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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