fern wrote:One feature that no program implement is a real rating evaluation tool. It is not realistic to be evaluated like a 800 Elo player because you loses every game against an engine even if you played lot of very good moves, proper of a, say, 1800 or more player.
For doing what i propose it is enough with not only take into account the result, but the number of moves that the player did that coincided with the best move calculated by the engine.
So you could lose every game and still to be considered, say , a decent chess player.
We all need that incentive.....
My best and waiting your simple,. intuitive and ORIGINAL gui.
Fern
With a GUI that is designed for a variety of programs, I'm not sure how to include a rating evaluation tool. To start with it would have to be calibrated against whatever program it was configured with.
What I would like to see for players to improve with is a skittles mode that is customized for each player. After each game the computers level is adjusted slightly upward, or slightly downward depending on the result of the game. This adjustment automatically applies to the next game.
The vast majority of players probably play less than 1500 ELO strength, although this is probably a common skill level for casual tournament players. So the biggest problem is how to handicap the computer in a realistic way. I think Bob Hyatt has some good ideas about how to do that.
The problem is that this kind of support has to be built into the chess engine itself. It would be nice to be able to build it into the user interface so that it just works regardless of which program is loaded.
Your idea of seeing how many moves coincide with the computer is not reliable because different programs play different styles of moves and often there are several perfectly playable moves. However, a compromise is to let the computer estimate how many moves were seriously "below par" by comparing the score of the best move (in it's opinion) to the score of the move you selected and come up with some kind of scoring function for that.
A way to handicap the computers is to use multi pv mode. The user interface could randomly choose the second best move N% of the time. Sometimes the second best move will be an outright blunder. I don't really like that because in quiet positions it may not be much of a handicap and in sharp positions it may be a huge handicap.
I noticed when following on-line tournaments of very strong players with komodo that the humans quite often would play second best moves which would suddenly drop their score. The computer often knew the human missed something, even if it was just positional. So with multi-pv mode that behavior could be simulated. So the rule could be to simulate small errors N% of the time. That might be a way to significantly handicap the computer without it appearing to be too unnatural or fake.