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computer-go: Example of Good Core Rules of Play for CG



(General)

  1.Two programs play the game with virtual stones on a virtual 
board. The aim is to have more points at the end. 
  2.One program uses black stones, the other white. 
  3.The program with the black stones starts the game. 
  4.The board is a grid of 19 horizontal and 19 vertical lines 
forming 361 intersections. 
  5.Two intersections are adjacent if they have a line but no 
intersection between them. 
  6.Two intersections with either black, white, or no stones on 
them are connected if they are adjacent or if there is a chain 
of adjacent intersections of their type between them. 
  7.A region consists of an intersection and any intersections 
connected to it. 

(Move) 

  1.The programs move alternately. 
  2.A move is either a play of an own stone on an empty 
intersection, or a pass. 
  3.A play causing stones' regions to be without any adjacent 
empty intersections removes those stones. Removing opposing 
regions takes precedence over removing own regions. 

(No Repetition) 

A play may not recreate a previous board position from the 
game. This refers to the position just after the play and any 
consequent removals.

(End)

If the programs pass successively, then the game ends with
scoring.

(Scoring) 

  1.The points of each program are the numbers of intersections 
        a) with its stones on, and 
        b) of the empty regions only adjacent to intersections 
with its stones on. 
  2.The program with more points wins the game. The programs
tie in case of equal points.

--
robert jasiek