Compressing Chinese dark chess endgame databases

Jr-Chang Chen, Gang-Yu Fan, Shih-Yu Tsai, Ting-Yu Lin, T. Hsu
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引用次数: 2

Abstract

Building endgame databases is a common practice for boosting the performance of many computer game programs. After databases are constructed, we usually apply compression to save space. In order not to decrease the performance of accessing compressed files, we used block-based compression routines such as gzip. It is usually the case that bigger databases bring more gains. The sizes of the databases are fairly large even after using state-of-the-art compression programs. We discovered that the compression ratios vary a lot when different position indexing methods are used in a raw endgame file. The intuition is that when a continuous chunk of positions has more uniform values, gzip can better compress it than that of the case of having diversified values in this chunk. We report indexing methods that can upto 79.89% in compared to a naive indexing one when both are gziped. Our heuristics can be used on other chess-like endgames.
压缩中国黑棋残局数据库
构建终局数据库是提高许多计算机游戏程序性能的常见做法。在构建数据库之后,我们通常应用压缩来节省空间。为了不降低访问压缩文件的性能,我们使用了基于块的压缩例程,如gzip。通常情况下,更大的数据库带来更多的收益。即使使用最先进的压缩程序,数据库的大小也相当大。我们发现,当在原始终局文件中使用不同的位置索引方法时,压缩比变化很大。直观的感觉是,当连续的位置块具有更统一的值时,gzip可以更好地压缩它,而不是在该块中具有多种值的情况下。我们报告的索引方法可以高达79.89%,与一个幼稚的索引方法相比,当两者都被压缩。我们的启发式方法可以用于其他类似国际象棋的终局游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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