Variations of Our Solution (IIIb)
Tricking KataGo (Triple-Ko)
VAR (C) (A)
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: (97 222ab ; A 222an ; C 222ge) A detailed explanation of its variations after a "late" start of the endgame will be given later ( 222fw). White might consider following the "classical" line of play, by choosing the atari at . She would become one point better than in Our Solution, but still remain one point behind the alternative subvariation. In order to punish Black's delay with the guzumi, it is best for White to occupy the guzumi point herself, before attacking Black's upper left corner. Black will counter with the kikashi of Michael Redmond in the bamboo joint, but in the end White will be two points better than in Our Solution. If White wanted to pre-empt this kikashi, she could play the peep of at the upper edge first. However, she would provide Black with the chance of playing the guzumi, therewith returning to the score level of Our Solution again. : (97 222gf) Please note that this crosscut must not be played in the case of a "late" endgame ( 222fx).
Drawing back to , instead, would be too slow, as Black's upper left corner is not threatened enough by this move. However, pre-empting the Guzumi Exchange just now will allow us to include a detailed analysis of the variation tree for Yamada Shinji's tsuke in the upper left corner in the classical line of play into this update of our website. : ( D 222iu) After a long analysis, it was quite surprising to us that giving atari at , instead, did not produce a better overall result either - a correct continuation of both sides provided.
: Giving atari at Black's other stone at the second line, with from the corner, would be a grave mistake. | |
: (A 222iz) It is not necessary for White to complicate the issue by extending into Black's corner with a move at . : ( A 222jc) However, as we now know, Black's atari in the corner is in danger of becoming a lost move. It would be better for Black to play at , instead. : ( B 222kb ; 105 222kz ; C 222mw) Please note that this move does not lose a tempo in the Main Semeai, as it creates an approach-move liberty for her group at the left side in the corner, due to Black's weaknesses at and . White's single stone in the upper left corner is not that important. White's best option here is to occupy the guzumi-point with . White should take this chance just now, as she will become limited in her choices after she connected her single stone in the upper left and five of her stones were in atari thereafter. Connecting at would also be preferable, compared to the connection at , as Black would be unable to play his following throw-in. If White only wanted to frustrate Black's intention of entering Joachim's Ko-Semeai, she could play the peep of at the upper edge just now. However, she would do not better overall than in the solution. : ( B 222mx) However, it would be better for him to play the guzumi, instead. : ( B 222my ; C 222na) However, as two moves earlier, White's best option here would be to stop Black from playing the guzumi. Similar, if White only wanted to frustrate Black's intention of entering Joachim's Ko-Semeai, she could play the peep of at the upper edge just now. However, this move would result in a loss of one point, compared to the alternative subvariation. | |
: ( 110 222nb) However, connecting is not mandatory for White, so Black should have played the guzumi again. : ( 110 222ns ; A 222nw) As with her two previous moves, White should have taken the guzumi point from Black. Playing the peep of at the upper edge would also destroy Black's intention of getting into Joachim's Ko-Semeai. However, this move would result in a loss of one point, compared to the alternative subvariation.
: As a matter of course, Black could have kept the game countable by playing the guzumi - at the last possible moment now. Concerning the Main Semeai, Black has only six liberties left after this move. As he does not intend to choose this line of play, we will stop colouring the edges of the board here. | |
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: Capturing the ko in the upper right "early" does not help here, as White does not have the time to connect this ko thereafter. : (143 222op) Under Japanese Rules, White might consider capturing the hanezeki's tail just now - quite contrary to the "original" Joachim's Ko-Semeai.
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Neither side can stop capturing in this triple-ko. Therefore, under Japanese Rules ... The game will end with "no result".
Please note that under Chinese Rules (also used by KataGo 1.2) White would win the game by a large margin. By playing elsewhere, either side could release this ban. However, Black has only one valid ko threat with , while White is favoured by six valid ko threats (, , , , , ), and so will start the last triple-ko cycle for capturing Black's large group at the right. | |