Gérard TAILLE wrote:
My proposal : in order to avoid mentionning continuously this big flaw in J89 pass-each-time can't we agree to say that the correct interpretation is really this J89 pass-once with a ko pass required only for the first recapture?
The closed loop in double kos was never a thing, this is clear from the examples. The question is only about whether whether this only a precedential ruling/restriction at the moment (and subject of a slight rule correction in the future), or whether J89 already has a good logical explanation for that.
At the moment I'm 75% sure that pass-once is the official J89 rule. The commentary mentioned
here spells this out almost literally (after passing for it, the ko becomes like if the game resumed - and no pass-for-ko required in resumption).
Another reason I feel more and more confident is the amount of noticeable work went into J89. Have you seen the official Korean or Chinese rules (or many other for that matter)? The richness of J89 commentary, the number of L/D examples and all the different aspects of L/D they examine show that J89 is the result of a lot of work and attention. It's hard to imagine such an obvious double ko flaw could have remained unnoticed (though the older version also had a few gross errors in comments and an example which may contradict this - maybe they came from different editors or so?).
Quote:
The number of remaining flaws are now very small indeed. Basically I identified three positions and in each of them the problem is due to the presence of a double ko.
These positions are the following:
You may want to dig through some old bestiaries. There were an original pass-for-ko counterexample a few decades ago. I don't clearly remember now but it was a relatively large position (9x9 or bigger) and it also demonstrated an unnecessary reinforcement move.
Also note ligtvector's example (which I considered the biggest flaw of J89) does not work, as kvasir
noticed:
Quote:
- Click Here To Show Diagram Code
[go]$$B
$$ ---------------------
$$ | O . O . X . . O . .
$$ | O O O X O X O O . .
$$ | X X X O . O . . . .
$$ | . . . O O O . . . .
$$ | . . . . . . . . . .
$$ | . . . . . . . . . .
$$ | . . . . . . . . . .
$$ -----------------[/go]
B cannot seem to do anything to the corner without capturing a W stone in the ko first, and this stone will be replayed and become uncapturable, so is an enabled stone.
Quote:
In the third position the problem is due to the pass-for-ko required only ONCE (in this example if you require a pass-for-ko for the TWO first ko captures then the problem disappears).
That doesn't sood like a good idea. Note that pass-once has a good theoretical rationale as is (freeze and simplify the dynamics related to the stop position, and let a pass for it "resume the game" there). Pass-twice sounds ad-hoc without any
theory ground.
I also don't see a serious problem in your third example - the behavior will remain reasonable and any difference to pass-each-time is irrelevant if that is not the official rule. Maybe a single email to the Nihon Ki-in could answer the question.
