nagano wrote:From what I've read of your arguments here and elsewhere, we view the concept of "ideal rules" differently. Correct me if I'm wrong, but your view seems to be that if a ruleset is logically self-consistent, that is enough,
Depending on purposes, "ideal" may vary a bit but basically these criteria I consider necessary:
- describe Go and not some other game
- logical
- complete (nothing is undefined, applicable to all positions)
- understood easily
- easily applicable
My position is that any ruleset should be as simple as possible while accounting for all possible situations.
If you mean "situations" informally here, I agree; it is an implication from my criteria above.
So prohibiting suicide really is just an additional rule that is not needed.
EITHER prohibiting OR allowing suicide is REQUIRED as a rule (or implied rule concept equivalent).
Worse, it decreases the number of possibilities in a game
It is correct that it decreases the number. Whether it is good or bad is subject to opinion. E.g., also every ko rule decreases the number. Rather the interesting question is whether a particular kind of de/increasing the pure number does de- or increase the strategic decision complexity. And then again also appreciating that becomes subject to opinion.
and can even change the outcome of a close game.
Why is that a disadvantage? You can say the same about allowed suicide!
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Since you want greater variation, you must prefer the Fixed-Ko-Rule over SSK;)
Ok, I'm open to the possibility, but can you be more specific about where?
Do some google for jasiek + PSK or jasiek + "positional superko / super-ko / super ko".
Then how is it resolved in Chinese rules?
I lost your context here; WHAT is to be resolved, please?
I don't. I was simply saying that the requirement that white fill the point after the game removes any potential ambiguity.
Problem is: Ing rulesets (all of them) are ambiguous about that requirement...