program ScpcPGN - development version 19th January 2021
ZIP file [1.76 MB]: ScpcPGN.zip
in the ScpcPGN GUI click on the button 'English'
Preliminary note:
This article was written in the original in German. The English translation comes from the author
too. A sufficient quality of the translation cannot be guaranteed.
ScpcPGN - a Windows program that the world doesn't need, at most some users of the Chess GUI Scid vs.
PC
What can ScpcPGN do?
Intelligent processing of PGN files annotated with Scid vs. PC along with generation of browser and
spreadsheet files with game analysis. It appropriates thereby the knowledges described in the
article 'Evaluation
Relevance Reduction'.
1) The program package contains:
ScpcPGN.au3:
the script for AutoIt3; in order to start it either by double-clicking or
alternatively by AutoIt3.exe or AutoIt3_x64.exe an AutoIt version 3 must be
downloaded from here;
ScpcPGN_X64.exe:
the executable program for Windows 64bit systems;
ScpcPGN.par:
the file containing the program parameters that are loaded at program start if this
file is located in the directory of ScpcPGN.exe or - if the ScpcPGN.au3 script is
started with AutoIt - in the directory of the AutoIt start program; if ScpcPGN.par is
not found in the program path, internal program parameters are used;
ScpcPGN.html:
HTML file, which is opened in HTML file mode and modified for later viewing and
information retrieval and then saved (under a different name!) in the 'HTML' folder;
it must be located in the directory of ScpcPGN.exe or - if the ScpcPGN.au3 script is
started with AutoIt - in the directory of the AutoIt start program;
HTML folder:
contains files that should not be modified except for *.html files; the
ScpcPGN_Analyses.html file is used to view the PGN analyses originating from ScpcPGN
in a browser; each HTML file created by ScpcPGN should be saved in such an HTML folder
to ensure correct display;
ScpcPGN_deutsch.nag und ScpcPGN_english.nag:
the files containing the NAG text modules and replacements that are loaded in the
selected language when such text blocks are used, if the file is located in the
ScpcPGN.exe directory or - if the ScpcPGN.au3 script is started with AutoIt - in the
AutoIt start program directory;
ScpcPGN.ods:
spreadsheet for LibreOffice (possibly also for MS Excel);
ScidvsPC_Variations.pgn (original file with engine evaluations created by Scid vs.
PC)
and
ScpcPGN_Analyses.pgn (file analyzed by ScpcPGN):
PGN files with engine evaluations mostly in multi-variation mode to look in Scid vs.
PC at the modifications originating from ScpcPGN
ScpcPGN.kxf, Zugbewertungssymbole_Schema_Info.kxf and
Stellungsbewertungssymbole_Schema_Info.kxf:
3 GUI files for the GUI designer Koda (a correct cooperation between the SciTE editor
and Koda including script update assumes that in the script in the lines '#Region ###
START Koda GUI section ### Form=.........' the paths of the Koda files according to
their locations on the user's computer are correctly designated);
COPYING.txt:
the text of the GNU General Public License;
GPL.pdf:
the text of the GNU General Public License in PDF format.
2) Automatic game annotation by remote control of Scid vs. PC:
ScpcPGN relies for its analysis function on games annotated by Scid vs. PC and saved in PGN files. However,
Scid vs. PC has only limited automatic game annotation, as it does not offer a multi-variation mode
(‘MultiPV’), which inserts several variations per game move into the notation. Reference is made to this
fruitless discussion with the programme author Steven Atkinson. While ScpcPGN is able to process
only one annotated variation per game move (single-variation mode), but the analysis function is considerably
limited as a result.
However, there is still the option of manual move annotation by clicking on the button '++V' with the tooltip
'Add All Variations' in the engine analysis window. To the right, the number of variations can be set. The
only problem is the work involved in the perpetual clicks, not to mention the adherence to a fixed evaluation
time for all the moves to be annotated.
Now ScpcPGN comes into play. The ScpcPGN GUI section ‘Scpc game analysis’ can be used to automate the addition
of engine variations and annotations in Scid vs. PC by remotely controlling Scid vs. PC from ScpcPGN. If you
should dare to do this, you should, in your own interest, carefully read and observe the notes on preparation
that appear after starting this function. After all the author excludes any liability for any damage due to
malfunctions of ScpcPGN and in particular due to malfunctions of this special program feature (see the
attached file 'COPYING'). Mystically speaking: After starting this program function, the user's computer is in
the power of fate! A goodness proposal for jumpy souls: Modestly start the game analysis with only a few half
moves and then check what all has crashed …
On the one hand, the 'analysis time per move in seconds' can be set.
When choosing the 'half moves forward (+x) / backward (-x)' to be commented on, it should be noted that the
half-moves available in the relevant game direction do not exceed the value entered.
You will not find a choice of single- or multi-variation mode here. As described above, this must be done in
the engine analysis window.
Now we come to the most delicate point. The '++V' button in the engine analysis window must be found and
activated by ScpcPGN by means of an identification number. This number must be entered in the ScpcPGN GUI
under 'Instance'. The problem is, however, that it changes depending on the window arrangement in Scid vs. PC.
The following window arrangement is therefore recommended:
board top left;
'Game info' window on the left below the board;
'PGN Window' top right;
engine analysis window on the right below the 'PGN Window'.
With this window arrangement, experience shows that the 'Instance' is 9 or 10 - with emphasis on 10. This
setup also has 2 advantages. It only contains what is necessary for the annotation and one can directly follow
the progress of the variation insertion in the 'PGN Window'.
Since it is ultimately up to the user to find out the correct setting on his system, here is a tip: To
determine the appropriate 'instance' value, one can use the tool 'Au3Info.exe', which is included in the
downloadable program package of
AutoIt. It can also be downloaded individually from this
website.
After the start the 'Finder Tool' must be dragged on the button '++V' with the tooltip 'Add All Variations' in
the engine analysis window. The following can then be read under 'Basic Control Info':
Class: Button
Instance: x
where the 'x' stands for the instance you are looking for.
During the analysis by the chess engine you can switch to another window or program. If then Scid vs. PC has
to insert an engine evaluation, ScpcPGN will hopefully automatically switch to Scid vs. PC in the background
and back to the previously used window or program after the work is done.
3) Processing and analysis of engine variations and annotations:
ScpcPGN uses engine variations and comments, which are inserted by Scid vs. PC into the game notation with a
manual or automatic click on the '++V' button in the engine analysis window while the engine analysis is
running.
These engine comments can optionally be used for automatic annotation of moves and/or variations with various
analysis data and/or move evaluation symbols (!!, !, ?, ?!, ? and ??) and/or for generating an analysis HTML
file to be saved and/or for saving analysis data to the clipboard for a spreadsheet program.
A PGN file prepared in this way by Scid vs. PC is loaded by clicking on the button "start of PGN file".
4) Insertion of game move comments into the PGN file:
ScpcPGN inserts comments after those game moves for which Scid vs. PC provides it with data. To this, it replaces the text modules utilized by the user in the format #...# in the ScpcPGN GUI in the text input field under the heading ‘insertion of game move comments’, if this option is selected. But the text definition in the supplied ‘Scpc.par’ file using any editor in line 18 is much more convenient.
The following text modules are available:
#M/S-V-M#
multi- ('M') or single-variation mode ('S');
#V_Nr#
number of the game move variation in the ranking of all variations of the respective
game move given by Scid vs. PC; the ranking is determined primarily by the higher
analysis depth of the variations and secondarily at the same analysis depth by better
evaluation; in this respect, the first variation can certainly have the worse
evaluation at different depths of analysis which may be irritating, but logically
pushes - seemingly advantageous, but standing on feet of clay - evaluations from the
pedestal; if no game move variation exists, a '>x' is given with x = the total
number of all variations;
#ZbQ# - move evaluation source: '→' if the move evaluation can be taken over from
the optimal evaluation of the following move, alternatively '↓' if the move evaluation
can be taken over from a variation move evaluation of the current move or '-' if no
evaluation at all is available; in case of the first alternative as well as the
multi-variation mode and the presence of a game move variation ScpcPGN takes the
liberty of a small trick: the taken over optimal evaluation of the following game move
even gains application for the determination of the evaluation differences to
variations of the game move, so that contradictions are avoided;
#Bwt#
position evaluation according to the above explanations under "#ZbQ#";
#BwtCeval#
is converted to '[%eval x]' for Scid vs. PC and Aquarium to provide these programs
with an engine evaluation for an evaluation chart;
Scid vs. PC:
selection of Scid vs. PC according to paragraph ?): conversion to '[%eval ±x.xx]',
where 'x.xx' is a decimal number; the complete term '[%eval ±x.xx]' is in Scid vs. PC
invisible, if in the menu 'PGN' → 'Options' → 'Hide Square/Arrow Codes' the check mark
is set; the block should be positioned on the left side of the comment without
following space and should not be linked to an explanatory text; display of the
evaluation diagram by clicking on 'Tools' in the menu bar and on 'Score Graph' in the
menu, then clicking on 'Graph', 'Options', 'Score';
Aquarium:
selection of Aquarium according to paragraph ?): conversion to '[%eval x]', where 'x'
is an integer; the term '[%eval x]' is invisible in Aquarium, only the evaluation is
displayed as a decimal number after the move and the term is replaced by a space; the
module can be positioned at any point of the commentary and should not be equipped
with an explanatory text; display of the evaluation chart by clicking 'Analysis' in
the menu bar and the 'Graph' button;
#BwtCScid#
a representation of the engine evaluation in the format '±x.xx' exclusively reserved
for Scid vs. PC; the selection according to paragraph ?) must be 'Scid vs. PC',
otherwise the module is simply eliminated without replacement; the evaluation is in
Scid vs. PC always visible; the module should be positioned on the left side of the
comment and can be combined with a text comment on the left side, which should not
contain a hyphen; the evaluation chart is again displayed by clicking on 'Tools' in
the menu bar and on 'Score Graph' in the menu, then click on 'Graph', 'Options',
'Score';
#Tiefe#
analysis depth in half-moves (plies);
#Eng#
the name of the chess engine supplied by Scid vs. PC; if in the ScpcPGN GUI the option
'modification engine names in commentary' is selected, ScpcPGN instead takes the text
contained in the text input field below and - if it finds the text module #Original#
there - replaces it with the original engine name of Scid vs. PC;
#SbsA#
position evaluation symbol in ASCII; for more information, see paragraph 7);
#SbsU#
position evaluation symbol in Unicode - could lead to illegible characters in some
chess programs; for more information, see paragraph 7);
#pPrW#
probabilistic game result from 0% to 100% regardless of the move color always from the
point of view of White; clarification: the probabilistic game result is in no way
equivalent to a win probability; the following applies:
win probability = probabilistic game result - (draw probability / 2)
#pPrS#
probabilistic game result from 0% to 100% for White and (with the same evaluation)
from 100% to 0% for Black (recommended!);
#G-V#
win or loss (-) - absolute difference to the next best or best ('-...') variation
evaluation;
#G-V-r#
win or loss (-) in the sense of the evaluation relevance reduction; in contrast to the
text module #Bwt# (absolute engine evaluation), where a negative evaluation can be
quite favorable, namely for Black, #G-V# and #G-V-r# show good moves always with
positive and bad moves always with negative values;
#Opt-Q#
optimum rate – formula for White/Black:
integral from -/+ ∞ to worse evaluation / integral from -/+ ∞ to better evaluation in
percent;
the best move is thus evaluated with 100%; an optimum rate of 50% means a suboptimal
move with a decrease in the evaluation from, for example, practically won to balance;
and an optimum rate of 0% would result in a suboptimal move with a decrease in the
evaluation from any evaluation to practically lost;
#Opt-Q-D#
average optimum rate in the game course in percent;
#Feh-k#
cumulated absolute losses;
#Feh-D#
average of absolute losses;
#Feh-k-r#
cumulated relevant losses in the sense of the evaluation relevance reduction;
#Feh-r-D#
average of relevant losses in the sense of the evaluation relevance reduction;
#Z-a-E#
current move in English notation;
#Z-a-D#
current move in German notation;
#Z-a-F#
current move in figurine notation, provided the font used contains this figurine (such
as AqChessUnicode); not to be used for the programmes Arena, Kvetka or Shredder
Classic 4;
#Z-z-E#
previous move in English notation;
#Z-z-D#
previous move in German notation;
#Z-z-F#
previous move in figurine notation, provided the font used contains this figurine
(such as AqChessUnicode); not to be used for the programmes Arena, Kvetka or Shredder
Classic 4.
5) Insertion of variation move comments into the PGN file:
ScpcPGN can also modify and extend the variation move comments coming from Scid vs PC. To this, it replaces
the text modules utilized by the user in the format #...# in the ScpcPGN GUI in the text input field under the
heading 'modification of engine comments at variation start', if this option is selected. But the text
definition in the supplied 'Scpc.par' file using any editor in line 20 is much more convenient. Of course,
ScpcPGN adopts again the user-selectable explanatory texts between the modules.
Not all of the text modules listed in paragraph 4) above make sense here. For variations can be used:
#Bwt#
#Tiefe#
#Eng#
#SbsA#
#SbsU#
#pPrW#
#pPrS#
#G-V#
#G-V-r#
#Opt-Q#
#Z-a-E#
#Z-a-D#
#Z-a-F#
#Z-z-E#
#Z-z-D#
#Z-z-F#
6) ASCII/Unicode characters in PGN files:
Scid vs. PC and Aquarium know how to handle Unicode characters in PGN files. However nitial tests with Arena,
Kvetka and Shredder Classic 4 were negative. If one of these programmes should be selected as output programme
in the ScpcPGN GUI, ScpcPGN will therefore try to convert some used Unicode characters into ASCII characters.
At present, this still has plenty of experimental character.
The AqChessUnicode font has chess Unicode characters, especially the chess figurines. If AqChessUnicode is not
available, the following download link may be helpful:
AqChessUnicode font.
This font is also included in the chess GUI Aquarium.
The recommendable '∑' (sum) and 'ø' (average) characters contained in the ‘Scp.par’ file can be found under
hexadecimal 2211 or decimal 8721 and hexadecimal F8 or decimal 248.
In the text outside the actual text modules, you should use the fixed, non-breaking space character
(hexadecimal A0 or decimal 160) in suitable places. Otherwise the chess programs could mercilessly break such
text in the annotation on the right side.
If there is a selection of Aquarium according to paragraph ?), the normal hyphen should be avoided under
certain circumstances and replaced by the protected or non-breaking hyphen (hexadecimal 2011 or decimal 8209).
However, if you intend to load the PGN files into Arena, Kvetka or Shredder Classic 4, you should refrain from
the non-breaking hyphen due to lack of Unicode character recognition in these programs (as well as from the
fixed space character, by the way); you could then use the underscore '_'.
This programme description will be continued steadily.
Contact: mail@konrod.info
program ScpcPGN - development version 19th January 2021
ZIP file [1.76 MB]: ScpcPGN.zip
in the ScpcPGN GUI click on the button 'English'
Finito ♦ Aus die Maus ♦ Schicht im Schacht ♦ Klappe zu - Affe tot
So long ♦ See You Later, Alligator - In A While, Crocodile ♦ Over And Out