xed_over wrote:
scutheotaku wrote:
So I should probably start using Chinese scoring in concordance with the AGA rules?
AGA rules allow you to use either methods of counting -- with identical scores
But I doubt you'll find many people who will play with you using AGA rules except in an AGA tournament
If you're playing online mostly, then I wouldn't worry about it, because the computer will score it for you (after marking your dead stones). Most people won't even notice if their opponent has chosen a different ruleset online.
Hmm, ok thanks. I was under the uneducated impression that most people in the US probably used AGA rules in general, though I guess it makes sense that they might not since Go isn't nearly as popular over here as it is in Japan, Korea, and China.
RobertJasiek wrote:
scutheotaku wrote:
the Territory method of scoring.
To me, this method seems the most natural
If "natural" is "you have known first". From an objective view, it depends on how one defines "natural". E.g., if natural is defined as "the same nature during a) playing the game and b) scoring the game", then Area Scoring is natural while Territory Scoring (as you know it) is unnatural: For Area Scoring, there is only one move-sequence and the moves can remain executed; for Territory Scoring, there is only one move-sequence while playing the game but there can be arbitrarily many move-sequences while scoring the game and moves during playing the game remain executed while moves during the scoring have to be undone. I am having difficulty finding some definition of natural so that Territory Scoring would be natural but Area Scoring not; it is easier to find other definitions so that both are natural.
Quote:
what method of scoring should I use?
It depends on using where and for which purposes, on opponents and playing venues, tournaments or not. If you have some specific criterions, then answering is easier. E.g., if simplicity of the rules is a criterion, then Area Scoring is the choice, as you can find out:
http://home.snafu.de/jasiek/rules.htmlQuote:
neither one is necessarily right or wrong
It depends on what you mean by "right" and "wrong". Yes if you mean "justified by historical creation". If you mean "not having severe mistakes in the rules", consider those of a typical example ruleset for Territory Scoring:
http://home.snafu.de/jasiek/wagcflaw.htmlYeah, by "natural" I meant "natural to me." Japanese scoring seems more natural to me since that is how I first learned and since every book I have on the subject has been Japanese or Korean. It's not that Area scoring seems abnormal to me (I don't mean to offend), it's just that it is different from how I have ever played so therefore
less normal, if that makes sense

Mivo wrote:
RobertJasiek wrote:
For a beginner it matters very much because of the extremely different difficulties of rules understanding.
The finer points and the weaknesses of some rule sets don't concern a beginner, and I'd say they don't concern most players in general. When I started out, I was mostly confused by the existence of two "archetypes" of rules and I felt that area (Chinese) counting was more intuitive and I still believe it is easier to teach to someone (because they can make unnecessary safety moves without affecting the score), but most people online were using territory (Japanese) scoring, which is also what most books use, so I learned that. Once I had grasped it, it felt more "elegant" to me, but it's less straight forward.
Those different scoring methods, extended further by various organizations making modifications, are one of the chief reasons why Go isn't more popular "in the west", in my opinion. Chess doesn't suffer from the same issue. This is also why I always grin at "Go is easy to learn". No, it's not, it's confusing as heck.

I kind of like the fact that in Japanese scoring it makes me think more when doing "safety moves" in my own territory. While I think these could also make me and other beginners be
too hesitant to place stones in their own territory, I think that this might help break a habit of over-focusing on one area? Again though, this is just my uneducated opinion.
RobertJasiek wrote:
HermanHiddema wrote:
RobertJasiek wrote:
For a beginner it matters very much because of the extremely different difficulties of rules understanding.
The evidence suggests otherwise.
The evidence is that still nobody could show me any beginner with a reasonable understanding of territory scoring rules. Therefore the evidence does not suggest otherwise. In particular, beginners tend to overlook simple facts such that filling liberties for final removals is a mistake. Almost all beginners are having great difficulties with reading more than one move deep or with the idea of playing inside an eye; this is the contrary to having an ability to distinguish life from death. Beginners reading the wrong introductions don't even know that sekis exist. Etc.
I honestly don't consider territory scoring all that difficult - but perhaps I am doing it wrong and oversimplifying it? Are there several steps to it that I'm not aware of? I'll have to read up on this...
emeraldemon wrote:
I'm guessing the original poster has already given up on the debate in this thread, but I'll go ahead and share my experience.
I first found out about go when someone handed me a copy of
Go For Beginners . I found a friend who had also learned the rules somewhere, and the two of us just played each other, figuring out stuff by consulting the book and trial and error. Of course Go For Beginners teaches Japanese scoring.
For us in the beginning, the question of dispute resolution was quite confusing, and unfortunately it isn't explained at all (as I remember) in Iwamoto's book. After a few games we realized that someone could stubbornly force you to capture dead stones by not "agreeing" as a way of forcing you to fill in your own territory. Eventually we just agreed not to do this, it seemed somehow "wrong". I didn't learn the correct response (play it out, then roll back the moves) until much later. And for a beginner remembering how a position looked after fighting something out isn't necessarily practical.
The AGA solution seems simple and elegant to me: if your opponent forces you to capture stones, the must give you one prisoner for each time they pass. I wish I had known this rule when I was first learning, it would have caused less confusion for me. Maybe if I had a stronger player to explain how it works, it wouldn't have mattered, but I didn't.
You've definitely got some interesting points...how often do these types of difficulties come up in Japanese and Korean games that (as far as I know) don't have the pass stone rule?
---
Anyways, thanks for all of the answers! Nice to see that this is a very active community

For now I think I will stick with Japanese/territory scoring since that's what I know, that's what my books teach, and because that's what it seems like most online people play with. I'll probably try out Chinese/area scoring with a few games though, and might switch over.
Thanks again!