Re: [Computer-go] Supporting Japanese rules

2013-02-23 Thread Willemien
I would start with implementing the Ikeda Area rules III (
http://gobase.org/studying/rules/ikeda/?sec=e_rules and more precise
http://gobase.org/studying/rules/ikeda/?sec=e401 and following )
they approach to the complete Japanese rules (where Robert Jasiek is
an expert) but i do think they are easier to implement in a program.
(just area score but check for the first pass, the rules  make the
first pass valuable, so you do need to implement a routine that passes
can be valued and investigated.

the only change i would make to them is where Ikeda has:

Rule 7  Rule of scoring: A player's score is the number of that
player's played stones plus the number of grid points in that player's
territory. If the first pass was made by White, however, then 1/2
point is subtracted from Black's score and added to White's score. The
winner is determined by comparing the players' scores.

i would use

 If the first pass was made by White, however, then 1point is
subtracted from Black's score(or 1 point is added to white's score.
The winner is determined by comparing the players' scores.

I am not sure how far these rules differ from the japanese rules,
(Robert did once compare the japanese rules with the Ikeda Territory
rules, but this is no territory rule, hope he will compare them
sometime)


On Fri, Feb 22, 2013 at 6:41 AM, Robert Jasiek jas...@snafu.de wrote:
 Here are conceptual rules ideas:
 http://home.snafu.de/jasiek/rules.html#ruletextsJapaneseStyleRules
 http://home.snafu.de/jasiek/rules.html#RuleTextCommentaries

 In particular, the Simplified Japanese Rules can be a pragmatic start:
 http://home.snafu.de/jasiek/sj.html

 Obviously, you would need to replace superko, exclude territory from sekis
 and add Japanese style game end phases. What you get your program should be
 able to handle: detecting independently alive by the possibility of creating
 the player's two-eye-formation.

 Needless to say, pathological, rare cases can lead to differences from real
 Japanese rules. Otherwise, Simplified Japanese Rules with the mentioned
 modifications should be good enough for a program's internal move
 prediction, if only it can construct representative playout sequences from
 typical territories to two-eye-formations.

 --
 robert jasiek


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Re: [Computer-go] Supporting Japanese rules

2013-02-23 Thread Erik van der Werf
On Fri, Feb 22, 2013 at 5:18 AM, Martin Mueller mmuel...@ualberta.ca wrote:
...
 Do people consider this a solved problem?

I do.

BTW I think it would be nice to have some kgs tournaments with
Japanese rules; good for testing, and it might even make 9x9 a bit
more interesting...

Erik
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Re: [Computer-go] Supporting Japanese rules

2013-02-23 Thread Aja Huang
For the Japanese rules, you can find what I did in Erica at

http://www.mail-archive.com/computer-go@dvandva.org/msg00195.html

For seki, simply ignore all empty points *connected* with seki groups.

Aja

2013/2/22 Martin Mueller mmuel...@ualberta.ca

 I want to support Japanese rules in Fuego for UEC cup (and for human
 opponents who prefer these rules). I looked at test cases and previous
 discussions on the list. My summary so far is on
 http://sourceforge.net/apps/trac/fuego/wiki/JapaneseRules

 I did not find any discussions younger than 2009. I also did not find a
 complete solution. Do people consider this a solved problem?

 Martin

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[Computer-go] Supporting Japanese rules

2013-02-21 Thread Martin Mueller
I want to support Japanese rules in Fuego for UEC cup (and for human opponents 
who prefer these rules). I looked at test cases and previous discussions on the 
list. My summary so far is on
http://sourceforge.net/apps/trac/fuego/wiki/JapaneseRules

I did not find any discussions younger than 2009. I also did not find a 
complete solution. Do people consider this a solved problem?

Martin

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Re: [Computer-go] Supporting Japanese rules

2013-02-21 Thread Robert Jasiek

Here are conceptual rules ideas:
http://home.snafu.de/jasiek/rules.html#ruletextsJapaneseStyleRules
http://home.snafu.de/jasiek/rules.html#RuleTextCommentaries

In particular, the Simplified Japanese Rules can be a pragmatic start:
http://home.snafu.de/jasiek/sj.html

Obviously, you would need to replace superko, exclude territory from 
sekis and add Japanese style game end phases. What you get your program 
should be able to handle: detecting independently alive by the 
possibility of creating the player's two-eye-formation.


Needless to say, pathological, rare cases can lead to differences from 
real Japanese rules. Otherwise, Simplified Japanese Rules with the 
mentioned modifications should be good enough for a program's internal 
move prediction, if only it can construct representative playout 
sequences from typical territories to two-eye-formations.


--
robert jasiek

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