and of course I had to find a bug literally minutes later...
build 127 is up:
- fix rare infinite loop when making a game cut in certain cases (user move) - no idea how long it's been there
Myracle GUI
Moderator: Ras
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mar
- Posts: 3008
- Joined: Fri Nov 26, 2010 2:00 pm
- Location: Czech Republic
- Full name: Martin Sedlak
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vencenda
- Posts: 47
- Joined: Thu Dec 09, 2021 8:18 pm
- Full name: Michael Titherick
Re: Myracle GUI
Hey, Martin, thank you so much for all the work you've done!
I found a little bug(?):
It happens if you add an engine as analysis engine in Analysis settings and then remove the engine from the GUI without removing it from Analysis settings.
When you click on Analyze, this error message appears:
app crash: exception c0000005 near code ptr 0x7ff6c4bc0ee0
I found a little bug(?):
It happens if you add an engine as analysis engine in Analysis settings and then remove the engine from the GUI without removing it from Analysis settings.
When you click on Analyze, this error message appears:
app crash: exception c0000005 near code ptr 0x7ff6c4bc0ee0
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vencenda
- Posts: 47
- Joined: Thu Dec 09, 2021 8:18 pm
- Full name: Michael Titherick
Re: Myracle GUI
Also, with latest version, the tournament schedule doesn't appear in the tournament tab.
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mar
- Posts: 3008
- Joined: Fri Nov 26, 2010 2:00 pm
- Location: Czech Republic
- Full name: Martin Sedlak
Re: Myracle GUI
ah yes, and I thought 127 was such a nice number 
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mar
- Posts: 3008
- Joined: Fri Nov 26, 2010 2:00 pm
- Location: Czech Republic
- Full name: Martin Sedlak
Re: Myracle GUI
build 128 is up:
- fix schedule not appearing when filter is set to all
- fix GUI no longer crashes when analysis engine is removed and analysis restarted
- fix schedule not appearing when filter is set to all
- fix GUI no longer crashes when analysis engine is removed and analysis restarted
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mar
- Posts: 3008
- Joined: Fri Nov 26, 2010 2:00 pm
- Location: Czech Republic
- Full name: Martin Sedlak
Re: Myracle GUI
build 129 is up:
- a couple more color themes added (need to update gui_data.zip apart from the binary)
- dashed board dark squares can be enabled in appearance settings for fun
- board theme colors can be tweaked in settings/board colors (brightness, contrast, saturation and gamma)
- unused "reuse engines" in new tournament has been replaced with "cycle colors"
more notes on cycle colors (someone asked for this a long time ago btw)
default off, if on forces each other pairing to swap colors apart from only swapping per cycle;
this can result in smoother elo graph progression, for example.
note that it's only supported for round robin, gauntlet and team tournaments
let's consider the gauntlet default cycle 1 schedule:
with cycle colors enabled:
- a couple more color themes added (need to update gui_data.zip apart from the binary)
- dashed board dark squares can be enabled in appearance settings for fun
- board theme colors can be tweaked in settings/board colors (brightness, contrast, saturation and gamma)
- unused "reuse engines" in new tournament has been replaced with "cycle colors"
more notes on cycle colors (someone asked for this a long time ago btw)
default off, if on forces each other pairing to swap colors apart from only swapping per cycle;
this can result in smoother elo graph progression, for example.
note that it's only supported for round robin, gauntlet and team tournaments
let's consider the gauntlet default cycle 1 schedule:
Code: Select all
cycle 1:
A-B
A-C
A-D
A-E
A-F
cycle 2:
B-A
C-A
D-A
E-A
F-A
Code: Select all
cycle 1:
A-B
C-A
A-D
E-A
A-F
cycle 2:
B-A
A-C
D-A
A-E
F-A
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vencenda
- Posts: 47
- Joined: Thu Dec 09, 2021 8:18 pm
- Full name: Michael Titherick
Re: Myracle GUI
I tried the new "cycle colors" feature but it doesn't behave exactly how I'd expected, at least in Round Robin.
Engine 1 seems to still always play as white in the first cycle.
I tried with 7 and 8 engines.
Assuming that's not exactly what you intended, I searched and found how to ensure that each engine plays as close to equal white/black games in each cycle as possible, with each engine alternating between black and white in every round. It's very close to what you've done already, but I think it needs some changes.
1. When the number of players is odd, the BYE must be placed in the fixed position, otherwise (if the BYE is rotating) the white/black balance is breaking for some engines.
So, since you use (I believe) the first engine as the fixed one, the BYE should be placed first, not last.
2. Only for the first pair (because it contains the fixed engine), you reverse the colors based on the round's number:
Round 1: don't reverse
Round 2: reverse
Round 3: don't reverse
Round 4: reverse
and so on
3. For the rest of the pairs, you reverse the colors for every second pair in every round. You've already done this one.
So pairs 2, 4, 6, 8... are reversed in every round.
Pair 1 is reversed only in even-numbered rounds.
Engine 1 seems to still always play as white in the first cycle.
I tried with 7 and 8 engines.
Assuming that's not exactly what you intended, I searched and found how to ensure that each engine plays as close to equal white/black games in each cycle as possible, with each engine alternating between black and white in every round. It's very close to what you've done already, but I think it needs some changes.
1. When the number of players is odd, the BYE must be placed in the fixed position, otherwise (if the BYE is rotating) the white/black balance is breaking for some engines.
So, since you use (I believe) the first engine as the fixed one, the BYE should be placed first, not last.
2. Only for the first pair (because it contains the fixed engine), you reverse the colors based on the round's number:
Round 1: don't reverse
Round 2: reverse
Round 3: don't reverse
Round 4: reverse
and so on
3. For the rest of the pairs, you reverse the colors for every second pair in every round. You've already done this one.
So pairs 2, 4, 6, 8... are reversed in every round.
Pair 1 is reversed only in even-numbered rounds.
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mar
- Posts: 3008
- Joined: Fri Nov 26, 2010 2:00 pm
- Location: Czech Republic
- Full name: Martin Sedlak
Re: Myracle GUI
I guess for round-robin I messed up indeed, what I did works for well gauntlet and teams tournament, but not RR in general.
for RR I should switch for each round within a cycle instead, will fix that ASAP before people start using it
for RR I should switch for each round within a cycle instead, will fix that ASAP before people start using it
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mar
- Posts: 3008
- Joined: Fri Nov 26, 2010 2:00 pm
- Location: Czech Republic
- Full name: Martin Sedlak
Re: Myracle GUI
build 130 is up:
- fix cycle colors for round robin tournaments
- fix cycle colors for round robin tournaments
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vencenda
- Posts: 47
- Joined: Thu Dec 09, 2021 8:18 pm
- Full name: Michael Titherick
Re: Myracle GUI
Sorry for insisting. IMO, it's still not ideal.
For example if you create a tournament with 8 engines, engines 6 and 8 play 5/7 games of the first cycle as black.
What I suggested above was closer to how you had it before, and it ensures that:
1. The difference between white and black games for any engine is never more than 1 within the cycle.
2. No engine will ever play more than two consecutive games with the same color within the cycle.
3. At the end of each cycle, all engines will have played an equal number of white and black games (or 1 more black or white game if the opponents' number is odd).
For example if you create a tournament with 8 engines, engines 6 and 8 play 5/7 games of the first cycle as black.
What I suggested above was closer to how you had it before, and it ensures that:
1. The difference between white and black games for any engine is never more than 1 within the cycle.
2. No engine will ever play more than two consecutive games with the same color within the cycle.
3. At the end of each cycle, all engines will have played an equal number of white and black games (or 1 more black or white game if the opponents' number is odd).