1 Oct 2010 18:20
1 Oct 2010 19:32
Re: (no subject)
Arun Persaud <apersaud <at> lbl.gov>
2010-10-01 17:32:34 GMT
2010-10-01 17:32:34 GMT
Hi > I'm Shahram Tabandeh, Ph.D. student at McGill University, experienced > software developer and a lover of strategic games. I like to contribute > to xboard project. Great! We can always need more people :) Do you have anything in particular in mind that you want to work on, if not the GTK version (where we want to merge Xboard and Winboard again into one code base) needs a lot of work... There are some formalities to be handled, since XBoard/Winbaord is a GNU project, but apart from that feel free to start coding ;) ARUN
2 Oct 2010 00:51
Re: (no subject)
<h.g.muller <at> hccnet.nl>
2010-10-01 22:51:30 GMT
2010-10-01 22:51:30 GMT
A new feature that is reglarly requested lately is to equip XBoard with some kind of mode to automatically solve problems given in an EPD file with an engine, and then let it keep the score of correct and incorrect solutions. I have done nothing in that respect yet. This is a feature that is very much related to 'match mode'. It is already possible to start a match using a FEN / EPD file for starting positions (auto-incrementing the position index). The difference here would be that each 'game' of the match would only last for a single move, (i.e. it should be played as 'Machine White' or 'Machine Black', rather than 'Two Machines'), after which the move played by the engine should be compared to the solution move (or 'avoid move') given in the EPD (for which some additional parsing of the EPD line would have to be added; currently XBoard only looks at the FEN part). The regular win and loss counters could be used for keeping the number of correct and incorrect solutions, which then pop up after the entre file is processed. In addition there can be reporting in an automatic saveGameFile as usual. An extension here might actually be to write the entire PV of the engine as a PGN game, rather than just its move. There have also been requests to make XBoard auto-play the engine PV on the display before going to the next problem. Capability to write an engine PV in the PGN might be generally useful. Another thing that XBoard currently cannot do (I think) is automatically annotate an entire file with depth/score and PV information obtained from an analyzing engine. In match mode it can use the games in a file as forced opening line, and if the game would run to the end, it would be immediately finished. But the engine is kept in force mode during this, so there is no PV info generated. An option could be added to have the engine(Continue reading)
8 Oct 2010 05:41
8 Oct 2010 05:44
Re: master-branch needs some testing
Adrian Petrescu <apetresc <at> gmail.com>
2010-10-08 03:44:16 GMT
2010-10-08 03:44:16 GMT
I'm on it!
On Thu, Oct 7, 2010 at 8:41 PM, Arun Persaud <apersaud <at> lbl.gov> wrote:
Hi
there are a several new commits that changed code all over the place
(mostly to prevent buffer overflows). Would be great, if people could
test the current master ;)
Arun
8 Oct 2010 05:55
Re: master-branch needs some testing
Adrian Petrescu <apetresc <at> gmail.com>
2010-10-08 03:55:34 GMT
2010-10-08 03:55:34 GMT
Here's something I noticed right away: I have an .icsrc file with my FICS username and password, and it works, but now the prompt after I log in is a (new) Password: **** one. Of course, I'm already logged in, so anything I put in there (including my accurate password) just gives:
password: fdsfds: Command not found.
(And no, fdsfds is not my real password ;) After that everything just continues working, so it's not a huge deal, but you might want to throw in a check for .icsrc files.
Hope that helps, I'll keep playing with it and let you know what I find!
Cheers,
Adrian
On Thu, Oct 7, 2010 at 8:44 PM, Adrian Petrescu <apetresc <at> gmail.com> wrote:
I'm on it!On Thu, Oct 7, 2010 at 8:41 PM, Arun Persaud <apersaud <at> lbl.gov> wrote:Hi
there are a several new commits that changed code all over the place
(mostly to prevent buffer overflows). Would be great, if people could
test the current master ;)
Arun
8 Oct 2010 10:29
Re: master-branch needs some testing
h.g. muller <h.g.muller <at> hccnet.nl>
2010-10-08 08:29:20 GMT
2010-10-08 08:29:20 GMT
At 20:41 7-10-2010 -0700, Arun Persaud wrote: >Hi > >there are a several new commits that changed code all over the place >(mostly to prevent buffer overflows). Would be great, if people could >test the current master ;) > >Arun Apart from this (which potentially could cause problems anywere) there were two specific elaborate code changes, which deserve special testing: The algorithm for handling the -mps, -tc and -inc parameters was completely changed, in preparation for handling multi-session Time Controls in engine play. So it would be good to check if every TC type that used to work still works, also when the -tc parameter is of the form "min:sec", and if the flag is called at the proper moment in all types of TC. I guess t should be pretty obvious if something is wrong here, as there are not too many combinations. The second change is in the the promotion code. The old code did not protect well against erroneous or spurious promotion characters printed by engines from leaking to the oher engine, or into the PGN, and vice versa. Also the default of promoting to Queen when the promotion suffix was missing was no longer correct. To cure all that the internal representation of promotions was changed. Of special concern in variants with funny promotion rules (e.g. Shatranj, Shogi, mini-Shogi). Also untested is if promotion with normal Chess in ICS play still works.
8 Oct 2010 18:29
Re: master-branch needs some testing
Arun Persaud <apersaud <at> lbl.gov>
2010-10-08 16:29:48 GMT
2010-10-08 16:29:48 GMT
On 10/07/2010 08:55 PM, Adrian Petrescu wrote: > Here's something I noticed right away: I have an .icsrc file with my > FICS username and password, and it works, but now the prompt after I log > in is a (new) Password: **** one. Of course, I'm already logged in, so > anything I put in there (including my accurate password) just gives: > > password: fdsfds: Command not found. > > (And no, fdsfds is not my real password ;) After that everything just > continues working, so it's not a huge deal, but you might want to throw > in a check for .icsrc files. > > Hope that helps, I'll keep playing with it and let you know what I find! yep, will fix this in the next few days... thanks for reporting! Arun
13 Oct 2010 10:31
Variation Trees
h.g. muller <h.g.muller <at> hccnet.nl>
2010-10-13 08:31:38 GMT
2010-10-13 08:31:38 GMT
I would like to have some feedback about the new variation support in
XBoard 4.5.pre0.
The way it is currently implemented initiates a new variation (pushing the
tail of the
existing game on a stack) every time you enter a move in Analyze or Edit
Game mode
when not at the final position of the current line. (In the final position
it would just append
the move.) Previously, the game would simply be truncated before appending
the move.
The danger of the new method is that people that are used to analyzing
without using 'revert',
but in stead by using '<' to step back through the current line, and then
try an alternative move,
wil pretty quickly run into a 'stack overflow' error popup, as they save
game tail after game tail
on the stack, and never pop anything. I can imagine they would perceive
this as extremely
annoying. I never use Analyze mode myself, so I have no idea how it is
typically used...
I guess people could get used to using 'revert' for retracting an entire
variation to the point
where they started it. But when they want to try an alternative move from a
position between
the point where they started the current variation, and its end, that would
be very inconvenient,
as it would retract some of the moves they still want played. So the use of
'<' and '>' to step
to the branching point, and enter a new move there, seems natural. This is
fine if it was just
the first of a number of sub-variations on the current variation they
wanted to explore:
when they are done with it they can then 'revert', and use '<', '>' to step
through another
position to try another sub-varation. But it does not provide for the case
where they want
to abandon the tail of the current variation entirely (because they feel it
is refuted).
It would then be annoying to them to revert to it every time. Not only
because they have
to hit 'revert' one extra time, but mostly because this interferes with
saving the variation
they finaly do want to keep (which is now a sub-variation on a silly line)
as variation
comment in the PGN through 'annotate'.
The logical way to solve this is to let them use 'truncate game' to
truncate a current line
they don't want to keep, before entering new moves, so that entering these
moves will
not start a new (sub-)variation, but simply replace the tail of the current
line.
However, 'Truncate Game' is now implemented by first discarding the entire
variation stack,
and making the current variation (after truncation) the main line, making
it unusable for this
purpose. This might be an undesirable implementation of 'Truncate Game'.
But if you make
'Truncate Game' just act on the current variation, the problem exists that
there can be
game tails pushed on the variation stack that branch off on a move after the
truncation point, and an attempt to restore them would then leave a gap in
the game.
I guess this could be handled by not discarding the complete stack, but
just all game tails
on it that start behind the truncation point at the moment you truncate.
An alternative would be to not make the starting of a new variation automatic.
('autoTruncate mode', if you want.) Playing a move from within an existing
line would then
result in the old behavior of truncating the line and appending the move,
rather than pushing
the tail on the variation stack. A new variation could then be started, for
example, by holding
the Shift key down while making the move. This might provide better
backward compatibility,
but it is not essentially different from explicitly having 'Truncate Game'.
(Just that you have to
press an extra key in the opposite case.) So it will pose the same problems
w.r.t. game gaps.
An alternative way to solve the gap problem is to not just push game tails,
but the entire game,
each time you start a variation. This could lead to an explosion of memory
usage, however,
if you are trying out many short variations at the end of a long game, and
thus is not very elegant.
I would like to know what people think should be the desired behavior here.
13 Oct 2010 18:28
Re: Variation Trees
Arun Persaud <apersaud <at> lbl.gov>
2010-10-13 16:28:02 GMT
2010-10-13 16:28:02 GMT
Hi I have to say that I never use variations either, but I don't understand why creating more variations leads into memory problems... Shouldn't we just have the whole game including variations in a tree-like structure and then a linked list without any branches that points to the current/active variation? Going back and forth would just move along the current list and whenever you add a new variation you add it to the tree and update the current list and when you move back and forth and there are multiple branches in the tree they should be shown somewhere in a windows, so that you can select the branch you like or you just show the whole tree in a window and people can click on any leave in it to select the branch they want to be on. Perhaps it would be good to rewrite this part if there are problems with it? Arun
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