Hi  scid user,

This is about the behaviour that we would like to see with annotation:

I am happily looking at the following:

"For <blablabla> moves (only)"
Only moves of the selected color (or both) are annotated, except the 
final move of game/variation, which is always annotated.
This is not different from the behaviour we had, except for the final 
move thing. I think it is better to always annotate the final move. 
Furthermore, as we speak final moves in variations are not annotated at all.

"Annotate <which> moves"
"Annotate all moves" will - as it says - annotate all moves, so it even 
may come up with an alternate engine move that has exactly the same 
score as the move in the game.
Yet I have enhanced the code such that it will never insert a variation 
starting with the same move as in the game, as this makes no sense. As 
soon as the game deviates from the/this engine line, there will be 
another chance to insert it (with probably more accurate statistics).
For the very same reason, the starting move of a variation is not 
annotated (unless it is also the final move of that variation). How 
could the variation that the engine comes up with be different from the 
variation given for the main move in the game? Basically, not.

Still on my wish list is the implementation of another filter: Add the 
notion that it might make no sense to add a variation starting with a 
move that is already a variation for the current game move.
But this needs some clever thinking that I have not been able to come up 
with yet. Especially the fact that the user actually may want to see 
this variation if he has selected not to annotate his own variations.
I will keep it in the back of my head.

"Annotate only blunder moves" will only show a variation to moves that 
make the score go down more than the value entered in the dialogue. Plus 
the final move in the game/variation.

"Annotate only not-best move" will only show a variation to moves that 
make the score go down. Furthermore this /mode/ includes the notion of 
the blunder checking of the previous option. The difference shows with 
the annotation options (see below).
If you like this idea, we probably should redesign the configuration 
dialogue a bit such that it gets clear that the blunder level applies to 
both modes.

Annotate variations is not changed. If not enabled, the automaton simply 
skips variation that are already in the game. If enabled, also the 
variations are handled, in the same fashion as the main moves, with the 
exceptions mentioned above.

If you do not enable short annotations, the engine will present 
variations with
- it's name
- a score tag (with UCI engines, I replaced the bogus 327.xy value with 
Mx (or M-x) as is done in the engine window. Good idea?)
- the known remark "engine reports blunder" for applicable moves (score 
down > x) when we are in one of the two annotate-only /mode/s.

If you do enable short annotations, the engine will only present NAG 
stuff, unless you also enable add score to annotations: In that case the 
score tag is also added (but not the engine name and the more verbose crap).

I have a final question: What is the idea of enabling both batch 
annotation and book annotation?

Currently Scid adds another annotator string of the form "opBlunder 
<move#> (<colour>)" with every move in the game from the moment we have 
left book. This only shows since my recent cvs update regarding the 
extra field. In the old days this probably did not work at all.
This is nonsense of course. Except for the fact that opBlunder is 
apparently an untranslated stringID and that the colour mentioned is 
wrong (should be the opposite).

What /is/ the wanted behaviour?
Somehow it occurs to me that the engine should not annotate at all in 
this mode. And that we only want a quick opening mistake check. But 
maybe I am wrong.
Making it such that only the first non-book offender is added to the 
annotation is straightforward. But is it the idea to indeed forget about 
further engine involvement? Is straightforward as well. Let me know.

Hope for some interaction. Shoot! It will allow me to quickly finish 
this job.

Cheers,
Joost.


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