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

2008-09-20 Thread Jeff Nowakowski
On Fri, 2008-09-19 at 22:37 -0700, Ross Werner wrote:
 Do you see any mechanical issues with these rules, or do they still seem 
 ad-hoc?

group is ill-defined.  It can mean indivisibly connected stones or
loosely connected ones.  In the false eye case, for example, there are
two indiviual groups involved, but one umbrella group under
consideration.

Your rules as stated are already more complicated than I'd want to
expose a beginner too.  Any ruleset that requires agreement with
restoration is a non-starter when just play is the alternative.

To be honest, I don't really want to get in a back and forth with you
while you implement/design your rules.  Trying to formalize Japanese
rules with some subset of being (logical, complete, simple) is a well
travelled path.  Ikeda, Lasker-Maas, Jasiek, Spite, Japanese-1989, Kee
-- these are just some of the names that roll of the top of my head.  I
only suggested that you implement your rules so you could see just how
hard it is, but you'd also do well to study those that have gone before
you.  Then again, I'd recommend you not go down that path at all :)

 When two beginners play each other, in real life (not on a computer), 
 there is definitely a drawback to having to remember the original 
 position. However, I believe there are also slight drawbacks to 
 beginners when using area scoring--and those drawbacks are present in 
 every game played, whereas the drawbacks of position restoring are only 
 present in cases of a dispute.

For territory rules, there is a drawback in every game played -- the
beginner is unsure when to end the game, yet the rules tell him up front
that he needs to stop early.  Experimentation and seeing things to the
logical end are punished.

-Jeff

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

2008-09-19 Thread Jeff Nowakowski
On Thu, 2008-09-18 at 19:41 -0700, Ross Werner wrote:
 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.

That's a gross simplification and untrue.  Consider some dead stones
with a false eye.  The player who has dead stones will pass, thinking
his stones are alive.  The player forced to kill them will lose points
by removing the false eyes.  This is a genuine dispute.  Now after the
false eye is removed you have to roll it back, making it virtual.

Consider typical nakade shapes.  The beginner will only have a simple
understanding of these, if any.  Shapes that look alive will be dead,
and vice versa.  You demonstrated this yourself when I showed you one of
my disputed games in our last discussion:

http://computer-go.org/pipermail/computer-go/2006-March/005061.html

We haven't even discussed ko yet.  That's another can of worms.

 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.

I have several problems with your rules:

1) They are ad hoc.  I am certain that you could not specify them
mechanically.  I would love to see you try and program them.  This is of
practical importance, because tools like Igowin are extremely helpful to
beginners, but if they can't use the dispute phase the tool leads to
confusion.

2) Fuzzy concepts that aren't easily verified by the beginner are
confusing, because they have no concept of what seems obvious to you as
an experienced player.  Again I'm talking about the vague descriptions
of your rules.

3) If the dispute phase is impractical to use (requiring remembering the
original position and restoring it -- or not, since you say sometimes
you don't restore it), then the beginner is discouraged from using it.
Compare this with just continuing play and scoring as normal when using
area scoring rules.  It is extremely helpful for a beginner to
experiment and see the result, while confident he is playing by the
rules.

 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.

That's probably fine to explain the one and simple scenario where a
stone is plunked down in the middle of a clearly uninvadable territory.
That's just enough for an experienced player to get a beginner to nod is
head, yeah I can see that, and not nearly enough to let a beginner
play on his own with other beginners with a true understanding of the
rules.

-Jeff

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

2008-09-19 Thread Ross Werner

Jeff Nowakowski wrote:

On Thu, 2008-09-18 at 19:41 -0700, Ross Werner wrote:
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.


That's a gross simplification and untrue.  Consider some dead stones
with a false eye.  The player who has dead stones will pass, thinking
his stones are alive.  The player forced to kill them will lose points
by removing the false eyes.  This is a genuine dispute.  Now after the
false eye is removed you have to roll it back, making it virtual.


This is a good point, and a scenario I hadn't considered. I retract my 
previous statement. There are some cases where the virtualness doesn't 
matter, and there are some cases where it does matter. The 
PaperTiger-Ronnin example is a good one.



Consider typical nakade shapes.  The beginner will only have a simple
understanding of these, if any.  Shapes that look alive will be dead,
and vice versa.  You demonstrated this yourself when I showed you one of
my disputed games in our last discussion:


I'm happy to see that my Go playing skills have improved since then. :-) 
Hopefully this discussion will be more fruitful for me this time around, 
not being 20k any more. (Or perhaps, not being a beginner, I will make 
unwarranted assumptions that I would not have made years ago.)



We haven't even discussed ko yet.  That's another can of worms.


Indeed, and a nasty one at that.


I have several problems with your rules:

1) They are ad hoc.  I am certain that you could not specify them
mechanically.  I would love to see you try and program them.


This is an intriguing challenge, and one I would like to take up. Do you 
mind if I attack the single disputed group case first? I believe I can 
generalize to multiple disputed groups programmatically, but I am not 
certain of the results.


Here is my first attempt:
1) Assume that after two passes, there is a single group of disputed status.
2) Play continues, in a virtual playout, until two consecutive passes 
occur.
3) At this point, if the group has been captured, play is rewound to the 
original state after #1, and the disputed group is marked dead. If other 
groups on the board have been killed or otherwise changed, that does not 
affect the game.
4) If the group has not been successfully captured after two consecutive 
passes, play is rewound to the original state after #1, and the disputed 
group is marked alive. Again, changes to other groups on the board do 
not have any affect.


Do you see any mechanical issues with these rules, or do they still seem 
ad-hoc? (If you're still interested in seeing an actual program with 
this implemented, I'm happy to do so--I just want to make sure there 
aren't any glaring holes in my logic that are obvious before I start.)



2) Fuzzy concepts that aren't easily verified by the beginner are
confusing, because they have no concept of what seems obvious to you as
an experienced player.  Again I'm talking about the vague descriptions
of your rules.


I agree that fuzzy concepts that aren't easily verified by beginners are 
confusing; if I cannot clearly state a mechanical process for resolving 
disputes in territory scoring, that definitely makes it inferior to area 
scoring.



3) If the dispute phase is impractical to use (requiring remembering the
original position and restoring it -- or not, since you say sometimes
you don't restore it), then the beginner is discouraged from using it.
Compare this with just continuing play and scoring as normal when using
area scoring rules.


When two beginners play each other, in real life (not on a computer), 
there is definitely a drawback to having to remember the original 
position. However, I believe there are also slight drawbacks to 
beginners when using area scoring--and those drawbacks are present in 
every game played, whereas the drawbacks of position restoring are only 
present in cases of a dispute.


It is, I suppose, a question of tradeoffs--which is a better 
general-purpose ruleset? I prefer one, but I can entirely see how you 
might prefer another, due to its simplicity in this area. All I hope to 
do, however, is to convince that territory scoring is not hopelessly 
without a way to resolve questions of this sort. It may be less elegant 
than other rulesets, but it is not completely impractical.



That's probably fine to explain the one and simple scenario where a
stone is plunked down in the middle of a clearly uninvadable territory.
That's just enough for an experienced player to get a beginner to nod is
head, yeah I can see that, and not nearly enough to let a beginner
play on his own with other beginners with a true understanding of the
rules.


I definitely want a ruleset where two beginners can play on their own 
without having to appeal to a stronger player to adjudicate. If virtual 
playout does not suffice for this, I may be convinced to prefer 
explaining pass 

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

2008-09-17 Thread Peter Drake
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: OT: Teaching Go (was Re: [computer-go] Re: Disputes under Japanese rules)

2008-09-17 Thread Ross Werner

Peter Drake wrote:
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 guess now that the thread is marked OT, I can feel less guilty about 
continuing it ...)


I agree. I typically explain life and death to beginners at the very 
beginning, in this way:


1) I place single stones on the board; one in the middle, on on the 
edge, and one in the corner. Taking as many moves as you like, capture 
my stones. Often I'll do this before explaining anything at all other 
than a basic overview of the game. If they use more than the required 
number of stones (e.g. two for the corner stone) to capture, I'll explain.


2) I place groups of stones on the board, again in the middle, edge, and 
corner. Each group has exactly one eye. Again, taking as many moves as 
you like, capture my stones. I let them put stones on the board to 
capture, making sure that they place the one in the eye last (and again 
explaining further if there is any confusion).


3) Finally, I place groups of stones on the board, middle, edge, and 
corner, giving each group two eyes. Taking as many moves as you like, 
capture my stones. Typically, after they've surrounded the outside, 
they realize they can't capture my stones no matter how many moves they 
make in a row.


This both quickly shows a number of important Go concepts (including 
life and death), as well as shows that the idea of life and death is an 
emergent consequence of the rules, not a rule itself. It also helps 
explain why certain shapes (such as groups with shared eyes, or false 
eyes) are alive or dead, without having to come up with complicated 
explanations of what the definition of an eye is.


In fact, I started teaching Go this way when an interested beginner 
asked me how you know whether a group of stones is alive. At first, I 
started to talk about two eyes, but then I thought of all the edge cases 
involved (such as four lines of stones along the edges of the board, 
with the corners empty ... can you really say those stones have two 
eyes?). Then I thought about Benson's algorithm, but realized that was 
way overkill for talking to a beginner. Then I realized the simplest 
explanation--given as many moves in row as you want, can you capture the 
stones? If not, the stones are unconditionally alive.


Of course, there are other groups we call alive that are not 
*unconditionally* alive, but that's merely a shortcut in terminology 
that means, No matter what our opponent plays, we can respond to make 
the group unconditionally alive. But this concept can still, in my 
opinion, be more clearly taught when the concept of unconditionally 
alive is well-understood.



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.)


~ Ross
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