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 Post subject: Re: Passless lentears?
Post #21 Posted: Fri Jul 09, 2021 1:07 am 
Dies with sente

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OGS: Elom hmW K
Universal go server handle: Elom, Windnwater
Universal Coordinates for all spiritarts . . . The central location is always 0,0. Any axis without a central location is considered to have an invisible one with pieces 'skipping' over it. In notation standard rules apply, the x axis is first, then y, however both + and - signs for both positive and negative integers are always shown.

ShoXjiangchess . . . Shogi, Chess, Xiangqi/Janggi players all play in the same tournament. If a Xiangqi and xiangi player meet, the trade one elephant and one canon (the xiangqi and janggi boards will have dotted lines crossing the river). If any other two players of a different game meet, a 9*11 square board is used each player takes two of the same chessnears(chesswomen) from their game and puts it on the location it would be for them and the (or each) other person in the placing person's native game, according to Universal Coordinates, however the General is always placed in the centeral row.

Lentears . . .

People: Each person chooses a colour. Lenses: Standard shape (the intersect of two circles(spheres) rather than ovals) biconvex lenses. They should each be a composite of a smooth black monoconvex and a rough white monoconvex. In engagements with more than four players each each lens is wholly either green, blue, red, cyan, magenta, yellow or grey. In engagement a lenses colour is considered the colour it shows face up. Board: The board is a collection of position points arranged into a regular polygon as measured by the position points. Lines parallel to the edges of the polygon connect the position points. All lines connecting position points that are more than three points from all edges are engraved into the board. Bowl&Clock: Each person has a bowl and a lid. There are two countdown timers situated next to each person's lid. Lentear engagements are always timed incrementally, with an increment of zero being absolute time. A player first places a lens on the board and removes from the board and puts puts into their lid any lenses that aren't of the colour they placed and, if able to move between points along their lines and switching positions between lenses of the same colour, cannot move to a position point connected by a line next to an position point without a lens on it and of the position points the lens could possibly occupy that isn't only next to position points with lenses of the same colour on it, at least half of the lenses on them are of one colour, the lens is removed from the board and placed in the lid of the person who thought of the ply, then secondly starts the timer of the next person to play then thirdly stops their own timer.
Conditional plys: A person may write down future possible moves before starting the next persons clock. As long as future plys match the predicted ply, that person's clock cannot be started and their plys are placed by another person, starting with the next person who isn't making conditional plys who would ply after that person moving to the next person who would ply in a cycle who isn't making conditional plys, each cycle. When all people are making conditional plys, all clocks are simultaneously started and all persons can place any lens at any position point play there move until one person deviates from another person's conditional line of play when placing for their own ply (including through their own conditional ply), after which normal play resumes.

Winning: If a person loses lenses two plys in row or places a lenses that results in the position of all the lenses on the board being the same as in the previous cycle with the same person to ply, they loses by repetition. A person can touch each of their groups to signify those they think cannot avoid moving to a lid. When all people have done the same in a ply, all lenses that cannot avoid being placed in a lid through future play is moved to the lid, then each position point is allocated to each player according to the number of lenses of that person that can possibly be reached from that position point by movements along lines between position points relative the total number of lenses of that person that can possibly be reached from that position point by movements along lines between position points, then those allocated position points are reduced according to how many lenses of that colour are in a lid. Persons are ranked in order of who was earliest to lose by repetition, then by who's colour has the fewest total position points after scoring. The person with the lowest rank is rank 0 and people increase their rank by +1 per person after that. Victory points are awarded to people according to their rank divided by one less than the total number of people.

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 Post subject: Re: Passless lentears?
Post #22 Posted: Fri Aug 27, 2021 8:35 am 
Dies with sente

Posts: 80
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OGS: Elom hmW K
Universal go server handle: Elom, Windnwater
Another way of scoring I like (which is best on my othello-style biconvex go stones) is to:

0 Use territory scoring with no passes (essentially the same as area scoring). For dame, so a dame of two points on the side of the board created by one black stone and two white stones gives 1/3 territory points to black and 2/3 territory points to white.

1 Put seven black stones in the prisoners lid at the beginning of the game (for three player go, seven stones from the first player is placed in the prisoners lid; for four player go, no komi is necessary).

2 The game ends by agreement (on which stones are dead). After territory scoring, add 0.5 territory points to white's score, after which the the side with the most resulting territory points wins. Now the important point is that the difference in territory score is divided by half and minused from 180 for the losing side and added to 180 to the side to generate their hypothetical are score. Their hypothetical area score over 361 gives the fraction of board points they won from that game . . .

In League games or title match games resignation is not allowed; the game is always played to the end, the winner is the person with the highest total board points.

I created a tournament system based on this which combines knockout and league/title matches (to be mentioned in fantasy go tournament).

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