As we know, it is not easy to program Japanese and Korean rules. The Japanese '89 rules are an attempt at a rationalized rule set, but they seem ambiguous to me. I have not seen the latest Korean rules, but the earlier rules that I saw seemed to me to require judgement to implement. Humans can resolve ambiguity and exercise judgement, but computer programs, neural nets aside, are more like the Good Soldier Schweik. Clarity and precision are important. Simplicity is also important, if you are going to play thousands of games per second.

lightvector wrote:
Are there good rules that still allow playout to resolve all statuses on the board but where correct play prior to that cleanup and the final result match what correct play and the final result would be under most territory scoring rules?
Since the main territory rules are Japanese and Korean, my guess is no.

However, there are other territory rules without the special cases of Japanese and Korean rules. (BTW, by referring to special cases I do not mean to criticize those rules, just to say that they are not the most general or simple territory rules.

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Something like Tromp-Taylor rules except with a button ("Button Go") seem promising. Except that there are still simple or common cases where correct play in Button Go diverges from what it would be in true territory scoring rules, often involving a final ko, right? This seems to make it not ideal for this purpose, since presumably that divergence would still cause problems.
I agree. Under "true" territory rules kos should be resolved at temperature 0. With Button Go they may be resolved at lower temperatures.
As I said earlier, to have kos resolved at temperature zero you need some temperature zero plays if and when you run out of dame. I called these plays virtual dame. Like actual dame, they must lift any ko and superko bans. Trump-Taylor rules are area rules, and so simply providing virtual dame is not enough, because you also have to make it so that it does not matter who gets the last dame. The ½ pt. button solves that problem.

Both the virtual dame and the button may be implemented as passes. Below is how that might be done with area counting.
With area counting the button gains ½ pt., and the virtual dame each gain 1 pt. There are two phases to the game; in phase one the players play regular territory go; in phase two they play regular area go to eliminate any dead stones, and they perhaps take one way dame. Playing area go to eliminate dead stones is consistent with territory scoring. Doing so will not alter the territory score. Taking one way dame will affect the territory score, but there you go.

Taking the button separates the two phases.
What does it mean to take the button? Since early passes, as virtual dame, lift ko bans, how do you end phase one? One way would be with three consecutive passes, as the first pass lifts any ko ban, the second and third passes show that neither player "wants" to play in a ko or superko, or make any other board play, so three consecutive passes could end phase one. However, one player might play something like Sending Two Returning One every time the opponent passed, so that there is no sequence of consecutive passes. Hence my rule: Phase one ends when the same player passes a second time in the same board position. This phase ending pass is equivalent to the button, and so gains only ½ pt. After this, the second phase continues with passes gaining nothing. My preference is for passes to lift ko and superko bans, and to end this phase the same way, but most people seem to prefer ending play with two consecutive passes. The difference matters only in very rare cases. You can also count no territory in seki, to approach Japanese and Korean rules.

Edit: It may be possible, with these rules, for the players to collaborate at produce a never ending game. You can alter the rules to take care of that, but for training purposes why bother?