End of game under AGA rules vs .sgf files

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Bill Spight
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Re: End of game under AGA rules vs .sgf files

Post by Bill Spight »

Pio2001 wrote:
Bill Spight wrote:
Pio2001 wrote:Japanese-style rules have unsolvable theoretical problems, that occurs in one game out of 1000.

Actually, they do not. A number of Japanese style rule sets avoid those problems, including Double Button Go. :)


Does my sentence become true if I replace "Japanese-style" by "territory scoring" :-?


No. All theoretical problems with Japanese style or territory scoring have to do with kos and superkos. There are some repetitive situations, like the ko on a 1x2 board, which have no theoretical score, i.e., no non-arbitrary finite result, but that is true for all forms of go. Such positions aside, we have known since 1998 how to evaluate, and therefore score, all ko and superko positions. Not scoring points in seki is a quirk of the Japanese and Korean rules, but positions with potential points in seki arise more frequently than in one game in a thousand, I believe. :)
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Re: End of game under AGA rules vs .sgf files

Post by RobertJasiek »

Pio2001 wrote:During centuries, in China and japan, go was played using territory counting,


In China, scoring systems changed at different times and included stone scoring and area scoring.

The first complete official ruleset was the japanese one of 1949.


It was a text maybe attempting to be complete, but of course was not complete.

These rules are the ones that are the closest to the tradition of go,


1) Tradition changed. There has not been a single tradition.

2) My Japanese 2003 Rules are the closest to current Japanese professional tradition.

3) The quality of the Japanese 1949 Rules was similar to that of the World Amateur Go Championship Rules, whose failure to model tradition I have described here: http://home.snafu.de/jasiek/wagcflaw.html

Then, in 1975, China came with a much simpler ruleset using area counting.


Not China, not Taiwan, but Ing in Taiwan.

It is simple and clear,


No. I tried to be simple and clear. Much closer to simplicity and clarity, but still failing, are the New Zealand Rules. If you want it simple and clear, read the Simple Rules or the Tromp-Taylor Rules.

it is extremely heavy for the players, who have to count all the area at the end of each game.


1) For positional judgement, TERRITORY counting or LOCAL area counting work during the endgame. Therefore, counting is NOT extremely heavy.

2) For counting of the score of the final position, there are several possible counting procedures, which include HALF counting procedures and TERRITORY counting procedures for area scoring. Therefore, it is NOT necessary to count ALL the area. The speed of such counting procedures is essentially the same as that for Japanese fill-in counting. Therefore, it is NOT extremely heavy.

the simplicity of the chinese rules,


The Chinese Rules are not simple: http://home.snafu.de/jasiek/c2002com.pdf

It is the area scoring core of the Chinese Rules that is simple.

Japanese-style rules have unsolvable theoretical problems,


I have solved them: http://home.snafu.de/jasiek/sj.html

that occurs in one game out of 1000.


The theoretical problems of real Japanese Rules occur in EACH game. In practice, it is not that bad as long as one replaces application of the rules by their violation and uses verbal rules as a pretence of being an application of the written rules.

The Nihon Ki-in has been criticised for doing so, and some players (Go Seigen) even demanded that they change that. Which was done in 1989... for the worse !


The 1989 Rules were a major theoretical step forwards but introduced new practical problems creating nonsense.

But since problems occur so rarely,


The problems occur in EACH game. See http://home.snafu.de/jasiek/j1989c.html
It is only the pretence of using the written rules while in fact using verbal rules that prevents the problems from becoming apparent in each game.

the players themselves are perfectly ok with these rules.


Rather many professional players using the 1989 Rules are ok with pretending to use them while in fact replacing them by verbal rules.


Chinese style rules give no problems to any federation of programmer,


It depends on which ruleset you are speaking of. The Chinese Rules create problems. Other area scoring rulesets do not create problems.

but they strongly annoy the players in each and every game.


When you speak of area scoring rules, this may be a matter of preference. For me, they provide great joy in each game.

AGA rules seem to get the best of both worlds.


The Japanese fill-in counting is not "the best" of the territory scoring world because it is very error-prone.

The 1989 japanese rules solved the problem introducing a new rule : ko fights are forbidden during imaginary play.


This is not the rule. Ko fights occur but their nature is very different:)
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Re: End of game under AGA rules vs .sgf files

Post by Bill Spight »

RobertJasiek wrote:
Pio2001 wrote:Then, in 1975, China came with a much simpler ruleset using area counting.


Not China, not Taiwan, but Ing in Taiwan.


I saw the 1975 Taiwan rules (in English) a couple of years later. It is true that Ing wrote them, but they were the official Taiwan rules. (The earlier Taiwan rules mentioned by Ikeda were different.)
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Re: End of game under AGA rules vs .sgf files

Post by Pio2001 »

RobertJasiek wrote:
Japanese-style rules have unsolvable theoretical problems,

I have solved them: http://home.snafu.de/jasiek/sj.html


Interesting rules !
If I understand them properly, there is no point in filling the teire if the players passed their turn, the empty intersection in the last ko, if not connected, is worth one point of territory, and if a four bent remains together with a small seki, the four bent, being proven dead, is removed while the seki remains on the goban ?
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