Re: OT: Teaching Go (was Re: [computer-go] Re: Disputes under Japanese rules)

2008-09-18 Thread Ray Tayek

At 09:14 PM 9/17/2008, you wrote:
... . I want to  be able to give a tiny set of rules and then let 
players loose to

discover things on their own.


i have had good luck with just explaining capure by surrounding and 
starting with 9 handicap stones on a 9x9 board (you can't win and 
that's a good thing).  remove one handicap stone each time they win. 
you can explain things as they show up in the games (two eyes, ko, 
seki, etc). you can play many games in an hour, usually getting the 
handicap down to 3 or 4. this works surprisingly well.


thanks

---
vice-chair http://ocjug.org/


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Re: OT: Teaching Go (was Re: [computer-go] Re: Disputes under Japanese rules)

2008-09-18 Thread Jeff Nowakowski
On Wed, 2008-09-17 at 21:39 -0700, Ross Werner wrote:
 And, of course, once a beginner understands life and death in this 
 manner, playing out disputed groups is the most natural way to determine 
 the life-or-death status of a group. (And, I submit, the best way no 
 matter what ruleset you're using.)

The ruleset has to specify a way to resolve disputes.  You can't just
play it out using any ruleset.  So are you teaching informal territory
rules with an ad hoc virtual play out, or are you using AGA rules with
pass stones?

-Jeff

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[computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Peter Drake
I was planning to teach Japanese rules (because that's what the books  
use). I got the sense from the earlier messages in this list that the  
virtual playout is not ad hoc.


David Fotland says:

If we disagree on the group status, you get to play first and make  
it live.
If you fail to make it live, then we now agree on the status of the  
group,
and we restore the position to what it was when we both passed, and  
score

it.


Hideki Kato says:


After the end of
game, the players can continue play to check the stones are really
dead, if necessary.  This procedure does not affect the score if the
stone are really dead.



(It's not actually clear in this comment whether the playout is  
unwound afterward.)


Nick Wedd says:

Your stubborn insistence does not cause a restart of the game (a  
resumption, article 9.3).  It causes a confirmation phase  
(article 10.4), which is unwound after its result has been found.



I must not be looking at the same version of the rules. From http:// 
www-2.cs.cmu.edu/~wjh/go/rules/Japanese.html (to which the AGA site  
links as an explanation of Japanese rules):



Article 9. End of the game
1. When a player passes his move and his opponent passes in  
succession, the game stops.
2. After stopping, the game ends through confirmation and agreement  
by the two players about the life and death of stones and  
territory. This is called the end of the game.
3. If a player requests resumption of a stopped game, his opponent  
must oblige and has the right to play first.


Article 10. Determining the result
1. After agreement that the game has ended, each player removes any  
opposing dead stones from his territory as is, and adds them to his  
prisoners.
2. Prisoners are then filled into the opponent's territory, and the  
points of territory are counted and compared. The player with more  
territory wins. If both players have the same amount the game is a  
draw, which is called a jigo.
3. If one player lodges an objection to the result, both players  
must reconfirm the result by, for example, replaying the game.
4. After both players have confirmed the result, the result cannot  
be changed under any circumstances.



The commentary on Article 9 can be read to imply that the  
confirmation stones are unwound, but the wording moves played not in  
accordance with the rules during the period when the game was  
stopped is far from clear.



Commentary on Article 9 (end of the game) Clause 3
1. If a player requests resumption...
The game is released from its stopped state and competition resumes.

2. ...his opponent...has the right to play first.
a. If a game is resumed, any moves played not in accordance with  
the rules during the period when the game was stopped are invalid  
{and are presumably removed from the board. --wjh}
b. Arguments over who plays first are resolved by stating that the  
opponent of the player who requests resumption may play first.


3. ...his opponent must oblige...
If the opponent does not see any need to play, he may pass.



I really can't see in here what we do if I say my stones are alive  
and you say they're dead, I request resuming the game, you pass  
(because you don't want to fill in your own territory), and then I  
pass. The game has ended again, and we still have a dispute.



Peter Drake
http://www.lclark.edu/~drake/




On Sep 18, 2008, at 7:41 AM, Jeff Nowakowski wrote:


On Wed, 2008-09-17 at 21:39 -0700, Ross Werner wrote:

And, of course, once a beginner understands life and death in this
manner, playing out disputed groups is the most natural way to  
determine

the life-or-death status of a group. (And, I submit, the best way no
matter what ruleset you're using.)


The ruleset has to specify a way to resolve disputes.  You can't just
play it out using any ruleset.  So are you teaching informal  
territory
rules with an ad hoc virtual play out, or are you using AGA rules  
with

pass stones?

-Jeff

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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Ben Shoemaker
 - Original Message 

 From: Peter Drake [EMAIL PROTECTED]

 I really can't see in here what we do if I say my stones are alive  
 and you say they're dead, I request resuming the game, you pass  
 (because you don't want to fill in your own territory), and then I  
 pass. The game has ended again, and we still have a dispute.

The point of the continuation play is to prove the alive or dead claim.  
Each side must play out the position until both sides agree on the state of the 
stones.  This may require playing until the stones have two eyes and are 
unconditionally alive or else playing until the stones are captured and removed 
from the board.  The point of this continuation is not to arrive at a new 
final board position and score, but to reach an agreement about the status of 
stones in the original final board position.  If the stones were actually 
unsettled this can get quite messy.

Ben.



  
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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Peter Drake
I understand this method, I just don't see where the (translated)  
Japanese rules explain such a method.


Peter Drake
http://www.lclark.edu/~drake/




On Sep 18, 2008, at 9:15 AM, Ben Shoemaker wrote:


- Original Message 



From: Peter Drake [EMAIL PROTECTED]

I really can't see in here what we do if I say my stones are alive
and you say they're dead, I request resuming the game, you pass
(because you don't want to fill in your own territory), and then I
pass. The game has ended again, and we still have a dispute.


The point of the continuation play is to prove the alive or  
dead claim.  Each side must play out the position until both  
sides agree on the state of the stones.  This may require playing  
until the stones have two eyes and are unconditionally alive or  
else playing until the stones are captured and removed from the  
board.  The point of this continuation is not to arrive at a new  
final board position and score, but to reach an agreement about the  
status of stones in the original final board position.  If the  
stones were actually unsettled this can get quite messy.


Ben.




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RE: Teaching Go (was Re: [computer-go] Re: Disputes under Japaneserules)

2008-09-18 Thread dave.devos
When I teach beginners, I use area scoring on 9x9 until they are advanced 
enough to understand territory scoring without disputes (which usually does not 
take very long).
 
Dave



Van: [EMAIL PROTECTED] namens Peter Drake
Verzonden: do 18-9-2008 6:14
Aan: computer-go
Onderwerp: OT: Teaching Go (was Re: [computer-go] Re: Disputes under 
Japaneserules)



I'm inclined to agree, but it bothers me to have to explain life and 
death before scoring. Life and death therefore become part of the 
rules rather than an emergent consequences of the rules . I want to 
be able to give a tiny set of rules and then let players loose to 
discover things on their own.

I would probably simply use AGA rules, but just about all English 
introductory books (e.g., Learn to Play Go by Janice Kim and Jeong 
Soo-huyn) use the Japanese rules.

Peter Drake
http://www.lclark.edu/~drake/




On Sep 16, 2008, at 7:25 PM, Ross Werner wrote:

 Also, I think when teaching beginners Go, the trust me, you lost 
 here even though you cannot understand it approach is a gigantic 
 mistake no matter which ruleset you are using. Play it out, and 
 show the beginner exactly why those disputed stones are dead (or 
 alive). This is possible no matter what kind of scoring you use. If 
 you're using territory scoring, you will get the exact same 
 (relative) score unless one player passes multiple times, which 
 shouldn't happen in a play-out with a beginner who doesn't 
 understand what is going on.

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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Jeff Nowakowski
On Thu, 2008-09-18 at 08:54 -0700, Peter Drake wrote:
 
 I was planning to teach Japanese rules (because that's what the books
 use).

Most of the books say nothing at all about how to handle disputes.  They
teach an informal territory ruleset.  That's a major flaw in the books
that should not be repeated.

I don't think it matters at all if you teach area scoring rules, since
pretty much everything taught in the books can be applied to area
scoring.

I think you should teach both area scoring and territory scoring.  Area
scoring first because it is simple and can be played without agreeing to
dead stones, and territory scoring once they have some games under their
belt.  Show that they are essentially equivalent to within a point.

 I got the sense from the earlier messages in this list that the virtual
 playout is not ad hoc.

The earlier messages appear to be a mix of informal Japanese rules and
official 1989 rules, the latter being the tortured details.  David
Fotland talks about an informal procedure where you play it out and then
restore, but this is not practical and also doesn't really work, which
I've debated on this list before:

http://computer-go.org/pipermail/computer-go/2006-March/005019.html

Nick Wedd is talking about the 1989 rules (tortured details), which if
you're teaching beginners I recommend running away from at light speed.

-Jeff

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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Peter Drake
Eventually, sure -- but I'd like them to have a few games under their  
belts before I bring up the issue of different versions of the rules.


For context, this is for a class I'm teaching next semester on Games  
in Society. It's a section of Exploration  Discovery, the  
college's freshman seminar. Here's the syllabus:


http://www.lclark.edu/~drake/ED.html

I may just follow Kim and Jeong's pedagogical lead and let the  
students experiment with pieces of the rules before trying to play a  
complete game. The computer scientist's instinct is to lay down a  
terse and elegant set of rules and then deal with the consequences of  
those rules, but perhaps that is a bad thing when teaching.


Peter Drake
http://www.lclark.edu/~drake/




On Sep 18, 2008, at 10:43 AM, Jeff Nowakowski wrote:

I think you should teach both area scoring and territory scoring.   
Area
scoring first because it is simple and can be played without  
agreeing to
dead stones, and territory scoring once they have some games under  
their

belt.  Show that they are essentially equivalent to within a point.


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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Jeff Nowakowski
On Thu, 2008-09-18 at 11:12 -0700, Peter Drake wrote:
 Eventually, sure -- but I'd like them to have a few games under their  
 belts before I bring up the issue of different versions of the rules.

Ok, then play some 9x9 games with area scoring rules as Dave Devos
suggested.  I was making the same suggestion.  Don't hit them with both
rules at the same time, but make sure to choose the right set to start
with!

 I may just follow Kim and Jeong's pedagogical lead and let the  
 students experiment with pieces of the rules before trying to play a  
 complete game.

It's ok to teach unconditional life or simple life and death first,
but once you get beyond that you need to be able to end and score the
game, and beginners just can't do that easily with territory scoring and
an agreement phase.

I tried to learn with Kim's Learn to Play Go, and I was absolutely
confused and frustrated when it came to end game scoring.  

 The computer scientist's instinct is to lay down a  
 terse and elegant set of rules and then deal with the consequences of  
 those rules, but perhaps that is a bad thing when teaching.

You need foundations to build on.  One foundation is life and death;
however, life and death is just a simple consequence of the capturing
rule. The other foundation is the score at the end of the game.  Having
an easy way to score let's the beginner experiment with what is alive
and what is dead, what is true territory that cannot be invaded.  An
informal agreement phase with rules that punish a player for trying to
play it out is a detriment.

Nobody is advocating that you give noobs Tromp-Taylor and letting them
figure it out.  Just don't give them territory rules with dead-stone
agreement as a first ruleset.

-Jeff

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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Don Dailey
On Thu, 2008-09-18 at 09:15 -0700, Ben Shoemaker wrote:
  - Original Message 
 
  From: Peter Drake [EMAIL PROTECTED]
 
  I really can't see in here what we do if I say my stones are alive  
  and you say they're dead, I request resuming the game, you pass  
  (because you don't want to fill in your own territory), and then I  
  pass. The game has ended again, and we still have a dispute.
 
 The point of the continuation play is to prove the alive or dead claim. 
  Each side must play out the position until both sides agree on the state of 
 the stones.  This may require playing until the stones have two eyes and are 
 unconditionally alive or else playing until the stones are captured and 
 removed from the board.  The point of this continuation is not to arrive at 
 a new final board position and score, but to reach an agreement about the 
 status of stones in the original final board position.  If the stones were 
 actually unsettled this can get quite messy.
 

That's what really irks me about the playout rule.   First of all, the
idea is that the play-out has the ONLY purpose to settle the dispute and
when it's finished you score the original position.   I have some
questions about that:

  1. What if you still disagree and claim that you simply mis-played the
play-out?I have been completely assured that this exercise is not
considered part of the game,  only part of the SCORING of the game.
Therefore, if either player thinks he misplayed the play-out, it should
be replayed until everyone is satisfied, right? The goal here is not
to see who is better, but to find the truth.

  2.  Before the play-out phase, do you calculate both possible scores
then go by the one that the play-outs indicate was correct?   Or do you
try to reconstruct the original position?What if several groups are
in question or there are subtle interactions?   How do you integrate
that back into the score from the original disputed position?

It seems real messy to me to view this as part of the scoring procedure
and not part of the game.

- Don

  
 Ben.
 
 
 
   
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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread steve uurtamo
i've read suggestions along the lines of teaching capture go
first.  this should get a lot of the life-and-death intuition under the
belt (plus should help learn counting liberties).

s.

On Thu, Sep 18, 2008 at 3:15 PM, Jeff Nowakowski [EMAIL PROTECTED] wrote:
 On Thu, 2008-09-18 at 11:12 -0700, Peter Drake wrote:
 Eventually, sure -- but I'd like them to have a few games under their
 belts before I bring up the issue of different versions of the rules.

 Ok, then play some 9x9 games with area scoring rules as Dave Devos
 suggested.  I was making the same suggestion.  Don't hit them with both
 rules at the same time, but make sure to choose the right set to start
 with!

 I may just follow Kim and Jeong's pedagogical lead and let the
 students experiment with pieces of the rules before trying to play a
 complete game.

 It's ok to teach unconditional life or simple life and death first,
 but once you get beyond that you need to be able to end and score the
 game, and beginners just can't do that easily with territory scoring and
 an agreement phase.

 I tried to learn with Kim's Learn to Play Go, and I was absolutely
 confused and frustrated when it came to end game scoring.

 The computer scientist's instinct is to lay down a
 terse and elegant set of rules and then deal with the consequences of
 those rules, but perhaps that is a bad thing when teaching.

 You need foundations to build on.  One foundation is life and death;
 however, life and death is just a simple consequence of the capturing
 rule. The other foundation is the score at the end of the game.  Having
 an easy way to score let's the beginner experiment with what is alive
 and what is dead, what is true territory that cannot be invaded.  An
 informal agreement phase with rules that punish a player for trying to
 play it out is a detriment.

 Nobody is advocating that you give noobs Tromp-Taylor and letting them
 figure it out.  Just don't give them territory rules with dead-stone
 agreement as a first ruleset.

 -Jeff

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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Peter Drake

Right, that brings me to my other option:

1. explain the AGA rules myself (probably territory counting, but  
with no need to recognize dead stones because of the pass stones)


2. have them play for a few days, giving additional advice and  
explanatiions; during this time, they'll learn to recognize  
obviously dead stones


3. talk about different rule sets

4. give them a book to read

If I do this, maybe Kim  Jeong (volume 1) isn't the book to use,  
since it's mostly about the rules and very simple strategy (ladders).  
I suppose I could use the first volume of Graded Go Problems for  
Beginners, although it doesn't really EXPLAIN strategy or talk about  
history, the Go community, and so forth the way Kim  Jeong's very  
friendly book does. Davies' Life and Death certainly makes one  
stronger, but it focuses on a specific area of the game.


Any other suggestions for books?

Peter Drake
http://www.lclark.edu/~drake/




On Sep 18, 2008, at 12:15 PM, Jeff Nowakowski wrote:


Ok, then play some 9x9 games with area scoring rules as Dave Devos
suggested.  I was making the same suggestion.  Don't hit them with  
both

rules at the same time, but make sure to choose the right set to start
with!


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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Don Dailey
On Thu, 2008-09-18 at 15:15 -0400, Jeff Nowakowski wrote:
 You need foundations to build on.  One foundation is life and death;
 however, life and death is just a simple consequence of the capturing
 rule.

I think the way I learned worked beautifully.   I learned with
Tromp/Taylor rules on 9x9.   I had no concept of life and death of
course (because I was a beginner) and there were many situations where I
tried to defend clearly dead groups or even groups that were
unconditionally alive even though I didn't need to defend them.   

It didn't take very long at all before I figured out all the basic cases
for myself.Even the 2 eye rule I had heard of and even understood
it from a book, but it was still rather abstract to me until I actually
experienced it for myself.   Only when it actually happened did the
light bulb go off and I said to myself, this 2 eye thing really is a
big deal.

That's the beauty of Chinese style rules and scoring.  You don't need to
understand any advanced concepts in order to start playing and you can
do this without any level of confusion and discouragement.  

- Don



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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Christoph Birk

On Thu, 18 Sep 2008, Don Dailey wrote:

It didn't take very long at all before I figured out all the basic cases
for myself.Even the 2 eye rule I had heard of and even understood
it from a book, but it was still rather abstract to me until I actually
experienced it for myself.   Only when it actually happened did the
light bulb go off and I said to myself, this 2 eye thing really is a
big deal.


That bulbs comes on much faster (for most people) if they are
guided towards the light ... like with the methods explained
by others in this thread (eg. capture stones/groups at
corner/side/center)

Christoph
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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Don Dailey
On Thu, 2008-09-18 at 13:06 -0700, Christoph Birk wrote:
 On Thu, 18 Sep 2008, Don Dailey wrote:
  It didn't take very long at all before I figured out all the basic cases
  for myself.Even the 2 eye rule I had heard of and even understood
  it from a book, but it was still rather abstract to me until I actually
  experienced it for myself.   Only when it actually happened did the
  light bulb go off and I said to myself, this 2 eye thing really is a
  big deal.
 
 That bulbs comes on much faster (for most people) if they are
 guided towards the light ... like with the methods explained
 by others in this thread (eg. capture stones/groups at
 corner/side/center)

Yes,  teachers are crucial if you want to make advancement in any
field.  

In this case my only teacher was the Tromp/Taylor rules and some books
on GO (and web related help.)   

So I had to figure this one out for myself.  But it wasn't painful
because I think I stumbled on the right approach for getting started.

- Don





 
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Re: [computer-go] Re: OT: Teaching Go (was Re: Disputes under Japanese rules)

2008-09-18 Thread Nick Wedd
In message [EMAIL PROTECTED], Don Dailey 
[EMAIL PROTECTED] writes

On Thu, 2008-09-18 at 09:15 -0700, Ben Shoemaker wrote:

 - Original Message 

 From: Peter Drake [EMAIL PROTECTED]

 I really can't see in here what we do if I say my stones are alive
 and you say they're dead, I request resuming the game, you pass
 (because you don't want to fill in your own territory), and then I
 pass. The game has ended again, and we still have a dispute.

The point of the continuation play is to prove the alive or 
dead claim.  Each side must play out the position until both sides 
agree on the state of the stones.  This may require playing until the 
stones have two eyes and are unconditionally alive or else playing 
until the stones are captured and removed from the board.  The point 
of this continuation is not to arrive at a new final board position 
and score, but to reach an agreement about the status of stones in the 
original final board position.  If the stones were actually 
unsettled this can get quite messy.




That's what really irks me about the playout rule.   First of all, the
idea is that the play-out has the ONLY purpose to settle the dispute and
when it's finished you score the original position.   I have some
questions about that:

 1. What if you still disagree and claim that you simply mis-played the
play-out?I have been completely assured that this exercise is not
considered part of the game,  only part of the SCORING of the game.
Therefore, if either player thinks he misplayed the play-out, it should
be replayed until everyone is satisfied, right? The goal here is not
to see who is better, but to find the truth.


This is a good question.

There are two views, both seem to me entirely reasonable:
  1.)  The confirmation is done by a player strong enough to know, or to 
be able to find out, the true status of the disputed group or groups. If 
no such player is available, it is investigated by the players 
themselves, with assistance if available, and taking moves back and 
trying various lines until they are sure of the answer.
  2.)  The confirmation is done by the players themselves, without 
taking moves back, and possibly with the game clock running.


I have done my best to find an authoritative opinion on which is 
correct, but failed.  If you ever find one, I hope you will let me know.


A problem with (2) is that the rules for the confirmation phase are 
different from the rules for the game itself, and have the pass-for-ko 
rule.  Few dan players know of the existence of the pass-for-ko rule, 
and even fewer understand it, so it is unreasonable to expect weak kyu 
players to apply it correctly.  However my attempts to decrypt James 
Davies' English translation of the 1989 Japanese rules tend to favour 
(2).



 2.  Before the play-out phase, do you calculate both possible scores
then go by the one that the play-outs indicate was correct?   Or do you
try to reconstruct the original position?What if several groups are
in question or there are subtle interactions?   How do you integrate
that back into the score from the original disputed position?


There shouldn't be any subtle interactions.  A group is dead if it can 
be captured [A].  Can be captured means, with the attacker playing 
first.  So it is possible for two adjacent groups both to be dead.  When 
there are adjacent dead groups, both (all) are left on the board, and 
can play no part in surrounding territory.


It seems real messy to me to view this as part of the scoring procedure
and not part of the game.


For the 1989 Japanese rules as translated by Davies, and the official 
commentary on them likewise translated, and some unofficial remarks by a 
few European players, see http://www.weddslist.com/j1989/index.html


Nick

[A] without the capture enabling the play of a new uncapturable stone; 
but that exception does not affect the point.


- Don



Ben.




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Re: OT: Teaching Go (was Re: [computer-go] Re: Disputes under Japanese rules)

2008-09-18 Thread Ross Werner

A few responses; my apologies in advance for the length.

Jeff Nowakowski wrote:

On Wed, 2008-09-17 at 21:39 -0700, Ross Werner wrote:
And, of course, once a beginner understands life and death in this 
manner, playing out disputed groups is the most natural way to determine 
the life-or-death status of a group. (And, I submit, the best way no 
matter what ruleset you're using.)


The ruleset has to specify a way to resolve disputes.  You can't just
play it out using any ruleset.  So are you teaching informal territory
rules with an ad hoc virtual play out, or are you using AGA rules with
pass stones?


I teach informal territory rules with virtual play out. However in 
practice, I should note, the difference between territory rules with 
*actual* (not virtual) playout and area rules with actual playout ends 
up being identical. The only exception is the ridiculous invasion 
scenario that started this thread--that's the only case that I have seen 
in which the virtualness of the playout matters.


Don Dailey wrote:
   1. What if you still disagree and claim that you simply mis-played
 the play-out? ... The goal here is not to see who is better, but to
 find the truth.

With my version of informal territory rules with virtual playout, the 
mis-played play-out stands, just as it would in a non-virtual 
area-scoring play-out. The purpose is not to find out the truth, in my 
opinion--the purpose is to finish an unfinished game, just like it is in 
area-scoring play-out. The only purpose of pass stones or the 
virtual-ness of the play-out is if one player passes multiple times, 
to preserve the correct score in the ridiculous invasion scenario.


   2.  Before the play-out phase, do you calculate both possible scores
 then go by the one that the play-outs indicate was correct?   Or do
 you try to reconstruct the original position?

When teaching beginners, I reconstruct the original position after the 
play-out, if one player passed multiple times during the play-out. (It 
is always trivial in these cases.) If there were no extra passes, the 
score is the same either way, so it doesn't matter which you do.


 What if several groups are in question or there are subtle
 interactions?

The multiple-group dispute case is the only case where this gets tricky. 
If this were a thread about the best way to resolve disputes generally, 
assuming a combative opponent (such as someone who disputes all stones, 
regardless of whether this is an annoying human player or a naive 
computer player), then I would not suggest territory scoring as the best 
approach.


However, this is a thread about teaching beginners, and in those cases, 
it seems to me that it is always true that either (a) only a single 
group is disputed, or (b) both players make an equal number of passes.


Jeff Nowakowski wrote:
 David Fotland talks about an informal procedure where you play it out
 and then restore, but this is not practical and also doesn't really
 work, which I've debated on this list before

I recall the discussion, but I don't recall (and looking over the posted 
thread doesn't bring to mind) being convinced of its impracticality. Are 
you speaking only of the combative opponent, multiple-group-dispute 
scenario? If so, then I agree that playout-and-restore is impractical. 
But in all other scenarios (e.g. combative opponent 
single-group-dispute), I think virtual playout is a perfectly 
reasonable procedure.


Pass stones are probably superior for things like tournament or online 
play, but I find that the logic of playout-and-restore is easier for 
beginners to understand when the inevitable question of why can't I 
play a single stone in your territory and insist that you capture it, 
gaining me four points? comes up. YMMV.


~ Ross
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