Kee Rules of Go

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KEE RULES OF GO

[ext] http://www.geocities.com/kee_rules/kee_rules_of_go.html


INTRODUCTION

Spight Rules has solved the problem of a hot position being freezed by positional superko rule. However, in certain situation it can bring us to a weird ending - a player passing twice ends the game while her opponent is still playing. Splitting the purpose of passing into two, Kee Rules imposes an additional prohibition on one type of pass (ban-lifting pass) in order to ensure a rigid end by all players.


A. General

1. Go is conventionally played by two players.

2. A player has stones representing her. Stones are conventionally black and white.

3. Players play alternately. Black conventionally plays first.

4. A play can either be stone-placing, ban-lifting, or position-affirming.

5. A board is a set of intersections with every intersection adjacent to some certain intersections. It conventionally consists of 19 horizontal lines intersecting with 19 vertical lines.

6. The status of an intersection can either be unoccupied or occupied by a certain player.

7. Stone-placing of a player is using her stone to occupy an unoccupied intersection such that its status is changed to her occupied intersection.

8. A position is the statuses of all intersections on the board before a play.

9. A group is formed by connecting all adjacent intersections with the same status iteratively.

B. Prohibition

1. An occupied group is captive if it is not adjacent to any unoccupied intersection.

2. (Applicable when suicide is not permitted) A player may not place a stone to produce a captive own group without captive opponent groups.

3. A player may not place a stone to produce a position ever produced before unless she has lifted the ban after its last occurrence.

4. The ban series of a player is the set of positions which she may not produce by placing a stone.

5. The ban matrix is the set of ban series of all players.

6. A player may not lift the ban to produce a ban matrix which is the same as any ban matrix she has ever produced by lifting the ban.

C. Removal

1. After each stone placement, all captive opponent groups are removed from the board.

2. (Applicable when suicide is permitted) After each stone placement, if there is no captive opponent group to remove, all captive own groups are removed from the board.

D. Affirmation

1. All players have to declare life or death for each of her stones upon the first affirmation of each position.

2. A player may confirm the whole declaration of a position at any time in the game.

3. When all players confirm the whole declaration of a certain position:

(a) (Japanese territory scoring) The position becomes the chilled position.

(b) After removing the dead stones according to the declaration, the position becomes the final position and the game proceeds to scoring.

4. When all players affirm a certain position:

(Chinese area scoring) The position becomes the final position and the game proceeds to scoring.

(Japanese territory scoring) The position becomes the chilled position and the game proceeds to consolidating phase.

E. Consolidating Phase (Japanese territory scoring)

1. In consolidating phase, each player alternately takes the role of consolidating her stones.

2. For each player consolidating stones, starting from the chilled position, her next opponent makes the first play.

3. When a consolidating player affirms a certain position:

(a) Her role of consolidating stones ends.

(b) The position becomes her consolidated position.

4. A game proceeds to testifying phase when all players have taken the role of consolidating stones.

F. Testifying Phase (Japanese territory scoring)

1. In testifying phase, each player alternately takes the role of being testified.

2. For each player being testified, starting from her consolidated position, her next opponent makes the first play.

3. A player may not make a play when being testified.

4. When all opponents of a testified player affirms a certain position:

(a) Her role of being testified ends.

(b) The position becomes her final position.

5. A game proceeds to scoring when all players have taken the role of being testified.

G. Scoring

1. A territory of a player is an unoccupied group adjacent and only adjacent to her groups in the final position.

2. An area of a player is formed by connecting her adjacent groups and territories iteratively in the final position.

3. (Chinese area scoring)

A player gets one point from every intersection in her areas in the final position.

4. (Japanese territory scoring)

(a) A player gets one point from every unoccupied intersection in the chilled position if it is belong to her area in all final positions.

(b) A player loses one point from every intersection she occupied in the chilled position if it is not belong to her area in all final positions.

(c) A player loses one point from each of her removed stones unless it is removed in consolidating or testifying phase.

5. A player with more points wins.

Published by Wing Tao Wilton Kee on 11-Dec-2004.


BREAKTHROUGH

1. Any number of players (Rule A.1)

2. Differentiation of pass: ban-lifting and position-affirming (Rule A.4)

3. Generalized definition of board (Rule A.5)

4. Rule flexibility on whether suicide permitted (Rules B.2 and C.2)

5. A new definition on superko (Rule B.3)

6. Prohibition of repetition of ban matrix - a limitation on ban-lifting (Rule B.6)

7. Mechanism of declaring life or death (Rule D.1)

8. Confirmation of declaration and reaching agreement at any time (Rules D.2 and D.3)

9. Affirmation is a indicative sign of satisfaction (Rules D.4, E.3 and F.3)

10. Compatible to Chinese area or Japanese territory scoring (Rules D.4, E, F, G.3 and G.4)

11. Chilled position for score and final position for fate - allowing proof of life and death without cost even in Japanese territory scoring (Rules D.4, E and F)

12. Consolidating first, then testifying - rationalizing "zero points in seki" under Japanese territory scoring (Rules E and F)


OPTIMAL SCORES ON SMALL BOARDS

1x1: Pass (C/J:draw)

1x2: Pass (C/J:draw)

1x3: 1-2 (C:+3/J:+2)

1x4: 1-2 (C:+4/J:+3)

1x5: Pass (C/J:draw)

1x6: 1-2 (C:+1/J:draw)

1x7: 1-2 (C:+2/J:+1)

1x8: 1-2 (C:+3/J:+2)

1x9: Pass (C/J:draw)

1x10: 1-2 (C:+1/J:+0)

1x11: 1-2 (C:+2/J:+1)

1x12: 1-2 (C:+1/J:+0)

1x13: 1-2 (C:+2/J:+1)

2x2: 1-1, Pass (C/J:draw)

2x3: 1-2, Pass (C/J:draw)

2x4: 1-2 (C:+8/J:+7)

2x5: 1-3 (C:+10/J:+9)

2x6: 1-3 (C:+12/J:+11)

2x7: 1-4 (C:+14/J:+13)

2x8: 1-4 (C:+16/J:+15)

2x9: 1-5 (C:+18/J:+17)

2x10: ? (C:+4/J:?)

2x11: ? (C:+4/J:?)

3x3: 2-2 (C:+9/J:+8)

3x4: 2-2 (C:+4/J:draw)

3x5: 2-3 (C:+15/J:+14)

3x6: 2-3 (C:+18/J:+17)

3x7: 2-4 (C:+5/J:?)

4x4: 2-2 (C:+2/J:draw)

4x5: 2-3 (C:+20/J:+19)

4x6: 2-3 (C:+1/J:?)

4x7: 2-4 (C:+4/J:?)

5x5: 3-3 (C:+25/J:+24)

5x6: 3-3 (C:+2/J:?)

5x7: 3-4 (C:+9/J:?)

6x6: 3-3 (C:+4/J:?)

6x7: 3-4 (C:+6/J:?)


This is a copy of the living page "Kee Rules of Go" at Sensei's Library.
(OC) 2004 the Authors, published under the OpenContent License V1.0.
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