Finite Go variant: Quench

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Re: Finite Go variant: Quench

Post by luigi »

jts wrote:As I understand the game, Luigi, after the first capture it will be impossible to kill enemy groups, no matter how improbable these groups seem to a go player. In go, killing techniques require being able to create new strings at will.

Not impossible, but very difficult indeed. As I said in my previous post, this is something which must be assessed before making a capture, and that assessment is the core of the game's strategy.

jts wrote:I've noticed that both you and Christian Freeling create "variants" that show very little sensitivity to how go is played, which raises questions as to whether you've played it much. If you want to create variants of go that are both fun and meet your strict standards for rule simplicity, design a game you find strategically deep first, then see if you can finesse the cycles. You're a bit like the drunk searching for his keys under a lamplight. But I'm not sure whether it's possible to see strategic depths in a go variant before you've explored the strategic dimensions of go itself!

I find Quench strategically deep. That's my main goal when designing games. I know it has little to do with how Go is played, but that's not necessarily good or bad. I'm not suggesting that Go players switch to Quench or any other Go variant. I'm only exploring the design space in search of other interesting implementations of the surround capture mechanic. Some of them are very similar to Go (like my passive ko variant), and some others have almost nothing to do with it (like this one).

In case you're wondering, I play 9x9 Go quite often, but I've played only a couple of times on 13x13 and only once on 19x19. I guess that doesn't qualify me as a Go player. My main focus is on designing games. When I design one which happens to use surround capture and I find it interesting enough, I post it here in the hope that Go players with a wider interest in abstract games will find it interesting as well and have some fun trying it when they need a rest from serious Go play. That's all.
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Re: Finite Go variant: Quench

Post by jts »

Okay, I hear you. I'm just saying that if you note in your author's notes that groups without two eyes don't die at the end of the game like in go, or if you speculated a bit about how contact fights work when no one has any interest in capturing stones, that would clarify the extent to which you have thought through the game.
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Re: Finite Go variant: Quench

Post by luigi »

hyperpape wrote:Luigi: I suspect the threat to capture a big group is not realizable, at least in version 1. The issue is that in regular go, you can threaten to capture a big group because of escalation. You threaten to capture a smaller group, and the opponent decides he can't allow it and/or can't live in an unduly slow/passive way, and the resulting dynamic makes the group grow without yet securing life. The point is that the initial threat to capture is a threat. In your game, it's not really a credible threat, because capturing that smaller group would be a losing move.

Yes, I understand that. There are really no credible capture threats in Quench #1 for at least half of the game.

hyperpape wrote:Do you have a link to a completed game? I can't convince myself that version 1 is a game you could reasonably play.

I've added an 11x11 Quench #1 game to the original post for you. The viewer shows it as a 19x19 game, though. Am I doing anything wrong or is it just that the viewer doesn't support that size? If so, I'll remove the graphical display and leave just the download link.
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Re: Finite Go variant: Quench

Post by TheBigH »

luigi wrote:I've added an 11x11 Quench #1 game to the original post for you. The viewer shows it as a 19x19 game, though. Am I doing anything wrong or is it just that the viewer doesn't support that size? If so, I'll remove the graphical display and leave just the download link.


The viewer only supports 9x9, 13x13, and 19x19. I think you can edit your original post to make your 11x11 game display on a 13x13.
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Re: Finite Go variant: Quench

Post by luigi »

TheBigH wrote:
luigi wrote:I've added an 11x11 Quench #1 game to the original post for you. The viewer shows it as a 19x19 game, though. Am I doing anything wrong or is it just that the viewer doesn't support that size? If so, I'll remove the graphical display and leave just the download link.


The viewer only supports 9x9, 13x13, and 19x19. I think you can edit your original post to make your 11x11 game display on a 13x13.

OK, I'll just remove the viewer then.

EDIT: I don't know how to make the game display on a 13x13 board.
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Re: Finite Go variant: Quench

Post by billywoods »

luigi wrote:I post it here in the hope that Go players with a wider interest in abstract games will find it interesting as well and have some fun trying it when they need a rest from serious Go play.

My experience of go-related gatherings is that, when the players are bored of serious go play, they play a go variant - rengo, or one-colour go, or go on differently shaped boards. That is, something that feels like go, not just something superficially similar. Your games don't especially feel like go: they may be of general interest (in the same way that I am interested in xiangqi and backgammon and other non-go-related games), but you've altered the rules in a way that makes the feel of the game very different. Such a heavy penalty for the first capture makes most fighting completely impossible, and most invasions very easy, for instance. If there is good strategy and a deep and interesting game here, it's probably nothing like go. :)
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Re: Finite Go variant: Quench

Post by luigi »

billywoods wrote:Such a heavy penalty for the first capture makes most fighting completely impossible, and most invasions very easy, for instance. If there is good strategy and a deep and interesting game here, it's probably nothing like go. :)

Right. It's probably my fault not to have made this sufficiently clear before. :)
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Re: Finite Go variant: Quench

Post by luigi »

I've added a sample 9x9 Quench #3 game to my original post:

luigi wrote:Variant #3

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Re: Finite Go variant: Quench

Post by badukJr »

It seems the for #1 and #2 there is no reason to not make a new group every turn before you make the first capture. Creating the most groups gives the most flexibility for later on. Additionally very loose stones means that your opponent would be forced to capture earlier, putting him at a disadvantage.

Probably on smaller boards you'd want to play a bit thicker since captures would happen very late in the game though.
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Re: Finite Go variant: Quench

Post by hyperpape »

I was surprised by how go like version 3 is. It appears that one major biggest distinction is that it is usually bad to make the first capture in a ko shape, as long as your opponent's coin is heads up. Since ko is an integral part of the strategic depth of go, I think this has to be counted as a negative.
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Re: Finite Go variant: Quench

Post by luigi »

luigi wrote:Variant #1

Once a player makes a capture for the first time, that player can’t create any more groups for the rest of the game.

A similar but more flexible idea:

Once a player makes a capture for the first time, that player can't place any stones on enemy territories for the rest of the game.

(A territory is strictly defined as a maximal set of adjacent empty points which is bounded by stones of that color only.)

The disincentive to capture is much lower here.
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