And the past historic in French is on the critically endangered list, too!Now the pluperfect has virtually disappeared.
More and more, young people are rejecting the past. O tempora! O mores! Or in modern yob-speak: OMG.
And the past historic in French is on the critically endangered list, too!Now the pluperfect has virtually disappeared.
What's the "real game" ? Since I'm playing in France, for me, the real game uses natural situational superko. That's the official rule.jann wrote:The superko rule itself is also only an imperfect approximation of the real game.
Ok, but you need to decide a rule of some kind, that will define exactly when a game is void. Because the japanese style rules only states that it occurs when none of the players "is willing to stop the repetition", which is a subjective condition.John Fairbairn wrote:No it isn't. You just make void game a valid result.But nowadays, superko is also necessary for artificial intelligence.
Why not ? With positional superko, a triple ko is exactly the same thing as a simple ko. You need to have enough ko threats in order not to be the one loosing the battle. Why is that bad ?John Fairbairn wrote:I don't think anyone can reasonably argue even that superko is desirable, let alone necessary.
Who said that was bad? It is the practical complexity of superko that is found to be unacceptable to nearly everyone.With positional superko, a triple ko is exactly the same thing as a simple ko. You need to have enough ko threats in order not to be the one loosing the battle. Why is that bad ?
Maybe what is played by most players, has closest ties to history and almost all pros agree with (wrt repetition rules)?Pio2001 wrote:What's the "real game" ?
I don't think there is anything wrong with inventing new rules and new variants. But given the wide consensus in Asia wrt triple ko handling, caution and modesty could not hurt either.With positional superko, a triple ko is exactly the same thing as a simple ko. You need to have enough ko threats in order not to be the one loosing the battle. Why is that bad ?
Several aspects are involved WRT practical complexity.John Fairbairn wrote:It is the practical complexity of superko that is found to be unacceptable to nearly everyone.
They also can't always be sure to play non-ko tactics in the right order, so what? Difficult move order in non-long-ko-cycle tactics matters many times per game while difficult move order in long-ko-cycles matters once every 1:10000th or 1:40000th game, so what?They can't always be sure they play the kos in the right order, especially in fast games.
Such mistakes in non-long-ko-cycle tactics in pro plays occur all the time, so what? Prohibit fast games?Such mistakes have occurred in pro play.
They even have to stay awake for relatively much more frequent incidents, such as self-atari, retracting a move or recapture of a basic ko.Then you have the problem of whether the referees can stay awake waiting for such a rarity.
Wrong. That they make referee-handling simpler in 1:5000 or rarer long cycle cases is irrelevant as long as they make referee-handling more difficult in more frequent rules matters, such as not filling the last basic endgame ko.Unlike major sports that haven't got the finances to install video replays, and no doubt they'd rather not have a digital record of picking their toenails (a la Sakata). In short, they have already decided to make life safe, sane and simple.
They ignore parts of them but apply other parts.Japanese '89 rules are an abomination. OK, they ignore them.
Common sense like "the simplest, shortest rule text ('a play may not repeat a position') is good enough in practice".There comes a point in most things in life when it's best if common sense just takes over.
Like going back to the position before the start of the long cycle and continue the game from there with carefulness and, if necessary, a few minutes of extra thinking time.And where common sense does not quite work, no problem: we just apply supercommon sense.
Preferring "the simplest, shortest rule text" is an esthetic choice. But most human communication is 50% redundant. Keeping it simple is a good idea, but not short. And then there is the question of the cognitive difficulty of what is essentially a bookkeeping task. A go board has 3361 possible states, depending on whether a point is empty, occupied by a Black stone, or occupied by a White stone. (OC, not all of those states are legal, but there are a humungous number of potential positions to remember.) Who keeps track of that? We can, however, keep track of a local double ko with only 4 relevant states. Whether the rest of the board is the same or not, we can keep track of by the fact that plays there do not lead to repetitions, else they would be part of the ko or superko. And a local triple ko, where losing one ko loses them all, is easier to keep track of than three separate kos, where losing one does not affect the other two. Besides, a local triple ko has 6 relevant states, while three separate kos have 8. It does not take much complexity to reach human limits. OC, go itself is very complex, but keeping track of the state of the board is a separate task. I submit that it is up to the players as a group to say what they need to keep track of. A rule, no matter how short and simple to state, that does not take into account what it requires of the players is a bad rule. True, it is undesirable to have a game that repeats forever. But a superko rule, of whatever ilk, is not the only solution to that problem.RobertJasiek wrote:Common sense like "the simplest, shortest rule text ('a play may not repeat a position') is good enough in practice".
When lacking arguments for discussion, it is a common trick to resort to saying somebody said something they didn't say.You claim that there would be a common understanding of ko rules in Asia but the opposite is true
Well, it's common sense that I know what common sense is. It's not something you have to prove. But if you are not used to applying common sense, you say daft things like "You ignore that common sense prefers fewer rules," ignoring that is actually what I said (remember the ditching rules comment?) and ignoring that "few" is not the only necessary attribute: we need to add attributes such as simple, understandable, workable....You claim to know what common sense and majority of perceiving it were but you don't prove it. You ignore that common sense prefers fewer rules.
You've got to learn to get out of your straightjacket mindset.Again, what are the imagined ko rules of your common sense idealisation?
It did occur to me that you were misinterpreting "common". I dismissed that idea because I know the English phrase "common sense" is used in German. The very fact that Germans have borrowed the phrase suggest they may have felt the lack of the phrase in their own language. However, I don't know how much it I used, or even whether it is used the same way as we use it. After all, 'fair play' is a similar example of such a borrowing, into various languages, and that has certainly ended up with different meanings from ours.common sense, I expected rules (or rules application) that are common among all or most players