I will see what I can do.pohl4711 wrote: ↑Tue Aug 12, 2025 7:32 amBut, what really would be an improvement for the EAS-tool:
The main idea of my fast and eval-free sac-search is, that engines do not blunder and do not loose on time, so a sac game is, when the winning engine had a material disadvantage for 8 consecutive plies. This great idea has the disadvantage, that it fails, if the game-result is not correct (means for example a timeloss or a crash of the engine in a winning position) and until now, I had no possibility to avoid this. And this "weak point" of the EAS-tool also makes the sac-search in human-games very "buggy", because humans do blunder and loose on time...
But, I had an idea, how to fix this (for this, an eval is really needed...):
An extra mini-tool (I would add it to the EAS-Tool download), that fixes games-results of any source.pgn (including human games, of course). To do this, this tool needs to do a quick (HCE-)evaluation of each endposition of each game of the source.pgn, that does not end with mate or draw by draw-rules. With very, very small thinking-time for each endposition, of course. Sadly, counting just the material does not help here, because of the case, the opponent resigns, after a sac is played. So, the winning color has less material, but the game is still won.
Then the game-result is set to result of the evaluation. Perhaps with a threshhold parameter (example here: 1.0)
Eval from -1.0 up to +1.0 or so would mean a draw and any eval above +1.0 means 1-0 and below -1.0 means a 0-1
But perhaps a threshhold of 1.5 is better? Here I would love to try some different settings.
I know, that evaluating all endpositions of a source.pgn will take some time, even when using just 25ms or so for each single evaluation. That is the reason, this tool can not be directly included in the EAS-Tool. The user would need this tool just from time to time and especially when using the EAS-Tool on a human games gamebase.pgn.
Example: With 25ms thinking-time, the investigation of my UHO-Top15 Ratinglist gamebase with 120000 games will take around 50 minutes (40 games per second can be evaluated)
But gamebases containing human games are way smaller most of the time and here, this tool would be very, very helpful. And much faster.
And the good news is: This tool could look into the gamebase first, if there are evals stored in the comments of the plies of the investigated game. If this is the case, the tool can cancel the evaluation of this game and use the eval in the game-comments instead of its own evaluation-function. Then proceed to the next game (=nice speedup). Mention, a single gamebase can contain both: commented and not-commented games.
If you could make this tool, this would be a huge improvement for the EAS-tool, especially when running it on human games. For you, already having a HCE-eval, this should be quite easy to do. I would be extremely grateful, because I am too stupid to do it by myself. Because I got so many requests: "Can I use the EAS-Tool on my human games bases?" And I always had to answer, that the EAS-Tool sadly does not work very good on human games.
But with this additional tool, the EAS-Tool would work fine on human games. A huge improvement...and a still eval-free EAS-Tool (very important point for me...)
Maybe others may pick your wish as well.