http://en.wikipedia.org/wiki/Go_(game)
http://en.wikipedia.org/wiki/Go_and_mathematics
http://en.wikipedia.org/wiki/Computer_Go
losethos mentioned this too, although he is hellbanned. His point was that Go's advantage is it engages the image-recognition abilities of our brains.
Sorry Japan, but Japanese Go rules are a mess and need to be retired.
Simplified rule sets are fine (as is playing on a 9x9 board), but they don't represent Go as it's generally played.
AGA rules actually have a neat hack which makes it so using either area or territory scoring gives you the same result (by making you give an opponent a stone as a capture every time you pass).
The reason Japanese counting is so complex is that there are situations where it would hurt you to play it out in order to determine life or death, as you would need to fill in your own territory, so they've developed a whole bunch of special cases to determine life or death for disputed groups without playing it out. Area scoring eliminates this problem, as does the AGA rule of giving your opponent an extra capture every time you pass.
Really, if people are having trouble with scoring, just teach them area scoring and tell them to play it out until they can score the game unambiguously.
Japanese rules have a variety of special cases to deal with this problem, but most beginners don't know them, and many beginners may not know exactly when to stop (as they are unsure if a group is safe or not), and so may wind up reducing their score in the endgame just because they are trying to make sure a group is safe.
Under area scoring rules (Chinese, Tromp-Taylor, AGA, New Zealand, Ing, etc), you count the sum of your territory and your stones on the board, avoiding this problem. AGA has a hack that makes both scoring methods work the same; whenever you pass, you give your opponent an extra prisoner.
Here's an overview of the different rulesets: http://www.britgo.org/rules/compare.html
Simple ko is a bad idea. Positional superko is much better.
Seki complicates things needlessly.
Relying on historical rulings, rather than defining unambiguous rules, is a bad idea.
Everyone should be taught Go with Chinese or Tromp-Taylor scoring.
(Note that all these rulesets give basically the same results for almost all games; it's just some edge cases that end up differing.)
We aren't there yet, but Go is starting to give way to Monte-Carlo Tree Search approaches; I don't believe that Arimaa playing computers are at the same level yet.
However, Go is certainly 'cleaner' and was not artificially constructed to intentionally be difficult for computers.
You can play against (a stupid) bot. Just click once on the golden piece to select it, and then where to move.
I've also developed Arimaa game viewer, where you can analyse your game. The code is a mess but it might be useful for some. http://personal.inet.fi/koti/egaga/arimaa-viewer/arimaa.html
I had more ambitious goal but was distracted by other things. You can read more about it here: http://arimaa.com/arimaa/forum/cgi/YaBB.cgi?board=siteIssues... One of the few reasons I don't like Arimaa is that it is patented. It is probably the biggest reason I won't likely commit any time developing for it.
Interesting assertion that the branching factor doesn't seem to affect humans. I wonder why they don't think it poses a problem for humans to have a large branching factor, is there any evidence to support this?
The theory is that humans use "something else" to "intuitively" understand the strength of a position, and what move to make. The same argument was made for chess. In chess it has become somewhat irrelevant because the low branching factor means computers can see so far ahead than any advantage humans have becomes useless.
As far as I know there isn't a generalised theory of what human intuition is doing. People have attempted to build specific models for chess than encoded "chess theory" (which is kinda-sorta formalised intuition), but those models have proven inferior to deep search algorithms.
Whilst extremely interesting, it seems the amount of research into Arimaa pales in comparison against research into Go. Go has a branching factor of ~300 so sits far above Chess, but well below Arimaa. It is even easier to learn but harder for humans to develop an intuitive understanding of how strong any position is. It is starting to succumb Monte Carlo Tree Search [1] with games played on a smaller 9x9 (vs the standard 19x19) board.
However, from my perspective whilst MCTS is extremely interesting and have a wide array of applications, I'd love to see approaches towards these problems that aren't based around an optimised 'brute force' algorithm.
When Deep Blue beat Kasparov, Douglas Hofstadter noted “It was a watershed event, but it doesn’t have to do with computers becoming intelligent”, adding “you can bypass deep thinking in playing chess, the way you can fly without flapping your wings” [2]. I somewhat feel like this criticism could be applied to MCTS and Go, and it'll be interesting to see whether the first algorithms that conquer Arimaa come from a different perspective or not.
[1] http://en.wikipedia.org/wiki/Monte_Carlo_method#Artificial_i... [2] http://www-rci.rutgers.edu/~cfs/472_html/Intro/NYT_Intro/Che...
That is not true at all. The best available bots on the Arimaa server are rated above 2000 elo, which is way higher than beginners can expect to be rated at.
[0] http://en.wikipedia.org/wiki/Bughouse_chess
(It's one of the best games I've ever played and only lasts 90 seconds to play!)