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Re: computer-go: SGF alternatives
Vlad Dumitrescu <vladdu@xxxxxxxxxxxxxxxxx> writes
>I know SGF is now a wide used standard and thus not very practical to change
>in a radical way, but what hit me this morning is that the tree structure
>and all the properties and information is perfectly suited to be stored in
>XML format.
>
>Could it be interesting to create a defintion file (DTD) for a game
>description language? If not to replace SGF, then as an alternative...
>
>Against XML:
>- The obvious problem is that SGF is widely used and accepted;
>- the files would be larger;
>
>Pro XML:
>- there are a lot of XML parsers available, and tools;
>- it is a wider spread standard (generally speaking);
>- standard technologies exist to define how to view XML documents
>(stylesheets);
>- XML is easier to read by a human; (may be only a matter of habit)
>
>Any thoughts?
Add:
Pro XML:
- there is one XML standard, and it is easy to understand. There seems
to be a surfeit of sgf standards (or maybe it's just that programs don't
follow any standard), and many sgf programs cannot read each others'
output.
> <MOVE color="black" where="pq" comment="interesting approach"/>
^^
Ugh. In the interest of human readability, _please_ use Q17, not pq.
This is how books and journals record Go moves. Sgf's use of pq-style
notation is the main factor that makes it unreadable by humans.
Nick
--
Nick Wedd nick@xxxxxxxxxxxxxxxxx