Re: Yesterday's rule dispute in Korea
Posted: Mon Jun 17, 2019 11:33 am
What axioms, assumptions and principles are there for go rules design derived from a) evaluation or b) not from evaluation?
Life in 19x19. Go, Weiqi, Baduk... Thats the life.
https://lifein19x19.com/
We have had any number of discussions about this over the years, since I even took this approach on rec.games.go before 1998 with positions without multiple kos. The first principle, which is similar to Ing's is that evaluation is determined by play. The second principle is that a score remains the same by play, no matter who plays first, or is worse for the first player. That is, some positions have a score at which play can cease, because neither player can gain from continuing play. There is a condition, not a principle, that play is finite, so that play eventually reaches a position with a score. Ko and superko rules are intended to make play finite. A simple ko rule means that a triple ko can lead to infinite play, and in that case the result may be hung or declared a tie. Infinite play is not an anomaly, but a result of the ko rules.RobertJasiek wrote:What axioms, assumptions and principles are there for go rules design derived from a) evaluation or b) not from evaluation?
Sorry, I still don't understand.Bill Spight wrote:Well, as the guy who introduced the idea of pass stones in the AGA journal in the 1970s, I know what I'm doing.(BTW, I was probably not the first person to come up with the idea of pass stones; I was not the only one, OC.) This method requires AGA territory scoring, not area scoring, which requires a token or other adjustment. But, IIUC, most players use territory scoring anyway, and the idea of requiring White to pass last has met with confusion and opposition.
Button go is a hybrid between area and territory rules. This is accomplished by requiring an equal number of pass stones or other stones played after the button instead of an equal number of stones on the board for scoring.
Here are alterations for AGA rules to play Button Go.Pio2001 wrote:Can I read the text of the button go rule, and of the AGA button go rule somewhere ? It will certainly help me.
I think it would be clearer, in the territory counting version, when first introducing "taking the button", to say that on average taking the button loses ½ point.Pio2001 wrote:Thank you. This is exactly what I needed.
I am going to study this.
You're being too pessimisticBill Spight wrote:At this point I can sense eyes glazing over. Like, who cares, right?
This doesn't seem likely. The duality of the Chinese and Japanese/Korean approaches is not just a coincidence, not a random consequence of traditions, it is deeply rooted in the game. The whole problem with writing complete rules is like a snowball, one thing follows the other.Pio2001 wrote:a wish of my own : there should be only one ruleset in the world, so that we don't have to worry under which rules we are playing.
I am more hopeful. For one thing, the results of games under the two approaches are the same about half the time and differ by only one point about the other half. The main difference in scoring and strategy has to do with counting territory in seki, not with anomalies, which usually have the same result under the different rules. Pros and amateurs who play by one set of rules can switch to another set with little difficulty, although mistakes are sometimes made. The Ing ko rules are a challenge, however.moha wrote:A bit late to respond to this...
This doesn't seem likely. The duality of the Chinese and Japanese/Korean approaches is not just a coincidence, not a random consequence of traditions, it is deeply rooted in the game.Pio2001 wrote:a wish of my own : there should be only one ruleset in the world, so that we don't have to worry under which rules we are playing.
This is why Button Go basically uses Japanese/Korean rules until the point where play would normally stop, at which point the button is taken, after which the game is played by Chinese rules. Adding the button is a simple way to marry the different approaches.The strong point of Japanese is that (with a small, easy-to-accept addition of forbidding suicide) you can have a ruleset with only simple basic rules that already allows play - up to the first stop. Most importantly, the normal ko rule works. The price of this is that you need extra rules AFTER the stop, i.e. about L&D.
The Chinese approach eliminates L&D, so you don't need extra rules after the stop.
Well, both types of the game were played without written rules until the mid-twentieth century. I think ko rules trickery is of recent vintage.But at the same time, normal ko (forbidding immediate recapture, i.e. a time-wise restriction) doesn't work anymore. You inevitably need some ko rules trickery, even in the main game.
I agree. Complicating every game in order to handle rare occurences seems like a poor tradeoff. But the Japanese 1989 rules not only complicated the game with difficult to understand rules, it changed the nature of the game. That is why I regard them as an abomination.But IMO the two approaches are not equal in value. Since disputes are rare and most games end naturally at the first two passes, trading problems after it for earlier problems and rule complexities sounds like a bad idea, a net loss.
This is a strong point not only of Japanese rules or only territory scoring rules but of all rules.moha wrote:The strong point of Japanese is that [...] you can have a ruleset with only simple basic rules that already allows play - up to the first stop.
1) If you mean that the effect of the basic ko rule applies, this is so for all rules.Most importantly, the normal ko rule works.
The price of not having (1)? Since (1) applies for all rules, there is no price.The price of this is that you need extra rules AFTER the stop, i.e. about L&D.
It should. Well designed area scoring rules eliminate L+D. The Chinese Rules do not.The Chinese approach eliminates L&D,
See above.normal ko (forbidding immediate recapture, i.e. a time-wise restriction) doesn't work anymore.
It depends on what you call trickery. If you call the practical application of superko trickery, you must call that of any ko ruleset trickery because any requires detection whether repetition occurs / has occurred / is about to occur.You inevitably need some ko rules trickery, even in the main game.
See above. Each ko ruleset needs detection whether repetition occurs.And the moment you start to fiddle with the ko rule
What problem?to fix a known problem,
Bad rules design is not mandatory.you usually end up with introducing a new problem elsewhere.
You make the assumption that one should not talk about the problems of applying territory scoring rules in each game. Their correct application creates disputes in each game. Only the informal, implicit agreement NOT TO APPLY THE RULES STRICTLY avoids disputes in each game.Since disputes are rare
This is a strong point not only of Japanese rules or only territory scoring rules but of all rules.moha wrote:The strong point of Japanese is that [...] you can have a ruleset with only simple basic rules that already allows play - up to the first stop.
1) If you mean that the effect of the basic ko rule applies, this is so for all rules.Most importantly, the normal ko rule works.
The price of not having (1)? Since (1) applies for all rules, there is no price.The price of this is that you need extra rules AFTER the stop, i.e. about L&D.
It should. Well designed area scoring rules eliminate L+D. The Chinese Rules do not.The Chinese approach eliminates L&D,
See above.normal ko (forbidding immediate recapture, i.e. a time-wise restriction) doesn't work anymore.
It depends on what you call trickery. If you call the practical application of superko trickery, you must call that of any ko ruleset trickery because any requires detection whether repetition occurs / has occurred / is about to occur.You inevitably need some ko rules trickery, even in the main game.
See above. Each ko ruleset needs detection whether repetition occurs.And the moment you start to fiddle with the ko rule
What problem?to fix a known problem,
Bad rules design is not mandatory.you usually end up with introducing a new problem elsewhere.
You make the assumption that one should not talk about the problems of applying territory scoring rules in each game. Their correct application creates disputes in each game. Only the informal, implicit agreement NOT TO APPLY THE RULES STRICTLY avoids disputes in each game.Since disputes are rare
Except for the systematic anomalies occurring in each territory scoring game.All anomalies are rare
Or like go with carefully written area scoring rules.you either have flawless rules with no anomalies (like chess)
Indeed.RobertJasiek wrote:Bad rules design is not mandatory.
I agree it is an interesting approach. But I also recall some earlier discussions where the outcome of some otherwise identical positions would depend on ko threats. I wouldn't call this an anomaly, but is still a surprising difference from both the Japanese and Chinese game.Bill Spight wrote:This is why Button Go basically uses Japanese/Korean rules until the point where play would normally stop, at which point the button is taken, after which the game is played by Chinese rules. Adding the button is a simple way to marry the different approaches.The strong point of Japanese is that (with a small, easy-to-accept addition of forbidding suicide) you can have a ruleset with only simple basic rules that already allows play - up to the first stop. Most importantly, the normal ko rule works. The price of this is that you need extra rules AFTER the stop, i.e. about L&D.
The Chinese approach eliminates L&D, so you don't need extra rules after the stop.
Unlike the "no suicide" rule, I am not aware of theoretical necessity behind "no territory in seki". Without one the natural choice is the simpler one, oc.Like the modern Chinese rules, territory is counted in seki, however.
Certainly, just like written rules themselves. Somebody mentioned above less rigid rules where (for example) the treatment of repetition is up to the referee. Such are flawless by nature, the only problem is practical application.Well, both types of the game were played without written rules until the mid-twentieth century. I think ko rules trickery is of recent vintage.
No, as I wrote above with area scoring you need more than the simple basics just to have the game progress correctly. At the very least something to cover unbalanced cycles. This is very different from territory scoring.RobertJasiek wrote:This is a strong point not only of Japanese rules or only territory scoring rules but of all rules.moha wrote:The strong point of Japanese is that [...] you can have a ruleset with only simple basic rules that already allows play - up to the first stop.
This is only a popular fallacy, at least in the theoretical sense. Go rules do not necessarily need to detect repetition (just like two eyes for example). In long cycles the theoretical game may keep on repeating the moves in question infinitely, leaving the game without an end position (like perpetual check). OC this may also be undesirable for some, and for practical application you certainly want at least some way to be able to say "and so on". But making the distiction between theoretical and practical rules is important here. (And is a point where basic ko with hot stone and time-based restriction shines.)It depends on what you call trickery. If you call the practical application of superko trickery, you must call that of any ko ruleset trickery because any requires detection whether repetition occurs / has occurred / is about to occur.You inevitably need some ko rules trickery, even in the main game.
...
Each ko ruleset needs detection whether repetition occurs.