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[pbmserv-dev] Re: [pbmserv] Palago notation?
- To: John Farrell <friendless.farrell@gmail.com>
- Subject: [pbmserv-dev] Re: [pbmserv] Palago notation?
- From: Richard Rognlie <rrognlie@gamerz.net>
- Date: Mon, 21 Sep 2009 06:39:16 -0400
- Cc: David J Bush <twixt@cstone.net>, 2009@randallbart.com, pbmserv-users@gamerz.net, pbmserv-dev@gamerz.net
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The board grows, and spaces around the board grow.
placed.
Take the tiled board, and pad it with the 2 spaces in every direction
Then from the Northwestern most "row"... start counting. moving
north easterly until you have no more move locations in that row.
Move down a row..
e.g. for the following board (where X's indicates where a tiles is
and . == where a placement can occur)
.
. .
. . .
. ___ . .
. / X \___ .
. \___/ X \ .
. / X \___/ . .
. . \___/ X \___ .
. ___/ X \___/ X \ .
. / X \___/ X \___/ .
. \___/ . \___/ . .
. . . .
. . .
. .
would yield the location notation of...
3
2 7
1 6 12
5 ___ 11 17
4 / X \___ 16
10 \___/ X \ 21
9 / X \___/20 26
8 15 \___/ X \___ 25
14 ___/ X \___/ X \ 32
13 / X \___/ X \___/31
19 \___/24 \___/30 36
18 23 29 35
22 28 34
27 33
No ambiguity. No arbitrary start location.
On Mon, Sep 21, 2009 at 04:37:53PM +1000, John Farrell wrote:
> I've been thinking about such a system as part of my vague dreams of
> writing a Palago bot. Ideally a solution would:
>
> (a) not change the description of the location of a particular piece
> just because other pieces were added later
>
> but that means that you can't have
>
> (b) equivalent board positions have identical descriptions.
>
> I guess to describe the progress of a game you need (a), but to index
> a library of game positions you need (b). My gut instinct is that we
> would need a system which describes the position of a piece as a
> series of steps from the start position, e.g. if the start position is
> defined as X, then the locations in the six directions from there are
> x0, x1, x2, x3, x4, x5. From then on you tack on another digit, but
> positions can have multiple names, e.g. x01 is the same as x10, and
> x03 is the same as x. You then need to canonicalise the location
> descriptions. That would give you (a).
>
> To achieve (b) you need some algorithm to canonicalise whole board
> descriptions. Choosing x is a bit tricky - maybe you'd need to
> calculate some sort of centre of gravity to identify a start location,
> and somehow figure out a rotation from which the board is to be
> viewed, e.g. the direction in which the board extends furthest.
>
> This is the most thinking I've done in this direction, but if anyone
> wants to proceed I'm keen.
>
>
> John
>
> On Sat, Sep 19, 2009 at 8:53 AM, David J Bush <twixt@cstone.net> wrote:
> > | > Could someone please define for me the space numbering
> > | > scheme used in Palago here on Gamerz? Thanks.
> > |
> > | Essentially random. ?The possible spaces are renumbered each turn.
> > | ?You can't tell anything by looking at the notation.
> > | ?It's the saem with all of Cameron's boardless games.
> > | ?Would you like to suggest a better system?
> >
> > Well I doubt Cameron made use of any random value generator in
> > his program. Renumbering the spaces is fine, as long as this is
> > done in a consistent manner, otherwise, as you point out, the
> > whole purpose of a notation system is defeated. Cameron's
> > algorithm is deterministic, but it's not easy for the user to
> > determine what it is. So, I would suggest a scheme which IS easy
> > to understand. For example, label the vacant spaces in the
> > leftmost column top to bottom, then the next column to the right
> > top to bottom, etc. until you reach the bottom space of the
> > rightmost column.
> >
> >
> > To unsubscribe, send a message to esquire@gamerz.net with
> > ? ? ? ?unsubscribe pbmserv-users@gamerz.net
> > as the BODY of the message. ?The SUBJECT is ignored.
> >
> >
>
>
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