Initial commit of GNU Go v3.8.
[sgk-go] / regression / games / seki_exotics / README-MANNER
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1
2Some remarks concerning the files collected:
3
4seki1.sgf
5
6The "classical" seki. gnugo plays correctly, but the score is wrong.
7
8seki2.sgf
9
10Each side has an eye
11
12seki3.sgf
13
14Another one.
15
16seki_stupid.sgf
17
18Here i wanted to see, if gnugo plays the stupid move C 1. Well it doesnt.
19But maybe it is good to keep the file, just to make sure that future
20"improvements" dont spoil it.
21
22sekichallenge.sgf
23
24Thats what it is. gnugo makes mistakes and loses everything. But i get
25the impression that the reading depth is just a little bit too short.
26
27seki_score.sgf
28
29a seki. unless i counted it wrongly, assuming an equal number of
30prisoners
31the japanese rules give:
32
33territory b 96 w 97
34prisoners b 0 w 0
35seki b 0 w 0
36
37the chinese rules give:
38
39territory b 96 w 97
40stones b 79 w 79
41seki b 8.5 w 1.5
42
43so there is a difference of 7 points, depending on which rules you take.
44
45twoko_seki1.sgf
46
47A double ko seki. with the present program and playing japanese rules
48the eternal loop can only be avoided, if both players have enough
49intelligence to see that it is impossible to win. i said already
50before that i think that the program is wrong. that is after two
51passes, i thought the game is finished, but do_pass allows gnugo
52to play another move, so the loop continues. if we change do_pass,
53it would be good enough to have one intelligent player to avoid
54the loop. Since we know nothing about the intelligence of our
55opponent, the intelligent player would have to be gnugo.
56So if we stick to japanese rules, this needs a detailed analysis
57of the situation.
58In principle the japanese rules define in their precedents
59that this position is seki, should gnugo know the precedents ?
60chinese rules avoid the loop and give the interesting result, that
61whoever insists on playing, loses everything. maybe not everybody
62knows that already by heart, so it goes like this:
63
64w takes ko 1
65b takes ko 2
66w tenuki
67b takes ko 1
68w takes ko 2
69b tenuki
70
71finally there will be no playable point left on the board.
72lets assume that b has played the last possible move.
73then if w insists:
74
75w takes ko 1
76b takes ko 2
77w passes
78b takes ko 1
79
80now w would like to take ko 2, but that is forbidden, because it
81reproduces a position, which has already existed before.
82so
83
84w passes
85b takes all.
86
87If there is another ko somewhere else on the board, then this
88double ko would be an example of what Ing calls a disturbing ko.
89
90
91twoko_seki2.sgf
92
93Another double ko seki. twoko_seki1 has two groups with an eye each,
94this one has one liberty common to both groups.
95
96twoko_live.sgf
97
98B is alive.
99
100
101twoko_dead.sgf
102
103W is dead.
104
105
106fourko.sgf
107
108A quadruple ko. I have never heard about that, but i guess the
109japanese will have to cancel the game. with chinese rules one
110can play it of course, but it is rather tricky.
111
112onadare_ko.sgf
113
114The double ko variation of the onadare joseki.
115
116onadare_ko2.sgf
117
118Here i have added a ko in the lower right corner. This is completely
119different from twoko_seki1.sgf plus another ko. here the black group
120in the double ko is alive. however white has an unlimited supply
121of ko threats, so it will win any other ko. If i understand this
122correctly, the japanese do not consider this to be a triple ko
123I thought that Ing should call the double ko a "fighting ko",
124but apparently he doesnt. So the Ing rules would have to treat
125the two cases twoko_seki1.sgf plus another ko and the present one
126the same way.
127gnugo does not know how to handle this.
128
129bent4.sgf
130
131gnugo handles this correctly. when i said maybe for the wrong reasons
132Gunnar said, what do i mean. well first one should look, if it does
133all possible variations correctly. But what i really was afraid of, was
134maybe it treats it the same way it handles seki. only for seki it is
135wrong and here it is right. anyway, whenever the seki has been fixed,
136one should look, if this is still ok.
137
138bent4_2.sgf
139
140Another one. This one is also handled correctly.
141
142
143seki_bent4.sgf
144
145The combination of a bent4 with a seki, which gives an unremovable
146ko threat. The japanese rules kill the bent4 anyway. gnugo has
147various difficulties.
148
149
150doublebent4.sgf
151
152I guess the japanese rules say that both groups are dead ???
153Apart from that gnugo handles it correctly.
154
155threeko1.sgf
156
157The "classical" triple ko. i guess, if we play japanese rules,
158gnugo should realise that the game should be cancelled.
159Playing chinese rules one can usually neutralise two ko's
160and then play the one which is remaining as before.
161
162threeko2.sgf
163
164This is a fake. white can never win this.
165
166threeko3.sgf
167
168Similar to threeko2.sgf, with a slight difference. If it is
169white's turn it can play B 5 and then it becomes a double ko
170which black cannot win.
171If it is black's turn, the japanese will cancel the game and
172for the chinese white can never win.
173
174chosei.sgf
175
176A chosei( long life / eternal life ).
177Apart from the fact that the game should be cancelled,
178gnugo makes a lot of mistakes and loses everything.
179It seems everybody who writes about that, shows the same diagram.
180Maybe this is the only one ?
181If people think that this is interesting, I would have to do
182some work.
183
184junkan-ko.sgf
185
186A junkan-ko (round robin ko). Everything I wrote about chosei
187is valid here as well. i thought a little about these positions,
188but i dont want to bore everybody, unless somebody really wants
189to hear about it.