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


On 10/04/2016 09:00, Oliver Lewis wrote:
> There's a discussion of some of the issues in Petr Baudis' PhD thesis:
> http://pachi.or.cz/
> 
> 
> 
> On Sun, Apr 10, 2016 at 9:19 AM, Jean-Francois Romang <jrom...@posteo.de>
> wrote:
> 
>> Hello to everyone ; I'm a newcomer in this list and computer go
>> programming. I have a chess programming background, but I want to start
>> something new. :-)
>> I'm currently in the early phases of developing GTP compatible go engine ;
>> now it's time for me to choose a board representation : are there some
>> articles or tips on this ?
>> Thanks,
>> Jean-Francois
>> _______________________________________________
>> Computer-go mailing list
>> Computer-go@computer-go.org
>> http://computer-go.org/mailman/listinfo/computer-go
> 
> 
> 
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