Personally, I'm ignorant on the subtle nature of Japanese rules.  I look it
as territory scoring instead of area scoring.  Area scoring has the nice
side effect that people can and should stop playing a game once all
territory is decided.

Having run a "dumb" bot on KGS in the past, I became sensitive to user
needs...
1. A bot that stubbornly plays 50 useless moves in endgame is highly
annoying... especially with sudden death time limits.  Resigning a lost game
helps, but so would territory scoring with proper dead stone marking.
2. Byo yomi or canadian time are very popular, but a computer can't take
full advantage of byo yomi or canadian time in endgame without frustrating
the opponent.  When a game is nearly over, the bot should not ponder for 19
out of 20 seconds of byo yomi to play an obvious move.

My usual method to solve #1 is to put up an approximate and hope I don't
piss off too many people while testing.  #2 is usually pretty easy to solve
by adding a max time per move that decreases as the game length gets longer.

On Nov 6, 2007 3:45 PM, Jeff Nowakowski <[EMAIL PROTECTED]> wrote:

> On Tue, 2007-11-06 at 18:27 +0100, Lars Schäfers wrote:
> > Hello Jeff,
> >
> > as far as I know there don't exist any formal and automatable japanese
> > ruleset.
> > I would propose the GnuGO scoring as a referee.
>
> I don't see what is gained by converting CGOS to Japanese rules.  You
> lose the ability for programs to play out disputes and instead depend on
> a 6k computer program (typical KGS rank for GnuGO) to resolve disputes.
> It's also a needless complication for bot authors that aren't concerned
> about Japanese rules.  If you want to implement Japanese rules for your
> program, great.
>
> This discussion has been had many times on this list.  What's the new
> compelling argument for having it again?
>
> -Jeff
>
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