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Find Blunders with Rybka Aquarium
25 December 2008
Compared to Game Analysis, the main difference is that Find Blunders only does what the name indicates and skips all other types of annotations. Additionally, because of its narrower focus, the analysis algorithm itself is not as refined as the one used by Game Analysis.
Find Blunders is a good choice for:
Using AND. You can connect the time and depth/plies conditions either with OR or AND. If you select AND, the analysis runs until both conditions are fulfilled. Using the example shown in the image above, the analysis would run for 2 seconds. If depth 7 was not reached, then analysis would continue. Using OR. If you select OR the analysis runs until either condition is met. Let’s say that we had specified “2 seconds OR 7 plies.” The analysis will run for at most 2 seconds. If depth 7 is reached earlier the analysis will stop, even it the 2 seconds haven’t passed yet. Time only. If you want the analysis to run for a certain length of time, for instance 10 seconds, use “10 seconds AND 1 plies.” This ensures that the analysis runs for at least 10 seconds, but since the engine will have reached depth 1 long before that, both conditions will always be met after exactly 10 seconds. Depth only. If you want the analysis to run until it has reached a certain depth, set the time to a low value; for instance, “10 seconds AND 15 plies”. In addition to setting the time and depth, you can select “Thorough blunder check” for the second pass, in which case the following analysis is performed for each potential blunder:
Minimum delta (centipawns) defines when a move is considered a mistake based on the absolute size of the blunder. If it is set to 100 centipawns, then a move is not considered a mistake unless it loses a pawn (or equivalent). The higher you set this value, the more serious the mistake must be to be considered by Find Blunders. In the screenshot above it is set to 30 centipawns, which may be a good choice if you are an intermediate player. Minimum delta (percents) defines when a move is considered a mistake based on the relative size of the blunder. It measures to what extent the blunder is likely to affect the winning chances. Losing a pawn in an equal position can seriously affect the outcome of a game, but the loss of a pawn in a completely lost position makes little difference. This parameter causes Find Blunders to skip mistakes that have little or no effect on the outcome, allowing you to focus on the moves that really mattered. A move is considered a mistake when it meets the conditions of both Minimum delta parameters. Maximum variation length specifies the maximum length of variations copied from the analysis into the notation. The variations produced by chess engines can be quite long and the first moves of a variation are usually more accurate than later moves. The Untrusted engine halfmoves specifies how many moves should be cut off the end of the engine variations. Like other Aquarium analysis methods, Find Blunders saves all its analysis to disk while it is running. This means that your analysis isn’t lost even if your computer shuts down while Find Blunders is running. When you resume the analysis, it continues from where it left off. In some cases, however, you may want to repeat the analysis from the start and discard previous results. In that case select “Discard previous analysis”.
Rybka Aquarium is a very powerful analysis tool and with this column we conclude the basic description of its most commonly used analysis methods. Previous columns have covered:
All these analysis methods deserve a deeper look. Even the “simple” Infinite Analysis has many interesting options that could not be covered in a single article. And IDeA, in spite of simple options, is a truly deep method that can be used in so many different ways that there is endless room for creativity and improvement. Next month I will demonstrate how a high-level game can be analyzed using Aquarium’s analysis tools. Dadi Jonsson. |
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