Thanks, I looked at http://home.snafu.de/jasiek/j2003 and its commentary http://home.snafu.de/jasiek/j2003com.html
and found the rules confusing. to start the terms capturable-1 2 and 3 are confusing. a string that is capturable-1 or 2 is ALIVE. while capturable has the connotation of being dead (what does apply to capturable 3) just renaming it to semi-uncapturable-1 2 and capturable 3 would allready be a great improvement. Some sentences are just confusing: A player's final-string is capturable-1 if * it is not uncapturable and * the opponent cannot - with the same hypothetical-strategy - force both capture of the string's stones and no local-1 permanent-stone of the player." what is the meaning of " no local-1 permanent-stone of the player " the sentence just doesn't flow. probably the whole sentence can be replaced by * the opponent cannot - with the same hypothetical-strategy - force both capture of the string's stones and prevent any local-1 permanent-stone of the player." Capturable 3 is a interesting construction. (but it took some time to figure it out) It may not exsist at the end of the game ( direct ko rule) And it is a dead string. (if it does exsist at the end of the game) Am i correct that according to these rules the torazu sanmoku http://senseis.xmp.net/?TorazuSanmoku + - - - - - | + # O O + | O O # O + | O O # O + | # # # + O | + + + # + white is alive (captured-1) and black is dead (captured-3) so black is better of capturing white I am wondering how to implement these rules in a program. mayb: Search for the best move using area rules. game ends with 2 or 3 passes (to include ko passes) score according territory rules What happens if i pass. (let the opponent play instead of the player) if the scores are the same pass instead of play. I was thinking of implementing the new japanese rules http://home.snafu.de/jasiek/naj.html instead . But are they the easiest to implement territory rules? On Mon, Nov 23, 2009 at 11:11 AM, Robert Jasiek <jas...@snafu.de> wrote: > Willemien wrote: >> >> can somebody give me ideas, links and other information on how to >> program (Japanese) territory scoring rules? > > Read all the Japanese style rulesets here: > http://home.snafu.de/jasiek/rules.html > > In particular, the Japanese 2003 Rules come the closest. For a start, you > can ignore capturable-2 and capturable-3 though because they are needed only > scarcely. > > Of course, you will need to develop algorithms for partial selections of > sets of hypothetical-sequences and of hypothetical-strategies. > >> How to decide that the game is over. > > Score the current position as if it were the final-position and compare it > to the scores of your tree-search leaves' final-positions and a min-max on > it. If they are equal, the game is "over". > >> How to decide what is teire (moves that costs the player points but >> don't need to be played because there are still neutral unoccupied >> points. > > A general definition of teire is still missing. As a pretty good > approximation, implement the Japanese 2003 Rules to determine status, > eye-points and dame. Then virtually fill the dame and your program "sees" > the teire. > >> How to decide what is a seki and other rule beasts. >> and maybe other problems related to this field. > > Use the Japanese 2003 Rules, and > Types of Basic Kos > http://home.snafu.de/jasiek/ko_types.pdf > (note that I am currently correcting the definitions for active / inactive > disturbing life to refer to two-eye-formation instead of uncapturable life) > and > External versus Internal Ko > http://home.snafu.de/jasiek/external.pdf > > ************************************************************************* > > As you will notice very quickly, correct determination of all would be > extremely tedious. So you will need to make compromises. The ultimate > compromise (and simplification of your programming work) is reduction to > Area Scoring and then adjustment of at least the most frequent differences: > > http://home.snafu.de/jasiek/diffasts.html > http://home.snafu.de/jasiek/asintro.pdf > > -- > robert jasiek > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ > _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/