RobertJasiek wrote:
Yes, I must say that your 3 rules phases (regular, ko encore, tax encore) approach is bad. Such creates more complications than it solves. Besides, tax without equal number of moves results in pass fights or button anomalies for positions more frequent than double disturbing death at the end. Such are not too bad, but you must understand that you do not model Japanese rules but rather something close to World Mind Sports Games Rules.
I understand your current desire for a quick fix rather than a fundamental correction, but do not expect my approval. Especially none of confirming conformity to Japanese rules design. The sanity check is: your current "Japanese" rules are not Japanese style.
As a mere patch, it is good enough. Whenever you should have time for a greater change, ignore ko arcana and first address fundamental rules design. Again, for the latter the Simplified Japanese Rules (1 temporary encore continues the regular alternation, perfect play is not required, superko) work the best (maybe add the obvious seki exception) and would be as close to J1989 in practice as your way too complicated rules. I would be surprised if retraining nets would be required, unless you can't just tell them to ignore different ko bans.
Thanks, but I would hope that KataGo already achieves a much closer match to Japanese players' intuitions about how positions should be scored than Simplified Japanese rules even with a seki exception. With the patch I mentioned above and assuming players play skillfully, I *think* we should have all of the following points of agreement with Japanese players' intuition below. Many of which are also achieved by
https://senseis.xmp.net/?SpightJapaneseStyleRules (and not by simplified Japanese rules, as far as I can tell), and which again, is the ruleset that KataGo's rules by far most-resembles, with several Spight-Japanese-Style elements being an inspiration for the design of the rules.
1. Simple ko: A player cannot gain an extra point by trying to leave the ko mouth open, even if they have many ko threats on the board.
2. Bent 4 in corner: Dead even if there are unremovable ko threats on the board.
3. Regions surrounded by one side only in seki: Do not count as territory.
4. Seki one-sided dame: One-sided dame will not result in gains to the player able to fill them.
5. Two-step ko: Defender does not need to lose an extra point defending if they have enough ko threats. (Life-and-Death Example 10 in
https://www.cs.cmu.edu/~wjh/go/rules/Japanese.html)
6. Double ko seki: Should resolve as a seki, through all cleanup phases.
7. Moonshine life: The false eye group will die, regardless of the presence of the double ko seki.
8. Double ko death: Should resolve as a death, without the player having to lose a point for defending an extra time. (*** this is what we're trying to address with the patch ***)
9. Matti's double-ko+chained-ko (
https://lifein19x19.com/viewtopic.php?p=251373#p251373) Should resolve as a seki.
10. Matti's triple-chained-ko-death (
https://lifein19x19.com/viewtopic.php?p=251327#p251327) Should resolve as a death, without the player having to lose a point for defending an extra time. (*** and this ***)
11. Life-and-Death Example 14 in
https://www.cs.cmu.edu/~wjh/go/rules/Japanese.html - white must lose the point for an extra play, in agreement with the commentary, and there is no way to avoid this with a pass fight.
12. A lot of "compound" positions resolve the way that Japanese pro intuition wants them to resolve, for example Life-and-Death Example 16,17,18,... in
https://www.cs.cmu.edu/~wjh/go/rules/Japanese.html are all in agreement as far as I can tell.
13. I am not aware of any pass fights at all right now. Maybe one exists, but the mechanism I know of that could normally cause it (such as the one I mentioned in a post above) doesn't seem to pose a problem here.
It is possible I am mistaken on one of the above points, but to the best of my knowledge all of the above are in agreement if we have this patch, assuming this patch works and has no adverse effects. I think it is surprising how large a number of things *can* be reproduced without having to resort to hypothetical play - I was not expecting initially to be able to do so. Even though I am very aware there are still some fundamental limitations of alternating play that make it impossible to be exactly perfect without going to hypothetical play and having something like J2003.
And to list a few known areas of difference or potential areas of difference with Japanese practice (far from exhaustive, of course):
14. Molasses ko is unstable during the cleanup phase and collapses.
15. Torazu sanmoku is three points, instead of seki.
16. The anomalous position B here:
https://lifein19x19.com/viewtopic.php?p=251494#p251494, and in general any situation where a double-ko-death starts during cleanup via throw-in but isn't formed yet prior to cleanup may require an extra defense. (I'd guess this category is probably the most common difference for real games out of all systematic differences).
17. Two dead, only one capturable -
http://denisfeldmann.fr/rules.htm#p4 figure 2 - I'm pretty sure this resolves differently in KataGo rules versus actual Japanese practice, especially once you start varying the sizes of some of the groups.
Anyways, back to the topic of double-ko-death: if anyone else has thoughts (or questions) about the situation, or there is a corner case that comes to mind that might be adversely affected by the patch to KataGo rules that I described above, that would be great. Thanks!
@Bill, @Harleqin - let me know if you have any further thoughts or questions.
