Playing a cycle is not necessarily a mistake. Not even if the player captures fewer stones during it than the opponent. If the player is in a lost position anyway, he may as well lose by playing through a cycle many times.
For the J1989 rule, it does not matter much that sending-2-returning-1 after 3 moves that are all plays does not repeat the situation: The rule refers to the position - not the situation.
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(1) and (2) are related to the no result with respect to the likelihood. Without a long cycle, a game consists of fewer than 500 moves and it is not particularly likely for a player to die during them. Contrarily a long cycle game can consist of potentially arbitrarily many moves and in principle the game can continue for years. The makes it much more likely.
(3). Without a long cycle, a player can and should follow the aim of the game to win and, since he has agreed to play the game, there should be no time problem. With a long cycle, the game can suddenly become indefinitely longer and a player might at some time feel a necessity to use (3).
(4), (5). Read the points again. You will notice that it refers to a long cycle specifically and does not refer to other situations of the game.
(6) That other parts of the rules are also flawed does not justify the flaws of the no result result. Here I am referring to these when speaking of unpredictable referee decisions. Let me be more precise: Case 1: The players recur a cycle with an equal number of removed stones. The referee might, e.g., require the players to make a specific agreement or allow the players to continue forever (i.e., he does not intervene). Case 2: The players recur a cycle with an unequal number of removed stones for the, say, 500th time. The referee could let the players continue playing on their own or he could intervene and declare Dagobert Duck (the player with the greater heap of opposing stones) the winner. Case 3: A player points out before or during a game that a strategically undecidable situation could occur or has occurred. The referee could declare the value of such strategic decisions in terms of scores or the referee could do nothing and let the players make meaningless, arbitrary pseudo-strategic decisions. In all the cases, the referee decision is unpredictable and related specifically to long cycles and is not related to other (potential) situations of the game.
(7) Read it again and you will notice that it refers to long cycles and does not refer to ordinary game situations without long cycles.
(8) Well, too much of a joke indeed.
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You have not discussed my clear rule replacement for §12 yet, as defined in
http://home.snafu.de/jasiek/j1989c.htmlIn particular, it must be discussed why the original no result rule fails to consider its relation to the game phases, why it hides its two major cases (equal versus unequal number of prisoners per cycle) behind the option of a social action ("if the players agree"), why it fails to assess a relation between no result and all the possible scores for purposes of strategic decision making.
Also I would like to know from those liking the original rule why they like also all these gaps and flaws in it. It requires A LOT of commentary to understand the implications on just the rules level of the original rule. This makes it a very nasty rule, IMO. Besides, it is already the second rule and because of it the first ko rule is longer than necessary ("Repetition of a position is prohibited after a succession of exactly 2 moves." instead of "Repetition of a position is prohibited.").