I have attached a draft paper explaining the math behind frequency coding, a method of lossless data compression I came up with. The algorithm has been tested as I have freely available computer source code for anyone who wants to test it. The paper still needs to be complete and is missing the following:
- Math Cleanup – my terminology needs to be re-worked, its vague and hard to understand 🙂
- Decoding Process – important for paper proof – shown in source code on my website.
- Probability comparison – chart of actual p(x), frequency encoding output, neural network stretch = ln(x / (1 – x))
- Calgary Corpus Comparison – compare to other arithmetic encoders on this standard data set
This algorithm is fairly intuitive once you understand the concept behind it.
Here is the PDF document:
X-hex is on for it’s second revision. This is in very early stages but is looking very promising. Currently I am developing it in c# mono develop IDE. Graphics, Assets, Audio, Music will all be outsourced some how or another. The goal is to provide a simple game to the majority of platforms including windows, mac, Linux, ios, windows store, xbox , ps3, android and ios. The professional development platform allows for the output to many devices with a single project. The game is currently rendered in isometric 3d using a top down perspective but taking full advantage of awesome graphical effects.