# Miai Values List / 0.00 to 0.99

Sub-page of MiaiValuesList

See Miai Values List for conventions and explanation.

 Table of contents0.00 (Exactly 0) 0.17 (sf0.1bar{:sf6:} = 1/6) 0.33 (sf0.3bar{:sf3:} = 1/3) 0.39 (sf0.3bar{:sf8:} = 7/18) 0.50 (= 1/2) 0.58 (sf0.58bar{:sf3:} = 7/12) 0.67 (sf0.6bar{:sf6:} = 2/3) 0.75 (= 3/4) 0.83 (sf0.8bar{:sf3:} = 5/6) 0.88 (sf0.875 = 7/8) 0.94 (sf0.9375 = 15/16) 0.97 (sf0.96875 = 31/32) Footnotes Table of diagrams[Neutral point] Miai Ko threat (teire) Connect [ko] Take [ko] Hidden ko Make ko Take ko in sente Make ko Make ko (2) Make ko (2a) Copy 1 Copy 2 Copy 3 Take away potential point Defend potential point Take stone Take away potential territory Jump to take away potential point Defend potential point Take away potential point Take away potential point Defend potential point Under the stones sacrifice Prevent sacrifice Real half point ko [Real half-point ko], W [komaster] Make [damezumari] Make territory plus [Real half-point ko], B [komaster] Take away potential point, set up ko capture Defend potential point, prevent ko capture Defend potential point, set up ko capture Take stone to set up ko Make ko Take two stones Take away potential territory (i) Take away potential territory (ii) Take three stones Take away potential point ([corridor]) Defend potential point, set up [0.67 position|#toc5] Take away potential point Sente Reverse Sente Protect, threaten [0.67 play|#toc5] Take away potential point ([corridor]) [One more number] Take away potential point Take away potential point ([corridor]) Take away potential point ([corridor]) Hidden ko (2) Index of sub-pagesMiai values list0.00 to 0.991.00 to 1.992.00 and moreDiscussion

### 0.00 (Exactly 0)

There are other types of neutral (dame) points including: protective moves (teire) against the cut when outside liberties are filled; capturing stones in seki, etc.

Miai

Either player can play first, with the same result.

Ko threat (teire)

may be a ko threat. At the dame stage, an immediate is a protective play.

### 0.17 (sf0.1bar{:sf6:} = 1/6)

By the method of multiples. Original count: -0.83

If White is komaster Black will not play . If Black is komaster the miai value is 0.44 (4/9) and the original count is -0.55.

### 0.33 (sf0.3bar{:sf3:} = 1/3)

Connect ko

Initial count: -0.33

White has 1/3 point equity in the stone. We may think of it as 1/3 captured.

Take ko

HolIgor: This move together with the one above should give a point, shouldn't it?

Bill: Yes, but Black started with 1/3 point net equity , so each move gains 1/3 point, on average. :-)

See half-point ko.

Hidden ko

fills.

Initial count: 0.67

1 and 2 are miai points.[3]

Make ko

Initial count: 8.67

Take ko in sente

Initial count: 5.67

Make ko

Make ko (2)

, preventing the ko, would also be worth 0.33.

Make ko (2a)

### 0.39 (sf0.3bar{:sf8:} = 7/18)

Bill: When White is komaster the play is in the indicated ko, with a gain of 1/3. When Black is komaster the play is in the throw-in ko, with a gain of 1/2.

Matti: Let's first have thee copies.

Copy 1

connects ko.

Copy 2

Copy 3

In copies 2 and 3 white has 2 5/6 points. Now, let's assume that we had 18 copies of the original position and have now 6 positions of copy one.

As shown above white has 5 points in six positions in the corner. In one position of the six he has one point at the edge and in five others two points at the edge, total of 16 points in six positions, thus 2 2/3 points. So black has gained 1 + 2 5/6 - 2 2/3 = 7/6 from total of three kos. One ko is thus worth 7/18 points.

Bill: I believe that the final position in copy one is significantly different from the position above with a miai value of 1/6. In 3 copies of that position White has 7 2/3 points on average (not counting the stone already captured in the ko), 23 points in 9 copies. Since White in one move can get 3 points per copy, we have a miai value of 4/9, which is the same as we get in a neutral threat environment. Since 4/9 > 7/18, we cannot stop in the "final" position in copy 1. Besides which, it is not clear when to play on the 2-1 point, or whether it is better than taking or filling the original ko.

### 0.50 (= 1/2)

Take away potential point

Initial count: -0.5

Defend potential point

Take stone

Initial count: 1.5

Take away potential territory

at 1.

Initial count: -3.5

Defend potential point

Initial count: 2.5

Take away potential point

Take away potential point

Initial count: -0.5

Defend potential point

Under the stones sacrifice

Initial count: -2.5

After the corner is worth -2. White has captured 3 Black stones, but Black can claim the stone.

(Note: If White is komaster she can make ko to protect , but Black gets 3 moves elsewhere.)

Prevent sacrifice

After White gets 2 Black stones plus 1 point of territory.

Real half point ko

Next Black can fill at in sente.

### 0.58 (sf0.58bar{:sf3:} = 7/12)

Make damezumari

Now there is a 0.33 point play at a.

Make territory plus

Now there is a 0.5 point play at a.

The swing is 1 point at plus 0.5 - 0.33 = 0.17 in the corner in gote. That yields a miai value of 0.58.

If B were komonster, it would be 0.75.

### 0.67 (sf0.6bar{:sf6:} = 2/3)

Take away potential point, set up ko capture
Defend potential point, prevent ko capture
Defend potential point, set up ko capture

Left Count: 1.33, Right Count 0; Initial Count 0,67

Take stone to set up ko

Ambiguous.

Make ko
Take two stones
Take away potential territory (i)
Take away potential territory (ii)
Take three stones

### 0.75 (= 3/4)

Take away potential point (corridor)

### 0.83 (sf0.8bar{:sf3:} = 5/6)

Defend potential point, set up 0.67 position

The initial position has a local count of 2 5/6. The result after has a local count of 3 2/3. gains 5/6 of a point.

Take away potential point

The local score after - is 2. The hane-and-connect gains 5/6 of a point.

Sente

Take stone in sente, leaving 0.67 point play.

Reverse Sente

Save stone, leaving 0.5 point play.

Protect, threaten 0.67 play

### 0.88 (sf0.875 = 7/8)

Take away potential point (corridor)
Take away potential point

### 0.94 (sf0.9375 = 15/16)

Take away potential point (corridor)

### 0.97 (sf0.96875 = 31/32)

Take away potential point (corridor)

For higher values see /1.00 to 1.99, /2.00 and more.

## Footnotes

[3] Bill, now I'm confused - I think. Black's sente - I've switched the colours for , . OK, so using miai values means sequences don't need to be flagged as such (sente, or gote). Ah, I get it: White connecting on either side leaves

Hidden ko (2)

where Black has in effect 0.33.

Leaving this comment for others' benefit. Charles

Bill: This is an ambiguous position. Its miai value is 1/3, but Black can take one stone and threaten to connect with sente. Then, OC, the position still has a miai value of 1/3, and Black's sente has gained nothing locally. (It may have been a ko threat.) In thermographic terms, it has a blue mast up to temperature 1 2/3.

Miai Values List / 0.00 to 0.99 last edited by RobertPauli on February 2, 2019 - 12:53