Very interesting, but I feel like I'm too dumb to 'get it'. It's not intuitive at all what makes a move good or bad. I lost 5 games against the easy bot, by a lot. I'm OK at othello/reversi and that mentality did not help me at all, probably worked against me. Maybe a section in the tutorial showcasing some good vs bad moves would help.
Show HN: Voronoi Go
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Re: Show HN: Voronoi Go
#22Re: Show HN: Voronoi Go
#23Re: Show HN: Voronoi Go
#24I only played a little, but it is clear that this game strongly prefers tight extending connections. In go terms “territory.” I am not clear if ‘influence’ is as useful a concept here; it seems very strong to make tight connections.
One of the many things that make go great is that a range of moves in relation to other stones provide a set of trade offs - more certain connection but less total influence / future territory ‘claimed’ - I’m not clear your variant has this. If so, it would be really useful to explore these move sets and give the player some basic tutorials about them. If it doesn’t, then I humbly suggest you change the rules so that it does. Perhaps tight groups can extend their ‘non placement’ range a little more, or extend their distance at which they connect up to a lone stone?
Last note, any beginner go tutorial explains that it costs more stones to live in the middle than it does the side, and that costs more than the corner. I’d be super interested to see some minimal living group definitions in the tutorial.
Again, thanks! this is really cool.
Re: Show HN: Voronoi Go
#25Re: Show HN: Voronoi Go
#26The only alternative version of Go I’ve played before was magnetic Go, where all the rules are the same except that, along the axis lines where you place a piece, like colours attract and opposite colours repel.
On Voronoi, I did feel like the continuous space made it really hard to judge whether there was enough room, whether the opponent could get in, etc. Maybe it would work better if it were discretized a bit? Or maybe I just need to play it more.
Re: Show HN: Voronoi Go
#27Played a few games against the bot on the small board, enjoyed it. Game mechanics are trippy but easy to get used to, and are very natural for for a computerized Go variant. "Vertex length" is a new factor to consider when making every move. "Group view" is interesting, in Go you have to mentally keep track of your "chains" but having them laid out and numbered feels like cheating. A lot of tactics like two point or…
For the naming, I would think the game needs a bigger following before I can drop the "Go" or otherwise shorten the name. Not sure the SEO situation would be very good with just "Voronoi" right now :)
Re: Show HN: Voronoi Go
#28This was neat, well done! The only alternative version of Go I’ve played before was magnetic Go, where all the rules are the same except that, along the axis lines where you place a piece, like colours attract and opposite colours repel. On Voronoi, I did feel like the continuous space made it really hard to judge whether there was enough room, whether the opponent could get in, etc. Maybe it would work better if it…
Hope that helps!
Re: Show HN: Voronoi Go
#29Long time go player here - this is really cool! I only played a little, but it is clear that this game strongly prefers tight extending connections. In go terms “territory.” I am not clear if ‘influence’ is as useful a concept here; it seems very strong to make tight connections. One of the many things that make go great is that a range of moves in relation to other stones provide a set of trade offs - more certain c…
The bigger board sizes definitely feel different to me, but I haven't played enough games yet to really know for sure. I'm interested in watching the meta develop. Maybe it will turn out that there really is a dominant strategy and the game is not as deep as Go, but I don't think I've seen enough to start thinking that yet.
The discord is pretty active and people discuss strategy a lot if you're interested. Regardless, thanks for playing! https://discord.gg/4ren7UAFeb
Re: Show HN: Voronoi Go
#30Very interesting, but I feel like I'm too dumb to 'get it'. It's not intuitive at all what makes a move good or bad. I lost 5 games against the easy bot, by a lot. I'm OK at othello/reversi and that mentality did not help me at all, probably worked against me. Maybe a section in the tutorial showcasing some good vs bad moves would help.
I'd say general overall strategy is to try to create "bubbles". You want to surround areas with your stones rather than filling them in.
On the small board, it's pretty hard to go wrong with just making a line of solidly connected stones (make sure the colored line shows up between them) between two edges of the board. This might not let you win against the bot, but will at least help you claim territory. Then once you have figured out how to do that, you can start to think about making moves that block the bot from surrounding area, or reduce the amount of area available to it, etc.
One of the guys on the discord is a strong traditional Go player and was playing a lot of teaching games with people yesterday. If you're interested in learning you could ping on the discord and I'm sure he or someone else would be down to help you out: https://discord.gg/4ren7UAFeb