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Centipawn based graph, with sigmoid squishing #244
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Note to self: simple function to fake the game data to have linear cp values: (requires 60 moves worth of analysis to already exist)... function foo() {
node = hub.tree.root;
for (let cp = -12; cp <= 12; cp += 0.2) {
node.table.version = null;
for (let info of Object.values(node.table.moveinfo)) {
info.cp = cp * 100;
if (info.board.active === "b") {
info.cp *= -1;
}
}
node = node.children[0];
}
} This is useful for seeing how the graph adjustments actually work. |
@Naphthalin - at your leisure, confirm you've tried the code and it's performing as expected. |
Just tested the behaviour, and (with the exception of the way sharp spikes are drawn you mentioned) it seems to do exactly what it is supposed to do. Thanks a lot! |
* Graph y-value matches centipawns graph * Hover shows centipawns rather than winpct
* Graph y-value matches centipawns graph * Hover shows centipawns rather than winpct
* Graph y-value matches centipawns graph * Hover shows centipawns rather than winpct
* `table`.eval replaced with `SortedMoveInfoFromTable(table)[0].cp` * blunder/mistake/inaccuracy defined in terms of centipawns, with the stipulation that all evals larger than ±2.5 are to be considered virtually the same.
* `table`.eval replaced with `SortedMoveInfoFromTable(table)[0].cp` * blunder/mistake/inaccuracy defined in terms of centipawns, with the stipulation that all evals larger than ±2.5 are to be considered virtually the same.
* `table`.eval replaced with `SortedMoveInfoFromTable(table)[0].cp` * blunder/mistake/inaccuracy defined in terms of centipawns, with the stipulation that all evals larger than ±2.5 are to be considered virtually the same.
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