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MrEdCollins

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.

analyzethispgn

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.

MrEdCollins

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.

analyzethispgn

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


MrEdCollins
analyzethispgn wrote:

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.)

analyzethispgn

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

MrEdCollins

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.

analyzethispgn

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

stevenaaus

Would someone care to make a quality GIF based piece set, to use as default and replace one of Alpha/Adventurer/Kingdom ?

wiewil

Who knows how to export scid games in one single html file for use with a website. I use 4.2.2 and when exporting it makes a file for every single game.

PossibleOatmeal

stevenaaus if you can describe the format for the gif pieces, I can tackle it.  Can it handle transparency like png does?  That should make it easy to make a good set.  Do I just encode it the same way the png pieces are?

stevenaaus

.gif doesnt handle transparency afaik. Otherwise , i think the process is exctly the same.. though i'm not sure how people here are doing it.

I think the pics have to be very accurate because of the lack of transparency.

This is all the doco/support i have made

http://sourceforge.net/projects/scidvspc/files/support%20files/scid_chess_pieces.tgz/download

PossibleOatmeal

OK, I'll experiment with it.

stevenaaus

Made a new release.. announced here.

http://www.talkchess.com/forum/viewtopic.php?p=563584#563584

MrEdCollins

Thanks for the heads-up.

Testing it now...

aadchesskid
stevenaaus wrote:

cant the existing scidvspc 11 be updated, rather than downloading and keeping both 11 and 12..

PossibleOatmeal

Sure, just install it in the same folder you had 11 installed in.

aadchesskid
pawpatrol wrote:

Sure, just install it in the same folder you had 11 installed in.

IT DOESNT WORK.. 

PossibleOatmeal

Worked fine for me.

aadchesskid

i did install in the same folder as scidvs pc 11, but a subfolder of scidvspc 12 was created in it, and both interface work. What i asked is to have 11 upgraded to12