Re: Renaissance rules
Posted: Wed Oct 13, 2021 1:27 am
On further thought, the above new superko variants could also give renaissance to the "three passes stop" idea that various authors (Yasunaga and others) considered in the past, but which is hard to do normally (because of double ko seki). The motivation is to get rid of technical/unintended stops (when first pass was not real, only forced by ko ban).
Three passes are also how Spight rules work in practice. Passes lifting bans (and resumptions) can only partly substitute this, as sometimes it can be important to reach the correct outcome within one phase, without resumption.
One such case is hypothetical play. Another is hybrid rules that switch territory scoring to pass stone playout. This is really hard to do correctly without three passes because the first phase needs to be ko-wise complete. See Lasker-Maas rules for an unsuccessful attempt (one point error for endgame ko left open and connected in dispute phase).
Three passes are also how Spight rules work in practice. Passes lifting bans (and resumptions) can only partly substitute this, as sometimes it can be important to reach the correct outcome within one phase, without resumption.
One such case is hypothetical play. Another is hybrid rules that switch territory scoring to pass stone playout. This is really hard to do correctly without three passes because the first phase needs to be ko-wise complete. See Lasker-Maas rules for an unsuccessful attempt (one point error for endgame ko left open and connected in dispute phase).