Re: Superko rules and ko-cycles rules are BAD board game des
Posted: Fri Oct 01, 2021 8:49 am
So much discussion yet no one has even bothered to argue that the superko rules are not bad game design.
The GAME of Go does not have "cycles." There are NO game-pieces used to track cycles in Go. The game of Go itself does not care about cycles. The basic Ko rule does not depend on "cycles." It ONLY depends on the last play. Perpetual cycles are a description of something that can happen during game-play (a tactical consideration), but cycles are NOT a part of the game (a rules consideration).
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You are also misunderstand board game design. First, it is questionable whether "pass" is even a "mechanic" of the board game because there is no activity within the game itself (no game-pieces are being worked on). Passing is simply an agreement to stop playing and begin scoring.
Second, please attempt to recognize that the alleged "2nd ko capture" is NOT a 2nd ko capture at all because the game is over. The alleged "2nd ko capture" is actually the 1st Ko capture in hypothetical play to determine status has begun. This does not violate the rules.
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Again, you are misunderstanding game design. What you call a cycle of lenth 2 is not actually a cycle. The standard Ko rule only depends on the last play of the game (playing a stone to capture a stone). If the designer of Go intended for longer "cycles" to be prohibited, then they would have introduced tokens or some game-piece for tracking token.
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Situations where multiple potential kos exist on the board can be determined by the game state without additional game-pieces. The players can look at a board and count the number of possible kos. So while a rule dealing with triple-kos is unnecessary, it is not necessarily bad game design to have a rule on an identifiable game state.
But for other cycles (like the many examples in this forum), there is no way to identify from the game state whether the cycle has happened or not. Having a rule that is not based on the game-pieces or game-state is bad game design. It does not matter whether players that can remember joseki could also remember the game-state. Just like "cycles," "joseki" is not even a part of the game of Go, it is merely a description of a game-play circumstance.
Cassandra wrote:As Robert already explained in great details, cycles are system-immanent elements of the game of Go.CDavis7M wrote:I explicitly said that good game design does not require the player to remember anything beyond the last turn (eg placing a stone to capture a stone).
The basic ko-rule prohibits cycles of the length of 2. Which have the same properties as cycles of a length of 6, 10, ...
The GAME of Go does not have "cycles." There are NO game-pieces used to track cycles in Go. The game of Go itself does not care about cycles. The basic Ko rule does not depend on "cycles." It ONLY depends on the last play. Perpetual cycles are a description of something that can happen during game-play (a tactical consideration), but cycles are NOT a part of the game (a rules consideration).
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Cassandra wrote:It seems to me that you have such great problems with cycles of a length of 6, just because these are so rare in "normal" games. You will easily realise that a cycle of ko-capture, pass, pass, ko-capture, pass, pass, which simulates the forbidden 2-move cycle in a single ko-shape, has this length of 6! And just because e.g. Japanese rule set creators apparently did not see any justification for prohibiting these (explicitly).
You are also misunderstand board game design. First, it is questionable whether "pass" is even a "mechanic" of the board game because there is no activity within the game itself (no game-pieces are being worked on). Passing is simply an agreement to stop playing and begin scoring.
Second, please attempt to recognize that the alleged "2nd ko capture" is NOT a 2nd ko capture at all because the game is over. The alleged "2nd ko capture" is actually the 1st Ko capture in hypothetical play to determine status has begun. This does not violate the rules.
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Cassandra wrote: However, as cycles of a length of 2, 6, 10, ... have the same properties, it would not do any harm to the game (design), if some rule set creator disabled this ENTIRE class of cycles. Just because it needed a conclusive justification, why they prohibited ONLY ONE element of this class.
Again, you are misunderstanding game design. What you call a cycle of lenth 2 is not actually a cycle. The standard Ko rule only depends on the last play of the game (playing a stone to capture a stone). If the designer of Go intended for longer "cycles" to be prohibited, then they would have introduced tokens or some game-piece for tracking token.
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You and Robert have the same misunderstanding of game design. Again, there is a difference between complex rules that have no basis in the game-pieces or game-state (bad game design) and complex strategy/tactics (good game design). Are you denying this?Cassandra wrote: Regarding a cycle, there is nothing difficult to remember, especially in the case of enforced ones. Probably the one or the other player will need more than only one pass to realise, but even the very most unexperienced player will -- sooner or later.
Every Go player who has a bit experience, is able to correctly remember Jôseki, so no Go player at all will have any difficulties in remembering a repeated sequence of 6 moves that just appeared before seconds!
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Situations where multiple potential kos exist on the board can be determined by the game state without additional game-pieces. The players can look at a board and count the number of possible kos. So while a rule dealing with triple-kos is unnecessary, it is not necessarily bad game design to have a rule on an identifiable game state.
But for other cycles (like the many examples in this forum), there is no way to identify from the game state whether the cycle has happened or not. Having a rule that is not based on the game-pieces or game-state is bad game design. It does not matter whether players that can remember joseki could also remember the game-state. Just like "cycles," "joseki" is not even a part of the game of Go, it is merely a description of a game-play circumstance.