Rengo request that is not necessary but would be fun

I agree it would be fun after the game, in the same spirit with the original post.

I’m against any outside feedback during a game.

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Missing just one turn doesn’t mean much. Let’s say that the two teammates are A and B and that moves 100, 102, 104 and 106 were played by B, A, B, B respectively. The only thing we can infer from this is that A’s mistake at move 102 is bigger than B’s mistake at move 104. It could be 0.2 pt vs 0.1 pt.

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or it could be 20 pt vs 0.1 pt. In the first case B would lose valuable time thinking there has been a potentially huge mistake by their teammate even though there wasn’t one.


Also, it happens sometimes that the AI does not expect an unusually good move due to not having played it out: a player might make a move that is worth positive points, and thus gaining several turns, without any of their teammates having made a mistake at all (or better said, the mistakes had already happened way in the past).

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That variant would undermine the very nature of the game in two ways. First, it would remove the important rengo strategy of playing a sente move (sometimes using up a ko threat) in order to shift a big decision about direction of play to a stronger teammate. Second, it would largely cut the weaker players out of the game, thereby destroying rengo’s unique quality, whereby players need to cope with the bad moves of weaker players.

Edit: Corrected typo

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I will respectfully disagree that these two aspects are the very nature of Rengo, but I agree that I think this variant would not be much fun (for the weaker player) if the rank difference between players is large. But as a casual thing to play with some similarly levelled friends, it is basically a mechanic where players get punished extra for making mistakes. It can put some pressure on the players, and it adds some dynamic of trying to figure out potential big mistakes because you unexpectedly get multiple turns in a row.

I’m not claiming it’s better, it’s just a variant.

Not sure I understand in what the point of disagreement lies. By “the very nature” of rengo, I meant things that are specific to rengo and don’t occur in normal go. The two things I specified occur in rengo and not in normal go. Also, I said the nature was undermined in two ways, but that did not limit the definition of its nature (which I did not give) or the number of other ways in which the nature might be violated. There may well be more to the nature of rengo, but my post did not address that larger question.

I interpreted “the very nature of Rengo” to mean something like “the defining feature / purpose of Rengo”, which would be “undermined” in the sense of making the proposed game purposeless.

My suggestion does indeed undermine that there is the sente strategy (although perhaps you can use some kind of gote strategy and play a bad move to let your team mate take over) and it does undermine that players need to cope with bad moves of weaker players frequently somewhat, since such moves will be rarer (but still occur).

But I do not believe, however, that it undermines the very nature of Rengo in the sense that it does not destroy what I consider to be the defining property of Rengo, namely the aspect that you are not playing the game alone, but with a team mate together.

Not a so interesting variant. Weaker will just be put away ftom the game, in that case i would just leave the stronger play together and give the freedom to watch or not to the weaker.

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A switch to highlight who owns the move(s) seems a good idea, yes, if i get what you suggest I could enjoy it just for the aesthetic already.
Enough to me, after that all is possible (and AI analysis, but not only)

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Well, we could always add a parameter to account for rank difference. Set some factor k; the stronger player’s lost points are multiplied by k before being compared to the weaker player’s lost points.

To determine factor k, we can estimate the average point loss per move at each of the ranks of the players (by analysing a collection of OGS games played by players with the same ranks) and then set k as the ratio between these averages.

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