I actually have a routine in Lazarus that rotates a full board.   It's
called transformBoard() and it takes 2 arguments - a board to rotate and
a transformation   (0 through 7) and returns a new rotated board.

I don't use it much except for debugging or stuff done at the root, 
because there are faster ways to do things.  

I also have a routine called canHash()  which returns a canonical hash
of the board by trying all 8 transformations and returning the lowest
valued one.     It is more efficient (but not efficient) because it
doesn't actually produce a new board - it just builds 8 hashes of the
board from scratch without touching anything.    This routine is only
used at the root for storing opening book moves.    

You can use zobrist hashing for maintaining all 8 keys incrementally, 
but you probably need a fairly good reason to do so.     Incrementally
updating of 1 key is almost free, but 8 might be noticeable if you are
doing it inside a tree search or play-outs.   It depends on how "fat" or
"lean" your program is.   Even 8 keys may not be noticeable if your
program does a lot of work at each move (or an end nodes.)    If you are
not,  then it doesn't really matter how you do it.

I typically have 2 routines for everything - I have a slow_make() and a
fast_make() and the fast_make() doesn't care about superko (although it
checks for simple-ko) or anything that fast play-outs doesn't care
about.   So the fast make doesn't even try to update zobrist keys.


- Don





Ben Lambrechts wrote:
> Hi all,
>
> I am planning a fuseki database.
> Now I got the following problem: how to rotate/mirror the board for a
> unique representation.
>
> $$c
> $$ +---------------------------------------+
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . O . . . . . , . . . . . X . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . , . . . . . , . . . . . , . . . |
> $$ | . . . . . . . . . . . . . . . . 5 . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . O . . . . . , . . . . . , . . . |
> $$ | . . . . . . . . . . . . . . . X . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ +---------------------------------------+
>
> $$c
> $$ +---------------------------------------+
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . 5 . . . . . . . . . . |
> $$ | . . X , . . . . . , . . . . . X . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . , . . . . . , . . . . . , . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . O . . . . . , . . . . . O . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ | . . . . . . . . . . . . . . . . . . . |
> $$ +---------------------------------------+
>
> Both are the same board, but has anyone made an algorithm that rotates
> the board or an area of the board in a unique way?
> I don't need the move order, just the "snapshot" of the board.
>
> Ben
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>
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