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Re: computer-go: Spirit of the game
Date: Sat, 18 Aug 2001 10:35:13 +0200
From: Alberto Rezza <a.rezza@xxxxxxxxxxxxxxxxx>
>This is the silliest thing I ever heard!! You are defining "best
>play" by the rules themselves!
It is true that Adrian is putting the cart before the horses.
However, AFTER you choose the rules, it is also true that this
implicitly defines best play. What's the problem?
> In the light of jap 'spirit of the game', here are the problems I see with
> TT scoring:
> 1. require removal (capture) of dead stones.
> 2. don't penalize for playing inside own territory.
>
>No, these are not "problems." Removing dead stones is not a
>"problem", it's a requirement. If it's not done explicitly it's done
>in the minds of the players, why is this always overlooked? You can
>make a program still do this if it's so important to you, the scoring
>system is not relevant. Chinese rules are essentially Tromp Taylor
>rules with this mental shortcut allowed.
Japanese rules, as everybody knows, require removal of dead stones at the
end of the game without actually capturing them, for the obvious enough
reason that otherwise any silly invasion inside your territory would
steal points from you (you would fill 4 points for capturing one stone,
and so on). Besides being necesary under Japanese rules, this is also
logical for another reason:
Whatever rule set you may be using, after both players have correctly read
out a L&D situation in their mind, and know the eventual result, they will
often abstain from playing it out, for instance in order to save the moves
in the sequence for use as ko threats. This "read it out but don't play it"
is very much part of the game, of "being able to play Go". So it should be
considered part of the spirit of the game, if this expression has any meaning
at all.
I regret my choice of words, and "spirit of the game" cannot really be
defined formally. I thinks it's more accurate to say (informally)
that we probably should NOT consider one set over another as being
more in the "spirit of the game" as I tried to do.
I think what I was trying to say is that I strongly believe
Tromp/Taylor rules define the game better mathematically. To me,
Japanese rules is a kind of fuzzy abstract (human?) way to interpret
the rules.
That's also why I feel that TT is far better for learning devices (and
beginners for that matter.) Everything in Jap can be simulated in TT
and is probably better stated in TT (if that's actually necessary)
because it would be a more honest view (mathematically again) of what
is really going on.
Don
It is nice to be able to "read it out but not play it" at the end of the
game too, and this, I guess, is why most players seem to prefer some kind
of Japanese rules. But I suppose that, if you were so inclined, it would
not be too difficult to modify Japanese rules in this way: at the end of a
game, you play L&D situations out until the agreement between the players is
confirmed beyond any doubt; then you SCORE the game as if these moves had not
been played.
Purists might "unplay" all the way to move 1 and solve the game of Go :)
Alberto