2007-02-26 last update, 2006-04-28 first day, Robert Jasiek


INDEX | GO | RULES |

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

Step 2 - Skipping the Obvious and Tiny Advantages

Step 3 - Combining Related Advantages

Table of Important Advantages

Conclusions