Where is this documented?tiger314 wrote:Funny thing is, that a 4-pass rule is actually implemented in the AGA ruleset,
I've heard this before, but I've yet to see it documented, so it not my understanding of AGA rules.
Where is this documented?tiger314 wrote:Funny thing is, that a 4-pass rule is actually implemented in the AGA ruleset,
The guilty secret is that hypothetical play is why bent 4 in the corner is dead. :ptiger314 wrote:I agree with everything on that list and I would like to add the trouble of explaining hypothetical play to non-players and beginners.skydyr wrote: [...]the Japanese rules are the most arbitrary of the bunch. For example bent 4 in the corner is dead always just because. Nevermind the actual situation. Not counting eyes in seki is at odds with what pretty much everyone else does, and they have a history of situational rulings based on politics rather than anything else.
Well, if you're playing in a tournament it should be made explicit which rules, whether they are the current ones or another set. Hypothetical play, for example, is a relatively recent invention.tiger314 wrote:I've noticed a lot of people ask which ruleset, but have there actually been any contemporary disputes caused by a player assuming a different Japanese-style ruleset was used? There seems to be next to no difference between these rulesets.skydyr wrote:First off, which japanese rules?[...]
But sometimes there are unremovable ko threats, like a seki one side could successfully trade.Krama wrote:It's not just because, in chinese way of playing you can simply wait till the game is over and remove all ko threats in your area and then start the ko in the corner. Opponent has no ko threats and you kill it. Proves that bent four is dead.skydyr wrote:First off, which japanese rules? Second, the Japanese rules are the most arbitrary of the bunch. For example bent 4 in the corner is dead always just because. Nevermind the actual situation. Not counting eyes in seki is at odds with what pretty much everyone else does, and they have a history of situational rulings based on politics rather than anything else.palapiku wrote:I feel that anything beyond Japanese rules is just attempting to solve a problem that doesn't exist.
It's in the official rules document, but it only occurs following the resumption of play after a status dispute.xed_over wrote:Where is this documented?tiger314 wrote:Funny thing is, that a 4-pass rule is actually implemented in the AGA ruleset,
I've heard this before, but I've yet to see it documented, so it not my understanding of AGA rules.
All rules are arbitrary. The reason to make that one is to avoid having to remove all the ko threats and get to the finish point faster.tiger314 wrote:Bent four in the corner shows how arbitrary traditional territory scoring rules are. Since playing the situation out would cost points (removing ko threats is likely to involve playing in territory), it always has to be evaluated locally. Under an area ruleset, you can remove ko threats free of charge (after filling dame) so the situation can be played out and unremovable ko threats, which are part of the game, can alter the status.
All rules are arbitrary, but some rules are more arbitrary than others.oren wrote:All rules are arbitrary. The reason to make that one is to avoid having to remove all the ko threats and get to the finish point faster.tiger314 wrote:Bent four in the corner shows how arbitrary traditional territory scoring rules are. Since playing the situation out would cost points (removing ko threats is likely to involve playing in territory), it always has to be evaluated locally. Under an area ruleset, you can remove ko threats free of charge (after filling dame) so the situation can be played out and unremovable ko threats, which are part of the game, can alter the status.
I think we all agree on this one. But is it so important that there has to be no komi and all dead stones actually have to be removed by play even if players agree on the status? Plus making rules this short means a single wording error can send the game haywire.- rules ought to be simple and clear,
I don't think "if there is disagreement about removeability of a group, resume play and any stones remaining on the board after next two passes are considered unremovable for counting purposes" can really be called an exceptional rule, since it pretty much says "if you don't agree what the result is, switch to simplified rules"- the simplicity of the rules clarifies status by removals according to the regular rules of alternation instead of clarification by exceptional rules for (dis)agreements about removals (such as in New Zealand, AGA or Chinese Rules)
The reason for messing about with pass to lift ko bans rules are situations like below. But, in the name of simplicity, we can probably call it black's mistake to let such a position appear and consider it rare enough to apply the simple superko.- passes do not lift ko bans because this gives the simplest clear game end condition and, for practical purposes, strategy is equally demanding regardless of whether passes lift ko bans,
I think that we can all agree that the rules should be clear. But simple? IMX, few games worth playing, childhood games aside, have simple rules. Furthermore, in informal play the unwritten rules are different from those in the rule book, and there are often local variants.tiger314 wrote:I think we all agree on this one.- rules ought to be simple and clear,
All your scores in all positions ale using double button Go?*** I get 34 pts. for White, which yields Black +14
No. That was for area scoring. The 14 is a typo.tiger314 wrote:Just to clarifyAll your scores in all positions ale using double button Go?*** I get 34 pts. for White, which yields Black +14
The problem is that complex usually means hard on human players. I think the best example being the Ing ko rule. The ko section of Ing's rules has like 300 words (Robert's complete rules have only about 150) and is understood by only a handful of amateur players, and I have never seen anyone successfully implement it in a program. Why isn't the less than twenty words of not repeating previous positions enough? I know superko is quite tricky to apply, but with the exception of voiding/drawing a game with a complex ko, there is nothing simpler.Bill Spight wrote:I think that we can all agree that the rules should be clear. But simple? IMX, few games worth playing, childhood games aside, have simple rules. Furthermore, in informal play the unwritten rules are different from those in the rule book, and there are often local variants.tiger314 wrote:I think we all agree on this one.- rules ought to be simple and clear,
In go, a simple superko rule can impose a burden on human players. It is possible for the player who made a ko threat and took the superko to get lost and have to make another threat. It is also possible for a repetition to occur without the players noticing. What is the problem with rules that may be inelegant or complex but make it easy on human players?
tiger314 wrote:I think we all agree on this one.- rules ought to be simple and clear,
Bill Spight wrote: I think that we can all agree that the rules should be clear. But simple? IMX, few games worth playing, childhood games aside, have simple rules. Furthermore, in informal play the unwritten rules are different from those in the rule book, and there are often local variants.
In go, a simple superko rule can impose a burden on human players. It is possible for the player who made a ko threat and took the superko to get lost and have to make another threat. It is also possible for a repetition to occur without the players noticing. What is the problem with rules that may be inelegant or complex but make it easy on human players?
In 1977 or so I wrote a short article for the AGA Journal about the Ing rules at the time. Taiwan had adopted them. They were the same as what were later the Taylor-Trump rules, or almost so, and included a simple superko rule. In the article I recommended the use of pass stones, which I called bookkeeping stones. From what I have heard, around 1981 someone pointed out to Ing that a superko consisting of two identical double ko death positions meant that one of the "dead" groups had to be taken to leave only one double ko death, or one "dead" group could live. Apparently this was an unintended consequence for Ing. The superko rule had changed the game more than Ing had meant to do, making it more complex. (It is also likely that some pro players shared Ing's dismay and talked to him about that.) In terms that Ing later used, the superko rule turned two disturbing kos into one fighting ko. Ing revised his rules a number of times, and, as far as kos are concerned, they became more complex in order to make the game less complex. (IMO, he succeeded with the 1996 version of his rules, but they are not all that clear, because he attempted to derive his rules from general principles. Others have explained them more clearly. I imagine that the Ing rules could be programmed if you ignore the principles.tiger314 wrote: The problem is that complex usually means hard on human players. I think the best example being the Ing ko rule. The ko section of Ing's rules has like 300 words (Robert's complete rules have only about 150) and is understood by only a handful of amateur players, and I have never seen anyone successfully implement it in a program. Why isn't the less than twenty words of not repeating previous positions enough? I know superko is quite tricky to apply, but with the exception of voiding/drawing a game with a complex ko, there is nothing simpler.