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Superko
Path: SecondCourseOnKo · Prev: RepeatingPositions · Next: CyclicPositionsTaxonomy
Keywords: Ko, Rules
The superko rule says that it is forbidden to repeat a previous situation. There are two versions of this: 'positional superko', where it is forbidden to repeat a board position, and 'situational superko', where it is only forbidden to repeat a board position with the same player to move.[1] Many rulesets have some form of superko rule (e.g., AGA rules and New Zealand rules), but other rulesets do not (e.g., Japanese rules, Korean rules and Ing rules).
See also: DavidPeklak : Everybody says situations where this rule has to be applied hardly occur, but one occurred in one of my games recently, although I started playing Go only four months ago.
The situation seemed to be seki. Probably attempting to kill the black group, White played at a. Black had to capture by playing at b. Now White played at You are right. Situations like these are quite common. Although the superko rule is often quoted when talking about double or triple kos, it can be applied in many other circumstances as well. In this case, White has gained nothing and loses sente, and after the sequence, White has lost two stones, whereas Black has only lost one. A net loss of sente and a point - not very good. However, the white move at a is an example of an unremovable ko threat - there is nothing Black can do to stop White from using it as a ko threat. -- Morten Pahle Morten, is that specifically because in this case it's bent four in the corner? -- [Tim Brent}
No, I don't think so. I think this situation works the same way in all aspects. [1] Bill Spight: There are also versions of the superko rule that take passes into account, such as the earliest superko rule proposed, by Yasunaga Hajime in an article in Kido in 1929. ''Article 7: The repetition of the same pattern shall be prohibited unless the right to an alternate move is disregarded.''
Quoted at In modern terms, "disregarding the right to an alternate play" means passing. When a pass lifts a ko or superko ban, this is sometimes called "pass for ko threat". There are different versions of the superko rule in which an intervening pass allows a repetition. Yasunaga's seems to say that any intervening pass lifts the restriction on repetition, but it may mean a pass by the player who makes the repetition. The interaction with passes can pose problems with ending the game, but not taking passes into account can lead to strange results. My home page, when I get it up, will have a discussion, and my solution to the problem, based on Combinatorial Game Theory. Meanwhile, for my solution, see Spight Rules. Yasunaga proposed a three-consecutive-pass rule, which is how my solution will usually work. Ing uses a four-pass rule. Jasonred : I have a suggested solution : No placing a stone or stones that repeat the exact same position on the board in general. Anything else goes! Of course, this would lead to chaos as people play through every single different variation possible, wasting much time. Benjamin Geiger: Does the superko rule prevent (the extremely unlikely event of) rotations and reflections of the board? Charles Matthews: That isn't the intention of the rule. On very small boards this is more of a possibility. John Tromp: On small boards the superko rule has peculiar consequences. For an example, see Rules Beast 1. I don't see these strange consequences as an indication that there's something wrong with the superko rule. In fact it seems to fit right in with the other simply stated Go rules that yield a game so rich in strategy and subtleties.
Just add a few stones to point out something that has not been mentioned. This position is a seki, i.e. the point at a9 counts for white, c9 & b7 do not count. If there are no prisoners and komi is 0.5, the score (after white b9) is: White: 0 prisoners + 0 dead + 21 territory points + 0.5 komi = 21.5; Black: 0 prisoners + 0 dead + 21 territory points = 21.0. White wins.
After the moves described, the score is: White: 1 prisoners + 0 dead + 21 territory points + 0.5 komi = 22.5;
Black: 2 prisoners + 0 dead + 21 territory points = 23.0. Black wins! In modern methodologically coherent rule sets as
Japanese 2003 draft Path: SecondCourseOnKo · Prev: RepeatingPositions · Next: CyclicPositionsTaxonomy This is a copy of the living page "Superko" at Sensei's Library. ![]() |