On Dec 10, 2007 11:48 AM, Don Dailey <[EMAIL PROTECTED]> wrote: > Of course if only simple KO is used, then repetition is not an issue - > you only have to store the simple ko state fen style. > > But none of this is any good for a general solution (a simple text based > position notation.) > > We could talk about systems for compressing move lists of course but there > is probably no simple text based system that will give you anything > amazing. > > Here is an interesting domain specific scheme (that is not text based): > > 1. Build a deterministic engine that is good at prediction moves of > strong players. > 2. The engine ranks all playable moves in a deterministic way. > 3. A huffman-like encoding is used where the most popular moves take > the least number of bits. > > If the prediction rate is high, the number of bits per move might be > quite low. >
I don't think this is domain specific at all. It's just a very general way in which compression algorithms work: predict the next symbol (as a probability distribution), and encode it using a number of bits close to -log2(probability). By the way, finding a probability distribution that results in good compression using this scheme is basically what Remi did with CrazyStone. Álvaro.
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