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 Post subject: Re: trihexagonal go
Post #21 Posted: Thu Mar 01, 2012 5:57 am 
Dies with sente
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emeraldemon wrote:
I intentionally chose a grid with 4 edges per vertex, to keep the tactics somewhat analogous. However, check out this "ladder":
That is the problem Mark Berger encountered:
Quote:
"... In Rosette an extension increases that number at most by 1, and this one is consequently taken to keep the group in atari.
The attacker has the choice of direction and may lead the head of the 'escaping' group towards the edge or even around towards its own tail, to die.
...
So he invented a safety mechanism up and above the implicit safety mechanism of having two 'eyes', and called it a rosette.
A rosette is formed by six stones of one color, occupying a small hexagon. A group containing a rosette lives unconditionally."
And since the trihex tesselation has the same problem, as you rightly pointed out, it is also the reason Medusa and Lotus have the same additional safety mechanism.
MarkSteere wrote:
You could have revealed that fact six posts back when you said "I don't want to spoil the fun, but this idea has been implemented long ago in Medusa," implying that Medusa was the first.
I implied nothing. The Rosette is Mark Berger's idea and I've always acknowledged that. "Thanx Mark, wherever you are" it says in the introduction of Medusa. As for claiming anteriority regarding the trihex tesselation, I don't. Quite possibly the idea emerged somewhere before 1980, I'd be happy to acknowledge that too, if someone has some record of it.

Not that I see any harm in being the first, nor does society when it comes to art or science. But Emeraldemon, you are obviously rediscovering properties of 'Go on a trihex grid'. And there's no harm in that either.

P.S. I'm not 'claiming' or 'implying' that inventing games is anything like art or science.
P.P.S. MacBeth, in case someone considers 'Othello on a trihex grid'.

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