David Fotland wrote:
> Japanese rules.  I know people on this list don't like them, but the game
> plays out almost the same as with Chinese rules, but since there is a one
> point penalty for playing inside your own territory, the game ends much
> earlier.
>   
The real issue on a server that involves computers is having a simple
bullet-proof protocol for ending the game and getting the correct
score.    CGOS method is very clean, simple and correct.  Computers
don't have ego's and will not fight if they get cheated.    On KGS when
my bot played I got situations where my program won, but the opponent
just marked all my programs stone as dead.   KGS didn't have a protocol
for contesting this.   I didn't really care since the games were not
rated but it was ugly nonetheless.

I think KGS has something now involving sending a dead stone list to the
server, but it's not perfect.   Without a great deal of expertise and
getting the protocol just right,  games can get scored wrong.     In
fact, even with the best of intentions and well behaved strong programs
I think it's possible to get some games scored incorrectly with Japanese
rules and computer play automated.

But for ending the game early, you have to get into this.   I don't
think it's a Japanese vs Chinese issue, but more about agreeing on dead
stones.    Although this is usually simple,  there can be complicated
cases that even a good program cannot score correctly.   

If I were to take it to the next step (which I'm not inclined to do) I
would try to find a way to allow early passes.    I think this is
actually counter-productive though.    It would make it more difficult
to get on CGOS by raising the bar and I don't want that.

- Don



> David
>
>   
>> This raises an interesting (to me) theoretical question: is there a
>> ruleset that allows games to end in a more reasonable time without
>> changing general play?  
>>     
>
>
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>   
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