Peter Drake wrote:
I'm inclined to agree, but it bothers me to have to explain life and death before scoring. Life and death therefore become part of the rules rather than an emergent consequences of the rules . I want to be able to give a tiny set of rules and then let players loose to discover things on their own.

(I guess now that the thread is marked OT, I can feel less guilty about continuing it ...)

I agree. I typically "explain" life and death to beginners at the very beginning, in this way:

1) I place single stones on the board; one in the middle, on on the edge, and one in the corner. "Taking as many moves as you like, capture my stones." Often I'll do this before explaining anything at all other than a basic overview of the game. If they use more than the required number of stones (e.g. two for the corner stone) to capture, I'll explain.

2) I place groups of stones on the board, again in the middle, edge, and corner. Each group has exactly one eye. "Again, taking as many moves as you like, capture my stones." I let them put stones on the board to capture, making sure that they place the one in the eye last (and again explaining further if there is any confusion).

3) Finally, I place groups of stones on the board, middle, edge, and corner, giving each group two eyes. "Taking as many moves as you like, capture my stones." Typically, after they've surrounded the outside, they realize they can't capture my stones no matter how many moves they make in a row.

This both quickly shows a number of important Go concepts (including life and death), as well as shows that the idea of life and death is an emergent consequence of the rules, not a rule itself. It also helps explain why certain shapes (such as groups with shared eyes, or false eyes) are alive or dead, without having to come up with complicated explanations of what the definition of an "eye" is.

In fact, I started teaching Go this way when an interested beginner asked me how you know whether a group of stones is alive. At first, I started to talk about two eyes, but then I thought of all the edge cases involved (such as four lines of stones along the edges of the board, with the corners empty ... can you really say those stones have "two eyes"?). Then I thought about Benson's algorithm, but realized that was way overkill for talking to a beginner. Then I realized the simplest explanation--given as many moves in row as you want, can you capture the stones? If not, the stones are unconditionally alive.

Of course, there are other groups we call "alive" that are not *unconditionally* alive, but that's merely a shortcut in terminology that means, "No matter what our opponent plays, we can respond to make the group unconditionally alive." But this concept can still, in my opinion, be more clearly taught when the concept of unconditionally alive is well-understood.


And, of course, once a beginner understands life and death in this manner, playing out disputed groups is the most natural way to determine the life-or-death status of a group. (And, I submit, the best way no matter what ruleset you're using.)

        ~ Ross
_______________________________________________
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Reply via email to