Joost 't Hart wrote:
Hi!
>> - what is the benefit of going backward ? What will be
>> the real improvement ? A +3 % in annotation quality ?
>
> For proper games, the benefit can be huge. It is not
> efficiency, because I cannot tell the engine to go up to a
> certain ply depth (unfortunately).
Pascal Georges wrote:
> I don't want to deter you
I am afraid the code in addAnnotation{} did already. For me it is not
that easy to grasp what is going on there. From a software design
perspective, it is simply unfortunate that both autoplay{} and
addAnnotation{} do move-order business.
> b
I don't want to deter you but :
- variations can be annotated (so also backward !) ;
- what is the benefit of going backward ? What will be the real improvement
? A +3 % in annotation quality ?
- It is a question of hash : do you know how long it takes to fill 100 Mo of
hash ?
- think of move 50 w
Joost 't Hart wrote:
Hi!
> Implementing this part was fairly easy (taking your 2nd
> thoughts below into account as well), but the tricks (for
> me, at least) are still to
[...]
> good one (e.g. p1 - p2 >= 0). The comment applies to
> position (p2) and the variation is the better alternative
> f
Alexander Wagner wrote:
> Joost 't Hart wrote:
>
> Hi!
>
>> When using an engine with some hash-capabilities, it is
>> seriously beneficial to annotate a game end-to-start,
>> instead of start-to-end.
>
> This is on the agenda for quite a while. It would be great
> if you want to check into this is
Joost 't Hart wrote:
Hi!
> When using an engine with some hash-capabilities, it is
> seriously beneficial to annotate a game end-to-start,
> instead of start-to-end.
This is on the agenda for quite a while. It would be great
if you want to check into this issue.
> I was trying to figure out how
Hi,
When using an engine with some hash-capabilities, it is seriously
beneficial to annotate a game end-to-start, instead of start-to-end.
I was trying to figure out how to accomplish this. Code sits in
main.tcl/autoplay{}, right?
I guess the current default proceeding is as follows.
1) An as