06-02-2020, 04:53 AM
(This post was last modified: 06-02-2020, 04:54 AM by dale walton.)
As mentioned above, I can't find anything that actually tells me what a territory is as a ludeme. If it is exactly a region of all mutually connected sites after sites occupied by the player have been removed, I could use it.
I worry that territory for go is potentially something different because I see no scripting of, for example, shared territory and scoring in the go .lud - maybe there are special classes for go?
For efficiency the game engine would probably want to update any kind of group allowed in a game every turn, as opposed to recalculating it from scratch, but that needn't keep groups from being broader than only sets of pieces.
So is player territory size just a game state per player being updated each move, or is territory really equivalent to a list of lists of connected sites, that could be recalculated or tracked in various ways by the engine, from which territory size is derived, or is territory something else?
Is a territory a group of NonOwned sites? Is it countable?
For simplicity in scoring, player group counts are going to be much more commonly involved than player territory counts, but there is a specific mathematical reason for counting them in my game, because a player's territory count sets a lower limit on the number of groups that an opponent can reduce his pieces into, and so when the difference between territory count and group count is not negative, the opponent no longer has any chance of doing better. Among other things, it allows the game to end conclusively without filling the board (I have fewer groups than you can get) and gives a fair method of ending or of scoring multi-player games ended by passing.
A two-player work-around would be to allow a player to choose to end the game, and then add enemy pieces to all the empty spaces, and then count both player's groups: the winner being the player with the fewest groups, or the last to play if equal. Ending by mistake would be equivalent to resignation. Missing a win condition might allow the opponent to claim it. And this doesn't work for multi-player.
I worry that territory for go is potentially something different because I see no scripting of, for example, shared territory and scoring in the go .lud - maybe there are special classes for go?
For efficiency the game engine would probably want to update any kind of group allowed in a game every turn, as opposed to recalculating it from scratch, but that needn't keep groups from being broader than only sets of pieces.
So is player territory size just a game state per player being updated each move, or is territory really equivalent to a list of lists of connected sites, that could be recalculated or tracked in various ways by the engine, from which territory size is derived, or is territory something else?
Is a territory a group of NonOwned sites? Is it countable?
For simplicity in scoring, player group counts are going to be much more commonly involved than player territory counts, but there is a specific mathematical reason for counting them in my game, because a player's territory count sets a lower limit on the number of groups that an opponent can reduce his pieces into, and so when the difference between territory count and group count is not negative, the opponent no longer has any chance of doing better. Among other things, it allows the game to end conclusively without filling the board (I have fewer groups than you can get) and gives a fair method of ending or of scoring multi-player games ended by passing.
A two-player work-around would be to allow a player to choose to end the game, and then add enemy pieces to all the empty spaces, and then count both player's groups: the winner being the player with the fewest groups, or the last to play if equal. Ending by mistake would be equivalent to resignation. Missing a win condition might allow the opponent to claim it. And this doesn't work for multi-player.