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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