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Subject: Re: General comments

Author: Anthony Cozzie

Date: 17:22:13 06/09/04

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On June 09, 2004 at 16:41:14, Russell Reagan wrote:

>On June 09, 2004 at 13:44:25, Andrew Wagner wrote:
>
>>I wanted to respond to some common themes I saw in responses on this thread.
>>
>>1.) Regarding the readability of the XML. First of all, one of the scripts I
>>will write will convert the XML back to PGN. So there will be complete backward
>>compatibility there. If you like the PGN format, you can easily transform it
>>back to that. Secondly, remember that the idea of XML isn't to look nice. And
>>let's face it: How often do you really "read" PGN? You may look at the first few
>>moves of a game or whatever, but generally if you look at a PGN you're trying to
>>extract specific information. In this case, you can quickly and easily extract
>>that information by switching the transformation script to show whatever you're
>>trying to extract. The idea is to stuff all the information you can squeeze into
>>the XML file and let the transform scripts and whatever else is parsing it worry
>>about all the formatting stuff. By the way, by the time this is done, I'll
>>probably write my own C/C++ based XML parser with the idea of making it easily
>>portable to other programs. Assuming the interest is there.
>>
>>2.) Several have said that they dislike the algebraic format and would like to
>>see support of it discontinued. I don't understand this. What makes more sense
>>to me is to support both algebraic AND other notations. At least in the format.
>>Then you can write your parser to do whatever you want. The idea is MORE
>>flexibility, not less. For example, which is correct? "a2-a4" or "a2a4"? Is one
>>really better than the other? I'd personally prefer to allow either, and let the
>>transformation script figure it out. So a move might look like this:
>>
>><Move PlyNum="3" Format="Algebraic">
>>   <MoveText>Nf3</MoveText>
>>   <Time>1:02:33</Time>
>></Move>
>>
>>Or a move list might look like this:
>><MoveList Format="Algebraic"> 1.e4 e5 ...</MoveList>
>>
>>That's what I'm thinking, anyway. Of course, majority rules. I'm well aware that
>>for this project to succeed it has to be what the programmers want, so I am very
>>interested in any and all suggestions. Andrew
>
>Regarding move notations, simplicity is paramount. The burden of notation
>conversion lies with the GUI. Consider the success of the UCI protocol. I
>attribute this mainly to its simplicity. The engine produces moves in coordinate
>notation and the GUI handles the conversion to the user's desired format. Any
>decent GUI will already have functionality to handle this conversion, so there
>is no extra work for the GUI programmers.
>
>Including every notation under the sun is destined for failure for several
>reasons. Either the GUIs will not support it because the added benefit over
>existing standards isn't worth the extra work, or they will not add full support
>for the standard (which is almost as bad as not supporting it at all, or maybe
>worse).
>
>Standards are useful because they make guarantees. People like guarantees. If
>the standard isn't supported, there are no guarentees. In that case, at least
>the users know there are no guarentees. If the standard is only partially
>supported, now there are no guarentees, but the user doesn't know that, which is
>even worse.
>
>My preference is for a single, simple, unambiguous move notation. This probably
>means coordinate notation. It is easy to implement, and any chess program
>(engine or GUI) will already support it. Requiring SAN only makes it more
>difficult for someone who wants to support your standard. If you want people to
>support it, make it easy for them to do so.

Realize that parsing long san is exactly the same amount of work as parsing
coordinant notation.

anthony



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