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:

Rules:

1 Japanese:

They consist of 3 ko rules:

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:

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:

Disadvantages:

2 Ing:

Advantages:

Disadvantages:

3 Tromp-Taylor

Advantages:

Disadvantages:

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.