Re: [computer-go] On ranks 2 and 3 of 9x9 in Beijing

2008-10-02 Thread Antonin Lucas
On Thu, Oct 2, 2008 at 6:13 PM, Gian-Carlo Pascutto [EMAIL PROTECTED] wrote:



 I'd have some preference for playing the decisive game with komi = 6.5,
 but apparently thats not possible on KGS. I think with komi = 7.5 white
 is scoring very high (too high?) in the top games.


Aren't 6.5 and 7.5 komi in area counting essentially equivalent, save for a
few seki cases ?
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Re: [computer-go] Big board

2007-02-20 Thread Antonin Lucas

No need for those difficulties,  you can play along this board :

http://www.youdzone.com/go.html

On 2/21/07, Weston Markham [EMAIL PROTECTED] wrote:


Somewhere online, I played a game on a torus, against someone's Java
applet that has this option.  I seem to recall playing a normal game
at either 9x9 or 13x13, and then a game on the same-sized torus.  I
recall the first game as being somewhat challenging to me, (a
beginner) and the second game to be somewhat hard to visualize, but
quite easy to beat the computer opponent.  Of course, it is possible
that my experience in the first game helped me significantly in the
second one, so it doesn't mean much.  However, I was puzzled at the
time because I had expected my inability to visualize the interactions
across the edge of the board to be a huge handicap, relative to a
program that presumably has no such difficulty.

Weston

On 2/20/07, steve uurtamo [EMAIL PROTECTED] wrote:
 here's my first guess at don's question about how this
 would affect the game.  my intuition is weak here, but
 i'll take a stab at it just for fun.

 no edges, no corners and no center mean that
 you're effectively playing in the middle at all times.
 this should mean that life would be harder to make
 and that scores would be much lower.  certainly
 komi would have to change.

 my gut is that it'd be a harder game and that there
 aren't any cheap clever tricks that would reduce it
 to a simplistic game.

 someone with a very powerful 9x9 MC player could
 run a few thousand games to see what would happen.

 oh, and keeping track of symmetry would really be
 annoying, since translations would have to be taken
 into account as well.  oops, this changes my intuition --
 this means that many, many more board positions
 are identical, which should vastly reduce the complexity
 of the game.  :)

 s.







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Re: [computer-go] Re: Interesting problem

2007-01-01 Thread Antonin Lucas

Let's not confuse japanese counting with Japanese rules. It is quite
feasible with Chinese rules and the use of pass stones to end up doing
territory counting  over the board which is equivalent to area scoring,

On 1/1/07, steve uurtamo [EMAIL PROTECTED] wrote:


one early habit that is good for new go players to learn is
to always fill dame.  sometimes groups get ataried this way
that the newer player wouldn't have noticed.  it can result
in massive point loss if you're not careful about it, and it's
a good teaching tool (from the japanese rules point of view)
about being careful at the end of the game.  under chinese
rules, you also do this because it's worth points to you.

bent-four, triple ko, seki 'points', etc., are all things that have
to be dealt with by any scoring ruleset, but are things that you
would be foolish to try to explain to someone during their first
game.  it would only complicate what is otherwise a very simple
set of rules unnecessarily, and when such situations arise, the
exceptional cases can be pointed out and explained (or the
curious player will read about them elsewhere).

i think that the fun of go is in the playing, and not the scoring,
and that anyone who has played more than two games can
tell (however late in the process) that they're getting destroyed
(and thus that scoring is unnecessary) or that it's close (and
thus that scoring is necessary).

one thing to keep in mind about japanese scoring is that after
you've done it ten or so times, there are a number of counting
shortcuts that you can force onto the board after the game is finished
that can make it incredibly efficient to determine the difference in
score.
my guess is that many chinese players who haven't seen this would
be horrified to see these happen on their board, because they are
based upon assumptions implicit in the japanese system of counting.

after you've counted a few 19x19 boards the naive way, this is much
easier to appreciate.

the only place i've seen japanese rules cause confusion with players
is in LD situations where one player thinks that a group is dead
and the other doesn't.  the practical reality is that if one of the two
is a much stronger player, then they can patiently explain on the board
what the situation is, with playout or otherwise. if, on the other hand,
the
two are of equivalent and of low strength, playing it out to prove the
case one way or the other is more important as a learning tool than the
actual and exact score of the game.  in point of fact, weak players often
beat each other by huge margins where counting may be amusing for
the winner, but entirely unnecessary.

(here i am assuming that strong players don't generally disagree about
status, or if they do, can agree upon an effective measure for determining
status and don't mind the need to.  [since one player generally thinks
that the other is a fool for not seeing what is 'obviously dead', they are
often more than happy to attempt to prove it.]).

all that being said, simply for end-of-game counting over the board,
japanese rules get my vote.

s.


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