# Miai Values List / 2.00 and more

Sub-page of MiaiValuesList

See Miai Values List for conventions and explanation.

 Table of contents2.00 (Exactly 2) 2.08 (sf2.08bar{:sf3:} = 2 1/12) 2.13 (sf2.125 = 2 1/8) 2.33 (sf2.3bar{:sf3:} = 2 1/3) 2.67 (sf2.6bar{:sf6:} = 2 2/3) 2.92 (sf2.91bar{:sf6:} = 2 11/12) 3.00 (Exactly 3) 3.08 (sf3.08bar{:sf3:} = 3 1/12) 3.17 (sf3.1bar{:sf6:} = 3 1/6) 3.33 (sf3.3bar{:sf3:} = 3 1/3) 3.46 (sf3.458bar{:sf3:} = 3 11/24) 3.50 (= 3 1/2) 4.00 (Exactly 4) 4.17 (sf4.1bar{:sf6:} = 4 1/6) 4.42 (sf4.41bar{:sf6:} = 4 5/12) 4.50 (= 4 1/2) 5.00 (Exactly 5) 5.42 (sf5.41bar{:sf6:} = 5 5/12) 10.00 (Exactly 10) Footnotes Table of diagramsDefend two stones Capture two stones Take stone, save stone Crawling along width-two corridor Take away territory Crawl on 2nd line Take small corner [Corner 1-2 connection value] Take a small corner Sente Take stone, points Defend four Second line hane double gote Defend three stones Capture three stones Connect with sente Connect with sente (ii) Save one stone on the second line Capture one stone, gote followup First line hane-connect, sente for one side Atari Atari (ii) Connect Capture one stone, gote followup in corner Save one stone, gote followup in corner Connect connect one, cut off two Second line hane with sente follow-up Reply to Monkey Jump Continue from Monkey Jump Monkey Jump Prevent Monkey Jump Descent Descent Capture one stone Capture one stone Second line hane with sente follow-up for both sides Save one stone on the second line, defender must avoid ko Capture one stone, sente followup, defender must avoid ko From [value of a monkey jump] From [value of a monkey jump] Second line hane with sente follow-up for both sides Descent with sente follow-up for both sides Crawl on second line Index of sub-pagesMiai values list0.00 to 0.991.00 to 1.992.00 and moreDiscussion

### 2.00 (Exactly 2)

Defend two stones
Capture two stones
Take stone, save stone
Crawling along width-two corridor

(Assumes an infinite White territory to the right.)

Ambiguous exchange. Later, - is also ambiguous (1.00).

### 2.08 (sf2.08bar{:sf3:} = 2 1/12)

Take away territory

### 2.13 (sf2.125 = 2 1/8)

Crawl on 2nd line

Next play is worth 1.25.

### 2.33 (sf2.3bar{:sf3:} = 2 1/3)

Take small corner

### 2.67 (sf2.6bar{:sf6:} = 2 2/3)

Take a small corner

Even if Black is komaster, is just as big, and takes sente.

Sente
Take stone, points

Defend four

### 3.00 (Exactly 3)

Second line hane double gote

After - , later is an ambiguous move.

Defend three stones
Capture three stones

[1]

Connect with sente

creates ko threats.

Connect with sente (ii)

is tesuji.

Save one stone on the second line
Capture one stone, gote followup

First line hane-connect, sente for one side

### 3.08 (sf3.08bar{:sf3:} = 3 1/12)

Atari

Later, - is sente (1.58). Even later,

Atari (ii)

so is - (1.00).

Connect

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

Capture one stone, gote followup in corner
Save one stone, gote followup in corner

Next play gains 1.67

### 3.46 (sf3.458bar{:sf3:} = 3 11/24)

Connect

Black a would be an overplay, because of shortage of liberties. White replies at .

### 3.50 (= 3 1/2)

connect one, cut off two

### 4.00 (Exactly 4)

Second line hane with sente follow-up

If the exchange - is sente (and White can block at ), this is worth one point more than in the double gote situation.

### 4.17 (sf4.1bar{:sf6:} = 4 1/6)

(Assumes infinite White territory to the right.)

Continue from Monkey Jump

(Assumes infinite White territory to the right.)

### 4.42 (sf4.41bar{:sf6:} = 4 5/12)

Monkey Jump

(Assumes infinite White territory to the right.)

Prevent Monkey Jump

This assumes infinite White territory to the right, and also assumes that Black can get at least one significant ko threat.
Ricky Demer: I showed that if Black barely has ko threats and can't get any bigger ko threat, then it's not worth it for White to prevent the monkey jump at this temperature.

### 4.50 (= 4 1/2)

Descent
Descent

HolIgor: requires verification.

Capture one stone

Charles Assume that Black can't resist when White plays a, and Black must play b. Then the value is 4.5 if Black c will be sente later, or 5.5 if White at c hane-connect is sente later. That is, White gains four points anyway and takes away the circled points in the diagram above. The value is at least 4.5; if White also has c in sente to take away the square-marked points it is 5.5.

As Bill says, we tend to need the boundaries of territories to be marked.

HolIgor: I assumed

Capture one stone

But in this case Black needs a to be protected. Charles Yes: so is here tesuji in this case? White b, Black c creates shortage of liberties for Black.

tapir: After the sequence ends up sente for white. 9 points sente = miai value of 9 - which is bigger than the 5.5 of the probable version. (= here is wrong)

### 5.00 (Exactly 5)

Second line hane with sente follow-up for both sides

If the first-line hane followup is sente for both sides and there are no ko threats, the value is 5 points.

Save one stone on the second line, defender must avoid ko
Capture one stone, sente followup, defender must avoid ko

If White can't play at , then -- is a 5-point ambiguous sequence. In that case, at is a 5-point reverse sente.

### 5.42 (sf5.41bar{:sf6:} = 5 5/12)

What it says there ... ?%%% (Assumes infinite White territory to the right and sufficiently large Black territory to the left.)

tenuki. Later - is sente (3.00).

### 10.00 (Exactly 10)

Second line hane with sente follow-up for both sides

dnerra: If both sides cannot block the first-line hane (here black would cut at if White played at , leading to a ko disaster for white), the value is 7 points. This also assumes that the clamp with at does not work. I think that sometimes the descent of at is larger, but this is difficult to tell.

Descent with sente follow-up for both sides

Bill: I think that this is a case where the proverb that says that the monkey jump is worth 8 points applies. If is an 8 point sente, then the descent is worth 10 points. (After the reverse sente Black has gained 2 points.)

## Footnotes

[1]

Crawl on second line

(Assumes infinite White territory to the right.)

Charles Bill, you edited this out - a problem ...?

Bill: The problem is that it is not correct play, given the conditions. The monkey jump is. Yes, if you play it, you pick up 3 points. But values are based upon correct play. You assume that your opponent's play is correct to obtain a value. Yours should be, too.

Charles OK - I think it would be useful either to have 'starred' status for something as conceptually basic as this one; or to include it in a footnote or other area. And to decide whether, for example, the comparison with the small monkey jump should be done on-list or off-list.

Discussion moved to Do Inferior Plays have Values.

Miai Values List / 2.00 and more last edited by PJTraill on May 28, 2019 - 12:57