On Fri, 2008-09-19 at 22:37 -0700, Ross Werner wrote:
> Do you see any mechanical issues with these rules, or do they still seem 
> ad-hoc?

"group" is ill-defined.  It can mean indivisibly connected stones or
loosely connected ones.  In the false eye case, for example, there are
two indiviual groups involved, but one umbrella group under
consideration.

Your rules as stated are already more complicated than I'd want to
expose a beginner too.  Any ruleset that requires agreement with
restoration is a non-starter when "just play" is the alternative.

To be honest, I don't really want to get in a back and forth with you
while you implement/design your rules.  Trying to formalize Japanese
rules with some subset of being (logical, complete, simple) is a well
travelled path.  Ikeda, Lasker-Maas, Jasiek, Spite, Japanese-1989, Kee
-- these are just some of the names that roll of the top of my head.  I
only suggested that you implement your rules so you could see just how
hard it is, but you'd also do well to study those that have gone before
you.  Then again, I'd recommend you not go down that path at all :)

> When two beginners play each other, in real life (not on a computer), 
> there is definitely a drawback to having to remember the original 
> position. However, I believe there are also slight drawbacks to 
> beginners when using area scoring--and those drawbacks are present in 
> every game played, whereas the drawbacks of position restoring are only 
> present in cases of a dispute.

For territory rules, there is a drawback in every game played -- the
beginner is unsure when to end the game, yet the rules tell him up front
that he needs to stop early.  Experimentation and seeing things to the
logical end are punished.

-Jeff

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

Reply via email to