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Draw faint shaded areas around the eval line to indicate likeliness of a decisive result #248
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Draw faint shaded areas around the eval line to indicate likeliness of a decisive result #248
Commits on Sep 28, 2023
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Render a faint gray area around the eval line based on the likelyness of
a decisive result according to WDL * When eval is close to zero, this allows users to more easily identify which "drawn" positions are actually dead drawn vs. unclear/complex/sharp * When eval favors one side, this allows users to more easily identify which portions of the game contained more counterplay/complexity despite the advantage
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Commits on Sep 29, 2023
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Commits on Oct 2, 2023
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Bugfix (the main line of the graph was missing for the start position)
Review response to rooklift#248 (comment)
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rooklift#248 (comment) Draw as a "WDL graph" instead
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Review response to rooklift#248 (comment)
Directly use the `WDL_mu` stddev formula `2 / (ln(1/W-1) + ln(1/L-1))` to calculate the interval around the eval line.
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Review response to rooklift#248 (comment)
"I just realized that optically it suggests the opposite of what your initial plots did (i.e. the draw area going to 100% in case of a draw), and if you stick to the idea of the shaded areas representing uncertainty about the eval, I think the currently black part should be shaded instead"
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Review response to rooklift#248 (comment)
"There are probably some edge case issues with `W` or `L` being reported as 0 you need to deal with, e.g. by scaling WDL by 0.994 and adding 0.2% to each of W,D,L when calculating the line."
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Commits on Oct 3, 2023
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Draw the actual (raw) WDL instead
(and leaving it to the user to use adequate WDL sharpness through the contempt settings)
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