:: Igo Hatsuyôron 120 (2021)

Variations of Our Solution (IIIb)

Tricking KataGo (Triple-Ko)

VAR (C) (A) (.2) (.2) (.2) (.3)

(Referenced by 222go)


: ( 222gn)
White connects her single stone in the right centre.

This move is favoured by KataGo (2020) e.g. with komi = 1, and it would have been no "real" mistake, if only White were to win the game.
AI programs usually rate alternative moves according to the probabilities of winning the game that have been determined for them, but not according to the calculated point-based outcome.
Choosing this "peaceful" line of play might include fewer risks than the ko fights in the upper left corner, so its winning probabiliby might be best.

However, as it will turn out below, White will be unable to win the game after this connection, if Black does not make any follow-up mistake.

: (125 222ht ; A 222hu)
Black's sente push at the top is decisive for frustrating White's hopes to win the game.

Immediately descending to , instead, would be a mistake. Obviously, the idea of playing this move is triggered by wishful thinking on White's side.

It is also too late to play Michael Redmond's kikashi in the bamboo joint.

: (123 222hv ; B 222hw ; C 222hx ; D 222hy ; E 222hz)
White has to be patient here. She must answer Black's push with the solid connection at .
White is unable to capture Black's cut-off stones in the upper left corner. Thus, the semeai with her centre group has become a valid threat.

Blocking at , instead, is too reckless now. White's other defensive options (from to ) are just as ineffective.

:
White simply connects

:
Black closes his upper left corner, also occupying a liberty of White's group at the left.

He must not capture White's stones in the corner, as he would have to invest an extra move to fullfil this task. White would win the Punishment Semeai.

:
White's hane in the corner destroys two points of Black's territory, in sente, but is not enough to turn the tables.

:
The Main Semeai continues.

Black must not play any reduction.

:
This move starts the endgame at the left side of the board.

Before the end of the game, White will connect at , forcing Black to play , in order to keep the upper left corner as a seki.

Capture Variation:

Compared to the super²ordinate variation ...

  • White's cumulated gain in the upper left corner is 13 points.
  • Black's cumulated gain at the top and in the upper left corner is 20 points.
  • Black got an additional point of territory in the left centre.
  • White destroyed three points of Black's territory in the lower left corner.
  • Black captured an additional two White stones in the lower left, so gaining four points.
  • White's cumulated gain at the right side of the board is six points.

In total, White lost three points.

White + 3 => Jigo

Copyright © 2021 Thomas Redecker.

Design by Jan van Rongen, modified by Thomas Redecker.

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