h2 id="-n">Outputting games not matched (-n)</h2>
<p>The -n flag will cause all valid games not output via other criteria to
be saved in a given file. The purpose of this is to make it easier to
reorganise files in different ways. For instance, if you wish to remove
all of the games played by Tal from one file, you might do:
<pre>
pgn-extract -TpTal -otalgames.pgn -nothers.pgn file.pgn
</pre>
<p>After which, the file others.pgn will contain all of the valid games
from the original file, with the exception of Tal's.

<h2 id="nobadresults">Suppressing games with inconsistent results</h2>
<p>By default, games in which the Result tag conflicts with the terminating result
indication are retained, with an error message being output.
Some obvious corrections are possible with <a href="#fixresulttags">--fixresulttags</a>
but games in which the inconsistency cannot be resolved may be suppressed with
--nobadresults.

<h2 id="selectonly">Outputting selected matched games (--selectonly)</h2>
<p>The --selectonly flag takes a comma-separated list of one or more numerical arguments representing
ranges. For instance:
<pre>
1:10,15,89:94
</pre>
requests that only the first 10, the 15th and the 89th-94th matched games are output.
For instance, if only the first
game played against Fischer is required from a file of Tal games, the following
would be used:
<pre>
pgn-extract -TpFischer --selectonly 1 talgames.pgn
</pre>
<p>For the first three and the tenth, the arguments would be:
<pre>
pgn-extract -TpFischer --selectonly 1:3,10 talgames.pgn
</pre>
<p>The numbers in the list must be in strictly ascending order with no overlaps.
Note that it is the number of <em>matches</em>
that is used to select against and not the number of games in the input.
<p>Note that, once the required games have been output, the program will terminate and
not continue processing the rest of the input files.

<h2 id="skipmatching">Suppressing the output of selected matched games (--skipmatching)</h2>
<p>The --skipmatching flag takes a comma-separated list of one or more numerical arguments representing
ranges, for instance:
<pre>
1:10,15,89:94
</pre>
requests that the first 10, the 15th and the 89th-94th matched games are not output.
For instance, if the first
game played against Fischer is not required from a file of Tal games, the following
would be used:
<pre>
pgn-extract -TpFischer --skipmatching 1 talgames.pgn
</pre>
<p>To suppress the first, second, third and fifth, the arguments would be:
<pre>
pgn-extract -TpFischer --skipmatching 1:3,5 talgames.pgn
</pre>
<p>The numbers in the list must be in strictly ascending order with no overlaps.
Note that it is the number of <em>matches</em>
that is used to skip against and not the number of games in the input.

<h2 id="splitvariants">Output each variation as a separate game (--splitvariants)</h2>
<p>The --splitvariants flag will output each variation of a game as a separate game.
The headers of the containing game are reproduced for each variation, except for the Result tag, which is
replaced with "*" to indicate that it is not necessarily a complete game.
<p>The flag takes an optional positive integer to limit the depth of variants output as separate games.
For instance: <code>--splitvariants 1</code> will only output separate variant games for top-level
variants. Others are suppressed from the output. A value of 0 is used to output all variants and may be omitted.
<p>The --splitvariants flag cannot be used with <a href="#suppress">the -V flag</a>.

<h2 id="stopafter">Stop after matching N games (--stopafter)</h2>
<p>The --stopafter flag takes a single numerical argument N (N &gt; 0) to
request that only the first N matched games are output.
Note that it is the number of matches that determine the stopping point
and not the number of games processed.
<p>This is useful when processing large files but only a small sample of games are
required.
For instance, the following example would stop after it finds the first game
by Petrosian in megafile.pgn:
<pre>
pgn-extract -TpPetrosian --stopafter 1 megafile.pgn
</pre>

<h2 id="notags">Don't output tags (--notags)</h2>
<p>The tags for a game will not be output.

<h2 id="suppress">Suppress annotations in the output (-C -N -V)</h2>
<p>If comments (-C or --nocomments),
NAGs (-N or --nonags) and/or variations (-V or --novars) are not required in
the output then these can be suppressed by using one or more of these flags.
The -V flag cannot be used with <a href="#splitvariants">the --splitvariants flag</a>.

<h2 id="nomovenumbers">Suppressing move numbers (--nomovenumbers)</h2>
<p>Move numbers can be suppressed from the output with --nomovenumbers.
Used in combination with
<a href="#notags">--notags</a>,
<a href="#noresults">--noresults</a>,
<a href="#suppress">-C, -N, and -V</a>
this can be used to output just the moves of a game:
<pre>
pgn-extract --nomovenumbers --noresults --notags -C -N -V file.pgn
</pre>
<p>If it is desired to have all the moves on a single line, use the <a href=
"#-w">-w</a> flag as well.
<p>See also the <a href="#plylimit">--plylimit</a> flag.

<h2 id="noresults">Suppressing results (--noresults)</h2>
<p>Results at the ends of games and variations
can be suppressed from the output with --noresults.
See <a href="#nomovenumbers">suppressing move numbers</a> for a possible use.

<h2 id="plylimit">Limiting the number of plies (&gt;= 0) output
		(--plylimit)</h2>
<p>The number of moves (actually plies) output for a game can be limited
by using --plylimit. This must be followed by the maximum
number of plies to be output for a game.
For instance,
<pre>
pgn-extract --plylimit 10 --nomovenumbers --notags file.pgn
</pre>
<p>will output games up to a maximum of 10 plies (including variation lines),
without game tags and no line numbers.
<p>See also <a href="#quiescent">--quiescent</a>.

<p>Note: If the game has not ended before the ply limit is reached then *
will be used as the terminating result to indicate an incomplete game (see
<a href="#noresults">--noresults</a> for how to suppress this.)

<h2><a id="dropbefore">Drop opening ply before a matching comment string (--dropbefore)</h2>
<p>Use --dropbefore to output a game without the first few ply that occur before a matching
comment string. For instance, given the following game fragment:
<pre>
1. e4 e5 { drop } 2. Nf3 Nc6 3. Bb5 *
</pre>
<p>after:
<pre>
pgn-extract --dropbefore drop
</pre>
<p>the output would be:
<pre>
[Event "?"]
[Site "?"]
[Date "????.??.??"]
[Round "?"]
[White "?"]
[Black "?"]
[Result "*"]
[SetUp "1"]
[FEN "rnbqkbnr/pppp1ppp/8/4p3/4P3/8/PPPP1PPP/RNBQKBNR w KQkq e6 0 1"]

2. Nf3 Nc6 2. Bb5 *
</pre>

<h2 id="dropply">Drop the first N plies from a game (--dropply)</h2>
<p>Use --dropply to output a game without the given number of ply.
If a value of N greater than 0 appears after the argument then that
number of plies are dropped from the beginning of the game.
A FEN tag is output with the revised starting position.
<pre>
pgn-extract --dropply 2 file.pgn
</pre>
<p>will output the games in file.pgn without the first move of each side.
<p>If a value less than 0 is used then all but that number of plies are dropped from the
end of the game.
<pre>
pgn-extract --dropply -1 file.pgn
</pre>
<p>outputs the games in file.pgn with only their final move.

<h2 id="quiescent">Position quiescence length (--quiescent)</h2>
<p>Used only in conjunction with <a href="#plylimit">--plylimit</a>, this argument is used to
defer termination of the output until the position has been quiescent for the given number of ply.
Stability is defined as the absence of captures, checks and promotion.
For instance:
<pre>
pgn-extract --plylimit 20 --quiescent 3 file.pgn
</pre>
<p>will output games up to 20 ply but only if there have been no captures, checks or
promotion moves for the past 3 ply. If this condition is not met then moves will continue to be
output until that condition is satisfied, or the end of the game is reached.

<h2 id="move-bounds">Setting bounds on the number of moves or ply in a game (-b and -p)</h2>
<p>The -b flag allows you to select games which have a number of moves
within the bounds you set. Alternatively, -p allows finer control over the number
of ply. In all of the following examples of usage, if -b is replaced with -p then
the numerical values apply to 'ply' rather than 'moves'.
<p>You can set a lower bound on the number of moves
by using -bl ('l' = lower bound), or an upper limit
by using -bu ('u' = upper bound). Both are followed by
the number of moves so
<pre>
pgn-extract -bu20 file.pgn
</pre>
<p>will find brevities of 20 moves or less, whilst
<pre>
pgn-extract -bl60 file.pgn
</pre>
<p>will find games of 60 moves or move. Bounds may be combined so
<pre>
pgn-extract -bl30 -bu40 file.pgn
</pre>
<p>will find games in the range [30..40] moves. If neither 'l' nor 'u'
is used, but just a number following the -b, this means that the number
of moves must exactly match that number. Alternatively, 'e' can be
used to stand for 'equal to'. The following are equivalent and find
all games of exactly 35 moves.
<pre>
pgn-extract -b35 file.pgn
pgn-extract -be35 file.pgn
</pre>

<h2 id="-M">Matching only games that end in checkmate (-M or --checkmate)</h2>
<p>The -M flag requests that only games that end in checkmate are matched:
<pre>
pgn-extract -M file.pgn
</pre>

<h2 id="fifty">Matching only games that include fifty moves with no capture or pawn move (--fifty)</h2>
<p>The --fifty flag requests that only games that contain at least fifty moves with no capture or
pawn move are matched:
<pre>
pgn-extract --fifty file.pgn
</pre>
See <a href="#markmatches">--markmatches</a> for a way to mark the position at which this
occurs.

<h2 id="repetition">Matching only games that include three-fold repetition (--repetition)</h2>
<p>The --repetition flag requests that only games that include three-fold repetition matched:
<pre>
pgn-extract --repetition file.pgn
</pre>
<p>Games will be matched regardless of whether the game was ended by that occurrence.
See <a href="#markmatches">--markmatches</a> for a way to mark the position at which the
repetition occurs.

<h2 id="stalemate">Matching only games that end in stalemate (--stalemate)</h2>
<p>The --stalemate flag requests that only games that end in stalemate are matched:
<pre>
pgn-extract --stalemate file.pgn
</pre>

<h2 id="underpromotion">Match only games that contain an underpromotion
(--underpromotion)</h2>
<p>The --underpromotion flag requests that only games that contain an
underpromotion are matched:
<pre>
pgn-extract --underpromotion file.pgn
</pre>

<h2 id="-e">ECO Classification (-e)</h2>
<p>A <a href="ftp://ftp.cs.kent.ac.uk/pub/djb/pgn-extract/eco.pgn">PGN
file of ECO classifications</a> is distributed with this version. I
believe that this was put together by Ewart Shaw, Franz Hemmer and
others, to whom appropriate thanks is due.  The -e flag requests
pgn-extract to add/replace ECO classifications in the games it outputs.
This is done by firstly reading a file of ECO lines in PGN format
(eco.pgn in the current directory, by default) and building a table of
resulting positions. As the games are then read they are looked up in
the table to find a classification. The deepest match is found.
A match is allowed within six half moves of the length of the ECO line.
The supplied file has ECO, Opening, and Variation tag strings for many
lines. If present, pgn-extract will add/replace these as well as
SubVariation tags if available.

<p>An alternative file to the default eco.pgn may be supplied in two
ways:
<ul>
    <li><p>Appending a file name to the -e flag
<pre>
-emy_eco_codes.pgn
</pre>
<p>Note that there must not be a space between the -e and
the name of the file, otherwise the default ECO file will be assumed.
    <li><p>By setting the environment variable ECO_FILE to the full path name
of the file.
Under Windows this can be done with
<pre>
set ECO_FILE=full-eco-file-path
</pre>
<p>at the Cmd window prompt, or more permanently via the
System/Environment/Advanced area.
Under UNIX csh this can be done with
<pre>
setenv ECO_FILE full-eco-file-path
</pre>
<p>in the .cshrc, for instance.
</ul>

<p>Having the ECO data read as plain text on program startup has the
obvious disadvantage that there is a high initial time overhead. On the
other hand, it has the advantage that users may add their own
classifications to the file very easily.  It is fairly demanding of
memory, so you advised not to combine this with duplicate detection
(<a href="#-U">-U</a>,
<a href="#duplicates">-D and -d</a>), which can also consume a lot
of memory with big databases.

<p>Because an ECO tag match with either the <a href="#-t">-t flag</a> or
the <a href="#-T">-T flag</a> is delayed until after ECO 
classification, this makes it relatively easy to select games with
particular ECO codes even if they weren't present in the source form.

<p>Usage of -e with the Seven Tag Roster flag (<a href="#-7">-7</a>)
results in the ECO
tags (ECO, Opening, Variation, SubVariation) being included in the
output games.

<h2 id="separate-output">Separate output files (-#, -E)</h2>
<p>The -# and -E flags permit the output to be split into multiple files.
However, be warned that where the input involves a lot of games,
these flags might result in the creation of a large number of output files.

<p>The -# flag takes an unsigned integer argument specifying the maximum number
of games to output to a single file. Successive output files are numbered 1.pgn,
2.pgn, etc. unless a second number is given (see below).
Any existing contents of these files are always overwritten on each
run of pgn-extract.
<pre>
pgn-extract -#250 file.pgn
</pre>
<p>will split file.pgn into separate files of, at most, 250 games each.
<pre>
pgn-extract -#1 file.pgn
</pre>
<p>will split file.pgn into separate files containing only a single game each.
<p>If the number of games per file is followed by a comma and a second unsigned integer,
then the second number is used as the name of the first output file.
For instance, 
<pre>
pgn-extract -#1,100 file.pgn
</pre>
will write games to files called 100.pgn, 101.pgn, etc.

<p>The -E flag normally takes a numeric argument of value 1, 2, or 3. This is
used to indicate the level of subdivision required based upon the ECO tag
found in a game.
<pre>
pgn-extract -E3 file.pgn
</pre>
<p>will fully subdivide file.pgn into separate files based on the full ECO
code of each game, with names such as B03.pgn, A01.pgn, D45.pgn, etc.
If a game does not contain an ECO tag, or the tag appears to be malformed,
it will be written to a file called, noeco.pgn. All of these files are
written to in append mode, so that existing contents are not lost. However,
beware of using an input file whose name is the same as one that will be
written to by this operation. This could lead to infinite operation.

<p>Level 1 classification uses just the initial letter of the ECO
classification to append to files A.pgn, B.pgn, etc. Level 2 uses the initial
letter and first digit, producing A0.pgn, B3.pgn, etc.

<p>In fact, values greater than 3 may be used to produce separation of even
finer granularity if more than two digits have been used in the classification
of a game.

<h2 id="-S">Soundex matching (-S)</h2>
<p>There is a simple soundex algorithm available that attempts soundex
matches on White, Black, Site, Event, and Annotator tags if the -S flag
is used in combination with either the <a href="#-t">-t flag</a> or
the <a href="#-T">-T flag</a>.  The -S flag should
precede all -t and -T arguments.  It should be noted that the soundex
matching does produce false matches.

<h2 id="-w">Output line length (-w or --linelength)</h2>
<p>The -w flag allows an approximate line length to be set for output.
Normally games are output with lines up to a maximum of 75 characters.
Use the -w flag if you want longer output lines.
For instance, you might want all the moves of a game to appear on a single
line. You would get this effect by specifying -w1000 (say):
<pre>
pgn-extract -w1000 file.pgn
</pre>
<p>If some games are more than 1000 characters long then just increase the value.

<h2 id="-W">Output format and language (-W)</h2>
<p>By default, pgn-extract rewrites the game score into English Standard Algebraic
Notation (SAN) because it is reasonably flexible about the input form
that it will accept.  To prevent it from rewriting the original form of
the moves it reads, use the -W flag.
Note that Chess960 games must have the Variant tag set to "chess 960" to be
recognised as such. This affects the encoding of castling moves when output
in long-algebraic format.
<ul>
  <li>By itself, -W outputs the moves using the input text.
  <li>Using -Whalg writes the moves in hyphenated long algebraic (e.g., e2-e4).
  <li>Using -Wlalg writes the moves in long algebraic form (e.g., e2e4).
  <li>Using -Welalg writes the moves in enhanced long algebraic form (e.g.,
  Ne2e4, e5d6ep). The purpose of enhanced long algebraic form is to reduce the
  amount of chess-specific knowledge that a post-procesing program might
  need in order to interpret a chess game.
  For instance, in order to provide a visualisation.
  <li>Using -Wxlalg writes the moves in enhanced hyphenated long algebraic form with capture information (e.g., Ng1-f3, Nf6xd5, e5xd6ep).
  The purpose of enhanced long algebraic form with hyphens and x's is to further reduce the amount
  of chess-specific knowledge that a post-processing program might need in order to interpret a chess game.
  <li>-Wxolalg is a variation on -Wxlalg that outputs O-O and O-O-O for the castling moves.
  <li>Using -Wuci causes the moves of the game to be output in
  a format that should close to being suitable for input to a
  <a href="http://wbec-ridderkerk.nl/html/UCIProtocol.html">UCI-compatible</a> engine.
  The output format is the same as with -Wlalg but all comments, NAGs,
  variations, move numbers and checks removed.
  In addition the whole game is output on a single line.
  <br>This format is compatible with my
  <a href="https://www.cs.kent.ac.uk/~djb/uci-analyser/">UCI-analyser</a>
  and could be used as part of a process to
  <a href="https://www.cs.kent.ac.uk/~djb/uci-analyser/#annotatePGN">annotate games with engine analysis</a>.
</ul>

<p>Output using non-English piece letters is possible using a variation
of the -Wsan flag. This flag may have a six-letter suffix indicating
the letters to be used in representing pawn, knight, bishop, rook,
queen and king in game scores and diagrams. So:
<pre>
pgn-extract -WsanPNBRQK ...
</pre>
<p>would output in the (default) English notation, and
<pre>
pgn-extract -WsanBSLTDK ...
</pre>
<p>would output in German. Note that the letter for a pawn is required because
board positions are sometimes output when an error is detected in
a game score.

<p>-Wepd outputs in EPD (Extended Position Description).
A game is output as a sequence of EPD descriptions of
the position at the start of the game, and following each move.
Each EPD line contains the FEN board description, the active colour,
castling availability and en passant target square. A c0 comment contains
a synopsis of the player, event, site and date tags from the game's header.
A c1 comment contains the game's result.

<p>-Wuci outputs in long-algebraic notation (-Wlalg) but also strips the
game of everything apart from its moves, tags and result.
It provides the equivalent of using the following multiple arguments:
<pre>
-Wlalg -C -N -V -w5000 --nomovenumbers --nochecks
</pre>

<p>Use the --noresults and --notags options if tags and results are also
to be removed.

<p>-Wcm is an obsolete legacy flag and
outputs the moves in what I believe to be (or used to be) ChessMaster format.

<h2 id="commentlines">Output each comment on a separate line</h2>
<p>The --commentlines flag will break game output at the start and
end of a comment so that comments appear on separate lines from the game
text.

<h2 id="-F">Forsyth-Edwards Notation (FEN) descriptions (-F)</h2>
<p>The -F flag provides a way to generate
a suitable FEN description of an arbitrary position.
The -F flag, with no additional text, causes pgn-extract to output a FEN description of the final
position reached in a game, within the text of a comment.
For instance, suppose you were interested in finding games that
reach the position after the following moves.
<pre>
d4 Nf6 c4 e6 Nf3 b6 Nc3 Bb7 e3 Bb4 Bd3 O-O O-O Bxc3 bxc3 c5 *
</pre>
<p>Storing these moves in the file fen.pgn and running
<pre>
pgn-extract -F fen.pgn
</pre>
<p>would generate the score:
<pre>
[Event "?"]
[Site "?"]
[Date "????.??.??"]
[Round "?"]
[White "?"]
[Black "?"]
[Result "*"]

1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. Nc3 Bb7 5. e3 Bb4 6. Bd3 O-O 7. O-O Bxc3 8.
bxc3 c5 
{ "rn1q1rk1/pb1p1ppp/1p2pn2/2p5/2PP4/2PBPN2/P4PPP/R1BQ1RK1/ w - c6 0 9" } *
</pre>
<p>The FEN string thus generated might then be used with the <a href="#-t">-t flag</a>
to match games reaching that position. The FEN string above
would be cut and pasted to <a href="#-A">an argument file</a> and used with
the <a href="#-t">-t flag</a> to supply matches:
<pre>
:-t
FEN "rn1q1rk1/pb1p1ppp/1p2pn2/2p5/2PP4/2PBPN2/P4PPP/R1BQ1RK1/ w - c6 0 9"
</pre>
<p>A variation of -F, when immediately followed by a text string, allows a FEN 
position of an arbitrary point in a game to
be output as a comment.
For instance, the following:
<pre>
pgn-extract -FputFENhere file.pgn
</pre>
<p>would replace all comments of the form <code>{ putFENhere }</code> encountered
in games in file.pgn with a comment containing the FEN position at that point. 
For instance, if file.pgn contained:
<pre>
d4 Nf6 c4 e6 Nf3 b6 { putFENhere } Nc3 Bb7 e3 Bb4 Bd3 O-O O-O { putFENhere }
Bxc3 bxc3 c5 *
</pre>
<p>the output would be:
<pre>
[Event "?"]
[Site "?"]
[Date "????.??.??"]
[Round "?"]
[White "?"]
[Black "?"]
[Result "*"]

1. d4 Nf6 2. c4 e6 3. Nf3 b6 {
rnbqkb1r/p1pp1ppp/1p2pn2/8/2PP4/5N2/PP2PPPP/RNBQKB1R w KQkq - 0 4 } 4. Nc3
Bb7 5. e3 Bb4 6. Bd3 O-O 7. O-O {
rn1q1rk1/pbpp1ppp/1p2pn2/8/1bPP4/2NBPN2/PP3PPP/R1BQ1RK1 b - - 4 7 } 7...
Bxc3 8. bxc3 c5 *
</pre>
<p>The text immediately following -F is arbitrary but an exact, complete match
is required to output a FEN string.
<p>See <a href="#fencomments">--fencomments</a> for the option to add
a FEN comment after every move, including the final one.

<h2 id="-z">Material matches (-y, -z and --addmatchtag)</h2>
<p>The -y and -z flags take a filename of material balances for which you
wish to search in games.
The basic structure of the file is one or more lines of the form
<pre>
pieces1 pieces2
</pre>
<p>Pieces1 and pieces2 are lists of English piece letters for the material
for the two sides that you wish to look for in a game.
For instance:
<pre>
rp nb
</pre>
<p>looks for a game in which a lone Rook and Pawn are
competing against a lone Knight and Bishop for the other.
<p>The case of the
letters is immaterial, there is no need to include Kings in the
description, and the order of the pieces does not matter.  Apart from
Kings, if a piece letter is not listed for a side then that piece
is not present within that side's material.
With the -z flag, a match will be tested for from both White and Black's point of view,
so with -z the example above matches the same games as:
<pre>
bn pr
</pre>
<p>However, if this is used with the -y flag then only games in which Black
has the Rook will be searched for.
<p>Further notation may be added after any piece letter, typically to
indicate something about the number of occurrences of that piece on one
side.
The following are valid for each piece:
<ul>
    <li>* (zero or more of that piece).
    <li>+ (one or more of that piece).
    <li>d (exactly d occurrences of that piece, where d is a digit).
    <li>d+ (d or more occurrences of that piece).
    <li>d- (d or fewer occurrences of that piece).
</ul>
<p>So:
<pre>
QR2B2N2P8 QR2B2N2P8
</pre>
<p>is the starting material position.
<p>Further notation is available to specify material
relative to the opponent's.
These are placed after the piece letter to which they refer.
<ul>
    <li>= (the number of these pieces must be the same as the opponent's).
    <li># (the number of these pieces must be different from the opponent's).
    <li>&gt; (the number of these pieces more than the opponent has).
    <li>&lt; (the number of these pieces less than the opponent has).
</ul>
<p>So,
<pre>
R+P+ R=P#
</pre>
<p>looks for Rook and Pawn games with a non-zero equal number of Rooks but
unbalanced pawns.

<p>In addition &gt; and &lt; may be preceded by a digit:
<ul>
    <li>d&gt;
    (the number of these pieces must be at least d more than the opponent's).
    <li>d&lt;
    (the number of these pieces must be at least d less than the opponent's).
</ul>
<p>Two more notations, &gt;=, &lt;= may be preceded by an optional digit
(the default is 1).
The meaning of this may not be intuitively obvious and, to an extent, they
represent a notational compromise.
<ul>
    <li>d&gt;=
    (the number of these pieces must be exactly d more than the opponent's).
    <li>d&lt;=
    (the number of these pieces must be exactly d less than the opponent's).
</ul>
<p>In this example, both sides have a pair or Rooks but one has exactly one
pawn more than the other:
<pre>
r2p* r=p1&gt;=
</pre>
<p>Here is an example where one side has sacrificed a Rook and Pawn for
Knight and Bishop and we don't care whether Queens are on or off the
board, so long as they are balanced:
<pre>
q*r+n*b*p+ q=r&lt;n&gt;b&gt;p1&lt;
</pre>
<p>This example represents some of the imprecision that can occur with
matches.  The meaning of 'r&lt;' is such that this could match positions
in which one side as 2 Rooks and the other none. This can be corrected
with:
<pre>
q*r+n*b*p+ q=r1&lt;=n&gt;b&gt;p1&lt;
</pre>
<p>enforcing strictly one Rook less. We ought also to correct the same
problem with the minor pieces:
<pre>
q*r+n*b*p+ q=r1&lt;=n1&gt;=b1&gt;=p1&lt;
</pre>
<p>In practice, we probably want to allow general matching of minor pieces
so the letter 'L' may be used to stand for a minor piece (Bishop or
Knight). This example represents a similar sacrifice of Rook and Pawn for
two minor pieces.
<pre>
q*r+l*p+ q=r1&lt;=l2&gt;=p1&lt;
</pre>
<p>I would advise against mixing the minor piece letter with Knight and
Bishop letters in the piece set for a single side, however, as I am not
convinced that it will produce exact results.

<p>Given the following pattern:
<pre>
q*r*b2n0p* q=r=b0n2p=
</pre>
<p>the -y flag would find all games where White had a Bishop pair and Black had two Knights,
whereas the -z flag would find all BB vs NN games for both sides.

<p>The --addmatchtag argument can be used with -z to add a MaterialMatch tag
pair to a game. The associated string will be "White" if pieces1 matches the
White pieces or "Black" if pieces1 matches the black pieces.
If this argument is used with -y then the associated string will always be
"White" so there is no point combining --addmatchtag with -y.

<p>A comment line may be placed in a material balance file by using a '%'
as the first character of the line.

<p>The <a href="#markmatches">--markmatches</a> flag may
be used to add a comment at the point that the match is found.
<ul>
<li><p>Position Stability with -z<br />
<p>The piece sets may be preceded by an optional number indicating the
required stability of the position. Normally, if you are looking for a
position with a particular set of material characteristics then you
probably want that position to last for a reasonable number of moves in
order to study its characteristics. The number before the piece sets is
how many half-moves you wish that material balance to last. By default,
this has a value of 2 so that fleeting positions in the middle of pairs
of exchanges do not produce unwanted matches.
This example looks for double-Rook and pawn games that last at least
10 half-moves:
<pre>
10 R2P+ R=P*
</pre>
</ul>

<h2 id="-7">The Seven Tag Roster (-7 or --seven)</h2>
<p>This flag discards tag pairs that are not part of the Seven Tag
Roster:
<pre>
Event, Site, Date, Round, White, Black and Result.
</pre>
<p>However, if the original game included a FEN tag, this is
included in the output, as the moves will make no sense
otherwise. In addition, if <a href="#-e">the -e flag</a> has been used for ECO
classification, any ECO, Opening, Variation and SubVariation tags
are also output.

<h2 id="-R">User-defined tag roster ordering (-R)</h2>
<p>The -R flag makes it possible to define the order in which
tags for a game are listed in the output.
The flag should be immediately followed by the name of a file
that contains a list of tag names, one per line, for instance:
<pre>
pgn-extract -Rroster file.pgn
</pre>
<p>where roster might contain:
<pre>
% Output the tags of the seven tag roster alphabetically.
Black
Date
Event
Result
Round
Site
White
</pre>
<p>The '%' character may be used to include comments in the file.
Tags not listed in such a file will appear after the required
tags have been output.

<h2 id="evaluation">Include a position evaluation after each move (--evaluation)</h2>
<p>The --evaluation argument causes a comment to be appended to every move,
which contains an evaluation of the position immediately following that
move.
The default evaluation is a simplified version of 
<a href="http://en.wikipedia.org/wiki/Claude_Shannon">Shannon's board
evaluation</a>. In this case, the evaluation is the difference between the
value of White's position and Black's, where the value of a position is
a weighted sum of the pieces plus a multiplier (0.1) applied to
the number of available moves for that player.

<p>I see this primarily as being a hook for people who wish to embed their
own evaluations in the output.
See the <code>evaluate</code> function in <code>apply.c</code> if you wish to
write your own.

<p>However, an alternative approach to annotating games with engine analysis would
be to consider using something like my
<a href="https://www.cs.kent.ac.uk/~djb/uci-analyser/">UCI-analyser</a> that can
pass suitably formatted PGN files to a
<a href="http://wbec-ridderkerk.nl/html/UCIProtocol.html">UCI-compatible</a> engine.
See, for instance, the section on obtaining
<a href="https://www.cs.kent.ac.uk/~djb/uci-analyser/#annotatePGN">annotated output in PGN format</a>.

<h2 id="fencomments">Include a comment with a FEN string for
the position after each move (--fencomments)</h2>
<p>The --fencomments argument causes a comment to be appended to every move,
which contains a FEN string for the position immediately following that
move. See <a href="#-F">-F</a> for adding a comment after just the
final move.

<h2 id="hashcomments">Include a polyglot hashcode comment after each move (--hashcomments)</h2>
<p>After every move a hexadecimal polyglot hashcode is output in a comment.
The idea is to make it easy to identify the hashcode associated with a position,
for instance for use with hashcode searches (see <a href="#-H">-H</a>).

<h2 id="nofauxep">Don't output ep squares in FEN when the capture is not possible (--nofauxep)</h2>
<p>FEN descriptions include the square for a possible en passant capture regardless of whether there
is actually an opposing pawn in position to make the capture.
For instance, if there is no opposing pawn, or the capture would leave the capturing
side in check.
The --nofauxep flag suppresses output of the square when a capture is not possible.
This makes it easier to compare identical FEN positions resulting from transpositions.

<h2 id="markmatches">Add a game comment on positional, material, repetition and fifty-move rule
matches (--markmatches)</h2>
<p>Add a game comment with the text immediately following --markmatches
after the move which causes a positional, material, repetition or fifty-move rule match.
For instance:
<pre>
pgn-extract -xvars --markmatches MATCH file.pgn
</pre>
<p>would add the comment <em>{ MATCH }</em> after every move that
caused a match from the positional matches specified in the <em>vars</em> file.
<p>If the text FEN is used then this is interpreted to mean that the FEN encoding
of the match position should be output in the comment, rather than the literal
text FEN.

<p>See <a href="#-x">-x</a> for positional matches with moves,
<a href="#fen-t">-t</a> for positional matches with FEN patterns,
and <a href="#-z">-z</a> for material matches.
See also <a href="#fifty">--fifty</a> and <a href="#repetition">--repetition</a>.

<h2 id="addhashcode">Add a Tag containing a hashcode for the game (--addhashcode)</h2>
<p>Add the tag HashCode to the tags. This contains a hashcode value
generated from the moves of the game. Identical move sequences will
produce the same hash code.

<h2 id="fixresulttags">Correct Result tags that conflict with the game outcome or terminating result (--fixresulttags)</h2>
<p>Where the existing Result tag clearly conflicts with a game's outcome - i.e., checkmate or stalemate - replace
the value in the Result tag to match the game outcome and don't report the inconsistency.
<p>Inconsistencies between the result tag and terminating result are resolved in favour of
    the terminating result when either is "*".

<h2 id="plycount">Add a PlyCount tag (--plycount)</h2>
<p>Add the tag PlyCount to the tags. This contains a count of
the number of ply present in the game being output.
Unless <a href="#suppress">variations have been suppressed</a> this will include
all moves in variations as well as the main line.

<h2 id="totalplycount">Add a Tag containing the total ply count (--totalplycount)</h2>
<p>Add the tag TotalPlyCount to the tags. This contains a count of
the <em>total</em> number of ply present in the game being output.
Unless <a href="#suppress">variations have been suppressed</a> this will include
all moves in variations as well as the main line.

<h2 id="nestedcomments">Allow nested comments (--nestedcomments)</h2>
<p>Nested comments are not usually allowed, but some game sources include them.
Use --nestedcomments to avoid mismatched closing comment symbols.

<h2 id="mailing">Contacting the author</h2>
<p>I don't run a mailing list but if you find the program useful
and would like or to offer suggestions that you think
others might be interested in, then drop me a line at
<a href="mailto:d.j.barnes@kent.ac.uk">d.j.barnes@kent.ac.uk</a>

<h2 id="limitations">Limitations</h2>
<p>The moves, variations, and commentary of each game are held internally
and reformatted when a game is extracted, rather than reproducing the
original text of the game source.

<p>Lower-case 'b' as the first character of a move is taken to be a move
of the b-pawn if one to match the move can be found. Otherwise, Bishop
moves are tried as an alternative.  There is no back-up on failure if
picking a valid pawn move was the wrong choice.

<p>Lower-case 'b' as the first character of a Bishop move is not
acceptable in the variations files.

<p>Duplicate detection is not guaranteed to be exact.
The -Z flag has slightly more potential to avoid false duplicates
as it compares separate values for the end position and move sequence,
whereas these are XORed to save space when -Z is not used.
However, this will only make a difference and avoid false
matches if
two different games at the same hashtable index
also produce identical XORed values.

<p>The results of the -x, -v, and -t/-T search criteria are AND-ed
together.  There might be occasions when you wanted to search for games
that matched either positional variations or textual variations at the
same time, for instance.  This requires multiple runs of pgn-extract.

<p>The -Wsan variation that allows selection of the output language
is tied to single-character piece descriptions. This does
not support Russian usage, for instance, in which the King
is described as a character pair.

<h2 id="files">The files</h2>
<p>The sources include a Makefile for the GNU make program, gmake.
I also use this with the <a href="http://www.mingw.org/">Minimalist
GNU for Windows</a> compiler
to produce a Windows command-line executable (see <a
href="#portability">Portability</a>).

<p>The distribution comes with the following files.
<table>
    <tr>
    <td>COPYING</td><td>GNU General Public License Version 3</td>
    </tr>
    <tr>
    <td>Makefile</td><td>A build file suitable for use with the GNU make utility.
    <br />Windows users might like to use the
    <a href="http://www.mingw.org/">mingw - Minimalist GNU for Windows</a> version.</td>
    </tr>
    <tr>
    <td>apply.[ch]</td><td>functions concerned with applying moves to a board.</td>
    </tr>
    <tr>
    <td>argsfile.[ch]</td><td>functions concerned with command line argument processing.</td>
    </tr>
    <tr>
    <td>bool.h</td><td>Boolean type definition.</td>
    </tr>
    <tr>
    <td>decode.[ch]</td><td>functions for decoding the text of a move.</td>
    </tr>
    <tr>
    <td>defs.h</td><td>definitions relating to boards.</td>
    </tr>
    <tr>
    <td>eco.[ch]</td><td>functions for looking up ECO classifications.</td>
    </tr>
    <tr>
    <td>eco.pgn</td><td>PGN file of ECO classifications.</td>
    </tr>
    <tr>
    <td>end.[ch]</td><td>functions for looking for matching endgames.</td>
    </tr>
    <tr>
    <td>fenmatcher.[ch]</td><td>pattern matching for the FENPattern
    pseudo tag.</td>
    </tr>
    <tr>
    <td>grammar.[ch]</td><td>the parser.</td>
    </tr>
    <tr>
    <td>hashing.[ch]</td><td>duplicate detection hash tables.</td>
    </tr>
    <tr>
    <td>help.html</td><td>This file.</td>
    </tr>
    <tr>
    <td>lex.[ch]</td><td>the lexical analyser.</td>
    </tr>
    <tr>
    <td>lines.[ch]</td><td>functions for reading lines.</td>
    </tr>
    <tr>
    <td>lists.[ch]</td><td>functions for holding the extraction criteria.</td>
    </tr>
    <tr>
    <td>main.c</td><td>the program starting point.</td>
    </tr>
    <tr>
    <td>map.[ch]</td><td>functions for implementing move semantics.</td>
    </tr>
    <tr>
    <td>moves.[ch]</td><td>functions for collecting moves and variations.</td>
    </tr>
    <tr>
    <td>mymalloc.[ch]</td><td>functions for memory allocation.</td>
    </tr>
    <tr>
    <td>output.[ch]</td><td>functions concerned with outputting the games.</td>
    </tr>
    <tr>
    <td>taglines.[ch]</td><td>functions for processing files of tag search criteria.</td>
    </tr>
    <tr>
    <td>taglist.h</td><td>constants for tag and pseudo-tag names</td>
    </tr>
    <tr>
    <td>tokens.h</td><td>type definition for lexical tokens.</td>
    </tr>
    <tr>
    <td>typedef.h</td><td>type definitions.</td>
    </tr>
    <tr>
    <td>zobrist.[ch[</td><td>code for generating Zobrist hash values for board positions.</td>
    </tr>
</table>

<h2 id="portability">Portability</h2>
<p>pgn-extract is regularly used under Windows/DOS
(using <a href="http://www.mingw.org/">Minimalist
GNU for Windows</a>),
and various versions of Linux and Mac OS X.

<h2 id="acknowledgements">Acknowledgements</h2>
<p>I would like to thank all those who used the program and made
suggestions for things to add.  In particular, thanks to Michael Kerry
whose help led to better determination of game boundaries in earlier
versions, and V. Armando Sole whose own filter
program was the inspiration for adding textual variation permutations.
John Brogan suggested adding the ! notation to the variation file and
provided the spur for duplicate detection.
He also supplied the original code for soundex matching (-S).
<p>Jaroslav Poriz, Ron Leamon, Ed Leonard, Charles
Frohman, and Robert Wilhelm helped with testing at various times.
Bernhard Maerz was instrumental in encouraging the inclusion of ECO
classification and material balance matches.
He and Peter Otterstaetter
suggested the relational operators in tag files, with Peter also
providing the spur to make duplicate detection work with bigger game files
(-Z) and doing some very useful testing for me.
<p>Kayvan Sylvan requested
long algebraic output and identified an error in ECO classification.
Cameron Hayne suggested matching on the number of moves in a game.
Owen D. Lyne suggested extension of the -E flag,
and both tested and provided diagnostic data to help refine the
ECO classification aspects of the program.
Karl-Martin Skontorp provided the incentive and testing help that
enabled me to add the -Wepd option.
<p>FEN pattern matching is based on pattern matching code by Rob Pike.
Taken from:
<a href="http://www.cs.princeton.edu/courses/archive/spr09/cos333/beautiful.html">http://www.cs.princeton.edu/courses/archive/spr09/cos333/beautiful.html</a>
and ideas from Kernighan and Plauger's "Software Tools".
<p>Finally, thanks, of course, to Steven Edwards
for his work on developing the PGN standard.

<h2 id="license">License</h2>
<p>pgn-extract: a Portable Game Notation (PGN) extractor.<br>
This file is part of pgn-extract: a Portable Game Notation (PGN) extractor.
Copyright (C) 1994-2019 David J. Barnes
<p>pgn-extract 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 Software Foundation, either version 3 of the License, or
(at your option) any later version.
<p>pgn-extract is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.
<p>You should have received a copy of the GNU General Public License
    along with pgn-extract. If not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
<p>
<p>David J. Barnes may be contacted as
<a href="mailto:d.j.barnes @ kent.ac.uk">d.j.barnes @ kent.ac.uk</a>,
<a href="http://twitter.com/kentdjb/">@kentdjb</a> on Twitter,
or via
<a href="https://www.cs.kent.ac.uk/people/staff/djb/">https://www.cs.kent.ac.uk/people/staff/djb/</a>

<h2 id="history">Change history</h2>
<p><a href="https://www.cs.kent.ac.uk/~djb/pgn-extract/changes.html">Historical log of major changes.</a>
<hr>
</div>
</div>

  <div id="footer">
<address>
<p>Copyright (C) 1994-2019 David J. Barnes<br />
<a href="mailto:d.j.barnes@kent.ac.uk">d.j.barnes@kent.ac.uk</a><br />
<a href="https://www.cs.kent.ac.uk/~djb/">https://www.cs.kent.ac.uk/~djb/</a><br />
Date of this version: 22 Apr 2019<br>
Version Number: 19-04<br>
</address>
  </div>
</div>
</body>