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Subject: Re: SAN v Coordinate v Long SAN

Author: Robert Hyatt

Date: 07:38:31 06/13/04

Go up one level in this thread


On June 11, 2004 at 23:43:42, Dan Honeycutt wrote:

>On June 11, 2004 at 09:58:51, Anthony Cozzie wrote:
>
>>On June 11, 2004 at 08:33:51, Fabien Letouzey wrote:
>>
>>>On June 10, 2004 at 21:01:00, Anthony Cozzie wrote:
>>>
>>>>What it comes down to is this: is there _any_ point where coordinate is better
>>>>than Long SAN?
>>>
>>>>anthony
>>>
>>>Yes, it can be produced with fewer information ("which piece is moving?" and "is
>>>it a capture?" are not needed).
>>>
>>>In my software I don't need to follow the moves on a board to generate
>>>coordinate-notation output, but I would with long SAN.
>>>
>>>---
>>>
>>>I am not saying I am against long SAN but there is a disadvantage, at least in
>>>my programs.
>>>
>>>Fabien.
>>
>>I admit I hadn't thought of that; in Zappa I have piecetype & captype as part of
>>the move.
>>
>>However, the beauty of the scheme is that if you don't want to do san you simply
>>insert a blank character.
>
>...or nothing if the piecetype is optional.  You can put the piecetype
>everywhere in whatever language you desire, with piece moves but not pawn moves
>(my personal favorite), or nowhere.  All perfectly compliant with the standard
>which ignores anyway if it is present.  The additional effort to parse is
>trivial and you can make it more readable if you desire.  ditto with the
>separator, "-", "x" or nothing - all ignored by the translator.
>
>Dan H.
>
>

I like SAN because of its "size".  IE one goal has to be to avoid storing stuff
that is not needed.  IE "-" in the above (Ng1-f3).  If we don't stick with SAN,
which is the shortest representation (who cares if it is a bit harder to parse,
so are compressed EGTB files harder to read but the space savings is worth it)
then simple coordinate would be my next choice (e2e4)...





>  All moves are Xa1-a2 Xe3-e4 etc.
>>
>>anthony



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