1998-12-02 last update, 1996-10-08 first day; Robert
Jasiek
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 = repetition - prohibition of whole board repetition
- 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 repetition 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 Repetition
- R
- prohibition of whole board repetition
3.1 Single
- prohibition refers to one position
3.1.1 Primitive Ko
3.1.2 Positional Super Ko
- prohibition for any board play
3.1.3 Situational Super Ko
- prohibition for any board play of the same player
- prior positions may be caused by board plays or pass plays
3.1.4 Natural Situational Super Ko
- prohibition for any board play of the same player
- prior positions may be caused by board plays only
3.2 Multiple
- prohibition refers to more than one position
3.2.1 Fixed Ko
- prohibition of pair of positions
3.3 Modified
- B+R
- prohibition not only refers to whole board position
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]
World Amateur Go Championship 1980
- 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]
Japanese 1989
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
Chinese 1988
- 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
WWGo 1996
- 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]
3.1.1 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?]
3.1.2 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 [?]
Elementary
- 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]
Tromp-Taylor 1996
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
Simple
- 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
3.1.3 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
New Zealand [1978 ?]
- 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]
AGA 1991
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]
3.1.4 Natural Situational Super Ko Repetition
Example text: A player may not use a board play to recreate a position
if he has used one to create it.
- HISTORY: 1998 invented by Robert Jasiek
- PHILOSOPHY: consistency: causes and application of prohibition both
due to board plays only
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: exponential in n
- VARIANTS: none
3.2.1 Fixed Ko Repetition
Example text: A board play may not recreate a pair of positions.
- HISTORY: 1998 invented by Robert Jasiek
- PHILOSOPHY: no ko fight; any ko is so called disturbing ko
- EXCEPTIONS: none
- LENGTH: very short
- LOGIC: yes
- TERMS: none
- COMPLEXITY: kos: unnecessary; moves: theoretically: exponential in
n, optimal play: zero moves in cyclical ko play
- VARIANTS: none
3.3 Modified Repetition
The Basic-Fixed Rules
Rules: basic ko rule and fixed ko rule otherwise.
- HISTORY: 1998 invented by Robert Jasiek
- PHILOSOPHY: combine flavour of the game with practically low complexity
otherwise
- EXCEPTIONS: none
- LENGTH: short
- LOGIC: yes
- TERMS: basic ko
- COMPLEXITY: kos: linear; moves: exponential in n, optimal play: unknown
so far
- VARIANTS: none
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: [?]
Ing 1991
- 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: [?]
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