(Hub engine) GUI for International Draughts

Discussion about development of draughts in the time of computer and Internet.
gwiesenekker
Posts: 73
Joined: Sun Feb 20, 2011 21:04
Real name: Gijsbert Wiesenekker

Re: (Hub engine) GUI for International Draughts

Post by gwiesenekker »

Hi,

GWDGUI v2 is almost done. Joost already confirmed playing a tournament with multiple concurrent games works. I am currently adding the Analyzer back in, which will be one of the available hub engines. I think except for Kingsrow most engines (like GWD) would require a dedicated directory per instance, so if you would like to have hub engine X to act as an analyzer but also to participate in the tournament you have to duplicate the directory and add it as a new hub engine.

GW
gwiesenekker
Posts: 73
Joined: Sun Feb 20, 2011 21:04
Real name: Gijsbert Wiesenekker

Re: (Hub engine) GUI for International Draughts

Post by gwiesenekker »

Hi,

Final QA:
ksnip_20260609-224631.png
ksnip_20260609-225030.png
GW
gwiesenekker
Posts: 73
Joined: Sun Feb 20, 2011 21:04
Real name: Gijsbert Wiesenekker

Re: (Hub engine) GUI for International Draughts

Post by gwiesenekker »

Hi,

Version 2.0 has been released and can be downloaded from Github for testing. I would remove engines.json and all *.params.json and re-register all engines using the new engine-registration dialog box.

GW
Joost Buijs
Posts: 507
Joined: Wed May 04, 2016 11:45
Real name: Joost Buijs

Re: (Hub engine) GUI for International Draughts

Post by Joost Buijs »

Most of it seems to be working, but I have the feeling that there is still something wrong with the timing. When I play games of 1 minute with an increment of 1 second, it often happens that the engines have more than 2 minutes left on their clock at the end of the game.

DXP doesn't allow a Fisher style clock, this could be the cause, Ed Gilbert added an extension to DXP to allow fractional clocks with increment, maybe this extension can be added to the GUI as well.

The GUI uses Tickcount64 for timing, this is not very accurate because it has a resolution of 15.625 msec. maybe this can be improved, nowadays most timing routines have sub-microsecond resolution.
gwiesenekker
Posts: 73
Joined: Sun Feb 20, 2011 21:04
Real name: Gijsbert Wiesenekker

Re: (Hub engine) GUI for International Draughts

Post by gwiesenekker »

Hi,

Without increment GWD's hub and DXP reported time-used/time-left in the log-files are pretty much in sync with the GUI reported time-used/time-left (within a second). I don't think GWD handles increments at the moment, so these would be ignored bonuses.

I noticed .ini configuration using {ip}/{host} and {port} parameters were not ported over from version 1.7. I will add it back.

GW
Joost Buijs
Posts: 507
Joined: Wed May 04, 2016 11:45
Real name: Joost Buijs

Re: (Hub engine) GUI for International Draughts

Post by Joost Buijs »

gwiesenekker wrote: Wed Jun 10, 2026 16:42 Without increment GWD's hub and DXP reported time-used/time-left in the log-files are pretty much in sync with the GUI reported time-used/time-left (within a second). I don't think GWD handles increments at the moment, so these would be ignored bonuses.
Maybe timings are right when you run under Linux, under Windows I clearly see inexplicable things happening with the clocks. Lets say a game takes 60 moves, and starts with 1 minute on the clock, each move gets a bonus of 1 second (the increment), so in total 2 minutes thinking time, how can it be that near the end of the game there are more than 2 minutes left on the clock? It looks as if the time used by the engine is calculated in a wrong way.

A game with a fixed number of moves, and a fixed time for the whole game 'sudden death' is rather useless. It means that you will get games without result if the outcome is not known after the fixed number of moves have been played. It's also possible that one of the players will lose on time, or has to move so fast that it will lose anyway, playing with increment fixes this.
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