Territory Scoring / Japanese Rules (Counting)

You may have missed the main problem with area komi 7. I like draws myself, and would be happy to use integer territory komi. But not with area scoring, where if you do NOT follow the rule to set komi as any odd+0.5 value, you will see a lot of one point mistakes masked throughout the game.

The katago openings I linked above show that all W opening moves that lose a point of territory are still considered “perfect play” under area scoring with integer komi, and roughly equal in value to those moves that do not lose that point (because in this particular parity situation, losing a point stays within the same area rounded result).

It is perfectly fine to treat either B+6 or B+7 as tie - but if both are ties (ie. equal value) then you don’t need to play the best moves anymore to get the best results.

You say “don’t need to play the best moves”, I say more openings are viable, and draws aren’t so rare, which I like. It’s a perspective thing. I also don’t want to sacrifice that Area Scoring allows Fair = Perfect komi, and maintaining that while introducing 1-point margins like territory scoring has, is nontrivial. I think it’s possible, but the added complexity and fewer viable openings on 9x9 and reduced number of draws when it’s already hard to get one, is just all negatives in my opinion

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You can look on Jaseik’s for website under the world mind sports rules. Where he elabotes on the extra ko rule. I don’t think he gives any examples, but it might give some insight.

My instinct is that the problem arises because the original button go rules treated “take the button” as an extra move that removed ko bans but was not a pass for the purpose of ending the game. So, probably, you could fix the issue by simply making the end of the game require 3 passes instead.

Jaseik looks into this for a similar set of problems with end game situations under Ikeda I and concludes that ending each phase with 3 passes gives results closer to territory, especially if you replace the superko rule with a ban on repeatedly playing out long cycles (what he calls basic + fixed ko).

He’s told me privately that, to his knowledge, no such analysis of the various positions has been done for any of the button go / parity correction methods.

The issue with this is that it assumes that the “best” early game moves that are recognized under territory scoring are somehow preferred against the “best” end game moves that Chinese scoring distinguishes, for example, by making certain kos worth playing out.

Both systems recognize and ignore some amount of ideal play and I don’t think you can say that is “better” than the other. (There is a sensies page on Chinese rule sharpness with examples IIRC.)

So, for me, the only issue is whether the parity issue actually shifts the game away from being as close to even as possible and whether a parity correction like that is actually strategically meaningful in some way that “roll a die and in x% of cases, white gets gets 6.5 instead of 7.5” isn’t.

In general, with a odd number of intersections on the board, you would roughly expect black to get the last move in general. So it isn’t clear to me that the cases where white manages to get that extra move aren’t actual, meaningful differences in skill which we are using button go to ignore as valid strategic moves under optimal play in favor of our preferred set of moves that we would personally like to distinguish instead.

If a komi of 7 makes the game an even game at the cost of some (small number) of draws. That seems just as acceptable in abstract as these other solutions. And the game being a tied when played optimally is the “correct” result from a mathematical stand-point.

However, it is probably less desirable from a broader perspective in that excessive draws are not ideal. So picking the skill-based moves that we recognize and reward to be a set that also rewards avoiding draws seems desirable all else being equal.

For comparison, what is the win rate in Korea and Japan?

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100% agree. There is no indication that Area Scoring 7.0 komi Go has excessive draws unless one considers any amount of draws to be excessive, though

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Slightly more than a third of games end in draw in the above linked thread. Excessive is of course subjective, but we’re far from the draw-fest of chess, and I suspect humans would struggle to draw as frequently as bots.

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Am I reading that linked thread correctly and seeing that with a komi of 7, white wins 57.5% of the games with a winner?

That does not seem “even”. Is that because of small sample size? Or is that how it turns out over a large number of games?

No, draws count as a half win for both players in that context

Whether or not it’s “even” is of course subjective, but it is Fair and Perfect where “Fair” is defined as the komi which maximizes the probability of a draw for a given ruleset, and “Perfect” is defined as the komi which gives a winrate as close as possible to 50% (draws count ½) for a given ruleset

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This wouldn’t solve the example I linked on senseis. Basically, the button only works correctly when the first pass is directly related to the last play. In some positions a player can afford to make an early pass while play is still in progress, which basically randomizes its relation to the last play, or to whether B plays more stones than W.

No, black is NOT expected to get the last move in general. The board is odd, but territories can be either odd or even, leaving the remaining board odd/even with equal probability. Black gets the last move ONLY when the territory score is even - this is how only even scores are rounded up to odd, without any skill involved. This simply loses 1 bit of accuracy.

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Okay. That explains the math better, but 39/(24+39) is still 62%. Far from the even score in the above linked 19x19 thread.

If that is as close as possible to 50/50. And you can get substantially closer with territory rules, that’s a strong argument in favor of territory.

I was talking about the issue with end game kos. Not about the issues with a parity correction in general.

Regarding the parity correction, as I said, it isn’t clear to me why we should assume that this difference is effectively random in a perfect information game.

But in my mind, I’ve always thought of the intent of these different correction rules as being that all stones ever placed on the board (handicap or played, dead or alive) are tracked, and there is a compensation applied based on the difference between the two players.

This is hard to do IRL, but very practical with a computer. It also solves the long cycle issues that Chinese rules need to handle with a special exception. And seems to avoid the problem with deciding what the last competitive move actually was (see various posts on sensies where the issue with the Taiwan version is discussed).

I’m unaware of any examination of the rules that adopts this method and compares it against the more naive attempts at a parity correction.

Edit: stated this way, the intent and the strategic implications are both clear. Players should control the board efficiently and should not be rewarded for constructing a scenario wherein they can simply expend more resources than the other player in order to win. Thus, to the extent that they did expend more resources, they must “pay” the other player for the privilege. So it only makes sense to do this to the extent that those extra resources more than make up for the cost.

It is a perfect information game. So, in principle, either the territory is supposed to work out odd or it is supposed to work out even. It’s one or the other. There is no actual randomness.

One way or the other is, at least mathematically, the outcome of optimal play. If you start putting in an adjustment for this, you can’t act like which way the territory breaks out is random.

You are ignoring some distinction between one set of optimal plays in favor of recognizing another, perhaps more interesting distinction.

I thought I was clear about this.

6.5 komi territory has essentially the same winrate as 7.0 area. So no, you don’t get more even with territory. You do make Perfect Komi ≠ Fair Komi, though, which is undesirable in my view

Wait, I thought 6.0 komi territory was better than 6.5, do the draws do more harm than good under territory?

Is that 3% of scored games? I wonder if there’s more games that could’ve ended with 0.5 different but were resigned?

Is it also the case that if W+0.5 is a win, then the next score is actually B+1.5? Should two results like that be combined together, and treated the same. As in you do see W+1/4 and B+3/4.

1/4 and 3/4

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6.0 is fair komi, 6.5 is perfect komi, under territory scoring. Perfect komi is 0.5 less under territory because under area, there’s a 50% chance for Black to get one more point, so the value is of a 1 point gote move, which is 0.5 miai, so perfect komi increases by 0.5 points to compensate

If you talk about perfect play, then oc there is only one possible score which is negated by perfect komi to guarantee a minimax tie.

The rounding and accuracy questions only affect real and imperfect players, where the entire distribution is in play and the score is used to measure the players’ performance (extent of imperfectness) as accurately as possible.

In what sense does “accuracy” mean something if not in reference to “theoretically perfect play”?

Especially since the way to end up with the “wrong” territory parity is to have an asymmetric seki or similar. It’s hard for me to see how this is not a matter of skill.

The “granularity” of territory only works because it ignores some things in order to create the granularity.

And that’s fine. It’s perfectly reasonable to think that those things matter more than the things area is considering. And I think I did a good job giving an intuitive explanation for why a parity correction made sense: we want to compare what the players got with equal resources.

3% of all games. Yes, there certain were games that can end with 0.5 different but resigned, especially those very closed games and only one point small yose left and played hundreds of times in byoyomi, and one side just decided to resign instead of finishing them (the time is late, and they want to go home and had dinner)

As for scoring in area scoring rules, it is certainly possible to have B+0.5, it is just rare. It has to do with seki, such as seki with one eye for both sides and just one shared liberty, that final liberty will get split between black and white. And if it just happened to be 184 and 176 before that liberty share, we would end up with 184.5 - 176.5 = 8 points different. And there are pro games ended with B+1/4.

As for black with B+1.5, yes, they would also be considered close games, however, if we want to compare the difference to lower komi, it is these W+0.5 games that would become B+1.5 and flip the result. Those B+1.5 games would become B+3.5. (also those rare cases of W+1.5 with seki, which is not zero, will become B+0.5)

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Yes there are for Japanese rules
http://mamumamu0413.web.fc2.com/statistics/handicap/data.html
Pretty close to 50/50 slightly favoring black for 6.5, nearly 53% for 5.5, and close to 56% for 4.5 (although white got better and better and closing on the winrate gap near the end).

I remember there are statistics from KBA (and more recent ones somewhere in their websites), but I couldn’t find them at the moment (searching for winrate, you will get flooded by Shin Jinseo’s breaking winrate news, and Korean League statistic)

Edit: I found older news on Cyberoro and in Table 2 it said the Korean game statistic from 2013 to 2015 the average is 50.1% for black. So it is pretty close to what the Japanese rules statistic, just slightly favors black, but likely within error margin
https://www.cyberoro.com/news/news_view.oro?num=521281

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This honestly strikes me as an argument in favor of territory scoring.

If you want to minimize draws by making the difference between optimal play and sub-optimal play as sharp as possible, then this difference seems to be what you would want. It would seem to indicate that the situations where territory makes distinctions that area does not “matter” more than the situations where area makes distinctions that territory ignores.

I wonder if area with a parity correction achieves a similar outcome.

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I feel you are still somehow on the wrong track wrt how parities work. Parity issues (which are common) don’t need an odd seki (which is rare).

The stone parity (B’s extra stone) depends on the territory parity (reason in blockquote below the table). If in the game B achieves a B+6 (territory) position, he will get to play an extra stone for B+7 area. If he plays better, and makes +1 point of territory (surrounding a slightly larger region), he won’t get the extra stone and stay on B+7.

This equals to binary OR-ing 0x01 into the score. This is always a harmful thing (loss of information) as far as accuracy goes, even if the practical results can be both turning 1 point mistakes into 0 point or 2 points - both are less accurate measure of performance. This masking is what the button prevents, while still counting area.

There is no similar thing in the opposite relation. A last ko has a different value in territory and in area (since in area you also score a point for the stone filling it), and such difference can affect the optimal plays, but that is just a difference without either one being more accurate than the other.

I understand what you are saying but I seem to be doing a bad job of explaining my point.

Being more precise assumes that there is something worthwhile to measure with that extra precision. Otherwise, it is just injecting noise into the score.

I don’t see why we should assume territory is the primary unit and area isn’t. I’m asking why that assumption is justified.

Taking the highlighted row of that table, I don’t understand why, in abstract, we should distinguish between black surrounding 6 points of territory and getting one extra space to play a stone as opposed to black surrounding 7 points of territory and thus not having room for the extra stone.

He got 7 area in both cases. We can split that area up in a other ways that also create parity differences. For example we could have area on the 4th line and below vs area in the center, there will again be two different parity cases for that split that lead to the same total area.

By saying that territory is more precise because it distinguishes these cases, you are assuming that there is something important that should be distinguished.

I want a non-circular explanation of what that something is.

If we think of goal as creating space for your own stones by establishing area where the opponent cannot play, then a “complete” playout would fill the board with stones and single eye spaces. That gives an area score.

So, in some sense, territory is “unnatural”. That doesn’t mean it is wrong, just that it requires some justification to explain why we think this distinction is an important matter of skill.

Yes, there are cases where things we think of as “mistakes” are penalized by Japanese rules and not by Chinese ones. But there are also cases where Chinese rules punish a mistake that Japanese rules do not.

Is there a reason to give priority to one set of situations over the other? (Though, perhaps area scoring with a parity correction captures a good mix of both. I haven’t thought carefully about it.)

The most intuitive argument seems to be that we want “equal resources” and so we compensate the player who used fewer stones by the difference in the number of stones each player used.

But it assumes that there is no real skill involved in a player winning that extra stone, but there is in winning the extra territory. It also seems to assume that the sequences that lead to these outcomes are somehow meaningfully different and shouldn’t be miai.

You could argue that, since it’s a perfect information game, even though we don’t know which way is which, we do want to be able to tell the difference. But then you have to give up the ability to tell the difference in other cases. And it goes back to “why this difference and not those?”

Perhaps, even if the two situations should be miai in theory, arbitrarily perfering one over the other makes it easier to evaluate a position and find good plays. So in practice, with human players you get a more entertaining game.

If that’s the case, I would think that would translate into an AI using territory having less uncertainty (more precision) with positional evaluation. And a steeper gradient for the losses in value caused by suboptimal moves.

That said, in abstract, you can also say that this is undesirable because reducing the number of viable plays limits creative strategic opportunities.

So, it’s not a matter of just asserting that territory is more precise. It’s asking why we care about that precision and what it is we are actually measuring to justify the extra complexity.

The best argument I’ve seen in this thread is the pragmatic argument that at a high level, under territory rules, a komi set to give each player equal winning chances will also have fewer draws. That’s pragmatic and a matter of taste, but I think it fits with the general ethos and history of the game to want to avoid ties.