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Re: [Bug-gnubg] The match and game data structure
From: |
Jim Segrave |
Subject: |
Re: [Bug-gnubg] The match and game data structure |
Date: |
Mon, 3 Jul 2006 18:43:03 +0200 |
User-agent: |
Mutt/1.4.2.1i |
On Mon 03 Jul 2006 (17:39 +0100), Ian Shaw wrote:
>
> > -----Original Message-----
> > From: Jim Segrave [mailto:address@hidden
> > Sent: 03 July 2006 12:06
> > To: Ian Shaw
> > Cc: Øystein Johansen; address@hidden
> > Subject: Re: [Bug-gnubg] The match and game data structure
> >
> > On Mon 03 Jul 2006 (11:38 +0100), Ian Shaw wrote:
> > >
> > > Jim Segrave Sent: 30 June 2006 16:11
> > > >
> > > > Along with this, move the analysis and rollout contexts, if any
> > > > analysis or rollout is done to the match header. I think few
> > > > analysed matches have more than a single analysis context
> > or rollout
> > > > context used,
> > >
> > > I don't think this is correct (but maybe I misunderstand
> > your point). I know people who will perform a quick 0-ply
> > rollout, and then maybe follow it up with a 2-ply rollout on
> > the most likely candidates.
> > >
> >
> > Sure, but then all the analysis is either 0 ply evalutation,
> > 2 ply evaluation or one of two rollout contexts. In all, any
> > data on a particular move uses only one of 4 possible
> > contexts. In a 21 point match, we currently store perhaps 800
> > or so analysis contexts and output those 800 contexts to the
> > .sgf file. I'm proposing you store and output only 4
> > contexts, then 800 moves with a simple index to the analysis
> > context which is applicable.
> >
>
> I wholeheartedly support your aim, I just want to help ensure we don't
> accidently reduce the functionality by not considering some facet.
>
> Specifying a miaximum 1, 2 or 4 possible contexts seems problematic to me,
> but we certainly do not require 1 per move, as at present.
>
> You propose to index to the appropriate context. Is it then possible to have
> a record area for contexts, that you append to as the user defines new
> contexts? The context list would be similar to to a game record, in that it
> is potentially infinite, but is should always be no longer than the move list.
>
> If you don't do this, you will simply have to limit the user to "Quick" and
> "Strong" settings, which might have a knock-on effect on the GUI design.
I would expect it to be an expandable array, so there would be no
hard-coded limit on the number of different contexts
--
Jim Segrave address@hidden