1997-4-16 last update, 1997-2-1 first day
Robert Jasiek, jasiek@snafu.de
Copyright: All rights of the author are preserved according to the
international law.
Game End Classification
The main classification of game end rules
is done as to their scoring class and usage of game phases. First the classification
is described, then rules sets are assigned to the classes and their features
are treated. Also see examples.
Game End Rule Classes
1 Primitive
Instead of determining the winner by scoring primitive rules let the
first player without an available move lose the game. Such rules omit passes.
Games tend to be very long and are so called pass fights. Their final stage
consists of suicides respectively attempts to prohibit those of the opponent.
They are important in mathematics.
Virtually primitive rules only have an alternation phase with a game
end condition.
2 Stone
The simplest scoring method considers
grid points only. Both players fill as many grid points as they can.
Only single eye points or small shared spaces remain. The final positions
naturally become terminal. To minimize empty grid points it is of great
strategical importance to connect own groups.
Stone rules have no stop or confirmation phases. - Sometimes stone rules
are also called area rules.
3 Area
Basically area rules score the grid points as
Generally the score of a player is the grid points of his colour plus
all empty grid points that are monochromely surrounded by his colour. The
scoring allows moves inside own territory that are free of cost. Thus all
removals can be solved by actual play.
3.1 Simple Area
Simple area rules have no stop or confirmation phases. The game end
consists of two successive passes. The remaining board position is scored
in any case.
3.2 Agreement Area
Agreement area rules include stop and confirmation phases. Confirmation
is done by mutual agreement of the players. Disagreement results in resumption
of the alternation phase and play proceeds as in simple area rules.
4 Territory Rules
Basically territory rules score only empty grid points but add prisoners:
Generally the score of a player is all empty grid points that are monochromely
surrounded by his colour plus all prisoners of the other colour (with each
prisoner being worth one point).
Since stones on the board are not added to the score, removals are not
caused by board plays but left for the confirmation phase.
4.1 Simple Territory
With simple territory rules a confirmation phase is performed as if
it were an alternation phase. Removals in the confirmation phase are free
of cost due to pass stones.
4.2 Agreement Territory
Agreement territory rules include stop and confirmation phases. Confirmation
is done by mutual agreement of the players. Disagreement results in resumption
of the alternation phase or in a void game.
4.3 Life-Death Territory
Life-death territory rules include stop and confirmation phases. Confirmation
is done due to rules. The rules attempt to describe which stones to remove.
Logical definitions are impossible.
Features of Rule Sets
The meanings of the features are: history = evolution, use, predecessors;
philosophy = main conceptual intentions of game end rules; exceptions =
main special rulings; length = text length of game end rules; counting
= advised counting method; shared = counting of empty grid points not monochromely
surrounded; eyes = counting of monochromely surrounded empty grid points
in seki; komi = advised value of even games; handicap = area compensation
points for white if at least two handicap stones; pass = adjustment for
passes; equality = equality of area/territory scoring; logic = possibility
of mathematical proof / rules treat any board position; void = void game
possible; constant = constant game end rule included; procedure = performance
of final game phases
1 Primitive
- HISTORY: presumably invented in the 1970ies by game theorists; several
versions exist
- PHILOSOPHY: simplicity for mathematical models
- EXCEPTIONS: none
- LENGTH: very short
- COUNTING: none
- SHARED: [statement not useful]
- EYES: [statement not useful]
- KOMI: none
- HANDICAP: [statement not useful]
- PASS: none
- EQUALITY: [statement not useful]
- LOGIC: yes
- VOID: no [depending on variant: yes]
- CONSTANT: no
- PROCEDURE: end condition
2 Stone
Ancient
- HISTORY: origin unknown; for several hundred years in use in eastern
Asia; historical and local changes
- PHILOSOPHY: simple scoring, logical/natural termination
- EXCEPTIONS: as soon as fill encore was omitted use of group tax
- LENGTH: [statement not useful]
- COUNTING: unknown
- SHARED: no
- EYES: no
- KOMI: none
- HANDICAP: no
- PASS: no
- EQUALITY: [statement not useful]
- LOGIC: yes [as long as fill encore existed]
- VOID: unknown
- CONSTANT: no
- PROCEDURE: two successive passes
Ikeda Area I
- HISTORY: Ikeda Toshio published his rule sets in "Igo Shincho"
1968-9 - 1969-11
- PHILOSOPHY: simple and logical
- EXCEPTIONS: none
- LENGTH: very short
- COUNTING: no setting
- SHARED: no
- EYES: no
- KOMI: no setting
- HANDICAP: no setting
- PASS: no
- EQUALITY: [statement not useful]
- LOGIC: yes
- VOID: no
- CONSTANT: no
- PROCEDURE: two successive passes
Greedy Ancient
- HISTORY: published 1994 in "Mathematical Go Endgames", written
by Elwyn Berlekamp and David Wolfe
- PHILOSOPHY: mathematical model for terminal decompositions
- EXCEPTIONS: none
- LENGTH: short
- COUNTING: [statement not useful]
- SHARED: no
- EYES: no
- KOMI: [statement not useful]
- HANDICAP: [statement not useful]
- PASS: no
- EQUALITY: [statement not useful]
- LOGIC: yes
- VOID: no
- CONSTANT: no
- PROCEDURE: pass if each board play causes immediate recapture
3.1 Simple Area
Ikeda Area II
- HISTORY: Ikeda Toshio published his rule sets in "Igo Shincho"
1968-9 - 1969-11
- PHILOSOPHY: simple and logical
- EXCEPTIONS: none
- LENGTH: very short
- COUNTING: no setting
- SHARED: no
- EYES: yes
- KOMI: no setting
- HANDICAP: no setting
- PASS: no
- EQUALITY: no
- LOGIC: yes
- VOID: no
- CONSTANT: no
- PROCEDURE: two successive passes
Ikeda Area III
- HISTORY: Ikeda Toshio published his rule sets in "Igo Shincho"
1968-9 - 1969-11
- PHILOSOPHY: simple and logical; equality to Japanese style territory
rules; option of end by agreement
- EXCEPTIONS: none
- LENGTH: very short
- COUNTING: no setting
- SHARED: no
- EYES: yes
- KOMI: no setting
- HANDICAP: no setting
- PASS: 0.5 deducted from black's score and 0.5 added to white's score
- EQUALITY: Ikeda territory I
- LOGIC: yes
- VOID: no
- CONSTANT: no
- PROCEDURE: two successive passes played after the first pass of game
- HISTORY: original version by James Davies 1977 published in "The
Rules and Elements of Go", text revision 1997-1-23 by Robert Jasiek
- PHILOSOPHY: simple and logical rules written for beginners
- EXCEPTIONS: none
- LENGTH: very short
- COUNTING: point by point
- SHARED: no
- EYES: yes
- KOMI: no setting
- HANDICAP: no setting
- PASS: no
- EQUALITY: no
- LOGIC: yes
- VOID: no
- CONSTANT: no setting
- PROCEDURE: two successive passes
- HISTORY: revision 1996-9 of 1995 version of rules by John Tromp and
William Taylor (not affecting game end)
- PHILOSOPHY: simple and logically precise
- EXCEPTIONS: none
- LENGTH: very short
- COUNTING: point by point
- SHARED: no
- EYES: yes
- KOMI: no setting
- HANDICAP: no setting
- PASS: no
- EQUALITY: no
- LOGIC: yes
- VOID: no
- CONSTANT: no setting
- PROCEDURE: two successive passes
- HISTORY: written on 1997-2-20 by Robert Jasiek as a rewording of Tromp-Taylor
rules
- PHILOSOPHY: simple and logical rules written for beginners
- EXCEPTIONS: none
- LENGTH: very short
- COUNTING: point by point
- SHARED: no
- EYES: yes
- KOMI: no setting
- HANDICAP: no setting
- PASS: no
- EQUALITY: no
- LOGIC: yes
- VOID: no
- CONSTANT: no setting
- PROCEDURE: two successive passes
3.2 Agreement Area
Ing 1974
- HISTORY: a draft of a revision of the Taiwanese 1952 rules was finished
in 1974
- PHILOSOPHY: scoring the whole board; no exceptions
- EXCEPTIONS: interpretatively none
- LENGTH: long
- COUNTING: fill-in
- SHARED: equally shared
- EYES: yes
- KOMI: 6
- HANDICAP: depending on ranks
- PASS: no
- EQUALITY: no
- LOGIC: no [undefined big connected empty regions; interpretative revision:
yes]
- VOID: no
- CONSTANT: no
- PROCEDURE: agreement about no more worthwile moves (equivalent to two
successive passes); removal by agreement; repeated possibility of resumption
in case of disagreement; implicit end
- HISTORY: revision of 1975 version
- PHILOSOPHY: simple and logical
- EXCEPTIONS: none
- LENGTH: rather short
- COUNTING: point by point
- SHARED: yes
- EYES: yes
- KOMI: 7
- HANDICAP: no setting
- PASS: no
- EQUALITY: no
- LOGIC: yes
- VOID: no
- CONSTANT: no
- PROCEDURE: agreement about no more worthwile moves (equivalent to two
successive passes); removal by agreement; possible resumption in case of
disagreement; implicit end
Ing 1986
- HISTORY: 1985 a draft revised the 1974 version
- PHILOSOPHY: scoring the whole board; no exceptions
- EXCEPTIONS: forfeit if pass instead of contestable board play
- LENGTH: long
- COUNTING: fill-in (but not incl. shared points)
- SHARED: proportionally shared (for each empty point of each shared
empty connected region according to numbers of surrounding stones)
- EYES: yes
- KOMI: 8
- HANDICAP: depending on ranks
- PASS: no
- EQUALITY: no
- LOGIC: no [undefined "contestable"]
- VOID: yes
- CONSTANT: no
- PROCEDURE: two successive passes give stop; players may remove own
stones; possibly repeatedly in case of disagreement restoration of removals
after stop and resumption of alternation phase; three successive passes
after agreement end the game
- HISTORY: [?]
- PHILOSOPHY: agreement by players
- EXCEPTIONS: precedents
- LENGTH: intermediate
- COUNTING: Chinese
- SHARED: equally shared
- EYES: yes
- KOMI: 2.75 [half-count]
- HANDICAP: no setting
- PASS: no
- EQUALITY: no
- LOGIC: no [contradictions]
- VOID: yes
- CONSTANT: no
- PROCEDURE: agreement about no more worthwile moves (equivalent to two
successive passes); removal by agreement; repeated possibility of resumption
in case of disagreement; implicit end
- HISTORY: 1991 revision the 1986 version
- PHILOSOPHY: scoring the whole board; no exceptions; ko recapture allowed
after pass
- EXCEPTIONS: none
- LENGTH: intermediate
- COUNTING: fill-in
- SHARED: equally shared
- EYES: yes
- KOMI: 8 (generally black wins ties)
- HANDICAP: depending on ranks
- PASS: no
- EQUALITY: no
- LOGIC: no [undefined "neutral point"]
- VOID: yes
- CONSTANT: no
- PROCEDURE: two successive passes give stop; removals by agreement;
next alternation phase following stop; four successive passes end the game
- HISTORY: 1991 the AGA (= American Go Association) adopted a new rule
text with area rules, three pass plays, and super ko
- PHILOSOPHY: simple and logical; equal score with territory scoring
- EXCEPTIONS: none
- LENGTH: intermediate
- COUNTING: no setting
- SHARED: no
- EYES: yes
- KOMI: 5.5
- HANDICAP: 0.5 plus one point for each handicap stone except the first
- PASS: one pass stone for each pass; white moves last
- EQUALITY: yes
- LOGIC: yes
- VOID: no
- CONSTANT: no
- PROCEDURE: two successive passes stop; agreement about removals; in
case of disagreement continuation of play in a second alternation phase;
during the second alternation phase of confirming character removals due
to agreements are possible, else it is followed by two successive passes
ending the game
4.1 Simple Territory
Ikeda Territory I
- HISTORY: Ikeda Toshio published his rule sets in "Igo Shincho"
1968-9 - 1969-11
- PHILOSOPHY: simple and logical; equality to area rules rules; option
of end by agreement
- EXCEPTIONS: none
- LENGTH: intermediate
- COUNTING: no setting
- SHARED: no
- EYES: yes
- KOMI: no setting
- HANDICAP: no setting
- PASS: pass stones after the first two successive passes; no pass stone
for last pass if by player to have moved first after first two successive
passes
- EQUALITY: Ikeda area III
- LOGIC: yes
- VOID: no
- CONSTANT: no
- PROCEDURE: two successive passes introduce confirmation phase played
alternatingly using pass stones; two successive passes end the game
Ikeda Territory II
- HISTORY: Ikeda Toshio published his rule sets in "Igo Shincho"
1968-9 - 1969-11
- PHILOSOPHY: consice rules not scoring seki eyes and one-sided neutral
points
- EXCEPTIONS: seki
- LENGTH: intermediate
- COUNTING: no setting
- SHARED: no
- EYES: no
- KOMI: no setting
- HANDICAP: no setting
- PASS: pass stones after the first two successive passes; no pass stone
for last pass if by player to have first moved after first two successive
passes
- EQUALITY: no
- LOGIC: no [non-immortal not properly defined]
- VOID: no
- CONSTANT: no
- PROCEDURE: two successive passes introduce confirmation phase played
alternatingly using pass stones; two successive passes end the game
4.2 Agreement Territory
- HISTORY: implemented 1991 [?] for the Internet Go Server
- PHILOSOPHY: agreement between players
- EXCEPTIONS: useless third game stopping pass
- LENGTH: rather short
- COUNTING: point by point [automatic performance]
- SHARED: no
- EYES: yes
- KOMI: 5.5
- HANDICAP: [statement not useful]
- PASS: no
- EQUALITY: no
- LOGIC: yes [disagreement means void game]
- VOID: yes
- CONSTANT: yes : currently 425
- PROCEDURE: three successive passes stop; agreement about removals;
in case of disagreement either immediate void game or repeated possibility
of resumption; agreement about end of removals ends the game
4.3 Life-Death Territory
Japanese 1949
- HISTORY: the verbal rules of the classical period were written down
with slight changes after some preceding rule conflicts; also used in other
countries
- PHILOSOPHY: tradition of voidness, Japanese game end and of precedents
- EXCEPTIONS: seki, precedents
- LENGTH: very long
- COUNTING: Japanese
- SHARED: no
- EYES: no
- KOMI: none, 4.5, 5.5 or others
- HANDICAP: [statement not useful]
- PASS: no
- EQUALITY: no
- LOGIC: no
- VOID: yes
- CONSTANT: no
- PROCEDURE: [?, presumably similar to 1989 rules]
- HISTORY: slightly changed and shortened text - edited 1980 as an English
translation - of Japanese 1949 rules
- PHILOSOPHY: tradition of voidness, of Japanese game end, of precedents
and of verbal use of Japanese 1949 rules in member countries of the International
Go Federation
- EXCEPTIONS: seki, precedents
- LENGTH: very long
- COUNTING: Japanese
- SHARED: no
- EYES: no
- KOMI: no setting
- HANDICAP: [statement not useful]
- PASS: no
- EQUALITY: no
- LOGIC: no
- VOID: yes
- CONSTANT: no
- PROCEDURE: neutral points and defensive points inside territory are
to be played before stop; stop by agreement (equal to two successive passes);
removal of dead stones surrounded by living groups; implicit end
- HISTORY: revision of Japanese 1949 rules after decades of criticism;
adopted by Nihon Kiin and Kansai Kiin, used in other countries
- PHILOSOPHY: tradition of voidness and Japanese game end; no special
positions [not achieved]
- EXCEPTIONS: special treatment as to confirmation and of special positions
- LENGTH: intermediate [interpretation requires long amendement]
- COUNTING: Japanese
- SHARED: no
- EYES: no
- KOMI: [5.5]
- HANDICAP: [statement not useful]
- PASS: no
- EQUALITY: no
- LOGIC: no
- VOID: yes
- CONSTANT: no
- PROCEDURE: neutral points and defensive points inside territory can
be partially played before stop or if during confirmation phase in arbitrary
order; two successive passes stop; resumption can be requested with opponent
moving first after restoration; agreement about neutral points and defensive
points inside territory; agreement about end; removals of dead stones due
to rules; Japanese counting
- HISTORY: rules of Sakai Takeshi from 1996 on for a WWW playing area;
Japanese 1989 rules with minor changes
- PHILOSOPHY: Japanese game end; no special positions; inclusion of repetition
aspect for improved logic of game end; voidness is avoided by missing implementation
- EXCEPTIONS: special treatment as to confirmation phase and of special
positions
- LENGTH: long
- COUNTING: no setting
- SHARED: no
- EYES: no
- KOMI: [5.5]
- HANDICAP: [statement not useful]
- PASS: no
- EQUALITY: no
- LOGIC: no [some hope that revision might give logic]
- VOID: yes
- CONSTANT: no
- PROCEDURE: two successive passes stop; game-ending procedure (dame
and defensive-inside-territory filling, ending with two passes, agreement
about living stones and seki) with possible restoration; during game-ending
procedure resumption of alternation phase with normally opponent playing
first possible if disagreement and if no repetition of same position by
repeated resumption requests; after disagreement of game-ending procedure
possible play out to completion for capture of dead stones (opponent of
requestment plays first, two passes end, then all stones except ko stones
alive, proper pass stone compensation); in hypothetical confirmation play
and during play out to completion a ko cannot be captured more than once
on the same point, and a ko stone cannot be recaptured unless previously
and singularly specified in a pass; game end after final agreement