2007-02-26 last update, 2006-04-28 first day, Robert
Jasiek
INDEX | GO | RULES
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Objective Advantages of the Scoring Methods
Common Objective Advantages of All Scoring Methods
Authentic
Each scoring method describes the game of Go and not some other game.
Fair
Each scoring method gives equal chances to Black and White, except for
the first move of the alternation.
Suitable for Professionals
In principle, all professionals are able to use rules regardless of the
scoring method.
Note: This is so even if some professionals might not like some particular
scoring methods.
Strategic Difficulty
The practical strategic difficulty is equally complex. The game is equally
demanding under whichever scoring method is used.
Divine Logic
For each scoring method, it is possible in principle and in general to
define "strategy", "life", "death", "seki", "eye", "dame", "teire", "ko
threat", etc. In the near future, it will also be possible to define some
higher level objects like "connection", "sente", "thickness", "aji", etc.
Notes: In the far future, mathematical definitions will solve Go
completely. If we called this an advantage, then at the same time we would
be saying that playing Go would not be that much interesting any longer:
It would be an application of nothing but mathematical definitions. We
appreciate divine logic not because of its potential to spoil our playing
fun. We appreciate the existence of divine logic because it confirms that
the players' strategic thinking is meaningful. This is the current objective
advantage of the existence of divine logic. - Sakai has mentioned divine
logic (also sometimes called "beauty") as an advantage of Life and Death
Territory Scoring. This is subjective since it is an advantage of all other
scoring methods as well. - Nam calls the divine logic "logic system". -
For different scoring methods, their divine logics differ slightly from
each other and this can have different consequences for some scarce shapes.
This does not affect the existence of divine logic for every scoring method.
Optional Phase for Agreement about Removals
Together with each scoring method, an optional phase (or several phases)
can be used that allows the players to agree about removals of stones shortly
before execution of a counting procedure. This is an advantage because
by far most players like such an option.
Availability of Counting Procedures
Under each scoring method, some counting procedures are available. This
is so regardless of whether removable stones are removed or whether dame
in between independently alive stones are filled, partially filled, or
unfilled.
Notes: Counting procedures differ. The common advantage is the existence
of some counting procedures at all. Some counting procedures work only
if all removable stones are removed. Some counting procedures need slight
modifications if not all dame in between independently alive stones are
filled.
Frequent Pass Fights Do Not Occur
Under each scoring method, frequent pass fights do not occur.
Notes: The Molasses Ko pass fight under positional superko is rare
and a consequence of the ko rule rather than the scoring method. When it
is said that under each scoring method frequent pass fights do not occur,
one has to be more precise: They do not occur under Area Scoring, under
Control Territory Scoring, or under Life and Death Territory Scoring, provided
that the typically used forms of Control Territory Scoring, or Life and
Death Territory Scoring are considered. Frequent pass fights can occur
under some forms of Basic Territory Scoring. Currently it is believed that
frequent pass fights do not occur under that form of Ikeda Territory I
Scoring. However, further research is necessary to confirm this convincingly.
The same has to be said about Area Scoring with Half Point Button.
Advantages of Area Scoring
Example: Simplified Ing Rules.
Suitable for Amateurs - Objective Advantage
Amateurs are able to use rules with Area Scoring.
Notes: This is so even if some amateurs might not like Area Scoring
and some others might still have to learn what Area Scoring is. If the
optional phase for agreement about removals is skipped, then furthermore
Area Scoring becomes suitable also for promotion. - The advantage is shared
with Control Territory Scoring and Ikeda Territory I Scoring. The advantage
is not shared with Life and Death Territory Scoring because almost all
amateurs absolutely do not want to learn the many rules required for it.
Amateurs that like Life and Death Territory Scoring use it in ambiguous
verbal rules only.
Used by Amateurs - Objective Advantage
Amateurs living in a country or region or attending a tournament where
rules with Area Scoring are used do actually use Area Scoring.
Notes: Currently this advantage is not shared in an analogue form
for the other scoring method frequently used in real world play, Life and
Death Territory Scoring. Instead of Life and Death Territory Scoring, amateurs
actually use very imprecise and differing verbal rules replacements for
it: They might use the same words like "life" and "death" but with different
or varying meanings, they might use an idea of "two eyes" intuitively,
or they might use the concepts of "immortal" and "control" intuitively.
They are not able to explain any non-basic shape by other means than a
case by case approach. Amateurs playing under Life and Death Territory
Scoring do not use this scoring but a case by case approach.
Short - Objective Advantage
Rules with Area Scoring are short.
Notes: This is an objective advantage because learning the rules
and execution of their application are the easier the shorter they are.
Problems from trying to understand the rules' wording, translation mistakes,
accidental overlooking of a rule, and accidental wrong combination of two
rules are the less likely the shorter the rules are. The advantage is shared,
although there to some lesser degree, with Control Territory Scoring and
Ikeda Territory I Scoring. If one is careless, then one can make all rules
longer than necessary: E.g., this can be seen by the current Chinese or
Ing Rules, which use the completely superfluous terms "life" and "death".
They are not needed for Area Scoring, as in the following specifications:
It is removed what is without liberties or on what the players agree; it
is scored what is on the board.
Simple - Objective Advantage
Rules with Area Scoring are simple.
Notes: This is an objective advantage because learning the rules,
writing them down precisely, and execution of their application are the
easier the simpler they are. Simple rules require involvement of referees
only scarcely. Problems from trying to understand the rules' wording, translation
mistakes, accidental overlooking of a rule, and accidental wrong combination
of two rules are the less likely the simpler the rules are. The advantage
is shared, although there to some lesser degree, with Control Territory
Scoring and Ikeda Territory I Scoring. The advantage is not shared with
Life and Death Territory Scoring, which is not even fully understood by
the professionals using it.
Logical - Objective Advantage
Rules with Area Scoring are logical.
Notes: This is an objective advantage because the rules can always
be applied to any position and do always produce an outcome of a game.
In fact, this is not only an advantage, but it ought to be considered a
mandatory feature of any abstract board game like Go. The advantage is
shared with Control Territory Scoring and Ikeda Territory I Scoring. The
advantage is also shared with precise rulesets for Life and Death Territory
Scoring written by rules experts. If one is careless, then one can
make all rules illogical: E.g., this can be seen by the current Chinese
or Ing Rules, which contain a lot of ambiguity. The advantage is not shared
with current Korean or Japanese rules that contain a lot of ambiguity.
Great research effort has made it possible in principle to let Japanese
rules be logical. Yet more research effort will be needed to make Korean
rules logical. In contrast and apart from carelessness, the illogic of
the current Chinese or Ing rules is related mostly to ko rules while, of
course, the basic idea of Area Scoring is logical. - The "logical" here
is the fundamental mathematical correctness for its own sake. It should
not be confused with the "divine logic" that additionally refers to explanation
of strategy.
Complete - Objective Advantage
Rules with Area Scoring are complete.
Notes: This is an objective advantage because the rules can always
be applied to any position and do always produce an outcome of a game.
This is a direct consequence of the rules being logical. "logical" is the
cause - "complete" is the effect. For shortcomings of current Chinese or
Ing rules or the success of rulesets by rules experts, see under Logical.
Clear - Objective Advantage
It is easy to make rules with Area Scoring clear. They can have a clear
wording and correct translation is easy.
Notes: This is a consequence of "short", "simple", "logical", "complete".
The longer, the more complicated, the more ambiguous, the more imcomplete
a ruleset becomes the more difficult it is to let its wording be clear.
Then compromises need to be made: E.g., the clarity of a ruleset for Control
Terrtory Scoring or for the Ikeda Territory I Scoring already has a somewhat
lower degree. If one is careless, like in the current Chinese or Ing rules,
then the degree of clarity can easily drop much. The advantage is not shared
with Life and Death Territory Scoring at all because there cannot be amy
compromise that would make relatively short rules with great clarity. Instead
extremely long commentaries become essential. Contrarily, commentaries
for Area Scoring can be kept short.
Applicable - Objective Advantage
Rules with Area Scoring can be applied as rules.
Notes: This may sound trivial and it is. However, it is also essential
because it is one of the fundamental purposes of having rules at all. Despite
this, the advantage is not shared with Life and Death Territory Scoring.
The advantage is shared with Ikeda Territory I Scoring and, to a somewhat
lower degree, with Control Territory Scoring. Being careless plays a great
role: The current Chinese rules are not applicable in case of their ko
rules because they contradict themselves. The current Ing rules are not
applicable at all not only in case of their ko rules but also in case of
their scoring rules because the purpose and meaning of the various related
breath type terms is very unclear. The Ing scoring rules become applicable
only if one simply ignores all those breath type terms.
Consistent - Objective Advantage
Rules with Area Scoring are consistent: The same rules apply during all
moves of the game. Moves do not alter their nature during the scoring because
scoring does not even rely on moves at all.
Notes: This is an important objective advantage not so much because
it makes the rules simpler but much more because for consistent rules it
is extremely much easier to verify whether strange, unwanted strategic
side effects like frequent pass fights occur at all. The advantage is not
shared with the other scoring methods. Thus for each of them one has to
make great research efforts to restrict the potential for strange, unwanted
strategic side effects .
Equivalence - Objective Advantage
The Territory Count equals the Area Count. Therefore either can be used
instead of only one.
Note: One should not overestimate the advantage because equivalence
means that both counts determine the Area Score.
Availability of Ing Fill-in Counting - Subjective Advantage
Rules with Area Scoring allow Ing Fill-in Counting as a counting procedure.
This makes the number of points that remain to be counted small. Putting
away the stones into the boxes is a result check. The counting is suitable
for those children that cannot count yet.
Availability of Ing Fill-in Counting - Not an Objective Advantage
It is an objective advantage of Ing Fill-in Counting that the number of
points that remain to be counted is small. However, the same can be said
of another counting procedure: Prisoner Counting for Area Scoring. The
result check of Ing Fill-in Counting is not as safe as the result check
of New Zealand Half or Full Counting because the former cannot be repeated
without replaying the entire game in case of suspected accidental mistakes
while the latter can be repeated immediately: Besides the former can be
flawed if the boxes do not work properly or if unequal numbers of black
and white stones add up to 360 accidentally. While Ing Fill-in Counting
does have its advantages, it also has its disadvantages: Generally, the
required special equipment is perceived as very unaesthetic. The special
equipment does not always ensure what it promises - a guarantee of 180
stones per box. The Ing Fill-in Counting destroys the scoring position;
so after a doubt about a possibly occurring accidental mistake, the entire
game has to be replayed. That Ing Fill-in Counting is suitable for children
is not an objective advantage because there are some Stone Counting for
Area Scoring counting procedures for that one also does not need any ability
to count. (E.g., fill the empty intersections surrounded by only one player's
stones with his stones, then remove pairs of one black and one white stone
from the board until only the winner's stones remain on the board.) One
may say that the Ing Fill-in Counting has some advantage but objectively
one may not say that the availability of the Ing Fill-in Counting would
be an advantage in comparison to other counting procedures.
Availability of New Zealand Half Counting - Subjective Advantage
Rules with New Zealand Half Counting are fast, keep the scoring position,
and permit a convincing result check.
Notes: Like with every counting procedure, it requires a little practice
of some games until a player can execute it reasonably quickly and correctly.
That the scoring position is kept allows recounting without having to replay
the entire game. The result check is: Black Score plus White Score plus
Not Scoring Intersections equals 361.
Availability of New Zealand Half Counting - Not an Objective Advantage
While New Zealand Half Counting does have its objective advantages, its
availability is not an objective advantage because Japanese Rearrangement
Counting for Territory Scoring is another counting procedure that is similarly
fast and New Zealand Full Counting is another counting procedure that keeps
the scoring position and allows a result check.
Availability of Chinese Half Counting - Subjective Advantage
Chinese Half Counting makes use of the decimal system.
Availability of Chinese Half Counting - Not an Objective Advantage
Japanese Rearrangement Counting is another counting procedure that makes
use of the decimal system. Other counting procedures have other advantages.
Chinese Half Counting has the disadvantage that it destroys the scoring
position.
Availability of Japanese Rearrangement Counting - Subjective Advantage
See under Advantages for Control Territory Scoring.
Availability of Japanese Rearrangement Counting - Not an Objective Advantage
See under Advantages for Control Territory Scoring. Besides it requires
the otherwise superfluous usage of Pass Stones to execute Japanese Rearrangement
Counting under Area Scoring.
Only One Playout Move-Sequence - Objective Advantage
Area Scoring requires at most one playout move-sequence, which can be executed
on the playing board itself.
Notes: This is a very important aspect that contributes to the scoring
method's applicability. The advantage is shared with Ikeda Territory I
Scoring and to a somewhat lower degree with Control Territory Scoring,
where four move-sequences and two extra boards are necessary for playout.
The advantage is not shared with Life and Death Territory Scoring that
relies on an infinite(!) number of playout move-sequence and, one might
say, also an infinite number of extra boards for them.
Easier Handling by Tournament Rules - Not an Objective Advantage for Rules
of Play
Since prisoners are not needed, they cannot drop off the board accidentally
or removed intentionally. It is not easy to cheat by removing or adding
stones on the board. However, these are issues related to tournament rules
and therefore are not objective advantages for rules of play.
Easier Perception of Scoring Objects - Subjective Advantage
All the scoring objects are on the board. It is not necessay to perceive
prisoners outside the board.
Easier Perception of Scoring Objects - Not an Objective Advantage
It depends on personal preference whether a player's perception fits well
for prisoners as scoring objects.
Easier Endgame Calculation - Subjective Advantage
Endgame calculation is easier under Area Scoring than under Territory Scoring
because the final scoring objects "stones" and "empty intersections" can
also be used for endgame calculation.
Easier Endgame Calculation - Not an Objective Advantage
Due to the equivalence proofs for American, Ikeda, or the go-rules mailing
list's International Rules, the final scoring objects "stones" and "empty
intersections" can be used for endgame calculation also under Territory
Scoring. Therefore the advantage for Area Scoring is also an advantage
for Territory Scoring. In other words, it is not an objective advantage
only for Area Scoring.
No Pass Stones - Objective Advantage
Usage of pass stones is not necessary.
Notes: The only reason to use them is a desire to use Japanese Rearrangement
Counting under Area Scoring. This might be considered a good compromise,
but it does not alter the fact that pass stones are unnecessary for Area
Scoring. The advantage is shared with Control Territory Scoring and Life
and Death Territory Scoring. The advantage is not shared with Ikeda Territory
I Scoring. - Pass stones are not a great burden; players favouring Territory
Scoring consider it a greater obstacle that the last move's pass stone
represents a point for the one valuable odd dame.
Seki is a Natural Consequence of the Rules - Objective Advantage
It is a natural consequence of the rules that there are points in sekis.
Notes: This matters only in the scarce asymmetrical sekis or the
even scarcer sekis with one-sided dame. The advantage occurs as a strategic
consequence of application of the rules to sekis, even if "seki" is not
a concept in the rules. Thereby the points aspect of sekis is not created
artificially in the rules. This provides objectivity. The advantage is
shared with Ikeda Territory I Scoring. Surprisingly, the advantage is shared
also with Control Territory Scoring but there the opposite strategic consequence
of no points in sekis occurs! The advantage is not shared with Life and
Death Territory Scoring that has to introduce very long and very artificial
exceptions in the rules to justify no points in sekis.
Immaterial Tradition in Particular Shapes - Objective Advantage
Tradition is immaterial for the outcome of particular shape.
Notes: Current Chinese ko rules and Ing ko rules are not that objective.
The advantage is objective because not emotion counts but well-definedness
of the rules. It is immaterial whether or not there are points in sekis,
whether or not a bent-4 is fought for, whether a particular shape behaves
like a seki, etc., if only the rules provide an unequivocal score in each
case. It is coincidence that under Area Scoring there are point in sekis
or that sometimes fighting a bent-4 is strategically correct. The advantage
is shared with Control Territory Scoring and Ikeda Territory I Scoring,
although under different scoring methods different outcomes occur. The
advantage is not shared with Life and Death Territory Scoring because that
scoring method is specifically designed to maintain the Japanese or the
Korean tradition in countless particular shapes.
Good for Future - Subjective Advantage
Area Scoring is good for the future.
Note: Benson suggested this as an advantage.
Good for Future - Not an Objective Advantage
While obviously the best scoring method would be the best for the future
development of Go in the world, the claim per se that a particular scoring
method might be the best is not an objective advantage by itself. It can
only become an objective advantage if it is justified by objective underlying
reasoning. To see whether Area Scoring has such underlying reasoning, it
has to be stated together with the intended implication about the future.
Additional Advantage of Area Scoring with Half Point Button
Example: Spight Area Button Rules.
Parity - Objective Advantage
Each integer can be used for the full count komi.
Notes: Komi can be adjusted by, e.g., +0.5 to avoid ties. The advantage
occurs for an even number of not scoring intersections in the scoring position.
Compared to Area Scoring, the price for the additional advantage is a slightly
longer rules text, a slightly less easy application of the rules, a somewhat
lower consistency, and a slight derivation from traditional Area Scoring
outcomes of some scarce shapes on the board. The advantage is an objective
advantage because, in relation to sizes of typical endgame plays, komi
increments are possible in finer steps. The advantage is shared with all
types of Territory Scoring. The advantage is not shared with pure Area
Scoring.
Advantages of Control Territory Scoring
Example: New Amateur-Japanese Rules.
Suitable for Amateurs - Objective Advantage
Amateurs are able to use rules with Control Territory Scoring.
Notes: See under Advantages for Area Scoring, except that learning
Control Territory Scoring requires a somewhat greater effort than learning
Area Scoring.
Short - Objective Advantage
Rules with Control Territory Scoring are relatively short.
Notes: See under Advantages for Area Scoring.
Simple - Objective Advantage
Rules with Control Territory Scoring are relatively simple.
Notes: See under Advantages for Area Scoring.
Logical - Objective Advantage
Rules with Control Territory Scoring are logical.
Notes: See under Advantages for Area Scoring.
Complete - Objective Advantage
Rules with Control Territory Scoring are complete.
Notes: See under Advantages for Area Scoring.
Clear - Objective Advantage
It is relatively easy to make rules with Control Territory Scoring clear.
They can have a clear wording and correct translation is relatively easy.
Notes: See under Advantages for Area Scoring.
Applicable - Objective Advantage
Rules with Control Territory Scoring can be applied as rules.
Notes: See under Advantages for Area Scoring.
Parity - Objective Advantage
Each integer can be used for the full count komi.
Notes: Komi can be adjusted by +0.5 to avoid ties. The advantage
occurs for an even number of not scoring intersections in the scoring position.
The advantage is an objective advantage because, in relation to sizes of
typical endgame plays, komi increments are possible in finer steps. The
advantage is shared with all types of Territory Scoring and with Area Scoring
with Half Point Button. The advantage is not shared with pure Area Scoring.
Availability of Japanese Rearrangement Counting - Subjective Advantage
Japanese Rearrangement Counting is fast and makes use of the decimal system.
Notes: Davies suggested: It is easier to count the score. One sees
the score on the board at once. No special equipment is required
Availability of Japanese Rearrangement Counting - Not an Objective Advantage
New Zealand Half Counting for Area Scoring is another counting procedure
that is similarly fast. Chinese Half Counting is another counting procedure
that makes use of the decimal system. Japanese Rearrangement Counting has
the disadvantage that it destroys the scoring position. Hence it is not
the availability of Japanese Rearrangement Counting that would be an objective
advantage.
Notes: Concerning Davies suggestions: Whether under a counting procedure
it is easier to count than under other counting procedures depends on every
player's familiarity with application of different counting procedures.
Besides it depends on what shall be the definition of "easier": If one
defines it as "the final position has not changed", then New Zealand Counting
for Area Scoring is the choice. If one defines it as "the fewest number
of intersections remains to be counted", then Ing Fill-in Counting
for Area Scoring is the choice. If one defines it as "best agreement to
decimal system", then Japanese Rearrangement Counting is the choice. If
one defines it as "smallest number of executed elementary counting actions",
then both New Zealand Half Counting for Area Scoring and Japanese Rearrangement
Counting for Territory Scoring are the choices. If one defines it as "fastest
combination with putting the stones back to the bowls", then Chinese Half
Counting is the choice. - Does one see the score on the board at once?
The first question here is: At which moment shall the score be seen at
once? In the scoring position before removal of stones, in the scoring
position after removal of stones but before the counting procedure, or
after the counting procedure? Let us assume that Davies refers to the easiest
visual case, i.e. after the counting procedure. As it is well known, human
beings are able to recognize the number of up to four objects at once.
Since after the counting procedure typically more than four objects need
to be perceived, it is wrong to say that one would see the score on the
board at once. Every experience for Japanese Rearrangement Counting agrees
that it takes some thinking about the position after the counting procedure
to know the score's figure. Furthermore, it can happen that prisoners off
the board remain after the counting procedure. So one cannot even always
say that the score would be only on the board. - It is an advantage that
no special equipment is required, but this is not an objective advantage
because none of the counting procedures for Territory Scoring or Area Scoring,
except Ing Fill-in Counting requires any special equipment. - To summarize,
Davies' suggestions are not objective.
Four Playout Move-Sequences - Conditional Objective Advantage
Control Territory Scoring requires at most four playout move-sequence,
which can be executed on two extra boards.
Notes: See under Advantages for Area Scoring. Besides it should be
pointed out that three playout move-sequences would be enough if slightly
greater derivation from traditional outcomes of shapes on the board and
scarcely asymmetrical behaviour of colour-inverse positions are tolerated.
Four playout move-sequences are four times as bad as just one playout move-sequence;
the objective advantage exists only in comparison to the infinite number
under Life and Death Territory Scoring.
No Pass Stones - Objective Advantage
Usage of pass stones is not necessary.
Notes: See under Advantages for Area Scoring.
Unvaluable Dame - Objective Advantage of this Aspect
Notes: See under Advantages for Life and Death Territory Scoring.
No Unnecessary Defense in Territory in 1 Point Games - Objective Advantage
Notes: See under Advantages for Life and Death Territory Scoring.
Seki is a Natural Consequence of the Rules - Objective Advantage
It is a natural consequence of the rules that there are no points
in sekis.
Notes: See under Advantages for Area Scoring.
Immaterial Tradition in Particular Shapes - Objective Advantage
Tradition is immaterial for the outcome of particular shape.
Notes: See under Advantages for Area Scoring.
Easier Endgame Calculation - Subjective Advantage
See under Advantages for Life and Death Territory Scoring.
Easier Endgame Calculation - Not an Objective Advantage
See under Advantages for Life and Death Territory Scoring.
Agreement with the Kanji - Subjective Advantage
See under Advantages for Life and Death Territory Scoring.
Agreement with the Kanji - Not an Objective Advantage
See under Advantages for Life and Death Territory Scoring.
Missing Perception Difficulty for Beginners - Subjective Advantage
See under Advantages for Life and Death Territory Scoring.
Missing Perception Difficulty for Beginners - Not an Objective Advantage
See under Advantages for Life and Death Territory Scoring.
Advantages of Ikeda Territory I Scoring
Example: Ikeda Territory I Rules.
Suitable for Amateurs - Objective Advantage
Amateurs are able to use rules with Ikeda Territory I Scoring.
Notes: See under Advantages for Area Scoring, except that learning
Ikeda Territory I Scoring requires a somewhat greater effort than learning
Area Scoring.
Short - Objective Advantage
Rules with Ikeda Territory I Scoring are almost short.
Notes: See under Advantages for Area Scoring.
Simple - Objective Advantage
Rules with Ikeda Territory I Scoring are almost simple.
Notes: See under Advantages for Area Scoring.
Logical - Objective Advantage
Rules with Ikeda Territory I Scoring are logical.
Notes: See under Advantages for Area Scoring.
Complete - Objective Advantage
Rules with Ikeda Territory I Scoring are complete.
Notes: See under Advantages for Area Scoring.
Clear - Objective Advantage
It is relatively easy to make rules with Ikeda Territory I Scoring clear.
They can have a clear wording and correct translation is relatively easy.
Notes: See under Advantages for Area Scoring.
Applicable - Objective Advantage
Rules with Ikeda Territory I Scoring can be applied as rules.
Notes: See under Advantages for Area Scoring.
Parity - Objective Advantage
Each integer can be used for the full count komi.
Notes: See under Advantages for Control Territory Scoring.
Equivalence - Objective Advantage
Ikeda Territory I Scoring is equivalent to Ikeda Area III Scoring. Therefore
either can be used instead of only one.
Notes: The formal proof still deserves more precision. One should
not overestimate the advantage because equivalence means that both representations
are the same.
Availability of Japanese Rearrangement Counting - Subjective Advantage
See under Advantages for Control Territory Scoring.
Availability of Japanese Rearrangement Counting - Not an Objective Advantage
See under Advantages for Control Territory Scoring.
Only One Playout Move-Sequence - Objective Advantage
Ikeda Territory I Scoring requires at most one playout move-sequence, which
can be executed on the playing board itself.
Notes: See under Advantages for Area Scoring.
Unvaluable Dame - Objective Advantage of this Aspect
Notes: See under Advantages for Life and Death Territory Scoring.
No Unnecessary Defense in Territory in 1 Point Games - Objective Advantage
Notes: See under Advantages for Life and Death Territory Scoring.
Seki is a Natural Consequence of the Rules - Objective Advantage
It is a natural consequence of the rules that there are points in sekis.
Notes: See under Advantages for Area Scoring.
Immaterial Tradition in Particular Shapes - Objective Advantage
Tradition is immaterial for the outcome of particular shape.
Notes: See under Advantages for Area Scoring.
Easier Endgame Calculation - Subjective Advantage
See under Advantages for Life and Death Territory Scoring.
Easier Endgame Calculation - Not an Objective Advantage
See under Advantages for Life and Death Territory Scoring.
Agreement with the Kanji - Subjective Advantage
See under Advantages for Life and Death Territory Scoring.
Agreement with the Kanji - Not an Objective Advantage
See under Advantages for Life and Death Territory Scoring.
Missing Perception Difficulty for Beginners - Subjective Advantage
See under Advantages for Life and Death Territory Scoring.
Missing Perception Difficulty for Beginners - Not an Objective Advantage
See under Advantages for Life and Death Territory Scoring.
Advantages of Life and Death Territory Scoring
Example: Japanese 1989 Rules.
Parts of the Divine Logic Are in the Rules - Subjective Advantage
Definitions or desires for definitions of "strategy", "life", "death",
"dame", etc. are in the rules.
Notes: "seki", "eye", "teire", "ko threat", etc. are not in the current
Japanese rules. Do not confuse the rules-technical "in-seki" with the dual
life "seki" here. The current Japanese rules contain "in-seki". "seki",
"eye", "teire", "ko threat" are in the current Korean rules as desires
for definitions. Other objects of divine logic are not in the current Japanese
or Korean rules: "connection", "sente", "thickness", "aji", etc.
Parts of the Divine Logic Are in the Rules - Not an Objective Advantage
Parts of divine logic can be in the rules or can be in a mathematically
precise strategic commentary on application of the rules. Therefore it
is unnecessary to have parts of divine logic in the rules. Besides the
rules become inapplicable as rules if parts of divine logic are in the
rules. Something that is unnecessary is not an objective advantage. Something
that turns applicable rules into inapplicable rules is not an objective
advantage but a clear disadvantage.
Parity - Objective Advantage
Each integer can be used for the full count komi.
Notes: See under Advantages for Control Territory Scoring.
Availability of Japanese Rearrangement Counting - Subjective Advantage
See under Advantages for Control Territory Scoring.
Availability of Japanese Rearrangement Counting - Not an Objective Advantage
See under Advantages for Control Territory Scoring.
No Pass Stones - Objective Advantage
Usage of pass stones is not necessary.
Notes: See under Advantages for Area Scoring.
Unvaluable Dame - Subjective Advantages of this Aspect
It has been Japanese and Korean tradition that dame are unvaluable and
that normally game records do not show them. Fighting of dame would not
be considered "art", i.e. "striving for higher level strategy". It is considered
luck rather than skill which player could get one more dame than his opponent.
Dame should not be something to fight for because all the dame are equal.
However, also this is not an objective criterion because the same can be
said about earlier endgame plays of equal value. Filling dame is considered
a waste of time, however, this is not objective because the so called convenient
filling of dame until or during the counting procedure is done by those
claiming that waste of time. It would be objective if the used counting
procedure were consistent with not filling the dame, which are not in sekis,
at all. Under current Japanese rules, it is particularly hard to argue
that dame would be unvaluable - they are valuable as preventing independently
alive groups next to dame from having territory due to having the rules
technical feature of being "in seki". It requires even longer rules proposed
by rules experts to avoid such undesired side effects of formal rules.
Unvaluable Dame - Objective Advantage of this Aspect
Typically at the end of the alternation, there are quite some dame (and
typically significantly more than there would be earlier endgame plays
of equal values), which are not in sekis, that can be played in any order.
Unless threatening teire, there is hardly any higher level strategy involved
in choosing some order of plays. To appreciate a relatively high level
of effort required for strategic planning on average per move of a game,
it makes sense that dame, which are not in sekis, do not need to be part
of competitive play.
Notes: However, opinions differ much more significantly about dame
when there are still one or several teire in the position. Also it remains
to be clarified whether alternation of plays and passes may continue until
successive passes regardless of the number of dame, which are not in sekis,
on the board. To avoid any necessiety for a player to give strategic hints
to his opponent during the alternation and thereby violate the competitive
purpose of the alternation, it should be allowed without any restriction
to continue alternation of moves as long as neither player has made the
final pass and thus at least one player still might have the intention
of making a play. - The advantage of dame being unvaluable is shared with
all types of Territory Scoring but not shared with Area Scoring. However,
because of rules technicalities in current versions of rulesets, it is
recommended to fill all dame, which are not in sekis, in alternation under
Control Territory Scoring as used by the New Amateur-Japanese Rules or
under Ikeda Territory I Scoring. In case of the latter ruleset, there can
be exceptions when it is advantageous to fill some particular dame during
the playout rather than during the regular alternation. - To summarize,
it is much easier to make dame, which are not in sekis, strategically unvaluable
than to avoid a necessiety for their alternate filling. - As Sakai has
pointed out, in the early 18th century, when there were only dame and teire
left, those were not considered competitive any longer during the alternation
of a game while nowadays teire may be competed and dame may be filled in
alternation.
No Unnecessary Defense in Territory in 1 Point Games - Objective Advantage
If a game's score will be at most 1, then competent players with sufficient
thinking time do not make an unnecessary defense inside their own territory.
Notes: This is an objective advantage because on average it increases
the degree of appreciation of a relatively high level of effort required
for strategic planning. The advantage is shared with all Territory Scoring
methods. The advantage is not shared with Area Scoring because after the
last dame in between independently alive strings is filled, the score remains
constant if a player then makes some unnecessary defense inside his own
territory that does not contribute to removal of removable stones. - As
can be seen, the advantage is objective but very specialized. It should
also be pointed out that beginners might view upon the matter differently.
Teire Need Not Be Played - Subjective Advantage
It is not necessary to play the teire.
Note: Sakai suggested this as an advantage.
Teire Need Not Be Played - Not an Objective Advantage
Even Sakai agrees that nowadays almost all players emphasize the competitive
aspect of Go and that they include teire in the competition. The advantage
is Sakai's personal preference and not an objective advantage.
Tradition in Particular Shapes - Subjective Advantage
The current Japanese / Korean rules are designed to preserve most of the
Japanese / Korean tradition for particular shapes.
Notes: In a global perspective, a national tradition is not objective
if it is not shared globally. Tradition has weaknesses because much of
it is transmitted verbally and thus equivocally. E.g., every Korean professional
or strong amateur gives a different or no answer on what a "ko threat"
is. Such great imprecision is the opposite of objectivity. - Regardless,
every tradition can have its underlying divine logic. However, the existence
of divine logic says nothing about one tradition being superior or inferior
to other traditions because they all have some divine logic.
Easier Endgame Calculation - Subjective Advantage
Endgame calculation is easier under Territory Scoring than under Area Scoring
because the final scoring objects "territory" and "prisoners" can also
be used for endgame calculation.
Note: Davies suggested this as an advantage.
Easier Endgame Calculation - Not an Objective Advantage
Due to the equivalence proofs for American, Ikeda, or the go-rules mailing
list's International Rules, the final scoring objects "territory" and "prisoners"
can be used for endgame calculation also under Area Scoring. Therefore
the advantage for Territory Scoring is also an advantage for Area Scoring.
In other words, it is not an objective advantage only for Territory Scoring.
Forgotten Dame Can be Filled by Either Player - Subjective Advantage
If a player forgets to fill a dame, then either player can fill it and
there is no disadvantage.
Note: Davies suggested this as an advantage.
Forgotten Dame Can be Filled by Either Player - Not an Objective Advantage
If Area Scoring is used, then neither player forgets any dame, which does
not disturb a seki, because they are worth points. If Control Territory
Scoring as used by the New Amateur-Japanese Rules is used, then the players
are interested in filling the dame in between independently alive groups
because thereby rules technical intersections controlled by both players
are avoided. Contrarily, with Life and Death Territory Scoring, forgetting
filled dame is a relatively frequent incident at all. Even worse, with
Life and Death Territory Scoring that uses a rules technical in-seki definition,
such forgotten dame become much bigger than one point because they turn
groups of territory into in-seki groups. Under Ikeda Territory I Scoring,
it is not clear when the players would typically develop a habit of filling
or not filling all the dame in between independently alive groups. - Since
it is better if the potential problem does not even occur, as under Area
Scoring, than if it occurs and can lead to the problem of forgotten dame
under Life and Death Territory Scoring, it is not an objective advantage
that forgotten dame can be filled by either player under Life and Death
Territory Scoring.
Dame Technical Issues Do Not Need to Decide the Winner - Subjective Advantage
Dame technical issues should not decide the winner.
Note: Davies suggested this as an advantage and that some other Japanese
players would agree.
Dame Technical Issues Do Not Need to Decide the Winner - Not an Objective
Advantage
Due to the rules technical "in seki" definition, the current Japanese rules
are those with a great likelihood that dame technical issues might decide
the winner. The current Korean rules avoid this but are still very ambiguous
because, e.g., "seki" is undefined. If the advantage should be an advantage
for some scoring methods at all, then more likely for such that are not
Life and Death Territory Scoring. So the suggested advantage is not an
objective one for Life and Death Territory Scoring
Agreement with the Kanji - Subjective Advantage
Territory Scoring rules are in agreement with the idea of "surrounded"
in the Kanji used for "Weiqi" and "Igo".
Note: Davies suggested this as an advantage.
Agreement with the Kanji - Not an Objective Advantage
What about prisoners? What about stones on the board under Area Scoring?
Since the single concept of "surrounded" does not describe either scoring
method, it is not an objective advantage for either. Besides, a linguistic
matter has nothing to do with the rules of play.
Missing Perception Difficulty for Beginners - Subjective Advantage
Beginners taught by Area Scoring think it was enough to get more stones
on the board. This is not so for Territory Scoring.
Note: Davies suggested this as an advantage.
Missing Perception Difficulty for Beginners - Not an Objective Advantage
If Area Soring is not explained as if it were Stone Scoring, then hardly
could a reasonable teacher create such a perception for his pupils. For
evey scoring method, it has been demonstrated that beginners can be taught
a fitting perception. E.g., Area Scoring can be accompanied by the perceptive
concept "control of a greater share of the board". Hence the suggested
advantage of Territory Scoring is not objective.
Absorbed Parts of Divine Logic Make Application Simple - Subjective Advantage
That Life and Death Territory Scoring tries to absorb some strategic objects
into the rules makes their application simple.
Note: Davies suggested this as an advantage.
Absorbed Parts of Divine Logic Make Application Simple - Not an Objective
Advantage
Absorption of some strategic objects into the rules has turned their application
into consideration of infinite numbers of hypothetical strategies and infinite
numbers of hypothetical sequences. Since this is impossible in practice,
rules with Life and Death Territory Scoring have become inapplicable as
rules. Instead players and referees are forced to guess whether or not
their intuitive approach agrees to the rules. This is nothing that could
be called simple. Therefore the suggested advantage is not objective.
No Need to Agree on the End of Alternation - Subjective Advantage
There is no need to agree on the end of the alternation.
Note: Davies suggested this as an advantage.
No Need to Agree on the End of Alternation - Not an Objective Advantage
If there are no passes, then the game is a pass fight under No Pass Rules.
Therefore it is a false perception to say that there would be no passes.
All that one might still claim is usage of verbal, implicit passes instead
of explicit passes. Whichever are used, since then passes are being used,
they are the means to end the alternation. Thus it is plainly wrong to
claim that there would be no agreement on the end of the alternation: The
succession of passes is that agreement. The suggested advantage does not
exist.
No Need for Several Phases at the Game End - Subjective Advantage
There is no need for several phases at the game end.
Note: Davies suggested this as an advantage.
No Need for Several Phases at the Game End - Not an Objective Advantage
Since Davies also suggests the possibility of informally filled dame, the
game end phases would have to start with a phase in that dame and teire
may be filled informally. Since informal filling can lead to attacked teire,
a resumption option is also required. After a resumption, it has to be
clarified if another phase for filling dame and teire informally may occur.
Then, under Life and Death Territory Scoring, life, death, and territory
must be assessed in a phase, which might be short if the players agree.
Then in a next phase, dead stones can be removed from territory. Then in
a next phase, the counting procedure can be executed. Then in a next phase,
the result agreement takes place. - The most obviously, for Life and Death
Territory Scoring it is wrong to say that there would not be a need for
several phases at the game end. Few phases are possible much more easily
with simple Area Scoring rules.
No Need for Removal of Stones - Subjective Advantage
Under Life and Death Territory Scoring, there is no need for removal of
stones.
Note: Davies suggested this as an advantage.
No Need for Removal of Stones - Not an Objective Advantage
It is correct that there is no need for removal of stones since counting
procedures exist that are able to count the scoring position nevertheless.
However, the advantage is not objective since under every scoring method
counting procedures exist that are able to count the scoring position if
it still contains removable stones.
Application Has Never Led to Problems in Tournaments - Subjective
Advantage
Application of Life and Death Territory Scoring rules has never led to
problems in tournaments. In particular, at World Amateur Go Championships
no problems have actually occurred.
Note: Davies claims this observation.
Application Has Never Led to Problems in Tournaments - Not an Objective
Advantage
It is well known that under Life and Death Territory Scoring rules problems
have occurred in professional tournaments. It is also well known that almost
no amateur player in the world knows or even understands the fine print
of the World Amateur Go Championship Rules. According to Jasiek, who plays
in many amateur tournaments and has a skill to notice disputes occurring
in other players' games, problems with Life and Death Territory Scoring
rules are rather frequent while problems, other than such related to carelessly
imprecise wording of the rules texts or lazy players not informing themselves
about rules at all, with the Area Scoring of rules are rare. - So the advantage
claimed for Life and Death Territory Scoring is not objective.
Summary of the Objective Advantages
Step 1 - Listing All Objective Advantages
-
All Scoring Methods: Authentic, fair, suitable for professionals,
strategic difficulty, divine logic, optional phase for agreement about
removals, availability of counting procedures, frequent pass fights do
not occur.
-
Area Scoring: Suitable for amateurs, used by amateurs, short, simple,
logical, complete, clear, applicable, consistent, equivalence, only one
playout sequence, no pass stones, seki is a natural consequence of the
rules, immaterial tradition in particular shapes.
-
Area Scoring with Half Point Button: [See under Area Scoring.] Parity.
-
Control Territory Scoring: Suitable for amateurs, short, simple,
logical, complete, clear, applicable, parity, four playout move-sequences
(conditional advantage), no pass stones, unvaluable dame (objective advantage
of this aspect), no unnecessary defense in territory in 1 point games,
seki is a natural consequence of the rules, immaterial tradition in particular
shapes.
-
Ikeda Territory I Scoring: Suitable for amateurs, short, simple,
logical, complete, clear, applicable, equivalence, parity, only one playout
sequence, unvaluable dame (objective advantage of this aspect), no unnecessary
defense in territory in 1 point games, seki is a natural consequence of
the rules, immaterial tradition in particular shapes.
-
Life and Death Territory Scoring: Parity, no pass stones, unvaluable
dame (objective advantage of this aspect), no unnecessary defense in territory
in 1 point games.
Step 2 - Skipping the Obvious and Tiny Advantages
-
All Scoring Methods: Frequent pass fights do not occur.
-
Area Scoring: Suitable for amateurs, short, simple, logical, complete,
clear, applicable, consistent, only one playout sequence, seki is a natural
consequence of the rules, immaterial tradition in particular shapes.
-
Area Scoring with Half Point Button: [See under Area Scoring.] Parity.
-
Control Territory Scoring: Suitable for amateurs, short, simple,
logical, complete, clear, applicable, parity, four playout move-sequences
(conditional advantage), unvaluable dame (objective advantage of this aspect),
seki is a natural consequence of the rules, immaterial tradition in particular
shapes.
-
Ikeda Territory I Scoring: Suitable for amateurs, short, simple,
logical, complete, clear, applicable, parity, only one playout sequence,
unvaluable dame (objective advantage of this aspect), seki is a natural
consequence of the rules, immaterial tradition in particular shapes.
-
Life and Death Territory Scoring: Parity, unvaluable dame (objective
advantage of this aspect).
Step 3 - Combining Related Advantages
-
All Scoring Methods: Frequent pass fights do not occur.
-
AS = Area Scoring: Simple, logical, applicable, consistent
-
AS1/2 = Area Scoring with Half Point Button: [See under Area Scoring.]
Parity.
-
CTS = Control Territory Scoring: Simple, logical, applicable, parity,
unvaluable dame
-
ITS = Ikeda Territory I Scoring: Simple, logical, applicable, parity,
unvaluable dame
-
LDTS = Life and Death Territory Scoring: Parity, unvaluable dame.
Table of Important Advantages
ADVANTAGE |
AS |
AS1/2 |
CTS |
ITS |
LDTS |
no pass fights |
X |
X? |
X |
X? |
X |
simple |
X |
X |
X? |
X |
|
logical |
X |
X |
X |
X |
|
applicable |
X |
X |
X? |
X |
|
consistent |
X |
X? |
|
|
|
parity |
|
X |
X |
X |
X |
unvaluable dame |
|
|
X |
X |
X |
Conclusions
-
The advantages "logical" and "applicable" are essential. They ought not
to be replaced by "illogical" and "inapplicable". Therefore Life and Death
Territory Scoring drops out.
-
The following solutions might be possible for international rules: Area
Scoring, Area Scoring with Half Point Button, Control Territory Scoring,
or Ikeda Territory I Scoring.
-
According to current research, "consistent" and "unvaluable dame" cannot
be combined because rulesets with such Basic Territory Scoring are known
to have frequent pass fights.
-
Due to its 3 or 4 playout sequences, Control Territory Scoring is not as
simple and applicable during playout as Area Scoring, Area Scoring with
Half Point Button, or Ikeda Territory I Scoring.
-
The question marks for Area Scoring with Half Point Button and Ikeda Territory
I Scoring indicate the highly important necessiety to confirm and verify
rarity of pass fights.