Although, in the strict sense, it depends on defining "local", there are (in my new book) pretty good criteria of conditions when playing elsewhere is attractive. Conditions such as this: "The set of local groups is stable."
Now, I propagate that the player chooses(!) what to consider as groups or belonging to a set of local groups. Hence locality can be derived from those given groups. Well, in principle. In practice one also needs some convention of how to form a local enviroment around a known, given group. E.g., the group plus all its liberties and maybe plus further (empty) intersections "in between". We get a locale. Playing outside the locale is then considered a tenuki.
(Everything needs to be updated every move.)
This is the sort of thing I was hoping for... except I think this may be computationally infeasible for my purposes. I'm not even sure there's a known solution for determining the set of local groups.
There is a paper about the possible omission number
of a group (i. e., how many times you can tenuki), with an algorithm to determine the number, based upon the judgement of a Japanese amateur 6 dan. OC, you have to be able to say what a group is before you can determine its PON. I'll look it up.
Bill Spight wrote:
Like sente and gote, tenuki depends on the concept of locality. Towards the end of the game, it is possible to define independent regions of the board (except for ko fights, OC), and then tenuki is clear. Early on, however, regions of the board are seldom completely independent. Then what is considered tenuki is fuzzy. If a play is tactically related to the last play, it is not tenuki, no matter how far away it is on the board. If it is not tactically related, it is tenuki, no matter how close it is.
This is a great definition for a human, but "tactically unrelated" is not easy to translate into an algorithm.
Well, it is possible to program fuzziness. (Not that I have ever done it, but I have a couple of books.
) The problem there is that you need to get somebody's judgement about what is tenuki. (Your own is fine for your purposes, I am sure.
But involving humans takes time.)
Perhaps I should have said a bit more originally on what I'm trying to do-- I potentially need to answer this question several hundred times per move per pro game, in all 65,000+ pro games of GoGoD. I only build my database occasionally, so it doesn't have to be super fast, but it does need to complete in my lifetime.
So, basically I'm hoping for a definition that could be applied with reasonably accurate results by a 35kyu...
I think that your own judgement, coupled with a joseki book, would be good enough for that.
Alright, well, I'm not sure what I'll end up doing, but a related question: I have considered giving an "urgency" rating to each position, which would be basically "when this position appears in pro games, how many moves on average pass before the players play locally again? So 0.0 would indicate that pros always play locally immediately, and larger numbers indicate less urgent positions (pros play N moves elsewhere before coming back to this position). Does this seem like an worthwhile metric?
Thanks for the input
That sounds a lot like the PON. Which is a better metric, perhaps, than how long before play returns to the locale, since the latter depends upon the whole board.