RobertJasiek wrote:
Do such authors attempt to explain the origin of go, just of Chinese rules, convince other nations of superiority of Chinese rules or do they try to suggest how Chinese rules might be invented afresh if history started today?
1、离开了围棋创生的历史土壤,去侈谈所谓“纯数学、终极的”围棋规则,将毫无意义。
It is meaningless to talk about the so-called "ultimate pure mathematics" rules of WeiQi without the historical soil of its creation.
2、我赞赏 Cassandra 的观点,基于“空”的唐宋数路围棋规则是非常优秀的规则(日式规则基于唐宋规则,除了私自篡改规则之处),陈先生在那篇文章中割裂历史来谈围棋规则,确实是明显的错误。
I appreciate Cassandra's viewpoint. My opinion is that the Tang and Song WeiQi rules based on "territory" are very excellent rules (Japanese rules are based on Tang and Song rules, except for those that tamper with the rules). Mr. Chen's split history in that article to talk about Go rules is indeed a clear mistake.
3、您可以尝试网页翻译来阅读我的文章。
You can try a web translation to read my article.
我的文章要点是:一方一手,轮流落子,不可放弃,不能落子,可以交俘。终局状态,获得俘子多的一方胜利。
The main point of my article is: take turns to play, pass is not allowed, if can not play a move on the board, hand over a prisoner(overflow). In the final state, the side with the most prisoners wins.
The stone/stones that is/are not breathing(liberty) must be lifted from the board and captured by the opponent.
The concept of "eye position, two eyes live" is a subsequent development. An example of how stone/stones with one liberty can live:
......
3、the end of WeiQi game:
1. Ordinary "ko" rules
Normal "ko" rule-forced to change out of the cycle, prohibit the end, let the game go on.
1.1 The common "ko" rule of Central Plains WeiQi-"hot stone" can not be taken away immediately, need to wait for "hot stone" cooling.
1.2 The common "ko" rule of Tibetan WeiQi--"hot territory" can not be placed immediately
The "empty" just picked up the chess piece is hot territory,"hot territory" can not immediately drop the piece, need to wait for "hot territory" cooling, completely different from the thinking of Central Plains WeiQi, so expansively solve the circulation problem of ordinary "ko".
2. tie game
In the case of three or four ko cycles, if neither side changes the cycle state- a tie game.
3. The final judgment
After the judgment, the cycle state is changed-the end.
3.1 Normal end state: the board is full, the pieces overflow, the two sides continue to exchange prisoners, the difference between the captured pieces will not change.
Of course, it is possible to judge the victory or defeat without going down to the situation of "two overflows", or even without finishing the dames -for example: Note that the so-called "empty" is a valid option to acquire a captive.
3.2 Special end state: the difference between the captured pieces is unchanged, or the trend is increasing, and this trend will not change.
3.3 Other end-states: Welcome to add.
(by tencent transmart
https://transmart.qq.com)