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 _______________________________________________ Computer-go mailing list [email protected] http://computer-go.org/mailman/listinfo/computer-go
