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�@ �@ Written by Wilton Kee on 12-May-2009. Based on principles set up on 14-Mar-2009. All rights reserved. --- Dedicated to Wing --- I. JUSTIFICATION OF KEE RULESTo prevent cycles, one might argue that traditional go rules already serve the purpose. Simple ko rule prohibits cycle within 1 turn (with each player playing once) and superko rule prohibits longer cycles. Why do we need something different? The rationale of each component of Kee Rules is illustrated as follows. A. Why is the cyclic prohibition superko (rather than simple ko) in nature?Cycles like 3-ko, 4-ko and chosei can be longer than 1 turn. Superko can provide a sensible resolution to these long cycles. B. Why is the cyclic prohibition positional in nature?A good rule shall penalize the one who produces the repeated board position. Consider a 3-player game with "Board A -Player 1-> Board B -Player 2-> Board A -Player 3-> Board A -Player 1-> Board B". It is more reasonable to prohibit "Board B -Player 2-> Board A" (if positional) than to prohibit the second "Board A -Player 1-> Board B" (if situational). C. Why is the cyclic prohibition lifted after a pass play?This is to draw consistency between a non-fully-occupied board and a fully-occupied board. In a non-fully-occupied board, to a player who has just occupied a ko position but actually hopeless to take further step on it, an irrelevant play on elsewhere on the board by his opponent can already be treated as a effective ko-threat to him because the board position has been altered. As the hopeless player finds no way to take further step on it, the opponent can take back the ko position and win the ko. However, in a fully-occupied board, no where on the board is available for the opponent to make such a irrelevant ko-threat play. If cyclic prohibition cannot be lifted by a pass, i.e. a pass is not assumed to have altered the board position or treated as the weakest ko-threat, the ko position would be forever occupied by the hopeless player and the game would be halted there. This is inconsistent with the non-fully-occupied board and undesirable.
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As an example, consider this simple ko on a fully occupied board. If the cyclic prohibition is not lifted, no opportunity can be given to White when Black has nothing to do after winning the ko.
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Also consider this "sending two returning one" situation where Black keeps playing as a cycle after White has already passed (in White 2). If the cyclic prohibition is not lifted, wrong timing of cycle (White 4 instead of Black 5) would be prohibited. D. Why does the game end when the same player passes on the same board position again?After a pass play, the player is free from any previous cyclic prohibition. If the same player passes on the same board position again, there is actually no change in both board position and prohibition status (i.e. free from any previous cyclic prohibition) from the previous identical pass play. The game can end without any complaint because any desired possibility should have already been be tried out after the previous identical pass play. E. Why are all the board positions consecutively passed by all players considered as the scoring board positions?If there is any stone play after the initial scoring play, the result of the game is cyclic in nature. Instead of putting all weights to the single final board position which is just one within a cycle of many board positions, it is reasonable to allow certain board positions within the cycle to be used for scoring. It is easy to understand that board positions which are not consecutively passed by all players should not be used for scoring. It is because there is at least one player does not agree on such board position to be used for scoring by successfully making stone play on it. On the other hand, a player passes on a board position either because he agrees on such board position to be used for scoring, or is forced to pass because of cyclic prohibition. As the end of a game means the desired possibility has been tried out, a player forced to pass will still be forced to pass next time even if the game continues. In such case, the player cannot say he does not agree if situation does not allow. Therefore, all the board positions consecutively passed by all players can be considered as the scoring board positions. �@ II. STRENGTHS OF KEE RULES1. Game ends in finite plays on all types of finite boards. 2. Game ends with a definite score. 3. Applicable to any number of players (even 3 or more). 4. Compatible no matter whether suicide is allowed (suicide is not allowed in the following rules as default). 5. Compatible with both area and territory scoring systems (area scoring is chosen in the following rules as default). �@ III. CONTENTS OF KEE RULESA. Equipment 1. A board consists of intersections, where intersections are adjacent to some of the others in a pre-defined way. In usual circumstances, a board is marked with 19 parallel vertical lines and 19 parallel horizontal lines, making 361 intersections. 2. The number of stones shall be sufficient to end a game. In a two-player game, usually lens-shaped black and white stones are used. B. Play 3. During
a game, each player possesses one color of stones. C. Liberties 8. An
unoccupied intersection which is adjacent to a stone on the board is called
the liberty of such stone. D. Removal of stones 11. A stone unit without liberties is removed from the board. There are two cases: (a) When a stone is played so as to take the last remaining liberty of any opponent stone unit(s), all those opponent stone unit(s) is/are immediately removed from the board. (b) When a stone is played so as to take the last remaining liberty of any opponent stone unit but would also leave the newly formed stone unit with no liberties, only all those opponent stone unit(s) is/are immediately removed from the board and the newly formed stone unit is not removed. E. Invalid stone play 12. A
forbidden intersection of a player is an unoccupied intersection on the
board which, if occupied by a stone of such player, would leave the newly
formed stone unit with no liberties but fail to take the last remaining
liberty of any opponent stone unit(s). A player may not place a stone on a
forbidden intersection. F. End of game 14. The
game ends when the ranking can be agreed by all players. G. Scoring 16. At
the end of a game where ranking cannot be agreed by all players, the ranking
would be determined by scoring. (a) Stone(s) is/are removed from the board if all players agree. (b) With respect to each player, the intersection(s) occupied by the stone(s) of such player on the board, as well as the unoccupied intersection(s) which is/are fully enclosed by such stone(s), is/are counted towards the point(s) of such player. (c) Unoccupied intersection(s) which is/are enclosed by stones of different players on the board are not counted towards the point(s) of any player. 19. If
there are no scoring board positions after the game has ended, the game is
draw. �@ IV. TYPES OF CYCLESType 1Examples: Boards with 3-ko, 4-ko or chosei Type 1 can be solved using traditional superko. Type 2Examples: 2x1 board, 2x2 board, 2x3 board, some players disturbing on a fully occupied board, 1x8 board (see below)
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Type 2 can be concluded with a definite score under "cyclic scoring" in Kee Rules which considers the board positions passed by all players during the cycle. �@ V. TYPES OF CYCLIC PROHIBITIONSA. Simple koToo weak to disallow all kinds of long cycles (all long cycles concluded as "no result"). B. SuperkoToo strong to turn type 2 to anomaly. "No result" would be eliminated. C. Spight RulesSpight Rules give scores to type 2 using the single last board position upon game termination despite the fact in some situation that such single board position was just one within a cycle of many board positions. D. Kee RulesKee Rules give scores to all types. Type 2 is given a definite score by "cyclic scoring" which considers the board positions passed by all players during the cycle. �@ VI. OPTIMAL SCORES ON SMALL BOARDS
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