1998-12-01 last update, 1996-06-15 first
day, Robert
Jasiek
Comparison of Ko Rules
Three sets of ko rules are compared:
1 - Japanese Nihon Kiin 1989,
2 - Ing 1991,
3 - Tromp-Taylor 1996.
Their main features are:
1 - generally only single ko stones possible,
2 - two types of ko: fighting ko and disturbing ko,
3 - super-ko rule.
History:
- 1 - The Japanese ko rules have only evolved slightly. 1949
the oral
rules were written down with minor changes. 1989 a set of rules has
been
created, that is more precisely and appears to be rather logical. It
succeeded
in absorbing all precedents.
- 2 - In the second half of this century Taiwan introduced
its own rules,
that included a super-ko rule. A change to a distinction of ko types
was
meant to improve the rules.
- 3 - Maybe the Ikeda rules could be regarded as ancestor of
modern sets
of rules like New Zealand and AGA rules. Tromp-Taylor rules are evolved
from New Zealand rules.
Rules:
1 Japanese:
They consist of 3 ko rules:
- a) "A shape in which the players can alternatively capture
and
recapture one opposing stone is called a 'ko'. A player whose stone has
been captured in a ko cannot recapture in that ko on the next move."
(single ko stone rule)
- b) "When the same whole board position is repeated during a
game,
if the players agree, the game ends without result." (other repeatition
than single ko stone rule, e. g. triple ko)
- c) "In the confirmation of life and death after the game
stops
(...), recapturing in the same ko is prohibited. A player whose stone
has
been captured in a ko may, however, capture in that ko again after
passing
once for that particular ko capture." (confirmation-phase pass for
recapture ko rule; valid for determining life and death in confirmation
phase and for determining result)
2 Ing:
There are fighting ko and disturbing ko. Life and death are
not settled
or settled, respectively. In fighting ko immediate recapture of any
'hot'
ko stone is prohibited. In disturbing ko it is allowed to play through
a cycle until the ko position is repeated for the first time.
In practice 3 cases occur:
- a) fighting ko: e. g. - single ko stone, - eternal life, -
triple ko
(3 ko breaths).
- b) disturbing life: e. g. - double ko seki, - quadrupel ko,
- quintupel
ko. Each side has at least two eye breaths. The ko breaths are paired
and
balanced. (As soon as there are enough eyes this is always the case.)
- c) disturbing death: The strings of one side cannot get two
real breaths.
They are dead and can be taken off the board before the end of the
game.
3 Tromp-Taylor:
"A turn is (...) a move that does not repeat a position."
Thus repetition of a whole board position is forbidden.
Evaluation:
1 Japanese:
Advantages:
- + Japanese tradition is preserved
- + games without result are possible, so that memory of
Nobunaga's death
is preserved
- + game records are not blotted by superfluous encores
Disadvantages:
- - 3 ko rules are necessary
- - detailed commentary on the rules is required
- - proof of logical correctness cannot be given
- - tradition is overemphasized
- - games may end without result and are to be replayed
- - no beginner understands the end of a game
2 Ing:
Advantages:
- + the rules reflect high level go skill
- + no games without result
- + long cyclical sequences occur less often
Disadvantages:
- - high level go skill is needed to understand the rules
- - positions might occur that cannot be analized by the
rules within
resonable time
- - an important purpose of the rules, i. e. to avoid all
long cyclical
sequences, is not achieved
- - an important purpose of the rules, i. e. to allow maximal
variety,
is prohibited by rules of disturbing ko
- - an important purpose of the rules, i. e. no special
rulings, is avoided
by 2 ko types
- - 2 basic types of ko are necessary
- - many terms must be introduced
- - detailed commentary on the rules is required
- - the rules lack of definitions, that could be
mathematically treated
- - the rules are incomplete
- - the rules cannot be learned easily
3 Tromp-Taylor
Advantages:
- + simple and easy to understand
- + logically correct
Disadvantages:
- - long cyclical sequences might occur
Conclusions:
1 Japanese:
They favour tradition instead of simplicity and logic.
2 Ing:
They favour reflection of go skill instead of simplicity and
logic.
3 Tromp-Taylor:
They are simple and logical. They do not have serious
disadvantages.
Summary:
Rules ought to be simple and logical. The only ko rule to
satisfy these
features is the super-ko rule. Its only disadvantage is the possibilty
of long cyclical sequences in case of several ko stones. Either one
forbids
them by ruling "no outcome", or one leaves them for go skill.
Afterwords:
Tradition has produced many special board positions with
desires for
their treatment. Rules were constructed so as to consider those
desires.
The super-ko rule may give different results from traditional rules.
However,
its simplicity and logic destinates it to be part of a standard set of
rules for the whole world. It can be easily used by computers as well.