Thank you very much for the answer Matthias. Please write what kind of option " unused yet ". I do not understand the function " Update Engine Names ". Please write how best to use it.
Hi Krzysztof,
my website says "ChessGUI is not Winboard, nor Arena, nor ..., but instead it is just an idea in a pre-beta stage of conception.", so just use the options that work for you and ignore the rest. Version number still 0.245
my website says "ChessGUI is not Winboard, nor Arena, nor ..., but instead it is just an idea in a pre-beta stage of conception.", so just use the options that work for you and ignore the rest. Version number still 0.245
my website says "ChessGUI is not Winboard, nor Arena, nor ..., but instead it is just an idea in a pre-beta stage of conception.", so just use the options that work for you and ignore the rest. Version number still 0.245
Hello Matthias,
You absolutely have nothing to blush about!
Pre-beta indeed...
Later.
Agreed. You've done a magnificent job to date, Matthias.
my website says "ChessGUI is not Winboard, nor Arena, nor ..., but instead it is just an idea in a pre-beta stage of conception.", so just use the options that work for you and ignore the rest. Version number still 0.245
Hello Matthias,
You absolutely have nothing to blush about!
Pre-beta indeed...
Later.
Agreed. You've done a magnificent job to date, Matthias.
Thanks, Guys !
I intend to make ChessGUI truly useful when I resume work on it.
Cheers,
Matthias.
That of course can also mean that the GUI is pretty lax in enforcing time. Switch off -autoCallFlag in WinBoard, and you are also guaranteed to never lose a game on time. Not even if you exceed your time by 10 min...
ChessGUI has an "overstep margin" setting in milliseconds. That might help, typically you might set that at 1,000. But for sudden death time controls, if you get a very long game, engines will get into time trouble eventually, same as humans can.
True. But unlike humans engines can move in 2 msec, so even when they still have 1 sec left they could still do hundreds of moves. So when you would program the engine such that it moves in 2 msec whenever the time on its clock is less than a second, it would be very unlikey the flag would fall before the 50-move rule kicks in. Of course this would not use that 1 sec optimally, as typical games would last only 50 moves, so you would almost never use more than 10% of it. So it is just where the priorities of the engine author lies: try to squeeze the most out of that one final second, or make sure it never forfeits on time.