beginsA291 wrote:
“he may not be back” & similar … I'm back.
Glad you are still with us.
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Territory counting does seem to lead to headaches
I learned the Japanese rules that came with the go set I bought in Jackson, MS, many years ago, which were probably as crummy as the rules that came with your set, but I never had any trouble. I know people who did have headaches, though.
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(the rules not covering every situation, tribunals, different treatment of ko).
The Ing rules may or may not cover ever situation, but they are area rules. The Japanese rules (territory) have a certain ambiguity in the definition of life and death. Different rules treat kos and other repetitive situations differently, but that is a modern development. I don't know about tribunals. {shrug}
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Ambiguity and the need for special cases in the rules (like topazg' bent four in the corner and “the awkward bit for which I have no answer”) is off-putting, makes further traps for beginners and generally detracts from the elegance of the game.
The ambiguity of the 1989 Japanese rules concerning life and death has never been a problem in practice. But it's only been 26 years. Maybe something will come up. The 1949 Japanese rules had special cases, but that is a non-issue now. (BTW, I was shodan before I knew what Bent Four in the Corner was.

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As for the "awkward bit for which I have no answer", all rules have problems with such positions. The basic problem, as I pointed out, is that the players should not have stopped play at that point. However the rules handle such positions, there will be an argument against what they do.
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There does seem to be folk knowledge and gentlemens' agreements involved that is not explicitly included in the rules. Or does that go too far?
Go was played for centuries, perhaps millenia, without written rules. So, yes, everything was folk knowledge and gentlemen's agreements. Occasionally some rules problem arose, which the players usually took to a stronger player for adjudication. There are a couple of famous examples before the 20th century. Got that? A couple. Not much of a problem.
Then, in a team match in Japan in 1928, one of the players, Takahashi Shigeyuki, violated one of those gentlemen's agreements and refused to end the game as directed by the referee. (His teammates encouraged him in this.) For more, if you can stand it, see
http://senseis.xmp.net/?TenThousandYearKo%2FrulesCrisis . One interesting thing about this rules dispute was that nobody could say whether the move was a right or an obligation. There were no passes in those days. The pass in go is a modern invention.
Nearly all go rules today end play by a succession of passes. But without passes, how did play end in those days? By agreement -- a gentlemen's agreement, if you will.

(Note: Many no pass games reach a point where further play does no good and the result can be determined without play. That is a natural stopping point, and the players normally stop play
by agreement.

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- Question: Wikipedia says under territory scoring “If the players reach an incorrect conclusion, then they both lose”. But how do we know the conclusion is incorrect? Who says? Also does it mean the disputed territory is not counted to either player, or that neither wins the game? (The latter seems harsh!)
Wikipedia is not quite correct. If play stops at an "awkward bit" position and the players do not resume play, then both players lose. That is harsh, but the Japanese 1989 rules were written by and for professionals. AFAIK, that rule has never been invoked.
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- Question: Does area counting avoid all these difficulties?
No. However, the players can avoid or resolve many end of game disputes by play under area scoring, because filling your own territory costs nothing. Edit: Unless you fill an eye you need for life.
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Why isn't this method (or other rule choice mentioned) adopted by all if so?
Mostly because the potential problems for territory scoring hardly ever arise. Except for beginners, unfortunately. But in the main places where territory scoring is used, beginners usually play against more experienced players who can resolve and explain life and death questions at the end of the game.
In the West, beginners often play beginners, which is why I recommend area scoring for beginners.
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Actually, there is a form of go, called Button Go, which synthesizes territory and area scoring and, IMO, is better than either. But that is another discussion.
