
********************************** HexGui INSTRUCTIONS *********************************

* Select File Menu / Attach Engine / "six_gtp_engine.exe" 
  to play against it

* press F5 => generate one computer move
* OR: select Computer color White/Black/Both from Game Menu


... and see FORUM: 

http://www.littlegolem.net/jsp/forum/topic2.jsp?forum=50&topic=301


************************************** Six engine **************************************

SIX ENGINE OPTIONS:

--level=0 .. --level=3  level 0..3 possible (0=beginner=fastest, 3=expert=slowest)
--allow-swap=1          Swap as 2nd move is possible (rule change)
--allow-resign=1        Computer can resign if he thinks he will lose

TIPS:

* try level 0 first, which is already quite strong; use boardsize 11 for your first games
* higher levels 1...3 take longer to think, 
  boardsize 12..15 also take longer
* play *with* "swap rule" to have a fair game

BEST SPEED:

The difference between "six_gtp_engine-11.exe" and "six_gtp_engine-15.exe" is,
the first one only supports up to size 11, the second one up to size 15, but 
first one is 30%-50% faster, since internal data structures are smaller
("#define VSIZE 4" vs "#define VSIZE 8").

The executables are even switched half-automatically in HexGui.

Switching board size and crossing the size 11 barrier, you should attach
the other engine.

BUILDING:

Six is compiled using MinGW-gcc-4.2.1(-sjlj experimental), using -O3.
(it is a lot faster than the first executables, built with cygwin, 
improvement is ~50s => 22s).

Building with boost.threads is necessary to support interrupting of moves
(using the GoGui feature).

