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Under traditional basic ko or superko rule, a ko can remain unresolved on a fully occupied board if passing is not qualified as a ko threat. Spight Rules have overcome this anomaly by treating ban deletion as a feature of passes. Noticing that the ban deleting feature of passes should be initiated by the player who wants ban deletion, Kee Rules have further modified to treat such feature as an option of the passing player.
Furthermore, Spight Rules have introduced another anomaly that a player can end the game by just passing the same position twice even when stones are placed in between. Actually, stone placement in between implies that another position must have been passed between the two passes.[1] Such position may also be passed twice if the game continues. There is no ground to justify the first position passed twice to be the uniquely valid scoring position in a cyclic ending. By assigning possibly different scoring board positions for different players, Kee Rules have ensured a symmetric ending through agreement between all players.
1. Go is a game played on a board by certain number of players.
Conventionally, Go is played by two players.
2. A board consists of intersections each adjacent to certain others.
Conventionally, a board consists of 19 horizontal lines and 19 vertical lines intersecting with each other.
3. Every player has identical stones to represent herself.
Conventionally, stones are black and white.
4. Players move alternately.
Conventionally, the player with black stones moves first.
5. A move can either be an occupying move, a ban-deleting pass, or a ban-keeping pass.
6. An occupying move of a player is to put her stone on an intersection without any stones.
7. Therefore, the status of an intersection can either be unoccupied or occupied by a stone of a player.
8. A position of a board consists of the statuses of all intersections on the board before a move.
Conventionally, all intersections are unoccupied in the initial position.
9. A group is a set of adjacent intersections with the same status which are not adjacent to any other intersections with such status.
10. An occupied group is captive if it is not adjacent to any unoccupied intersections.
11. A territory of a player is an unoccupied group adjacent and only adjacent to her stones.
12. A group of a player is irremovable if it would not become captive upon consecutive moves of an opponent.
13. A territory of a player is irremovable if it is adjacent and only adjacent to her irremovable groups.
14. The Chinese area of a player is the union of all her stones and territories.
15. The Japanese area of a player is the union of all her irremovable groups and irremovable territories.
1. (Applicable when suicide is not permitted)
A player may not occupy an intersection to produce a captive own group without captive opponent groups.
2. After occupying an intersection, if there are any captive opponent groups, all captive opponent groups are removed from the board.
3. After occupying an intersection, if there are any captive own groups but no captive opponent groups, all captive own groups are removed from the board.
1. The common phase starts by a move of the first player on the initial position.
2. A player may not occupy an intersection to produce a position which has ever been encountered by her successor unless a ban-deleting pass was played after all such encounters.
3. In the common phase, a position becomes the scoring position (Chinese scoring: and final position) of a player when she has moved to produce such position which has ever been produced by her pass.
4. When every player has her scoring position:
(a) The common phase ends.
(b) The game first proceeds to the confirmation phases of all players who have not had their own final positions.
5. When every player has her final position, the game proceeds to scoring.
1. The confirmation phase of each player starts by a move of her successor on her scoring position.
2. A player may not occupy an intersection such that any subset of its group appeared in any position ever encountered by her successor in the same phase unless a ban-deleting pass was played after all such encounters.
3. In the confirmation phase of a player, a position becomes her final position when she has moved to produce such position which has ever been produced by her pass.
4. When a player has her final position, her confirmation phase ends.
1. Upon making a pass on a position, a player may make a proposal by expressing her idea of her final position of such passed position.
2. A player may revise her proposal at any time.
3. An opponent may agree to a proposal of a player at any time.
4. When all opponents agree to the same proposal of a player:
(a) The passed position becomes her scoring position.
(b) The proposed final position becomes her final position.
1. (Chinese scoring) A player gets one point from every intersection in her Chinese area in her final position.
2. (Japanese scoring)
(a) A player gets one point from every intersection not occupied by her in her scoring position but belongs to her Japanese area in her final position.
(b) A player loses one point from every intersection occupied by her in her scoring position but belongs to the Japanese area of her opponent in her final position.
(c) A player loses one point from each of her removed stones in the common phase.
3. A player with more points wins.
Published by Wing Tao Wilton Kee on 7-Jun-2005.
1. Any number of players (Rule A.1)
2. Generalized definition of board (Rule A.2)
3. Ban deletion as an option of passing player (Rule A.5)
4. Rule flexibility on permission of suicide (Rule B.1)
5. Situational superkos after ban-deleting passes in common phase (Rule C.2)
6. Created-group superkos after ban-deleting passes in confirmation phase (Rules D.2)
7. Neat definition of ending - reoccurrence of passed positions (Rules C.3 and D.3)
8. Allowing different scoring board positions for different players (Rules C.4 and C.5)
9. Compatibility to both Chinese and Japanese scoring systems (Rules C.3, D and F)
10. Shortcut to scoring (Rule E)
11. Revision and confirmation of proposal at any time (Rules E.2 and E.3)
12. Scoring position for score and final position for fate - two different positions for each player to serve different purposes (Rule F.2)
13. Concept of irremovable groups and territories to rationalize "zero points in seki" in Japanese scoring system (Rule A.12 and A.13)
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:?)
[1]
Bill: No, it doesn't. See Sending Two Returning One.
My argument is:
Let's say a player passes on a board position A. Now, under Spight Rule, all board positions occurred before are not prohibited to re-occur except board position A.
Then stone placement is made after the pass and another board positions is produced. If there is no pass on another position, the memory of board position A would not be erased and players can never go back to board position A to pass. This proves my argument.
Bill: Sorry. I in fact made two mistakes. First, I got the idea that you meant a pass by the (an) opponent. All passes can be by the same player. Second, the right example for that is Sending Three Returning One.
Wilton Kee: This is where an anomaly of Spight Rules occurs. In Sending Three Returning One, Black has never passed to show her preference of scoring / final position, and yet the game ends.
Under Kee Rules (Chinese scoring), one might wonder whether Black can avoid loss by not passing to give final position (postponing the game). The answer is "No". If Black did that, White can choose "ban-keeping" pass in so as to maintain the ban. The ban would bring Black into trouble when White captures, so Black
would also choose to pass after
.
Finally, if both sides find no way to break the cycle (e.g. ko), White would have her final position corresponding to the pass and Black would have her final position corresponding to the pass
.
Bill: Anomaly is in the eye of the beholder, but in the sending three, returning one example, assuming that neither player can afford to make the throw-in ko, Black is in charge, as White's passes are forced. Under Spight rules it is true that the game could end if White passes twice in the position that is less favorable for Black, but Black can prevent that from happening. Black can simply not disturb the situation, or pass in the more favorable position after White passes. See Sending Three, Returning One/Discussion.