Harleqin wrote:It is much easier for the author to look up the location of what he is referring to than for the reader to search all possible places.
Quite likely but my heap of not archived rules articles is roughly 30,000. The time for me to search everything somebody wants to see immediately is too high. You need to wait for Go Rules Encyclopedia to be written. For it, I will evaluate all my archives...
"Has been written elsewhere" without a proper reference is unscientific.
Of course. But this thread is not scientific-only but mostly casual discussion.
I can only recommend to keep a list of such references on the topics you are interested in; I would have expected this from an expert in these matters.
I keep as many references and articles and rulesets as I can manage within my available time, for everything beyond that see above.
Besides, if you always added links to works you cite, that would also drive their Google pagerank up, so that a Google search actually would turn up the relevant results.
I am not the slave of google politics.
I think that players who do not know that more than one superko variant exists do not know whether the player to move is part of the restriction either.
I have talked with some hundred players on the matter offline or online since 1995: Most understand PSK when they hear "superko". The exceptions are mostly those players having already read only some specific SSK / NSK rule.
I do not know what the "space of a state" is,
The storage container for the information:
PSK: (intersection_1_color|..|intersection_361_color)
NSK: (intersection_1_color|..|intersection_361_color|created_by_play_of_player_of_color)
SSK: (intersection_1_color|..|intersection_361_color|created_by_move_of_player_of_color)
PSK has a visually perceivable 361-tuple. NSK/SSK need a 362-tuple, of which the last cell is not a visible information (values can be NEITHER, BLACK, WHITE, BLACK_AND_WHITE).
situational superko needs to compare a given position only with half of the previous positions, so the perception argument is not completely one-sided.
Players do not think like that (programs might). Players think "Have we just had a sequence of ko moves? If yes, then I need to compare their intersections only.".
I would be careful with claiming properties like "easier" when comparing with undefined sets of other variants.
The common superko variants are defined.
I do not see any difficulty in moonshine kos with extra liberties, but that might be due to the rule framework in my head that I usually assume.
How long did you need to verify that none of the possible single passes (like as the first move) alter strategy? Less than 0 seconds? If so, then SSK might be easier for you than PSK;)