tiger314 wrote:Funny thing is, that a 4-pass rule is actually implemented in the AGA ruleset,
Where is this documented?
I've heard this before, but I've yet to see it documented, so it not my understanding of AGA rules.
tiger314 wrote:Funny thing is, that a 4-pass rule is actually implemented in the AGA ruleset,
tiger314 wrote:I agree with everything on that list and I would like to add the trouble of explaining hypothetical play to non-players and beginners.skydyr wrote:[...]the Japanese rules are the most arbitrary of the bunch. For example bent 4 in the corner is dead always just because. Nevermind the actual situation. Not counting eyes in seki is at odds with what pretty much everyone else does, and they have a history of situational rulings based on politics rather than anything else.
tiger314 wrote:I've noticed a lot of people ask which ruleset, but have there actually been any contemporary disputes caused by a player assuming a different Japanese-style ruleset was used? There seems to be next to no difference between these rulesets.skydyr wrote:First off, which japanese rules?[...]
Krama wrote:skydyr wrote:palapiku wrote:I feel that anything beyond Japanese rules is just attempting to solve a problem that doesn't exist.
First off, which japanese rules? Second, the Japanese rules are the most arbitrary of the bunch. For example bent 4 in the corner is dead always just because. Nevermind the actual situation. Not counting eyes in seki is at odds with what pretty much everyone else does, and they have a history of situational rulings based on politics rather than anything else.
It's not just because, in chinese way of playing you can simply wait till the game is over and remove all ko threats in your area and then start the ko in the corner. Opponent has no ko threats and you kill it. Proves that bent four is dead.
xed_over wrote:tiger314 wrote:Funny thing is, that a 4-pass rule is actually implemented in the AGA ruleset,
Where is this documented?
I've heard this before, but I've yet to see it documented, so it not my understanding of AGA rules.
tiger314 wrote:Bent four in the corner shows how arbitrary traditional territory scoring rules are. Since playing the situation out would cost points (removing ko threats is likely to involve playing in territory), it always has to be evaluated locally. Under an area ruleset, you can remove ko threats free of charge (after filling dame) so the situation can be played out and unremovable ko threats, which are part of the game, can alter the status.
oren wrote:tiger314 wrote:Bent four in the corner shows how arbitrary traditional territory scoring rules are. Since playing the situation out would cost points (removing ko threats is likely to involve playing in territory), it always has to be evaluated locally. Under an area ruleset, you can remove ko threats free of charge (after filling dame) so the situation can be played out and unremovable ko threats, which are part of the game, can alter the status.
All rules are arbitrary. The reason to make that one is to avoid having to remove all the ko threats and get to the finish point faster.
- rules ought to be simple and clear,
- the simplicity of the rules clarifies status by removals according to the regular rules of alternation instead of clarification by exceptional rules for (dis)agreements about removals (such as in New Zealand, AGA or Chinese Rules)
- passes do not lift ko bans because this gives the simplest clear game end condition and, for practical purposes, strategy is equally demanding regardless of whether passes lift ko bans,
tiger314 wrote:- rules ought to be simple and clear,
I think we all agree on this one.
*** I get 34 pts. for White, which yields Black +14
tiger314 wrote:Just to clarify*** I get 34 pts. for White, which yields Black +14
All your scores in all positions ale using double button Go?
Bill Spight wrote:tiger314 wrote:- rules ought to be simple and clear,
I think we all agree on this one.
I think that we can all agree that the rules should be clear. But simple? IMX, few games worth playing, childhood games aside, have simple rules. Furthermore, in informal play the unwritten rules are different from those in the rule book, and there are often local variants.
In go, a simple superko rule can impose a burden on human players. It is possible for the player who made a ko threat and took the superko to get lost and have to make another threat. It is also possible for a repetition to occur without the players noticing. What is the problem with rules that may be inelegant or complex but make it easy on human players?
tiger314 wrote:- rules ought to be simple and clear,
I think we all agree on this one.
Bill Spight wrote:I think that we can all agree that the rules should be clear. But simple? IMX, few games worth playing, childhood games aside, have simple rules. Furthermore, in informal play the unwritten rules are different from those in the rule book, and there are often local variants.
In go, a simple superko rule can impose a burden on human players. It is possible for the player who made a ko threat and took the superko to get lost and have to make another threat. It is also possible for a repetition to occur without the players noticing. What is the problem with rules that may be inelegant or complex but make it easy on human players?
tiger314 wrote:The problem is that complex usually means hard on human players. I think the best example being the Ing ko rule. The ko section of Ing's rules has like 300 words (Robert's complete rules have only about 150) and is understood by only a handful of amateur players, and I have never seen anyone successfully implement it in a program. Why isn't the less than twenty words of not repeating previous positions enough? I know superko is quite tricky to apply, but with the exception of voiding/drawing a game with a complex ko, there is nothing simpler.