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Subject: Re: Compact encoding of chess positions

Author: Reinhard Scharnagl

Date: 11:57:16 03/05/05

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On March 05, 2005 at 11:02:58, Chris Welty wrote:

>On March 05, 2005 at 10:07:53, Reinhard Scharnagl wrote:
>
>>On March 05, 2005 at 08:10:27, Chris Welty wrote:
>>
>>>Is a 7-officer maximum realistic in actual games?
>
>>Well, you start with seven officers. Promoting once and mating then will do.
>
>It's clearly legal to play a game that way. I just don't think it happens in
>real games. You have restricted your encoding scheme to a subset of all legal
>positions, surely I can do the same?

Of course you can restrict it like you want it to do. I simply have written
my opinion on that.

>>Think of a constellation with one very bad and one very good player.
>
>The very good player would mate before promoting.

dito.

>>I have been talking on a table with 2*(10^43)*172 Bits what means to encode
>>about 4*(10^45) Bits. I do not know where you will find such a large memory.
>>Think of a magnitude like to store a Bit in every atom of the moon.
>>

>My encoding scheme is similar to the code that calculates the Nalimov index. The
>code that calculates the Nalimov index is substantially smaller than the size of
>the moon. It's part of egtb.c which is only 6200 lines of code. Mine is a bit
>simpler than Nalimov's, I guess it would be 500-1000 lines of code to implement.

I do not know your scheme. I answered on a line where you concluded from an
estimated number of all positions to a possible short code length. This is
only valid by either supporting a look up table of about the size I have
specified or by describing an efficient corresponding encoding scheme.

Reinhard.



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