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Re: [computer-go] data representation in the game of GO
You can find a description of Many Faces of Go's approach here:
http://www.smart-games.com/knowpap.txt
David
At 07:58 AM 3/31/2004 -0500, you wrote:
Hello,
I'm a student working on an implementation of a chess-like board game
(specifically, Lines of Action) for purely academic reasons. I'm thinking
about using what might be a non-traditional approach to representing data
in the game--a graph structure.
Because board positions in GO reminds me of graph structures, I'm
interested in learning how data is represented in the game of GO. It seems
natural that the data would be stored as a graph (because of the very
connection-oriented nature of the game looking a lot like nodes and arcs
between them etc.), which is different from how data is traditionally
stored in games like chess (usually in games like chess data is
represented by a bit boards or something similar because of the
versatility of movements pieces can make, we generally don't care if
pieces are connected in chess, and the nature of move generation in chess)
I'm guessing that since many of you may have coded an implementation of
the game, you might be able to shed some light on how data is
traditionally represented in the game? Is it graph-like? (i.e. you
maintain nodes based on board position AND CONNECTIONS between them) or
more traditional like chess (i.e. you maintain a static array with the
layout of the board but nothing in the way of connections and would
generate moves in an analogous manner to chess)?
I'd appreciate any input you have on the subject and would be glad to send
any of you a copy of anything I discover during my research if you'd like.
Thank you for any help.
v/r
Matthew Russell
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