Coordinate System Proposal (corner-relative)

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Re: Coordinate System Proposal (corner-relative)

Post by Bantari »

YeGO wrote:
EdLee wrote:In addition to corner-relative, how about a tengen-relative system with polar coordinates.

BTW, Qwerty won .


If someone finds the board easier to visualize that way, why not? However, I guess that idea didn't seem to be very well received the last time it was brought up here:
viewtopic.php?f=10&t=10721

Overall, I'm quite surprised about the nature of the reactions to this idea, which is really just a small tweak upon the existing concept of corner-relative coordinates. I didn't expect the responses to turn into an overwhelming rejection of the broader concept of corner-relative coordinates, nor did I expect such snark in response to my genuine proposal.

Perhaps the community may just be overwhelmingly against the mere mention of alternative coordinate systems, even if there isn't even agreement over calling the top-left corner "1-1" or "A19".

Is this some sort of taboo subject that I've stumbled into?

Heh...
You like thinking about coordinates, we like discussing it.
And I still stand by what i said: what problem are you trying to solve?
There is no taboo. Rejection? Maybe... it just shows its not a very good idea? I dunno...

We can discuss anything here.
How about making the boards pink and the stones green and yellow? I might have the advantage to attract more children because of the bright colors. Maybe it will attract more girls? They did a test like that once, with a gun lying on the street. Large percentage of boys picked it up, but only a few girls. Then they painted the same gun pink, and the results were opposite. So pink boards might have some merits.

But seriously... if you write software, you can do it however you like, with spiral coordinates for all I care. But personally, I rather use what we have, the system is really not that bad, all things considered. And it is trivial to have a function which recalucates from one coordinate system to another, so each piece of software can do it in multiple ways, its just presentation.

But as xed_over said - its all about communication and speaking the same "language" - presentation in an of itself is meaningless unless it allows us to communicate or communicate better. Which brings us the full circle to my initial point: what problem are you trying to solve?

If you just try to introduce changes to an old and established and well-working system just for the sake of making changes, its not worth it, imho.

See - no taboo at all! I could talk about it all day.
Its just that its a bad idea. Unless you have good reasons.
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Re: Coordinate System Proposal (corner-relative)

Post by Bantari »

YeGO wrote:
Bantari wrote:(b) use multiple systems concurrently, thus adding to the general levels of confusion?

It seems that there already are multiple systems concurrently and widely used. There seem to be at least three (or two if you count the numerical systems with and without CJK letters as one) widely used absolute coordinate systems (i.e., "Q16", "4-16", or "四16" to describe the top-right star point), and there already are at least two alternative, corner-relative systems that have been proposed (see "Audouard" and "Rokirovka" that I mentioned above). There does not appear to be a universally accepted coordinate system.

Yes, and this creates confusion.
Now - instead of trying to fix that, you propose to make it even worse.
Is this the idea? Since we already have a mess, why not make it a bigger mess, just for the heck of it?

Ultimately, I don't think offering a new alternative really adds much general confusion. In fact, if corner-relative systems help some players visualize the moves/board position better, perhaps such systems help decrease confusion.

As I said - sure, if you write a software, implement as many systems as you want, and give the user a choice. Conversions are trivial, so why not? I could easily come with a handful of different coordinate systems.

As for visualizing... I dunno. I never tried to visualize based on coordinate designations, so maybe you have something there. But I would think that the easiest system for that would be some kind of descriptive notation, like they used to have in chess becore they switched to the algebraic notation.

Generally speaking:

Overall, I would say that the ideal to strive towards would be to have a uniform system, accepted everywhere, and used by everyone. Of course, no such system can be the "best" for everybody in every situation, but I think that this is a very minor problem, and the overall advantages would by far outweight it. I think that to have once globally accepted system is a much more desirable situation than having multiple systems for people to choose from. And to be honest, I do not really care which exact system it is - migth be the one you propose.

This is the whole idea behind the concept of "standards", and it is usually accepted as a very good idea.

However:

Sometimes the accepted solution has flaws, and a better solution is found (see chass with descriptive -> algebraic notation) - and then it is worth to make the switch. But it needs to be demonstrated that the new system solves some particular flaws in the old system, and that the flaws are serious enough to make the change. Or yes, to introduce alternatives, in your case.

But please understand - this is just my opinion. And I recognize that not all may share it, and that there are people out there who would welcome multiple systems just to have alternatives. They are certainly entitled to their own opinions, and they are probably not wrong. I just don't happen to share this sentiment.
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Re: Coordinate System Proposal (corner-relative)

Post by quantumf »

Whole board coordinate have not, as far as I can tell, really taken on. People still mostly talk in corner terms (3-4) and then have to rely on other cues to figure out which corner (sometimes explicit, saying "top left", or contextual). I'm not clear on the reasons for this, I would speculate that its one or more of:

- the board is just simply too big and it's not plausible (for most people) to deal with the whole board in a single system in the same way it is in chess
- so far we only have lousy whole board coordinate solutions (presumably this is what you believe)
- we have too many conflicting standards, with differing origins, directions, numbering, lettering, and most people just can't be fussed with trying to learn one minor system as no one else will understand it anyway
- it's just simply not necessary for most people, most discussions are corner specific (although I would suggest that the causal relationship might be back to front here)

If there were no alternatives already in place, I'd happily adopt it. Your solution appears to be at least as good as the Audouard system, possibly better. But since there are already many options available, it's not clear why I'd bother learning this one.

As pointed out already, the whole point of a coordinate system is to communicate something, so it's really important that as many people as possible speak the same language. So you (or anyone) who cares about this has two options - lobbying for the increased adoption of an existing (capable) standard, or introducing a new one, and lobbying for that one to be widely adopted.
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Re: Coordinate System Proposal (corner-relative)

Post by YeGO »

Bantari wrote:But as xed_over said - its all about communication and speaking the same "language" - presentation in an of itself is meaningless unless it allows us to communicate or communicate better.

Communication occurs in many different forms, between humans directly (such as talking over a physical board), between a human and a machine (such as a person using go software to study games), between humans but with the interaction mediated by machines (such as people playing go on a server or discussing go in a forum), and even between machines (such as files and data being exchanged between programs, perhaps as part of mediating human interactions).

Having a consistent language is an important part of communication, but actually using a language that is appropriate to the context and facilitates clear/easy communication is perhaps even more important, and in different contexts different languages seem to be preferred. For example, over the board, most people already speak in corner-relative terms (albeit, usually ambiguously unless clarified in context), machines often use SGF which employs an absolute alphabetic system, and players on go servers often use "A1" since most servers/clients tend to label the board that way. Consistency need only be maintained in the context of each separate communication rather than universally. I think forcing a universal system across all of these contexts would only cause more difficulty.

Bantari wrote:Overall, I would say that the ideal to strive towards would be to have a uniform system, accepted everywhere, and used by everyone. Of course, no such system can be the "best" for everybody in every situation, but I think that this is a very minor problem, and the overall advantages would by far outweight it. I think that to have once globally accepted system is a much more desirable situation than having multiple systems for people to choose from. And to be honest, I do not really care which exact system it is - migth be the one you propose.

This is the whole idea behind the concept of "standards", and it is usually accepted as a very good idea.

I believe the primary goal of standardization is to clarify and consistently specify concepts/systems, rather than impose universality. It is rarely the outcome (or even the aim) of a single standardized system to achieve universal adoption. Often, this is simply due to the problem having different contexts that require different solutions, since a good solution is one context may be poorly-suited to another. See the examples discussed earlier.

Bantari wrote:Which brings us the full circle to my initial point: what problem are you trying to solve?

The problem is that the commonly used absolute systems are difficult to use or seem unnatural/counter-intuitive to some players. Corner-relative systems provide a conceptually different alternative that might help address some of these issues. Also, I believe the existing corner-relative systems could perhaps be improved, and hence I proposed some small tweaks upon that idea.

I already mentioned the case of Pierre Audouard and his motivation to create a similar corner-relative system due to him finding traditional coordinate systems difficult to work with given his vision impairment. Perhaps you overlooked the above remarks, or dismissed the example, but I think it illustrates how a novel coordinate system can greatly aid the communication of board positions, where other systems were not suitable.

Personally, I also struggle with using the absolute coordinate system, since I find it difficult to remember the mappings of letters larger than K. Even the double digit numbers feel awkward as you are essentially counting from the opposite side. Too often, it feels like a distracting waste of time to manually convert in my head or refer to the board labels (if available), since numbers like 15, 16, 17 just don't immediately and naturally map to the 5th, 4th, and 3rd lines. Even if one does get used to mapping these instinctively, one has to start all over (and might even get tripped up) when dealing with other board sizes. The choices for convention (i.e., origin placement and row-column vs column-row) in traditional systems also seem somewhat arbitrary leading to typical first moves being labeled by not easily deciphered coordinates such as "Q16" for hoshi or "4-17" for komoku.

The proposed corner-relative system addresses some of these issues by reducing the letters used to A though K, which are mapped to 1 through 10, and setting convention based on the principle of labeling typical ("polite triangle") first moves using their typical corner-relative terms, e.g., "4-4" for hoshi and "3-4" for komoku. The entire top-right quadrant is simply just labeled relative to the corner using two numbers. In other quadrants, the coordinates are also just the distance from the corner, but one or two letters are instead used to disambiguate which quadrant you are in.
The first coordinate gives the column, which counts from the left if it is a letter, or from the right if it is a number. The second coordinate gives the row, which counts from the bottom if it is a letter, or from the top if it is a number. The CJK symbols offer another alternative if one finds that more familiar or easier to use than the roman letters.

quantumf wrote:Whole board coordinate have not, as far as I can tell, really taken on. People still mostly talk in corner terms (3-4) and then have to rely on other cues to figure out which corner (sometimes explicit, saying "top left", or contextual)

The key aim of the proposal and similar corner-relative systems is to provide a way to unambiguously refer to any point on the board while still retaining familiarity of corner terms. In the proposed system, this is disambiguated by whether letters or numbers are used to specify the point

Bantari wrote:But seriously... if you write software, you can do it however you like ... it is trivial to have a function which recalucates from one coordinate system to another, so each piece of software can do it in multiple ways, its just presentation.

I've made this similar point as well. In a lot of situations, software simply makes the application of different coordinate systems a simple matter of presentation. Additionally, software also makes it a simple matter of translation between two people that prefer different systems. For example, imagine as go server where whenever you reference a point using your preferred system that is being displayed on your client, the server automatically translates the coordinates into the preferred systems of other users as chosen and shown by their client.

Bantari wrote:Its just that its a bad idea. Unless you have good reasons.

Since you seem to strongly think that it is "bad idea", I would be very interested to hear some more specific criticism about the actual proposal. Besides "the cost of numbers-and-letters-mixing which I (and others) find messy", I don't seem to see any other remarks regarding the specific system. It seems that your arguments have mainly focused on a general objection to any alternative coordinate system proposals based on the idea of universality.
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Re: Coordinate System Proposal (corner-relative)

Post by YeGO »

xed_over wrote:Its difficult enough that Western coordinates label A-T (or sometimes S) across the top from left to right, and 1-19 from bottom to top, while Eastern coordinates number from top to bottom. And when referring to a point, which is referenced first, a row, or a column? Even on the same demo board, students and teachers aren't speaking the same language, one says row-column, the other says column-row.

I agree that the conventions for Western "A1" coordinates and numerical coordinates "1-1" seem a bit arbitrary. In the system that I propose, the convention of placing 1-1 in the top-right and using column-row is determined by the principle of aligning typical first moves (i.e., in the "polite triangle") with the typical corner terms used to refer to them. For example, hoshi (Q16, 16-4) is simply 4-4 in my system. Komoku (R16, 4-17) is simply 3-4.
Thus, remembering the convention of my proposal is aided by this mnemonic.

xed_over wrote:Of course, a real board doesn't have any coordinates, so that explains why a 5-4 point could be in any one of 8 actual points.

My proposed system writes all of the points in corner relative terms, but letters sometimes substitute for numbers to indicate which side/corner the point is in. For example, the eight 5-4 points are given by:
Top-right: 4-5, 5-4
Top-left: D-5, E-4
Bottom-left: D-E, E-D
Bottom-right: 4-E, 5-D
By mentally mapping A through K (excluding I) to 1 through 10, all of the above coordinates express 5-4, with the use of letters disambiguating which corner.
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Re: Coordinate System Proposal (corner-relative)

Post by Bantari »

Well, either way, its an idea.
I personally do not like it - not because of its inherent value but because I see not need for it.
But if you manage to get it widely used (or hopefully, get it to become a standard) - I will use it like I use any other coordinate system.

I am actually quite surprised at myself - I said so much about something that actually means to me so little. Must be a slow week. ;)

Rock on!
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Re: Coordinate System Proposal (corner-relative)

Post by shapenaji »

For what it's worth, I like it.

I think the full numbered board is effectively useless for the previously stated reasons. It's too big, and it's nonintuitive. A better perspective, in this case, from the all important corners, is ideal.

Just as I would not try to solve for spherical wave-functions using cylindrical coordinates, I would prefer a system of coordinates that does not emphasize the lower left corner.

That's the problem this is fixing, the lower left corner should be no more interesting than any other corner, otherwise equal corners are not being encoded in human memory equally. So this, or Tengen perspective. Though, for the latter to be useful, you might be Takemiya.
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Re: Coordinate System Proposal (corner-relative)

Post by shapenaji »

But better than a particular coordinate system, I think, is to identify the rules that make a good coordinate system.

Golden Rule:
A good coordinate system should mirror the underlying symmetries in the topology.

1-19, 1-19 and A-T, A-T coordinates do not do this.
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Re: Coordinate System Proposal (corner-relative)

Post by HermanHiddema »

There is nothing wrong with the system in itself, but I don't see any niche for it either. It is in the same category as, say, Swatch Internet Time, or Esperanto. Good ideas in theory, but in practice there is insufficient incentive for most people to switch.

And there are better systems.

Offline there is the problem of perspective. When you say "4D", is that my lower right, or your lower right? So nobody uses coordinates much offline. Mostly they point at the specific location, or put stones on the board, and use corner-relative shape phrases like "perhaps I should have invaded at 3-3 here instead of building the low shimari in that corner".

Pointing at specific areas and/or intersections is simply a better system.

Online, the perspective issue goes away. But there are still better systems. E.g:

E.g, instead of:

Click Here To Show Diagram Code
[go]$$Wc White could approach at C5
$$ | . . . . . . .
$$ | . . . . . . .
$$ | . . . . . . .
$$ | . . . , . . .
$$ | . . . X . . .
$$ | . . . . . . .
$$ | . . . . . . .
$$ +--------------[/go]


We can say:

Click Here To Show Diagram Code
[go]$$Wc White could approach at a
$$ | . . . . . . .
$$ | . . . . . . .
$$ | . . a . . . .
$$ | . . . , . . .
$$ | . . . X . . .
$$ | . . . . . . .
$$ | . . . . . . .
$$ +--------------[/go]


And instead of

Click Here To Show Diagram Code
[go]$$Wc D5-F4-C3-C2-C4-E2 is joseki
$$ | . . . . . . .
$$ | . . . . . . .
$$ | . . . . . . .
$$ | . . . , . . .
$$ | . . . X . . .
$$ | . . . . . . .
$$ | . . . . . . .
$$ +--------------[/go]


We say:

Click Here To Show Diagram Code
[go]$$Wc this sequence is joseki
$$ | . . . . . . .
$$ | . . . . . . .
$$ | . . . 1 . . .
$$ | . . 5 , . 2 .
$$ | . . 3 X . . .
$$ | . . 4 . 6 . .
$$ | . . . . . . .
$$ +--------------[/go]


Now this isn't always an option, of course. Not all online go places allow you to add labels or variations in all circumstances.

But I do think that it would be better to promote the addition of features that allow you to post variations in places where it is not possible yet, rather than promote a new coordinate system. Because that is an even better system. So instead of making it a little better, you'll make it a lot better.
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Re: Coordinate System Proposal (corner-relative)

Post by quantumf »

Lots of good comments, Herman. Some specific notes:

HermanHiddema wrote:Offline there is the problem of perspective. When you say "4D", is that my lower right, or your lower right? So nobody uses coordinates much offline. Mostly they point at the specific location, or put stones on the board, and use corner-relative shape phrases like "perhaps I should have invaded at 3-3 here instead of building the low shimari in that corner".

Pointing at specific areas and/or intersections is simply a better system.


What your post doesn't cover is the relatively frequent frustration experience when I try to have an offline discussion about a game with someone, when we are not near a board, e.g. when we're chatting on IM, or perhaps at the club, when one of both of us have seen the game (or even played the game), but do not have it in front of us. I frequently have to resort to phrases "you remember that joseki we played in your top left corner, when I approached at 5-3 to your 3-4 stone?" Really, really clumsy.

HermanHiddema wrote:But I do think that it would be better to promote the addition of features that allow you to post variations in places where it is not possible yet, rather than promote a new coordinate system. Because that is an even better system. So instead of making it a little better, you'll make it a lot better.


What do you mean, "in places it is not possible yet?"
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Re: Coordinate System Proposal (corner-relative)

Post by HermanHiddema »

quantumf wrote:Lots of good comments, Herman. Some specific notes:

HermanHiddema wrote:Offline there is the problem of perspective. When you say "4D", is that my lower right, or your lower right? So nobody uses coordinates much offline. Mostly they point at the specific location, or put stones on the board, and use corner-relative shape phrases like "perhaps I should have invaded at 3-3 here instead of building the low shimari in that corner".

Pointing at specific areas and/or intersections is simply a better system.


What your post doesn't cover is the relatively frequent frustration experience when I try to have an offline discussion about a game with someone, when we are not near a board, e.g. when we're chatting on IM, or perhaps at the club, when one of both of us have seen the game (or even played the game), but do not have it in front of us. I frequently have to resort to phrases "you remember that joseki we played in your top left corner, when I approached at 5-3 to your 3-4 stone?" Really, really clumsy.


I absolutely know the experience :lol:

More and more, nowadays, someone will grab a phone, fire up a recording app and show the sequence they mean. So I think YeGO's system might improve the situation a little, while a phone with an app that actually shows the sequence improves it a lot.

HermanHiddema wrote:But I do think that it would be better to promote the addition of features that allow you to post variations in places where it is not possible yet, rather than promote a new coordinate system. Because that is an even better system. So instead of making it a little better, you'll make it a lot better.


What do you mean, "in places it is not possible yet?"


Well, I don't think kibitzers can propose sequences, or add labels, to a game on KGS, can they? At best they can clone it and invite some people over there. IGS does not even have the clone option. At OGS, users can browse through the game history, add a sequence and then post a link to the sequence in the chat. People who are interested can click the link to see the sequence. People can also mention a coordinate in the chat, and mousing over that coordinate in the chat box will put a label on the board.

So KGS/IGS game chat is a "place where it is not possible yet".
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Re: Coordinate System Proposal (corner-relative)

Post by skydyr »

quantumf wrote:
What your post doesn't cover is the relatively frequent frustration experience when I try to have an offline discussion about a game with someone, when we are not near a board, e.g. when we're chatting on IM, or perhaps at the club, when one of both of us have seen the game (or even played the game), but do not have it in front of us. I frequently have to resort to phrases "you remember that joseki we played in your top left corner, when I approached at 5-3 to your 3-4 stone?" Really, really clumsy.


It seems more clear to me to say "remember when I approached your 5-3 stone at 3-4 and you played taisha and I extended solidly, which you blocked?" than something like "remember when I approached your EC stone at CD and then we played DF CE CF?" without having a clear coordinate orientation reference. To me, at least, the first is a story of the purposes of the stones that corresponds to how I remember games, and the second is very arbitrary. In addition, the specific corner it is in doesn't really matter for a local discussion of the issue.
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Re: Coordinate System Proposal (corner-relative)

Post by quantumf »

skydyr wrote:
quantumf wrote:
What your post doesn't cover is the relatively frequent frustration experience when I try to have an offline discussion about a game with someone, when we are not near a board, e.g. when we're chatting on IM, or perhaps at the club, when one of both of us have seen the game (or even played the game), but do not have it in front of us. I frequently have to resort to phrases "you remember that joseki we played in your top left corner, when I approached at 5-3 to your 3-4 stone?" Really, really clumsy.


It seems more clear to me to say "remember when I approached your 5-3 stone at 3-4 and you played taisha and I extended solidly, which you blocked?" than something like "remember when I approached your EC stone at CD and then we played DF CE CF?" without having a clear coordinate orientation reference. To me, at least, the first is a story of the purposes of the stones that corresponds to how I remember games, and the second is very arbitrary. In addition, the specific corner it is in doesn't really matter for a local discussion of the issue.


Granted, a story of the game is what we do, because the coordinate systems we have are not effective. It's just not clear to me what the causal relationship is: lousy coords=>have to use stories, or stories good=>coords pointless

Also, while the local situation often is important, there are two problems with it - one, sometimes the corner story matters a lot in the context of the two adjacent corners (direction of play) or even the opposite one (ladders), two, we never discuss anything other than corners - is the explanation at least partly because of ineffective coordinate systems?
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Re: Coordinate System Proposal (corner-relative)

Post by palapiku »

There is another historical coodinate system which I believe hasn't been mentioned so far. The four corners are labeled North, South, East, West. Then the coordinates are relative to the respective corner. Tengen is separate.

This system is used in the book "The game of Wei-Chi" from 1929, which is based on older Chinese texts. I'd love to know when this coordinate system was in use and what happened to it. (Also in the book, tengen is marked with a yin-yang symbol. I'd love to know what happened to that as well.)
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Re: Coordinate System Proposal (corner-relative)

Post by skydyr »

quantumf wrote:
skydyr wrote:
quantumf wrote:
What your post doesn't cover is the relatively frequent frustration experience when I try to have an offline discussion about a game with someone, when we are not near a board, e.g. when we're chatting on IM, or perhaps at the club, when one of both of us have seen the game (or even played the game), but do not have it in front of us. I frequently have to resort to phrases "you remember that joseki we played in your top left corner, when I approached at 5-3 to your 3-4 stone?" Really, really clumsy.


It seems more clear to me to say "remember when I approached your 5-3 stone at 3-4 and you played taisha and I extended solidly, which you blocked?" than something like "remember when I approached your EC stone at CD and then we played DF CE CF?" without having a clear coordinate orientation reference. To me, at least, the first is a story of the purposes of the stones that corresponds to how I remember games, and the second is very arbitrary. In addition, the specific corner it is in doesn't really matter for a local discussion of the issue.


Granted, a story of the game is what we do, because the coordinate systems we have are not effective. It's just not clear to me what the causal relationship is: lousy coords=>have to use stories, or stories good=>coords pointless

Also, while the local situation often is important, there are two problems with it - one, sometimes the corner story matters a lot in the context of the two adjacent corners (direction of play) or even the opposite one (ladders), two, we never discuss anything other than corners - is the explanation at least partly because of ineffective coordinate systems?


Well, if you're discussing a purely local issue on the side instead of in a corner, the distance from the corners doesn't matter much, so coordinates are irrelevant locally, only the line (2nd, 3rd, 4th, etc.). Similarly, for a central fight, if you're talking only about the local situation, coordinates don't matter at all, because they could be shifted a few lines to one side or the other without changing local aspects of the fight.

Considering these globally is a different story, of course, but I think in most cases it's easy enough to reference other parts of the board generally, like "this isn't playable because white's ladder breaker in the corner is too good" or "this will live locally, but you'll undermine the corner, leading to a net loss." If you're trying to analyze a whole side or board verbally, I think you'll lose your audience long before the position is fully described unless you have a board or diagram to reference.

I suppose if there were one coordinate system to rule them all, so to speak, we'd already be using it because its superiority would be unquestionable. As it is, the sunk cost of having implemented the current system and most westerners being used to it leads to a transition cost that is greater than the added utility of a new system.
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