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I don't believe any engine yet written can do that. That's a feature for a GUI, not an engine. And no, I don't know of a GUI (and I have dozens of them) that will do exactly that task either.Scid vs. PC can export an analyzed game to a formatted HTML file, that you can step through, complete with diagrams at each "blunder" but it doesn't summarize or tabulate the data.If you have any programming experience, it would be a trivial matter to write a short program to parse a commented PGN file, and have the program keep track of your inaccuracies, mistakes, etc. I'm writing such a program now, but it's for my own specific needs.
The Depth based anaylsis is deinfitely a work in progress.
I have made improvements over 4.11 in the latest beta/subversion,
so if you want to test Depth based analysis please use one of these,
The same goes for stopping single game analysis. This is in Subversion/beta only, and send bug reports if you have a clearly reproducible issue.
Also - Testing annotation can be complicated by Engines cache-ing analysis.
Gregor sent me a hack to speed up database opening too. (File opens do not have to be locked because we are not using threads). So please check this out if using subversion.
I have analysed a couple of my games with the bluder threshold set to 0.5
When the diffference in score between current move and previous move is greater than 0.5 Stockfish marks these as ?!(dubious move) instead of ??(blunder).
why is this
Note that Stockfish isn't the one marking the scores. Stockfish just evaluates the position and reports the score. Scid vs. PC is the one marking them. And you can control what is considered a ? more or a ?! more or a ?? more, etc.Whether a score is marked as ? or ?! or ?? (etc.) depends upon the values in the Configure Informant screen.OPTIONS - GAME INFORMATION - CONFIGURE INFORMANT VALUESThe Blunder score here is separate from the Blunder Threshold score in the Configure Annotate screen. You can have a Blunder Threshold of .3, for example, in the Annotate Screen, and have a Blunder (??) marked as 3.0, for example, in the Informant screen.
The Blunder Threshold value controls the whether you wish to add scores for Blunders and add variations for Blunders.
The Informant symbol for a Blunder (??) will still only be marked and added to the moves using whatever value you have in the Informant screen, not the Annotate Bunder Threshold score.
(I think.)So, if you really do want a Blunder to be anything greater than .5, and if you do want this marked as ??, then also change it to .5 in the Configure Informant screen.
Quote from above "The Blunder Threshold value controls the whether you wish to add scores for Blunders and add variations for Blunders"
I understand most of your explanation apart from the above quote.
Why is it necessary to have the Blunder Threshold setting in Annotate window if the blunder setting is going to be controlled by the Informant screen.
How does a setting or 0.5 in Blunder Threshold influence how scores and variations are added to blunders
Well, for me, when I want to have an engine annotate one of my games, I almost always want it to point out and add variations for moves and lines it finds that are, oh, even as little .2 or .3 or .4 better than my actual move. I want to see what the engine recommends, to see what I possibly should have played in that position.But an evaluation difference of just .2 or .3 doesn't mean my move was a blunder! And I certainly wouldn't want my move scored as ?? because it wasn't a blunder. It might not have been best, but it certainly didn't blunder the game away.So this is why you really do need two different settings. You need one setting to point out what IS a big blunder, (??) as you previously entered in the Informant Screen. And you need another setting to decide WHEN you wish to have a varation added when the engine evaluates a move that is better than your move, as previously entered for your "Blunder Threshold."
If this helps, don't think of it as "Blunder Threshold." Pretend that's called "Better Move Threshold." This way it differentiates itself from "Blunder" in the Informant Screen values.
Thanks again Ed.
Better Move Threshold sums it up.
So blunder Threshold decides when a variation should be added when the enigne finds a better move.
Correct, assuming you have "when move is a blunder" checkmarked in the Add Variations section of the Configure Annotate window.It also decides when scores should be added, assuming you have "blunders/not best" marked in Add Scores section of this screen.
I dont have that checked in the Add variations section.
I have when move is not the best checked. It still adds the variations though.
I noticed that the threshold in Add variations cant be set higher than 10. This affects the analysis assuming a player has gone behind 10+ in material because no variations are added. In the endgame in particular you can miss out on being shown what options were best.
Also in the Informant window there is no option to set Good or Interesting Move. these symbols have never shown up in my analysis for either player
Yes, if you have "When move is not best" checked, it will add a varation each time your move is not best. But if you have "When move is a blunder" checked, it will only add a varation each time the engine finds a move that is better than your Blunder Threshold.When a player has a +10.0 or higher score, just about ANYTHING wins. If you really want to see what is best in this situation, just analyze that position on its own.Hmmmm... I see an option to set the value for Interesting Move. (It's the very first option.)
Apologies. I meant good or excellent move
what is the benefit of choosing when move is a blunder over when move is not the best
is it better to check when move is a blunder or when move is not the best or do both have particular uses
When you have "When move is not the best" checked, you are obviously going to get a lot more variations added. There are probably going to be lots and lots of moves that will probably not be the very best move, especially at the lower skill levels. If this is what you want, this is a benefit.When you have "When move is a blunder" checked, you are only going to variations added at a certain point... that you specified. If you specified a high threshold, you will see few variations. If this is what you want, this is a benefit.Again, it's a matter of preference. Neither option is better. It depends upon what you want to see. A strong GM, for example, might only care to know when he makes a mistake worth maybe 4 or more centipawns. He doesn't want or need to know on every single move that an engine liked a different move by a fraction of point. He doesn't care. He knows that other moves are equally valid/strong.But a beginner or weak player might definitely want to see on every single move what the engine recommends instead of what he played, because he's still learning.
Thanks Ed, I understand it now.
I was wondering why someone wouldnt want to see every variation but it makes sense that a master or very stong player wouldnt need to see every variation.
Im only 1270 so i think at my level its best to see all the better possible variations.
i would like to see the Good or Excellent moves annotated but i dont see the option to set these in the informant window
Would someone care to make a quality GIF based piece set, to use as default and replace one of Alpha/Adventurer/Kingdom ?
3/14/2014 - Mate in 4
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