RE: [computer-go] Ending games by two passes

2008-10-24 Thread dave.devos
Please correct me if I'm wrong, but are you saying that white is alive with 
TT-rules (=Tromp-Taylor?) or other rulesets with positional superko if black 
has not enough eyes left to fill as ko threats?
If that's true, I would be disgusted if positional superko would ever be 
accepted as a rule in human vs. human games.
 
Dave



Van: [EMAIL PROTECTED] namens Erik van der Werf
Verzonden: vr 24-10-2008 11:32
Aan: computer-go
Onderwerp: Re: [computer-go] Ending games by two passes



Hi Dave,

This is a well-known problem with overly simplified rulesets.
TT-advocates don't care about the rare anomalies.

Did you notice that under positional superko you cannot take back the
ko after *any* number of consecutive passes? This is yet another
reason why in some cases filling an eye or playing in sure territory
may be the best move...

In your engine you don't want to use 3 passes unless absolutely
necessary because of horizon effects. In my experience it is best to
use 3 passes only if there is exactly one basic ko, and in all other
cases use 2 passes to end the game.

Erik


On Fri, Oct 24, 2008 at 10:00 AM,  [EMAIL PROTECTED] wrote:
 Is it correct to end games by 2 consecutive passes?

 When I learned go 20 years ago I was taught that 3 consecutive passes are
 required to end a game of go.
 In practice 2 passes are sufficient in nearly all cases, but sometimes 2
 passes is not enough.
 Suppose we have this position in a 5x5 game with area scoring and 2.5 komi:

 (0 = white, # = black)

   ABCDE
 5 00###
 4 00#+#
 3 +0###
 2 00##+
 1 0#+##

 Black has just played C4.

 The controller is very simple. It only prohibits simple ko (superko is not
 checked) and all stones left on the board when the game ends are considered
 alive.
 White now at C1. Black has no choice but pass and then white quickly passes
 too. What happens now?

 If 2 passes end the game, the controller will award a win to white by the
 komi.
 If 3 passes are required to end the game, black captures at B1, white has no
 choice but pass, then black captures at A3 and will (probably) win the game.

 On could argue that controllers are smarter than the controller in my
 example, so 2 passes are usually sufficient in pactice, because the
 controller will query the engines for dead stones.
 But in my example, wouldn't both engines be justified to declare the white
 stones alive because of the 2 pass rule?

 Also, if I am correct, (light) playouts are usually controlled by an
 internal controller that is very similar to the controller in my example.
 Wouldn't they be vulnerable to this type of situation?

 Why not avoid this issue simply by requiring 3 consecutive passes to end the
 game?

 Am I missing something here?

 Dave








 ___
 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/


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

Re: [computer-go] Ending games by two passes

2008-10-24 Thread Erik van der Werf
Hi Dave,

This is a well-known problem with overly simplified rulesets.
TT-advocates don't care about the rare anomalies.

Did you notice that under positional superko you cannot take back the
ko after *any* number of consecutive passes? This is yet another
reason why in some cases filling an eye or playing in sure territory
may be the best move...

In your engine you don't want to use 3 passes unless absolutely
necessary because of horizon effects. In my experience it is best to
use 3 passes only if there is exactly one basic ko, and in all other
cases use 2 passes to end the game.

Erik


On Fri, Oct 24, 2008 at 10:00 AM,  [EMAIL PROTECTED] wrote:
 Is it correct to end games by 2 consecutive passes?

 When I learned go 20 years ago I was taught that 3 consecutive passes are
 required to end a game of go.
 In practice 2 passes are sufficient in nearly all cases, but sometimes 2
 passes is not enough.
 Suppose we have this position in a 5x5 game with area scoring and 2.5 komi:

 (0 = white, # = black)

   ABCDE
 5 00###
 4 00#+#
 3 +0###
 2 00##+
 1 0#+##

 Black has just played C4.

 The controller is very simple. It only prohibits simple ko (superko is not
 checked) and all stones left on the board when the game ends are considered
 alive.
 White now at C1. Black has no choice but pass and then white quickly passes
 too. What happens now?

 If 2 passes end the game, the controller will award a win to white by the
 komi.
 If 3 passes are required to end the game, black captures at B1, white has no
 choice but pass, then black captures at A3 and will (probably) win the game.

 On could argue that controllers are smarter than the controller in my
 example, so 2 passes are usually sufficient in pactice, because the
 controller will query the engines for dead stones.
 But in my example, wouldn't both engines be justified to declare the white
 stones alive because of the 2 pass rule?

 Also, if I am correct, (light) playouts are usually controlled by an
 internal controller that is very similar to the controller in my example.
 Wouldn't they be vulnerable to this type of situation?

 Why not avoid this issue simply by requiring 3 consecutive passes to end the
 game?

 Am I missing something here?

 Dave








 ___
 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/


RE: [computer-go] Ending games by two passes

2008-10-24 Thread dave.devos
I'm glad we agree on this :)
 
Your previous respons suggests that this issue has been debated before on this 
list, so I'll probably be able to find references about this issue.
I wouldn't want to restart a debate here about positional superko :)
 
Thanks,
 
Dave



Van: [EMAIL PROTECTED] namens Erik van der Werf
Verzonden: vr 24-10-2008 12:18
Aan: computer-go
Onderwerp: Re: [computer-go] Ending games by two passes



On Fri, Oct 24, 2008 at 11:47 AM,  [EMAIL PROTECTED] wrote:
 Please correct me if I'm wrong, but are you saying that white is alive with
 TT-rules (=Tromp-Taylor?) or other rulesets with positional superko if black
 has not enough eyes left to fill as ko threats?

Yes.

 If that's true, I would be disgusted if positional superko would ever be
 accepted as a rule in human vs. human games.

Does it really matter if it is human vs. human games? Why have
different (inferior?) standards for computers anyway?

Erik
___
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/

Re: [computer-go] Ending games by two passes

2008-10-24 Thread Robert Jasiek

[EMAIL PROTECTED] wrote:

Is it correct to end games by 2 consecutive passes?


It is correct to end games according to the used rules. Different rules 
use different numbers of passes, meanings of passes, or procedures 
assiated with passes. Some examples of numers of passes in actually used 
rulesets are:


2 passes
3 passes
2 passes + optionally once 2 passes
2 passes + optionally an arbitrary occurrence of yet 2 more passes
2 passes + 2 mandatory further passes
after the first, 2 passes
etc.

One cannot say in general which better because this depends on one's 
aims. E.g., if the aim is shortest procedure on the rules level, then 
one would choose 2 passes. E.g., if the aim is to always allow each 
player a pass as a ko threat while a pass does relieve ko bans 
sufficiently, then one might choose 3 passes. E.g., if the first pass 
generates a conditional compensation and one wants to allow each player 
the filling of 1-sided dame regardless, then one might choose after the 
first, 2 passes. Etc.



white is alive [under] rulesets with positional superko if black has not

 enough eyes left to fill as ko threats?

If that's true, I would be disgusted if positional superko would ever be

 accepted as a rule in human vs. human games.

Why would you be disgusted?

The so called 1-eye-flaw occurs in much less than 1 of 10,000,000 games 
on the 19x19 board. In the entire history of go, it is reported to have 
occurred exactly once on the 9x9 board. Why do you dislike rules that 
enable something possible in theory but never occurring in practice?


What do you have against 1-eye-flaw staying on the board at the game 
end? a) That it is a group with only 1 eye, b) that it is a group with 
only 1 ko, or c) that there is a string with only 1 liberty?


Discussion of (a), (b), and (c):

All rulesets used by humans allow games to end with groups with only 1 
liberty. Example:


# O # . # O . O # O
# O # . # O . O # O
# O # . # O . O # O
# O # . # O . O # O
. O # . # O . O # .

This example shows two stable anti-sekis. By symmetry, it would be 
superfluous to prolong the game to dissolve either.


If you are disgusted by 1-eye-flaw, then you should be even more 
disgusted by anti-sekis. I.e., you are disgusted by all rulesets 
currently used by humans.


Strings with 1 liberty at the game end can also occur in hane-sekis, 
double ko sekis, quadruple kos, etc.


Maybe you would human rules to be changed by ca so called greedy rule 
like A player may not pass if there is at least one string with exactly 
1 liberty on the board. Such would dissolve all those disgusting 
things. One can even be more brutal in rules design like dissolving all 
those disgusting ordinary sekis, too. :)


If you want to criticise positional superko, then state your first order 
aims! Which are they? I hate 1-eye-flaw!? Why should one particular 
shape be that all-important while we do not know some 100^500 other 
shapes yet? List them all, and then tell us what makes 1-eye-flaw so 
special :)


More importantly, why are you worried about a shape at all? Shapes are 
the consequences of move-sequences and strategic decisions, see

http://home.snafu.de/jasiek/j2003.html
for a basis with that I defined eye formally. Write down your 
disgusting rules with such a design to enable yourself to define 
particular shapes in the first place so that you won't overlook any of 
your potentially hated disgusting shapes...


BTW, positional superko IS accepted in some human rulesets like Chinese, 
Simplified Ing, or World Mind Sports Games 2008.


--
robert jasiek
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


RE: [computer-go] Ending games by two passes

2008-10-24 Thread dave.devos
In my opinion the goal of a ko rule is to prevent games from not ending.
 
1: If one player can force a game to an end even when the other player aims at 
not ending the game, then the rule is good enough.
In my previous example I would consider it an undesired side effect of a ko 
rule that white would win he game. There would be no danger of the game not 
ending if the ko rule were less restrictive than positional superko. Black 
should be allowed to capture white.
 
2: In rare cases the only non-losing way for either player could be to aim for 
an everlasting game, like a triple ko. In that case an everlasting game it near 
optimal play for both players. 
 
3: I guess a ko rule does not have to be so restrictive to prevent everlasting 
games in in general. If it can solve situation 2 while still allowing 1, than 
that is good enough.
 
Is it mathematically impossible to construct a ko rule that allows 1 and avoid 
2? If not, I would prefer keep 1 and leave 2 undefined.
 
I am no rules expert, but I cannot explain more clearly why I would be 
disgusted by positional superko. It is overly restrictive.
 
Dave



Van: [EMAIL PROTECTED] namens Robert Jasiek
Verzonden: vr 24-10-2008 14:10
Aan: computer-go
Onderwerp: Re: [computer-go] Ending games by two passes



[EMAIL PROTECTED] wrote:
 Is it correct to end games by 2 consecutive passes?

It is correct to end games according to the used rules. Different rules
use different numbers of passes, meanings of passes, or procedures
assiated with passes. Some examples of numers of passes in actually used
rulesets are:

2 passes
3 passes
2 passes + optionally once 2 passes
2 passes + optionally an arbitrary occurrence of yet 2 more passes
2 passes + 2 mandatory further passes
after the first, 2 passes
etc.

One cannot say in general which better because this depends on one's
aims. E.g., if the aim is shortest procedure on the rules level, then
one would choose 2 passes. E.g., if the aim is to always allow each
player a pass as a ko threat while a pass does relieve ko bans
sufficiently, then one might choose 3 passes. E.g., if the first pass
generates a conditional compensation and one wants to allow each player
the filling of 1-sided dame regardless, then one might choose after the
first, 2 passes. Etc.

 white is alive [under] rulesets with positional superko if black has not
  enough eyes left to fill as ko threats?
 If that's true, I would be disgusted if positional superko would ever be
  accepted as a rule in human vs. human games.

Why would you be disgusted?

The so called 1-eye-flaw occurs in much less than 1 of 10,000,000 games
on the 19x19 board. In the entire history of go, it is reported to have
occurred exactly once on the 9x9 board. Why do you dislike rules that
enable something possible in theory but never occurring in practice?

What do you have against 1-eye-flaw staying on the board at the game
end? a) That it is a group with only 1 eye, b) that it is a group with
only 1 ko, or c) that there is a string with only 1 liberty?

Discussion of (a), (b), and (c):

All rulesets used by humans allow games to end with groups with only 1
liberty. Example:

# O # . # O . O # O
# O # . # O . O # O
# O # . # O . O # O
# O # . # O . O # O
. O # . # O . O # .

This example shows two stable anti-sekis. By symmetry, it would be
superfluous to prolong the game to dissolve either.

If you are disgusted by 1-eye-flaw, then you should be even more
disgusted by anti-sekis. I.e., you are disgusted by all rulesets
currently used by humans.

Strings with 1 liberty at the game end can also occur in hane-sekis,
double ko sekis, quadruple kos, etc.

Maybe you would human rules to be changed by ca so called greedy rule
like A player may not pass if there is at least one string with exactly
1 liberty on the board. Such would dissolve all those disgusting
things. One can even be more brutal in rules design like dissolving all
those disgusting ordinary sekis, too. :)

If you want to criticise positional superko, then state your first order
aims! Which are they? I hate 1-eye-flaw!? Why should one particular
shape be that all-important while we do not know some 100^500 other
shapes yet? List them all, and then tell us what makes 1-eye-flaw so
special :)

More importantly, why are you worried about a shape at all? Shapes are
the consequences of move-sequences and strategic decisions, see
http://home.snafu.de/jasiek/j2003.html
for a basis with that I defined eye formally. Write down your
disgusting rules with such a design to enable yourself to define
particular shapes in the first place so that you won't overlook any of
your potentially hated disgusting shapes...

BTW, positional superko IS accepted in some human rulesets like Chinese,
Simplified Ing, or World Mind Sports Games 2008.

--
robert jasiek
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo

Re: [computer-go] Ending games by two passes

2008-10-24 Thread Robert Jasiek

[EMAIL PROTECTED] wrote:

In my opinion the goal of a ko rule is to prevent games from not ending.


All restriction rules (about suicide, cyclic repetition, successions of 
passes) contribute to that goal. Ko rules do so by restricting cycles, 
succession of pass rules do so to avoid very long encores.


 1: [1-eye-flaw], 2: [triple-ko,...]

Is it mathematically impossible to construct a ko rule that allows 1 and

 avoid 2? [...]
 superko. It is overly restrictive.

In principle, everything can be expressed by rules. E.g., both 1 and 2 
can be avoided by the following, not overly restrictive restriction 
rules combination:


- the basic ko rule as the 2 move rule (i.e., passes serve as ko threats)
- the fixed ko rule (A play may not leave position A and create 
position B if any earlier play has left position A and created position B.)

- 3 ending passes

The effect is that 1-eye-flaws can be removed, triple-kos are not 
fought, and triple-kos can be removed (one side is dead!).


Fine in theory but nobody likes my very efficient invention :( Maybe you?

--
robert jasiek
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Ending games by two passes

2008-10-24 Thread Jason House
On Oct 24, 2008, at 11:23 AM, Erik van der Werf [EMAIL PROTECTED] 
 wrote:


On Fri, Oct 24, 2008 at 4:57 PM, Robert Jasiek [EMAIL PROTECTED]  
wrote:

[EMAIL PROTECTED] wrote:


In my opinion the goal of a ko rule is to prevent games from not  
ending.


All restriction rules (about suicide, cyclic repetition,  
successions of
passes) contribute to that goal. Ko rules do so by restricting  
cycles,

succession of pass rules do so to avoid very long encores.


1: [1-eye-flaw], 2: [triple-ko,...]

Is it mathematically impossible to construct a ko rule that allows  
1 and



avoid 2? [...]
superko. It is overly restrictive.


In principle, everything can be expressed by rules. E.g., both 1  
and 2 can

be avoided by the following, not overly restrictive restriction rules
combination:

- the basic ko rule as the 2 move rule (i.e., passes serve as ko  
threats)
- the fixed ko rule (A play may not leave position A and create  
position B

if any earlier play has left position A and created position B.)
- 3 ending passes

The effect is that 1-eye-flaws can be removed, triple-kos are not  
fought,

and triple-kos can be removed (one side is dead!).

Fine in theory but nobody likes my very efficient invention : 
( Maybe you?





I guess more people would like it if triple-kos and other non-abusive
long cycles would lead to a tie.

Erik


I'd prefer to see them treated luke a seki. I'd only want a tie if the  
capture cycle changed the score back and forth between B+0.5 and W+0.5

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


Re: [computer-go] Ending games by two passes

2008-10-24 Thread Robert Jasiek

Erik van der Werf wrote:

I guess more people would like it if triple-kos and other non-abusive
long cycles would lead to a tie.


For that purpose one can use different rules:

- 2 or 3 play rule (applies to basic ko and sending-2-returning-1)
- pass lifts 2-move cycle ko ban rule
- long-cycle-tie rule
- 3 ending passes

--
robert jasiek
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Ending games by two passes

2008-10-24 Thread Nick Wedd
In message [EMAIL PROTECTED], Jason House 
[EMAIL PROTECTED] writes
On Oct 24, 2008, at 11:23 AM, Erik van der Werf 
[EMAIL PROTECTED]

wrote:


On Fri, Oct 24, 2008 at 4:57 PM, Robert Jasiek [EMAIL PROTECTED] 
wrote:

[EMAIL PROTECTED] wrote:


In my opinion the goal of a ko rule is to prevent games from not 
ending.


All restriction rules (about suicide, cyclic repetition, successions 

passes) contribute to that goal. Ko rules do so by restricting 
cycles,

succession of pass rules do so to avoid very long encores.


1: [1-eye-flaw], 2: [triple-ko,...]

Is it mathematically impossible to construct a ko rule that allows 
1 and



avoid 2? [...]
superko. It is overly restrictive.


In principle, everything can be expressed by rules. E.g., both 1 and 
2 can

be avoided by the following, not overly restrictive restriction rules
combination:

- the basic ko rule as the 2 move rule (i.e., passes serve as ko 
threats)
- the fixed ko rule (A play may not leave position A and create 
position B

if any earlier play has left position A and created position B.)
- 3 ending passes

The effect is that 1-eye-flaws can be removed, triple-kos are not 
fought,

and triple-kos can be removed (one side is dead!).

Fine in theory but nobody likes my very efficient invention :  ( 
Maybe you?





I guess more people would like it if triple-kos and other non-abusive
long cycles would lead to a tie.

Erik


I'd prefer to see them treated luke a seki. I'd only want a tie if the 
capture cycle changed the score back and forth between B+0.5 and W+0.5


This implies that someone or something is capable of calculating the 
score.  But a cycle can occur long before the endgame makes the score 
calculable.


Nick
--
Nick Wedd[EMAIL PROTECTED]
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


Re: [computer-go] Ending games by two passes

2008-10-24 Thread Robert Jasiek

[EMAIL PROTECTED] wrote:

Is your unpopular invention equivalent to situational superko?


You underestimate my creativity! :)

Test the fixed ko rule by applying it to some shapes. Here is the most 
basic application:



. # O .
# O . O
. # O .

start


. # O .
# O 1 O
. # O .

legal


. # O .
# 2 # O
. # O .

legal


. # O .
# O 3 O
. # O .

illegal


Since the fixed ko rule lets all(!) known kos be fixed (therefore its 
cute name!), we also need the basic ko rule to have at least all our 
standard ko fights and to avoid that a basic ko would equal an eye in an 
ordinary tsumego situation.



--
robert jasiek
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/


RE: [computer-go] Ending games by two passes

2008-10-24 Thread dave.devos
After reading up a bit on this issue, I didn't find a clear positive consensus 
in this list about a preferred ruleset for computer-go, human-computer-go, real 
life go and go servers.
(I did find a negative consensus about the current Japanese rules, though)
 
I'm curious if there exists a positive consensus about a particular ruleset 
from the point of view of a go software user who is also very familiar with 
real life go playing (so not from a mathematical or pedagogical point of view, 
but from the point of view of a go player playing on a server and/or playing 
against a bot). This user could prefer area counting or territory counting.
 
Specifically: could the current AGA rules be a serious competitor 
(http://www.usgo.org/resources/downloads/completerules.pdf)?
 
Dave
 


Van: [EMAIL PROTECTED] namens Erik van der Werf
Verzonden: vr 24-10-2008 12:18
Aan: computer-go
Onderwerp: Re: [computer-go] Ending games by two passes



On Fri, Oct 24, 2008 at 11:47 AM,  [EMAIL PROTECTED] wrote:
 Please correct me if I'm wrong, but are you saying that white is alive with
 TT-rules (=Tromp-Taylor?) or other rulesets with positional superko if black
 has not enough eyes left to fill as ko threats?

Yes.

 If that's true, I would be disgusted if positional superko would ever be
 accepted as a rule in human vs. human games.

Does it really matter if it is human vs. human games? Why have
different (inferior?) standards for computers anyway?

Erik
___
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/

RE: [computer-go] Ending games by two passes

2008-10-24 Thread Don Dailey
On Fri, 2008-10-24 at 19:40 +0200, [EMAIL PROTECTED] wrote:
 After reading up a bit on this issue, I didn't find a clear positive
 consensus in this list about a preferred ruleset for computer-go,
 human-computer-go, real life go and go servers.
 (I did find a negative consensus about the current Japanese rules,
 though)
  
 I'm curious if there exists a positive consensus about a
 particular ruleset from the point of view of a go software user who is
 also very familiar with real life go playing (so not from a
 mathematical or pedagogical point of view, but from the point of view
 of a go player playing on a server and/or playing against a bot). This
 user could prefer area counting or territory counting.

I think the current rules CGOS uses are pretty popular for CGOS and I
think it's what you get with KGS games played under Chinese rules too.

CGOS rules are basically Tromp/Taylor rules but where suicide is
forbidden.   Suicide makes the game slightly less practical, especially
for computers (but it's not a big deal.) Other than that
Tromp/Taylor rules shine because they are very intuitively simple to
learn and state.   Just simple and clean.  

I'm not an expert on AGA rules but I think it's almost the same.  There
are tons of simple rule variations, the kind of ko to use, whether to
use suicide or not,  how many passes to end the game, scoring system,
how to deal with handicaps, which komi to use, etc.   

I think Japanese hurts the game, but even if we confine ourselves to
Chinese it hurts the game that there are so many variations of the
rules.You cannot really play a game without first negotiating which
rules you will be using.

- Don

  
 



 Specifically: could the current AGA rules be a serious
 competitor (http://www.usgo.org/resources/downloads/completerules.pdf)?
  
 Dave
  
 
 __
 Van: [EMAIL PROTECTED] namens Erik van der Werf
 Verzonden: vr 24-10-2008 12:18
 Aan: computer-go
 Onderwerp: Re: [computer-go] Ending games by two passes
 
 
 On Fri, Oct 24, 2008 at 11:47 AM,  [EMAIL PROTECTED] wrote:
  Please correct me if I'm wrong, but are you saying that white is
 alive with
  TT-rules (=Tromp-Taylor?) or other rulesets with positional superko
 if black
  has not enough eyes left to fill as ko threats?
 
 Yes.
 
  If that's true, I would be disgusted if positional superko would
 ever be
  accepted as a rule in human vs. human games.
 
 Does it really matter if it is human vs. human games? Why have
 different (inferior?) standards for computers anyway?
 
 Erik
 ___
 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/


signature.asc
Description: This is a digitally signed message part
___
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Re: [computer-go] Ending games by two passes

2008-10-24 Thread Jason House

On Oct 24, 2008, at 1:07 PM, Nick Wedd [EMAIL PROTECTED] wrote:

In message [EMAIL PROTECTED], Jason  
House [EMAIL PROTECTED] writes

On Oct 24, 2008, at 11:23 AM, Erik van der Werf [EMAIL PROTECTED]

wrote:


On Fri, Oct 24, 2008 at 4:57 PM, Robert Jasiek [EMAIL PROTECTED]  
wrote:

[EMAIL PROTECTED] wrote:


In my opinion the goal of a ko rule is to prevent games from not  
ending.


All restriction rules (about suicide, cyclic repetition,  
successions
passes) contribute to that goal. Ko rules do so by restricting  
cycles,

succession of pass rules do so to avoid very long encores.


1: [1-eye-flaw], 2: [triple-ko,...]

Is it mathematically impossible to construct a ko rule that  
allows 1 and



avoid 2? [...]
superko. It is overly restrictive.


In principle, everything can be expressed by rules. E.g., both 1  
and 2 can
be avoided by the following, not overly restrictive restriction  
rules

combination:

- the basic ko rule as the 2 move rule (i.e., passes serve as ko  
threats)
- the fixed ko rule (A play may not leave position A and create  
position B

if any earlier play has left position A and created position B.)
- 3 ending passes

The effect is that 1-eye-flaws can be removed, triple-kos are not  
fought,

and triple-kos can be removed (one side is dead!).

Fine in theory but nobody likes my very efficient invention :   
( Maybe you?





I guess more people would like it if triple-kos and other non- 
abusive

long cycles would lead to a tie.

Erik


I'd prefer to see them treated luke a seki. I'd only want a tie if  
the capture cycle changed the score back and forth between B+0.5  
and W+0.5


This implies that someone or something is capable of calculating the  
score.  But a cycle can occur long before the endgame makes the  
score calculable.


I mean that after the game is ended and enters scoring. Scoring a seki  
can be tough for programs, but is part of the rules.








Nick
--
Nick Wedd[EMAIL PROTECTED]
___
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/