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Subject: Re: Fun, but is it worth it...

Author: KarinsDad

Date: 10:23:33 05/15/99

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On May 15, 1999 at 11:36:18, Andrew Dados wrote:


>
>     Ok.. let's summarize.. Your format ends up with 22 bytes and does not
>support all legal positions.. Now let's check way easier schema:
>64 bits locations                          = 8 bytes
>32x4 bits piece+color flag        =16 bytes
>50 move + ep+ castling rights+ side to move = 2 bytes
>total gets to 26 but *any* 32 piece position is supported and  way easier/faster
> to code..
>As usual - trade off....
>
> -regards -
>  Andrew

You forgot move by repetition, 2 more bits. So, a total of 27 bytes for your
schema.

Our schema is harder/slower to code. You are absolutely correct. However, the
decompression will not be THAT much slower than the schema you mentioned, so
once it is coded and debugged, the main difference is the smaller size.

The original post asked for the smallest representation since for the reasons in
which you would wish to use this (such as an opening book), you want tight
compression, not ease of accessing. The hard disk access is WAY slower than the
decompression in memory if you are accessing a lot of hard disk simultaneously.

Our schema can support all legal positions in 25 bytes.

Our schema can support all legal positions that would every show up in a real
game in 22 bytes (and if you were concerned, you could increase it to 23 bytes
and never have to worry about it).

Our schema can support an opening book where you do not need the 50 move rule in
21 bytes.

I doubt our schema is the best, but it comes closer to the original post of the
tightest compression possible than the simple schema you mentioned by several
bytes. Also, from what I can tell, this problem has been solved before by others
to the level at which we did it (i.e. we just reinvented the wheel the exact
same way, so we cannot take credit for it).

KarinsDad :)



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