CDavis7M wrote:
I just meant that the traditional Japanese rules are elegant because they don't fuss with complexities/rigor in the rules, don't require tedious, extraneous scoring activity, but also demand understanding of life and death. It all seems more in line with being an art.
I take that point, and that's good for pros, but what about beginners? Ideally a ruleset would be both foolproof without sacrificiing artistic merit, just like international pro tournaments should get together (which is why the lack of international tournaments based in Japan by Japanese sponsors is the single biggest tragedy in top-level, professional go worse than losing either all other international tournaments or losing all Japanese tournaments. Also, each country and even pro organisation has it's own style of structuring and conducting tournament, so the cultural or intangible heritage and loss of diversity is one of the most major sins be it biodiversity or tournament diversity. To make it obvious, even in the event of a universal, olympic ruleset being devised everysingle go player without exception would probably support every international tournament sticking to the ruleset of it's country, or in the case of Ing, company). I guess in that sense you are right; a combination of Ultimate Go rule and Lentear Rules if Yoave doesn't mind (Ultimate Lentear Rulesss???) would be better considering artisry.
CDavis7M wrote:
The "modern" (1940s) Japanse concerns over whether the game can end with a ko seem to lose sight of the art. Just let the game end with no result or recognize territory scoring as a shortcut of area scoring where there is no need to resolve a ko and lose a point.
I agree
CDavis7M wrote:
Meanwhile stone scoring is simple because it has the fewest rules. Just place stones and count them. Scoring directly corresponds to game play and there are no catches.
My main thought is that rules should be as simple as possible and gameplay shouldn't suffer because of scoring.
By the way, in a tsumego book I have they explicitly state that a player cannot pass -- it everything easier.
'Just placing stones and counting them' is usually more tedious than territory counting due to the sheer number of stones, even if you only count for one side (which in itself seems not so artistic). Which means that if you can change territory scoring like in AGA rules it automatically makes territory scoring superior. In addition, there's hardly anything elegant or artistic about the free tiere that may occur in area scoring. And thirdly, in area scoring there's the added inelegance. In territory scoring you can just put 7 black stones at the beginning of the
That's why only when there are 3 or more players is area scoring better because there is no need for komi, free tiere is not so much of an issue and when there are more than 2 players and in four-player go each person only has to count about 90 stones (unless they're untrusting of any of the other players, haha), so in this sense you are right, although I should add multiplayer go doesn't just make area scoring better, it makes 'play until you have no legal moves left' better too which is the simplest and most elegant ruleset of all, so group-tax area scoring does indeed seem best for more than two players.
But when you have 1-Lots of stones 2-Free teire 3-Komi added on externally, which are created when there are only two players, then area scoring is no longer elegant. Territory scoring with passes doesn't have these issues, but it's only elegant and artistic if you're a pro, haha. So one has to remove passes and end games by agreement, and then territory scoring can work.