Thanks for all advices !  I have a lot of informations to start :-)
I hope I'll be back soon with some code to show !
Jean-Francois

> There isn't a lot of info on this[1], so it will probably be a hard
> journey for a fast representation. But the things a Go board
> representation usually focus on are
>
> 1. simulating play and then undoing (or telling what happens after a
> play: liberties left, stone captures)
> 2. fast pattern hashing
> 3. ascertaining qualities of groups of stones, safety, neighbors, etc
>
> The need for these things makes itself apparent little by little.
>
> Pachi has its state representation commented a lot, maybe even too much:
> https://github.com/pasky/pachi/blob/master/board.h
>
> I think the starting point of any representation is that a single point
> is needed for testing ko. :-)
>
> [1] Some actual examples:
> Emil H.J. Nijhuis's thesis, "Learning Patterns in the Game of Go"
> Martin Müller, "Computer Go" (2002)
> https://www.gnu.org/software/gnugo/gnugo_17.html
> https://www.gnu.org/software/gnugo/gnugo_15.html
>
> Gonçalo
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