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My name is Gary Barnes. I am the director of one of one of the sections of a large real-time Pente tournament at Dweebo's Stone Games at www.pente.org. Dmitri King and I are both top Pente players and were instrumental in forwarding the correct rules for Pente and Keryo Pente to Filip (Fencer) so that he could get those games set up on his great site. When we did this, it took him less than a week to have the games on the site, which impressed us.
I'd like to make a few comments about the advantage enjoyed by one side in several board games as it relates to the need for everyone to play everyone else in one game of each color in tournaments here at Brainking.
In Pente, even with the correct and current opening restriction on white (player 1), white still has a moderate advantage amongst intermediate-level players. This advantage is increased as the skill of the players increase. It is increased even further in turn-based play, because players can study the positions for long periods of time, if they wish. In E-mail World Pente championships, it is not uncommon for player 1 to win 75-80% of games. Fortunately, we have the opening restriction or player 1 would probably win 98+% of games in top-level turn-based competition. This brings up the game of 5-in-a-line on BrainKing here.
A top Gomoku (5-in-a-line here) player by the name of Istvan Virag along with one other person successfully solved the game of Gomoku as a forced win in 24 moves by white (player 1) on the recognized standard of a 15x15 board. That is because there is no opening restriction for white like there is in Pente.
What this means is that if black plays PERFECTLY, then he can last no more than 24 moves if white plays perfectly and will always lose. While perfect play is unlikely in any game, the fact that a win by force can be accomplished in only 24 moves indicates the overwhelming advantage enjoyed by White in Gomoku (5-in-a-line), even amongst intermediate-level players. This advantage would be even greater on the larger 20x20 board that has been used frequently here at Brainking.
Because of these things and the fact that in many games, one side owns either a small or substantial advantage to start the game, I have just recently sent off an E-mail to Filip suggesting that players play 2-games, one of each color, against all opponents in tournaments.
With that said, I think that the Sonneborn-Berger method for breaking ties is EXCELLENT, but ONLY if everyone gets to play one game of each color against all of their opponents. Otherwise, I would agree that it makes things MORE unfair for a strong player who happens to unluckily get the disadvantageous side against another strong player.
Hi Gary. I'm curious about the advantage or disadvantage of going first in Keryo Pente. This game seems a lot more fair than regular Pente. I think it might have something to do with the way the dudes are captured. As you've said you're a top Pente player, I am wondering how the wins and losses break down amongst the real good players depending on who starts first in Keryo Pente.
I agree with the playing of two games, one of each color being a better method than arbitrarily asigning sides. What is the "Sonneborn-Berger method"? Why break ties when you can just play a tie breaker game or two more? Or have both players advance as they do on It's Your Turn?
Walter, the advantage of moving first is significant in keryo pente, in my opinion. The opening restrictions help level the field, but not by much. At Dweebo's stone games I am undefeated as player 1 (14-0) and I am 12-4 as player 2. I find it difficult to win as player 2, and I was never in danger of losing as player 1.
12-4 and you say you find it difficult to win? Hmm, I'm confused. If you're a member of It's Your Turn Dmitri King, I'll play you some games. You can go first in them if you'd like and we'll put your theory to test. :) If you win them all, I'll see your point, but even if I take a few of them I'll ask you some questions about how it goes while we play.
I want to answer some of your questions from a prior post.
>> I'm curious about the advantage or disadvantage of going first in Keryo Pente. This game seems a lot more fair than regular Pente. I think it might have something to do with the way the dudes are captured. <
See my last post on that. Without the opening restriction, it's more fair than Pente because the defending player has more defensive choices. But the difference in the advantage is VERY little once you study both games in depth.
You can think of it from a mathematical perspective. If one player has more stones on the board to start any game where he must get X n a row of them to win, then by proof he has to have an advantage almost regardless of the rules with one MAJOR exception. That is UNLESS he is forced to spread them apart more than his opponent! The captures do little to reduce this advantage, because if you are always the one placing that extra stone on the board at all times, you have a greater chance of being able to capture 2 (or 3) of your opponents stones before he does yours.
>> I am wondering how the wins and losses break down amongst the real good players depending on who starts first in Keryo Pente. <
Keryo Pente is not a mainstream game yet. Few top players have studied it so there is little imperical data on it, but let me relate the advantage enjoyed by player 1 in Pente even WITH the opening restriction to you. As you read this, keep in mind that the advantage for player 1 is only SLIGHTLY reduced in Keryo Pente vs. Pente. Here's some recent stats on Pente:
The 2001-02 World E-mail Pente championship just completed. This was played WITH the opening restriction. The top 4 finishers in the 8-player championship were myself, Istvan Virag, Alexander Nosovsky, and Scott Justice. Everyone played the other 7 players one game of each color so 14 games total. Amongst those top 4 finishers, player 1 won 11 out of 12 games! That's ELEVEN of TWELVE, 91.7%!! This is WITH the opening restriction!! If you included the 7 players who completed their matches, the percentage was over 75%!
Keeping all of that in mind and that the advantage for player 1 is only slightly reduced for player 1 in Keryo Pente vs. Pente regardless of whether it's with or without the opening restriction, it's not even worth considering playing Keryo without the opening restriction if the players have done any significant studying of the game.
Based on this, there are some new rules in Pente that will eventually be coming through to further reduce the advantage enjoyed by player 1 even with the current opening restriction. (Don't worry, it won't replace the game with the current opening restriction. It would be a Pente variant.)
>> What is the "Sonneborn-Berger method"? Why break ties when you can just play a tie breaker game or two more? Or have both players advance as they do on It's Your Turn?
I want to dispell the notion that what they do at IYT is normal. MUCH of it is just plain wrong! That includes constantly ignoring player's requests for improvements, having the incorrect board size and rules for Pente and Keryo Pente to start with, and not having ratings so that they can have sectional tournaments. I also think that not attempting to break a tie is not very smart because the tourneys last MUCH longer than they need to.
The Sonneborn-Berger method simply adds up the total # of wins of all of your opponents that you defeated in the tourney. If you defeated someone twice, you multiply his wins by 2 for totalling up your opponent's wins. It's as simple as that. Excellent method for tiebreak. Its theory is that you get more credit for beating stronger players than you do lesser players that you might not be playing as hard against.
This method does not break all ties, just some of them. But some is better than none and it can do a lot to reduce the amount of time it takes to complete a tourney.
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