I agree that there are some very nice things about the CM GUI.CThinker wrote:Shredder has the same set of options engines. But you think that Shredder listened to the customer, while ChessMaster did not?Dann Corbit wrote:I am looking at the "Import Winboard Engine" dialog right now.CThinker wrote:If the benchmark is customer base, then I think both Shredder and ChessAssistant pale in comparison to ChessMaster as far as being friendly to customers.Dann Corbit wrote: I think the burning question here is:
"Better for who?"
Now, that introduces another question:
"Who am I building this engine for?"
If the answer is "Myself" and you are the only intended customer, then it does not matter how difficult it is to get it to do things that other customers would want because they are irrelevant. Such is the case for private engines, for instance.
As I see it, there are two chess interfaces which are the most friendly to the customer:
Shredder and ChessAssistant.
Furthermore, both of these companies listen to the customers and follow their feedback and incorporate customer demands into their tool sets.
I don't think that we see these features by accident. They are the features that the customer wants.
And, as far as GUI vs Engine separation goes, ChessMaster is engineered better. The ChessMaster GUI runs engines by giving them full autonomy. There is a clear delineation between GUI (display) and engine (game logic).
I, as a programmer, am happy with this design, and the ChessMaster users out there are happy with what they get.
So there you go. Friendly to customers, and friendly to programmers.
And since you have mentioned your number 1 software development rule, please allow me to mention one that is also important: "Modelling the real world as closely as possible".
In the human world, you have the wooden board/pieces (dumb display), and you have the human players (game logic). You model that with a GUI and engines.
That is something you can explain even to the most non-technical chess player. Changing the engine is equivalent to changing your human opponent. That to me is better than having to explain that you are not really changing your opponent, just portions of it, because some chess logic is actually on the GUI (the wooden board; shock).
ChessMaster is really very good at this. They associate the engine personalities with well-known human players. And users get that. There is the wooden chess board (which in CM looks like real 3D wooden board), and then there is this choice of engine personalities.
Again, I agree with making customers happy. I also believe that it can be done without sacrificing good engineering designs.
It has the options:
[x] Use Chessmaster Opening Book
Book Name:
[Select]
Winboard Engine Filename
___________________________
[Browse]
Command Line Parameters
___________________________
[] Pondering [x] Use Endgame Databases
Pressing the select button gives me a jillion opening books to select from
So it seems that ChessMaster does listen to their target audience.
I have to disagree on this one. For me, as far as UI is concerned, the Shredder UI is a disorganized mess compared to ChessMaster.
In fact, you won't find non-valid words in the ChessMaster dialogs. In contrast, you find things like "PosLearning" (that's one word) in Shredder. What exactly is that? A misspelling of "Post Learning"?
You can tell that the Shredder UI was designed by a programmer and not a User Experience person. The Shredder menu has 'Command', while the ChessMaster menu has 'Action'. There is no real organization in the Shredder menu, so you get 'Extras' for the bunch of unrelated items. Here is an example of real-world modeling in ChessMaster: you see menu items like, Mentor, Move Advice, Chess Coach. In contrast, Shredder has all sorts of words that are hard to relate to human chess (like, Tripple Brain, Histogram).
I'm guessing that Shredder does not have a dedicated UE team, like you have in big software companies (UbiSoft). And that shows in the quality of the UI.
Cheers...
I especially like the "human readable analysis" feature.
But the Shredder GUI makes it easily possible for me to do all the things that I want to do, and the CM GUI leaves some of these features out altogether (or at least I do not know how to do them in CM).
Examples:
1. Install UCI engines
2. Analyze a game or set of EPD records and produce EPD output
I guess that you may be right about the Shredder language in the GUI. Everything seemed quite obvious to me, but maybe the average Joe on the street will find CM easier to understand.