PlatinumDragon
My new prediction is 4 yottahertz processor can brute force a game board of GO.
I a new member as of April 2, 2009. I have studied GO ratios and found a ratio that defines the lines of territory. This line divide the boards as so:
- When you count this line and everything outward, you will cover over half the board.
- When you count this line and everything inward, you will also cover over half the board.
This is what I call territory line. It is different then the standard territory lines that other players are used to. The influence line is define as territory line + 1.
My moves are too inconsistent to be rated a rank.
Random
- 1 stone = 6 moku (territory) (miai counting)
- 1 stone = 8 moku (area) (miai counting)
- For some odd reason, Chinese scoring has 1st stone = 7 moku. (miai counting)
- Territory handicap is 6 moku increments (miai counting)
- Area handicap is 7 moku increments (miai counting)
- minimum performance 10d = minimum performance 10p
- In the original ranking system, there is only 9 kyu to 9 dan, and nothing outside this range.
- 10 was a special single character number with a connotation of complete (because it is the largest single character number), so it cannot be use.
- Each rank originally was 1/2 stone difference in strength.
- The change to 1/3 stone was later with the separation of professional and amateur.
- Amateur ranks changes to 1 stone per rank.
- Modern time shows that it is more like 1/4 stone per rank amoung the professionals.
ELO rating
- 1/3 stone = 108 difference because of 65% performance to promote in the old promotion system.
- 1 stone = 324 ELO difference.
My Ideas
- Compensation for Last Stone
- /Boards that have tengen as best starting move
- Rating System with 1 moku difference as rank difference.
- The one I listed later on is based of 1/2 moku difference.
- Does not relate to stone difference, but moku difference.
- Consistent rank difference because the stone value changes.
- Has absolute measure of skills.
Games
Games Played:.
- MoGo (White)
- Hardware: Core Duo T2050 2x 1.6GHz, 2GB RAM, Windows Vista Ultimate
- Time limits: 0 seconds per move (I did set it this way.)
- Results:
- Igowin
- Hardware: Core Duo T2050 2x 1.6GHz, 2GB RAM, Windows Vista Ultimate
- Best: I give Igowin 3 stone, Push to playing against 4 stone, but lost.
- Average: I give Igowin 2 stone.
- Common: Igowin give me 2 stone.
Games Operated:.
- MoGo vs Igowin
My Handicap Arrangement
I don't really need the one on tengen. The ones on 2-2 points are because MoGo create living groups at the corners, so I added them. I cannot defend against the 2-1 move which leads to a live territory at the side or corner.
24 Stones in the 4th line for influence, 8 stones in the 8th line for central territory in addition to influence. An influence that covers the whole board will not let territory form.
Wouldn't a 3-3 invasion be successful in living? ~srn347
The 3-3 invasion fails with the addition of the 2-2 points. That's because MoGo is not strong enough to successfully do a 3-3 invasion under my arrangement of stones. My stone arrangement takes away all strategy from the game.
This handicap arrangement is a project I use to see the effective stones require to prevent white from forming any live stones. It shows that this 37 stones is about close to the goal.
What Happens When We Combine Area and Territory Scoring
Scoring: Just the sum of both scoring system
- Territory outside seki = 2 points
- Territory inside seki = 1 point
- Live Stone = 1 point
- Prisoner = 1 point
- Shared seki = 0 point
- Komi = 13.5 points
Dame = 1 point because you gain 1 live stone. Play in your territory is -1 point.
Since we added the scores of two scoring system, the difference of score is double, so komi needs also be the sum of both system. Komi = 6 + 7 = 13 in this combine scoring.
PlatinumDragon's Rule
Just made up on April 6, 2009.
Scoring
- Territory outside seki = 2 points
- Territory inside seki = 1 point
- Live Stone = 1 point
- Prisoner = 1 point
- Shared seki = 0 point
- (Jigo) Komi = 14 points
- Handicap = 1 point increments, not using stones.
- Scoring Reform:
- Komi is removed, and replaced with:
- Black's raw score must exceed White by at least 29 to win.
- White's raw score much exceed Black by at least 1 to win.
- There is a 30 point range for draw, or 1 stone in strength.
- You have to clearly perform at least 1 stone in miai value or 1/2 stone in deiri value stronger to be consider a win.
- To clarify, you have to perform 1/2 stone stronger (28.3% chance of win for either player, 43.4% draw)
- The deiri value is use to measure the ranks.
- To clarify, you have to perform 1/2 stone stronger (28.3% chance of win for either player, 43.4% draw)
- Even if the game is a draw, it still shows the difference in strength in 1 point (1/2 moku) increments.
- You have to clearly perform at least 1 stone in miai value or 1/2 stone in deiri value stronger to be consider a win.
- Handicap adjust the range of draws for 50/50 chance.
- Komi is removed, and replaced with:
Rules:
- Situational Superko
- Rotational Situational Superko
- Reflectional Situational Superko
- Suicide Legal
- Single Stone Suicide = Only method of Passing
- "Passing" does not violate situational superko, nor does it lifr the bans.
- Two (or three) consecutive passes reach Game Pause, white must past last.
- players may count scores
- or solve dispute by continue playing.
- Game ends when there are no more legal moves except passing (with White taking last move).
Advantage
- Higher degree of ranking
- Handicap precision down to 1/15 (miai) or 1/30 (deiri) of a stone.
Disadvantage
- Longer scoring period.
Because of the situational superko rules, "stones in atari" may be live stones and cannot be capture.
Coordinate system?
- Top is North. (White sits on this side) (In Black's Perspective)
- Bottom is South. (Black sits on this side) (In Black's Perspective)
- Left is West. (In Black's Perspective)
- Right is East. (In Black's Perspective)
- Lines are numbers with direction and number.
- The numbers are from 1 to X/2-1 where X is the board length.
- The last number (X/2) is not lable with a direction because it is between both North and South, or East and West.
- N4E4 is the first starpoint (hoshi).
- S4W4 is the second starpoint (hoshi).
- 1010 is tengen.
- Advantage
- All coordinate has exactly 4 characters on 19x19 or smaller.
- You only need to remember 1 to 10.
- To say a general point, you can drop the direction symbol, and add a dash
- 4-4 point for corner hoshi.
- simple conversion isn't it?
- Disadvantage
- You have to remember the direction if your not on the axis.
- Note: I only count odd square boards.