Improved userscript with dynamic time management based on game phase, configurable Stockfish threads/hash, and the existing evaluation bar and move analysis.
目前為 2025-09-30 提交的版本,檢視 最新版本。
這裡只顯示彼此間有代碼差異的版本。 顯示所有版本。
1. Time Per Move (short vs. long)Short time (bullet/fast games) → low or medium calculation depth.Example: Only 12–20 plies deep.Plays well but can miss deep tactics.Medium time (blitz/rapid) → medium calculation depth.Example: 25–30 plies deep.Finds most tactics, much stronger.Long time (classical/analysis) → maximum calculation depth.Example: 40–50+ plies deep.Near-perfect accuracy, almost unbeatable.So: shorter time = weaker calculation, longer time = stronger calculation.2. Depth Setting (how far ahead Stockfish calculates)Depth = number of half-moves (“plies”) the engine looks ahead.Depth 20 → about 10 moves for each side.Depth 40 → about 20 moves for each side.Higher depth means more accurate results, but also takes more time.In sharp positions (tactics, checks, promotions), Stockfish extends depth dynamically to avoid blunders.
stronger stockfish better than old the one also there no dynamic time added maybe adding next time
better resource 9 to 10 level well