1997-3-10 last update, 1996-10-8 first day
Robert Jasiek,
jasiek@berlin.snafu.de
Copyright: All rights of the author are preserved according to the
international law.
Ko Classification
Introduction
This page classifies go rule sets as to their ko rules. All sets
are treated if they are in use, were in use,
might be useful in practice or are of theoretical
interest. A set might be omitted if its sources are hardly
available (e. g. ancient variants or internet implementations).
Highly different ko rules have been evolved. One might expect
ko rules to be simple and logical.
(Simple = easy to understand and short;
logical = clear text for uneqivocal determination of
allowed moves and no infinite game after any allowed move.)
However, many ko rules have other features, e. g. tradition or
reflection of high level go terms. Different ko rule sets have
different definitions of kos or none. A ko may be a basic ko
consisting of exactly two board points or some bigger ko that
even might not be connected.
The main classification reflects logical purposes of ko rules.
The rule sets are listed in the order of the classification and
their features are described in detail.
Classification
Fundamental parts of ko rule sets
Each ko rule set is considered to consist of the following
fundamental parts, denoted by abbreviations:
- U = unwritten - other fundamental parts are not
distinguished
- V = voidness - possibility of void game due to
repeatedly cyclical play
- R = repeatition - prohibition of whole board
repeatition
- B = basic ko - prohibition of immediate recapture
in a ko of two board points
- D = disturbance - restriction of play within a ko
- P = prohibition - restriction of play on parts of
the whole board due to consideration of subsets of the board
- E = exceptions - special treatments of distinct
positions or during distinct game phases
1 Unwritten
- U
- verbal rules in use without exact descriptions
1.1 Ancient
- eastern Asia in former centuries
1.2 Tibet
- Tibet, Sikkim, Bhutan in former and the current centuries
1.3 Modern
- Japanese rules from the beginning of the Edo period to 1949
in Japan and as a side effect of spreaded go in many other
parts of the world
2 Voidness
- V
- rules with a possible void game in case of repeatedly
cyclical, i. e. theoretically infinite, play
2.1 Mathematical
- V
- mathematical model rules for logical analysis of features of
other rules
2.1.1 Conway
- V
- voidness for all infinite play
2.1.2 Universalists
- V+B
- voidness for all infinite play in case of repeatition only
after more than two moves
2.2 Non-mathematical
- V+E
- rules (at times) in use
2.2.1 Japanese
- V+B+E
- originated in Japan
2.2.2 Chinese
2.3 Repetition Japanese
- V+B+R+E
- basic ko rule
- voidness by agreement without allowed repetition
- resumption without repetition
- ko stones are deemed not alive in confirmation phase
- as a modification in use for a WWW playing area
3 Repeatition
- R
- prohibition of whole board repeatition
3.1 Primitive Ko
3.2 Positional Super Ko
- prohibition for any board play
3.3 Situational Super Ko
- prohibition for any board play of the same player
4 Prohibition
- P
- consideration of subsets of the board for a prohibition rule
- restriction of play on parts of the board by a prohibition
rule
4.1 Primitive
- P
- very restrictive prohibition rule referring to all board points
played on
- strategy and tactics severely simplified
4.2 Simple
- B+P
- prohibition of immediate recapture in a ko of two board points
(basic ko rule)
- no introduction of shapes for kos for a consideration of
disturbances
4.3 Disturbance
- B+D+P
- prohibition of immediate recapture in a ko of two board points
(basic ko rule)
- consideration of shapes of kos
- rule referring to disturbances
4.3.1 Ing Successors
- B+D+P
- simplifications of the Ing 1991 rules
- ko definitions given by low level go terms (e. g. "string")
4.3.2 Ing Rules
- B+D+P+E
- ko desciptions given by high level go terms (e. g.
"life and death")
Features
The meanings of the features are: history = evolution, use,
predecessors; philosophy = main conceptual intentions of ko
rules;
exceptions = main special rulings; length = text length of ko
rules;
logic = yes: mathematical proof given / can be given, no:
illogical, maybe: possibly mathematical proof might be given;
terms = grade of highest logical level of used terms (order:
none [= board, board point, stone, colour], basic ko, ko string,
ko coupling, ko types, life+death);
complexity = (referring to a given board position
of a board of n points; worst of all "reasonable" - worth
playing - cases: )
"kos:" for determination of kos on the board;
"moves:" for determination of all allowed moves / of lengths
of move-sequences leading to repeated board
; variants = yes: exist, no: do not exist,
future: might be expected to come.
1.1 Ancient unwritten
Ancient
- HISTORY: origin unknown; for the main part of the last
4000 years; eastern Asia
- PHILOSOPHY: practically sufficient and pleasant rules;
basic ko or super ko [unknown?]
- EXCEPTIONS: unknown
- LENGTH: very short
- LOGIC: [statement not useful]
- TERMS: unknown [partially]
- COMPLEXITY: [statement not useful]
- VARIANTS: yes
1.2 Tibetan Unwritten
Tibet
- HISTORY: Tibet, Sikkim, Bhutan in former and the current
centuries
- PHILOSOPHY: peaceful tactics with modified basic ko rule
- EXCEPTIONS: if a stone is played or added to a string and
captures an enemy string, then the opponent's next must not
be on one of the board points of the captured string, if
this would threaten capture of a stone of the capturing
string (intervening move in basic ko or snap back)
- LENGTH: short
- LOGIC: [statement not useful]
- TERMS: life+death
- COMPLEXITY: [statement not useful]
- VARIANTS: yes
1.3 Modern Unwritten
Modern
- HISTORY: Japanese rules from the beginning of the Edo
period to 1949
in Japan and as a side effect of spreaded go in many other
parts of the world
- PHILOSOPHY: tradition or avoiding trouble of creating exact
rule set
- EXCEPTIONS: many special cases
- LENGTH: very long
- LOGIC: no
- TERMS: life+death
- COMPLEXITY: kos: linear in n; moves: exponential in n
- VARIANTS: yes
2.1.1 Conway Rules of Mathematical Voidness
Conway
Example text:
A move which repeats a prior position is legal.
[interpretative rewording; redundant]
- HISTORY: invented by John Conway in "Winning Ways"
- PHILOSOPHY: simple rules without exception, useful for
mathematical study
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: determination unnecessary; moves:
exponential in n
- VARIANTS: no
2.1.2 Universalists of Mathematical Voidness
Universalists
Example text:
A board play which repeats a position two moves ago is illegal.
Other board plays may repeat a prior position.
[interpretative rewording; second sentence redundant]
- HISTORY: invented in the last two decades
- PHILOSOPHY: simple rules without exception, useful for
mathematical study as models for other rule sets
- EXCEPTIONS: none
- LENGTH: short
- LOGIC: yes
- TERMS: basic ko
- COMPLEXITY: kos: linear in n; moves: exponential in n
- VARIANTS: yes
2.2.1 Japanese Non-mathematical Voidness
Japanese 1949
- HISTORY: the verbal rules of the classical period were
written down with slight changes after some
preceding rule conflicts; also used in other countries
- PHILOSOPHY: tradition of voidness, Japanese game end
and of precedents
- EXCEPTIONS: very many special cases as to voidness,
prohibition, disturbance and Japanese game end
- LENGTH: very long
- LOGIC: no
- TERMS: life+death
- COMPLEXITY: kos: linear in n; moves: exponential in n
- VARIANTS: yes [growing list of precedents]
Taiwanese 1952
- HISTORY: translation of Japanese 1949 rules
- PHILOSOPHY: tradition of voidness, Japanese game end
and of precedents
- EXCEPTIONS: very many special cases [maybe not all copied?]
- LENGTH: very long
- LOGIC: no
- TERMS: life+death
- COMPLEXITY: kos: linear in n; moves: exponential in n
- VARIANTS: yes [probably]
- HISTORY: slightly changed and shortened text - edited 1980
as an English translation - of Japanese 1949 rules
- PHILOSOPHY: tradition of voidness, of Japanese game end,
of precedents and of
verbal use of Japanese 1949 rules in member countries of
the International Go Federation
- EXCEPTIONS: special cases as to voidness,
prohibition, disturbance and Japanese game end
- LENGTH: very long
- LOGIC: no
- TERMS: life+death
- COMPLEXITY: kos: linear in n; moves: exponential in n
- VARIANTS: yes [growing list of precedents]
Example text:
A shape in which the players can alternately 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. When the same whole-board position is
repeated during a game, if the players agree, the game ends
without result. 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,
recapture in that ko again after passing once for that
particular ko capture.
- HISTORY: revision of Japanese 1949 rules after decades of
criticism; adopted by Nihon Kiin and Kansai Kiin, used in
other countries
- PHILOSOPHY: tradition of voidness and Japanese game end;
no special positions [not achieved]
- EXCEPTIONS: special treatment as to confirmation and of
special positions
- LENGTH: short [interpretation requires
long amendement]
- LOGIC: maybe
- TERMS: life+death
- COMPLEXITY: kos: linear in n; moves: exponential in n
- VARIANTS: [?]
2.2.2 Chinese Non-mathematical Voidness
- HISTORY: [?]
- PHILOSOPHY: simplicity of positional super ko mixed with
exceptions similiar to Japanese precedents
- EXCEPTIONS: undefined number of special positions
- LENGTH: mean
- LOGIC: no
- TERMS: life+death
- COMPLEXITY: kos: normally unnecessary; moves:
normally exponential in n [statement not useful for
exceptions]
- VARIANTS: [?]
2.3 Repetition Japanese Voidness
- HISTORY: rules of Sakai Takeshi from 1996 on for a WWW
playing area; Japanese 1989 rules with minor changes
- PHILOSOPHY: Japanese game end; no special positions;
inclusion of repetition aspect for improved logic;
voidness is avoided by missing implementation
- EXCEPTIONS: special treatment in confirmation phase;
general validity for all positions requires further study
- LENGTH: short
- LOGIC: [?]
- TERMS: life+death
- COMPLEXITY: kos: linear in n; moves: [?]
- VARIANTS: yes [changes in implementation; possible future
changes in draft]
3.1 Primitive Ko Repetition
Most Primitive Go Rules 1989/90
Example text:
No move may repeat a prior position. [Slightly reworded.
Further paragraph:
A player loses if all
his stones on the board disappear or if he has no legal move
to make.]
- HISTORY: provided by Takeshiro Yoshikawa in "Computer Go"
No. 13 Winter 1989-90
- PHILOSOPHY: logical rules with minimal text length for
theoretical analysis
- EXCEPTIONS: none [though pass plays are still in use:
"If a player has handicap points (komi) or captured stones,
he may pass, provided he returns one stone to the opponent."]
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: [possibly other sets by other authors?]
3.2 Positional Super Ko Repetition
Ikeda 1968-69
- HISTORY: Ikeda Toshio published his rule sets in "Igo
Shincho" 1968-9 - 1969-11
- PHILOSOPHY: simple and logical
- EXCEPTIONS: none
- LENGTH: very short [the actual text, which aims at
mathematical precision, is not "very" short, but
could be]
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: yes [not concerning ko rule, but game end and
counting]
Ing 1974
- HISTORY: a draft of a revision of the Taiwanese 1952 rules
was finished in 1974
- PHILOSOPHY: logical and detailed text for eased understanding
- EXCEPTIONS: none [though the text might suggest three cases]
- LENGTH: lengthy
- LOGIC: yes
- TERMS: none [though the text uses shape descriptions]
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: [?]
New Zealand 1975
- HISTORY: after attempts of writing down the verbally known
Japanese 1949 rules naturally had failed, the Taiwanese
1974 rules were shortened for the New Zealand 1975 rules
- PHILOSOPHY: simple and logical
- EXCEPTIONS: none
- LENGTH: short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: no [?]
- HISTORY: original version by James Davies
1977 published in "The Rules and
Elements of Go", text revision 1997-1-23 by Robert Jasiek
- PHILOSOPHY: simple and logical rules written for beginners
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: no [except for rewording]
Example text:
A board play may not repeat an earlier grid coloring.
[original text includes pass and move in a turn rule]
- HISTORY: Tromp-Taylor 1995 rules from 1996-9 on
with positional super ko
- PHILOSOPHY: simple and logical; short text; easy for
beginners
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: no
- HISTORY: written on 1997-2-20 by Robert Jasiek
as a rewording of Tromp-Taylor rules
- PHILOSOPHY: simple and logical rules written for beginners
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: no
3.3 Situational Super Ko Repetition
Lasker 1945
- HISTORY: Edward Lasker 1945 in an appendix of
"Modern Chess Strategy" about go
- PHILOSOPHY: simple and logical
- EXCEPTIONS: none
- LENGTH: very[?] short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: no
- HISTORY: a revision of the New Zealand 1975 rules got
situational super ko together with iterative territory
definitions
- PHILOSOPHY: simple and logical
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: yes [not affecting ko rule]
Example text:
It is illegal to play in such a way as to recreate a previous
board position from the game, with the same player to play.
- HISTORY: 1991 the AGA (= American Go Association)
adopted a new rule text with area rules, three pass plays,
and super ko
- PHILOSOPHY: simple and logical
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: no
Tromp-Taylor 1995
- HISTORY: the New Zealand 1978 rules were 1994[?] rewritten
by John Tromp and William Taylor; 1995
published in newsgroup "rec.games.go"
- PHILOSOPHY: simple and logical; short text; suitable for
beginners
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: yes [only slight rewordings]
4.1 Primitive Prohibition
One-coloured Primitive Prohibition
Example text:
Only once a stone may be played on each board point.
- HISTORY: origin unknown
- PHILOSOPHY: logical; peaceful simplification; constant game;
[most restrictive ko rule]
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: constant
- VARIANTS: no
Two-coloured Primitive Prohibition
Example text:
Only once a stone of each colour may be played on each board point.
- HISTORY: origin unknown; mentioned 1997-2 by John Stoneham
- PHILOSOPHY: logical; peaceful simplification; constant game
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: constant
- VARIANTS: no
4.2 Simple Prohibition
The Basic Ko Rules
Example text:
Ko definition:
Two board points are a ko if on them a move of one player
followed
by a move of the other player repeats the configuration of stones.
Basic ko rule:
A stone in a ko that has captured a stone in it
may not be recaptured immediately.
Prohibition rule:
From all board positions with the same set of board points of all
kos and with the same configuration of stones on the board without
the set each player may only once play on each board point.
- HISTORY: invented by Robert Jasiek; 1996-9-17;
the Prohibition Rules were predecessor
- PHILOSOPHY: simple and logical; easy determination of kos
and of allowed moves
- EXCEPTIONS: none
- LENGTH: short
- LOGIC: yes
- TERMS: basic ko
- COMPLEXITY: kos, moves: linear in n
- VARIANTS: no
The Prohibition Rules
- HISTORY: invented by Robert Jasiek; 1996-9-15;
retrieved from the Ko Coupling Rules by simplifying ko
definition and abandoning disturbance rule
- PHILOSOPHY: simple and logical; equal treatment of all
repeatedly cyclical play;
move-sequences of linear length
- EXCEPTIONS: none
- LENGTH: mean
- LOGIC: yes
- TERMS: ko string
- COMPLEXITY: kos: [unknown]; moves: linear in n
- VARIANTS: future
The Configuration Rules
- HISTORY: invented by Robert Jasiek; 1996-10-13; cross-breed
of super ko and the Prohibition Rules
- PHILOSOPHY: simple and logical; set of the prohibition
class without definition text
- EXCEPTIONS: none
- LENGTH: short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: future
4.3.1 Ing Successors
The Ko Coupling Rules
Example text:
[...]
Disturbance rule:
During a ko stone move-sequence in a ko position a player
becomes the disturber of the ko position by playing a ko stone in
it first. As soon as
the ko position with the stones on it has been
repeated since the moment just before the occurance of the current
disturber he is not allowed to play a ko stone in the ko position.
With the end of the ko stone move-sequence in the ko position a
disturber ceases to exist. [...]
[...]
- HISTORY: invented by Robert Jasiek; 1996-9-15;
retrieved from the New Ko Rules by eliminating ko types
and fighting rule
- PHILOSOPHY: logical; demonstration of fundamental use of
a disturbance rule; low number of kos on the board
- EXCEPTIONS: none
- LENGTH: lengthy
- LOGIC: yes
- TERMS: ko coupling
- COMPLEXITY: kos: [unknown]; moves: exponential in n
- VARIANTS: future
The New Ko Rules
- HISTORY: invented by Robert Jasiek; 1996-8-26; gained
by describing the Ing 1991 ko rules
- PHILOSOPHY: describing the logical essence of
the Ing 1991 ko rules
- EXCEPTIONS: none
- LENGTH: long
- LOGIC: maybe [probably]
- TERMS: ko types
- COMPLEXITY: kos: [unknown]; moves: exponential in n
- VARIANTS: yes [minor revisions]
4.3.2 Ing rules
Ing 1986
- HISTORY: major revision of the Ing 1974 rules; 1986
English translation; [adoption year?]
- PHILOSOPHY: ko as a reflection of removability;
consideration of shapes
- EXCEPTIONS: special rules for classes of shapes and for
special positions
- LENGTH: long
- LOGIC: no
- TERMS: life+death
- COMPLEXITY: kos: [unknown]; moves: exponential in n
- VARIANTS: [?]
- HISTORY: revision of the Ing 1986 rules
- PHILOSOPHY: ko as a reflection of removability;
consideration of shapes
- EXCEPTIONS: special rules for classes of shapes and for
special positions; ["Moves are unrestricted except for
invariation." is
meant to provide the contents of
two interpretative rules of basic ko
and prohibition as in the new ko rules and to be considered
as to rules about fighting ko and disturbing ko.]
- LENGTH: long
- LOGIC: no
- TERMS: life+death
- COMPLEXITY: kos: [unknown]; moves: exponential in n
- VARIANTS: [?]