:: Igo Hatsuyôron 120 (2021)

Variations of Our Solution (IIIb)

No Early Kikashi

VAR (.3) (.1)

: ( 649af)
White plays Dany's atekomi, preparing the path to the ko fight in the left centre.

Black's outside liberty of his group in the upper left corner does not matter here, because the nakade at the left has not been captured yet by White.

: (138 649ak)
Here, we let White set the scene for the forthcoming ko fight, with the nakade at the left edge still untouched.

In the subvariation, we will show the result of Dany's Ko in the case of White having captured the nakade "early" - what KataGo favoured several moves before:
Black will be able to win the ko, so gaining one point overall.


Ko: ; ; ; ; ;

:
KataGo splits the Nakade Sequence here, and recaptures the ko.

White could also continue with just now, not affecting the outcome of the game.

:
Black is forced to connect his two stones.

If he played the throw-in at , instead, White would play the forcing sequence of , , , and Black would lose his entire group at the left, due to damezumari. Black has no chance at all to win the ko fight in the left centre, as White has several unbeatable ko threats at her hands, starting with .

:
KataGo uses the push at the top as a ko threat.

:
Black recaptures the ko.

Black will be unable to win the ko anyway, so he could connect at just now, not affecting the outcome of the game.

:
White gives atari at the upper edge.

Please remember that neither nor are valid ko threats here, as Joachim found out earlier.

:
Black connects in the right centre, in principle terminating the ko fight at the left.

:
KataGo recaptures the ko.

Black could simplity the issue by immediately playing at , instead, not affecting the final scores of the game.

:
Eventuall, KataGo has realised that continuing with the ko fight is fruitless and secures some territory in the upper right.

:
White has to connect the ko - sooner or later.

Black plays 3/4 reductions.

Playing 4/4 reductions would interchange the scores of the Main Variations.

Before the end of the game, Black will have to capture at .

Capture Variation:

Compared to the superordinate variation ...

  • White got an additional two points of territory at the upper edge./li>
  • White did not get two points of territory in the left centre, but capture one Black stone there, so Black's net gain is one point.
  • Black got an additional point of territory in the right centre.
  • Black destroyed one point of White's territory in the upper right corner.
  • White destroyed one point of Black's territory in the upper left corner.

In total, gains and losses compensate for each other.

White + 2 => White + 2

Semeai Variation:

Compared to the superordinate variation ...

  • White got an additional two points of territory at the upper edge.
  • White did not get two points of territory in the left centre, but capture one Black stone there, so Black's net gain is one point.
  • White captured an additional two Black stones in the upper right, but lost two points of territory there, so the net effect is a gain of one point.

In total, White gained one point.

Jigo => White + 1

Copyright © 2021 Thomas Redecker.

Design by Jan van Rongen, modified by Thomas Redecker.

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