Cassandra wrote:
asura, your rules' text is a bit too long for me
Hmm, I think it's not the model itself - maybe it's more that I've written down it 'wrong'. The core is very small, but ensuring everything is well defined made the text much longer...
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I am just working on the adaption (primarily for "status confirmation") of a suggestion for Japanese-style rules that I found in a Japanese book. I.e. considering / comparing the results of the J1989-examples.
In my opinion, this model has a very elegant solution for not explicitely defining "locality", but at the same time delimiting the spots on the board that are available for "permanent stones after capture".
What is the advantage of restricting where you are allowed to play during the analysis instead of defining if a new stone at the end of the analysis was enabled by the capture or if the new stone was just played anywhere (e.g. inside safe territory) ?
Somehow both methods seems to make use of some kind of local relationship to the chain in question?
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However, this model does not use any special Ko-ban for "status confirmation" (but the "usual" one that is known from the "play" phase
I think for Japanese-style Rules in general (not J1989) it seems necessary to use "locality" OR "ko-pass", but not both.
Actually using both in a ruleset is a bit redundant because both mainly want enforce the same: locality.
But if neither of them is used you cannot keep the bent-4 ruling when there are *anywhere* unremoveable ko threats and the rules become more like area-scoring with territory-counting. (What doesn't mean it is bad. Somehow (maybe just atm

) I just like the other a bit more - but cannot give any good reason)