Kee Rules Of Go/v Mar 2007

Sub-page of KeeRulesOfGo

KEE RULES OF GO

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


PRINCIPLES

1. Game shall be applicable to any number of players (even 3 or more).

2. Game shall end with a score on all types of boards.

3. Game shall end in finite plays on all types of finite boards.

4. Game shall end with consecutive passes of all players.

5. Game shall not end if untried play on scoring position is prohibited due to ko ban.


CONTENTS

A. General

1. Players play alternately.

2. A play of a player is either:

    (a)  to place one of his/her stones on the board position to play; or
    (b)  to pass.

3. After a stone is placed in a play by a player:

    (a)  All his/her opponent stones without liberty (if any) would first be removed simultaneously.
    (b)  All his/her own stones without liberty (if any) would then be removed.
    (c)  The resulting board position becomes the board position to play by his/her next player.

B. Kee Specific

4. The situation to play is defined as the combination of the board position to play and the last board position consecutively passed by N-1 players, where N is the number of players. Before all plays:

    (a)  The board position to play is typically an empty board.
    (b)  By definition, there is no board position consecutively passed by all opponents of the player to play.

5. A player may not place a stone to produce a situation to play which has ever appeared before in the game for his/her next player.

6. Game ends if all players consecutively pass the same situation to play.

Published by Wilton Kee on 5-Mar-2007.

Dedicated to Wing Yu.


VALIDITY TESTS

Kee Rules have been tested against:

A. Simple ko on a fully occupied board

Desired result: The player who can have further action after winning the ko shall win the game, but he/she shall still lose the game in front of cooperative opponents.

1. Simple ko between 2 players in a 2-player game.

[Diagram]

Initial board position

[Diagram]

Black 1 captures the White stone

[Diagram]

White 2 can only pass and the current board position is anchored (on the left).

[Diagram]

Black 3 cannot fill the ko but pass.

[Diagram]

After the anchoring, White 4 is not repeating the initial board position.

[Diagram]

Black 5 can only pass and the anchor is changed.

[Diagram]

White 6 can then continue the capturing to win the game.



2. Simple ko between 2 players in a 3-player game while the 3rd player is idle.

[Diagram]

Initial board position

while the 3rd player is occupying somewhere else.



It is not difficult to see that the logic of test case 1 still follows with intervention of passes of the third player.

3. Simple ko between 3 players in a 3-player game while the 3rd player is trying to help the weaker ko-player.

[Diagram]

Initial board position

The 3rd player (say Red) may be willing to help the weak White because Red may just lead Black by 20 points elsewhere.

[Diagram]

Black 1 captures the White stone

[Diagram]

White 2 can only pass.

[Diagram]

Red 3 (denoted by black+square) helps White prevent Black from capturing all White stones.

[Diagram]

Black 4, White 5 and Red 6 would pass, while Black 4 plus White 5 changes the anchor to the following board position.

[Diagram]

Black 7 can now take the red stone away because of change of anchor.

[Diagram]

Same rationale for White 8.

[Diagram]

Red 9 passes.

[Diagram]

Black 10 can only pass and change the anchor. White 11 and Red 12 both pass as well.

[Diagram]

Black 13 (B3) can now take the white stone away because of change of anchor.

[Diagram]

White 14 can only pass.

[Diagram]

Red 15 again helps White prevent Black from capturing all White stones.



Under both anchors (White-captured or Red-captured), Black has tried to capture back but unsuccessful. Black can never capture the white stones and win.

B. Sending two returning one in a bent-5-corner of a fully occupied board

Desired result: The player who sends two and returns one to prolong the game shall not get the corner.

4. Sending two first

[Diagram]

Initial board position

[Diagram]

Black 1 sends the second stone.

[Diagram]

White 2 captures the two Black stones.

[Diagram]

Black 3 is not allowed to return one because of the positional superko nature of Kee Rules.

[Diagram]

White 4 can successfully eliminate the ko threat.

5. Returning one first

You may refer to RuleBeast1? for rationale of this initial board position.

[Diagram]

Initial board position

[Diagram]

Black 1 captures the White stone.

[Diagram]

White 2 can only pass and the current board position is anchored (on the left).

[Diagram]

If Black 3 sends the second stone.

[Diagram]

White 4 captures the two Black stones.

[Diagram]

Black 5 cannot capture the White stone because it repeats the situation made by White 2. Black 5 can only pass.

[Diagram]

White 6 can then continue to capture.



C. 2xX boards

Desired result: The player who plays first (the black player) shall not win the game.

6. 2x1 board

[Diagram]

Initial board position

[Diagram]

Black 1 puts in a stone and White 2 captures.

[Diagram]

Black 3 passes to produce anchor. White 4 also passes.

[Diagram]

Black 5 recaptures.

[Diagram]

White 6 passes to change anchor. Black 7 also passes.

[Diagram]

White 8 recaptures.

[Diagram]

Black 9 passes to change anchor. White 10 also passes.

[Diagram]

Black 11 cannot recapture because it repeats the situation of Black 5. Game ends here.



7. 2x2 board

(up to 44 steps, to be posted)

8. 2x3 board

(up to 51 steps, to be posted)

D. Conclusion

It is found that all the above board positions give desired results and are all free from anomaly.


This is a copy of the living page "Kee Rules Of Go/v Mar 2007" at Sensei's Library.
(OC) 2012 the Authors, published under the OpenContent License V1.0.
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