2004-09-24 newest
contents, 2006-03-23 last update, 2004-06-25
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JAPANESE 2003 rules - COMMENTARY
- INFORMAL
NEW AMATEUR-JAPANESE rules - COMMENTARY
Japanese
2003 Rules
Version
35a
Axioms
There are
Black
and White.
There are
stones.
There are
lines.
Definitions
1
A player
is one of Black and White.
A black-stone
/ white-stone is a stone of Black / White.
The grid
consists of 19 horizontal and 19 vertical lines.
An intersection
is a place of the grid where a horizontal line meets a vertical line.
Two intersections
are adjacent if there is a line but no third intersection between
them.
A position
is the distribution of black-stones and white-stones on the grid's specific
intersections.
A black-string
/ white-string is an intersection with a black-stone / white-stone
on and, recursively, any adjacent intersection with a black-stone / white-stone
on.
A string
is either a black-string or a white-string.
A liberty
of a string is an empty intersection adjacent to at least one of the string's
intersections.
Move
A play
-
puts one stone
of a player on an empty intersection,
-
{capture}
then
removes the stone(s) of any opposing string(s) without liberty, and
-
{no suicide}
thereby
creates a position in that each string has a liberty.
A pass
is announced as "pass".
A move
is either a play or a pass.
Alternating-sequence
The
alternating-sequence is a sequence of moves that
-
starts by
Black from the empty grid,
-
lets the players
alternate moves,
-
ends with
the pass that succeeds a pass,
-
{basic-ko}
does not include a play that recreates the position just before the last
opposing move,
-
{long-cycle-tie
/ long-cycle-win} exceptionally and immediately after a play lets the
game end with the result tie / win of Black / win of White if the position
just after the play is the same as a position just before an earlier move
and if the number of white-stones minus the number of black-stones that
have been removed during plays since the first occurrence of that position
is equal to / greater than / smaller than zero, and
-
{direct-ko}
does not include a pass that succeeds a pass if then a final-string were
capturable-3.
Definitions
2
The final-position
is the position just after the alternating-sequence's ending pass.
A final-string
is a string in the final-position.
A ko
consists of two adjacent intersections so that a play on one of them succeeded
by a play on the other one would recreate the position.
A ko-stone
is a string on one intersection of a ko.
A ko-capture
is a play that is in a ko and removes exactly one stone.
A ko-pass
by a player is announced as "ko-pass" if a ko-capture by the player in
some ko is currently available but prohibited.
A hypothetical-move
is either a play, a ko-pass, or a pass.
Hypothetical-sequence
and Hypothetical-strategy
For a given
player, a hypothetical-sequence is an imagined sequence of hypothetical-moves
that
-
starts from
the final-position with the given player,
-
lets the players
alternate hypothetical-moves,
-
either has
a finite number of hypothetical-moves and ends with the pass succeeding
a pass or has an infinite number of hypothetical-moves and does not have
a pass succeeding a pass, and
-
{hypothetical-ko:}
between a player's ko-capture on one intersection of a ko and the next
ko-pass by him or his opponent does not include an opponent's ko-capture
on the other intersection.
A left-part
of a hypothetical-sequence is either the whole hypothetical-sequence or
a part that consists of one or more than one successive hypothetical-moves
of it and starts with its first hypothetical-move.
A player's
hypothetical-strategy
is a set of one or more than one left-parts of hypothetical-sequences so
that
-
each left-part
starts with a hypothetical-move of his,
-
each left-part
ends with a hypothetical-move of his,
-
there are
not two left-parts so that they without their last hypothetical-move are
equal, and
-
the above
is not true for the set together with any left-part not in the set.
A hypothetical-sequence
is compatible with a hypothetical-strategy of a player if each left-part
that is of the hypothetical-sequence and ends with a hypothetical-move
of the player is in the hypothetical-strategy.
A player
can force something if there is at least one hypothetical-strategy
of his so that each compatible hypothetical-sequence fulfils that something.
Life
and Death
A player's
final-string is uncapturable if the opponent cannot force capture
of its stones.
A permanent-stone
is a stone that is played during a hypothetical-sequence and then not removed
during the rest of the hypothetical-sequence.
For a final-string,
local-1
is all the string's intersections.
A player's
final-string is capturable-1 if
-
it is not
uncapturable and
-
the opponent
cannot - with the same hypothetical-strategy - force both capture of the
string's stones and no local-1 permanent-stone of the player.
For a player's
final-string, local-2 is local-1 and, recursively, any adjacent
intersection without a stone of a string that is of the player and either
uncapturable or capturable-1.
A player's
final-string is capturable-2 if
-
it is neither
uncapturable nor capturable-1 and
-
the opponent
cannot - with the same hypothetical-strategy - force both capture of the
string's stones and no local-2 permanent-stone of the player.
For a final-string,
local-3
is local-1 and, recursively, any adjacent intersection without a stone
of a string that is either uncapturable or capturable-1.
A final-string
is capturable-3 if
-
it is a capturable-2
ko-stone and
-
its local-2
and local-3 are unequal.
A final-string
is alive if it is either
-
uncapturable,
-
capturable-1,
or
-
capturable-2.
A final-string
is dead unless it is alive.
Hypothetical-analysis
The
hypothetical-analysis assigns either alive or dead to each final-string.
Definitions
3
In the
final-position, a black-eye-string / white-eye-string is
an intersection that is empty and, recursively, any adjacent intersection
that is empty or occupied by a stone of a dead white-string / black-string.
In the
final-position, an intersection of a black-eye-string / white-eye-string
is a black-eye-point / white-eye-point if the black-eye-string
/ white-eye-string is adjacent and only adjacent to intersections with
stones of one or more than one alive black-strings / white-strings.
In the
final-position, an eye-point is either a black-eye-point or a white-eye-point.
In the
final-position, a dame is an empty intersection that is not an eye-point.
In the
final-position, a black-region / white-region is an intersection
with a stone of an alive black-string / white-string and, recursively,
any adjacent intersection that has a stone of an alive black-string / white-string
or is a black-eye-point / white-eye-point.
In the
final-position, a black-region / white-region is in-seki if at least
one of its intersections is adjacent to a dame.
In the
final-position, an intersection is black-territory / white-territory
if
it is a black-eye-point / white-eye-point that is not part of an in-seki
black-region / white-region.
The prisoner-difference
is the number of white-stones minus the number of black-stones that are
removed during the alternating-sequence.
In the
final-position, the score is
-
the number
of empty intersections that are black-territory
-
plus twice
the number of not empty intersections that are black-territory
-
minus the
number of empty intersections that are white-territory
-
minus twice
the number of not empty intersections that are white-territory
-
plus the prisoner-difference.
Result
The result
is
-
a tie / win
of Black / win of White if the alternating-sequence ends and the score
is equal to / greater than / smaller than zero or
-
given due
to the rules about long-cycle-tie / long-cycle-win.
Game
The game
consists of the following in the given order:
-
1. the alternating-sequence
-
2. the hypothetical-analysis
-
3. the result
Copyright
-
The rules text is under copyright according to international and national
law. The author Robert Jasiek is the copyright owner.
-
The purpose of maintaining the copyright is maintenance of the rules' contents,
terminology, and wording.
-
The author is grateful for suggestions of improvement whereever practical
application of the rules should behave unexpectedly.
-
The rules may be copied freely if the following applies:
-
The entire text is published.
-
The contents is the same.
-
The text formatting serves the same purposes.
-
The author of the rules is stated.
-
This copyright notice is stated.
-
The publisher is stated.
-
The publication is not used commercially, unless the author has agreed
to a commercial publication.
-
The author is informed about the publication.
-
The rules may be used by Go federations, Go associations, or in Go tournaments
without announcing the name of the author or without this copyright notice.
However, for copyright purposes such usage of the rules has to be understood
as if both were included.
-
The rules may be translated if the following applies:
-
The entire text is translated.
-
The contents is the same.
-
Any term is translated as a term.
-
No word that is not a term is translated so that it creates confusion with
some term.
-
The translation is precise.
-
The translation's grammar does not change the contents.
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The text formatting serves the same purposes.
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The author of the rules is stated.
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This copyright notice is stated.
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The translator is stated.
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The translation is not used commercially.
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The author is informed about the translation.
-
As usual with copyright law, the rules may be cited like, say, a scientific
text and other authors may create their own creative work. I.e. if other
authors want to write their own, significantly different rules texts, then
of course they can do so if they also do not abuse the author's name. Another
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