Variations of Our Solution (IIIb)
Tricking KataGo (Triple-Ko)
VAR (C) (A) (.2) (.2) (.2)
(Referenced by 222gn) : ( 222bb) The comparable position in the modern line of play, i.e. after the Guzumi Exchange, can be found later ( 222gn). | |
: : : (B 222dt ; C 222du) Extending to , instead, will result in a change in the order of moves. Giving atari at in the corner will result in a loss of three points. Trying to connect his troops along the edge of the board by jumping to is a bit better for Black, White will benefit by "only" two points. | |
: : : Please note that this move could also be played a bit later. : (A 222dv ; B 222dw) The connection at lacks this potential at the top, and so would benefit White by a few points. Connecting at in the corner, instead, would result in a difficult ko fight in the upper left corner. | |
: : : : Otherwise, Black would be able to cut through at the top. : : : If he captured at , instead, White would also descend to , forcing Black to connect at . Nothing would have changed. | |
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Black must not play any reduction. Before the end of the game, some moves must be played in the upper left corner. | |
Capture Variation: Compared to the super²ordinate variation ...
In total, White gained eleven points. Jigo => White + 11 | |